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The Micro Trailer
Your first trailer is a critical milestone that can make or break your game. And you’re very likely making and publishing it without the help of a game publisher or PR firm. But everyone will be judging it as if you had. So what can you do to maximize success?
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Per-triangle occlusion on the GPU in 1ms with Unity
An algorithm for real-time per-triangle occlusion in Unity. We use procedural drawing, a render texture, a tricky shader, compute buffers, and two compute kernels to check the visibility of triangles directly on the GPU.
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The Art of Damping
Damping is the art of mathematical motion. Its purpose is to create a transition, over time, from one value to another. A lot of things depend on good damping. Camera, animation, movement, colors, its use is everywhere. That’s why understanding it is very important.
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Generic Database in Unity using ScriptableObjects
I strongly believe that what we used to call the Level Editor is now a Data Editor. They are many data types, and to manage them it’s quite useful to build a database system within Unity. The goal is not to replace the built-in Asset Database but to organize, manage, find and reference our data more easily. For my next project I started to build such a database using ScriptableObjects, and I will share some progress here.
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From Level to Data Editor
We used to think about the Level Editor, the place where the level or the game was built, as the final frontier. But what a game needs is a Data Editor.
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Game Production Overview
Having just built a studio for MWM I was reflecting on the various jobs of the game industry, so I made this simple data viz thinking it could help others to visualize what makes a game company.