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?
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.
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.
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.
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.
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.