The game development industry brings something new all the time. General Arcade shows the most interesting releases, updates and news of the past week, which are recommended reading for both industry veterans and novice developers.
In this version, the rendering functions provide more control over performance and produce better results. The assembly with the help of Multi-process Cook has been reduced, which will speed up iteration.
New UTM tools and deprecation of Google Analytics.
Nabil Jabour, FX TD at Framestore, explains how he managed to recreate the effect from the film.
Postmortem: Prototyping Let’s! Revolution! to turn Minesweeper into a turn-based roguelike strategy
Michael Highland, creative director, and Ian Sundstrom, gameplay programmer, talk about how their team went through the tedious process of releasing their first commercial game.
3D artist Deryck Pelegrini shared the details of The Three Dancers project, explaining how he created a set of different poses from the same mesh using Reallusion’s new Pose Tools plugin for ZBrush.
The Unreal Engine team spoke with the developers about the lessons learned from their first game, Helltown, and how they were applied to Born of Bread. We also chatted about how the team used the Unreal Engine to create the game’s signature 2D and 3D look, the power of blueprints, and whether it’s possible to pet a dog in their game.
The studio posted slides of their presentations. Reports about both rendering and animation, AI and more.
The art director and producer talked about the development of the game on Unity.
Canberk Yücekök shared a brief description of the process of creating his generator.
The Unity team talks about the subtleties of writing shaders and gives an example of this for the nature shader.
The developer of Snufkin: Melody of Moominvalley talks about the adaptation of the world by Tove Jansson.
Fabien Sanglard breaks down the technology used in the first trilogy.