After six months of R&D, three months of rough prototyping in blueprints, bringing together most of the Joy Machine team, and…
I did an interview with PCGamesN a few weeks ago with Jeremy Peel to talk about Steel Hunters, its guiding design…
Generally, I do all of my game work on my primary monitor (Dell 27" S2716DG) which I’ve run through a couple of color/brightness/etc. calibration tools. I have not done the same for my under-resolution — due to outputting to multiple displays from a laptop — Samsung 32"…
Hopefully I did an adequate job of conveying that this series would be a very, very slow burn. It’s basically my once-a-month entry that will go through a whole lot of the details of our game, Steel Hunters, but it’s going to be a fairly long ride…
About this time last month, I broached the wide, wide subject of system-oriented design. That was intended as a very high-level piece to kind of set the tone for posts-to-come, and this is one of those… Posts… That is… Well… Here now by the time you’re…
I integrated the 4.14 release of Unreal Engine 4 into my custom fork early last week. The 4.14 UE4 update was pretty great. So, since I have a fairly good workflow in place to (relatively) easily merge in UE updates into my fork, I did so.
You may have noticed some re-naming and re-branding going on in these here parts. You may also have noticed that…
Sometimes you take years of graphics and lighting and shading knowledge… And apply it to a mobile home.
A destructible mobile home at that.
I’ve largely been focused on shader development, material improvements, and general graphical improvements to a bunch of our prototype level assets lately. On top of that, I completely rewrote the character shader, thus making the current iteration version 3 of the character…
No real update for the time being, just some pretty pictures.