Remove Baking Remove Clipping Remove Mechanics Remove Prop
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A day in the life of a narrative designer

Game Global

We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between. This is a clip of the Heider-Simmel animation. We need to understand, at least at a high level, all of its features. Brainstorming, writing, editing, and workshopping text!

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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

While building up the hair shader, however, Pete struggled to find a way to actually bake out the flow map information (meaning: the directional flow of the hair cards) onto an image pulled from the 3D suites our modeling team typically uses, like Maya and Blender. Convenient, right? Say it with us, y'all: HALLE-FRICKIN'-LUJAH!

Dev 52
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Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

The only examples of F2P shooters at scale were Korean (Crossfire) and Chinese (Assault Fire/Ni-Zhan), both focused on pay-to-win mechanics. When CoDO development started, there was barely any successful 3D free-to-play shooter in the west and free-to-play design as a whole was fairly unexplored outside of Facebook games.

Content 52