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#Drive Rally by Pixel Perfect Dude is a love letter to the golden age of rally games

PreMortem.Games

The low-poly racing game, developed by Polish indie developer Pixel Perfect Dude , feels like a love letter to the PlayStation 1 era of rally games, where you could actually name the top drivers and the cars they drove. “Ah We’ve gone to great lengths to recreate the feel of driving legendary rally cars.”

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All About Epic Games

Game Designing

People ‘in the know’ when it comes to modern video game technology understand precisely who Epic Games is. Operating one of the largest games in the world (as far as popularity and number of accounts are concerned) in Fortnite, this company records over 350 million accounts and an impressive total of 2.5 Current Location.

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Introduction to Unity’s Animation System

Logic Simplified

Unity has a rich and sophisticated animation system for the game development process , also referred to as ‘ Mecanim ’. It is a powerful tool for game developers to create dynamic, true-to-life animations for characters, objects, and environments in their games.

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Minecraft’s future is a gazillion metaverses

Game Daily

The game has sold more than 300 million copies, a number of people that would make it the fourth largest country in the world, by population. Various media outlets have acclaimed the game as the most important of the 21st century so far. In other words, the company tries to under-promise and over-deliver.

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How We Printed the Tasty Humans Board Game Kickstarter

Brand Game Development

Tasty Humans is the latest, and in my opinion, the greatest creation of Pangea Games. It’s a tile-placement, puzzle-solving board game for 1-4 players about villagers attacking monsters. They were the creative force behind the game, and really, the soul of it. Need help on your board game? But my role?

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Best Practices for Remote Teamwork

Deconstructor of Fun

Imagine leading a group of developers, artists, and designers piecing together the next epic game … Now imagine doing it without a physical office. I would much rather take that money and put it into the development of the game rather than into the building itself." Imagine just how much money they're burning on those ghost towns.

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From architecture to virtual production—Aurora's real-time 3D journey

CG Spectrum

I had been working in the architecture industry for five years at one of the top architecture companies in Australia. I had been playing the Supergiant Games game Hades and started wondering what the River Styx could look like in a fantasy/fairy tale world. Why Aurore made the switch from architecture to virtual production.