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In regard to the vertical slice. Do studios work on/produce it to pitch a game or is it used as a milestone to reassure the money people that the game is progressing? (or both)?

Ask a Game Dev

Because it's a showcase, the vertical slice is an excellent demo to pitch to executives and publishers. What's more likely to happen is that they fund initial prototypes for several new game ideas, then approve the more promising ones and cull the rest. Call of Duty, Pokemon, Madden, etc.).

Culling 57
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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

Here you can see some screenshots: Comparison between no indirect lighting (top), and baked indirect lighting (bottom) in the TPS demo. My first task will be integrating an occlusion culling system into the new Vulkan renderer. Debug output of the prototype implementation. Cornell box test using baked indirect lighting.

Render 55
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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

Building upon the initial prototype , we've now reached a state where we're happy to release the Web editor in sync with the native version, so you can find the latest stable version on editor.godotengine.org. Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. Moreover a 3.2.2