17 articles in this category

    • 11 comments
    • 3,151 views
    • 12 comments
    • 2,949 views
    • 8 comments
    • 2,274 views
    • 9 comments
    • 3,275 views
  1. Teaser Paragraph:

    A short technical article that compares the frame rate cost of cheap vs. expensive assets in Source engine optimization.

    • 12 comments
    • 2,391 views
  2. Teaser Paragraph:

    A short technical article that aims at comparing the frame rate of func_detail vs. displacement in the context of the Source engine and the repercussion on their usage in maps.

    • 12 comments
    • 3,305 views
    • 48 comments
    • 6,824 views
    • 12 comments
    • 3,532 views
    • 14 comments
    • 5,004 views
    • 26 comments
    • 11,632 views
    • 3 comments
    • 2,418 views
  3. Teaser Paragraph:

    It’s no wonder Unreal Engine 4 (UE4) has been lauded as a designer-friendly engine, its new Blueprint visual scripting language empowers even those users with little coding knowledge to easily create interesting and complex systems.

    • 5 comments
    • 3,539 views
  4. Teaser Paragraph:

    In this 3-part Level Design series, we’ll learn about Naughty Dog’s choices to design the intro levels of The Last of Us, using narrative design, level and tutorial design and characters as exposition tools to drive their fearful adventure forward. This analysis is intended for level design students and aficionados alike.

    It was originally given in a class at game design school Supinfogame in October 2014. Spoilers ahead — I strongly recommend that newcomers to the game play as they read this analysis.

    For any additional questions or to discuss this further, feel free to contact me through LinkedIn.

    • 5 comments
    • 5,676 views
  5. Teaser Paragraph:

    In this 3-part Level Design series, we’ll learn about Naughty Dog’s choices to design the intro levels of The Last of Us, using narrative design, level and tutorial design and characters as exposition tools to drive their fearful adventure forward. This analysis is intended for level design students and aficionados alike.

    It was originally given in a class at game design school Supinfogame in October 2014. Spoilers ahead — I strongly recommend that newcomers to the game play as they read this analysis.

    For any additional questions or to discuss this further, feel free to contact me through LinkedIn.

    • 4 comments
    • 6,913 views
  6. Teaser Paragraph:

    In this 3-part Level Design series, we’ll learn about Naughty Dog’s choices to design the intro levels of The Last of Us, using narrative design, level and tutorial design and characters as exposition tools to drive their fearful adventure forward. This analysis is intended for level design students and aficionados alike.

    It was originally given in a class at game design school Supinfogame in October 2014. Spoilers ahead — I strongly recommend that newcomers to the game play as they read this analysis.

    For any additional questions or to discuss this further, feel free to contact me through LinkedIn.

    • 8 comments
    • 16,729 views