17 articles in this category

    • 12 comments
    • 3,650 views
    • 12 comments
    • 3,304 views
    • 8 comments
    • 2,514 views
    • 9 comments
    • 3,537 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
    • 2,586 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
    • 3,507 views
    • 48 comments
    • 7,274 views
    • 12 comments
    • 3,735 views
    • 14 comments
    • 5,242 views
    • 26 comments
    • 12,011 views
    • 3 comments
    • 2,499 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
    • 3,646 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
    • 5,838 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
    • 7,027 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
    • 17,122 views