17 articles in this category

    • 11 comments
    • 2,304 views
    • 12 comments
    • 2,321 views
    • 8 comments
    • 1,846 views
    • 9 comments
    • 2,909 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
    • 2,201 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
    • 3,056 views
    • 48 comments
    • 6,259 views
    • 12 comments
    • 3,319 views
    • 14 comments
    • 4,802 views
    • 26 comments
    • 10,760 views
    • 3 comments
    • 2,313 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
    • 3,352 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 my website or follow me on Twitter.

    • 4 comments
    • 5,505 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 my website or follow me on Twitter.

    • 3 comments
    • 6,701 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 my website or follow me on Twitter.

    • 7 comments
    • 16,152 views