DEV BLOG ENTRY 10: GLOBAL GAME JAM 2014
I’m sure some of you guys were part of this year’s Game Jam. Yes, we have one in Macedonia as well; in two cities, Skopje and Bitola, and for two years already. Last year we missed it, so we had to be part of this year’s event. As one of the few game dev. studios in Macedonia we had to do
DEV BLOG ENTRY 9: THERE AND BACK AGAIN
WE’RE BACK It has been a while, hasn’t it? You would think that months without news would signal the demise of a project such as this, but in our case that couldn’t be further from the truth. Excubitor is alive, kicking and better than ever. In the three months since we last updated the website we managed to port (pretty much) all of our game features from
DEV BLOG ENTRY 8: WIND OF CHANGE
As you may have read in our previous dev blogs we came out of the gamescom 2013 event with a lot of new knowledge about the world of game development and some much appreciated feedback from players and industry representatives. One of those industry representatives just happened to work for Unity and after a fairly informative conversation we were convinced
DEV BLOG ENTRY 7: GAMESCOM 2013 PART II
After last week’s inside look into our, slightly un- experienced, master plan for game convention attendance it’s time to talk about the actual gamescom 2013 experience. ARRIVAL We took a plane to Dortmund, it was the cheapest option, and then a train to Cologne. It’s important to mention that.
DEV BLOG ENTRY 6: GAMESCOM 2013 PART I
Better late than never, right. We might have skipped a couple of weeks after we promised to write about our gamescom 2013 preparations, but the whole process took way more time and manpower and we really couldn't find the time to write about it. Now that it’s over we can do a nice summary and tell.
DEV BLOG ENTRY 5: SMOKE AND FIRE
After we skipped last week due to a small holiday break (we need those once in a while), we return with our weekly blog updates to talk about the visual effects in Excubitor. Since we covered the process of asset creation up to this point we can now assume that said asset is already placed in the game world to enrich
DEV BLOG ENTRY 4: ASSET WRAP UP
Today we reach the final chapter of the asset creation story. After the modeling and base texturing it’s time to beautify the texture with some additional tricks, all of which are essential when creating a model intended for video games. NORMAL MAP The first step is to create a normal map for the model. There are two methods for normal map creation.
DEV BLOG ENTRY 3: HULL PAINTING 101
After last week’s talk about the fundamental principles of 3D modeling for games it’s time to explain the next step in the process. Once the object is modeled, with everything that was mentioned in the previous post taken in consideration, the result would look something like this. In order for the texture artist to be able to paint the object he will
DEV BLOG ENTRY 2: MODELING FOR GAMES
It's time to talk about the art creation process in EXCUBITOR. In our development pipeline, and I am pretty sure the same goes for all other game studios as well, artistic design is the first step in the content creation process. At the beginning, when the initial team of Aleksandar and Ivan started
DEV BLOG ENTRY 1: THE CORE
This week we will delve a little deeper into our development process. While the last blog served as an intro story about the birth of Excubitor and the creation of Tesseract Interactive here we will talk about the first, and arguably most important, choice the team needed to make, the choice of a programming language. C# As mentioned in the previous entry