A while back Unity approached small independent studios to get a feeling for how they work in the industry and ultimately how they've stayed successful. dotBunny was among the lists of studios contacted, having worked with Unity since 2006. Here are some of my thoughts and comments now that I've seen the collated data.
As the PTBO Game Jam has grown, so have the complexities and logistics involved in putting on an event of it's size in Peterborough, Ontario. PTBO Game Jam 04 presented its own unique set of problems, and hard learned lessons.
Every few months there is a wave of emails about students wanting to intern at dotBunny. Almost all are turned down, here is why!
Moving away from using the Unreal Engine provided rocket build can at first seem like a daunting task, but after a while, you will probably find yourself asking why you didn’t switch sooner. There are a few prerequisites to being able to use the source code version, but thankfully, this article will attempt to step you through the process as gently as possible. This article will describe...
So you have moved away from using the pre-built solutions of Unreal Engine; awesome! The next logical step is creating a portable Unreal Engine rocket build of your own. Whether you are working in a large team or working on your own, a rocket build takes the technical lifting out of working with the Unreal Engine source code. It gets you, and your team right into working directly on your project...
This past weekend in Peterborough, Ontario was PTBO Game Jam 03. A fun filled weekend of game development, sleep deprivation, pizza and Tim Horton’s.
The progress on Dethol has been simply amazing. I cannot even begin to explain how rewarding this last month has been for me personally and professionally.
It's been just about a week since we started aggressively working on our own game at dotBunny. The feeling of making something of our own is awesome!
A second day on evaluating engines. Looking at Unreal Engine's Signed Distance Field Shadows. It makes the decision easy.
Cloney presents a rare and wonderful opportunity to discuss game development: the mistakes, the process and what it actually took to get it done.