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 […]
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 […]
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.
As I approached the qualification line for becoming a Twitch Affiliate, I started keeping the dashboard up while I streamed, assuming that there might be some sort of fireworks or announcement when I surpassed the magic check point. There was nothing. As that point came and past, I had forgotten about the hype leading up […]
We are hardworking game developers who accomplish incredible things when we set our minds too it; so it is not surprising of what we have produced this month long sprint. You know what we are not good at? Getting funding from outside sources.
It’s been just about a week since we started agressively working on our own game at dotBunny. While there are many roles too fill on the game, I got “dibs” on engineering lead. It’s great to be back in code every day, and furthermore its great to be working on something that truly is something I can call my own.
Shortly after the Torment roll off, we decided to create something substantial that we could pour our hearts and souls into and call our own. Dethol.
When Prey was released it brought back memories of the last reboot which I got sucked into, but as I began to watch the trailers I was quick to realize that this was something different, something more, something special.
Technology has created a 24/7 production pipeline of information for consumption, where “news” outlets are in a constant battle to attract the attention of potential readers and are almost required to make sure that their titles catch the attention of any passerby.
The night after the inaugural PTBO Game Jam event, I started looking at creating a new website for the event. One which could be maintained by the growing community. In-order to grow the event I would need a marketing machine and staff that I could delegate too.
As we go through life, so many people become hyper focused on money. This is where I am very blessed/lucky to have been working in tech from an early age, so I’ve seen it, been there, and wrote the novel to prove it. OK, maybe I haven’t written a novel, but I did have one in the works with Packt for a while, but ending up killing it because I didn’t feel the approach they wanted was best suited for teaching people how to use Unity.
A second day on evaluating engines. Looking at Unreal Engine’s Signed Distance Field Shadows. It makes the decision easy.