Make no mistake about it: surgery isn’t as straightforward as those television series make it out to be. To support the training of aspiring surgeons who operate using robotic equipment, we were asked to develop a prototype to accurately simulate surgery. Here’s how we dealt with this unique challenge.
Videogames are an excellent way to expand on existing universes of movies or books. When a Belgian writer asked us to come up with a fun and accessible game concept to complement the fiction of his thriller book series, we heartily accepted the challenge.
Where in the world is the update of the Unity Graphical User Interface that was promised back in 2011? That’s the question we’re trying to answer in this post by reconstructing the statements Unity has made on the subject.
Congratulations to ourselves! PreviewLabs is turning four and since we’re all out of cake and sparkling wine, we’re celebrating with a list of the most popular blog posts and an overview of the geographic distribution of our clients from the past four years.
Due to its limited 2D possibilities, Unity3D isn’t the most intuitive, yet a very fast, way to create 2D game prototypes. Unity seems to be aware of this though, as the company keeps adding features to cater to the needs of 2D development. We take a quick look at some of the latest improvements.
Character creation isn’t always the most thrilling part of a videogame. For the strategic card game Incarnate we wanted to put a unique spin on it by adding a dynamic soundtrack that adapts on the fly when you select different components to assemble your character.
The games industry is doing fine and we’ve got the numbers to prove it! By whipping up a couple of statistical graphs we come to an interesting conclusion that may or may not be already spoiled in the title of the post. Hint: don’t stash away those smartphones and tablets yet.
Although we’re very confident about our work, it’s always exciting to see a prototype shown off for the first time in public. Even more so when the stage for the presentation is none other than the renowned Game Developers Conference in San Francisco!
Unity3D is great to work with. However, it isn’t flawless so we’ve added some modifications to accelerate data saving. Three years in, we take our own system to the test to check whether we still have an edge over the improvements Unity has made to its engine over the years.
Oculus Rift has a lot going for it, but currently screen resolution isn’t one of those things. Incited by the remark of a client, we set out on a mathematical journey to find out whether Oculus theoretically could develop a 4K resolution headset considering present technological boundaries.
So many conferences, so little time! Casual Connect has always been a PreviewLabs favorite and so, seven years after we first attended the event, we return to Amsterdam to attend some lectures, demo some prototypes and network (read: have a beer while talk about games). Join us!
What happens at PreviewLabs is pure sorcery and it’s not often we let our readers in on the magic we concoct behind closed doors. But since we’re feeling generous, we just released all documentation on the Siegebreaker prototype. There’s even a playable build!
We’re slowly becoming regulars at Game Connection Europe. Having attended three times in four years, we gained a lot of experience with speed-dating in the games industry. Read on for some expert tips and tricks to get the most out of your trip to France.
Following the logic that a picture tells more than a thousand words, a video must tell more than a couple of books. And seeing as we’ve got no less than five prototype videos for your viewing pleasure, that means we just have saved you a LOT of reading.