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.
Game developers aren’t the only group of people in need of prototypes, we lend our services to academic researchers as well. Behind the jump we’re elaborating on three wildly fascinating science projects we’ve been working on in the past two years.
As there aren’t a lot of prototyping companies around, we often get invited to speak at conferences and events. Next to spreading the word about the importance of rapid game prototyping, we also try to stress that not all prototypes have to be fun and games.
A good racing game flies or falls with the quality of the race tracks. Crafting those manually takes a lot of time. Time you don’t have when you’re rapidly developing a prototype, so we’ve taken a look at some tools to help us create fun race courses on a very short notice.
We tried to figure out if it’s possible to reconstruct a smartphone’s three-dimensional path using only accelerometer and gyroscope data. This could be used for instance to draw a race track in a room by walking around, while waving your phone as a brush to draw the track.