If you’re working in the games industry, you’ve most likely heard about HTML5 already. In this blog post we explore some useful features for game developers and sigh with relief at some very welcome improvements.
As a company specialized in rapid game prototyping, we decide on a per-project basis which technology is most suitable. To expand our possibilities, we will be researching a number of engines and middleware solutions, after which we’ll report the conclusion in separate blog posts.
The massive amount of feedback on our previous blog post about saving data in a platform-independent way in Unity3D made motivated us to talk about this topic some more. There’s another way to do this and for those planning to process a lot of data, we’ve even made some improvements of our own.
It only seems apt to share some programming tips and tricks from time to time. At the moment, there is no platform-independent way to save data in Unity3D. If you want to open a file for reading or writing, you need to use the proper path. Here’s how to do this.
The GDC in San Francisco is celebrating its 25th anniversary and that’s one birthday party we wouldn’t want to miss for the world. We aren’t able to attend in person but hook up with our representatives and they’ll schedule a meeting faster than you can say rapid game prototyping.
Please help me feed my cows or grow a field of turnips. If these sentences don’t sound weird to you, you really need to start blocking your Facebook friends who launch these Farmville requests. Social network games are all the rage right now, but making a profit from them is easier said than done.
The time you could only use your cell to play games like Snake, Pinball and Tetris is long gone. More and more developers turn their attention to smartphone game development. Smart (excuse the pun) move if you ask us since smartphone users are expected to rise spectacularly over the coming years.
When we visited Casual Connect last year, we entered meetings with nothing but a vision and we returned home convinced we could forge our dream into a successful company. Going back to the place where the concept behind PreviewLabs came together for the first time is rather special for us.
We love our job so much we can’t stop coming up with cool game concepts even when we’re not at work. We entered the Global Game Jam with out latest brainchild and are quite pleased with the result, a puzzle game where you have to keep the spoken word alive in a world driven by mind control.
Success tastes a million times better than failure. Failing isn’t fun, but it’s in our human nature to make mistakes from time to time. When it’s bound to happen anyway, we’d better embrace our failures and find the value in them so we’re less likely to fail next time we try something out.
In order to get our name out there, PreviewLabs is listed in the Games Industry Black Book Q1&Q2 2011, a profile guide of game companies that’s freely distributed at all of the major industry events. And my, do we look strapping in that picture or what?
We never back away from a game making challenge so we’ve decided to participate in the Ludum Dare game development competition. 48 hours of programming, designing and producing visuals and music. No one to count on but yourself. Sleep is for the weak.
Meeting 40 companies in just three days seems like a daunting task but for a new company it’s a great way to create brand awareness. Half an hour isn’t much, but it’s enough to get our vision across and listen to some common issues developers run into with in-house prototyping.
At gamescom Crazy Monkey Studios successfully shopped around the concept for a puzzle game we came up with for them. Largely thanks to the playable prototype, publisher interest turned out to be high enough for the team to start full production on the game. We’ll share more details in due time.
After we tie up the last few lines of code for clients who want to showcase their prototype to publishers at the upcoming GDC and GamesCom events, it’s time to load up the truck with enough sausages and sauerkraut to last us through the German border, as we’re making our way to the events ourselves.