In a previous post we talked about the severe limitations of Playmaker but since we’re quite charmed with the possibilities of the technology, we devised a workaround approach that enables us to profit from the best aspects of both Unity3D and Playmaker.
We’re back from a deep dive into our archives to unearth the very first prototypes we developed for our trusted client Crazy Monkey Studios. Make the jump to find videos of different iterations of the prototype as well as the design recommendations that went with them.
To state that there are a lot of plug-ins available for Unity3D would be quite the understatement. As is to be expected, not everything is useful to a prototyping company so we do a lot of research to look for the stuff that’s right up our alley. On today’s menu: Playmaker.
Next to a huge amount of blood, sweat and tears, starting up a company also costs a ton of money. PreviewLabs would never have happened without the precious help of IT consulting group Cronos. They’re handling our paperwork, paying our bills and, if we ask nicely, they might even do our laundry.
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?