It’s the final day of GDC Europe (and the first of gamescom) which means we hardly can’t feel our feet anymore. Our tongue works fine though, so we chat up one of the lead developers of Game Maker and walk away with some intriguing intel we can use in the future.
On the second day of GDC Europe we drag our sore feet to a talk on game design by Jonathan Blow, creator of Braid and currently cooking up The Witness. His presentations are always inspirational and we were happily surprised he patted the concept of prototyping on the back.
We’re in Cologne to attend the biggest gathering of game developers in Europe. GDC and gamescom are excellent to network and have fruitful business meetings, but it’s also a great place to attend quality talks on game design. We are ready, and so are our feet.
The simplest way to create 2D games in Unity3D might not always be the best way. In this post we take a look at the possibilities and drawbacks of Sprite Manager Systems and compare them to simply using the GUI Class.
For many of our prototypes we’re using Unity3D. Even when the gameplay is actually 2D. There are several different ways to create 2D games and prototypes in Unity3D. We’ll go over them in the coming weeks and are starting out easy: using the GUI class.
When we just started out as a company and our name wasn’t as renowned as it is today, we made a prototype for a game we largely finished ourselves. It’s been sitting on the shelf for far too long but now it’s finally been released. So there you have it: our very first own game!
As we’re working with Unity3D a lot, we’re closely following the company’s every move. They just published a roadmap of short term adjustments they will add and we’ve listed the three features that we want to see most.
E3 isn’t all about bombastic press conferences and exclusive game reveals. Behind all the glitter and noise on the show floor there’s a quiet business area where smaller enterprises can introduce themselves to potential partners from all four corners of the world. We’d love to meet you there!
Delivering stellar results as fast as possible is what we’re all about, so it only makes sense to echo that principle in everything we do. Please excuses us when the tweets on our brand new twitter account are less than 140 characters. If it can be done well but quicker, we do it quicker.
In general, studios only make use of our prototyping services in the early stages of development. Bear in mind however that we can come to your aid at any time. No time to start prototyping a new project because you need to hit the release date of your current game? PreviewLabs at your service.
We’re opening our doors once again to give you a unique look into the inner workings of our company. This time we take a look at the prototyping process of Color Collider, the colorful puzzle game by our client Crazy Monkey Studios that’s published by Capcom.
We’re constantly on the lookout for new ways of quickly building environments to use in our prototypes. Ürban Pad prides itself on being one of the fastest ways to rapidly create a 3D city. Let’s find out if reality can match their claims.
PreviewLabs houses a team of proficient programmers. But wouldn’t we be able to prototype even faster when we had no use for code whatsoever? To answer that question, we took a look at GameSalad, a game engine for people with no prior programming knowledge.
We’re currently heading for Festival of Games in Utrecht for the second year straight to spread the word about our rapid game prototyping services. If we meet up there, please bring your own drinks. The Dutch still can’t seem to distinguish beer from water.
We’re honored to add another published game to our list of projects we prototyped for. The credit goes to Crazy Monkey Studios that have just released their colorful puzzle game Color Collider on the App Store. We know it’s great fun, because we helped think up the concept.