Introducing you to the Daily Team Meeting – part of the glue between our team – and a peek into some of the screenshots we use internally to update each other on the progress of our work.
To stand out in the large crowd of mobile video games on the Apple App Store and Google Play, you need to test your ideas with a good prototype. To help you find out what that might look like, here are three mobile video game prototypes we developed over the past few years.
We decided to sit down with Dr. Lebowitz to hear more about how the YIKES prototype is being used in research today around the world.
Do you think learning calculus can only be tedious? Take a look at the gameplay video of Cartes – and think again!
When we’ve molded an idea into a prototype, our job is usually done. Sometimes, clients want us to build even further. Such was the case with Paris based game developer Kobojo, who asked us if we would be able to create a vertical slice prototype for their new JRPG Zodiac: Orcanon Odyssey.
Researchers of Yale University have recently published their results of a study about anxiety and we’re very happy to announce they reached a potentially groundbreaking conclusion using a motion controlled game prototype developed by PreviewLabs.
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.
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.
Recently, we have been looking into technologies that allow integration of Flash animations in Unity3D prototypes and games. This seems to be very useful to create complex 2D animations in Flash, and play them in Unity.
Siegebreaker, the tower defense game by Crazy Monkey Studios we prototyped for, has been out for a couple of weeks now and the fine gentlemen at CMS are cool with us talking about the different steps we took and problems we faced while building their prototype.
To conclude our series on 2D Game Development in Unity3D, we’ve made a nifty overview of the different methods and when you should or shouldn’t use them. If you haven’t checked out the previous posts, we highly recommend you read those first.
Continuing our series on 2D Game Development in Unity3D we’ll take a look at the final method we’ve utilized so far. When the use of a GUI Class or Sprite Manager System doesn’t cut it, you might want to look at the game through another camera angle, thus using ortographic projection.
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.
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.