This is a collection of all game development articles I've written on this blog. I believe some of them are hidden behind all new content so it's difficult to find them.
General game development:
General game development:
- Lessons learned from the AIAS Game Maker's Notebook
- Lessons learned from the Paradox podcast - Season 1
- Lessons learned from the Paradox podcast - Season 2
- Lessons learned from the Paradox podcast - Season 3
- Lessons learned from the Paradox podcast - Season 4
- The illusion of life - or why you should animate flour sacks
- What happened to John Carmack after the book Masters of Doom?
- Lessons learned from the development of Minecraft
- Why Gamification Beats Peanut Butter on Pancakes
- Why are some games fun and other games boring?
- How to write a story for a book, movie, or game
- How id software marketed Doom
- Lessons learned from 10 game postmortems every developer should read
- Why you should play games with Barbie in the title
- The secrets behind the art of city building games like SimCity and Cities: Skylines
- Breaking down the seven-year development of Antichamber by Alexander Bruce
- Why did you give the game a bad review after playing for so many hours?
- Why RimWorld sold more than 1 million copies
- Everything you need to know about management games
- Parkitect - a management game
Specific game development:
- Stylized graphics - lessons learned from Sea of Thieves and Fortnite
- How to make stylized "The Witness" trees in Blender
- Computational Geometry - Part 1
- Computational Geometry - Part 2
- Computational Geometry - Part 3
- Evil pumpkins - or how to simulate subsurface scattering
- This self-driving car is now faster with the flow field algorithm
- Why you need to learn the Flow Field algorithm
- Pathfinding best practices and surprising uses
- The secrets of Artificial Intelligence in classic games
- If you read one article about Rectangle-Rectangle Intersections read this one
- Explaining the Hybrid A Star pathfinding algorithm for selfdriving cars
- Improving Unity's physics engine PhysX to achieve higher accuracy
- Unity Tutorial: How to create a seamless audio loop without a clicking sound
- How to generate random terrain
- The plein air challenge - or how to not make a game in 48 hours
- How you can bake textures faster in Blender's Cycles render
- Adventures making a custom navmesh in Unity
- The art of fake volumetrics - or how to make fluffy red pandas
- Steering Behaviors - or how not to evacuate a building
- How to make a stylized game character in Blender
- How to bake perfect hard-surface normals in Blender
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