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Additional client work includes non-public games, demos, virtual productions, R&D projects, and more for a variety of clients.
This is a common (anti-)pattern that I come across in other people's Unreal Engine projects: A mesh with one or more collision components attached to it. This will work, but it's not optimal, and is probably a sign that the developer is used to Unity.
In Blueprints, where logic is composed with bulky boxes that make much less efficient use of screen-space than written code, the benefit of this kind of syntax sugar (and the ugly unwieldiness of the alternative) is far more dramatic.
We're thrilled to share that our original VR game, ElemenTerra, won the Environmental Design Award at IndieCade Europe 2019! We had the opportunity to showcase ElemenTerra at both the Santa Monica and Paris events this autumn. Each had its own compelling selection…
It's the classic game production problem: artists can’t implement their visual effects until programmers build the systems that trigger them. But what if the order didn’t matter? If we can define the exact places their work needs to connect ahead of time, then either party can start their half and the other can meet them in the middle...
Additional client work includes non-public games, demos, virtual productions, R&D projects, and more for a variety of clients.