Radiator Blog

Video game design and culture notes by Robert Yang

Friday, May 31, 2013

Design futures: AutoBrushes, levels that build themselves, and the politics of procedurality.

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If Bethesda's detailed GDC presentation about modular level design kits for Fallout / Skyrim showed me anything, it's that modula...
Wednesday, May 29, 2013

Cubemapped Environment Probes: Source Engine-style cubemap implementation in Unity 4 Pro

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I wanted a static baked-in solution for doing cubemap-based reflections in Unity. Using cubemaps instead of (or with) traditional Blinn-Pho...
Saturday, May 25, 2013

Thoughts on VR aesthetics

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The current working standard for first person games is Valve's VR implementation in Team Fortress 2 : the player uses the mouse to mov...
Wednesday, May 22, 2013

Post-partum: teaching Unity.

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Here's a bit of reflection on my first semester teaching Unity at an art and design school, mixed undergrad / grad level . They're i...
Sunday, May 19, 2013

#screenshotsaturday: May 2013

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Thursday, May 16, 2013

On focalization, and against convenient understandings of immersion / flow.

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This post is significantly changed from a talk I gave at Different Games . It was prompted by Jon Stokes approaching me and helpfully te...
Wednesday, May 8, 2013

Notes on first person virtual reality / implementation in Unity.

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I've been implementing the Oculus Rift VR goggles into my first person projects, and the process has been... interesting. Valve...
Friday, May 3, 2013

Game development as drawing; gesture, iteration, and practice.

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(NOTE: There are sketches of nude human figures in this post, with their anatomy intact.) If you ask any great AAA game artist about th...
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