Radiator Blog
Video game design and culture notes by Robert Yang
Saturday, April 25, 2015
"Succulent" technical overview / behind the scenes
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This is a high level discussion of how I achieved certain effects in Succulent using Unity. It spoils the game, so I recommend you play ...
Saturday, April 18, 2015
Embarrassed silence
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I'm stealing the first three paragraphs of Pippin Barr's lovely post : (see also -- Emily Short's take ) A post called Minimum...
Saturday, April 11, 2015
"Stick Shift" technical tricks / backstage Unity peek
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This is a high level discussion of how I achieved certain effects in Stick Shift . It spoils the game , so I recommend you play it and/or...
Friday, April 3, 2015
"Stick Shift" as activist autoerotica
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This is a post detailing my process and intent in making Stick Shift . It has SPOILERS; if you care about that kind of thing, then you s...
Sunday, March 29, 2015
Implementing real-world real-time stamina / energy cooldown timers in Unity C#
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In Hurt Me Plenty , I implemented "real-world" cooldown timers, which persist even if the player restarts the program. The cooldow...
Monday, March 23, 2015
Level With Me, vol. 1 re-release (v1.1)
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I have updated my old experimental Portal 2 mod "Level With Me" to work with current versions of Portal 2. This mostly involved re...
Friday, March 20, 2015
Lighting theory for 3D games, part 2: a formal approach to light design, and light as depth
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Here's how I generally, theoretically, approach lighting in my games and game worlds. Part 2 is about light and function, mostly for l...
Tuesday, March 17, 2015
#altgames is the no-fault divorce that indie games needs
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I'm cautious. I've been watching #altgames from a distance. Quite a few years ago, Jim Rossignol said I was supposed to be part of a...
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