Radiator Blog
Video game design and culture notes by Robert Yang
Friday, May 29, 2015
Cobra Club as ouroboros
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This is a post detailing my process and intent in making Cobra Club . It has SPOILERS; if you care about that kind of thing, then you sh...
Wednesday, May 13, 2015
Pardon the interruption
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Haven't had time to write lately -- it's finals week here in New York City, so it's been pretty busy with grading and making sur...
Monday, May 4, 2015
Lighting theory for 3D games, part 3: the heresy of three-point lighting
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This is part of a series on how I approach game lighting. Part 1 was about light fixtures, and part 2 is about light as a formal material...
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...
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