Radiator Blog
Video game design and culture notes by Robert Yang
Thursday, June 4, 2015
Local level design, and a history / future of level design
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Right-side modified from “Unscaping the Goat” (Ed Byrne, Level Design in a Day @ GDC 2011) This is adapted from my GDC 2015 talk "L...
Thursday, May 28, 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...
Tuesday, May 12, 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...
Sunday, May 3, 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...
Friday, April 24, 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 ...
Friday, April 17, 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...
Friday, April 10, 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...
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