Blur Shader

Custom Blur Shader for Unity3D

During the development of the HOTAH game under the DADIU initiative, I found myself flirting with Unity shader programming. More specifically, the art direction suggested we should have some nifty looking water which reminds of the milky water in Limbo. Limbo being a pure 2D game and us working in 2.5D, I got away with developing a custom blur shader. Continue reading…

Muse cancels shows in Malmo, Stockholm and Oslo

One event I’ve been feverishly waiting for in the last several months has just been canceled, and it’s confirmed on the official website. Muse has decided not to preform on three of its shows in Northern Europe. This is due to the fact that Matt has “broken two bones in his foot”. The circumstances of this unfortunate event are yet unknown, sadly. Little old me has pre-ordered tickets for the gig in Malmo and was looking forward for a pleasantly noisy Friday over the bridge. Oh well, that ship has sailed… but there’s always Hamburg!

According to the Muse website, the “remaining dates on the tour are still scheduled to go ahead as planned” so unless Matt will have a really slow recovery, I’m bound to hear Muse live, one way or another…

Dragon NPC

Unity Work Showcase: a Dragon NPC

This October, through the DADIU initiative, I had the chance to do a Unity related  internship at Multiverse ApS, the small studio responsible for KoGaMa. Before you start jumping around and arguing that this is a Minecraft clone, hear these guys out, because the idea behind KoGaMa is actually a great one. We’re faced with a digital LEGO world in which each user can build their own games with their own rules. If everything goes well, KoGaMa can become a sort of “YouTube for video-games”. Continue reading…

Martian Landscape

The Martian Chronicles

“Do you ever wonder if–well, if there are people living on the third planet?’ ‘The third planet is incapable of supporting life,’ stated the husband patiently. ‘Our scientists have said there’s far too much oxygen in their atmosphere.” – Chapter ‘Ylla’ from “The Martian Chronicles”

What better way is there to start a book than by denying the existence of its readers? Especially when this literary trick accurately marks the ironic absurd that consecrates Bradbury’s “The Martian Chronicles” not as an encounter between the human and alien races, but as a cheeky and silly human monologue whose puniness contrasts deeply with the magnificence of the universe. Continue reading…

Integrating Unity into your WordPress blog

If you are a starting game designer/programmer like I am you’ll most likely want to be able to showcase your creations easily on your personal blog or website. Since I’ve been using Unity a lot lately I wanted to make publishing my Unity Web Player demonstrations as easy as possible. It turned out to be quite a tough combination, if I added my WordPress blog into the equation. So I decided to write a guide on how to smooth the road from a published .unity3d file to the final WordPress post. Continue reading…

Waterloo

Poker Mechanics in Video Games

I’m not a big poker fan. In fact, I don’t know my Flush from my Straight most of the times. But this doesn’t mean I don’t recognize a robust game mechanic when I see one. And after all, before there were video games, there were board games and before there were board games there was the almighty poker. I think all game designers have something to learn from the good ol’ Texas Hold’em. Moreover, poker can make a video game experience feel round, or completely different. Let us see some ways in which poker mechanics are used throughout games. Continue reading…