Having issues with understanding Game Engines? Want to dive deeper into how the games are made? You’ve come to the right place. This show is about 3D Graphics Programming, Low Level Video Game Development, where we demystify Game Engines, Rendering Pipelines, Physics, Linear Algebra and all sorts of other obscure parts of Game Engineering.
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How A Space for the Unbound made incredible characters! | Dimas Novan Delfiano
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This Time I'm joined by Dimas Novan Delfiano, a game director for Mojiken Studios which made A Space for the Unbound. I dive into all sides of the development of theirs game, with focus on the narrative aspects and character design. Join us!Steam: https://store.steampowered.com/app/1201270/A_Space_for_the_Unbound/https://mojikenstudio.com/ @Mojiken…
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Casey Muratori on his work experience
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I had the honor to chat with Casey Muratori - one of the most inspiring figure in the programming world. I followed Casey's work for a long time now and I've learned a lot from him. In this discussion I ask a lot about how we got where he is now - where did he learn to program, how his work looked like, how did he handle projects, when did he switc…
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The first game to use blockchain right? | Design of Providence
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This time I'm joined by lead game designer Hans Emil Hoppe Rauer who's working on @playprovidence at Dynasty Studios! Providence is a huge upcoming project I'm excited about! It blends exploration-based extraction shooter mechanics, with PvE and PvP multiplayer combat, with elements of survival with attempt to make emergent-gameplay-unique-events-r…
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How much humor is packed in a noir game Cat Detective? | Maria Aloupi on Quantum P.I.
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This time I'm joined by Maria Aloupi from @beyondthosehillsgames and we discuss their upcoming game Cat Detective. Albert Wilde: Quantum P.I. We also cover Maria's story, how she found herself in gamedev transitioning from piano (sic!). Steam: https://store.steampowered.com/app/1810670/Albert_Wilde_Quantum_PI/[ DEMO AVAILABLE :) ]Website: https…
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Making difficulty fun in tactical shooter - Shardpunk
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I'm joined by Sławek who made Shardpunk! We discuss how did he approach the design for his tactical shooter which is a blend of XCOM and Darkest Dungeon. From the design of characters, through design of enemies to design of conveying information through tutorial and Codex, we cover a lot of ground. On top we add Sławek experiences working with free…
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Principal Lighting Artist on how to make stunning scenes! - Maria Yue
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Maria Yue, Principal Lighting Artist at Sharkmob, ex-Ubisoft, ex-Crytek, walks me through her incredible journey from photography, through fine arts degree and then breaking into gamedev industry, working on lighting. Then, Maria was kind enough to do a presentation, a live showcase of her work process of the latest piece Arpeggio! You don't want t…
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Why Stasis: Bone Totem will haunt you in your dreams - horror design with Nic & Chris Bischoff
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This time I'm joined by two brothers, Nic and Chris who 10 years ago formed a studio Brotherhood Games , and since developed Stasis, Cayne, Beautiful Desolation and most recently Stasis: Bone Totem! They walk me through their career, and lessons learned after so many years in the industry (the average for this industry is below 10yrs :D ) and then …
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How DragonRuby empowers you to quickly make 2D games - the creator Amir Rajan
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Hey! This time I'm joined by Amir Rajan, the creator of DragonRuby Game Toolkit! (https://dragonruby.itch.io/dragonruby-gtk) It's a solution for 2D games, that lets you iterate incredibly fast, is stripped of the editor, is very programming-oriented. It's powered underneath by SDL (and Ryan C. Gordon is involved in DragonRuby development on the SDL…
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Designing jumps to be the entire game - Designer of SCHiM Nils Slijkerman
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This time I'm joined by Nils Slijkerman who is, with Ewoud van der Werf, developing a game SCHiM which releases on 18th July! It's a cute, casual and cozy game about SCHiM - a spirit who needs to reconnect with it's human. You jump around from shadow to shadow, meet other schims and all that to an incredibly pleasing music and sound. Have fun! SCHi…
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Game design principles in the Case of the Golden Idol - Andrejs Klavins
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I am joined by incredibly thoughtful Andrejs who with his brother Ernests (Color Gray Games) developed The Case of the Golden Idol, critically acclaimed, BAFTA nominated (finalist) point-and-click mystery game! We discuss the design of the Golden Idol, and more broadly design of the mystery games like Obra Dinn or Outer Wilds! The Case of the Golde…
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Deep, dark yet beautiful game Night is Grey - discussion with the director Andre Broa
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Night is Grey is an experience. It challenges you emotionally, it wants you to wrestle with harsh reality, and that is the one beside connecting items and using them together. I had an absolute pleasure to discuss how it was made with Andre Broa, who is leading the Whalestork Interactive and directed Night is Grey. Enjoy the episode!Night is Grey i…
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Thronefall developer Paul talks about design, art & rendering!
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This time I'm joined by Paul Schnepf who's developing Thronefall - a sweet minimalistic strategy game to be playable on all platforms! Thronefall is incredibly cute and approachable, it's currently in EA, we discuss the art, rendering, the unique input controls and more stuff!Steam EA Thronefall:https://store.steampowered.com/app/2239150/Thronefall…
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How Terraformers were made - strategy game with roguelike elements
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This time I'm joined by Sebastien from Asteroid Labs and we talk about their debut strategy game Terraformers!Terraformers on Steam!https://store.steampowered.com/app/1244800/Terraformers/Goblinz Studio Publisher:https://goblinzstudio.com/game/terraformers/Asteroid Lab:https://www.linkedin.com/company/asteroid-lab/?originalSubdomain=chGame Engineer…
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HIGHLIGHT: How Global Illumination and raytracing works - Implementing Nvidia papers in Flax game engine
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This time I'm joined by an author of Flax Engine: Wojciech Figat. He breaks down two amazing features of Flax:- Global Illumination for all Graphics Cards- How compiler-assembly-hack powers their Scripting setupLearn more about Flax:https://flaxengine.com/Flax Source Code:https://github.com/FlaxEngineGame Engineering PodcastShow links: https://podc…
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HIGHLIGHT: How Scripting works in Flax Game Engine - incredible C++ compiler / assembly hack
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This time I'm joined by an author of Flax Engine: Wojciech Figat. He breaks down two amazing features of Flax:- Global Illumination for all Graphics Cards- How compiler-assembly-hack powers their Scripting setupLearn more about Flax:https://flaxengine.com/Flax Source Code:https://github.com/FlaxEngineGame Engineering PodcastShow links: https://podc…
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How Flax Game Engine works - incredible hacks and tech closeup view with author Wojciech Figat
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This time I'm joined by an author of Flax Engine: Wojciech Figat. He breaks down two amazing features of Flax:- Global Illumination for all Graphics Cards- How compiler-assembly-hack powers their Scripting setupLearn more about Flax:https://flaxengine.com/Flax Source Code:https://github.com/FlaxEngineGame Engineering PodcastShow links: https://podc…
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Ali Motisi behind Full Void on how it's done in custom engine in C
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Ali Motisi from Out of the Bit Studio, discusses their latest game Full Void, written from scratch using their own custom game engine in C programming language!Check out Full Void on Steam!https://store.steampowered.com/app/1859580/Full_Void/Out Of The Bit Studio Website:https://www.outofthebit.com/Twitter: https://twitter.com/outofthebitInstagram:…
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Motion Capture tech with ex-Quantic Dream engineer (Heavy Rain, Detroit Become Human) - Alex Serex
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Alex Serex, ex-Quantic Dream (Heavy Rain, Detroit Become Human) talks about Motion Capture Tech that was used to bring to life the iconic, realistic scenes in the studio!Game Engineering PodcastShow links: https://podcasters.spotify.com/pod/show/lukasz-scigaSpotify: https://open.spotify.com/show/7tExkDJcI6vvmpCguX8YgdApple Podcasts: https://podcast…
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On programming his game Mooselutions in C++ from scratch: Ted Bendixson
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This time I'm joined by @tedbendixson who walks me through how he developed Mooselutions from scratch in C++! Also, we discuss how he switched careers from iOS to game development and we discuss the state of making games today! Episode links:Mooselutions on Steam:Ted YouTube Channel Handmade Hero: https://www.youtube.com/watch?v=Ee3EtYb8d1o&t=2274s…
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Give the player all the tools from the get-go! With Kevin Peclet on Game Design in Helvetii, but also Hollow Knight & Dark Souls
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Kevin Peclet discusses Helvetii and shares his brilliant takes on game design. We discuss Hollow Knight and Dark Souls and how they approach the relationship between player and the game. You can buy Kevin's game Helvetii on Steam!https://store.steampowered.com/app/1094590/Helvetii/Game Engineering PodcastShow links: https://podcasters.spotify.com/p…
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Chess but, you know, fun - with Oriol Cosp on his The Ouroboros King game
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I'm joined by Oriol Cosp, creator of the chess roguelike The Ouroboros King. He has really made the chess fun. You should watch this to learn how to do this effectively (TOK was made in 12 months!).Full game & free demo here: https://store.steampowered.com/app/2096510/The_Ouroboros_King/Follow Oriol:Blog: https://oriolcosp.com/Discord: https://disc…
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ISO C++ committee member speaks on game programming, C++ direction and more!
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I was honored to speak with Guy Davidson, a legendary figure in the world of game programming. He’s the man with over two decades of experience at Creative Assembly (Total War franchise) the ISO C++ committee voting member and the author of the "Beautiful C++" book. In our conversation, we discuss his programming journey, he shares his thoughts abo…
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Make it fantastical! - the man behind the Talos Principle 2 environment
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I was honored to host Tomislav who worked on my beloved Talos Principle! He walks me through all the technical details about making beautiful scenes! We discuss landscape, foliage, water shaders, light and more! He grounds this in Unreal and explains technologies like Nanite and Lumen and how they're used and what are their limitations. It was a bl…
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The story of Tin Hearts making it against the odds - Kostas Zarifis, Creative Director
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Hear this incredible story how Tin Hearts was created, from its Creative Director Kostas Zarifis!Find Tin Hearts on every platform, including VR!Steam: https://store.steampowered.com/app/1831700/Tin_Hearts/GOG: https://www.gog.com/en/game/tin_heartsOr find your platform here: https://wiredproductions.com/games/tin-hearts/Follow Rogue Sun future dev…
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Just add the rewind mechanic, what can go wrong? - Toby on Tin Hearts
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Toby Groves delightfully walks me through all the programming subsystems of Tin Hearts. Want to know how implement Rewind Time mechanics? Think "just following the path" is straightforward? Listen and re-asses! :) Find Tin Hearts on every platform, including VR!Steam: https://store.steampowered.com/app/1831700/Tin_Hearts/GOG: https://www.gog.com/en…
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How to start building a game engine? C++ and OpenGL foundations in Elypso Engine
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In this episode I discuss Elypso Engine with its author: Greenlaser. We discuss C++ and OpenGL ecosystem of libraries, the likely tools you'll need when you want to create your own game engine from scratch! Follow Elypso Engine development here:https://www.youtube.com/@Greenlaser Game Engineering Podcast Show links: https://podcasters.spotify.com/p…
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Why would you learn assembly? - Elias on Low Level Game Programming & Soup Raiders
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I've had the pleasure to talk with Elias Farhan, a game developer and Head of Game Programming at SAE Institute in Geneva. We talk about Assembly, weird quirks of C++ and how to organize a conference!Connect & find out more about his games and his work!Elias website: https://eliasfarhan.chTeam KwaKwa website: https://team-kwakwa.comTeam KwaKwa yout…
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What you want to optimize is server CPU time - Providence
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Learn more about Providence on https://playprovidence.io!Kacper Kenji Leśniak from Dynasty Studios talks about networking for their upcoming game called Providence! Multiplayer, team based, online extraction shooter brings a lot of challenges, as you may imagine. Come for networking, stay for Unreal Engine knowledge tidbits!Join the booming communi…
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Let the artstyle drive the gameplay - Echo of the Waves
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Wishlist Echo of the Waves here! Adriana and Eleonor talk about their gorgeous Echo of the Waves - relaxing watercolor adventure! How the game evolved, what goes into making parallax puzzles and how the art direction shapes the gameplay!Check out their website!Game Engineering PodcastShow links: https://podcasters.spotify.com/pod/show/lukasz-scigaS…
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Why primary button shouldn't be called 'Enter Prison' - Stellar Asylum
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Welcome to the opening episode of the Game Engineering Podcast! In this show my guests and I talk about how games are made! This episode features conversation with Kacper Kenji Leśniak, game developer and my dear friend. We talk about our first game developed 8 years ago, called Stellar Asylum. Download the game on Google Play here! Game Engineerin…
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Phong Reflection Model - Shading and Lighting
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Deep dive into Phong Reflection Model. Ever wondered what 'Diffuse' in Diffuse Light stands for? What other parts of lights are used in the most basic model? We'll go through it this time with our assistant Purple Ball Made of Triangles. We'll cover Diffuse, Specular and Ambient Light, Lambertian approach, but also Flat, Gouraud and Phong Shading…
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This one is an important one. If you dive into 3d rendering world you'll soon be drowning in all of the shading terminology. All of the Cel Shading, PBR, Raytracing, weird lighting models - you just wanted to make a game and now you need to make a ton of decisions about the aesthetics, rendering styles and so on. In this episode I attempt to shed s…
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Textures & Materials - The Rendering Pipeline
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Finally we get to paint your model! Today we strip Santas and talk materials and UVs. Enjoy!
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Camera & Projections: Perspective & Orthogonal - Transformations
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Today I continue the Transformation path, focusing on the Camera and Projection. In the end whole MVP is covered. Don't know what MVP stands for? Minimum Viable Product? Most Valuable Player? Nah. Listen to find out!
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Translation, Rotation & Scaling - Transformations
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How engines handle the scene hierarchy? How local and global positions work? And why on earth they use 4 by 4 matrices in a 3d worlds! Tune in to find out how the linear algebra is used and sometimes exploited to achieve slick rendering optmisations.
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Building upon our basic rendering pipeline, adding more components to allow more sophisticated tricks. This episode we walk through Tessellation and Geometry Shader which help achieve various dynamic features like Particle Systems or Explosions.
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Vertex & Fragment Shader - The Rendering Pipeline
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This time we dive into the heart of 3D Graphics Programming: the Rendering Pipeline. What's different in 3D compared to 2D. What are shaders? What even are Graphics Libraries like OpenGL or Vulkan. Let's walk through the basic rendering pipeline including Vertex Shader and Fragment Shader.
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An introductory episode to the world of Graphics Programming focused on its irreplaceable component: the GPU. What is it? What role does it play? Tune in to find out!
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Hello game developers! Are you tired of your 3D games looking bland and lifeless compared to the triple-A titles you love? Do you feel like there's a gap between what you learn in your game engine and what's required to create a truly stunning game? In this podcast, I'm diving deep into the world of game development, exploring topics like the rende…
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