When we first started on Leap of Fate, our original goal was to make a hardcore 3D action game that would feel equally at home on both PC and mobile. This article describes the thought process and technical decisions that helped us develop the game’s graphics. Although the focus is on 3D pipelines and optimization, we’ll also touch on our general graphical direction to start with.
Designing Controls Written by Mattieu Bégin and Jonathan Guillemette. When we first started on Leap of Fate, our original goal was to make a hardcore action game that would play equally well on PC and Mobile. We knew that many action games had failed on Mobile because of the controls, so not only did we […]