The game development industry brings something new all the time. General Arcade shows the most interesting releases, updates and news of the past week, which are recommended reading for both industry veterans and novice developers.
Up to 20 CCUs!
A major update to the Rust engine, mainly focusing on animation, editor, sound, and improved editor experience.
Gamesindustry spoke with CEO Steve Philby and COO Benjamin Laulan about how the Dead Cells DLC developer steps out of Motion Twin’s shadow and strikes his own.
Level designer Bioshock Infinite posted a 20-minute level/gameplay breakdown video he made for a level design test at Irrational Games back in 2011.
7 keys to Slime Rancher 2’s success
Matt Cramer, CTO of Monomi Park talks about the Unity tools that helped the team build a bigger and better performing world in Slime Rancher 2.
Zurab Barisashvili spoke about the work on the Stranger On Low Tides project, showed the color correction and post-processing effects used in the scene.
Tim Cain talked about his experience with legacy code and hardcode
The Unreal Engine team spoke with Anshar Studios about the development and benefits of porting the franchise first to UE4 and then to Unreal Engine 5, the challenges of adding a flashlight to the game, and how the team used tools like Lumen.
Mark Darrah spoke about the work on the project and shared interesting moments.
Base the effect with an SDF (Signed Distance Field) sphere, but the Y position is fixed so that a hole is created underneath. To make it more liquid-like, this hole and the sides of the waterfall are distorted with a sine wave and clipped at the alpha channel. Noise is used to add foam to make it more like flowing water.