Design Patterns: A Software Developer’s Swiss Army Knife
Photo by Patrick on UnsplashOne of the first few computer programs I had to write back in school was sorting a collection of numbers using C. Sorting numbers doesn’t require much thinking — in practice — but there I was tracing and re-writing my code so many times, Ada Lovelace probably tried crossing back to our realm just
Pets, Puzzles, and Mighty Bear Polish
How a hybrid art style shaped the world of Mighty Pets & PuzzlesMighty Bear’s 2019 title Mighty Pets & Puzzles was a match-3 mobile adventure with an immersive 3D visual style. We achieved this unique look with a mix of 2D plane cutouts and 3D models. In this article, I hope to share a
Mighty Bear’s Tech Art Toolbox
6 software essentials for the aspiring Technical ArtistPhoto by Dan-Cristian Pădureț on UnsplashThe RoleAs a Technical Artist, I and my team act as a bridge between Game Artists and the technical aspect of their work, preparing all concepts and assets for use in the game engine. As in every other role in the games
Home Remedies
A game designer’s guide to working remotelyPhoto by Helena Lopes on UnsplashI struggled with remote work the first few months in the pandemic.My attention span and motivation suddenly went ka-poof, leaving me to get better acquainted with the twin pitfalls of procrastination and miscommunication. Aside from the whole working from home thing I couldn’t quite
What’s This Button Do?
Lessons from an engineer’s adventures in UIUI is a cornerstone of the development of any game. It is the first layer presented to the player, and as much as us engineers might wish we could just leave it all to UI artists to deal with, more often than not our support will be needed