News
NORCO in Unity: Southern Gothic Pixel Art with Advanced Lighting
10+ hour, 57+ min ago (437+ words) Foro3 D NORCO proves that pixel art is not at odds with technical sophistication. Developed in Unity, this indie title achieves a decadent industrial atmosphere through meticulous 2 D lighting and clever use of shaders. We analyze how Geometry Interactive studio combined…...
Metropolis in Unreal Engine Four: The Technical Challenge of Suicide Squad
11+ hour, 32+ min ago (347+ words) Foro3 D The launch of Suicide Squad: Kill the Justice League has presented Rocksteady with a major technical challenge: maintaining the narrative quality of its previous titles within a massive open world. The engine used, Unreal Engine 4, is the foundation upon…...
Salt and Sacrifice: Two-Dimensional Graphic Evolution with Mono Game and Photoshop
9+ hour, 28+ min ago (123+ words) Foro3 D Salt and Sacrifice, the sequel to the acclaimed Salt and Sanctuary, represents a significant technical and artistic leap within independent development. Abandoning the previous engine, Ska Studios opted for Mono Game, an open-source framework that inherits the best of…...
Hybridization of 2 D and 3 D in Unity: The Technical Case of Limbus Company
13+ hour, 2+ min ago (213+ words) Foro3 D Limbus Company, the latest title from Project Moon, demonstrates that dark aesthetics don't require AAA engines. Built on Unity, the game merges meticulously drawn 2 D sprites with real-time 3 D volumetric effects. This combination not only defines its visual identity…...
Mirthwood in Unity: How to Achieve a Storybook Style with Photoshop
11+ hour, 19+ min ago (45+ words) Foro3 D Art direction and optimization techniques in Unity " Lessons for indie developers seeking an artistic style " (PS: a game developer is someone who spends 1000 hours making a game that people complete in 2)...
Ys X: Nordics and the Yamaneko Engine: a technical leap in the saga
8+ hour, 6+ min ago (638+ words) Foro3 D The launch of Ys X: Nordics marks a technical milestone for Falcom with the debut of its proprietary Yamaneko Engine. This new software leaves behind the limitations of previous installments, enabling larger open environments, a seamless maritime navigation system without…...
Fourteen years of custom code: the engine behind Astlibra Revision
16+ hour, 23+ min ago (243+ words) Foro3 D Astlibra Revision is not just a tribute to classic JRPGs; it is a lesson in technical perseverance. Its creator, KEIZO, developed the DX Library engine in C++ over 14 years, a period spanning from simple experiments to a commercial release....
Technical Optimization in the Ports of Persona 3 Portable and Persona 4 Golden
10+ hour, 46+ min ago (340+ words) Foro3 D The launch of the modern ports of Persona 3 Portable and Persona 4 Golden represented a significant technical challenge for Atlus. Adapting titles originally designed for portable hardware (PSP and PS Vita) to current platforms required deep reverse engineering and optimization…...
RADV and NVK enable FMA for more precision in Vulkan
1+ day, 12+ hour ago (221+ words) Foro3 D The RADV driver, the open source implementation of Vulkan for Radeon GPUs, has added support for the VK_KHR_shader_fma extension. This extension enables FMA (fused multiply-add) operations with correct rounding, offering greater precision in calculations without increasing computational load. It is…...
Sponge Bob: The Cosmic Shake Artistic Pipeline in Unreal Engine Four
1+ day, 16+ hour ago (354+ words) Foro3 D The development of Sponge Bob Square Pants: The Cosmic Shake represents a fascinating case study on how to translate a classic 2 D aesthetic into an interactive 3 D environment. Using Unreal Engine 4 as a foundation, the team achieved a faithful…...