Dawn of Titans launched

The game that I’ve been part of for the last 18 months has finally officially launched world wide in the Google Play Store and on the Apple App Store. I’m incredibly proud of all the work that has gone into making this game a reality. I think we really pushed the limit of what real time strategy and world building games look and play like on mobile devices. Building on the amazing work people did before I joined the studio, we took the animation and technology to a new level.

Be sure to download it on your mobile device and have fun with it!

 

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Channel scrambler

Some time ago I made a simple python script that allowed you to pack multiple images into the R, G, B and A channels of a texture. I used it when I was playing around with the default shader for Unity. I redid the script yesterday to allow for a bit more flexibility and just to make it more user friendly.  Check out the video to see how it works. It uses Pillow to do all the image file operations, the script tries to download it using pip in case you don’t have it in your Python directories.

Download the project file here: channelscrambler

 

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Hand rig test

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Liftoff teaser

For a while now we’ve been tinkering and playing around with a drone racing game at LuGus Studios. I made the early prototype that got the attention of Immersion RC and Fatshark, just about the biggest names in the FPV world. They loved what they saw and wanted to invest in making a proper drone racing game. So I got to working again and put built a game ready model of Immersion RC’s Vortex drone and put together a small teaser trailer.

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I think I made a better version of Unity 5’s standard shader.

Warning: big wall-o-text and I’m ranting and venting. But there are some pictures near the end, so there’s that.

We solely rely on Unity at the studio I work for at the moment. Mainly because before Unreal Engine 4 was released, options were limited and Unity’s pricing and flexibility was pretty awesome. The landscape in 2015 has changed quite a lot since Epic launched Unreal Engine 4. It changed even more when Epic gloriously decided to get rid of the monthly $19 price point. Everyone and their dog had the opportunity to try out Unreal and the differences were pretty obvious. For me, one of the best things shipping with UE4 is the material editor.

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