“True King” Development – More Optimization

I don’t know why, but it’s hard to focus and make progress on my current project. It seems when I play around a bit with making the level, I end up moving backwards… this week, I did some testing regarding Unity3D’s “Terrain” system and looked again at my tree models.

Generally, using Unity3D's "Terrain" system yields comparable visual results...

Generally, using Unity3D’s “Terrain” system yields comparable visual results…

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“True King” Development – Optimizing 3D Cel Animation and Raycasting

The last blog post I made on development of my game “True King” mentioned how the frame rate was unplayable when there was more than one character on the screen. I said that was worth another blog post to explain how I fixed it. That was four months ago. I’m sorry it took so long, but here it the explanation of why my game was so inefficient, and how I got around it.

My new 2D character in 3D... may not represent final gameplay.

60 fps if one character on screen… < 1 fps if 3-4 characters…

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Animated GIFS for Ottawa International Animation Festival

During the 2016 Ottawa International Animation Festival, I tried to fully embrace the animation world, and did so by challenging myself to make one animation for every day of the 5-day event.

I actually did it too! The GIFs are on Twitter, see them below (about 10 MB total, be careful if on data plan).

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