I have some really sad news today: I have decided to cease all development on Privacy. Why? There isn’t an easy or complete answer I can give to this question, but I suppose it comes down in a large part to the fact that game development is tough. With every new game you are constantly running into unsolved (and sometimes unsolvable) problems, since no game is exactly like the one you made before it. Developing…

When I started work on the engine powering Privacy, I took inspiration from the DOOM (2016) – Graphics Study done by Adam Courrèges. I initially wanted Privacy to have a very fast rendering engine so that I could target VR as well as regular PCs. As such, Privacy originally used a pretty simple forward renderer, much like DOOM. Over time, my thoughts on what the rendering in Privacy should be evolved from “has to be…

I’ve decided to tackle a few more technical features before I start adding more content to the game. Once those features are in, I’ll have a better sense of the technical requirements of the art I need to build for the game – which, hopefully, translates to less rework of the art later. After tackling visibility culling last week, I’ve now completely replaced the anti-aliasing implementation in Privacy. Previously, my engine used super-sampling to combat…

This week I want to dive into a rather technical – but very important – aspect of rendering in Privacy: visibility culling. Visibility culling is the term game developers use for the collection of techniques that together decide which elements of the game world need to be drawn to render the current frame. Since there is a cost to everything we draw, by far the biggest impact on rendering performance is made by cleverly and…

Often times, the hardest thing to do is to keep things simple. Not just in game development, but with everything else in life too. For reasons unknown, all of us seem to have a penchant for adding on complexity whenever we can – I certainly have. My counter-strategy against that penchant is simple. Every now and then, I ask myself: “Do I really need this?” I do this with everything. Food (certainty, but no to…

Ever wondered what needs to happen before you can interact with a plant in a narrative adventure? If so, you are in luck! Today, I’d like to walk you through the process of creating of a single asset for Privacy. Model Perhaps the most obvious and visible element of each asset is the 3D model. In this case it is a lovely model of a Monstera deliciosa, which I purchased and then cleaned up for…