Unity price change: anachronistic an...

While other AAA+ engines adopt a very friendly price policy, improving it every year, Unity seems to go back to high prices without even adding any real value, just a long list of services nobody asked for. Let's try some comparison to understand where Unity actually stands. Let's take a small company with 3 developers and 2 level designer having $105,000/year income from the...
Read More of Unity price change: anachronistic and unjustified – Time to compare

How to store passwords securely

How to store passwords securely Recently I had to talk about this subject during a lecture, and I realized that I never published anything about this, just assuming that it's pretty common sense, but googling the subject I see that many people still don't have a clear understanding of the problem, so I decided to post this: hope it'll help the community 🙂 The most common mistake is storing passwords in clear...
Read More of How to store passwords securely

Amazon Lumberyard: a game changer in...

Amazon Lumberyard: a game changer in game engines’ landscape After the release of Lumberyard 1.2 I feel that it is time to draw some lines and make a serious picture of the game engines' landscape, this because I believe that the other players will need to revise completely their licensing and pricing approach to be able to keep up with Amazon. Let's start by quickly picturing this new beast engine for those that didn't look into it yet....
Read More of Amazon Lumberyard: a game changer in game engines’ landscape

Re-texturing assets for PBR (Part 1)

Working on our current game (Utopia, a post-apocalyptic mix, Action RPG with PvP and some MMO aspect) we need to move the assets from the traditional rendering path to the physically based rendering (PBR). Our target engines currently are Unity 5 and UE4, and they have a pretty different PBR approach, leave alone the normal maps, OpenGL for Unity and DirectX for UE4. Moreover, in...
Read More of Re-texturing assets for PBR (Part 1)

Occluder Fader – Fade objects ...

Occluder Fader – Fade objects between camera and player How many times creating a scene in Unity we have to deal with the player that gets hidden behind some obstacle? There are two solution to this: redesign the level or implement a dynamic transparent shader on the objects occluding the player. Our set of scripts allows to dynamically replace the shader on the occluders, making it transparent. This is achieved using two different...
Read More of Occluder Fader – Fade objects between camera and player

Unity 5 upgrade

Unity 5 upgrade After some good thinking and talk to our customers we finally upgraded to Unity 5. We still keep working also on Unreal Engine 4 to cover all our customer base, but we will keep all the development in parallel. This decision is based not just on the technology, because now, with IL2CPP, Unity and UE4 are par (well, Unity is better placed on the Web front), but mostly on the fact...
Read More of Unity 5 upgrade

We don’t want Israeli blood mo...

We don’t want Israeli blood money PRESS RELEASE We at DFT Games Ltd. have retired all our games from the Israeli AppStore and PlayStore. We are also rejecting any form of contract work from Israel based studio. We are also lobbying all other studios and colleagues to do the same. We wish to empty Israeli mobile stores as a message to them, reading: "We don't want Israeli blood money!" We call upon all our fellow...
Read More of We don’t want Israeli blood money

Perodia characters

Perodia characters Perodia is a franchise we are working on, 3 titles on one single storyline. On the related YouTube channel we are presenting a character per week 🙂 Here a few of them picked at random 🙂 httpvh://www.youtube.com/watch?v=JPExhoZCt8o httpvh://www.youtube.com/watch?v=9yOaYCsmaf4 httpvh://www.youtube.com/watch?v=3AikNYAmVJo httpvh://www.youtube.com/watch?v=XH3BC2UikWU...
Read More of Perodia characters

DFT Games becomes DFT Games Limited

DFT Games becomes DFT Games Limited Big news come with 2014 🙂 Starting on 01 January 2014 DFT Games is no longer an unincorporated family business. We have moved the company to an Irish Incorporated Company Limited by Shares, registered with the Company Registration Office with the #536949. What this means to our customers? Nothing really, because we are the very same people, the very same family, just more...
Read More of DFT Games becomes DFT Games Limited

What means “Game Ready Substan...

What means “Game Ready Substance”? We see a lot of Allegorithmic substances on Unity Asset Store, starting with the famous Bitmap To Material (B2M), but are them Game Ready? Not quite! There are a few questions to ask here, and the main one is: how much time takes a substance to generate the maps? This is the very main question because you have to decide if you can use the substance dynamically or not. A substance...
Read More of What means “Game Ready Substance”?

« Previous Entries

Random Articles
s2Member®

By continuing to use the site, you agree to the use of cookies. more information

The cookie settings on this website are set to "allow cookies" to give you the best browsing experience possible. If you continue to use this website without changing your cookie settings or you click "Accept" below then you are consenting to this.

Close