Exploring the 3D World Map
Today I’m going to discuss exploring the World Map of the game. In a previous Blog I mentioned how much fun it was to explore the castle...
Video Trailer
The past 2 weeks have been quite a ride. The beginning of May marks allergy season. There’s nothing like waking up at 4am with my eyes...
Collectibles and Beyond
Collectibles are great! From hoarding in-game currency, to obtaining precious weapons, armor, treasure or artifacts, collectibles can...
Wearing Multiple Hats
This past week has been quite a ride and it’s been hard to keep up with things. Being a small studio is quite challenging when...
Programming for Optimized Design
This week I’d like to take a detailed look at the programming behind The Forbidden Arts when it comes to level design and structure. I...
Stick to what you know
Do you ever wonder what game developers are thinking about when they come up with the concepts for the characters, environments or...
Using Animation Events in Unity
The past 2 days I’ve been working extensively on integrating the abilities for Phoenix, the main character of the The Forbidden Arts. ...
How to make traveling fun and convenient in a video game.
How the player navigates a game world is very important in game design. The 90s are long gone, and so are the days of creating expansive...
Level Design in The Forbidden Arts
In a previous blog, I discussed my thought process of level design. We thought it would be fun to take an in-depth look at what goes into...
The Green Vale
The Green Vale is a beautiful forest filled with magical beasts. Early in development I envisioned this area to be the kingdom of...