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En Route to . . .

During the past few months we’ve been doing a lot of R&D and generated many assets, scripts, effects and…

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When Van Damme is Needed

Our character workflow series continues as we dive right into rigging and skinning. We mentioned previously that it’s important…

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Things Are Getting Hairy

Maybe you’ve previously seen some cool Nvidia demos with awesome looking hair and wondered why hair in games never…

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It’s Like Magic

A big focus of Masters is the player’s ability to cast various types of spells, which we call drafts…

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Masters of Tic Tac Toe

The game of Tic Tac Toe is very simple. There are many ways to write a perfect AI for…

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Reinforcement Learning

Typically, artificial intelligence in video games does not have a lot to do with “intelligence.” The algorithms are carefully…

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Designing a Gesture Input System – Part 3

We have already discussed the technical side of our gesture recognition system. Of course, these technical aspects and inner…

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Designing a Gesture Input System – Part 2

When we were done coding the algorithms for recognizing user gestures, we faced a big problem: gibberish input. Machine…

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Designing a Gesture Input System – Part 1

A big focus in the game will be the player’s ability to cast spells. In order to do so,…

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