News and views on the world of interactive media from the gskinner team
Category / Theory
They are super cool to look at and appear to be highly performant. The only issue? The examples they’ve provided with the package are pretty hard to follow (coming in at close to 1500 lines!) and there’s no code snippets at all in the README.
But fear not! This package is actually extremely simple to use once you clear away the noise, and can see how it works.
Our FITC Web Unleashed 2018 credit sequence contains a lot of dynamic composition. Moving the camera in many different directions can make for some gnarly animation timelines. This post will help you simplify working with your camera so you can focus on creating cool shots.
I spend a lot of time thinking about video games, from concept to completion and then some. Whether making, playing or being involved with the community, there are a few things I have noticed that I’d like to share.
Game design is equal parts organic and structure, but the more time I spend with both the process and the end product, the more I realize that there are hidden, underlying core values in game design that closely resemble the six human needs. The more of these values/needs the game hits, the subjectively “better” the game is.