When he decided to present his Rayman video game project to Ubisoft, he brought a 150-page file describing the whole game and ...
This procedural generator started as a hobby project to learn about various procedural algorithms (cellular automata, marching squares and Bresenham's line algorithm to name a few). Inspiration was ...
"We had no one experienced enough with 3D character models in the team," he tells me. "With that in mind, we explored how we could still make a 3D Platformer, and after some initial experimenting, it ...