For visual effects like sparks, dust or clouds we used particles. We wanted them to pick up the simplified look of voxels in a similar way as all with other...
As soon as we decided to drop real-time lighting, we had to find alternatives to handle objects that are regionally lit, like torches or lava streams. Spot and point lights...
Real-time lighting requires nearly no preparations for good looking results. But this comes at a relatively high price. To calculate high quality lights and shadows Unity needs to draw nearly...
During the first weeks of the project we exported models without paying much attention to the scale factor. Due to this lack of attention our objects had different unit sizes,...
For rigging and animation we used Autodesk Maya, which is a very powerful - and very complex - tool. Using Maya became quite affordable when Maya LT was released in...
Low poly count and minimal number of small textures are very important for mobile game development. In this article we want to show you a couple of strategies we used...
Every good game needs characters. Ours is set in a medieval fantasy world. Besides the knight and the princess there are skeletons, bats and gigantic spiders that need to be...
There’s one thing you need to consider when working with voxels: the poly count can get pretty high quite easily. It’s very important to keep that in mind especially when...
Our main job at Minddesk is to develop our voxel editor, Qubicle. We don’t plan on becoming a game developer anytime soon. But since Qubicle is mostly used for game...