graphics

Falcon Game UI

1 12th January 2015 Joseph Zupko

Winston Churchill’s oft-quoted line on democracy mirrors the Demiurge Studios view of Adobe Flash: the worst form of game UI, except for all the others. We’ve struggled with Flash, and we’ve triumphed with Flash.

For our current and past projects, we’ve used commercial Flash runtimes to drive our Flash based UI (Autodesk Scaleform or RAD Game Tools Iggy). For future projects, we’ve begun exploring a different approach, our own library called Falcon.

With Falcon, we’ve dropped much of the...

From Robots to Superheroes: Content

0 28th October 2014 Joseph Zupko

At Demiurge Studios, we first created a game engine to power a PC/PSN/XBLA 3D run'n gun (Shoot Many Robots). Since then, our engine has evolved into a broad internal core technology with support for seven platforms. Recently it has expanded with "Games as a Service" features such as content patching and just-in-time content delivery to drive our flagship 2D match 3 (Marvel Puzzle Quest). What follows are some observations and lessons learned on the journey of one part of this technology, our...

From Robots to Superheroes: Graphics

0 16th October 2014 Joseph Zupko

At Demiurge Studios, we first created a game engine to power a PC/PSN/XBLA 3D run'n gun (Shoot Many Robots). Since then, our engine has evolved into a broad internal core technology with support for seven platforms. Recently it has expanded with "Games as a Service" features such as content patching and just-in-time content delivery to drive our flagship 2D match 3 (Marvel Puzzle Quest). What follows are some observations and lessons learned on the journey of one part of this technology, our...