Roche Fusion Technical Recollection 3

In this third instalment of Twitter-powered reminiscence we will continue discussing more and more of the different systems I developed for Roche Fusion in the last few months of the game’s development.

We will focus mostly on their technical and graphical aspects, since that is my area of expertise, and the purpose of this series of posts.

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Roche Fusion Technical Recollection 2

Today we will continue our exploration of Roche Fusion’s development process that we started last week.

We will do so from a technical point of view, exploring some of the various systems I developed for the game. With my role as team-lead and graphics programmer, this mostly means that we will mostly be looking at graphical effects.

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Roche Fusion Technical Recollection

A few days ago I was idly scrolling through my twitter history reminiscing about the last few years of my activities as game developer. For about two years a major part of that – and my life in general – has been Roche Fusion, the game project I started together with Tom Rijnbeek in September 2013, and which we finally finished – with a team of 7 – in January 2015.

For today’s post I thought I step through the major points of Roche Fusion’s early development from a technical standpoint, and give some insight in our development process.

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