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All posts in Game Development

How to Create a Retro Game Boy in 3D: Part 1

What You’ll Be Creating Follow this tutorial step-by-step to create a retro Nintendo Game Boy that you can use in video games, graphic design and illustration projects whilst learning how to model in Cinema 4D.  Some of the skills you’ll learn in this tutorial include creating basic 3D modelling, importing reference . . . Read more

How to Create a Low Poly Sword in 3DS Max: Part 2

What You’ll Be Creating Follow this tutorial step-by-step to create a low poly sword model that you can use in video games, graphic design and illustration projects whilst learning 3D Studio Max quickly.  Some of the skills you’ll learn in this tutorial include creating basic 3D shapes, modelling techniques and preparing topology for . . . Read more

Interactive Storytelling: Non-Linear

In this final part of our series about interactive storytelling, we’ll talk about the future of storytelling in videogames. Non-Linear Interactive Storytelling Or the Philosopher’s Stone Non-linear interactive storytelling is similar to the philosopher’s stone: everybody talks about it, everybody wants it, but no one has found it yet. Let’s . . . Read more

Creating Toon Water for the Web: Part 3

Welcome back to this three-part series on creating stylized toon water in PlayCanvas using vertex shaders. In Part 2 we covered buoyancy & foam lines. In this final part, we’re going to apply the underwater distortion as a post-process effect. Refraction & Post-Process Effects Our goal is to visually communicate the . . . Read more

Creating Toon Water for the Web: Part 2

Welcome back to this three-part series on creating stylized toon water in PlayCanvas using vertex shaders. In Part 1, we covered setting up our environment and water surface. This part will cover applying buoyancy to objects, adding water lines to the surface, and creating the foam lines with the depth buffer around . . . Read more

Creating Toon Water for the Web: Part 1

In my Beginner’s Guide to Shaders I focused exclusively on fragment shaders, which is enough for any 2D effect and every ShaderToy example. But there’s a whole category of techniques that require vertex shaders. This tutorial will walk you through creating stylized toon water while introducing vertex shaders. I will . . . Read more

Accessibility in Game Design: Text Displays

As the gaming industry, and especially the indie gaming industry, continues to mature, the need for inclusive standards becomes more evident.  Accessibility in your game isn’t just about making it so that a subset of gamers can enjoy your work—although that’s certainly a large factor. It’s also about making your . . . Read more