Welcome to our forth dev log. In this one, we will dive further into the process of creating particle systems and visual effects for spells.
An introduction to Enfirus, a non-violent puzzle adventure game that tells the tale of two children in a world still recovering from the impact of warfare...
A short overview of the creation of an opponent's visual in Aeon of Sands, with video.
Molten Armor ( non-linear story-driven tower defense game ) MACOS DEMO version.
Molten Armor ( non-linear story-driven tower defense game ) LINUX DEMO version.
Molten Armor ( non-linear story-driven tower defense game ) Windows DEMO version
How do you go about designing an enemy that spawns only when the player is greedy, and how do you make it feel "right" with the other game mechanics...
Here is a brief presentation of how we are prototyping the graphical part of our current game, Swim Out.
In this article we are talking about some technical (and moral) points of our game in a form of a short FAQ.
Hey everyone. How are you? Here at Hero Blocks we are feeling pretty great and please allow us a second to explain why.
Here is a brief presentation of how we prototyped the gameplay of our current game, Swim Out.
We decided to share a bit of our story. That blog entry tells about how we started to make the game.
News. Including: screenshots about Zeitgeist, a movie, some hints and goodies - and some insight into a Zeitgeist Artist’s work of a week.
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