Author: Anders Ekermo

Happy New Year!

Juha and myself have both been traveling recently so this update is a bit later than usual – like always, I spend the holidays back in the winter darkness of Sweden hacking away at the thornier parts of the Backworlds codebase. Recently this has been less about making fancy new features and more about cleaning…
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More Spooky Updates

We are at Halloween again, so in the spirit of the season I will resurrect another corpse of a failed design and put it on display to scare the children!

Effective Effects

As we are working more and more on production-quality art the work we do on tools tends to get more pragmatic – it is mostly fixing bugs and any new features are carefully considered in terms of how much they will improve our workflows and/or visual quality. Not that we didn’t do that before, but…
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A few notes on Parallax Scrolling

“Parallax” is, quite simply, the name for the visual effects where objects seem to move differently depending on the viewpoint – in media we typically refer to parallax scrolling as a way to add depth to a flat scene by having several layers of background that we move at different speeds. It has been used…
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Hardly working

Today is Shrove Tuesday! Or, if you’re from the UK or Australia, pancake day. In Sweden – though neither Juha nor myself live there at the moment – we eat semla . But I digress. Rather than talk about a specific piece of tech today, I wanted to briefly talk about a random selection of things we have…
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A Spooky Update

Happy Halloween! In the spirit of the season, I will take this opportunity to talk about the dead. Or, to be less melodramatic (and less seasonally relevant), another one of the world designs we decided to abandon along the way.

Greetings from Seattle!

Apologies for being late! Juha and I had both wanted to check out PAX at some point, so this year we decided to meet up in Seattle for PAX West. Hopefully we can be a part of the exhibit at some point in the future but for now we were more than happy to go…
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A few thoughts on physics

As I’m finishing this up, the Summer Games Done Quick event of 2016 has just started – you should watch it. I’ve dealt with some physics simulation issues lately that I wanted to talk about – this is probably going to be less coherent than usual since it is essentially a multitude of solutions to a…
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Smart Things Other People Said

The last couple of months have been pretty productive – I have worked on bringing the narrative concepts and art styles of different worlds and backworlds to a good place, in part so we could see what worked and did not but also because it helped us determine the amount of work needed to make…
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Some notes on content optimization

There are plenty of ways in which content – specifically textures in this case – can be optimized for memory and performance. While on a small team every developer should have a good idea of what kind of impact their craft has on others and be able to account for that in their work, it…
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