Blog Archives

Creating Floor Plan Screenshots

As we craft the puzzle structure for RedFrame, artificial it’s very useful to have a birds-eye view of the environment so that we can better see how puzzles physically relate to one another. I spent some time over the weekend

Posted in Design, Pipeline, Programming

Repurposing Old Systems

In any large game project it’s generally a very good idea to keep major systems decoupled. By avoiding direct method calls, shop it’s possible to build systems that communicate with one another without necessarily having to know about each other.

Posted in Design, Programming

Global Managers With Generic Singletons

I recently published a tool for Unity that exposes additional settings for Unity: https://github.com/mstevenson/Lightmapping-Extended The central environment in RedFrame is a large mansion. While developing the 3d model of the house I didn’t pay much attention to its total resolution;

Posted in Programming

Open Multiple App Instances in Mac OS X

We do all of our light baking for RedFrame on a beefy Mac Pro, viagra approved but due to limitations in Maya and Mental Ray we have to run multiple instances in order to saturate the available processor cores. On

Posted in Pipeline

Advanced lightmapping in Unity

http://redframe-game.com/wp/uploads/2012/12/copy-Header.png http://redframe-game.com/wp/uploads/2012/12/copy-Header.png RedFrame is an exploratory adventure game created by the game development duo, glands no rx Andrew Coggeshall and Michael Stevenson of Basenji Games. http://redframe-game.com/wp/uploads/2012/12/copy-Header.png RedFrame is an exploratory adventure game created by the game development duo, glands no rx

Posted in Uncategorized

Welcome to the RedFrame Development Blog

We do all of our light baking for RedFrame on a beefy Mac Pro, viagra approved but due to limitations in Maya and Mental Ray we have to run multiple instances in order to saturate the available processor cores. On

Posted in Uncategorized