Blog Archives

Creating Floor Plan Screenshots

As we craft the puzzle structure for RedFrame, 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 creating

Posted in Design, Pipeline, Programming

Repurposing Old Systems

It’s always a little sad to see good code slip into obscurity as gameplay changes and mechanics drift from their original goals. During our lengthy exploration into RedFrame’s core gameplay, a lot of our ideas reached a fairly playable state,

Posted in Design, Programming

Global Managers With Generic Singletons

Global state and behavior can be a bit tricky to handle in Unity. RedFrame includes a few low-level systems that must always be accessible, so a robust solution is required. While there is no single solution to the problem, there

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, but due to limitations in Maya and Mental Ray we have to run multiple instances in order to saturate the available processor cores. On Windows it’s

Posted in Pipeline

Advanced lightmapping in Unity

While investigating potential lightmapping solutions for RedFrame, we explored Unity’s own lightmapping system which leverages Autodesk’s Beast. Beast unfortunately is lacking a few more obscure features useful for simulating realistic artificial indoor lighting, most notably photometric lights for reconstructing the

Posted in Uncategorized

Welcome to the RedFrame Development Blog

RedFrame is an exploratory adventure game in production by Andrew Coggeshall and┬áMichael Stevenson. We’ve been working on RedFrame in our spare time for more than two years, but until now we’ve largely kept our work under wraps. We’d like to

Posted in Uncategorized