Hej Resolution
Welcome to the Resolution Games blog!
Life at Resolution: Simon, Games Programmer
Welcome to our new article series, where we highlight a diverse set of job roles and share some personal thoughts on what it’s like working at our company. First up is Simon who works as a games programmer.
Calling Rust from C# in Unity
As mentioned before, we use the Rust programming language to implement some of the functionality of the tool in one of our games. The name of the game has now been released -Ultimechs - and we recently published a gameplay reveal trailer.While we use Rust for the core gameplay, we still use Unity for everything else in the game. Unity has excellent support for rendering the graphics, interfacing with the audio system, reading input from different kinds of controllers, and building for different platforms. We still want to use Unity as a familiar tool for many things, so only the logic for the gameplay and network connectivity is written in Rust. The reasoning behind using Rust for those things were mentioned in the previous blog post, so now is the time to go deeper into the technical details about how we mix Rust and C# code.
Demeo’s First Anniversary: A Look at the Evolving UX/UI of The Game
Today is the first anniversary of the launch of Demeo, and what a year it has been! We released to rave reviews, shipped two additional adventures, won the overwhelmingly humbling award of VR Game of the Year by The VR Awards and most recently expanding to an audience outside VR with Demeo: PC Edition. This is just the beginning for our dear game. To celebrate, we’re taking this moment to look back and give you a behind the scenes peek into the design journey of Demeo from our UI/UX Designer Conor’s perspective.
VR Games are Becoming the Norm; Here’s What Happens Next
Having started Resolution Games in 2015, I’ve had the opportunity to be a part of today’s modern VR industry since its inception.
With the industry as firmly established as it is today, game developers are collectively coming to an understanding of what works and what doesn’t for VR games. Now truly compelling gaming experiences that just happen to be in VR are readily available.
So where do we go from here?
Challenges and takeaways of implementing Meta’s Passthrough API in Blaston
Luis “Luigi” is a Game Programmer on Blaston. He has a background working as a game developer generalist since 2014, developing applications mostly targeted for VR platforms. In October 2021 he moved from Brazil to Sweden and joined Resolution Games. Here he shares his experience of implementing the brand new Passthrough API feature in Blaston for Meta Quest 2.
The Tiny Approach to the Metaverse
The “metaverse” is everywhere you look these days, and it seems like the tech community is largely in agreement that it will exist in some form or another someday. Today though, it’s still very much in its infancy. That in itself makes it an exciting time, with many questions left unanswered in terms of just what the metaverse should look like; how it will grow and take shape, as well as how companies and brands will participate in a way that’s truly meaningful for the next generation of digital citizens.
Reality Check: Where We’re Headed in 2022
Industry musings to mark our 7th anniversary
January 2022 marks the seventh anniversary of Resolution Games. When we first opened the studio, the modern market for VR had barely taken its first steps. Google Cardboard had launched a few months before, Oculus had just released their second development kit (DK2), and all we had to keep us going was a wealth of games industry experience and our unbridled optimism about what the future of VR could be.
Redesigning The Blaston Tournament Interface - A UX/UI Case Study
Hello everyone! I'm Conor, a UX Designer at Resolution Games and today, I'm going to walk through a recent redesign I did for Blaston's Tournament UI (now called Seasonal Challenges).
At Resolution Games, UX is involved through all the process of development, from initial brief from the game designers to implementation with programmers and artists.
Immersive Sound In VR
Hi everybody, my name is Linus and I work as Audio Director at Resolution Games. More practically speaking it means that I am responsible for all the music and sounds in our games and trailers. I make the sound design, music composition and audio implementation in Unity, from an early draft on the piano to a fully implemented orchestrated score in-game.
How We Grounded Angry Birds AR: Isle of Pigs in Your Living Room (Part 2)
As I mentioned last week, there are many ways you can merge the virtual and real world when creating AR experiences including using shadows and ambient occlusion. Today, I'm diving into even more ways we grounded Angry Birds AR: Isles of Pigs into your living room or anywhere else you’d like to play it.
How We Grounded Angry Birds AR: Isle of Pigs in Your Living Room (Part 1)
Hi, I’m Magnus, Technical Director of the AR and MR team at Resolution Games and today I’m taking over the blog to share some of the tricks we used to create the illusion that Angry Birds AR: Isle of Pigs really took place in your living room.
Creating In-game Achievements to Enhance Player Experience (Part 2)
Hi, it’s me, Fredrik (Game Designer), back again with more information about how we created the achievements in Cook-Out: A Sandwich Tale. As I mentioned in my first blog post, we created many varied types of achievements for players to unlock to help them advance in the game and promote certain types of behavior such as team play or making friends. Here’s an inside look into even more reasons why we created the achievements you can find in the game today.
Creating In-game Achievements to Enhance Player Experience (Part 1)
Hi, my name is Fredrik and I work as a Game Designer here at Resolution Games. My job varies a lot from day to day but the main responsibility of my work is to design the player experience for our games. I create new gameplay challenges and set the rules and goals for players.
One Year of VR Dueling in Blaston
More than 3.6 million duels have been played since Blaston’s launch on October 8, 2020. But before we dive into how the game has evolved let’s take a look at how it came to be.
From Sketching to Rendering - A Look at How Concept Artists Work at Resolution Games
Hi there! My name is Rustan and I am Resolutions Concept Art Line Manager. I’ve been with the company since 2015 and I’m currently working on a new, exciting IP. At Resolution we take a lot of pride in creating beautiful and immersive art for our games, and I thought it might be interesting to broadly describe how we work as concept artists.
Celebrating One Year of Cook-Out: A Sandwich Tale’s Doors Being Open
From watching kitchens being set on fire to frantically cutting ingredients, it’s always a fun time when you enter the Cook-Out kitchen. Today, we’re catching up with the game’s Producer Gustav to take a look back at the development of this wacky and whimsical game.
Acron: Attack of the Squirrels! - Two Years of Nuttin’ But Fun and Laughter
The golden acorns have been under attack for two years now! To celebrate, we spoke to Acron: Attack of the Squirrels!’s Producer Leo to learn more about how this competitive and cooperative VR game came to be and how it’s evolved.
I moved 3,500 miles to work at Resolution Games
At Resolution Games our team is made of individuals from around the world. In fact, our colleagues represent 22 countries. Today, we’re catching up with our Producer Parvathy who moved 3,500 miles to live in Stockholm.
The Inner Workings of a Blaston Bot
Hi! My name is Simon Cutajar, and I’m one of the game programmers at Resolution Games. I’ve spent the last year using Unity and C# to work on different aspects of Blaston. Today, I thought I’d delve into some of the problems that needed to be solved when writing virtual reality AI bots for Blaston.
How We Made the Angry Birds VR: Isle of Pigs Level Builder
Did you know that Angry Birds VR: Isle of Pigs is the only game in the franchise to feature a level builder? Today we’re catching up with our colleagues Henrique and Moa to take a look at this egg-citing feature.