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.
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.
From Lisbon to Stockholm: Why I Moved To Sweden To Work For Resolution Games
As our team continues to grow, we’re excited to welcome new colleagues from all over the world. Today we’re talking to our Game Developer Alexandre to discuss his move to Stockholm from Lisbon, Portugal.
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.
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.
Programming a VR Game Using Rust
Rapid developments in VR tech have allowed our teams to remain nimble and adaptable to whatever is thrown our way. But, this doesn’t just apply to the devices our games are played on, it also applies to the tech we use to program our games. In today’s post, our CTO Martin Vilcans shares how we are using Rust to program an upcoming title.