Hej Resolution
Welcome to the Resolution Games blog!
I Moved Across Europe to Work at Resolution Games
Hi, I’m Rugi, a UI Artist working on several super cool projects here at Resolution Games. This is the story of how I kickstarted my game industry career after college by moving to Stockholm!
What Equipment Do I Need to Play a VR Game?
What VR headset and equipment do I need to play a VR game? This is a question we’re asked a lot and we’re happy to tell you that the answer is really simple.
Life at Resolution: Tom Hall, Senior Creative Director
When Tom Hall is around you can always expect a good time and laughter. In this edition of “My Life at Resolution”, get to know our Senior Creative Director.
Creating Dedicated Mixed Reality Mayhem with Spatial Ops
At Resolution Games, we’re always experimenting to discover what’s possible when you combine big ideas with new technologies. Sometimes these experiments make their way into the public eye, like when we showed off Demeo running on next generation Snapdragon-powered AR glasses at AWE, or when Meta showed our early Quest Pro experiment Fish Under Our Feet in a showcase for their Presence platform.
Life at Resolution: Bo, Concept and 2D Artist
We wouldn’t be able to make games without our concept and 2D artists. In this edition of Our Life at Resolution blog series, Bo shares her experience at Resolution Games.
What Our Team is Excited About in VR for 2023
2022 has been another banner year for the VR industry — but as a company with an eye to the future, we couldn’t help but start to think about what’s coming next. We recently asked the Resolution Games team about what they were most looking forward to in the year ahead — and some of their answers might surprise you!
Life At Resolution: Linus - Audio Director
Sound design is an important and vital part of the game development process and there are many things you have to keep in mind when implementing sound for VR and AR games. Linus, our Audio Director, dives into this process as well as his experience at Resolution Games in this edition of our Life at Resolution Games series.
The Power and Promise of Passthrough
There was a time, not so long ago, that augmented reality and virtual reality were considered very different things. But recently the lines between VR and AR have been blurring.
Life At Resolution: Lisa - Art Director
What is it like being an art director at Resolution Games? Lisa, an art director on our marketing team, shares her experience as well as gives insights into how she maintains work life balance and what she is looking forward to in the future.
Boats, Trains and Automobiles - The Many Ways We Get To Work
What is the best way to get to the Resolution Games offices? Bus? Car? Train? Bike? Or perhaps even by boat? Each one of our colleagues have their own way of traveling into their designated office and today we are going to highlight some of the morning adventures our team members start their days with.
Our Secret Sauce: How We Develop Hit Games
A lot has changed since 2015. Bruno Mars song "Uptown Funk" is no longer number one on the Billboard Hot 100, the iPhone 6S is no longer the latest in the apple suite and the world has gone through a pandemic. Personally, I moved from a city apartment to a place in the Stockholm archipelago and work-related, VR/AR technology has exponentially evolved, and we as a company have grown the same.
Life At Resolution: Clint - 3D/Tech Artist
Making games requires many different skill sets. Today, Clint - one of our 3D/tech artists - is sharing his experience at Resolution Games.
How Player Ideas Become a Reality
At Resolution Games, we truly enjoy the communities we have built around our games and believe that listening to player feedback is extremely important.
Life at Resolution: Ting, Games Producer & Line Manager
Our Life at Resolution series continues with a deep dive into our Games Producer & Line Manager Ting’s role at our studio.
My Journey From the Middle East to Sweden
Hello, I am Ahmed, a Game Programmer who has recently taken a leap of faith and traveled a long distance to join Resolution Games. And I am happy to share my experience doing so with you.
Hi Resolution 2022
It is that amazing time of year where Resolutioners from all around the world get to partake in the ultimate combination of work and play at our annual off-site, Hi Resolution! This year we packed our bags and medieval themed costumes to head off to a magical castle in the humble Swedish town of Vadstena.
Life at Resolution: Magnus, AR Technical Director
Here’s the second installment of our new series aimed at highlighting the different roles and work perspectives at Resolution Games, starring industry veteran and our AR Technical Director Magnus.
What Do Game Devs Do Outside of Work?
Have you ever wondered what a game developer does outside of work? Of course, we play games but we have many other interests and hobbies as well. We recently caught up with several of our colleagues to find out what they do when they walk out of the office.
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.