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The prototyping process

This article talks about the decisions involved when determining whether we were going to spend time prototyping our core mechanic: potential fields. They are also explained as well as the pros and...

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Creating a Visual Theme and Style

Art is often a big part of a game, so establishing a visual theme and style is very important during the development for the art to be homogenous, and for it to match the narrative and the gameplay as...

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Kravall Level Editor

A plugin for Blender can make a great level editor while saving a lot of development time compared to making a custom editor. In this post we show you our editor plugin for Blender.

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Concept Art: Making thumbnail sketches

Two of Ekswaised's technical artists discuss the making of concept art for the game Kravall. The focus for the discussion is how creating several thumbnails quickly can help develop the design for a...

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Concept Art: The next step

Two of Ekswaised's technical artists discuss the making of concept art for the game Kravall. This article builds on the previous article "Concept Art: Making thumbnail sketches" and discusses turning...

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Project Management: Agile development and Scrum

Project management can be tricky if you have no experience with it and it gets harder as the size of the team grows bigger. With a team of eleven people, we have learnt quite a few lessons. Here, our...

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Concept Art: Creating Textures from Stock Photos

One of Ekswaised's Technical artists, Kim Jonsson, describes the process of making textures by photographing objects and modifying the photos into textures.

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Core Engine Design: Our Entity-Component Based Framework

Since before we begun development of Kravall we were aware that the game we were going to develop was going to be resource intensive, primarily due to the AI systems that would rely heavily on...

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