NET which removes pain points in the game art creation pipeline! Using Art Factory, Kelsie, our artist, can draw new assets, modify existing ones, and have them all appear in her working game environment without even needing to notify me – let alone wait on me. This was the process for every little change, making it quite painful to iterate and improve art, levels, and other features.Įnter Art Factory! Art Factory is a simple tool that we built using. Then, we would re-compile the game (sometimes, depending on changes needed), then pass it back to the designer to test and experiment with. We used to make art assets, then compile them into MonoGame-based assets using a content building tool included with MonoGame. When we started the newest version of our game Cymatically Muffed, we knew we needed to create better development tools that could reduce, or even eliminate, the friction between the art development process and programming. In this post I would like to share details of one of the tools we use in the development process of our newest game, and how. Nowadays, my wife Kelsie and I write our games using the MonoGame framework (one of the spiritual successors of XNA). NET to write software for over 10 years, since the XNA days. NET community! I am Sam from Kelsam Games, and I have been using. This is a guest post by Sam Eddy, a programmer at Kelsam Games.
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