Blueprint can be… frustrating. But it can be slightly less frustrating if you take the time to organize it neatly and logically. It really doesn’t take that long and makes it much easier for everyone to understand what your Blueprint...
This article reveals some important LOD techniques used to hit framerate when working with dense foliage in VR. Difficult even under normal circumstances, creating forests or jungles in VR means we really have to step up our game!...
We at Phosphor are huge fans of survival horror, going back to the original Resident Evil and Silent Hill games on Playstation. Virtual reality seemed like the perfect medium to express the sense of terror and helplessness you feel in...
Phosphor Games Studio prides ourselves in making great games, both published and original. Since we started in 2009, we’ve worked on and released 8 games and have 4 new games announced and releasing soon. We’re really proud of what we’ve...
Read the developer diary of combat designer Steve Bowler as he explains the evolution of crossbows in The Dark Meadow. Steve discusses how the game mechanic was developed and how the combat design team balanced ranged combat: Steve Bowler...