How to Design a Good Quick-Time Event
Posted Monday 25 March 2013 to Articles | Comments Off on How to Design a Good Quick-Time Event
Some technical analysis of the new SimCity game, and some thoughts about the business decisions behind those technical decisions.
Dark was a game that I made over four months in 2009. It contains an advanced 2D vector-based soft-shadow renderer. In this article I will describe how the shadow renderer works and how I optimised it.