Devlog #2 - Of Sewers and Menus

In our second biweekly dev log Simone gives a fresh lick of paint to our very first level, while I start working on the most daunting task in game development: the main menu.

Anatomy of a Character

An overview of our character creation workflow, from the concept stage to the actual implementation in Unreal Engine 4.

Pixel Sharp Graphics at Multiple Screen Resolutions

It's tricky to get pixel art to look good at different screen resolutions and aspect ratios. In this post we present the approach we currently use in Guntastic, which is a mix of three different techniques: scaling, thick borders and letterboxing.