Creating retro 16bit-like music using modern techniques: an in-depth look at how we approached production of the Guntastic soundtrack.
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.
Join us on our very first biweekly dev log. Highlight of the week: meet our latest playable character - Mr. Poopypants!
How levels in Guntastic are built and how we came there.
A series of tricks that we use inside Unreal Engine 4 to obtain a more authentic pixelated look in Guntastic.
An overview of our character creation workflow, from the concept stage to the actual implementation in Unreal Engine 4.
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.