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Using ‘Hierarchical Levels Of Detail’ to Optimize Game Environments

Levels Of Detail or HLOD is a method of combining multiple static meshes into a larger, simpler proxy mesh that will display at distances far away from the camera.

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Preview of Upcoming Norway Map

We released a youtube video showing a preview of gameplay from our upcoming Norway map! It features some intense new obstacle types that will present a unique challenge and amp up the heart rate of...

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Adventure Fitness VR Archery System

An overview of the archery system that is implemented on our upcoming game Adventure Fitness VR.

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Adventure Fitness VR Drone Documentation

Overview The base drone model is a skeletal mesh with two material slots, 10 bones and 4 sockets. It is located at “/Content/AssetCollection/AF_Ltd_objects/SK_Drone”. All Drone animations can be found...

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Go See Share fund: Vista creation in God of War Ragnarök

My name is Rachel Cassandro and I am an environment artist for BearHammer Games. I attended Abertay university for 3D art where I received a masters in games Development and have been working on...

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Game Developers Conference 2023: What I Learned, part 1

Creative Scotland gave our indie studio (Bearhammer Games) a Go See Share grant to send two people to the Game Developers Conference in San Francisco in March 2023. We’re incredibly grateful! I’m...

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Game Developers Conference 2023: What I Learned, part 2

What we learned at the Game Developers Conference 2023

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Come Try Venture’s Gauntlet VR at InSpace Edinburgh July 21st!

Thanks to Creative Informatics, BearHammer Games will be exhibiting its game Venture’s Gauntlet VR at InSpace In Edinburgh from 10 AM to 5 PM July 21st. Interested players will also be given the chance...

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Configuring a new perforce depot with a new file storage location on block...

We are starting to develop a new project on Unreal 5, so we needed to expand our perforce server to add more storage. To do this we: 1) Added block storage on digital ocean. 2) Created a new depot and...

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Adding PSO Cache To Unreal Engine Game For Oculus Quest 2 to reduce hitching

In order to further optimize our game, we are adding a PSO cache to reduce hitching when particle effects and other textures are loaded for the first time in the game.  The first steps of this process...

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