Creation Graphs

A few months ago I wrote about “The Anti-Feature Dream”, an idea of developing and exposing reusable mechanisms (the building blocks that typically recur when building features such as terrain, vegetation systems, etc) and assemble them in a data-driven way within the editor to achieve the final feature. Not only does this make the final features less static and easier to tweak to fit each products specific needs, it also empowers technical artists to more easily experiment with building completely new types of features — things that we can’t foresee. MORE »

Tobias Persson  

Our Machinery Meetup

Hey Friends,

We will have our 2nd Annual GDC Meetup at Waystone again this year. We knew it got a bit crowded last year, so we’ve reserved the roof to fit more people. We’ll give a short demo of The Machinery, answer any questions, and hang out. First round of drinks and food are on us. It’ll be on March 19th from 5pm-8pm.

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Tricia Gray  

What's happening this year

Hello Friends! Just a quick update on what’s happening this year. We feel 2019 is going to be a big year for us. We’ve decided that it is time for us to start looking at growing Our Machinery beyond the three of us, which also means securing external funding and/or revenue. It’s also time to start getting The Machinery out there in some form. We’ve gotten a lot of great comments during our Alpha which will help us move towards Closed Beta.

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Tricia Gray  

Localization in The Machinery’s UI

One thing we never really addressed back when we were making the Bitsquid engine was localization of the tools. We supported localization of the games made in the engine, of course, but the engine tools themselves were only available in English. As both the number of tools and the number of frameworks used for the tools (Winforms, WPF, HTML, …) grew, the localization task became more daunting. When you’re writing an engine, you’re never short of stuff to do, and there always seemed to be something more pressing than addressing localization.

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Niklas Gray