Blog Archive

Blog #13 – Infinite Scrolling World

Recently I’ve been developing a small piece of tech for a secret game concept we’re workng on over here at Hyper Luminal, and I think I’d like to take some time today to talk about it somewhat. Let’s get started. The concept of infinitely scrolling worlds should be something very familiar to anyone who’s ever […]

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Blog #12 – Why? How? When? Stuart?

We have been very quiet for the last few months. Blog posts stopped, YouTube videos stopped and no new projects were being shown off. Is Hyper Luminal gone? Definitely not! We are now 1 year old and looking to take the next step! We skipped over our birthday because it is a bit confusing, our […]

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Blog #11 – The Little Puzzle That Could

Hi guys, Over the last few months at Hyper Luminal we have been working on a puzzle game. We have prototyped, tested and implemented over 15 puzzles for the game so far but sadly some of them just didn’t make the cut. So I decided to do a blog post on one of my favourite […]

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Blog #10 – Creating Atmospheric 2D Visuals for Games

Hi All, This week I want to talk about a project I am currently working on and show off some of its aesthetics and visual production pipeline.   Structuring the Painting into Layers The painting and key animated features should be determined as early on as possible. Ideally this will happen after a sketch layout […]

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Blog #9 – Making the Jump from Unity to Unreal

“You know, if you’re looking for an Unreal developer, you should probably hire someone else.”   That was me from about a month ago. I was talking to Stuart, the managing director at Hyper-Luminal games, at my job interview. They wanted a generalist gameplay programmer, I wanted to be a generalist gameplay programmer, it seemed […]

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Blog #8 – Luck and Variance in Game Design Part 2

Hey all and welcome back for part 2 of Luck and Variance in Games Design. Last month I did a brief introduction to randomisation, some of the misconceptions and some of the benefits. In this post I’m going to briefly cover some of the issues of variance introduces and then go over a small system […]

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Blog #7 – Lets Get Physical (Physically Based Shading)

Hi all, Rob here for another arty blog post. This time I will be talking a little bit about texturing 3D assets, with a particular focus on physical accuracy. Unlike the last post this one will be a little more Modo specific but the principles are most definitely applicable to other texturing applications and so […]

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Blog #6 – Procedural Worlds

Hi guys,  I wanted to do a quick post on Procedural content. It seems to be everywhere in games, from Complex Dungeons to Sprawling Landscapes with great benefits for both productivity during development and replay-ability for the consumer. Procedural content can be used to randomise a level design (Like in MONSTRUM from our friends at Team […]

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Blog #5 – Environment Design for Hoverball

Hi everyone, This week’s blogpost will give you guys the chance to check out some of our concept art and design development for “Hoverball”. I will talk you through an example of my workflow and try to mention some useful tips and tricks for all the aspiring concept artists and digital painters out there. To […]

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Blog #4 – Luck and Variance in Game Design

Hey gang, Fraser here, For those of you who’ve missed our Introduction blog I’m Hyper Luminal’s designer so I’ll be chatting about some approaches to design and the potential problems designers can face when creating games and mechanics.  I’m a big advocate for traditional games  (board, card, etc…)  when it comes to developing design skills […]

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