About Robot Invader
We warped our brains watching '50s monster movies in glorious black and white. Now we're making video games for your phone, tablet, or virtual reality headset.
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- Chris on Dev Diary: Branching Dialog
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- Chris on Dead Secret Launching on 3/28!
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Author Archives: Chris
GDC Talk: Designing for Mobile VR in Dead Secret
It’s been a few months since the 2015 Game Developers Conference was held in San Francisco, but we’ve been so busy with Dead Secret that we barely noticed. I gave a talk about the game, and how we changed it … Continue reading
Posted in dead secret, game design, virtual reality
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Dead Secret at GDC
Hey! We’re going to the Game Developers Conference in March and we’ll be talking about Dead Secret. The topic is designing for mobile VR, and the work we went through to convert Dead Secret from a tablet game to virtual … Continue reading
Posted in dead secret, game engineering, game industry, virtual reality
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Custom Occlusion Culling in Unity
Here at the Robot Invader compound we are hard at work on our new game, a VR murder mystery title called Dead Secret. There’s a very early trailer to see over at deadsecret.com. Dead Secret is designed for VR devices, particularly mobile … Continue reading
Posted in game engineering, unity
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Performance Optimization for Mobile Devices
This week at the Robot Invader compound we’ve been putting the finishing touches on our new Nanobots game, Dungeon Slots. This game started out as another week-long experiment and has stretched into a month-long development cycle because we like the concept … Continue reading
Posted in Android, game engineering, mobile games
3 Comments
Android TV and the Video Game Middle Ground
We shipped Wind-up Knight 2 for Android TV last week. If you were at Google IO, maybe you saw our logo flash up there for a moment. If you actually have an Android TV, Wind-up Knight 2 is one of a … Continue reading
Posted in Android, controllers, game industry, mobile games, wind-up knight
4 Comments
Nanobots: Making Games in a Week
When Casey and I founded Robot Invader back in 2011, one of our goals was to build a team that could produce high quality games in a short amount of time with just a few people. We produced Wind-up Knight with … Continue reading
Posted in Uncategorized
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Learning about Free-to-Play from Devil May Cry
The first 20 minutes of Devil May Cry are really clever. What happens is this: you breeze through several rooms, chopping evil marionettes left and right and flicking that silver hair around like you own the world. After the second or third … Continue reading
Posted in game design, mobile games, wind-up knight
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Playing Wind-up Knight 2 with a Guitar (and why it matters)
Yesterday we posted this silly video about playing Wind-up Knight 2 with a variety of funny controllers. Nothing in this video is faked; we used a converter box (like this one) to convert our various console controllers to USB, then … Continue reading
Posted in Android, controllers, game design, game engineering, iOS, mobile games, wind-up knight
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Checkpoints in Unity
One of the new features in Wind-up Knight 2 is checkpoints. They work the way you expect: if you die after passing a checkpoint you will restart at the checkpoint location with the game world restored to its previous state. … Continue reading
Posted in game engineering, wind-up knight
3 Comments
Leveling Up the Wind-up Knight Design Process
When we built the original Wind-up Knight, Robot Invader was only three people: Casey, our intrepid designer / animator, Mike, our one-man art machine, and me, the code guy. We hired contractors (the mighty Jordan Fehr for sound design and … Continue reading
Posted in game design, prototyping, wind-up knight
3 Comments