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See how Gravity Daze (Rush) was designed

At a recent Game Tools & Middleware Forum event in Tokyo, the developers of Gravity Daze spent some time explaining how they developed a game with an uncertain center of gravity on a brand new console.

The text is all Japanese in this 4gamer report, but using the Chrome browser or Google translate will help you get the gist and there are plenty of slides to help get their points across.

Some interesting facts:
Characters designed in Maya
Havok's collision engine used as middleware
Up to 8,000 objects per scene
Kat's character has 180 joints
Makes use of the GPU's own hidden object culling
The nature of the world required realtime shadows

Hopefully a proper English translation will be made, but check out the various process screenshots that illustrate much of what they're explaining.

Currently playing on my Vita/PS4/PS5