34BigThingsDeveloperDiaryGraphicsRedout Redout: A Technical Analysis on the Offline Dynamic Resolution Scaler Building a virtual world means striking a balance between making it vivid, rich with objects…Valerio Di DonatoJanuary 10, 2018
34BigThingsGamingGraphicsRedout An Official Response to Digital Foundry’s analysis of Redout on Xbox One X UPDATE: Digital Foundry apologized, took down the video, we managed to open a functional conversation…Valerio Di DonatoJanuary 6, 2018
34BigThingsGraphicsRedout Let’s talk about concept art You may know that, when it comes to developing a stylish videogame, quality concept art is…Giuseppe Enrico FranchiJuly 22, 2017
GraphicsRedout Team Introduction: Conqueror Technologies The Conqueror racing team was born on the Moon. Created as a bet between two…Giuseppe Enrico FranchiJuly 9, 2016
GraphicsRedout Screen Space Reflections Screen Space Reflections are being treated as the current big thing any next-gen game should…Valerio Di DonatoJune 26, 2016
GraphicsRedout Devil is in (terrain) details Hello again! Today I'll speak about the ongoing details study for terrains and props. Our game…BudelloJune 25, 2016
GraphicsRedout The Triangle Disease, Part 2 Once the initial direction for the environments was set, we started experimenting with the ships.…Valerio Di DonatoJune 16, 2016
GraphicsRedout The Triangle Disease According to Wikipedia, "the definition of Luck (or chance) varies by philosophical, religious, mystical, or…Valerio Di DonatoJune 12, 2016
GraphicsRedout In the Name of Shapes Hello everyone! This post is about the look and feel for Red:Out, our brand new…BudelloMay 31, 2016