34BigThingsDeveloperDiaryGraphicsRedout Redout: A Technical Analysis on the Offline Dynamic Resolution ScalerBuilding 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 XUPDATE: 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 artYou may know that, when it comes to developing a stylish videogame, quality concept art is…Gabriele OmaggioJuly 22, 2017
GraphicsRedout Team Introduction: Conqueror TechnologiesThe Conqueror racing team was born on the Moon. Created as a bet between two…Gabriele OmaggioJuly 9, 2016
GraphicsRedout Screen Space ReflectionsScreen 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) detailsHello again! Today I'll speak about the ongoing details study for terrains and props. Our game…BudelloJune 25, 2016
GraphicsRedout The Triangle Disease, Part 2Once the initial direction for the environments was set, we started experimenting with the ships.…Valerio Di DonatoJune 16, 2016
GraphicsRedout The Triangle DiseaseAccording to Wikipedia, "the definition of Luck (or chance) varies by philosophical, religious, mystical, or…Valerio Di DonatoJune 12, 2016
GraphicsRedout In the Name of ShapesHello everyone! This post is about the look and feel for Red:Out, our brand new…BudelloMay 31, 2016