Update: check the video at the end of this page. How do we work as a team? Every one who is working with the W.O.K Corp team (name of the maker of Metaisland) is in a different country, with a different internet speed and a different time. In order to work together, we are using “Monday” for bug tracking, GIT for repository and Metaisland Mini to implement the new features. I am actually the only one to have the full […]

Read More

Please explain me what Metaisland is? Metaisland is a multiplayer metaverse GameFi project that takes place on a tropical island. Players can interact with the island, engage in activities, and participate in an economy that uses blockchain technology. The game is designed to be similar to the series LOST, where the gameplay is similar to Uncharted with an engaging storyline. The virtual economy of the game allows players to own, rent, tip others, and spend cryptocurrency in the game. Players […]

Read More

New Beach Design: Nova Beach

Accessible directly from the teleportation hub in Tech City, Novae beach is close to Leaw beach ( you can walk to from one to another). Novae Beach has an access direct in to the island, have many shops and a great bar with live music. Behind the bar is a stage with some girls dancing and fireworks every night with some airdrop surprises!

Read More

Draper University

I am attending to HERO courses at Draper University. Thanks to NEO for inviting me. I cannot attend to all the courses, because they are at 10pm to Midnight in Thailand and sometime I am not available, but all the courses I have joined were super interesting and very high level. I learn a lot about equities, how to setup the business and also from the stories of projects that are a success. Other CEO are attending and are sharing […]

Read More

The musical complexity factor theory is a personal way to scale every type of music and determine its complexity. While most of the data is empirical, it gives a good idea about how I create the music and my choices of music for the game. 100% is what an average brain can handle. While everyone is different this is an average. If the music is lower and has a ration inferior to 100%, then the brain has no issue digesting […]

Read More

Conversion to UE4

I have made this video to show the workflow I am using to convert Unity’s asset to Unreal. This includes using Bitmap 2 Material, generating collision and changing the LOD. The link to the master material I use that is compatible Unity PBR is in the Video description: https://youtu.be/xvJ1zdCU-DM  

Read More

You have probably noticed that the video I make can be quite slow. It is because with Unity trees, I get 10 FPS on my I7 / Nvidia 950M laptop. I have a very good procedural Jungle, but Unity show its limits. Who is going to play a game that is running at 5 FPS? Another problem is the low quality of the billboard from the Unity trees system, reminiscent to the 8 bit times it seems. They are using […]

Read More

Glass will an important material for the buildings, specially the ones from the “elite” – normal buildings will be shacks. So I was shopping for a great glass shader and I found Crystal Glass from qq.d.y. This set of shaders is great and easy to use, except for two major problems They do not react to Global Illumination which is a big issue in a environment with day/night cycles. They do not support an opacity map to simulate dirt. In one word, […]

Read More

I love Playway Water System… but the ones who really knows me, are aware that I have some experience with water shaders! 90% of the work made by Playway is a complex and powerful framework, that can save presets, and manage the different shaders. 10% is made in the shaders themselves. This shader seems to be done by a good mathematician. FFT/Gerstner waves are the best and in general, the water is moving great. But here is a list of things that […]

Read More

I though that clouds would be easy, I would eventually buy some assets and go, but that was not the case. 3 days fighting with clouds and here is the result. Everybody knows that tropical storms can be dramatic and I want to have those in my game.  I tested several solutions: Toz Clouds: this thing is looking good in the demos, but in practice it was really awful in game. Trashed. Volumetric Clouds: ok but the shape is more […]

Read More
    • Posts navigation

    • 1
    • 2