It's still good to have engineers on a Unity or Unreal Engine 4 project (especially the latter). Designers can accomplish a lot with visual scripting but for a more complex game you'll often need custom components…
Hover physics was literally the very first thing I worked on for Battlezone, back when we were working in Interstate '76 and the game was called "Badlands". Within a week or so I had Groove Champion's orange Packard…
Hello! :)
I worked on both of them too, along with the unofficial patches and the remastered versions Battlezone 98 Redux and Battlezone Combat Commander. 20 years of Battlezone!
Battlezone and Battlezone 2 were the first two games I worked on professionally so they'll always be special to me. That's part of why I ended up supporting them unofficially for almost 15 years after release. :D
"I'm not dead yet!" :D
It's still good to have engineers on a Unity or Unreal Engine 4 project (especially the latter). Designers can accomplish a lot with visual scripting but for a more complex game you'll often need custom components…
Hover physics was literally the very first thing I worked on for Battlezone, back when we were working in Interstate '76 and the game was called "Badlands". Within a week or so I had Groove Champion's orange Packard…
Hello! :)
I worked on both of them too, along with the unofficial patches and the remastered versions Battlezone 98 Redux and Battlezone Combat Commander. 20 years of Battlezone!
Battlezone and Battlezone 2 were the first two games I worked on professionally so they'll always be special to me. That's part of why I ended up supporting them unofficially for almost 15 years after release. :D
"I'm not dead yet!" :D