Many people are surprised at how good Velocity 2X feels – it’s because we really care about it – it informs every decision we make, not just for a particular feature, but as a business. We only want to make games that feel amazing to play.
We can’t talk about what this is going to be used for yet – only that it’s in development – but we welcome your feedback!
Velocity 2X is coming to Steam and Xbox One on August 19th worldwide. This video gives a behind the scenes look into how our games are created.
England’s 50 most creative businesses have been showcased in a landmark report by Creative England, and we made the list!
It’s been a superb year for the Vita, and Velocity 2X has just been crowned GameSpot’s Vita GOTY 2014. Mission accomplished! 😀
If you are aiming for quick times and topping the leaderboards, teledashing is your most trusted friend.
“My whole job interview was based around what I could do to make the explosions look better.” – Hussain Sheikh, Technical Director, FuturLab
Besides being utterly gorgeous, this poster includes a list of 50 of FuturLab’s biggest fans in the footer! If you’re on the list, you’re on the poster!
Without this process we wouldn’t be able to have the nice outline and alpha vignette, or have the render time left to render the game in the background while you navigate the map.
The complexity for the physics system in Velocity 2X comes from the player performing multiple actions in rapid succession and in various configurations at high speed!