These high quality Velocity 2X tees are now available to buy from our online shop: http://shop.futurlab.co.uk
“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!
We have 10 days to beg borrow and steal 500 supporters for the Velocity 2X Thunderclap, can you help?
We are extremely proud of our ‘JBraamz’ lens flare technology and it truly makes the game feel sci-fi when seen in action!
Vokh battles were too difficult for novice players, and at one point the Vokh guards were at risk of being axed from the game [Nooo!].
The great thing about playtesting in the studio with devkits is you can make changes on the fly, which we did. I sat the tester down next to my desk and tweaked values and timings until she was able to perform the action perfectly every time.
This is one aspect of our codebase that I’m happy to never look at again!