ChiChiLand Adventure: Player Sprite


I have decided to learn how to create games. It's really a no-brainer. I've been playing and following game development for most of my life now, I already use code in my animation work - why not give it a shot?
At the moment I have a more-less fleshed out idea of what my first game will be (more on that in another post) and I will document my journey through the posts in this brand new Game Development category on QubaHQ.

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Spin by ASD


Ever since my first Commodore 64, I have been an avid follower of the demoscene. For many years groups like Fairlight, Kewlers, The Black Lotus, Orange, Farbrausch and more recently ASD (Andromeda Software Development) have been pushing the art of realtime graphics into new extremes.

While entertaining to watch however, demos usually had a tendency to lack in the art direction department. The would excel in cool visual effects, pumping more and more graphics at better framerates and higher resolutions - but being primarily created by coders, not artists, the majority were more of a technical showcase rather than an artistic pursuit. In the recent years, the new breed of demos started emerging - one where art and code truly go hand in hand. One that can easily rival the amazing vfx and motion design pieces from the world renown motion design directors.

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