• Register

This member has provided no bio about themself...

Post article RSS Articles
Systematic Chaos - Procedural Map Generation in The Riftbreaker

Systematic Chaos - Procedural Map Generation in The Riftbreaker

The Riftbreaker

This article explains our approach to procedural map generation - one of the pillars of The Riftbreaker project. It offers a step-by-step description...

The Puppet Master - The development of the AI system for The Riftbreaker

The Puppet Master - The development of the AI system for The Riftbreaker

The Riftbreaker

In the article we describe the process of developing the AI system for our upcoming game, The Riftbreaker. Working with your own tech can lead to some...

Begin Operation: The Riftbreaker Alpha Test

Begin Operation: The Riftbreaker Alpha Test

The Riftbreaker

The first alpha access keys have been sent to our community members. If you would like to join the alpha test, this article is for you.

An Overview of the Campaign Mode in The Riftbreaker

An Overview of the Campaign Mode in The Riftbreaker

The Riftbreaker

A summary of early design goals for the campaign mode in our upcoming title, The Riftbreaker.

EXOR Studios is back from holiday! Our plans for early 2020.

EXOR Studios is back from holiday! Our plans for early 2020.

The Riftbreaker

A short, informative piece of news about our objectives for the upcoming months.

Interactive event types in The Riftbreaker

Interactive event types in The Riftbreaker

The Riftbreaker

In this article, we explain the available types of interactive streaming events in The Riftbreaker.

Vegetation system in The Riftbreaker

Vegetation system in The Riftbreaker

The Riftbreaker

We sum up the techniques and tricks we used to create a realistic-looking vegetation system in our upcoming game, The Riftbreaker.

Interactive Streaming Events in The Riftbreaker - Overview

Interactive Streaming Events in The Riftbreaker - Overview

The Riftbreaker

The Riftbreaker features interactive streaming events for use with popular streaming platforms. Find out how they work and what we use them for.

KABOOM - how we make explosions in our games

KABOOM - how we make explosions in our games

Feature 1 comment

In this article, we show you how we approach the creation of explosions and other particle effects for our games.

11 Boss Battles of X-Morph: Defense, Part 6 - The Chinese Dragon Train

11 Boss Battles of X-Morph: Defense, Part 6 - The Chinese Dragon Train

X-Morph: Defense 1 comment

The development of X-Morph: Defense took over 5 years. It seems like a very long time, but it was not enough to implement some of the crazier ideas that...

The experience of porting X-Morph: Defense to Nintendo Switch

The experience of porting X-Morph: Defense to Nintendo Switch

X-Morph: Defense

Working under limitations can be tiresome, but will make you find solutions you have never thought of. We believe porting X-Morph: Defense has made us...