Christophe SAUVEURCrying Suns VFX #4 — The RimThe Rim: a subtle but technically challenging visual effect and how we implemented it in Crying Suns.Sep 24, 20211Sep 24, 20211
Christophe SAUVEURCrying Suns VFX #3 — The Glass Before The VoidIn the third entry about Crying Suns’ VFX, we explore how we designed the command center window and how we made it present yet invisible.Jul 28, 2021Jul 28, 2021
Christophe SAUVEURCrying Suns VFX #2 — Deeper SpaceIn Crying Suns, the main show is space. If something had to look good, that was it. Here’s how we rendered it.Jun 18, 2021Jun 18, 2021
Christophe SAUVEURCrying Suns VFX #1 — De-icing IdahoThe introduction sequence of Crying Suns was meant to blow away players. So we made it shine. Literally. Here’s how.Jun 4, 20211Jun 4, 20211
Christophe SAUVEURFANTASIAN — Apple Arcade Review #2In March of 2019, Apple Arcade was announced along with exclusive games like FANTASIAN. Was it worth waiting for 18 months?Apr 25, 2021Apr 25, 2021
Christophe SAUVEURThe OK-ish and the Meh — Apple Arcade Review #1Apple Arcade has been out since September 19th, 2019. Here’s list of games you may want to consider, and some you can let aside.Feb 25, 2021Feb 25, 2021
Christophe SAUVEURGaming on a Mac in 2021Macs are not gaming machines. This is only true to some extent. Here’s why.Feb 9, 2021Feb 9, 2021
Christophe SAUVEURUnity —The Untold Story of 16 Bits TexturesSeveral months ago, while working on a work-for-hire mobile game, I encountered a build size problem. My game was at the moment too big to…Oct 25, 20191Oct 25, 20191
Christophe SAUVEURDesigning a Versatile Planet Shader for Crying SunsHow a small team built an extensible and versatile shader in order to create a whole galaxy of planetary systems.Aug 12, 2019Aug 12, 2019
Christophe SAUVEURPHP — Leveraging the Reflection API to Build a Simple Request RouterHow to use PHP’s Reflection API to implement a simple and efficient request router for your website.Oct 8, 2018Oct 8, 2018