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Good practices on Cloud Saving

Saving systems are an integral part of the videogame experience, as words are to books or images are to films, to the point where we take this system for granted. It would feel odd for any gamer when a game doesn’t include one. So deeply embedded have the saving systems become, that videogames have invented multiple ways saving can become part of the gaming experience itself.

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Backend: as Important as the Game itself

When anyone mentions backend in videogames, most people tend to think about it only in terms of multiplayer games or downloadable extra content, as an important and obvious requirement for those kinds of game features. But let’s not forget the many other ways we can make use of backend development.

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Metaverse Societies

At its core, gamification means the process of applying game design and game mechanics to non-game contexts.

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From References to Concept Art

When drafting a video game’s visual proposal, the references are the starting point to guide concept artists in charge of bringing that aesthetical proposal to life. References are visual cues taken from many sources, like real places and people.

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12 Common Bugs in Mobile Games QA

When a videogame first enters the QA phase, many things can happen. Every game is different and unique in terms of programming, and this is the first challenge any QA team faces: the unpredictable nature of testing.

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The Future of Outsourcing

It is important to differentiate remote work, freelancing work and outsourcing work. Some people make the mistake of considering them as almost equal, with the unintended consequence of failing either in human resources handling, or in project management, or in both.

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Advantages of Parallel Computing in Unity

Parallel computing makes use of multithreading, a hardware feature of CPUs (computer processing units) and GPUs (graphic processing units) that allows the OS (operating system) to send multiple self-contained sequences of instructions.

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The Revolution in 3D Cinematics

The difference between pre-rendered cinematics and real-time graphics has made modern computers’ software and hardware capacities totally surpass the need for pre-rendering.

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