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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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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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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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Mobile Games Issues with Frontal Camera Notch

Any QA testing team needs not only to take the front camera notch into consideration when testing, but it also needs a wide range of cell phone models because slight changes between them make a whole lot of difference for any, if not all, mobile games.

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5 Recurrent Issues in Videogame Development

The industry is growing and a lot of space is open for entrepreneurs and startups. Whenever you feel and think you’re ready to start developing your own videogame, it is important that you know beforehand the five most common issues that you will face.

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Why Videogames are Art. Are they?

We can’t deny the simple fact that many videogames are created by artistic minded people, with artistic drives, and a desire to offer aesthetic works for contemplation rather than competition.

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