Showing posts with label Shadow Blade. Show all posts
Showing posts with label Shadow Blade. Show all posts

Thursday, July 10, 2014

Shadow Blade: Reload release date set!

The enhanced PC version of Shadow Blade will be ready for Steam Early Access on July 21st, here is the launch trailer:

The team has done a great job in preparing this version of Shadow Blade for the PC platform. Some changes and additions include more challenging levels, various difficulties, new abilities including the all famous Shuriken!, a level editor and multiplayer race mode.

This is a very exciting time and despite the many ups and downs in our development process, we are seeing a light at the end of the tunnel.

Thursday, April 10, 2014

Shadow Blade Lessons

Every project contains an ocean of hidden knowledge that can be learned and tons of valuable experience. One of the ways to strengthen this learning process is to reflect on the whole development process of the project a few months after the end of the project. Thinking about what went right during the project and what went wrong, all in the hopes of doing better on the next project, being more efficient and producing better quality products.

Here is a postmortem article I wrote today for Gamasutra about Shadow Blade:

Shadow Blade Postmortem


Friday, December 27, 2013

Shadow Blade Gameplay

We have a new video up for Shadow Blade to show a full play-though for one of its levels. Our current target is to release Shadow Blade early February on AppStore and the Android markets.


http://shadowblade.deadmage.com

Thursday, August 29, 2013

Our optimization journey!

Here is a recent article I wrote for the Gamasutra blogs about our challenges increasing the performance of Shadow Blade on mobile devices.

http://gamasutra.com/blogs/AmirFassihi/20130828/199134/0__60_fps_in_14_days_What_we_learned_trying_to_optimize_our_game_using_Unity3D.php

We are aiming for shadow blade to be released this fall:

http://shadowblade.deadmage.com