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Welcome to the Resolution Games blog!

Calling Rust from C# in Unity
insights Martin insights Martin

Calling Rust from C# in Unity

As mentioned before, we use the Rust programming language to implement some of the functionality of the tool in one of our games. The name of the game has now been released -Ultimechs - and we recently published a gameplay reveal trailer.While we use Rust for the core gameplay, we still use Unity for everything else in the game. Unity has excellent support for rendering the graphics, interfacing with the audio system, reading input from different kinds of controllers, and building for different platforms. We still want to use Unity as a familiar tool for many things, so only the logic for the gameplay and network connectivity is written in Rust. The reasoning behind using Rust for those things were mentioned in the previous blog post, so now is the time to go deeper into the technical details about how we mix Rust and C# code.

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Demeo’s First Anniversary: A Look at the Evolving UX/UI of The Game
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Demeo’s First Anniversary: A Look at the Evolving UX/UI of The Game

Today is the first anniversary of the launch of Demeo, and what a year it has been! We released to rave reviews, shipped two additional adventures, won the overwhelmingly humbling award of VR Game of the Year by The VR Awards and most recently expanding to an audience outside VR with Demeo: PC Edition. This is just the beginning for our dear game. To celebrate, we’re taking this moment to look back and give you a behind the scenes peek into the design journey of Demeo from our UI/UX Designer Conor’s perspective.

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VR Games are Becoming the Norm;  Here’s What Happens Next
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VR Games are Becoming the Norm; Here’s What Happens Next

Having started Resolution Games in 2015, I’ve had the opportunity to be a part of today’s modern VR industry since its inception.

With the industry as firmly established as it is today, game developers are collectively coming to an understanding of what works and what doesn’t for VR games. Now truly compelling gaming experiences that just happen to be in VR are readily available.

So where do we go from here?

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The Tiny Approach to the Metaverse
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The Tiny Approach to the Metaverse

The “metaverse” is everywhere you look these days, and it seems like the tech community is largely in agreement that it will exist in some form or another someday. Today though, it’s still very much in its infancy. That in itself makes it an exciting time, with many questions left unanswered in terms of just what the metaverse should look like; how it will grow and take shape, as well as how companies and brands will participate in a way that’s truly meaningful for the next generation of digital citizens.

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Reality Check: Where We’re Headed in 2022

Industry musings to mark our 7th anniversary

January 2022 marks the seventh anniversary of Resolution Games. When we first opened the studio, the modern market for VR had barely taken its first steps. Google Cardboard had launched a few months before, Oculus had just released their second development kit (DK2), and all we had to keep us going was a wealth of games industry experience and our unbridled optimism about what the future of VR could be.

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Redesigning The Blaston Tournament Interface - A UX/UI Case Study
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Redesigning The Blaston Tournament Interface - A UX/UI Case Study

Hello everyone! I'm Conor, a UX Designer at Resolution Games and today, I'm going to walk through a recent redesign I did for Blaston's Tournament UI (now called Seasonal Challenges).

At Resolution Games, UX is involved through all the process of development, from initial brief from the game designers to implementation with programmers and artists.

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Immersive Sound In VR
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Immersive Sound In VR

Hi everybody, my name is Linus and I work as Audio Director at Resolution Games. More practically speaking it means that I am responsible for all the music and sounds in our games and trailers. I make the sound design, music composition and audio implementation in Unity, from an early draft on the piano to a fully implemented orchestrated score in-game.

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Creating In-game Achievements to Enhance Player Experience (Part 2)
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Creating In-game Achievements to Enhance Player Experience (Part 2)

Hi, it’s me, Fredrik (Game Designer), back again with more information about how we created the achievements in Cook-Out: A Sandwich Tale. As I mentioned in my first blog post, we created many varied types of achievements for players to unlock to help them advance in the game and promote certain types of behavior such as team play or making friends. Here’s an inside look into even more reasons why we created the achievements you can find in the game today.

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The Inner Workings of a Blaston Bot
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The Inner Workings of a Blaston Bot

Hi! My name is Simon Cutajar, and I’m one of the game programmers at Resolution Games. I’ve spent the last year using Unity and C# to work on different aspects of Blaston. Today, I thought I’d delve into some of the problems that needed to be solved when writing virtual reality AI bots for Blaston.

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