Tag: game dev

Jeff Pobst Answers Your Questions

We get questions every day. The overwhelmingly most common question we receive is if we would please remove the ban that person received while playing CS:GO.  The answer is always the same.  No, we can’t. The reason isn’t because we don’t like CS:GO players a lot, and it doesn’t have anything to do with evaluating […]

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The Road to Brass Tactics – Part 3

Over the winter and spring of 2016, we had established two of the core interactions of Brass Tactics:  Player Table Movement and Commanding Combat Units.  However, while our second-to-second tactical play was pretty well defined, there was the whole aspect of long-term strategy and economic development that needed further definition.  As usual we started with a very loose set […]

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The Road to Brass Tactics – Part 2

It was February or March of 2016…  and we were starting to get a feel for our map size and player table control in Brass Tactics.  Our movement wasn’t yet at 100%, but we had to move on to the next major issue:  how the player would interact with their units.  Delivering a great strategy […]

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The Road to Brass Tactics – Part 1

In the fall of 2015, Hidden Path made a pitch to Oculus for a game with a clear and understandable premise:  To create a real-time strategy game with a miniature clockwork aesthetic.  It was clear and inspiring… The company had a long history of exploring games in the RTS vein, and were eager to make […]

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Brass Tactics:Level Design Theory Part 2

This is the second post in our Look into RTS Level Design in VR series. If you missed the first post you can read it here By Clancy Powell, Senior Designer at Hidden Path Entertainment     Foundational Mechanics After hardware and input considerations, game rules and mechanics play a large role in content development. […]

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