/r/DevTricks

Photograph via snooOG

/r/DevTricks

3,488 Subscribers

57

A Sneaky Trick Most FPS Games Use

3 Comments
2021/09/05
15:12 UTC

12

How does procedural generation work? | Bitwise

1 Comment
2020/04/19
11:08 UTC

43

Celeste dev showcases subtle tricks in their game's jump mechanics

2 Comments
2020/03/13
20:52 UTC

51

How does Terraria handle thousands of tiles? | Bitwise

1 Comment
2019/12/05
19:04 UTC

44

How scrolling textures gave Super Mario Galaxy 2 its charm

5 Comments
2019/09/22
15:58 UTC

81

School project trick

1 Comment
2018/12/20
22:46 UTC

62

This place is super dead, but this twitter thread from Fullbright has a bunch of dev tricks in them.

2 Comments
2018/12/19
18:59 UTC

23

Motocross Madness solved the end-of-map without invisible walls, but with cannons

5 Comments
2017/12/29
21:11 UTC

87

SONIC 3D's Intro Sequence Is Impossible To Fit On A Cartridge

2 Comments
2017/11/07
03:14 UTC

34

Clever way of skirting game code quality tests from the 90s (x-post /r/Games) - [03:03]

3 Comments
2017/10/01
21:17 UTC

40

In Ratchet & Clank some TV screens use a shrunken animated character model, instead of using a video

3 Comments
2017/06/30
17:19 UTC

102

In Horizon Zero Dawn the world is culled when outside of the player's field of view

25 Comments
2017/04/18
12:38 UTC

50

In Conker's Bad Fur Day reflections are created by duplicating the world behind the mirror.

4 Comments
2017/02/01
16:19 UTC

65

How the Reflection on the whiteboard was made in Metal Gear Solid: Twin Snakes [04:29 if the link doesn't work]

4 Comments
2016/11/28
17:46 UTC

23

redditor devs use inventory GUI for everything

1 Comment
2016/10/29
19:39 UTC

39

RE4 - Cutscene from another angles show behind the scenes animations

4 Comments
2016/10/26
21:04 UTC

96

In Super Mario Sunshine some maps project a rectangle with an effect attached in front of the player in order to create a hazy effect

9 Comments
2016/10/22
18:26 UTC

31

First person mod gives a brief insight into the composition of a cutscene!

0 Comments
2016/10/21
15:28 UTC

34

Super Mario 64 - Hitpoint system

8 Comments
2016/09/29
19:22 UTC

54

Third person animation in Firewatch

12 Comments
2016/09/23
19:19 UTC

133

In Super Mario 64 a certain room uses a forced perspective in order to make three different distances look the same

7 Comments
2016/09/22
18:09 UTC

Back To Top