GRIP

Acrophobia

GRIP pretty much was my life between 2015 and 2019. A spiritual successor to the game Rollcage which I worked on back in 1998, this has been by far the most challenging work I've ever produced. Due to funding difficulties we were very under-staffed and it was often a gruelling experience. But let me tell you, it turned out to be a bloody good game and I'm really pleased we stayed the course and ploughed through all the obstacles. So if you'd like some intense arcade, combat racing action then head on over to Steam and pick yourself up a copy; [GRIP]

I'll be writing more about the game's development in the [coding] blog over the coming months. Covering such subjects as vehicle dynamics, artificial intelligence, multi-player, camera control and optimisation, I'm hoping it might give a hand-up to new game developers entering the scene.

[Posted 10/11/2019]

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