Dev Corner

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December 2019

Thank You 2019

2020-05-25T14:56:11-07:00December 19th, 2019|News|

Thank you for 2019! Snacko had an amazing year thanks to you. This year, we were able to start full-time development, push out our first pre-alpha build, and make big and exciting changes to the game. Since the beginning of the year, Snacko has undergone visual overhauls, UI reworks, and complete redesigns. We used to have a fixed camera and [...]

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October 2019

Snacko is awarded an Epic MegaGrant!

2020-05-25T14:56:12-07:00October 15th, 2019|News|

We're so excited to finally announce that we've been selected to receive a MegaGrant! What is a MegaGrant? Snacko uses Unreal Engine 4, a free-to-use game engine made by Epic Games. Part of their program to help developers, educators, and other people who use UE4 is a fund dedicated to people like us. In the past, they have had programs [...]

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Dev Diaries #2 | Things we wish we knew

2020-05-25T14:56:12-07:00October 10th, 2019|Articles|

It's time for our new video! Last week, our next topic was put up for vote on Patreon, and "things we wish we knew before we started Snacko" won by a hair. It was really fun to brainstorm of things to talk about, we did make a lot of oopsies and less efficient choices throughout the development, but we picked [...]

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September 2019

Dev Diaries #1 | Quitting my job to work on Snacko

2020-05-25T14:56:12-07:00September 27th, 2019|Articles|

As part of going full-time, we've decided to give our YouTube channel a little more love beyond gameplay demos and trailers. The game development journey is something that is very new for us, and we want to share our thoughts and experiences with you along the way. We hope you enjoy learning more about working on games and life in [...]

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March 2019

February 2019

Dev Thoughts: Starting from Scratch

2020-05-25T14:56:41-07:00February 16th, 2019|Articles|

As college kicked into full force for me, development slowed down. We did spend a lot of our free time planning and talking about the game, but not a lot of time actually executing anything. At the end of the summer, I felt like something was off. I didn't like the direction my art, or the game, was heading in. [...]

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