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Posts by Jak Boulton

Vince Zampella was the absolute best to ever do it. Literally. His impact across publishers, studios, franchises and genres was unmatched. Commercially and creatively he was an absolute juggernaut. A tremendous loss for this industry, and to those who were close to him. Rest in peace.

3 months ago 577 43 6 1
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Even a rebrand may not be able to save America’s most storied gaming event In this week’s newsletter: since 1988 the Game Developers Conference has been a core part of the gaming calendar – but exorbitant costs and Trumpism put that at risk

"Despite clear Covid-era evidence that GDC could be digitally accessible, and there being no reason but [organizer] Informa’s bottom line for the event being so expensive, GDC remains offline-only and the ticket prices obscene," - one of my quotes in this article

www.theguardian.com/games/2025/s...

6 months ago 322 63 7 3

I feel like your regular style matches nicely with Hollow Knight! Looking sweet!

7 months ago 1 0 1 0

What a great bundle. Produce some purchase if you want some sidescrolling ninja action!

7 months ago 0 0 0 0

Multiplayer crews is what I've been waiting for this whole time. It really is amazing how much time and effort has been put into the game post launch, how far it has come and how much content has been added for free!

7 months ago 0 0 0 0

RTX 4080:
90%:
1M: 0.8 / 0.1
4M: 1.2 / 0.6
16M: 5.3 / 1.2

1%:
1M: 1.6 / 0.3
4M: 7.2 / 1.1
16M: 27.3 / 3.7

7 months ago 0 0 1 0
Anatomy of the Futex: Wait & Notify Software Engineer & Game Developer's Blog

When I was looking into how a Futex (or a fast userspace mutex) might be implemented a number of years back, I found it difficult to find decent resources. So here is a blog post I wrote about it!
jakboulton.net/futex_anatom...

8 months ago 1 0 0 0
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Our talk from REAC 25 is now available online!
You can download the slides here: enginearchitecture.org/2025.htm#4
The recording will be published in the coming days—stay tuned!

Direct Links:
- PDF: enginearchitecture.org/downloads/RE...
- PPT: enginearchitecture.org/downloads/RE...

9 months ago 50 14 0 0
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the Marathon alpha released recently and its environments are covered with assets lifted from poster designs i made in 2017.

@bungie.net @marathonthegame.bungie.net

11 months ago 12141 5253 266 671
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𝐖𝐞 𝐚𝐫𝐞 𝐝𝐞𝐥𝐢𝐠𝐡𝐭𝐞𝐝 𝐭𝐨 𝐚𝐜𝐜𝐞𝐩𝐭 𝐲𝐨𝐮𝐫 𝐚𝐩𝐩𝐥𝐢𝐜𝐚𝐭𝐢𝐨𝐧 𝐭𝐨 𝐖𝐢𝐭𝐜𝐡𝐛𝐫𝐨𝐨𝐤 𝐂𝐨𝐥𝐥𝐞𝐠𝐞...

Enrol this Winter on PC, Switch & Xbox. Make friends, find love, & discover a world filled with magic 🎓

🔗 witchbrook.com #Witchbrook🧙

1 year ago 1135 292 37 138
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🧠 Quaternions 🤯

3D rotations can be complex, often using quaternions, a challenging but popular concept in game development. Why not simpler Euler angles? What are quaternions? Freya explores these questions in her talk.

1 year ago 102 10 1 3

Ninja Gaiden 4 is looking like a great return to the franchise, and partnering up with Platinum no less.

Still eagerly awaiting the Rise of the Ronin PC port.

1 year ago 0 0 0 0
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GitHub - nvpro-samples/vk_minimal_latest: A minimal, self-contained example demonstrating best practices for Vulkan development in a single file—no frameworks required. A minimal, self-contained example demonstrating best practices for Vulkan development in a single file—no frameworks required. - nvpro-samples/vk_minimal_latest

Great reference for latest Vulkan practices github.com/nvpro-sample...

1 year ago 30 8 0 0
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AAA - Analytical Anti-Aliasing How to fix jaggies the analytical way with some juicy secrets

Someone shared this with me recently and it's such a cool article with great detail and good visuals that I wanted to share it here as well. Hope you enjoy it :)
blog.frost.kiwi/analytical-a...

1 year ago 19 4 0 0
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Scene setup for art direction How to use showcase scenes to work on your game art

Hey I wrote a blog post

It's about setting up test-levels for art direction (and more)
I'm new to this blog thing so tell me honestly what you think alright?

1 year ago 373 103 27 8
a screenshot of Freya's notes listing equations to do framerate independent lerp-smoothing. The main formula is given by B+(A minus B) times 2 to the power of negative delta time divided by the half-life

a screenshot of Freya's notes listing equations to do framerate independent lerp-smoothing. The main formula is given by B+(A minus B) times 2 to the power of negative delta time divided by the half-life

I wanted to work it out once and for all

framerate-independent lerp smoothing 🐱

2 years ago 130 18 3 1
Code vs Data Driven Displacement Computer Science, Machine Learning, Programming, Art, Mathematics, Philosophy, and Short Fiction

This was shared on the bad site, thought I would get it shared over here too, great article and generally great resource:
theorangeduck.com/page/code-vs...

2 years ago 4 1 0 0
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