<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title><![CDATA[Blue Void Studios]]></title><description><![CDATA[BLUE VOID STUDIOS]]></description><link>https://bluevoidstudios.com/</link><image><url>https://bluevoidstudios.com/favicon.png</url><title>Blue Void Studios</title><link>https://bluevoidstudios.com/</link></image><generator>Ghost 5.2</generator><lastBuildDate>Sat, 04 Apr 2026 18:01:53 GMT</lastBuildDate><atom:link href="https://bluevoidstudios.com/rss/" rel="self" type="application/rss+xml"/><ttl>60</ttl><item><title><![CDATA[Studying Spline Components In Unreal Engine 4]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>So I was working on a puzzle for Ionia where I wanted to draw the player&#x2019;s attention to the other side of the room where a door would only be unlocked if they pressed 3 seperate buttons. I thought we could use an effective visual cue like <em>Portal</em></p>]]></description><link>https://bluevoidstudios.com/spline-components-in-ue4/</link><guid isPermaLink="false">5c8c85499b486811fb3ad646</guid><dc:creator><![CDATA[Jessica L]]></dc:creator><pubDate>Thu, 06 Apr 2017 03:53:00 GMT</pubDate><media:content url="https://bluevoidstudios.com/content/images/2017/04/image05.png" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: markdown--><img src="https://bluevoidstudios.com/content/images/2017/04/image05.png" alt="Studying Spline Components In Unreal Engine 4"><p>So I was working on a puzzle for Ionia where I wanted to draw the player&#x2019;s attention to the other side of the room where a door would only be unlocked if they pressed 3 seperate buttons. I thought we could use an effective visual cue like <em>Portal</em> but aesthetically match Ionia&#x2019;s environment.</p>
<p><img src="https://bluevoidstudios.com/content/images/2017/04/image10.png" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<p>That&apos;s when I fondly remembered the &quot;breadcrumbs&quot; mechanic from the Dead Space series.</p>
<p><img src="https://bluevoidstudios.com/content/images/2017/04/image14.png" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<p>The UE4 content examples for splines had a very similar particle effect, and working with splines sounded very exciting. At Blue Void Studios we want to keep players immersed and are aiming to make a game without control-snatching cutscenes.</p>
<h2 id="whatisaspline">What is a spline?</h2>
<p>A spline is at least two vector points in 3D space connected by a line.</p>
<p><img src="https://bluevoidstudios.com/content/images/2017/04/image00.png" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<p>The shape of the spline can be controlled by adding more points and choosing different point types:</p>
<p><img src="https://bluevoidstudios.com/content/images/2017/04/image06.png" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<p>Curve<br>
<img src="https://bluevoidstudios.com/content/images/2017/04/image18.png" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<p>Linear<br>
<img src="https://bluevoidstudios.com/content/images/2017/04/image15.png" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<h2 id="whysplinecomponents">Why spline components?</h2>
<ul>
<li>Fun and efficient to work with</li>
<li>Pretty intuitive controls if you&apos;ve used splines before in other 3D tools or used the pen tool in Adobe Photoshop and Illustrator</li>
<li>Creates smooth paths and curves or linear paths for meshes, game objects, or particles to follow</li>
<li>Perfect for level building blueprints that will be used multiple times throughout development, such as fences, staircases or race track/road tools.</li>
</ul>
<h2 id="dissectingexamples">Dissecting examples</h2>
<p><img src="https://bluevoidstudios.com/content/images/2017/04/image05-1.png" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<p>While trying to grasp how to use splines in UE4, I searched for some resources around the web and dissected Epic&apos;s UE4 content examples.</p>
<h3 id="twoimportantblueprintnodes">Two important Blueprint nodes</h3>
<p>After dissecting spline blueprints in the content examples, it became clear that two blueprint nodes were very important to making most effects and tools:</p>
<ul>
<li><strong>Get Spline Length</strong> - This node will get the target spline&apos;s length in Unreal units from beginning point to end point.</li>
</ul>
<p><img src="https://bluevoidstudios.com/content/images/2017/04/image07.png" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"><br>
<img src="https://bluevoidstudios.com/content/images/2017/04/image04.jpg" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<ul>
<li><strong>Get Location at Distance Along Spline</strong> - This node will use a spline asset you assign. It will take the amount of length along your spline (float value) and produce a Vector 3D value. The output will be either a set of local coordinates or coordinates in the world (depending on which choice you make in the drop down menu).</li>
</ul>
<p><img src="https://bluevoidstudios.com/content/images/2017/04/image08.png" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"><br>
<img src="https://bluevoidstudios.com/content/images/2017/04/image11.jpg" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<h3 id="example12placingcomponentsalongsplines">Example 1.2 - Placing components along splines</h3>
<p><img src="https://bluevoidstudios.com/content/images/2017/04/image03.png" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<p>When you get the location along the spline, you can measure out a section to evenly distribute points for objects to spawn along. You will need to measure the total length of the spline and then divide the length by the number of objects you want to spawn.</p>
<p>For example, if your spline was about 417~ Unreal units long and you wanted to spawn 13 pointy arrow meshes along the spline, you would divide 417 / 13.</p>
<p><img src="https://bluevoidstudios.com/content/images/2017/04/image13.jpg" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"><br>
<img src="https://bluevoidstudios.com/content/images/2017/04/image09.jpg" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<p>When setting the location of the next object spawning with the results of your math loop, you can simply set <code>Get Location at Distance Along Spline</code> to Local instead of World. This way your numbers will work out using the actor&apos;s coordinates instead of the world&apos;s. The <code>Get Actor Transform</code> and <code>Inverse Transform Location</code> (from what I can deduce) is a legacy work around from previous versions that did not have the drop-down option to switch to Local for the <code>Get Location at Distance Along Spline</code> node.</p>
<p><img src="https://bluevoidstudios.com/content/images/2017/04/image12.jpg" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<p>Here&apos;s an example of World space vs. Local space. Local space is the distance of the actor&apos;s mesh or object from the origin of the <strong>actor</strong> (local origin = sphere in the Blueprint&apos;s viewport). World space is the distance of the object from the <strong>level&apos;s</strong> origin, aka the 0, 0, 0 coordinates on the map.</p>
<h3 id="example13usingasplineasapath">Example 1.3 - Using a spline as a path</h3>
<p><img src="https://bluevoidstudios.com/content/images/2017/04/image16.png" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<p>This blueprint will take a ribbon emitter particle and update its location based on the spline&apos;s length and points along it within 3D space.</p>
<p><img src="https://bluevoidstudios.com/content/images/2017/04/image17.jpg" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<p>The particle effect animates using a looping Timeline with a linear interpolation - a &quot;lerp&quot; - from 0-1. Get the length of your spline, then multiply it by the interpolating values of your timeline. Use the location data of the result to plot in 3D space the location your ribbon emitter.</p>
<p><img src="https://bluevoidstudios.com/content/images/2017/04/image01-1.gif" alt="Studying Spline Components In Unreal Engine 4" loading="lazy"></p>
<p>As the timeline plays, the location of the point along the spline will update, and so will the location of the particle ribbon emitter.</p>
<h2 id="resourcesfromaroundtheweb">Resources from around the web</h2>
<ul>
<li><a href="https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Blueprint_Splines/index.html">Blueprint Spline Content Examples</a></li>
<li><a href="https://docs.unrealengine.com/latest/INT/Engine/BlueprintSplines/Reference/ComponentProperties/index.html">Blueprint Spline Component Property Reference</a></li>
<li><a href="https://docs.unrealengine.com/latest/INT/Engine/BlueprintSplines/Reference/MeshComponentProperties/index.html">Blueprint Spline Mesh Component Property Reference</a></li>
<li><a href="https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1ga0aV9jVqJgog0VWz1cLL5f/wR0fH6O9jD8/">Zak Parish&apos;s training stream</a> on how to use spline components to make a road asset.</li>
</ul>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Ionia Has Been Greenlit!]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>Holy crap, you guys! We&#x2019;re still in shock. After barely a week on Steam Greenlight, Ionia was Greenlit last night. We just want to take this opportunity to thank every single one of you who voted to get this game on Steam. We&#x2019;d also like to</p>]]></description><link>https://bluevoidstudios.com/ionia-has-been-greenlit/</link><guid isPermaLink="false">5c8c85499b486811fb3ad645</guid><dc:creator><![CDATA[Nick Pfisterer]]></dc:creator><pubDate>Sun, 18 Jan 2015 04:13:00 GMT</pubDate><media:content url="https://bluevoidstudios.com/content/images/2015/09/ionia-greenlit.png" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: markdown--><img src="https://bluevoidstudios.com/content/images/2015/09/ionia-greenlit.png" alt="Ionia Has Been Greenlit!"><p>Holy crap, you guys! We&#x2019;re still in shock. After barely a week on Steam Greenlight, Ionia was Greenlit last night. We just want to take this opportunity to thank every single one of you who voted to get this game on Steam. We&#x2019;d also like to thank our Kickstarter backers again for helping us get this far. We can&#x2019;t wait to finish Ionia and bring you an exciting new game to play!</p>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[A Lighting and Post Processing Study in Unreal Engine 4]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>After the Unreal Engine 4 live stream where Epic showed off some videos from Koola, a UE4 developer on the official forums, I was very interested in creating a scene with that amount of visual prowess. <a href>See the original forum discussion here</a>.</p>
<p>Here is a video of the final product</p>]]></description><link>https://bluevoidstudios.com/a-lighting-and-post-processing-study-in-unreal-engine-4/</link><guid isPermaLink="false">5c8c85499b486811fb3ad644</guid><dc:creator><![CDATA[Jessica L]]></dc:creator><pubDate>Thu, 15 Jan 2015 03:39:00 GMT</pubDate><media:content url="https://bluevoidstudios.com/content/images/2015/09/Koola-ini-settings.jpg" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: markdown--><img src="https://bluevoidstudios.com/content/images/2015/09/Koola-ini-settings.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4"><p>After the Unreal Engine 4 live stream where Epic showed off some videos from Koola, a UE4 developer on the official forums, I was very interested in creating a scene with that amount of visual prowess. <a href>See the original forum discussion here</a>.</p>
<p>Here is a video of the final product of my research:<br>
<a href="https://www.youtube.com/watch?v=UzfezyBbrGQ">https://www.youtube.com/watch?v=UzfezyBbrGQ</a></p>
<h2 id="basiclighting">Basic Lighting</h2>
<p>I started with the basics I had already known: Point Lights in strategic locations to simulate the bounce lighting I desire, a Dominant Directional Light outside with a Spotlight shining in to amplify and emulate the effect of sunlight, and also 2 Dynamic Lights near the bottom with a radius length that stretches along the glowing floor gutters. (I kind of miss the function in UDK were you could create lighting using emissive materials applied to meshes.)</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/TryingToLight1-G.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"></p>
<h2 id="reflectionspheresandcubes">Reflection Spheres and Cubes</h2>
<p>Next, I added reflection spheres and a reflection cube while trying to follow the <a href="https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/ReflectionEnvironment/index.htm">guidelines in the UE4 documentation</a>.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/TryingToLight2-G.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"><br>
<img src="https://bluevoidstudios.com/content/images/2015/09/2-Lights-and-reflection-actors.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"></p>
<h2 id="lightmapresolution">Lightmap Resolution</h2>
<p>The shadows on the left wall are less jagged after increasing their lightmap resolution from the default 32 x 32 to 256 x 256. (For the sake of taking great looking screenshots or recording flythroughs, changing the lightmap resolution to a greater value is of no consequence. However, in game it will start to <a href="https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/Lightmass/index.html#improvinglightingquality">affect performance and FPS</a>.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/before-pp.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"></p>
<h2 id="postprocessing">Post Processing</h2>
<p>Next, I added some post process effects. In the image below you can see I messed with color grading and added a Scene Color Look-up Table by following the process <a href="https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/ColorGrading/index.html">detailed in the official UE4 documentation</a>.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/scene-color-lookup-table.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"><br>
<img src="https://bluevoidstudios.com/content/images/2015/09/Scene-color-tint-1.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"><br>
<img src="https://bluevoidstudios.com/content/images/2015/09/Color-lookup-table-AND-scene-color-tint-1.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"></p>
<h2 id="subtleyetstrong">Subtle Yet Strong</h2>
<p>I took a moment to improve the materials of the glowing gutter from being a solid emissive shader to having some darker edges. This is a pretty subtle detail but I think this is just another example of how a good material and subtle details can improve a scene.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/better-floor-material-2-and-100-lightmass-num-indirect-lighting.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"></p>
<h2 id="messingwithworldsettings">Messing with World Settings</h2>
<p>Below is a comparison of the same scene with alterations in certain properties in the World Settings menu.</p>
<h3 id="indirectlightingquality">Indirect Lighting Quality</h3>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Indirect-lighting-quality.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"><br>
<em>Indirect lighting quality = 2.0</em></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Indirect-lighting-quality-x-4.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"><br>
<em>Indirect lighting quality = 4.0</em></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Indirect-lighting-quality-x-100.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"><br>
<em>Indirect lighting quality = 10.0</em></p>
<p>From the documentation:</p>
<blockquote>
<p>&quot;Indirect lighting quality scales the sample counts used by the Lightmass GI solver. Higher settings result in fewer solver artifacts (noise, splotchiness) at much increased build times. Note that this will not affect artifacts due to using lightmaps (texture seams, compression artifacts, texel shapes).&quot;</p>
</blockquote>
<p>Perhaps these values would be obvious in a brighter scene?</p>
<h3 id="environmentalcolor">Environmental Color</h3>
<p>I added environmental color to brighten and warm the scene a bit. A bit subtle but did brighten the scene favorably.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Added-environment-color.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"></p>
<h3 id="diffuseboost">Diffuse Boost</h3>
<p>According to Unreal Engine&#x2019;s documentation, to get the most out of diffuse boost you need to increase the number of indirect lighting bounces:</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Diffuse-boost.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"><br>
<em>3 bounces, 2.0 diffuse boost</em></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Num-of-indirect-lighting-bounces-100-Diffuse-boost-6.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"><br>
<em>100 bounces, 6.0 diffuse boost</em></p>
<p>I scribbled &#x201C;Max&#x201D; on the screenshot below because the values that appear when using the editor&#x2019;s arrow buttons reach its limit at that value. But you can see the previous image with bounces set to 100 has much lighter shadows.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/world-settings-phase-max-indirect-lighting-bounces-max-diffuse-boost.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"><br>
<em>4 bounces, 6.0 diffuse boost</em></p>
<h3 id="ambientocclusion">Ambient Occlusion</h3>
<p>Altering the values of Ambient Occlusion did not have much of an effect in such a dark scene. Also there were not high enough values for Ambient occlusion to be obvious..</p>
<p><a href="https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/AmbientOcclusion/index.html">From the docs:</a></p>
<blockquote>
<p>Lightmass calculates detailed indirect shadows automatically, but it can be useful to exaggerate indirect shadows for artistic purposes or to enhance the perception of proximity in a scene.</p>
</blockquote>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/ambient-occlusion-comparison.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"></p>
<h2 id="improvingmaterials">Improving Materials</h2>
<p>The ceiling looked very repetitive and had unsightly lightmaps. I had used multiple cubes to create the ceiling. I deleted them and used a long stretched cube as one piece and used a material I created that wouldn&#x2019;t stretch. I used a World Position node but alternatively it looks like [there is a function available] to do the same thing using texture object nodes.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/sss-9-7-2014.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"></p>
<h2 id="breathinglifeintothescene">Breathing Life into the Scene</h2>
<p>In an attempt to make the scene more alive I decided to add some dust sprite particles to the scene. The particles added movement to the sterile scene:</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/with-particles.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"></p>
<p>I also added a God ray:<br>
<img src="https://bluevoidstudios.com/content/images/2015/09/with-godray.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"></p>
<h2 id="extraoompf">Extra Oompf</h2>
<h3 id="dynamiclighting">Dynamic Lighting</h3>
<p>To get the desired specular reflection along the length of the gutter lights on both sides, I changed the right Stationary Light to be a Movable light since I reached my <a href="https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightMobility/StationaryLights/index.html">limit of stationary lights</a>. The limit is 4 while they have their shadows overlapping. Since it&#x2019;s such a simple and small scene I wasn&#x2019;t too worried of the performance cost of having just one dynamic light.</p>
<h3 id="caustics">Caustics</h3>
<p>I also decided to throw in some caustics using Light Functions to emphasize the fact there is water sitting in that upper edge. This also added a bit more movement to the scene:</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Meh-caustics.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"></p>
<h2 id="learningfromkoola">Learning From Koola</h2>
<h3 id="smoothness">Smoothness</h3>
<p>I tried to follow Koola&#x2019;s advice that I had read on the forums:</p>
<blockquote>
<p>&#x201C;&#x2026;max bounce world lighting settings and decreased indirect lighting smoothness to 0.8.&#x201D;</p>
</blockquote>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/max-bounce-world-lighting-settings-and-decreased-indirect-lighting-smoothness-to-0-8.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"><br>
<em>Smoothness at 0.8</em></p>
<h3 id="bouncelighting">Bounce Lighting</h3>
<p>I was hesitant to use Koola&#x2019;s plane technique &#x2013; having a plane and a spotlight in front of it to amplify bounce lighting and color &#x2013; since I didn&#x2019;t want to incorporate any techniques that couldn&#x2019;t be used in a playable level. But the option to hide the actor in-game and to set collision to &#x201C;No Collision&#x201D; frees the technique from any issues.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Koolas-plane-technique.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"><br>
<img src="https://bluevoidstudios.com/content/images/2015/09/Koolas-plane-bouncelighting-trick.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"></p>
<h3 id="alteringinifiles">Altering INI Files</h3>
<p>I felt safe messing with the BaseLightmass.ini file only because I made a separate UE4 project just for this lighting study experiment. Otherwise I wouldn&#x2019;t have messed with any .ini files because of the risk of compromising or corrupting our game&#x2019;s project files.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/ini-values-from-Koola.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"><br>
<em>These are the settings that Koola set in his UE4 Project&#x2019;s BaseLightmass.ini file</em></p>
<h3 id="learningmore">Learning More</h3>
<p>Soon after I originally completed my study on Koola&#x2019;s lighting techniques and style he had released a downloadable example room to the UE4 marketplace. This confirmed a lot of what I had discovered during my study. <a href="https://www.unrealengine.com/content/48a433868e9e49798fd0f4d84f83f499">Check it out!</a></p>
<p>I learned quite a bit by messing with multiple settings in various option and property menus. I think one of the bigger things I took from this research was that shaders can very easily determine the quality of the scene in your game. Spend a good amount of effort in making a seamless, tilable, reusable shader that will impress and you will have a much better looking scene. I still have a long way to go but I feel like I leveled up my skills a bit. I hope my research notes inspire you to write about your game development learning experiences.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/before-and-after-study.jpg" alt="A Lighting and Post Processing Study in Unreal Engine 4" loading="lazy"><br>
<em>Before and after</em></p>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Steam Greenlight, Alpha Gameplay and Free Music]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>We&#x2019;re kicking off the new year with an exciting announcement: Ionia, formerly known as Blink, is on Steam Greenlight! We have also released the first public alpha gameplay trailer and a free music download.</p>
<h2 id="steamgreenlight">Steam Greenlight</h2>
<p>First off, we are elated to announce that Ionia, formerly known as</p>]]></description><link>https://bluevoidstudios.com/steam-greenlight-alpha-gameplay-and-free-music/</link><guid isPermaLink="false">5c8c85499b486811fb3ad643</guid><dc:creator><![CDATA[Nick Pfisterer]]></dc:creator><pubDate>Tue, 13 Jan 2015 03:38:00 GMT</pubDate><media:content url="https://bluevoidstudios.com/content/images/2015/09/indiedb_preview-image.png" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: markdown--><img src="https://bluevoidstudios.com/content/images/2015/09/indiedb_preview-image.png" alt="Steam Greenlight, Alpha Gameplay and Free Music"><p>We&#x2019;re kicking off the new year with an exciting announcement: Ionia, formerly known as Blink, is on Steam Greenlight! We have also released the first public alpha gameplay trailer and a free music download.</p>
<h2 id="steamgreenlight">Steam Greenlight</h2>
<p>First off, we are elated to announce that Ionia, formerly known as Blink, is on Steam Greenlight. This is an exciting moment for us because, until now, we&#x2019;ve only been communicating with our Kickstarter backers. Now we&#x2019;re ready to spread the word beyond Kickstarter and we couldn&#x2019;t be more excited about it. If you want to see Ionia on Steam, now is the time to let Valve know! Please use the link below to check out the campaign, and be sure to vote and spread the word!</p>
<p><a href="http://steamcommunity.com/sharedfiles/filedetails/?id=371913078">Vote for Ionia on Steam Greenlight!</a></p>
<h2 id="alphagameplaytrailer">Alpha Gameplay Trailer</h2>
<p>We released a short teaser trailer along with our Greenlight campaign that establishes the look and feel of Ionia, but some people have expressed interest in seeing more gameplay footage. So, we went ahead and released some <a href="https://www.youtube.com/watch?v=BHzagCVnLJs">pure gameplay footage</a> over the weekend! This video should give a clearer picture of how the mechanics work and what to expect in terms of mood and pacing. Bear in mind that Ionia is currently in alpha.</p>
<h2 id="freemusic">Free Music</h2>
<p>Like the music in the Greenlight teaser? You can <a href="https://soundcloud.com/lunarsignal/changing">download it for free</a>! The music will play a central role in establishing the mood for Ionia. This should give you an idea of what to expect from Blumoon&#x2019;s original soundtrack for the game.</p>
<h2 id="moretocome">More to Come</h2>
<p>A very special thank you goes out to our Kickstarter backers for supporting us, and thanks to everyone is supporting us on Steam Greenlight. Keep an eye out for more updates in the near future!</p>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Global Game Jam 2014]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>The theme of GGJ 2014 was &#x201C;We don&#x2019;t see things as they are, we see them as we are.&#x201D;. A whole sentence for a theme felt very constraining on creativity which was a great exercise for game developers to think outside of the box. We ended</p>]]></description><link>https://bluevoidstudios.com/global-game-jam-2014/</link><guid isPermaLink="false">5c8c85499b486811fb3ad642</guid><dc:creator><![CDATA[Jessica L]]></dc:creator><pubDate>Tue, 04 Mar 2014 03:35:00 GMT</pubDate><content:encoded><![CDATA[<!--kg-card-begin: markdown--><p>The theme of GGJ 2014 was &#x201C;We don&#x2019;t see things as they are, we see them as we are.&#x201D;. A whole sentence for a theme felt very constraining on creativity which was a great exercise for game developers to think outside of the box. We ended up going for a Rorschach test mixed in with a horror game. The premise of the game was that you would enter a haunted art exhibit where the narrative would be randomly assigned to art pieces with abstract Rorschach test paintings.</p>
<p>The game was going to be an experiment to see if a gamer&#x2019;s mind would start to see in the painting the story that was narrated to them. Also, how badly could we scare them in a place like this? We could use  strange events like sculptures of heads turning to look at you when you least expect it or figures standing in a mirror covered in cloth after being in the room for a certain time.</p>
<p>With depressing and non-horror narrative could we lull them into a false sense of security and then scare the pants off of them?</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Museum-progress1.jpg" alt="Game jame screenshot 1" loading="lazy"><br>
<img src="https://bluevoidstudios.com/content/images/2015/09/Museum-progress2.jpg" alt="Game jame screenshot 2" loading="lazy"><br>
<img src="https://bluevoidstudios.com/content/images/2015/09/Museum-progress3.jpg" alt="Game jame screenshot 3" loading="lazy"></p>
<p>Well, since Blink is priority this fun li&apos;l Global Game Jam entry will have to wait for us to have free time.</p>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[How to keep your community forums safe and speedy]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>If you want to start your own community forum there&#x2019;s an overwhelming number of choices out there; and most of them are free. We wanted something simple and effective that made it easy to run a private community. Ultimately, we ended up choosing <a href="http://vanillaforums.org/">Vanilla Forums</a>. It&#x2019;s</p>]]></description><link>https://bluevoidstudios.com/how-to-keep-your-community-forums-safe-and-speedy/</link><guid isPermaLink="false">5c8c85499b486811fb3ad641</guid><dc:creator><![CDATA[Nick Pfisterer]]></dc:creator><pubDate>Fri, 18 Oct 2013 02:33:00 GMT</pubDate><content:encoded><![CDATA[<!--kg-card-begin: markdown--><p>If you want to start your own community forum there&#x2019;s an overwhelming number of choices out there; and most of them are free. We wanted something simple and effective that made it easy to run a private community. Ultimately, we ended up choosing <a href="http://vanillaforums.org/">Vanilla Forums</a>. It&#x2019;s free, pretty lightweight (for PHP forum software), it has a nice control panel with analytics, and it&#x2019;s got all the essential features we wanted from a forum.</p>
<p>Installing a shiny new forum on your server feels nice, but how do you keep it that way? Between spam protection, moderation and software updates, the amount of maintenance forums require can quickly become too daunting to bother with. Here are a few quick tips you can follow to keep your forum safe and speedy.</p>
<h2 id="stayuptodate">Stay up to date</h2>
<p>The first and most important thing to do is to keep your forum software updated. Find out how to get notified when new versions come out and upgrade your forum as soon as possible. Be sure to notify your community when maintenance begins and ends so they&#x2019;re not surprised if something goes wrong during the upgrade process. Software updates often include security fixes. This becomes a very effective weapon for spammers and hackers. Now they can search for websites running an outdated version of the software that hasn&#x2019;t plugged a security hole and use that hole to compromise your site. Beyond the security, updates also keep your forum healthy and optimized.</p>
<h2 id="installantispamplugins">Install anti-spam plugins</h2>
<p>This is your second line of defense for clever bots and spammers who still manage to register on your forum. Every major forum software out there has a few choices when it comes to anti-spam plugins. If you&#x2019;re using Vanilla Forums like us, I recommend installing <a href="http://vanillaforums.org/addon/botstop-plugin">BotStop</a> (Adds a question designed to stop bots from registering accounts) and <a href="http://vanillaforums.org/addon/stopforumspam-plugin">Stop Forum Spam</a> (Integrates the spam block list from stopforumspam.com).</p>
<h2 id="manageyourpermissions">Manage your permissions</h2>
<p>Your forum software probably has roles or permissions that you can assign to your users. The process will vary a bit from software to software, but the general idea is to make sure new members/applicants are first placed into a read-only role that doesn&#x2019;t have posting permissions. If any spammers or bots manage to register on your site, this will prevent most if not all of them from posting any content on your forum.</p>
<h2 id="conclusion">Conclusion</h2>
<p>There&#x2019;s a lot you can do to keep your forum healthy over time. These are the first and most important steps to take and will make the most measurable difference in most cases. Keep your communities happy and healthy, folks!</p>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[News from the void: May - June]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>Two new faces joined the Blue Void studios team: a new programmer, Jeff, and professional QA tester, Anthony!</p>
<p>Here&apos;s there introductions:</p>
<p>![Jeff]</p>
<blockquote>
<p>&#x201C;Hi! My name&#x2019;s Jeff and I&#x2019;m working on the UI programming for Blink. Jessy asked me to talk a bit about</p></blockquote>]]></description><link>https://bluevoidstudios.com/news-from-the-void-may-june/</link><guid isPermaLink="false">5c8c85499b486811fb3ad640</guid><dc:creator><![CDATA[Jessica L]]></dc:creator><pubDate>Mon, 22 Jul 2013 02:30:00 GMT</pubDate><content:encoded><![CDATA[<!--kg-card-begin: markdown--><p>Two new faces joined the Blue Void studios team: a new programmer, Jeff, and professional QA tester, Anthony!</p>
<p>Here&apos;s there introductions:</p>
<p>![Jeff]</p>
<blockquote>
<p>&#x201C;Hi! My name&#x2019;s Jeff and I&#x2019;m working on the UI programming for Blink. Jessy asked me to talk a bit about my credentials. Well, I&#x2019;m kind of a noob to game development, but I have a master&#x2019;s degree in computer science and I&#x2019;m super intrepid! My background is mostly in math and algorithms, so the last few weeks have been a very educational crash course in Flash, UDK, and other tools of the trade. Anyway, I&#x2019;m pretty excited about this project and I&#x2019;m looking forward to delivering some of the features you guys and gals suggested. Cheers!&#x201D;</p>
</blockquote>
<p>Anthony will be offering his QA testing and game balancing expertise. He will also be helping with community management!</p>
<p>![Anthony]</p>
<blockquote>
<p>&#x201C;Hi everyone. My name&#x2019;s Anthony and I&#x2019;m the QA &#x2018;Department&#x2019; for Blink. I used to work at Blizzard and Activision, doing QA for both companies. I got hit with a layoff at Blizzard and a contract ending at Activision, and realized I wanted to work for a more personal team where my feedback would be valued. I know Nick and Jess from college, so I asked them if they needed help with Blink. They were looking for a dedicated internal QA department/guy to help them make better design decisions, so here I am!</p>
</blockquote>
<blockquote>
<p>Nick and I share a lot of opinions on the issues with QA in the game industry as a whole, where it tends to be little more than bug-hunting checklists. I&#x2019;m a huge game balance and user experience nut and I&#x2019;m glad that my opinion on such matters will actually be heeded by the designers.</p>
</blockquote>
<blockquote>
<p>When I&#x2019;m not working on Blink, I love following/playing nearly anything and everything regarding eSports, though I have a soft spot for Marvel vs. Capcom 3 and League of Legends. I&#x2019;m also writing and illustrating my own martial arts-based graphic novel.&#x201D;</p>
</blockquote>
<p>Anthony is going to work closely with us to fine-tune the game mechanics and puzzles. We want the core gameplay in Blink to be as smooth and intuitive as possible. Having another hand in the community management is going to be a big help, too. Please join us in welcoming Anthony to the team!</p>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Concept Art Dump 2 (Doors Lotsa' Doors)]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>Here&apos;s some concept art of a door. A good example of how my gray matter evolves an idea.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Doors-of-cryochamber1.jpg" alt="Door concepts 1" loading="lazy"></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Doors-of-cryochamber2.jpg" alt="Door concepts 2" loading="lazy"></p>
<!--kg-card-end: markdown-->]]></description><link>https://bluevoidstudios.com/concept-art-dump-2-doors-lotsa-doors/</link><guid isPermaLink="false">5c8c85499b486811fb3ad63f</guid><dc:creator><![CDATA[Jessica L]]></dc:creator><pubDate>Tue, 28 Aug 2012 02:27:00 GMT</pubDate><media:content url="https://bluevoidstudios.com/content/images/2015/09/Doors-of-cryochamber1-1.jpg" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: markdown--><img src="https://bluevoidstudios.com/content/images/2015/09/Doors-of-cryochamber1-1.jpg" alt="Concept Art Dump 2 (Doors Lotsa&apos; Doors)"><p>Here&apos;s some concept art of a door. A good example of how my gray matter evolves an idea.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Doors-of-cryochamber1.jpg" alt="Concept Art Dump 2 (Doors Lotsa&apos; Doors)" loading="lazy"></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Doors-of-cryochamber2.jpg" alt="Concept Art Dump 2 (Doors Lotsa&apos; Doors)" loading="lazy"></p>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[How to deal with lightmaps in UDK]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>Anyone with experience importing art assets into UDK knows the woes of dealing with lightmaps. When used correctly, they can be helpful and beautiful. But how do you get there? What are the caviats?</p>
<p>Thankfully, Alex Galuzin over at World of Level Design has published a series of very useful</p>]]></description><link>https://bluevoidstudios.com/how-to-deal-with-lightmaps-in-udk/</link><guid isPermaLink="false">5c8c85499b486811fb3ad63e</guid><dc:creator><![CDATA[Nick Pfisterer]]></dc:creator><pubDate>Fri, 24 Aug 2012 02:24:00 GMT</pubDate><content:encoded><![CDATA[<!--kg-card-begin: markdown--><p>Anyone with experience importing art assets into UDK knows the woes of dealing with lightmaps. When used correctly, they can be helpful and beautiful. But how do you get there? What are the caviats?</p>
<p>Thankfully, Alex Galuzin over at World of Level Design has published a series of very useful tutorials on how to wrestle with lightmaps in UDK, what the limitations are, and how to get the most mileage out of them. You&#x2019;ll find the complete list of tutorials below. They&#x2019;ve been invaluable to us, so here&#x2019;s hoping they do the same for you!</p>
<ul>
<li><a href="http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-01-basics-and-important-principles-for-creating-using-lightmaps.php">18 Important Principles for Creating and Using Lightmaps in UDK</a></li>
<li><a href="http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-02-uv-techniques-and-how-to-create-second-uv-channel-in-maya.php">Lightmap UV Layout Techniques, How to Create a Second UV Channel in Maya</a></li>
<li><a href="http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-03-how-to-fix-light-shadow-lightmap-bleeds-and-seams.php">How to Fix Light/Shadow Bleeding and Seams</a></li>
<li><a href="http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-04-resolution-static-meshes-bsp.php">Lightmap Resolution for Static Meshes and BSP</a></li>
<li><a href="http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-05-common-problems-solutions.php">Lightmaps: Common Problems and Solutions</a></li>
</ul>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Concept Art Dump]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>Here&#x2019;s a few concept environmental art images for our redesign of the first area that the alpha consists of.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Cryo-Control.jpg" alt="Cryo Control Room Concept" loading="lazy"><br>
<em>Cryo control room concept</em></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Abyss-Bridge-1.jpg" alt="Abyss Bridge Concept" loading="lazy"><br>
<em>Abyss bridge concept</em></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/ResearchHallway-.jpg" alt="Research Hallway Concept" loading="lazy"><br>
<em>Research hallway concept</em></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Reactor-Control-room-copy.jpg" alt="Reactor Control Room Concept" loading="lazy"><br>
<em>Reactor control room concept</em></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Elevator-OfficeFloor.jpg" alt="Elevator at the End of the Office Floor" loading="lazy"><br>
<em>Elevator at the end of the office floor</em></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/office-.jpg" alt="Office Room Concept" loading="lazy"><br>
<em>Office room concept</em></p>
<p>As a small team</p>]]></description><link>https://bluevoidstudios.com/concept-art-dump/</link><guid isPermaLink="false">5c8c85499b486811fb3ad63d</guid><dc:creator><![CDATA[Jessica L]]></dc:creator><pubDate>Mon, 13 Aug 2012 02:25:00 GMT</pubDate><media:content url="https://bluevoidstudios.com/content/images/2015/09/Abyss-Bridge.jpg" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: markdown--><img src="https://bluevoidstudios.com/content/images/2015/09/Abyss-Bridge.jpg" alt="Concept Art Dump"><p>Here&#x2019;s a few concept environmental art images for our redesign of the first area that the alpha consists of.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Cryo-Control.jpg" alt="Concept Art Dump" loading="lazy"><br>
<em>Cryo control room concept</em></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Abyss-Bridge-1.jpg" alt="Concept Art Dump" loading="lazy"><br>
<em>Abyss bridge concept</em></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/ResearchHallway-.jpg" alt="Concept Art Dump" loading="lazy"><br>
<em>Research hallway concept</em></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Reactor-Control-room-copy.jpg" alt="Concept Art Dump" loading="lazy"><br>
<em>Reactor control room concept</em></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Elevator-OfficeFloor.jpg" alt="Concept Art Dump" loading="lazy"><br>
<em>Elevator at the end of the office floor</em></p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/office-.jpg" alt="Concept Art Dump" loading="lazy"><br>
<em>Office room concept</em></p>
<p>As a small team (now even smaller due to financial constraints) Nick and I split the workload between us. This makes the workflow kind of odd.</p>
<p>To help deter a lot of misunderstandings we decided to make a lot more concept art than we were originally making. First steps we design- talk about an area, show each-other reference photos, and anything else that can get us to say &#x201C;YEA EXACTLY!&#x201D;.  Then I draw what was discussed and creative alterations. I show the concept art and we discuss again how close the physical image is to his mental image. One more final art is drawn for modeling, including environmental art of where the object will be, top down, and side views of the object. Then Nick or I model the texture. with the reference images created in the previous step.</p>
<p><img src="https://bluevoidstudios.com/content/images/2015/09/Art-Pipeline-Alpha1.jpg" alt="Concept Art Dump" loading="lazy"></p>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Barcamp Portland: Finding success on Kickstarter]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>After watching Indie Game: The Movie&apos;s Portland screening we met <a href="http://pigsquad.com">PIGSquad</a>, Portland&apos;s gaming interest group. PIGSquad member <a href="https://twitter.com/JeffreySens">Jeffrey Sens</a> invited us to check out the Portland Barcamp that coming Friday.</p>
<p>Friday March 30th we went to the Portland Barcamp to lend our voices to the crowdsourcing</p>]]></description><link>https://bluevoidstudios.com/barcamp-portland-finding-success-on-kickstarter/</link><guid isPermaLink="false">5c8c85499b486811fb3ad63c</guid><dc:creator><![CDATA[Jessica L]]></dc:creator><pubDate>Thu, 12 Apr 2012 02:15:00 GMT</pubDate><content:encoded><![CDATA[<!--kg-card-begin: markdown--><p>After watching Indie Game: The Movie&apos;s Portland screening we met <a href="http://pigsquad.com">PIGSquad</a>, Portland&apos;s gaming interest group. PIGSquad member <a href="https://twitter.com/JeffreySens">Jeffrey Sens</a> invited us to check out the Portland Barcamp that coming Friday.</p>
<p>Friday March 30th we went to the Portland Barcamp to lend our voices to the crowdsourcing roundtable discussion. We started with the local Kickstarter projects in progress like <a href="https://www.kickstarter.com/projects/1989488990/blurble-the-hilarious-word-association-card-game">Blurble</a>. Then we talked about everyone&#x2019;s projects and what their goals were, what they observed, and then we told them what Nick and I did. At the end of the discussion we wanted to offer them our month long research and we have it here for you too! <a href="https://docs.google.com/document/d/1Tycj4em3LOjQWhQY2T-NGYkoaHoEfS_GiaTjFqWTpac">Check it out.</a></p>
<p>The research stems from reading multiple articles from successful Kickstarter campaigns and failed ones.<br>
One thing we found was that the bigger following you have the better. It will be much easier for you to spread the word about your campaign around the internet.</p>
<p>So we of course talked about Tim Schafer&apos;s <a href="https://www.kickstarter.com/projects/doublefine/double-fine-adventure">Double Fine Adventure</a> as a good example of how reputation was a key trait in successful projects. Personally we were very fortunate that our awesome backers spread the word about Blink since before the Kickstarter our following was very small. Especially when one of our backers posted about us on Reddit; that&#x2019;s where we got a huge amount of backers.</p>
<p>From our research we picked up that you have to emphasize that someone who spreads the word about your Kickstarter project is making a contribution as valuable as pledging money. So when our student loan stricken friends told us they couldn&#x2019;t give us $1 we said &#x201C;Hey spreading the word is just as helpful!!&#x201D; So our friend who had 80 non-mutual Facebook friends exposed them to Blink.</p>
<p>After Barcamp PIGSquad member <a href="https://soundcloud.com/bulletwilliam">William Lewis</a> got talking to Nick about a game music jam?! That sounds pretty exciting. The rough idea is like a game jam; you would pick a random theme, then if the theme was an rpg, for example, you would be required to make a town theme, fight music, Boss theme, and the fanfare.</p>
<p>So anyone out there starting a Kickstarter campaign for their game or project? Have you launched one? How&#x2019;d it go? Oooh! Did anyone watch Indie Game: The Movie?</p>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Happy Holidays! Free wallpaper for everyone!]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>Hey everyone! I hope those of you who are celebrating right now are having a wonderful holiday. I know you&#x2019;re probably wondering about what sort of progress we&#x2019;ve made in the past month. We&#x2019;ll be updating quite a bit next week when the new</p>]]></description><link>https://bluevoidstudios.com/happy-holidays-free-wallpaper-for-everyone/</link><guid isPermaLink="false">5c8c85499b486811fb3ad63b</guid><dc:creator><![CDATA[Nick Pfisterer]]></dc:creator><pubDate>Sat, 17 Dec 2011 03:06:00 GMT</pubDate><media:content url="https://bluevoidstudios.com/content/images/2015/09/1280x800_Blink-wallpaper.jpg" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: markdown--><img src="https://bluevoidstudios.com/content/images/2015/09/1280x800_Blink-wallpaper.jpg" alt="Happy Holidays! Free wallpaper for everyone!"><p>Hey everyone! I hope those of you who are celebrating right now are having a wonderful holiday. I know you&#x2019;re probably wondering about what sort of progress we&#x2019;ve made in the past month. We&#x2019;ll be updating quite a bit next week when the new year kicks off, so please sit tight for another week.</p>
<p>In the mean time, Jessica has prepared a little holiday treat for you! You can grab it below in your resolution of choice. Happy holidays and best wishes from all of us at Blue Void Studios.</p>
<h3 id="fullscreen">Fullscreen</h3>
<p><em>Links temporarily removed</em></p>
<h3 id="widescreen">Widescreen</h3>
<p><em>Links temporarily removed</em></p>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[We made it!]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>Our sincerest thanks go out to all of you. We did it!! We&#x2019;ll be sending out detailed updates later this week regarding the rewards, when to expect them, and how everything will go down from here on out. Nothing but love, guys!</p>
<!--kg-card-end: markdown-->]]></description><link>https://bluevoidstudios.com/we-made-it/</link><guid isPermaLink="false">5c8c85499b486811fb3ad63a</guid><dc:creator><![CDATA[Nick Pfisterer]]></dc:creator><pubDate>Sat, 17 Dec 2011 03:04:00 GMT</pubDate><media:content url="https://bluevoidstudios.com/content/images/2015/09/CONGARATS.jpg" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: markdown--><img src="https://bluevoidstudios.com/content/images/2015/09/CONGARATS.jpg" alt="We made it!"><p>Our sincerest thanks go out to all of you. We did it!! We&#x2019;ll be sending out detailed updates later this week regarding the rewards, when to expect them, and how everything will go down from here on out. Nothing but love, guys!</p>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Breaking the silence]]></title><description><![CDATA[<!--kg-card-begin: markdown--><p>We&#x2019;ve been pretty elusive lately, haven&#x2019;t we? Well, today we&#x2019;re ready to crack the door open a little. Some of you might remember Blink, our entry for Global Game Jam back in January 2011. It even landed a front page feature on the Global</p>]]></description><link>https://bluevoidstudios.com/breaking-the-silence-2/</link><guid isPermaLink="false">5c8c85499b486811fb3ad639</guid><dc:creator><![CDATA[Nick Pfisterer]]></dc:creator><pubDate>Thu, 13 Oct 2011 02:02:00 GMT</pubDate><media:content url="https://bluevoidstudios.com/content/images/2015/09/breaking-the-silence-img1.png" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: markdown--><img src="https://bluevoidstudios.com/content/images/2015/09/breaking-the-silence-img1.png" alt="Breaking the silence"><p>We&#x2019;ve been pretty elusive lately, haven&#x2019;t we? Well, today we&#x2019;re ready to crack the door open a little. Some of you might remember Blink, our entry for Global Game Jam back in January 2011. It even landed a front page feature on the Global Game Jam website back in April.</p>
<p>Today I am happy to announce that Blink is coming back in a big way! We&#x2019;ve been working very hard on a demo that we&#x2019;ll be submitting to the 2012 Independent Games Festival. Sadly, we can&#x2019;t really afford to work on Blink full-time after the demo is finished and submitted. For that we&#x2019;re turning to Kickstarter, the world&#x2019;s most popular crowd funding website. Not familiar with Kickstarter or crowd funding in general? Visit <a href="https://www.kickstarter.com/learn">their website</a> to learn more.</p>
<p>We;re really humbled that Kickstarter approved our proposal, and we&apos;ve prepared a list of awesome rewards that we think people will love. The campaign will go live next week.</p>
<p>There is a lot in store for Blink. Today we cracked the door open just a smidgen. All will be revealed next week when the door swings wide open.</p>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Blink featured on Global Game Jam website]]></title><description><![CDATA[Our Global Game Jam 2011 entry, Blink, was recently featured on the Global Game Jam website. Check it out after the jump.]]></description><link>https://bluevoidstudios.com/blink-featured-on-global-game-jam-website/</link><guid isPermaLink="false">5c8c85499b486811fb3ad638</guid><dc:creator><![CDATA[Nick Pfisterer]]></dc:creator><pubDate>Tue, 03 May 2011 01:56:00 GMT</pubDate><content:encoded><![CDATA[<!--kg-card-begin: markdown--><p>Our Global Game Jam 2011 entry, Blink, was recently featured on the Global Game Jam website. It was also featured in the April monthly newsletter that goes out to every member of the IGDA. Check it out after the jump.</p>
<p><a href="http://archive.globalgamejam.org/2011/blink">Here it is!</a></p>
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