Parallelism, Concurrency, and other monsters

During my early days as a backend developer, I built my first parallel feature. It was a small algorithm that ran on multiple threads to generate data to be written on a report. I was inexperienced and didn’t fully understand what I was doing. It was way before concurrency and cloud computing became a thing, […]

Game Economies: Pacing and Balancing Through Data

By Gabriel Naro, Game Designer at Kokku As we explored in our past article: “Game Economies: Time and Milestones” by Tamir Nadav, the true value of in-game resources often boils down to the hours a player invests in the game, through grinding, achievement hunting, farming, you name it. Player engagement and progression are paramount, and […]

Solving Problems Like in the Movies

By Flávio Creasso, Lead Technical Artist at Kokku Part of our connection with the movies we watch comes from a sense of empathy or identification with one of the characters in the story. Some people love the heroes, others are drawn to the villains, but one type of character that really catches my attention (and […]

The Real Opportunity in Games Right Now? Look South

By Mea Nilimaa, Head of BizDev at Kokku What if the next big shift in game development isn’t about tech or platforms – but geography?I just came back from gamescom latam, and I’ll be honest: Latam isn’t “emerging” anymore. It’s here. It’s building. And it’s buzzing with potential.Here’s what struck me this time – especially […]

Some baby steps into the process of Narrative Design

By Mac Matrajt, Narrative Designer Whenever someone asks me what I do for a living (to which I quietly answer “I’m a writer…”), I brace myself to hear: “Oh! You must be so creative!” or “I’m terrible at writing, I can’t put any of my thoughts onto paper”, and for those, my answer will always […]

Game-ready textures: crafting a procedural brick wall in Substance Designer

This is a short step-by-step guide on how to create a simple brick wall material using Substance Designer, one of the most widely used tools in the industry for creating procedural materials. It allows you to generate PBR textures (such as normal, roughness, height, etc.) in a non-destructive way, enabling dynamic and reusable adjustments. Here, […]

Legacy vs. modern rendering: the hidden challenges of game porting

By Arthur Pedroso, Game Engineer at Kokku As classic games stand the test of time, there is a growing demand to revive them on modern platforms. However, porting older technologies to present-day platforms introduces new challenges that emerge due to the intrinsic differences between legacy and modern rendering technologies, demanding careful adaptation from developers. Legacy rendering […]

Making Games Accessible: Lessons in UI/UX

By Leo Palinkas, UI/UX Designer at Kokku Games are undeniably one of the most engaging forms of interaction today, captivating millions of people worldwide, whether they are hardcore enthusiasts or casual players. However, ensuring that all players have full access to the experiences we aim to deliver remains a challenge. Accessibility in games goes beyond occasional […]