Brackenmere / dev log

Tag

Performance

8 posts tagged Performance.

G30 6 min read

Immersion: a world that answers the hero

One quiet night I asked the agents to research what makes game worlds feel real and build it in three independent rounds: the hero's touch, a world that lives, and places that tell stories. Then three more rounds paid for it, and my own play the next morning found the rough edges.

G25 6 min read

Steady frames, 2x MSAA and the limits of optimisation

Four agent passes made Brackenmere's village noticeably smoother without changing a pixel of the art, then hit a wall: the last 25% of a steady 60 could only come from changing the picture. Those calls came back to me, and I made them without knowing what MSAA was.

G22 6 min read

Twenty-seven pieces of feel

On 8 October I asked the agents what makes a game feel real, as someone who is not a game designer. One research pass became 27 small pieces of atmosphere and polish, built and merged in a day, and a lesson about how many agents one Mac can carry.

G20 5 min read

Far tiles and tree cards

The valley I had just laid out was 448 metres across and you could not see the other side of it. In a day the agents drew the far land as baked tiles and the middle distance's trees as cards: the view opened up, but the frame time I hoped it would fix barely moved.

G18 6 min read

The village becomes a streamed region and Kit Yard retires

On 3 October the village moved onto the open-world engine without a single building moving, and Kit Yard, the test hamlet, was retired. The proof was boring on purpose: every village test passed without changing what it checked.

G15 7 min read

Streaming an open world: chunks, paths and haze

Over three days the agents built the groundwork for Brackenmere as one seamless, ever-growing valley: chunks that stream in round the hero, a test square kilometre, people who can walk across it and haze instead of fog. The real faults were found by walking it, not by the tests.

G10 6 min read

Performance by construction

A week in, Brackenmere ran well on my Mac and I had no idea what it cost anyone else. One day of measuring turned performance from a clean-up job into rules the tools enforce, and an overnight blind review stopped the agents optimising away detail my kids would see.

G06 5 min read

The asset diet and quality tiers

Five days in, Brackenmere's village was a 215 MB download and the castle took a thousand draw calls. In one day in the cloud the agents put every model on a diet, measured before fixing anything, and gave the game Low, Medium and High graphics, without changing how it looked on my Mac.