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Making of Trisector: Collision Detection

The process of marking the collision detection for Trisector

Jesse/SmashRiot

9-Minute Read

Collision detection is the core of any action game, and this article will describe how Trisector handles the mess of bullets, lasers, enemies, terrain, and the player ship colliding with each other.

Making of Trisector: Testing

The process of testing and iterating on Trisector

Jesse/SmashRiot

9-Minute Read

Trisector would not be nearly as complete and polished without the help of a handful of really awesome testers. I was lucky enough to have a few good friends that loved video games and had the time and patience to help test my game during development.

Making of Trisector: Music

The process for making the dynamic music for Trisector

Jesse/SmashRiot

6-Minute Read

I’m pretty far from being a musician, but I seriously love music. Since I was trying to do Trisector solo, that meant I needed to make a song or two for the game.

Making of Trisector: Art

The process of marking the art for Trisector

Jesse/SmashRiot

8-Minute Read

First off, I’m not a great artist, but I’ve been drawing, sketching, and painting using traditional and digital tools for a long time. One of the limitations of making a game solo is that the game design had to be created within the constraints of my art abilities. This article will explain the process that went into creating the art for Trisector.

Making of Trisector

The process of making Trisector, an arcade style side scrolling cave flying bullet filled shoot-em-up

Jesse/SmashRiot

2-Minute Read

I’ve always wanted to make games, and it was games (and graphic demos) that got me started on programming so many years ago. Trisector is the first fully polished game that I’ve ever released.

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Smash/Riot LLC focuses on interactive media, virtual experiences, games, visual effects, VR/AR, and networked experiences for modern platforms.