From inertia to your game: how a 3D work gets life!

Good-whatever time of the day is around the world, managers! How are you doing? Everything fine with your team? Always pushing your drivers to the limit? We, from Interactive Project are always ready to work on and on for the implementation of the latest upgrade, to give you the best experience in our games! We are back this week, again, with our CTO Augusto, who explained us the approach to be used in code writing, in last week’s post (check it out here if you haven’t read it yet!). This week he explained us how the cool 3D works of our designers are embedded in code lines and how they get life in our games!


Once your 3D model has been designed in Blender by our designers it has to be exported into code in order to make it part of the game. Let us make an example. For OverVolt we have the nice 3D rendered slot car; the car is exported and the developer integrates logic on the graphic design. This allows your slot car to move and have moving parts, to crash, rotate and to have visual and audio effects coordinated to its movements.

Here, at Interactive Project, we use Unity as a graphic and physical engine. This software comes integrated with an editor, which helps developers to intervene and manage any part operating directly at code level. The object, from Blender, is exported in a format readable by Unity, which, later, imports the file and permits the developer to act on the object through a series of data structures.

To those objects, now part of the “game”, is assigned a precise position in a “world” of the game (or a circuit in MyGPTeam Turbo), the engine usually simplifies the developers’ work by being already structured and programmed to modify and organize objects in the game. The work left here for developers is to create code structures to implement game logics and to write some technical specifications that allows more in-game details. Unity itself will then work as an engine and “run” the codes launching the game to the video card. Finally, the video card “draws”, according to engine instructions, billions of images sequences on your screen and gives your eyes the thrill of one of Interactive Project games.

Sometimes it might happen that it is easier to commit the video card to perform further actions on existing engine instructions. Basically our developers, after programming the game for the engine, leave some tasks to your device  video card that, before sending any image to the desktop (or the screen of your mobile), applies some modification to the graphic. An example?

The movement of the flag on your slot car in OverVolt’s shop!


Want to know more about Interactive Project everyday work? Stay tuned for next posts on Interactive Project Blog!

About Interactive Project

Interactive Project develops and publishes mobile and browser-based game, with focus on motor-sports and racing titles. The company is also engaged in assisting indie developers in the finalization and publishing of their games, through the project “Indie’s Way”, and it collaborates with third party companies on ad hoc development of gamification apps and advergames.

Our games are developed with extreme cure to graphics, design and game-play experience, stressing the social and multiplayer aspects. Each game is a modular product, opening the possibility to re-use the technology to boost the development of new games, titles and gamification apps.

27. March 2014 by Interactive Project
Categories: IP Team, MyGPTeam Turbo, OverVolt: crazy slot cars | Leave a comment