We’re thrilled to announce the Frictional Mod Jam 2024: Escape Room Edition, where creativity meets strategy, and innovation intertwines with mystery.
Frictional Mod Jam 2023: Horrors of War
We were so impressed by some of the fantastic mod submissions last Jam that we want to dedicate an entire Jam to get to see some more
Winner showcase of Frictional Winter Modding Jam 2019
The winter isn’t over, but our Winter Fan Jam is! For those unfamiliar, we held a modding jam over December and January, prompting the modders to explore the themes of Winter and/or Hibernation.
People of Frictional: Samuel Justice
My name is Samuel Justice. I became audio lead here at Frictional Games in February of this year. However, I’ve been directly and indirectly involved with the studio for 3 years. I work from home in a place called Worthing in England – a small seaside town that’s fairly sleepy.
Peter Wester: Engine programmer
I’m Peter Wester and I have been an Engine Programmer here at Frictional Games since late 2011.
I work from my apartment in Stockholm, Sweden. I used to have a nice big desk, but after getting a PS4 Devkit it has become cramped.
Editor Fly Mode
Hey there! Vacation time is really close now and there’s so much to do before it arrives, but I still wanted to drop by and keep you posted on new editor stuff, so I’m gonna keep it short this time.
Particle Editor updates
Hey! Today I’m sharing the results of the last two weeks of work on the ParticleEditor with you. I’ve had loads of time for additions and improvements — I’m just gonna go over the most notable ones briefly.
Tech Feature: HPSL Shading Language
HPL3 is our first engine to support both PC and consoles. To make it easy to support multiple platforms and multiple shading languages we have decided to use our own shading language called HPSL. Shader code written in HPSL goes through a shader parser to translate it to the language used by the hardware.
LevelEditor Feature: Poser EditMode
So I’m back with another HPL LevelEditor feature update, the Poser EditMode.
Tech Feature: SSAO and Temporal Blur
There are many publicised algorithms for high quality SSAO. This tech feature will instead focus on improvements that can be made after the SSAO has been generated.