Crazy Taxi noclip 🚕, ReSTIR Rendering 🖥️, Pitch Direct ✏️

Mar 5, 2026

🎮 Game Worlds & Preservation

How SWERY Rebuilt Hotel Barcelona Around Player Fun

Hidetaka “SWERY” Suehiro explains how White Owls transformed Hotel Barcelona into “Under New Management” by prioritizing simple, immediate fun over forcing players into specific systems. The team systematically mined harsh Steam reviews and social criticism to overhaul controls, difficulty, performance, and online modes. SWERY also shares how Unity’s tools shaped the game’s combat, why bolted-on multiplayer backfired, and how shrinking back to a small core team ultimately sharpened communication and creative vision.

Reverse Engineering Crazy Taxi: How noclip.website Preserves Classic 3D Worlds

Crazy Taxi has joined noclip.website, the interactive museum where you can freely explore classic game levels in 3D. Developer Will painstakingly reverse engineered the GameCube version using tools like Dolphin, ImHex, and Ghidra, rebuilding file parsers and rendering loops to mimic the original engine. The result is a faithful, browser-based view of Crazy Taxi’s world. Will is documenting every step in an instructional blog series aimed at teaching reverse engineering to everyday programmers.

🛠️ Stylized Art & Rendering Tech

Inside a Stylized Unreal World: Cloth, Wood & Linework Shaders Explained

Award-winning shader artist Oday Abuzaeed has revealed a cozy, fantasy-inspired toon environment packed with custom rendering tricks. Using Unreal Engine and a full DCC stack, he crafted cloth wind animation, layered wood materials, and a stylized linework post-process shader to nail the scene’s mood. Getting the linework to respect depth and normals while staying unobtrusive was the toughest problem to solve. The piece links to WIP shots, animated renders, and more of his procedural materials and stylized generators.

Real-Time Gradient-Domain Rendering with ReSTIR G-PT

This research brings gradient-domain rendering into real-time territory by rethinking how samples are reused in path tracing. The authors introduce a novel path space extension for gradient images that enables spatiotemporal sample reuse, dramatically cutting the samples needed per pixel. Their implementation, ReSTIR G-PT, exploits the sparsity of gradient data for highly selective spatial reuse. The result: real-time frame rates and image quality that statistically and visually outperform baseline methods.

🤝 Dev Support: Pitches & Tutorials

Pitch Direct: Matching Game Devs With the Right Publishers, Not Gatekeepers

Pitchify has launched Pitch Direct, a new matchmaking service that connects game developers with publishers through transparent, criteria-based pitches. Instead of firing emails into a void, devs can see upfront what each publisher wants—budgets, timelines, and requirements—and target only the best fits. With nine publishers already onboard, including Team17, Miniclip, and Curve Games, Pitch Direct aims to replace insider networks with a fairer, merit-focused funding process.

From Empty Project to Shippable Game: Unity Asteroids Tutorial

If you’ve ever wanted to build a complete game instead of just following tiny Unity snippets, this Asteroids course is a full start-to-finish journey. You’ll implement a responsive ship controller, screen-wrapping asteroids that split into smaller chunks, score and lives management, collectibles, and progressive spawns. The tutorial also covers modern Unity tools like UI Toolkit, VFX Graph, Shader Graph, and an audio mixer-driven SFX system before exporting a desktop build. It’s a solid foundation you can easily extend into your own arcade or roguelike ideas.

📈 Multiplayer & Creator Growth

From Wukong to Oblivion: How ReadyM Powers Community Multiplayer

ReadyM is a new creative multiplayer platform that layers co-op, custom servers, and modded experiences onto single-player games like Black Myth: Wukong and Oblivion Remastered. Built by veteran GTA V modders, it adds an SDK that exposes enemies, items, actions, and more for both client- and server-side scripting, while ReadyCode handles netcode, infra, and versioning. This separation makes mods far more resilient to game updates—often requiring only SDK tweaks. The team believes this shared ecosystem model can make “community multiplayer” the next big genre.

Open World Acquires Drope.me to Scale Data-Driven Creator Campaigns

Open World has acquired influencer marketing platform Drope.me to power much larger, more automated creator campaigns for games and brands. Drope.me’s tech adds tooling for activation automation, performance tracking, and attribution, enabling Open World to coordinate hundreds or thousands of creators across platforms. Founder Dima Okhrimchuk will stay to help integrate the product and engineering stack. The goal is to turn creator marketing into a structured, data-driven growth channel for launches and long-term community engagement.

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