Devlog

Follow the development of VirtualSociety through gameplay updates, visual progress, design notes and behind-the-scenes posts.

One Year at Inria Startup Studio - Retrospective
One Year at Inria Startup Studio - Retrospective

One Year at Inria Startup Studio - Retrospective

Hello! We completed our year at Inria Startup Studio about ten days ago. This departure signifies a lot for our project: we are no longer funded and supported by Inria, we are about to create our company in the coming months, and it's time for us to stand on our own feet.

Our new logo Supporters
Our new logo Supporters

Our new logo

Hi folks! It's been a while now that the old team, consisting only of Jimmy, Nico, and Clélie, has been thinking about refreshing the game's image. Indeed, without graphic designers, it's challenging to adhere to a well-defined artistic direction and stick to it.

Vandoeuvre in game: a retrospective
Vandoeuvre in game: a retrospective

Vandoeuvre in game: a retrospective

Hi folks! This weekend, we hosted a booth at the Vandoeuvre in Game fair, featuring a program that included multiplayer testing of VirtualSociety, a behind-the-scenes presentation of the studio with a 3D modeling live demo, and our other game, Running Guys!

Our arrival at the ISS #2 Life at Inria
Our arrival at the ISS #2 Life at Inria

Our arrival at the ISS #2 Life at Inria

After our article about joining the Inria Startup Studio, we're continuing the series on our workplace by talking about the people around us at Inria! And with all that, here are some group photos featuring everyone wearing a VirtualSociety t-shirt at Inria!

Dev diary : about snapping Supporters
Dev diary : about snapping Supporters

Dev diary : about snapping

In the past few weeks, we have showcased several demos of our editor, featuring intelligent snapping functions and helpful information displayed throughout the creation process to assist players by indicating angles and distances, among other things. Today, we'll delve deeper into the workings of all these features, explaining specific cases such as intelligent snapping.

Dev Diary: curved walls Supporters
Dev Diary: curved walls Supporters

Dev Diary: curved walls

Having curved walls is essential for a building game these days. A few years back, we already offered tools to create rounded floors and walls in VirtualSociety Online. And this time, we decided to approach the problem quite differently from other games, making the creation of curved walls easier and more intuitive; let us explain it all here!

Why we chose Unreal Engine
Why we chose Unreal Engine

Why we chose Unreal Engine

Today we're going to talk about the game engine we use, Unreal Engine, and why we chose it. Back in the days of VirtualSociety Online, we made the choice not to use a game engine. VirtualSociety online being a web game, we had a few possible choices of engines, like BabylonJS or PlayCanvas, but we made the choice to use only a rendering engine, ThreeJS.

Our arrival at the ISS #1 Moving in
Our arrival at the ISS #1 Moving in

Our arrival at the ISS #1 Moving in

Today, we're not going to talk about development, but about our work environment. If you like this kind of post, we'll probably do other articles to tell you about our days and our workplace.

We vulgarize videogames!
We vulgarize videogames!

We vulgarize videogames!

Hi folks! As we previously announced, this week we were at the Féru des sciences for a two days event about video games. The Féru des sciences, former museum of iron history, is now a scientific and cultural space that offers to discover different scientific themes in family.