# DEVELOPER BLOG

## [THE UNDERLYING WORLD OF COLLISION](https://ratloopgamescanada.com/dev-blog/collision)
In videogames, the world you see and the world you collide with are quite different. It's time to delve into an invisible world that can make or break the player's experience: collision.

## [LET THERE BE LIGHT: HOW WE DO A LIGHTING PASS](https://ratloopgamescanada.com/dev-blog/lighting)
Lighting isn't simply what we can see. It also significantly impacts gameplay by directly affecting elements ranging from User Experience to World Building. This article will demonstrate the steps taken when performing an environmental lighting pass.

## [GREYBOXING A LEMNIS GATE WORLD](https://ratloopgamescanada.com/dev-blog/greyboxing)
Developing a title like LEMNIS GATE is no easy job. One of the most crucial aspects of any video game is level design. Given that, we’ve consulted with our in-house level designer and picked his brain to determine what elements he considers when greyboxing levels.

## [HOW TIME SETS LEMNIS GATE APART](https://ratloopgamescanada.com/dev-blog/time)
Given the large number of new releases coming out every year, we are often asked about what sets our game apart. Funnily enough, the element that makes LEMNIS GATE unique is present in every other game, but in this case, it is explored from a vastly different perspective.

## [THE ART PIPELINE](https://ratloopgamescanada.com/dev-blog/art-pipeline)
As development moves forward, organization and efficiency have become more crucial than ever. For this Dev Blog post, we decided to share our art pipeline and explain the process we follow when creating hard-surface assets.

## [BUILDING A PROTOTYPE](https://ratloopgamescanada.com/dev-blog/prototype)
Prototyping is incredibly useful when developing a video game. In this Dev Blog article, we share some of our key learnings and why we believe a playable prototype is such an essential first step towards building an awesome game.

## [THE MIND BEHIND LEMNIS GATE](https://ratloopgamescanada.com/dev-blog/the-mind-behind-lemnis-gate)
We often get asked about how we came up with the innovative concept for LEMNIS GATE. For that reason, we interviewed our Game Director, James Anderson, so you can learn more about the project from the originator himself!

## [THE IMPORTANCE OF THE WEEKLY PLAYTESTS](https://ratloopgamescanada.com/dev-blog/playtest)
In this Developer Blog article, we talk about our weekly internal playtests and how it positively impacts not only the game but the team behind it.

## [WHY IS “GAMEPLAY FIRST” OUR MANTRA?](https://ratloopgamescanada.com/dev-blog/mantra)
In this Developer Blog issue, we discuss why “Gameplay First” is our mantra and how it directly affects our approach to Game Design.

## [THE PSYCHOLOGY OF ACHIEVEMENTS](https://ratloopgamescanada.com/dev-blog/achievements)
Achievements are extremely popular in the gaming universe. Let’s have a look under the hood at some of Lemnis Gate’s achievements and pull back the red curtain to reveal their game design motivations:

## [THE CREATION OF THE GHOST MODE](https://ratloopgamescanada.com/dev-blog/ghost-mode)
This Dev Blog article discusses the creation of the Ghost Mode mechanic on our upcoming title, Lemnis Gate. In this Turn-Based First-Person Shooter, we prove that death is not the end if you're in a Time Loop.

## [IMPLEMENTING A PHOTO MODE WITH UNREAL](https://ratloopgamescanada.com/dev-blog/photo-mode-unreal)
This Dev Blog article discusses the implementation of a Photo Mode in our upcoming title, Lemnis Gate. Using the Unreal Engine, we explore visibility in gaming and the impact of this tool for Community Development.

## [TURN-BASED FPS 101](https://ratloopgamescanada.com/dev-blog/turn-based-fps-101)
Lemnis Gate is a Turn-based First-Person Shooter set inside of a time loop. Read this article to learn more about the game's concept, time-bending mechanics, and gameplay. Every detail is explained followed by GIFs demonstrating the game's flow.

## [PROLOGUE](https://ratloopgamescanada.com/dev-blog/prologue)
In the blog's first entry, we will address some core elements from our newest project, Lemnis Gate. What it is? How was it born? What does it aim to become? To help with this task, James, our Game Director and I had a nice long chat.
