When we started the newest version of our game Cymatically Muffed , we knew we needed to create better development tools that could reduce, or even eliminate, the friction between the art development process and programming. We used to make art assets, then compile them into MonoGame-based assets using a content building tool included with MonoGame. Then, we would re-compile the game (sometimes, depending on changes needed), then pass it back to the designer to test and experiment with. This was the process for every little change, making it quite painful to iterate and improve art, levels, and other features.

#.net #c# #game development #monogame

[Guest Post] Creating a game art asset pipeline in .NET
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