Solving interdimensional crimes
A unique feature in Double Cross is its investigation system, unusual in action-platforming games. How did it come to be, and how did it evolve to the one that shows up in the final game?
Birth of an NPC, part 1
The process of making a new character is long and goes through several people. In this article, we see how four of Double Cross’s characters were made.
Birth of an NPC, part 2
In the second part of this article, we see the four NPCs grow from an abstract concept to visually compelling characters with their own tone and personalities.
Building a UI For the First Time
UI can be a tricky system develop and it takes a lot of time and patience. In this article we talk about some lessons learned and how to grow from them.
Our Design team wanted to capture the idea of a secret agent getting weird gadgets and choosing which ones to use for each mission. Learn the design process of Double Cross’s upgrade system!
Powerups in Runbow
Power-ups come in many forms throughout a great number of games. In this post, our Lead Designer explains how they were designed for Runbow.
On weird bugs…
…and what to do with them. A compilation of some of the weirdest and funniest bugs throughout Runbow’s development, and how we dealt with them.