Cubes All the Way Down: FEZ Technical Postmortem

A session at GDC Game Developers Conference 2012

Monday 5th March, 2012

4:30pm to 5:30pm (PST)

FEZ has been in development for 4 years, starting with a very small team of one programmer and one designer. Creating this game has been a challenge because of its 2D/3D nature and its retro-but-not-quite look, and required the building of a complete tool chain with custom modeling software. Renaud Bedard will provide an inside look at the techniques used and lessons learned while developing this twisted platformer.

TAKEAWAY: - Understand the implications of creating an engine and toolset when building an indie game. - Identify the problems encountered when manipulating, rendering and navigating through a 2D/3D voxelized world. - Learn useful optimization techniques for XNA/C# game programming on the Xbox 360, and in general when using a managed .NET language.

About the speaker

This person is speaking at this event.
Renaud Bédard

Gamejam enthusiast, FEZ magicmaker, chinchilla owner, obscure music lover. bio from Twitter

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Time 4:30pm5:30pm PST

Date Mon 5th March 2012


2003, Moscone Center

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