~150 FREE, High quality SFX (0.8GB) for your next project (Sci-fi, Horror, Foley, Field Recordings) |
- ~150 FREE, High quality SFX (0.8GB) for your next project (Sci-fi, Horror, Foley, Field Recordings)
- 3D preview of combined photogrammetry/laser scan done in Pripyat for our upcoming Chernobylite game
- anonymous UK game dev salaries
- What is the best way to learn back-end server technologies?
- A small tutorial on a character shader used in my game (Unity). I used Amplify Shader to create it. Hope it will be helpful to you.
- Recreated the Fire Arrow Particle Systems from BoTW using Unity!
- The entire set of 10+ prototypes that lead up to my game (Gameplay Videos Included)
- Develop cross-platform candy crush game
- Watch Game Freak employees on how pixel and art illustrations of their games' characters are drawn
- Technical challenges updating completed games?
- One Year Sales Data for BYTEPATH
- Good news!: The Falconeer just got nominated for a GameConnection Developer Award. Made a first trailer for the occasion. Excited.
- I want to learn more about marketing my game. Is there something like a recorded university course I could watch to get better at it? Any other online resources that would help?
- How was One Hand Clapping Audio Input made?
- Looking for some advice
- Parallel2107 main menu screen
- A How-To on Picking Pretty Colors
- 700 MB Free WAV samples - Multiton Bits Welcome Pack 2019
- Global gaming revenue exceeded $134 billion in 2018! Whereas mobile games represent the largest segment ($63 billion), 60% of developers work on PC games and plan to continue working in this sector. Here are more facts you should know about gaming in 2019
- UE4 4.22 adds a plugin for multi-user networked map editing?
- Any professional non-game developers that made the switch to working at a AAA games company?
- Should I write a marketing or team building article for my game's launch?
~150 FREE, High quality SFX (0.8GB) for your next project (Sci-fi, Horror, Foley, Field Recordings) Posted: 21 Feb 2019 07:16 AM PST |
3D preview of combined photogrammetry/laser scan done in Pripyat for our upcoming Chernobylite game Posted: 21 Feb 2019 01:07 AM PST |
anonymous UK game dev salaries Posted: 21 Feb 2019 03:35 AM PST |
What is the best way to learn back-end server technologies? Posted: 21 Feb 2019 10:35 AM PST I'm currently working as a front-end developer at a web agency. I don't have any complaints about my job, but I know it's not my end-goal. My end goal is to adventure back into the games industry as a network engineer. I have a BA in Video Game Design and a passion for understanding network architecture that allow online games to work. The problem is, it's still unclear to me where to even begin research. Is this something I can learn in online courses? How do I make projects to practice these things? I understand that each project is unique and requires a unique solution, but I would love to get an understanding of what it takes and what technologies to learn. Any help would be greatly appreciated. Thanks! [link] [comments] |
Posted: 21 Feb 2019 05:15 AM PST |
Recreated the Fire Arrow Particle Systems from BoTW using Unity! Posted: 21 Feb 2019 04:36 AM PST |
The entire set of 10+ prototypes that lead up to my game (Gameplay Videos Included) Posted: 21 Feb 2019 10:17 AM PST |
Develop cross-platform candy crush game Posted: 21 Feb 2019 12:01 PM PST How I can develop a game like Candy Crush with multiplayer ability, ex. group of rooms and player select one and join room , but the users in room can't start playing until room is full , the other thing in the room each player play with seven players max , that's mean players will be devided to couples and the winner from first couple will play with winner from second couple and so on , each match will be limited time, so there will be tow players in final and one can be the winner on room ,so how I can develop it across platforms (Android, iOS)? What is the best choice to do that, Unity or what? [link] [comments] |
Watch Game Freak employees on how pixel and art illustrations of their games' characters are drawn Posted: 20 Feb 2019 05:24 PM PST List in order: #1. Ken Sugimori Draws Pulseman from Pulseman: https://www.youtube.com/watch?v=iA91WPotG2I #2. James Turner Draws Tempo from Rhythm Hunter: HarmoKnight: https://www.youtube.com/watch?v=8c1X6A2Tyh0 #3. Hironobu Yoshida Draws Dori Kururi (Jill) from Drill Dozer: https://www.youtube.com/watch?v=dn7oZP0-M0Q Interesting tidbits: In #3, Yoshida seems to be drawing Jill as if it's a Pokémon Trainer for Pokémon Ruby/Sapphire, given that the game and character are from the GBA era. [link] [comments] |
Technical challenges updating completed games? Posted: 21 Feb 2019 10:13 AM PST I was reading some old comments about building engines on top of hardware abstraction layers. I think /u/3fox has some great points, and I'm curious how this part panned out for other people:
I'd expect three levels of pain:
If you have a game that you shipped and after some time you tried to update it, how was your experience? How much pain did you go through upgrading your hardware abstraction layer (SDL, Kha, or third-party game engine) and dealing with knock-ons? Did it require changing much about your game itself or just the systems layer? [link] [comments] |
One Year Sales Data for BYTEPATH Posted: 20 Feb 2019 10:18 PM PST |
Posted: 21 Feb 2019 11:54 AM PST |
Posted: 21 Feb 2019 11:52 AM PST |
How was One Hand Clapping Audio Input made? Posted: 21 Feb 2019 11:41 AM PST Hey guys , so some time ago I stumbled upon a beautifull game called One Hand Clapping , can see game trailer here https://www.youtube.com/watch?v=R7i5UtkyBLE I was wondering how was the audio Input for the player to play achieved? how did they made audio interact with 2D sprites? based on pitch with shaders? I've searched about audio visualization , but haven't found much involving sprites , I would appreciate clarifications , thanks and have a good one. [link] [comments] |
Posted: 21 Feb 2019 11:18 AM PST Some friends and i are trying to make a mobile game, it'd oging to be a sort of pet care/minigames game. I'm a cs student on his last year. I was wondering what kind of software would be best for the game i have 0 experience on gamedev and this is also me learning while working on it. Some of th eoptions i've considered are unity and clickteam but i don't know which would be best. One of our friendss it's sort of the capitalist of the group so don't worry about if it's got a licence or not as the most important thing is ease to learn/use. [link] [comments] |
Posted: 21 Feb 2019 11:01 AM PST I've made a main menu screen for my game project. Watch the timelapse process video here - https://youtu.be/YaAEPSvTRb8 C&C very welcome! [link] [comments] |
A How-To on Picking Pretty Colors Posted: 20 Feb 2019 02:26 PM PST |
700 MB Free WAV samples - Multiton Bits Welcome Pack 2019 Posted: 21 Feb 2019 10:17 AM PST Multiton Bits have released Welcome Pack 2019, a freely downloadable sample pack featuring over 700 MB of premium quality royalty-free loops and one-shoots usable in music, games and films. Welcome Pack contains 269 Wav files carefully selected from 17 Multiton Bits releases. The pack can be downloaded for free of charge after subscription to a newsletter at multitonbits.com Here is the list of releases featured in the free Welcome pack: • Atmospheres & Backgrounds • Casio Groove • 80s Proto machines • Akustika Elektronika Drums • Future Melodies • Glitchy Systems • Golden Triton Sounds • House Of Tools • Indie Tronica • Little Helpers • Lo-Fi Drum Modules • Nonsquare Techno • Organic Electronix Box • re-Kawai R-50e • re-Yamaha RY30 • Sequences, Chords & Stabs [link] [comments] |
Posted: 21 Feb 2019 02:35 AM PST |
UE4 4.22 adds a plugin for multi-user networked map editing? Posted: 20 Feb 2019 08:06 PM PST Didn't see this mentioned explicitly in the changelog, but just found it: https://github.com/EpicGames/UnrealEngine/tree/4.22/Engine/Plugins/Developer/Concert (Epic account linked with Github required to view, instructions here: https://www.unrealengine.com/en-US/ue4-on-github ) Has anyone tried it out? edit: Here's a list of all the new plugins, fwiw: edit2: The multi-user level editor Concert plugin seems to have a good bit of code dealing with VR support. [link] [comments] |
Any professional non-game developers that made the switch to working at a AAA games company? Posted: 21 Feb 2019 08:39 AM PST I'm looking for any experiences or advice from people who had experience in professional development unrelated to games, and made the jump into the games industry. Right now I'm working as a primarily backend Java developer on enterprise level web applications, but after a few years of being unsatisfied with just getting by I've decided to finally make the effort to try and work on my real passion: videogames Thing is, I doubt my current skillset translates directly: almost every gameplay programming job listing I see at AAA companies is asking for high level C++ knowledge, but I haven't written much more than a "Hello World" in that language since college. And while I've messed around with Unity and Godot to make little personal projects there's nothing I could call a complete or polished enough product to confidently put into a demo portfolio. So with these weaknesses in mind I'm curious what kind of skills or knowledge anyone in a similar position had to work on and what their experience switching domains and industries was like. Thanks! [link] [comments] |
Should I write a marketing or team building article for my game's launch? Posted: 21 Feb 2019 07:55 AM PST I've been working on an game the past two years and am getting ready to launch it. I want to give something back to the community that has been so helpful. It's going to be a busy next few weeks for me. Which of these articles would you guys want to see most? 1) Lessons learned marketing games 2) Lessons learned building a team (finding people, hiring people, the finance side of it, project management etc.) 3) Lessons learned testing my game Cheers! [link] [comments] |
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment