This was so inspiring to me! |
- This was so inspiring to me!
- How do I make my character more realistic?
- Quixel assets with simple, skylight based lighting and Virtual Camera plugin. Wanted to achieve photorealistic look.
- Free Texture Pack: Walls and Food (link in the comments)
- JALI Driven Expressive Facial Animation & Multilingual Speech in CYBERPUNK 2077 with CDPR
- Announcement trailer for new Multiplayer Farming Sim and Fantasy RPG Sun Haven.
- Happy upcoming Halloween! (VFX breakdown link in comments)
- The Power of Flow Field Pathfinding
- free GIMP plugin for generating sprite sheets that I wrote. Might be slightly naive so if vital features are missing let me know
- Bubbles Shader made with Unity using Shader Graph :)
- Do you want to create sound effects for your next AAA game title? You might be already doing that ;)
- NeoAxis Game Engine 2020.7 Released - .NET Core, 3D/2D engine
- Quick question about the epic skeleton in UE4.
- What happened to Charlmes and the I can't write/I can't draw jams on itch.io?
- Have recently started learning unity. I have made simple as well complex clones of famous games. Now what should I do?
- 2.5D Combat System
- A person who manages the community/fanbase and makes relevant posts - what role is it called?
- What is a fair amount to pay artists for profit residuals? Also general contract questions.
- I have a question that bothers me
- Aspiring Environment Artist
- Promoting my first game on mobile
- Zara Survival Engine is out now! (C#)
- Which problems and obstacles should i expect while testing a prototype of a game?
- What are recruiters looking for in a QA Tester resume & interview?
Posted: 21 Oct 2020 04:39 AM PDT
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How do I make my character more realistic? Posted: 21 Oct 2020 08:02 AM PDT
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Posted: 21 Oct 2020 09:25 AM PDT
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Free Texture Pack: Walls and Food (link in the comments) Posted: 20 Oct 2020 03:34 PM PDT
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JALI Driven Expressive Facial Animation & Multilingual Speech in CYBERPUNK 2077 with CDPR Posted: 21 Oct 2020 06:02 AM PDT
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Announcement trailer for new Multiplayer Farming Sim and Fantasy RPG Sun Haven. Posted: 21 Oct 2020 11:23 AM PDT
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Happy upcoming Halloween! (VFX breakdown link in comments) Posted: 21 Oct 2020 12:57 AM PDT
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The Power of Flow Field Pathfinding Posted: 21 Oct 2020 09:23 AM PDT Wanted to talk about using flow fields for pathfinding which has been invaluable in developing features in my roguelike. I've only used it on a 2D grid based game, but as long as you have some graph representation of your level it should be possible to utilize. Flow fields (commonly known as Dijkstras Maps in Roguelike development) computes a cost value for each vertex in your graph. This map can then be used to efficiently make decisions no matter how many agents want to utilize the map to make decisions. Debug view of Auto Exploration in my roguelike. The pseudocode for the Algorithm is: Flow Fields can be used for many features such as:
A simple example would be for enemy pathfinding. When the player moves we can compute one of these maps where the player position is the goal. Enemies can then simply move towards the lowest cost tile around them and they will end up moving towards the player. Since the map is only generated when the player moves it doesn't matter how many units utilize the map it will be a really low cost to move towards the player. If you want the enemy to flee you can use the same map, but move towards the highest cost neighbor. An example I use in my project is to enable Auto exploration. The user can press one button and the player will explore the whole level. The debug view shows colors for the cost where red tiles have a large cost while green tiles have a low cost. When run in game it looks like this. Although A* is generally regarded as the king of pathfinding, I've found a lot of value in exploring flow fields / Dijkstras maps and wanted to share. A couple of articles which have more examples and explain in more depth: Edit: Some other useful links related to Grid based pathfinding: If you have any questions or want some more details please comment below and I'll reply when I can! [link] [comments] | ||
Posted: 21 Oct 2020 01:07 AM PDT
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Bubbles Shader made with Unity using Shader Graph :) Posted: 21 Oct 2020 11:14 AM PDT
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Do you want to create sound effects for your next AAA game title? You might be already doing that ;) Posted: 21 Oct 2020 10:18 AM PDT
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NeoAxis Game Engine 2020.7 Released - .NET Core, 3D/2D engine Posted: 20 Oct 2020 07:31 PM PDT
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Quick question about the epic skeleton in UE4. Posted: 21 Oct 2020 11:45 AM PDT Hey guys I've been working in UE4 for a while now and I keep wondering how does one take advantage of the fact that a caharcter is rigged to the epic skeleton and what does it even mean. [link] [comments] | ||
What happened to Charlmes and the I can't write/I can't draw jams on itch.io? Posted: 21 Oct 2020 11:40 AM PDT
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Posted: 21 Oct 2020 09:10 AM PDT I have been learning unity since last 4 weeks, and so far I have made simple and complex clones of Ping-Pong, space invaders, Flappy bird and a platformer. Now I have want to do a first proper demo. So which of these projects should I consider making at first:
Now I know everything is mammoth of a task for me, but which will be suitable for working with unity workflow. I think platformer is little bit easy to learn. But what do you guys think is a bit easy to get started with? [link] [comments] | ||
Posted: 21 Oct 2020 06:43 AM PDT So I'll preface this with the fact I'm the biggest sucker for 2.5D games. Octopath Traveler is easily one of my favourite games purely due to the art style so I've decided I'd give it a shot myself. Only issue is I don't want to make a turn based combat system. I was thinking possibly a hack and slash of sorts but I'm not 100% sure how that would work. Any suggestions on how to handle combat, all help is appreciated! [link] [comments] | ||
A person who manages the community/fanbase and makes relevant posts - what role is it called? Posted: 21 Oct 2020 04:53 AM PDT I am aware of community managers and what they do. However, I have been working as a UI designer/artist for a game. Recently, the studio head asked me to handle the game's social media and related content in the future. Basically, getting the game out to the right demographic, doing research related to that. As I understand - this is something a community manager does? I happen to be a UX/UI Manager and I can change my role(s) in the contract, but I am looking for the right term. Would this fit the role of a UX Manager? Or something like - UI/UX and Community Manager? Would appreciate some suggestions. P.S. - these roles are quite demanding in themselves, and I happen to be a fresh graduate from college. I would love it if some of you can share with me links and resources so everything I spoken about so far. [link] [comments] | ||
What is a fair amount to pay artists for profit residuals? Also general contract questions. Posted: 20 Oct 2020 07:46 PM PDT I have been working with 2 commission artist for the past 6 months and plan on hiring 1 more for my project. Since I have been impressed with their work, I am currently in the stage of writing contracts for both of them to be on the project until it is finished. I have a few questions for any game artists or devs who have worked with these kinds of contracts before:
Any advice is appreciated. [link] [comments] | ||
I have a question that bothers me Posted: 21 Oct 2020 04:37 AM PDT So I have seen alot of people asking how to copyright their game and alot people seem to be answering that it's automatically yours. But doesn't it apply to other person? How will they know it was directly made by you if the other person for example would say that he made it but you don't have any other proof other than saying it's automatically copyrighted by you. Sorry if it's a common and dumb question. [link] [comments] | ||
Posted: 21 Oct 2020 11:29 AM PDT Hi, I'm a female from the US who's graduating soon with a BA in Integrative Arts ( it's a degree combining two fields of interest, I chose Communications and Art. ) I've taken courses in graphic design, and a couple courses in 3D Modeling though those were based solely on Blender, and I'm aware the industry standard is Maya or Max. I'm currently in talks with a tutor in Maya, Substance, Zbrush and Unreal, who has worked in the industry for over 15 years as a senior environment artist. I'm very lucky to have found him and am looking forward to learn how to create environment art with his support. My question is, what's the most important factor when it comes to applying for jobs in the industry? Do they look mainly for a good portfolio and art test, or do they also care about you having a formal art degree in game art or graphic design and related fields? I'm worried since I don't have a traditional art degree, even though I have a solid background in art and am an excellent painter/sketcher. I've noticed a lot of people who work at studios have art degrees or masters degrees in game art. I'm interested in getting a masters later on, once I've worked in the industry and saved money. Please let me know what you guys think! [link] [comments] | ||
Promoting my first game on mobile Posted: 21 Oct 2020 11:25 AM PDT If you feel like this post is not meant to be here feel free to remove it. I would like to promote my first own build tower defense game which is available on Android. if you have some time please try it out and give me a review. https://play.google.com/store/apps/details?id=com.RVCompany.DroneDesertWarfare [link] [comments] | ||
Zara Survival Engine is out now! (C#) Posted: 21 Oct 2020 11:11 AM PDT
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Which problems and obstacles should i expect while testing a prototype of a game? Posted: 21 Oct 2020 10:48 AM PDT Hi everyone, im studying IT in the Netherlands and im in my first bachelor year. In college we have this project where we are supposed to set up a prototype of a very basic game and try to test it, and my part of the research is to anticipate which obstacles we are supposed to face while testing our first game. Any extra tips on the topic of game testing are sure very welcome as well. [link] [comments] | ||
What are recruiters looking for in a QA Tester resume & interview? Posted: 21 Oct 2020 10:45 AM PDT Like the title says! I have a strong office background but have never worked for a game developer. Thank you. [link] [comments] |
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