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    Wednesday, October 21, 2020

    This was so inspiring to me!

    This was so inspiring to me!


    This was so inspiring to me!

    Posted: 21 Oct 2020 04:39 AM PDT

    How do I make my character more realistic?

    Posted: 21 Oct 2020 08:02 AM PDT

    How do I make my character more realistic?

    Hello, everyone! SunStrike Studio creates graphics for mobile and computer games. Below you will find detailed feedback on one of the tasks performed as part of our open test assignment. The author of the work has given us permission to publish this information.

    Art of the artist Sergei Knish

    Is it possible to improve the quality of your drawn character, pulling yourself out by the bootstraps from the pit of doubt and confusion? Yes, it is. Sometimes, as you work on a project your eye gets "muddy" and you stop seeing the mistakes, which in turn prevents you from improving your work and reaching the next level.

    Below we will use a test project to illustrate 5 items that you should focus on to improve your character.

    https://preview.redd.it/64v4own3pgu51.png?width=748&format=png&auto=webp&s=810a064ff86cefafb8358f281c52b913ca201342

    Position, proportions

    If you are not sure of the character's pose, stand in that pose yourself and ask yourself whether the pose feels comfortable, as well as whether it would be appropriate given the situation. For example, in this image the hand holding the sheet music stands out as odd. The hand is positioned far from the body and the woman is holding the sheet with just two fingers. It feels like she is about to raise her hand and wave the piece of paper like you would a handkerchief. The lady looks determined, which means that it would be more appropriate for her to hold the sheet tightly with her hand lowered. This is also a good time to check on proportions. In this example the shoulder located further away from the audience is a little too large.

    Compliance with the request / original intent

    Before starting to work it is best to do a bit of research to make sure that all the details match the era, level of income, and age of the character. If you forgot to do so before starting, you can still do it at any stage of the task to avoid mistakes.

    Video game graphics have a lot of conventions. It is doubtful that there were many female music teachers in medieval Europe, but we are making a concession to create an interesting character. The initial instructions define the following parameters for the task - medieval Europe, a woman of about 25 to 30 years old, the work should be vivid and with daytime lighting.

    The first thing that catches your eye is the outfit. The upper part looks to be from the mid to late 19th century, when blouses of this type became popular. The corset vest and beret also look to be more modern than what would have been worn in medieval Europe. Then there's the question of glasses. Glasses with temples did not appear until the 18th century during the era of Enlightenment. The character seems to be wearing stud earrings, which became widely available in Europe only at the end of the 19th century. Next question: what font was used at the time? To figure out these types of details we should consult reference materials:

    https://preview.redd.it/uwfordz9pgu51.jpg?width=722&format=pjpg&auto=webp&s=065fbafcaaec06b466f7ab575d6c6458d684929c

    We can see that the font used on the sheet music book of the test task looks more modern. The script that is closest to modern fonts that was used in that era was Carolingian minuscule. You could use it, or remove the writing all together:

    https://preview.redd.it/p7ckencepgu51.jpg?width=807&format=pjpg&auto=webp&s=5f78f0590d78fc8da037a5a8c40ec90bbb713666

    Lighting and volume

    When you look over your work, make sure to check that the light is falling from the correct side everywhere, the shapes have enough volume. It might also be worth it to locate a reference document for similar type of lighting:

    https://preview.redd.it/dj7rdy7hpgu51.jpg?width=772&format=pjpg&auto=webp&s=72e2939d72d39e610d9109707ef6278349e66513

    Let's take a closer look at the rim light (contre-jour): the only way that it would be as thin as it is and present around the entire contour of the character would be if the source of light is located directly behind the character. For example, it could be the setting sun. If we give up on rim lighting, we could assume that the light is coming from the fireplace. In this case it should be made more "drawn out", so that the planes that are turned towards it are more widely illuminated:

    https://preview.redd.it/u931m7fjpgu51.jpg?width=800&format=pjpg&auto=webp&s=e473bbbb080f9ccbc1dcf6f0dde779de48740d17

    Check color and background for distortions

    You can do so by placing a realistic photo next to your work:

    https://preview.redd.it/f70gz5hmpgu51.jpg?width=1240&format=pjpg&auto=webp&s=fbc3956075212b82d34decca68fe93fbfafc1922

    We can see that the warm colors look too "burned", drifting into shades of red and orange. This can happen when Overlay or Color Dodge modes are used too often during the coloring process. This can be fixed by painting over the area with a brush, using a more neutral color in Color mode.

    If we flip the work to black and white, we will see that the tone is irregular and some items contrast with the work (whites of the eyes, decorations, highlights on the folds of the garment). We can also see that the figure blends in with the background, which hinders the ability to perceive the silhouette as a whole:

    https://preview.redd.it/4gqurwsopgu51.jpg?width=1274&format=pjpg&auto=webp&s=4f7003e1f226c8daa328b95cba495784b893b16a

    The shadow on the neck is very bright, while the shadows on the face itself are very light. They have to be balanced out. Additionally, the lower jaw does not cast any shadow. This makes the head look as if it was cut out:

    https://preview.redd.it/ewjcng5spgu51.jpg?width=996&format=pjpg&auto=webp&s=230411278711d5990f5df2d45bc9824439eeed08

    The work is also lacking colder tones from the sky, the addition of which would make the work more picturesque. It is very simple to fix: use the pipet on the base color, move a bit closer to grey on the pallet and that will help you "cool down" the color. Do not be afraid to use shades of gray. They will make your work more realistic and enjoyable:

    https://preview.redd.it/ig0iwq3upgu51.jpg?width=807&format=pjpg&auto=webp&s=1ebe263cf43ddaf618d479f00a69781dd8b4b771

    The book and the piece of paper also have a "burnt" look to them. Yes, they match the color in the painting in the lower right corner, but there the gamut is balanced. White clothing is perceived as white, but only within this picture, if you "take" the color with a pipette, it turns out to be a shade of gray and yellow. During that era people wrote on parchments. Parchments were not snow-white, but in a living space, they will be affected by the cold shades of the surrounding area.

    It's also not quite clear what the hair should have been like originally. The updated image has light-blond hair. But let's take a look at the example with red hair. Even in the lightest part they will not be white. It is important to pay attention to this because otherwise the integrity of the tone is lost and the work start to "rattle".

    You should also avoid unnecessary small and contrasting details, such as hair or fine textures that are too conspicuous. Take a look at the work by J.C. Leyendecker. He does amazing work illustrating volume for hair without being overly detailed:

    https://preview.redd.it/6y553i3xpgu51.jpg?width=1280&format=pjpg&auto=webp&s=1776c0d80e88ebe045ffcef1f703487e66e85376

    Finally, go through the details, look closely at the references

    For example, in real life the glasses will not have this much white glare. They would only slightly refract the light and have a few glares on the frame:

    https://preview.redd.it/bez4hirzpgu51.jpg?width=604&format=pjpg&auto=webp&s=9a02f5897782427d259fcb0e7788fa850b69f628

    The neck will not be so straight, it will smoothly transition into the trapezoidal muscle of the back:

    https://preview.redd.it/17lewle1qgu51.jpg?width=403&format=pjpg&auto=webp&s=9740a136f21962c78f79c90c166a6c8d24bcde5f

    The folds of the dress in the test image are too angular and have contrasting highlights. They wrap around the legs towards the bottom, which would prevent the woman from moving. The skirt is a slightly different shade compared to the top. It would be best to even them out.

    A similar trim could be added to the bottom of the skirt as is present at the top:

    https://preview.redd.it/4l4zw4n3qgu51.jpg?width=708&format=pjpg&auto=webp&s=d0472b8c35bc0b7c3fded56fa922fc8d2a119133

    Textures should be applied more carefully to make sure that they do not look too rough or create any unnecessary "noise".

    When drawing a woman's face, the proportions should be carefully exaggerated. In this case, the jaw and frontal lobes came out very large. Together with a very low angle of the lower jaw it looks exaggerated. You should also be more careful with skin folds and the grove under the nose. All of the above tends to age the character, while the description lists her as being between 25 and 30 years old.

    The hat "sits" at the very top of the hair, which makes it looks unnatural. It would be best to place it a bit lower:

    https://preview.redd.it/uvdt7bu5qgu51.jpg?width=533&format=pjpg&auto=webp&s=fbb76e1294f3b00c40588d79c37741beba5f0c4d

    Overall, trying to make a character look more realistic is a very natural desire and the correct path to follow. When you take time to analyze your work, take it apart detail by detail to make it better, things move much faster. Below you can see once again the test image and the corrected version:

    https://preview.redd.it/0p1pfpq8qgu51.png?width=748&format=png&auto=webp&s=9988c8cdb995e7cf16b34d58dab684516ad3af8d

    We hope you will find these tips useful as you work on your characters. Look for more test task reviews from us in the near future!

    Stay tuned for more feedbacks on test assignments!

    submitted by /u/Polina_SunStrike
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    Quixel assets with simple, skylight based lighting and Virtual Camera plugin. Wanted to achieve photorealistic look.

    Posted: 21 Oct 2020 09:25 AM PDT

    Free Texture Pack: Walls and Food (link in the comments)

    Posted: 20 Oct 2020 03:34 PM PDT

    JALI Driven Expressive Facial Animation & Multilingual Speech in CYBERPUNK 2077 with CDPR

    Posted: 21 Oct 2020 06:02 AM PDT

    Announcement trailer for new Multiplayer Farming Sim and Fantasy RPG Sun Haven.

    Posted: 21 Oct 2020 11:23 AM PDT

    Happy upcoming Halloween! (VFX breakdown link in comments)

    Posted: 21 Oct 2020 12:57 AM PDT

    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:

    Set each tile cost to something high (EG: Int.Max) Set the goal(s) tile cost to something low (EG: 0) Iterate each walkable tile starting with the goal(s): If it's neighbor has a lower cost than the tile, set cost to neighbor cost + cost to neighbor Do this until no tile has changed 

    Flow Fields can be used for many features such as:

    • Efficient Pathfinding for many agents
    • Auto Exploration
    • Goal Driven AI

    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!

    submitted by /u/Scyfer
    [link] [comments]

    free GIMP plugin for generating sprite sheets that I wrote. Might be slightly naive so if vital features are missing let me know

    Posted: 21 Oct 2020 01:07 AM PDT

    Bubbles Shader made with Unity using Shader Graph :)

    Posted: 21 Oct 2020 11:14 AM PDT

    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

    NeoAxis Game Engine 2020.7 Released - .NET Core, 3D/2D engine

    Posted: 20 Oct 2020 07:31 PM PDT

    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.

    submitted by /u/BlackPhoenix4121
    [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

    What happened to Charlmes and the I can't write/I can't draw jams on itch.io?

    So, I submitted this game to itch.io's I can't write but want to tell a story jam a couple of months ago. I was curious if the games had been rated yet, so I went ahead and checked, but the page was removed. Not only that but the profile of the person that hosted the game jam, charlmes, was completely gone. In the past, he's also hosted the I can't draw jams so it seems really strange to me that he just disappeared.

    Does anyone know what happened? Here's a picture of his mascot in case people recognize that:

    https://i.redd.it/700qgxj5shu51.gif

    submitted by /u/mochisalad
    [link] [comments]

    Have recently started learning unity. I have made simple as well complex clones of famous games. Now what should I do?

    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:

    • First Person games:
    1. FPS
    2. First Person Exploration
    3. Parkour-game like Mirror's Edge
    • Third Person games:
    1. TPS
    2. Third Person RPG
    3. Third Person Platformer
    • Platformer:
    1. 2d Platformer
    2. 3d Side-Scrolling like that of Little Nightmares, Inside and Donkey Kong
    • Casual Games
    1. Physics based
    2. Tile-Matching etc.
    • Strategy:
    1. Tower Defense
    2. Simulation like that of Totally Accurate Battle Simulator
    • Sports
    1. A sport game with simplified mechanics and visuals
    • RogueLike
    1. Card Game

    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?

    submitted by /u/Joyjan1234567
    [link] [comments]

    2.5D Combat System

    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!

    submitted by /u/The_Immersive_Fish
    [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.

    submitted by /u/tanaysharma97
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    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:

    1. What is a fair amount to give them in residuals? I am already paying the artists by commissions for each piece but I think it would still be a good idea to give them a cut of profit as well should the game sell. I'm sure this will depend on how much each artist contributes but I was thinking of putting 24% of profits to the side and splitting this between artists. This is a total ball park figure and I'm not sure if it is too high/too low.
    2. How do I protect myself from an artist quitting mid project? Say I have an artist whom I have payed about 3k to for working on my project and the game is around 90% finished. If they stop messaging and quit the project, it would be pretty devastating because I would have to hire a new artist to redo everything to avoid a noticeable difference in art styles.
    3. General specifics it might benefit myself and the artists to include in the contracts.

    Any advice is appreciated.

    submitted by /u/ReyWSD
    [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.

    submitted by /u/Bukovskis
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    Aspiring Environment Artist

    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!

    submitted by /u/Penalties
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    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

    submitted by /u/ikarusNL
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    Zara Survival Engine is out now! (C#)

    Posted: 21 Oct 2020 11:11 AM PDT

    Zara Survival Engine is out now! (C#)

    Zara github home: https://github.com/vagrod/zara
    Zara wiki: https://github.com/vagrod/zara/wiki

    https://preview.redd.it/5y9r1ns2ohu51.png?width=420&format=png&auto=webp&s=0c821e71ca8a5bee2a9d73d69cdaaa9fb222483e

    Written in 3D-engine-independent C#, Zara allows you to have in your project complex health system (vitals, diseases, injuries), sleeping mechanics, as well as built-in inventory with crafting capabilities, and ton of other features -- for free ;)

    submitted by /u/Vagrod
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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.

    submitted by /u/Dangerous_Map9267
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    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.

    submitted by /u/killbillgates
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