Trying procedural city generation in Godot |
- Trying procedural city generation in Godot
- Do NOT sign up for Shaw Academy's Game Development Course
- Hey Guys! I was thinking about making a beginner tutorial series on how to make Low Poly assets in Blender for Unity. Would it interest you and should I do more? This is my first video ever, feedback is appreciated :)
- So true, especially when people always say "Just Finish Your Game No Matter What!"
- I have released my 2000+ instrumental pieces free under creative commons 3.0 by (Free to use in your videos, podcasts, movies, games or what ever. Just credit me Antti Luode) (If you can not, that is fine too.)
- Best IndieDev Moment Ever! Made a man cry (full story in comments)
- How to fill an invoice for Nutaku?
- Planetary adventure and power abuse, a cautionary tale and true story about leadership in Indie game development
- I finished my first game today.
- Any old-school UE3 or UDK devs here? UDN access expired, probably won't get help on the Unreal forums. Question about material instances getting cached in shader map.
- Make a little game together
- I made superhot in unity in just one week
- Here’s the most recent DevLog from the game I’m developing. This one tackles what happens in the downtime between combat.
- I'm am a musician looking for work on any kind of projects I have experience in all kinds. Of music expecially horror ambience and electronic sound production
- Should you contact the press when you have a release date of your not so popular indie game? Or should you not bother with all that until the launch?
- Looking for advice from professional developers: How to best prepare to get a job in the industry? C++ vs. C#?
- How should I go about balancing armor in my jrpg?
- Do Large open world games like PUBG / Fortnite / Warzone use baked lightmaps?
- Are Discord channels really helpful for marketing / building communities for games in production? Aren't email lists just simpler and better?
- What editing software do you use to make your game trailers?
- Help me to learn (mobile) game development
- Question regarding frame rate hitching vs desync
- Making very short and simple point and click games.
- Music Producer Looking To Help Out With A Soundtrack. Will Work For Free!
Trying procedural city generation in Godot Posted: 28 Oct 2020 05:08 AM PDT
| ||
Do NOT sign up for Shaw Academy's Game Development Course Posted: 27 Oct 2020 06:32 PM PDT I've seen this name trending around as a platform for which developers can learn the fundamentals of game development. At a first glance, the platform looks both affordable and modern. They also solicit that you can get your first four weeks for free after putting in your credit card information. BUT... After signing up, you're taken to a dashboard which a bunch of buttons allowing you to fast-track your development for an additional service fee. The website software works in such a way that has surprise pop-ups, eluding you into thinking you can activate certain modules without any indication that it will charge you for it. They're similar to signup bonuses. When you click on it, it activates the module and then charges you for that module. There's no confirmation, it all happens in a single click. I tried to reach out to them about this and this is the response I got:
These confirmations are also on their page, which they can easily defer to for the purpose of "User Error". After failing to receive a refund on this matter, I attempted to close my account, which brought me to about a half-dozen different screens stating alternatives if I remained enrolled. It then blocks me from closing my account, insisting that I need to call in to proceed. This in-turn led me to their Retention, where they extend the trial benefits, insisting I remain enrolled. After researching the issue a bit further, I found multiple people had actually closed their accounts and were still charged outright for their service after the fact. I didn't want to take the risk, so I contacted my bank and had them re-issue my credit card. There is little to no information about their Game Development program. The URL stated in the E-mail leads to a page that provides very broad information. The first Module that I did receive provides broad introductory content in a very generic scale on the business side of development. Even their Customer Support couldn't answer the simple question of, "Do you go in depth into Engines like Unity and Unreal?". Keep clear of this one, folks. There are plenty of legit places like YouTube and Udemy that have a lot of free helpful tutorials. [link] [comments] | ||
Posted: 28 Oct 2020 04:17 AM PDT
| ||
So true, especially when people always say "Just Finish Your Game No Matter What!" Posted: 28 Oct 2020 01:23 AM PDT | ||
Posted: 27 Oct 2020 09:43 PM PDT As used in games such as Headliner Novinews. As used by Youtubers such as Kyle Le with 56+ million views and 218k+ subs and Sam Hogan. My Instrumental site (Soundclick): https://www.soundclick.com/bands3/default.cfm?bandID=1277008&content=songs My IMDb (only one credit so far. Others maybe coming): https://www.imdb.com/name/nm10882843/ 2059 Instrumental pieces on Google drive Zipped. (non categorized): https://drive.google.com/drive/folders/18_CBtXX8tJTkIbJ2WsjoZHXNy819UHal?usp=sharing (I hear the google drive download limit was hit?) (I did not know there was one :D) Link to 1790 CATEGORIZED instrumental pieces in a single zip file: https://drive.google.com/open?id=1yCZtjPSKW3ifngIP6zzbc9spXspjatIf My blog where I release the songs and FLstudio project files for them: http://anttismusic.blogspot.fi Youtube channel for my instrumental pieces: https://www.youtube.com/channel/UCVOwcdYEBQFiyGyvWF5VkwQ All instrumental pieces on Google drive: https://drive.google.com/drive/folders/0B1t5awWiDLZhMXBmT0M5Mm1nRG8 Torrent with 1369 instrumentals: https://drive.google.com/file/d/0B1t5awWiDLZhc0hKcjJYVEsySE0/view?usp=sharing Pass it around! You need a bittorrent client to download the instrumentals in the torrent: [link] [comments] | ||
Best IndieDev Moment Ever! Made a man cry (full story in comments) Posted: 28 Oct 2020 12:33 PM PDT
| ||
How to fill an invoice for Nutaku? Posted: 28 Oct 2020 04:26 AM PDT Hi. I am publishing some games on Nutaku and I want to get my revenue share. But their payments are not automated (unlike Steam) and I need to fill an invoice to get money. I am just an individual, not an LTD or other form of commercial structure. Of course, it is better to ask the support, but if somebody already has experience with it, I would like to hear it. [link] [comments] | ||
Posted: 28 Oct 2020 05:30 AM PDT Hi all, When taking part in a collaborative Indie game project, it's very tempting to get excited as you jump into it, without first considering the sorts of people you're working with. And it's also common to get very invested in being a part of a developer team before realising anything is wrong. The following is a true story which can hopefully be seen as a cautionary tale against the risks involved in this. Note that I will try to be as factual as possible, and I won't mention any of the individuals involved by name. So, this all started a few months ago. You see, there's this youtuber who for over a year now has been creating a video series about worldbuilding a fictional alien planet, commonly referred to as Tira, complete with the entire evolutionary history of it's inhabitants. And so, a few months ago his fan community began a project to make a game taking place in his world. First thing I want to say right now: This youtuber has done nothing wrong. He isn't really involved in the game project, and probably has no idea that anything has even gone wrong. What we were planning to make is a survival-exploration game similar to Subnautica, without any of the magic tech (and with more land). An emphasis was placed on trying to make the game "realistic", since that's also something the youtuber was aiming for in his video series on Tira. Keep that in mind because it'll be relevant again soon. Now, I was one of the first members of the project, and while I don't have any way of checking now, I think I first joined when the Discord group had less than twenty members. I wouldn't consider myself to be super essential, since I wasn't involved in the actual coding or animating, and since if I was essential, well, things wouldn't have happened the way they did. Here's what I did do, in no particular order: 1: I introduced two talented artists onto the team. One was already proficient at creating fan art of the inhabitants of the youtuber's world, and has been useful in creating some concept art for the game. The second was newer to the entire world of Tira, but he was already excellent at 3D spaceship design and other technology-related 3D modelling, and even had some of his stuff featured in Isaac Arthur videos. 2: I created a lot of concept art. One of these was for an interstellar exploration vessel, which can still be seen on r/Realisticspaceship. Another was for a set of six constructible items in the game (mostly power sources, also a large battery and a ground vehicle), for which I had done extensive research to find the specific raw materials that would be required to construct them. It was not fun to calculate, especially when I had to break all kinds of alloys down into their components and find the relative weight of each. 3: The 3D models the youtuber used were already good enough to be used in the game, so he uploaded them all for us. Unfortunately, since he used a thousand-dollar 3D modelling program and the rest of us only had Blender, the models appeared really blocky to us, like in they were made for Minecraft. Thankfully this is easy to correct, but it had to be corrected individually for each creature. The 3D models were also in random sizes, and had to be shrunk or expanded (usually shrunk) to fit the creatures' canon sizes. I did both tasks, and uploaded the correctly-sized, unblockified 3D models for the others to use. 4: I also measured the 3D volumes of each creature individually. This is both to make it easy to calculate how many health points each creature should have, and also to calculate metabolism and thus improve each creature's in-game behaviour. 5: In one of the shared documents we had already started listing possible achievements that could be gained in the game. I came up with a majority of these. 6: I created the game's skybox. This sounds simple until you realise that the game is taking place on a planet a few dozen lightyears from Earth - close enough that the skybox can't just be a random splattering of stars, but far enough that it can't just be a skybox taken from Earth's POV. So what I did was I flew out to what was at the time Tira's canon location in space in SpaceEngine and created a skybox from there. In order to make the skybox actually useful for the game I bought an eighty- or hundred-dollar DLC to SpaceEngine that does pretty much nothing except allow commercial use of screenshots, skyboxes etc. 7: On Sketchfab I spent quite a long time (I don't remember exactly how many hours) searching for and collecting dozens of 3D models which could be used in the game, checking each one's terms of use before adding them in. I then linked the collection to the others to use. 8: I designed most of the game's lore, including faction designs, flags, maps, etc. I've saved this thing until the end of the list because this is where things went downhill. So, I'll admit now that the lore I designed wasn't perfect. It had to be something that's both realistic enough to believe, features an underlying meaning reflecting the deeper themes associated with interstellar colonisation and the future of mankind, and which helps to create a setting that's fun to play in. Of course, being part of a team, I wasn't the only one steering the ship when it came to lore development, and honestly I found that quite relieving as it meant I didn't need to think of every little detail. But, as time went on, the team grew, more progress was being made, and those interested in the lore for the game drifted into increasingly silly and unrealistic ideas. That in itself isn't too big of a problem, after all Subnautica takes place in a world where Mongolia is implied to be a world superpower. The problem is that a lot of the new lore choices completely changed the feel of the game. For example, one choice made was that the player isn't one of the first explorers on the planet, but is rather part of the second or third wave and that the planet was already inhabited by rogue cultists. Yes, cultists. I'm not making that up, that's actually what they said. So, early on when they started spreading out-there ideas, I was generally pretty forgiving, only giving constructive criticism and being mildly annoyed. And that's how things were until earlier this month, when following an annoying debate which I don't even remember the details of, the game project's leader kicked me off the team out of the blue. I actually didn't realise this at first. One minute I'm going to sleep and everything seems fine, the next day I suddenly don't see any of the inner circle's sub channels in the discord group any more. I was given no warning, no notification, nothing. My first thought was that the server had just rearranged something while I was asleep, but then I oversee a conversation on one of the public subchannels where two of the team's other members mention me getting kicked off. So, I talked to the team leader privately about it. He gave two reasons for me being kicked off. The first was that, apparently, my criticism of someone's concept art had been taken the wrong way by them. While I'll admit this is certainly possible, I have absolutely no memories of that, or even of giving harsh criticism of anyone's concept art at all, and he presented no evidence of this ever occurring. The second reason was that I was being too stubborn about the lore, or something like that. This is simply false, I had shown plenty of times that I was quite flexible and that I was fine with a lot of people's ideas, it was just the stuff that was outright absurd of harmful to the feel of the game that I opposed, for example very early on when someone suggested adding guns to the game. Even then I wasn't particularly demanding. I never said "do this or else", the closest I ever even came to that was on my last day on the team, when I stated that if some optional setting was implemented which added a simpler storyline, then I'd no longer have to criticise the direction the current lore had been taken in. So, after considering my options for how to approach the situation, I decided to take a more pacifist route. I was forgiving, I was optimistic, and I was extremely patient. I even started to learn how to use Blender, so that even though I wasn't planning to work on the lore any more, I could still be useful for the project. During this time, two things happened. First, I noticed that the inner circle was systematically removing everything I had contributed to the project, at least everything they couldn't easily replace - so, again, mostly plot and lore stuff. The team's leader claimed that this was just because they wanted the lore to be easier to work with and that they weren't targeting me directly. However, on one of the publicly-accessible sub channels I saw one of the admins say, and I quote, "I just want to say that we can still use the same years in the timeline as those were not by Chris". The admin later claimed that this was to prevent me from doing anything copyright-ey, despite the fact that he knows how old I am and that I'm probably not old enough to even do any of that legal stuff. The fact his excuse is different from the team leader's is also interesting. The second thing that happened in this time is that, as my discussions with the team's leader went on day after day, it became increasingly clear that he wasn't actually planning to ever allow me back on the team, and that he was just trying to keep me quiet from speaking up about my mistreatment. And if there's one thing i have little patience with, it's being directly and intentionally lied to. Eventually, on the 20th, I decided that enough was enough and I confronted the team's leader directly, letting him know that I was going to talk about his actions, without mentioning him by name, on a platform where he wouldn't be able to censor me. By this point I was around halfway through writing my first draft of the post you're reading now, and I could've just finished and posted it but I didn't want to do anything behind his back. So, to cut a long story short, he went utterly ballistic. He claimed that I was plotting his downfall, even though I was always planning to keep his identity anonymous and even though he hadn't even violated Discord's TOS (yet). I tried to explain that I was only trying to do the fair thing, but he wouldn't listen, and the next day I found myself completely banned from the game's development server and blocked by the team leader. At first it seemed clear what had happened. He was angry that my side of the matter was about to attract some listeners, and so as punishment he banned me. While this was of course true, I had no idea that there was anything else going on. Not a single member of the team contacted me and told me about anything, and I had no apparent reason to contact them. Now, remember that admin I mentioned earlier, the one who revealed that my contributions were being specifically targeted and removed? He still hadn't blocked me, and on the 24th, in what was going to be a casual conversation, he revealed something that completely took me by surprise. Back in September before any of this happened, I sent the team leader a plain text file containing some ideas for the timeline of the game's lore. But now, the team's leader was claiming that I snuck a racial slur into the document, and he even fabricated evidence for it such as screenshots of the document. Apparently this was how he justified banning me, and no-one found it unusual at all. When I showed the admin that the leader was lying and that he faked the evidence, he acted completely bamboozled, which suggests to me that he genuinely had no idea. Now, a grown man cyberbullying a teenager isn't exactly a groundbreaking phenomenon - after all, one of my favourite other youtubers has pretty much made a career out of it. And up until the night I was banned, everything that the leader of the game team had done, he was technically allowed to to. But fabricating evidence to ruin someone's reputation and to justify banning them? That, ladies and gentlemen, is a violation of Discord's Terms of Service. So, as you can imagine, I was pretty furious. Thankfully, the leader did a very sloppy job of faking evidence, and gathering up proof that it was all fabricated was trivially easy. I wrote up a full short analysis of each reason why what the leader showed was faked, complete with relevant screenshots, and while I won't show that here directly since it references both the leader and the admin by name, I can give a quick TLDR of each main point: 1: The team's leader at one point showed the admin a screenshot he produced of the time I uploaded the aforementioned text file. In reality it was 6.34kb, as I could easily demonstrate with screenshots, or in theory with Discord's "share screen" function. The fabricated version showed the file size being 6.47kb, in order to take into account his extra additions. 2: The team's leader also presented to the inner circle, including the admin who then showed me, an alleged screenshot of the contents of the text file, including the part with the racial slur. In this he used the Impact font, which is a font neither of us had ever used in the project and which isn't even available to plain text files. My best guess is that he just wanted it to look as dissimilar to his own writing as possible, so he wrote it up in a Word document with the new font and screenshotted that. 3: This one relies less on solid proof and more on my methods of crafting lore, but what the team's leader wrote in his fabricated screenshot doesn't at all match the kind of thing I would write. I'm not just talking about the racial slur, I'm talking about the entire paragraph he wrote which it appeared in. I find it unfortunate that no-one on the team knew me well enough to even realise that. 4: As my confrontation with him on the 20th showed, he had a very good motive to hurt me as much as possible to stop me from speaking up against him. (If anyone from the game's development server is reading this, just send me a message on Discord and I can show you my evidence directly) So, I felt pretty confident when I had all my evidence ready for presentation… except, that was the next problem. Presentation. The admin insisted that I present my evidence in a fair trial taking place on a different server, with the leaders of other Tira-related projects acting as judges. Obviously this plan completely failed, the leader of the game project never would've participated in a trial he knew he would lose, and honestly I don't believe the admin ever really intended for it to work. So, that brings us to the present day. I'm still banned, the leader of the game team is still in charge and completely free of punishment for his TOS violation and other mistreatment, everyone is acting like nothing is wrong, and despite knowing all of this, the admin who had helped me this far is now completely indifferent to the idea of doing anything. If there was any similar project going on I'd join that instead, after all I have a bunch of useful stuff for such a thing that's now going unused, but to the best of my knowledge there isn't. So, what can be learned from this? Am I saying that you should never take part on an Indie game project? No, of course not. As I said in this intro, this recollection of this month's events should be seen more as a warning against jumping into such a project before realising what kinds of people are in charge. [link] [comments] | ||
I finished my first game today. Posted: 27 Oct 2020 02:16 PM PDT It's nothing worth releasing or anything like that. But, I'm very proud of myself. I've used C# in unity engine. It has a title screen, scoring system, win and loss conditions. I dunno, just proud of it. Looking forward to making more ambitious projects. [link] [comments] | ||
Posted: 28 Oct 2020 10:10 AM PDT I don't think I'm going to find a solution in the usual places, so I'm going to try asking here. I know it's a long shot, but I don't know any other place where I might find old UE3 devs. Maybe I can find the answer here. I've got a problem with a UE3 game that I'm trying to wrap up. The problem is that I have some materials that apparently are not getting cached correctly. In my log, I have these warnings: And I get that line for other material instances too. And every time I get to one of those, the game freezes for about 6 seconds. I just tolerated it for now because I didn't care that much about a level taking 6 seconds to load. But now I have a level that has this warning 4 times, and I'm not going to tolerate a 24-second loading time. I followed the error message into the code, and I think this is what's going on: The error comes from UMaterialInstance::CacheResourceShaders(). The function's description is "Compiles material resources for the given platform if the shader map for that resource didn't already exist." It calls Parent->CompileStaticPermutation(), which continues calling that function on the material instance's parent, until it reaches the parent material. UMaterial::CompileStaticPermutation for my material instances' parent materials apparently fails to compile. (That's compile in the sense of Unreal materials--not compile in the coding sense.) I'm trying to find out where CacheResourceShaders() gets called, and it looks like it's mostly intended for use in the editor and when cooking packages, but it also runs during game time. Apparently the game can't find a pre-compiled material instance, so it tries to compile it at runtime. And then it tells me that the compilation failed, but the material instance shows up just fine in the game. I just wish I could tell the game "Trust me. I compiled it in the editor already. Don't try to compile it now. Just keep going." Any idea why this is happening or how to fix it? Or where I might have better luck looking for an answer? Edit: I found GForceMinimalShaderCompilation and I tried setting it to true. The good news is that the game levels load a lot faster now. The bad news is that 90% of my materials have been replaced by the default material. I'm going to undo that now... Unless I can find out what's special about those materials that survived. [link] [comments] | ||
Posted: 28 Oct 2020 12:17 PM PDT Hi! I am a technical artist, with some c# and unity knowledge (+ other, mostly animation and art related). Is anyone up to making a game together? Let me know whats your craft in the comments :) [link] [comments] | ||
I made superhot in unity in just one week Posted: 28 Oct 2020 12:07 PM PDT I made superhot in unity ,check this video r/Unity3D r/gamedev r/gameprogramming r/devlog https://www.youtube.com/watch?v=8XqJ-WSBxx8&feature=youtu.be&ab_channel=PotatoDev [link] [comments] | ||
Posted: 28 Oct 2020 12:05 PM PDT
| ||
Posted: 28 Oct 2020 07:47 AM PDT
| ||
Posted: 28 Oct 2020 06:55 AM PDT | ||
Posted: 28 Oct 2020 10:24 AM PDT Hi, throwaway for reasons, So I'm in my thirties and I'm switching careers. I've started studying CS and everything is running very smoothly so far and while any job as a developer would be fine, my life long dream has been being a game developer, so I'm planning on giving it all I got. I've got three years left until I got my bachelor and I still have to work in my old job at the same time, but I'm looking to be as good prepared as possible to get a job in the industry after I'm finished. I have been coding as a hobby for over 10 years but almost exclusively 2D games in Java (mostly just small game jam projects, 1 Android release with about 25k downloads), which I know will not be of much use. My bachelor is pretty broad, but except for a few modules it won't really be anything that will help with a gamedev career. My plan is to build a portfolio of projects over the next years, but I'm not sure what studios will be looking for exactly. A big question for me is which language I should be most proficient in, many medium sized studios seem to tend to Unity and C#, while most big studios still favor C++. (I do have a Ubisoft branch as well as several medium sized developers very close to me) I hope someone who is or has been working for a studio has some advice for me. Thanks [link] [comments] | ||
How should I go about balancing armor in my jrpg? Posted: 28 Oct 2020 06:24 AM PDT I'm making an rpg for my friends in RPG maker MV. It's nothing I plan on making a profit from/releasing to the public (I use my friends faces as players in the game and it's mainly inside jokes). I've come up with a fun battle system and now I've started developing armor and weapons, how would you reccomended I balance the armor and weapons? I am keeping it simple with 3 armor types, light medium and heavy and I have 7 fighters, each can equip one type of armor and they all have a specific weapon My game has stats like defense magic defense etc, basic JRPG stats, but I'm not sure how to do armor progression. By how much should I increase the stats by at each iteration? There are 5 big parts of the game and I was thinking of balancing it around new armor at each of the 5 parts. My current strategy is to just shower the players with money and they can always buy new gear at the next stop (I have some friends that are inexperienced with rpgs and I figure the extra money can be a crutch if they are struggling). Any idea of where I can look to get some good ideas? I'm not sure how much to increase strength/defense for each piece of armor. The game will end roughly around level 40-45. [link] [comments] | ||
Do Large open world games like PUBG / Fortnite / Warzone use baked lightmaps? Posted: 28 Oct 2020 12:14 AM PDT I'm curious as to whether these games use baked lighting or purely dynamic lighting or a combination of both? I can't imagine how much texture memory is required to store all the baked lighting information for a world like Warzone... but at the same time, how the hell does it run so well if it uses purely dynamic lighting. I'm trying to see how feasible it would be to make a large level with fully dynamic lighting in UE4 and have it run on mid-high end PC. [link] [comments] | ||
Posted: 28 Oct 2020 09:28 AM PDT I see almost all indie games in development share their Discord servers to "follow progress of the game'. This does not make sense for me because (1) I am genuinely amazed by how people keep up with thousands of notifications that Discord sends and (2) why would someone join a dev Discord of an unfinished game which will only add to those notifications? Email should beat Discord for sharing news at all fronts. I understand the value proposition for building communities but again, is it really possible to make people care that much about an indie game in the development phase or do people just join these (and not approach Discord like I do)? I know that I would only join Discord of a game if I really really really like it. I genuinely want to know what you think because I just can't wrap my head around this. Edit: If you have Discord for your game, can you give numbers or at least tell if you are satisfied with the engagement and overall metrics? [link] [comments] | ||
What editing software do you use to make your game trailers? Posted: 28 Oct 2020 12:41 PM PDT Right now my trailers are pretty... for a lack of a better word, lackluster. What software do people typically use to make their trailers interesting? Also are there any other tips I should know about to help sell my games when making a trailer? I am running windows btw; I do have macs available in the house but they belong to my friends. Windows software ideas are preferred. [link] [comments] | ||
Help me to learn (mobile) game development Posted: 28 Oct 2020 12:39 PM PDT Hey guys, i'm trying to figure how to best get into mobile game development. I'm currently thinking about getting this course on udemy: https://www.udemy.com/course/the-ultimate-guide-to-mobile-game-development-with-unity/. what do you think? do you have any suggestions? thanks so much in advance Peter [link] [comments] | ||
Question regarding frame rate hitching vs desync Posted: 28 Oct 2020 12:30 PM PDT So I don't know what goes in the game design involving things like FPS and synchronization with other players in an online environment. I was wondering because I've seen it while I've been playing a game recently that often when my my character seems to die there seems to be less than half a second of a moment where the game seems to freeze. This is particularly noticeable when my character is shot in the head as it's accompanied by an audio cue you this much more noticeable. When that happens, is it a online synchronization issue or is the game trying to register what had happened? I'm not sure if I phrase that the best I could but I can try and elaborate. [link] [comments] | ||
Making very short and simple point and click games. Posted: 28 Oct 2020 12:15 PM PDT Hello guys ! My GF is a speech therapist and needs to create small point and click games to help her patients For example, you have an animal, you need to count its spot and click on the house with the corresponding number. Is there any software she can use without having any experience nor knowledge in development ? [link] [comments] | ||
Music Producer Looking To Help Out With A Soundtrack. Will Work For Free! Posted: 28 Oct 2020 12:13 PM PDT I don't have much experience in writing music for video games, but I have a few years of experience writing and producing music and I have messed around with writing music that could be used in a video game. I will do any work for free! I really want to contribute to the indie game scene and I would love to get some experience for a resume. Genre doesn't matter. Please comment or PM me if interested. [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