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    Monday, November 2, 2020

    ICYMI: We made a little project to explain how to predict the trajectory of an object, hope this is useful! Link in comments

    ICYMI: We made a little project to explain how to predict the trajectory of an object, hope this is useful! Link in comments


    ICYMI: We made a little project to explain how to predict the trajectory of an object, hope this is useful! Link in comments

    Posted: 02 Nov 2020 06:25 AM PST

    If you've ever struggled with creating stylized hair, fret no more. I've reached out to an incredibly talented senior character artist to explain the ins and outs of creating stylized hair, all for completely free. Enjoy!

    Posted: 02 Nov 2020 05:56 AM PST

    Rant - Anyone else tired of seeing spam from accounts strictly for promoting a game?

    Posted: 02 Nov 2020 08:10 AM PST

    I imagine a lot of the people here also frequent some of the other gamedev subreddits such as the Unity/Unreal or Indie game/dev/gaming ones, so I've chose to post here for community outreach.

    I understand the hustle with marketing your game, and I don't want to call out people individually, but is anyone else tired at the blatant spam marketing accounts?

    Every time I look at those subs, they're littered with posts from accounts with names like "X-Studios", "Y-Games", or "Z-The-Game", who log onto to reddit once a week to spam the same 5 subreddits, maybe respond to a few choice comments on their posts, and then leave until next week.

    They're not members of the community, we're basically just seeing commercials for their game every week. They aren't there to give feedback, respond to community discussions, vote on posts, or interact at all.

    To me "This-Game-Studios" jumping on to spam us every week, is not much different than if Pepsi or Coca Cola posted to r/videos every week. We're seeing posts from an entity, not a fellow community member.

    I don't know if I'm the only one who feels this way, I liked when Reddit had the rule where only X% of your account activity can be for self promotion.

    I see a lot of people who only post every now and then, are active in other subs in general, and interact with the community as a whole have their game posts drowned out by a lot of these accounts.

    I don't really have a solution other than more self moderation on these types of accounts, but I'd like to hear people's thoughts on it as a whole.

    Edit For a little clarification:

    I definitely encourage game spam from regular members, or even seldom members. I love seeing your games, I don't like seeing spam from publishers or studios using Reddit solely as a marketing tool.

    submitted by /u/ProperDepartment
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    How would you guys go about "cutting" a tree mesh like in BOTW?

    Posted: 01 Nov 2020 12:42 PM PST

    I want to pursue a future in game design/writing. Am I making the right choice?

    Posted: 01 Nov 2020 11:21 PM PST

    Hello,

    I am an 18-year-old student currently struggling with balancing aspiration with realistic expectations. For many, many years I've been avidly enthralled in video games not just as a source of entertainment, but as an expressive art form, and I am immensely passionate about the subject. This passion has driven me to create a multitude of detailed scripts, art, basic programming, music, etc. with the dreams of making my own games. As a result of doing this for a considerable amount of time, and after dumping many terrible and childish ideas, I have gotten to a place as of a few years ago where I feel that I am cultivating unique characters, worlds, and events that I am incredibly proud of. However, as much as I would love to try and immediately develop games, and while I don't want to pretend to know everything about it, I to some extent understand how difficult production is. And I really don't want to sound like that one guy who comes out of high school believing that just having ideas is a guarantee for automatic success in this industry.

    So I am incredibly conflicted. On one hand, I spend so much of my life daydreaming, conceptualizing, and creating assets for game ideas I am ridiculously passionate about. I am also fortunate enough to have easier time funding projects than most, and others really seem to enjoy what I have come up with. On the other hand, I realistically know that it takes a ton of effort, time, and working from the bottom to actually exist in this industry. This is all work that I would be more than willing to put in to someday achieve my ambitions, but I just don't know if that is sustainable or not as well as how long that would take.

    So please, Reddit, tell me if I should start, where I should start, and how I should start, since (and I'll be the first to tell you) I've got little idea of what I am doing.

    submitted by /u/swjrel
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    Do a transparent background in a dialog help the player to see the game area?

    Posted: 02 Nov 2020 01:02 AM PST

    How we accidentally created good graphics for the first time without any effort

    Posted: 02 Nov 2020 09:41 AM PST

    Greetings, fellow designers!

    As most programmers can probably relate, creating attractive graphics for your game is by far the hardest (and sadly quite important) part. While gameplay is what should make your game fun, having good visuals is what draws or repels customers. I struggle quite a lot with this myself but made a nice discovery recently which I will share with you now.

    2 months ago I joined a game jam with a friend from university, expecting to run in this issue as well. I am not a great artist and neither is he. However, I wanted to try something new: Voxel art. If you don't know what it is, don't worry, it is surprisingly unknown on the internet. The reason this is surprising is because it is basically 3D pixel art (but you can use it in 2D games, more on that later). It's almost like building something in Minecraft. Here is an example. Granted, this is made by a professional, but that doesn't mean you can't achieve something nice yourself! After only 20 minutes of experimentation, I was able to create this island. Not amazing, but my god, what an improvement over my previous pixel art!

    Using this new technique, we developed our game (which we named "Missed The Plane") in a week and learned many things in the process. Here is a screenshot of our end result. As always we got feedback about our graphics... but this time it was positive! It was a wonderfully new feeling for us, having heard many complaints about the visual aspect of our games before. The positive reviews motivated us so much we actually pushed through and made a fully-fledged app of it which we released a few weeks ago.

    So, how do I use this in a 2D game?

    When my friend and I started, we didn't have any experience with 3D engines, and neither did we have the time to learn it. This meant we would be using an ordinary 2D engine which displays nothing more than sprites. Yes, everything you see in the screenshot is actually just png's overlayed on top of each other, creating a "2.5D effect". We did this by creating the voxel art, rendering it as an image with an isometric camera and using that in a grid. It is actually surprisingly easy (although, if possible, using a real 3D engine is preferred). If anyone wants any specific details on how to use this technique like we did, let me know and I'll happily write a summary in the comments. Another incredible benefit from using voxel art is that you only need to create the model once to get all different angles - no more drawing 8 different sets of animations for each direction your character can be walking. And of course, the best part of all, it looks great despite you still not having any clue about graphical design.

    Great, how do I get started?

    Luckily, it is extremely easy to start messing around and creating awesome models. The mainstream program is called MagicaVoxel and it has about all the functionality you could ever wish for. Not only does it offer an amazing UI and even better editing tools, it can export to basically every format in the world. It also offers very helpful tooltips which makes it possible to simply download it and start messing around on your own - no 20 hours worth of tutorial needed! cough blender cough. Jokes aside, if you struggle with graphics and have never tried this, give it a shot. You might be surprised with the results :)

    Thanks a lot for reading and have a good day!

    submitted by /u/winnie33
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    We made a little Carmageddon-like game while in-company gamejam. The theme was - modularity, every car made of modules. You can play with up to 6 players in the local PVP. The last car with at least one module wins. Also, the game was made in 48 hours, all art downloaded from asset-store

    Posted: 02 Nov 2020 09:35 AM PST

    Free Game Asset - With love for indiedev

    Posted: 02 Nov 2020 11:39 AM PST

    Free Game Asset - With love for indiedev

    Hello guys, I would the presentation my site freegameasset.com with free game 3d models! You can download all 3d models (and texture in the future) free on alwayes! I try to develop new models every week.

    https://preview.redd.it/6u0m5ogkqvw51.png?width=788&format=png&auto=webp&s=fabf7da26026adf9950f38487a69455a226f4f9d

    I have now loaded some old models. And I'll upload more. Also this hour I am developing new ones. And yet, you can always suggest options in the Discord chanel for assets that I would develop in the future.

    I decided to create this resource to realize my full potential. I have always loved indie development, this is something romantic for me, I admire people who pull a project alone or a team of 2-3 people. My project is dedicated to the entire community and everyone who likes my 3D models. I hope they help you create something amazing and save you time.

    I mainly work in a realistic style and use the PBR pipeline, so most of the 3d models and textures on the site will be in this style.

    Thank you for your interest in this information, I am pleased.

    If you want to follow the updates, news or help the project, then you can refer to the links in the site.

    I have not yet filled out the full information of the social network and Discord. But you can already subscribe to follow the announcements and also communicate.

    submitted by /u/freegameasset
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    I came across this game jam on itch which has 300$ cash prize should I participate in it given it has 2 weeks submission time period and only 8 people have joined till now. What sort of competition can I expect?

    Posted: 02 Nov 2020 05:55 AM PST

    Resources to learn how to Produce a team of Programmers?

    Posted: 02 Nov 2020 08:32 AM PST

    Hopefully this isn't too odd a question!

    I'm leading a team in the production of a JRPG-style game, and my programming lead had to step out because of an irl promotion, right before we move out of pre-production. So this leaves me without a replacement, and not a ton of knowledge on implementation. My degree in Interactive Systems Design means I know how to code, but not how to set the foundation for a code base.

    One of the big things in being a producer is knowing you're never the expert, but I don't have a backup expert on my team, and there are 4 programmers. So my question is... Where is a good place to start to pick up that knowledge? As much as I'd love to grab a replacement, I don't know how feasible it is to ask somebody with real experience to work for free on a hobby team.

    submitted by /u/heavyhomo
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    My very first game!

    Posted: 02 Nov 2020 10:04 AM PST

    Hello, my name is Marija and I am an artist. A few weeks back I got interested in making games, so I looked around for the best kind of game I could make. I decided on a visual novel. I have the idea, and I have the talent of drawing for it, what I lack is development and coding skills... if anyone has any tips for a complete beginner at making games please do share them with me! I would appreciate any bit of advice! Specifically on making a visual novel.

    The story of the game is supposed to be kind of a horror story placed in a very cute setting, kind of like Doki doki literature club, but more straight forward and way shorter of course. The name of the game itself would be Pet Cafe and it would follow the main protagonist who accidentally got a job designed for pets! I'm not going to reveal more, but if everything goes smoothly maybe in a year you'll be able to see it on steam!

    submitted by /u/M_lackovi
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    Blender New Features Hard Surface Modeling JMesh Tools

    Posted: 02 Nov 2020 05:56 AM PST

    Best backup/versioning system for assets?

    Posted: 02 Nov 2020 05:36 AM PST

    Hello, I use git for code versioning but my asset's project files are too large for git. There's git lfs, but on github everything over 1gb costs money, so before choosing that, I was wondering if anyone had any suggestions for asset versioning?

    submitted by /u/proboardslolv5
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    Many games or one game with many game modes?

    Posted: 02 Nov 2020 09:01 AM PST

    Hello, I'm making a mobile puzzle game centered around hexagons.

    I already have a working prototype, that includes one game mode, but since it's not very balanced (at least for now), I came up with some different game modes to add (3 as for now,), also involving hexagons as the main blocks of the game. Some of them are level-based, while others are infinite and highscore-based.

    I'd like to hear your thoughts about how would you proceed: would you publish a single game, offering the player several different game modes (something like Color Switch), or would you split it in several different games, each having only one game mode?

    I think that making a single game would be easier in terms of game art and publishing, but implementing many different game modes would make it lose its identity, making it feel more like a "collection of games".

    On the other hand, multiple games would probably be more profitable in terms of ads revenue and in-app purchases, and the players who like only one of the different modes wouldn't need to keep all the others installed on the device.

    submitted by /u/SirMakkerony
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    I wanted to share some awesome game dev tools I have found and changed the way I develop games! Hope you like them!

    Posted: 02 Nov 2020 08:41 AM PST

    At a loss of starting point

    Posted: 02 Nov 2020 04:23 AM PST

    So there's a highly rated teacher on a particular website I buy courses.

    Where I learned C# on a 2d and 3d perspective.

    That said, unreal opens another pandoras box blueprint and C++

    Back then I bought allot on sale. Where I have basics, to master, and even multiplayer courses.

    My question is, why is there so many diffrent topics when it comes to the same thing? Because I'm torn between blueprint and C++ (I'm scared to have functionality unreachable by blueprint) is my little quest here a waste of time? Why is there C++ tutorials for strictly VR? Why do these diffrent courses exsist?

    submitted by /u/Dutches07
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    Any recommendations for game art studios that are affordable for indies and hobbyists?

    Posted: 02 Nov 2020 11:00 AM PST

    I like making personal hobby projects in my spare time, and am looking to invest into custom game art assets for my next one. I'm currently saving up for both a wedding and a down payment, so I'm looking to see if there are any great bang-for-buck recommendations for professional game art studios overseas that are able to deliver high quality assets for a competitive price point.

    While I'm trying to be as cost-efficient as possible, I am still able to invest anywhere from $1,000 - $10,000.

    The art direction of my projects is always low-poly and stylized, and I wouldn't mind them looking generic as long as I have exclusive rights / full license for the assets.

    For those of you who have experience with this sort of scope/budget, do you have any insight on how much it would cost, and how much you would get (# of assets) with $X budget? Any advice on how to navigate this process for someone who has never contracted art assets before? Also, any recommendations for 3D artists or game art studios would be really appreciated.

    Thanks!

    submitted by /u/wuchionline
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    I made this intro using Cenimachine and Timeline in unity engine and left tutorial link for you guys in comments

    Posted: 02 Nov 2020 10:03 AM PST

    Breaking into the video game industry with UI UX Design - a free FAQ made by an Art Director

    Posted: 02 Nov 2020 06:15 AM PST

    Breaking into the video game industry with UI UX Design - a free FAQ made by an Art Director

    The animating landing / loading screen to The Saboteur (PC, console - Pandemic studios, Electronic Arts)

    Oh hello there, you big beautiful nerd, you! My name is John Burnett, a 20-year UI UX Designer, Art Director and 1-on-1 remote Mentor in the video game industry. One of the most common questions students ask me is how to start a career in video game UI UX Design. In this age of wanting to give back generously, I figured I'd take my notes from my bootcamp and compile a quick guide and a few shorthand rules for all of you with Hoop Dreams™. I've also taken the liberty of editing those notes into a Q & A format for easy reading.

    Game Portfolio Design, Structure and Standards

    Q: What's the bare minimum I need to start applying as a game UI UX Designer?

    A: The 3 keys to the kingdom are: Marketable Projects, A Portfolio to showcase those Projects, and a Resume.

    Marketable Projects are the obvious must-haves to start applying, and their quality and relevancy will be the overriding factor in folding you in. Notice I said marketable: tonally and artistically relevant to The Company you're applying to. We'll talk about that a little later.

    You'll also need a way to showcase your designs to The Company. A website all your own is an expense, to be sure, but it's also an incredible platform for any modern Designer to build upon… if your bank account allows.

    A Resume is an ancient holdover from the Old World, used to progress through online applications (barely more than a truckstop bathroom key at this point).

    Q: How big should I make my game UI UX Portfolio?

    A: I always recommend 6-12 pieces with 4-6 media apiece; media meaning a potpourri of final art, icon arrays, sketches, wireframes, video - anything that enshrines your designs and provides authentic proof of a process. I also recommend a paragraph or two for project details and a sentence for project duties (conceptualization, wireframing, iconography, art assets, implementation through Unity/Unreal/Scaleform, etc.).

    If this all sounds remarkably lean (but muh War & Peace-long case studies!) it's supposed to be. Think about it from our perspective: no Art Director is there to hire a writer, and we'll leapfrog to your images out of necessity or frustration; and you'd better design around the former to stave-off the latter. The dirty truth is most Art Directors have made up their minds about your skills by the time your website loads. No need to belabor the point.

    Q: Will non-game related Projects hurt my chances at a game Company?

    A: Just make sure there is enough variety in your portfolio for a team to make a judgement call on your shapeshifting abilities. My portfolio that got me into Midway Games was more about the presentation of my Projects, less the Projects themselves, but it worked. My Portfolio that got me into EA and id Software was much more elaborate and stylized, but still showcased a menagerie of work, not just game art - and that seemed to work too.

    Irrelevancy won't hurt their opinion of you, because the idea of your chances being bent by tangential work don't really exist. You can make a Lovecraftian portfolio that screams, "I'm unhirable, ahhh!" - absolutely. But you can also do everything right and still not get the call. My little Loves, that's called life.

    The truth is that a game company will hire you for one of two reasons. Either your work is hauntingly similar to the project they're working on now - or they're looking for a strong generalist with a kaleidoscopic body of work. That being said, your ability to work print, corporate design and websites is incidental to your ability to create game wireframes, game artwork, and implement in a popular engine. Or simply put, make sure the beer you're pouring isn't all foam.

    Applying and Interviewing

    Q: What does the UI UX Design interview process at a Game Company look like?

    A: Abandon all Hope, ye who enter here. There are 4 Gates before the burning Hells: The Frontliner, The Art Director, The Test and finally The Team.

    The Frontliner can be any number of people: a recruiter, associate producer, outsource manager - their job is to vet if you're crazy or a liar at a very early stage, as well as field details like salary expectations (you do have an answer for this, right?).

    The Second Harrowing is the Art Director who will ask you far more salient questions - mostly about process and past experiences. These are generally soft-ball questions, as most game Art Directors do not specialize in UI UX Design. Unless your process is ruinously bad, you're likely off to the next round because it's the only part that counts in the eyes of The Company: The Test.

    The Third Labor is the bane of all creatives great and small: the Art Test. Art Tests come in a rainbow-variety of forms and intensities. My Art Test for id Software was a week long and I got marauded by the flu by day 2. Got food poisoning during the interview, too - the point is, love it or loathe it, the Art Test is yet another potent way to vet if you're crazy or a liar... and to see if your portfolio pieces are actually yours.

    If you ice out anywhere, it will be after the Art Test.

    The Fourth and Final Hell is… really perfunctory, to be honest. The last thing you'll do is talk to the game team (or the small Strike Force you'll be a part of). This is mostly to see if you and the team can acclimate for 30 minutes without somebody getting… oh, let's call it political.

    Barring sudden-onset Tourette's, if you're meeting with the team, it's nothing but daylight between you and gainful nerdployment. (Though I do personally have a 1st-hand account of one gentleman who accepted a game job offer, quit our Company, moved out of his apartment and had the new Company immediately dissolve the position while the ink was still fresh and it STILL makes me laugh.)

    Q: It's been a few days since I applied. How long should I wait before I move on?

    A: A week and some change. Game companies are flooded with applications all the time, the majority of which are of a… burgeoning... level of talent. When a Company receives a prospect even remotely qualified, they'll move on it. Far too much money is at stake to wait for a Super-duper Senior when a whatever-level Designer will do.

    Oh, and when a Company lists the job as remote-friendly but they want you to move eventually? That means they're only hiring local. It's a bold-ass, brazen-ass lie.

    For your own sanity, you should gently ping The Company on the status of your application, if only to get a definitive no and move on psychologically. But if they want you, they won't let a little thing like five workdays stop them.

    Q: I'm not even making it into the first round of talks with a Company! What am I doing wrong?

    A: Not going to lie to you, and I say this with all the gentle R&B-style love in the world: it's all your ugly-ass projects; they ugly! Now, as soul-crushing as that is to hear, there are a few subtle differences between all-ugly and mostly-ugly.

    First, is your work modern? Can I see a blending of trends and modular improvements Industry-wide in your work? Do you know concepts like Masonry Menus, Faux-mouse interactions, and opt-in information design? Are you throwing bizarre web 1.0 photoshop filters over panels and adding glows everywhere? You don't have to be as breathtakingly polished as the screens you drool over on Pinterest, but you know... act like you belong.

    Secondly, are you secretly showcasing that you're actually a terrible engineer? An Art Director might not have an encyclopedic knowledge of what makes UX work, but they will have a jaw-dropping knowledge of technical game development. If they're reminded of something functionally wrong, confusing, or in error (no button prompts, no back buttons, no highlight states, etc.) it sends a clear message you've only been making Portfolio pieces and have no practical follow-through worth risking a project on.

    Lastly, the medium is the message. You are a part of a truly bizarre field where the presentation of information is slightly more important than the data itself. If you were a fashion designer, you better believe you wouldn't rock acid wash jeans and an Nvidia shirt when applying to Banana Republic (apropos of nothing, my work portfolio shows nothing but blank thumbnails right now).

    As a UI UX Designer in games, how you present yourself is a reflection of how you'll present "their baby". In this way, your Portfolio is the hidden, last Project, and, paradoxically, the first impression they will ever glimpse of you.

    Networking, Skills and Growth

    Q: How should I network as a very Junior UI UX designer for games?

    A: Slowly. Networking is gardening: exceptionally few initial results with lots of maintenance which eventually blossoms into a plentiful harvest (that makes the initial investment finally worth it). The goal isn't to amass the greatest numbers of followers, likes or resends. The goal is to be in front of a few people who will open doors, build bridges and otherwise sculpt the future with you.

    An easy win for a new Designer is to network with other new Designers at around your skill level. You should also have treehouse-like interactions with other Creatives vying for the game industry but not in your specific field: concept, 3D, props, etc. Working on amateur projects with a real (albeit amateur) team is an amazing way to learn on-the-job skills and to imprint yourself on soon-to-be besties. Eventually your contacts will rise through the ranks, and one of them will take the rest of their friends with them on their meteoric rise. You should be that friend, if you can not flatly be that meteoric riser yourself.

    Q: Should I have a LinkedIn Profile?

    A: Oh my fu- YES! 3 of the 4 in-house jobs I've had (EA, id Software, Glu Mobile) were all the result of some wayfaring Recruiter on LinkedIn. Those were just the job offers that I took, there were dozens more because game UI UX Designers are ludicrously difficult to recruit. If you make it into the Industry, you are staffed like a unicorn; a triple-horned albino unicorn if you can evolve into a Senior. Why make it harder for people to give you a new job title and a 25% raise? In the words of the poet-laureate Tim Heidecker, "Psst… it's free real estate."

    Q: What's the best way to boost my skills while I wait?

    A: Make tons of personal projects. This is the method I used to build up my skills and portfolio, back in the 2000's when we thought you had to save the life of a game designer to become one. Deconstruct okay-ish game screens you know and redesign them slightly better (or at least functionally different). Take an intellectual property that has no game and try to make one, capturing its mood and tone. Grab Unity or Unreal and learn implementation at the same time. Blog about your experiences - see one, do one, teach one. No matter what, just refuse to sit still and your skills will rise ambiently. Having them rise exponentially is… trickier (see: Mentorship below).

    Q: What books can I read to improve my UI UX skills specifically for game design?

    A: Nothing! Not a god-damn thing! There's virtually nothing out there by way of standards, practices or process for formal video game interface design (aside from the material I'm writing since very few are volunteering). Naturally, there are resources on generic, over-the-counter UI UX Design for apps and websites. But those are blunted, padded affairs compared to the zero-point-of-failure lethality of video game development.

    In fact, I would argue vanilla UI UX Design is like flying a cargo plane. Game UI UX is like flying an F-14 Tomcat. Maverick could definitely fly a cargo plane and keep it steady for hours. I seriously doubt a cargo plane pilot could hop into an F-14 and somehow just make it happen. Some skills translate - but not nearly enough to make you competitive, and definitely not enough to get your ass into Top Gun.

    Game UI UX Design is its own intense, unique thing. You absolutely must treat it as such.

    Q: What classes can I take to improve my skills?

    A: I haven't taken any personally, and as such, I can't in good conscience vouch for them. All my training is either self-taught or on-the-job… and that totally worked for me.

    That being said, your time would be infinitely better spent with 1-on-1 over-the-shoulder mentorship than with something cold and distant - especially these days. Nobody is working under ideal circumstances anymore so, dear God, don't go out in the middle of the eel-infested waters and try to do this alone. Get a damn swim-partner.

    Q: What kind of 1-on1 Mentorships can I take to improve my UI UX game design skills

    A: Okay now we're talking. I broke into the game's Industry through focus, commitment and sheer (lucking) will. But I would have much rather flourished with a warm and nurturing guide by my side. I would've adored some tapestry of, "No, not that red, try the maroon - it doesn't clash with the navy background. Why not get rid of those three buttons on the side and fit them under one menu button? Your font has these razor thin lines, see? That's going to disappear on mobile - big mistake."

    Frankly, that would've been amazing.

    So I highly recommend, in the absence of any real material on the subject, to learn from the people who are internalizing and redefining those materials every day. Grab a mentor and commit to a few months of lightspeed study. Come with project ideas, Industry questions and what you consider your own weaknesses. Independent mentors (cough cough) tend to be better in quality since they're working professionals teaching practical skills for the love of the game, but larger mentorship programs (Springboard, IDF, RookieUp, etc.) are also chocked full of warm, generous people, too.

    In the end, your Time is the only resource you will never, ever get back. A Mentorship, at its core, is a DeLorean.

    Thank you so much for making it this far in what hopefully hit the balance between a Cracked.com article and a TED talk. Like I said up top, nobody's been writing about any of these things recently, so I'm doing my best. If you have a subject on the Industry you'd like to know more about, let me know. Love to hear what you all think. Stay safe and stay inspired.

    -John "The Wingless" Burnett

    submitted by /u/TheWingless1
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    Any other control freaks build their own engine? I've worked with Unity before, and was often frustrated whenever I wanted to do things my way, so I started working on my own. Do you guys think there's any value in using a home-grown engine?

    Posted: 02 Nov 2020 09:24 AM PST

    What is your favorite video game location?

    Posted: 02 Nov 2020 09:16 AM PST

    Not the game itself, but the place. Think Hyrule or Shadow Moses or Black Mesa.

    What would you say is your ultimate video game place

    I'm interested in analyzing these locations and posting results of this survey, to further help us all understand why a location becomes iconic

    submitted by /u/serocsband
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    In-game recording like Shadowplay or OBS?

    Posted: 02 Nov 2020 09:12 AM PST

    Hi there.

    I am looking for a good way to record and export in-game footage for the player while playing the game. For example pressing a button in game would start to record and output the result as a mpg file or something similar.

    I get that the player could just use Shadowplay or OBS but I would like to provide the functinality from inside the game. So I thought there might be some opensource libary avaliable for that with an api making it possible to start and stop recording from the actual game. Any ideas?

    Btw I am using Unreal Engine right now.

    submitted by /u/effktor
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    How to handle granularity in a programming game

    Posted: 02 Nov 2020 08:29 AM PST

    I am making a programming game, that is, the game tries to teach players some programming concepts. I would like to make the game as approachable as possible, while providing the tools and challenges for advanced players to keep it interesting and fun. The game features a visual programming language akin to what UE4 uses in it's blueprint system (it was the main inspiration).

    The problem is, I need to define the functions that the players can use, and if I provide too basic building blocks, every problem will require too much know-how from the player. If I provide too high level building blocks, the problems become trivial and challenges turn into chores.

    Let me demonstrate on an example.

    Suppose you have a turret, a radar and enemy unit. Thanks to the radar, I know what the coords of the radar and the enemy is. I just need to turn my turret towards the enemy unit and make it fire. Depending on the granularity of the programming system, this problem can be a bit too hard or trivial.

    - With low level building blocks:

    I need to get the relative position of the enemy unit to the radar, then the relative position of the turret to the radar. This can be done with substraction of positions. Then I need to get the relative position of the enemy unit to the turret. This is another substraction. Then I need to find the angle where the turret needs to face: this is the sine of the ration of the final relative positions x and y coords. This is a bit too much of math and know-how to expect from the player, even with some tutorials.

    - With high level block:

    The radar outputs the coords of the enemy unit and the turret only needs coords to target (no angles). This is simply getting the coords of an enemy unit and feeding it into the turret. The problem is trivialized, there is no math involved.

    I realize that games that feature programming as one of their core gameplay mechanics are a bit of a niche, but I would really quite like to find an elegant solution to this.

    What I ave thought of, is to basically provide the player with a standard library of functions. The languge is just as granular and low level as in the first example, but most of the functions are provided as is. So the player would need to calculate relative positions and angles, but they wouldn't need to know the math behind it, as these would be provided as standard functions. If they so choose to, they can open and see how these functions work.

    The main problem is that I do not know what level of math, what level of logic can be expected from the player, even after some tutorials and examples. This is a huge problem for me, as expecting too much will turn many people away and expecting too little trivializes the challenges the game would provide, making for a boring game. Has any of you have dealt with similar problems? What do you guys think about the granularity of suck a game? What level of math & logic could realistically be expected from the player? I appreciate any inputs you guys give

    submitted by /u/Narthal
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