Confessions of an Unreal Engine 4 Engineering Firefighter |
- Confessions of an Unreal Engine 4 Engineering Firefighter
- Drop Loot Auto Flyback to Player with Unity
- Indie developers, any of you feel guilty about taking breaks?
- After you get into gamedev, you start to notice how amazing the old games were
- A little teaser trailer for our Card Game - Olden
- For tools development in Windows, is it better to use WPF or Windows Forms?
- Game Music - 90s inspired Drum & Bass
- Streamline Studio(hire&fire company type)
- UE4 Blueprints From Hell
- Screenshot Saturday #375 - Wonderful Colors
- How do you deal with looping worlds?
- I've always wanted to make cg/live action trailers and cinematics for games but it's always been just out of my grasp. I'd love to get some input on my reel from some Devs if possible.
- Help w/ OpenGL heightmap
- Where can I license 'generic' music for low cost or even free?
- I'm about to be hired to develop a game, but I have questions about the business side of things.
- Three Statistical Tests Every Game Developer Should Know
- How much do your iOS and Android games make
- ZBrush 2018 Feature : Project Primitive
- New Game Dev in Unity
Confessions of an Unreal Engine 4 Engineering Firefighter Posted: 07 Apr 2018 02:45 AM PDT |
Drop Loot Auto Flyback to Player with Unity Posted: 07 Apr 2018 06:34 AM PDT |
Indie developers, any of you feel guilty about taking breaks? Posted: 07 Apr 2018 08:15 AM PDT Recently I've purposely blocked off time to rest e.g. evenings, weekends, to give my brain a break from working on a project. However, I find myself getting agitated or feeling like I'm wasting time. I know from previous experience, working continuously without taking breaks or time off is a fast lane to burn out and producing sub-optimal work, but it doesn't make the feeling of time being wasted go away. This is obviously a perception problem on my part, but an interesting one to analyse nonetheless. Do any of you have this same problem? Do you just embrace it and go full throttle regardless or is balance the key? Your insights would be appreciated. [link] [comments] |
After you get into gamedev, you start to notice how amazing the old games were Posted: 06 Apr 2018 05:02 PM PDT I look at the old 80's games and I can just imagine how insanely talented and dedicated one had to be to develop such things from scratch. Today, even with engines like Unity, we struggle to make simple stuff. I'm just a beginner, but I have a great admiration for the oldschool programmers. Thank you for carrying the weight to make it a lot easier for us today. [link] [comments] |
A little teaser trailer for our Card Game - Olden Posted: 07 Apr 2018 05:44 AM PDT Behold the teaser trailer for the upcoming Olden card game! This game boasts unique mechanics and is driven by NO pay-to-win attitude. It's being made in it's entirety by three friends revolted by the current trends in the video game industry, with no prior game making experience, fueled by nothing but passion and lots of coffee. Four more trailers are to come so you can delve more deeply into the Olden world, so keep a close watch. Check it out: https://www.youtube.com/watch?v=KT1Pf1_yjVI [link] [comments] |
For tools development in Windows, is it better to use WPF or Windows Forms? Posted: 07 Apr 2018 10:50 AM PDT I know both are good choices, but I'm curious about what game developers use nowadays when building their own tools on Windows. I've been looking at job postings, and most of them mention experience with WPF being a bonus. Does that mean WPF is the standard nowadays? Why's that? [link] [comments] |
Game Music - 90s inspired Drum & Bass Posted: 07 Apr 2018 06:40 AM PDT Hey guys, I have a 90s inspired Drum & Bass track available for licensing. It's upbeat and the pacing makes it ideal to be added to either a driving/racing game or a runner-gunner arcade game. https://soundcloud.com/zainhayat/rld-free-download DM me if you're interested or would like to work on anything else in particular. Thank You for your time. Zain. [link] [comments] |
Streamline Studio(hire&fire company type) Posted: 07 Apr 2018 10:02 AM PDT Streamline Studio is hiring another portion of cheap stuff this year. This company that claims to be called a game development studio has a very strategical approach of choosing location to base their studio in 3-rd world country and trying to hire people from foreign countries by very strong marketing and tonnes of lie. https://youtu.be/ICEmFpAniJc?t=1m27s. :) Stefan Baier one of the co-founders of Streamline Studio, Renier Baniga is an art-director and another co-founder and Alexander Fernandez is a CEO and public speaker. This 3 people has become who they are at the moment from nothing. They are just one more prove that game development industry is full of absolutely irrelevant people. Despite of incompetence of mentioned people they have a lot of issues with their employees. https://www.glassdoor.com/Reviews/Streamline-Studios-Reviews-E1009242.htm We can see 28 reviews from Glassdoor and only 2-3 of them are positive and even those are possibly fake. But another thing is a strategy they are using for business. They hire foreigners every year and force them to resign in the end of the year. This makes sense for the conditions of grant that they gained form government. And foreign employees pay a lot of taxes first year accordingly Malaysian system of Taxes. First year more taxes, second less... But even that system doesn't work properly as everything else in 3-rd world countries. How do they make people resign? 3 steps and 3 people I mentioned before having their roles in that employment process. Stefan Baier has a role in hiring process, Renier Banniga in making life of any employee very complicated and Alexander Fernandez the one they call management board to rely on him when they announce that they cut your salary or terminate your service to company. And of course they loyal slaves in this pyramid - project managers. Project managers in Stremline Studio could be anyone without experience but with good brainwashing skills and ability to smile. Hence asian type is very relevant to that description. Everything planned well and this year company launches their machine and hiring new bunch of people in their IT slavery. https://www.streamline-studios.com/careers/ Check out this career opportunities and figure out for yourself whether you need it or not. Of course for young specialists it could be an opportunity to grow up. But there is another trick from that side. The company sign you up on the very one basical rule, which is NON-DISCLOSURE. So overall you are not gonna show, announce or even mention anything about your experience from working at Streamline Studio. [link] [comments] |
Posted: 06 Apr 2018 08:06 PM PDT |
Screenshot Saturday #375 - Wonderful Colors Posted: 06 Apr 2018 08:12 PM PDT Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: Do you enjoy cinematic/cutscene-heavy games? [link] [comments] |
How do you deal with looping worlds? Posted: 07 Apr 2018 11:31 AM PDT |
Posted: 07 Apr 2018 10:30 AM PDT |
Posted: 06 Apr 2018 11:00 PM PDT I'm looking to implement a heightmap in OpenGL via stb_image, but surprisingly having significant trouble doing so. Literally all of the tutorials I've found through pages and pages of Google Search do not purely use their image loader, they mess around with other libraries for terrains, which I do not want to do (lighthouse3D, for one). Then the ones that don't, use bitmaps or .raw files, which I really do not want to deal with -- I want to implement a program that only uses a .png or .jpg file to extract height information. Then ThinMatrix's tutorial glosses over tons of important detail ( and I refuse to copy/paste anything. That said if you know any other tutorials I don't know about, I'd really appreciate it if you could share. The primary areas of confusion are: 1) How to extract pixel value information using an image loader, like SOIL or stb_image w/ ONLY a .png or .jpg 2) How to efficiently buffer, at runtime, when potentially dealing with tens of thousands of triangles despite utilizing indices. [link] [comments] |
Where can I license 'generic' music for low cost or even free? Posted: 07 Apr 2018 08:33 AM PDT I'm looking for some generic genre music samples that I can use to evoke personality of different NPC characters? Eg a few bars of rock music to indicate you're in the house of the tough guy, or a few bars of country music for the sassy female. The music will be used diegetically (in-world) and be limited to maybe 4 or 8 bars looped). It will be muffled as if it's coming from a different interior room, so doesn't even need a vocal track. I'm thinking Garage Band quality. [link] [comments] |
I'm about to be hired to develop a game, but I have questions about the business side of things. Posted: 07 Apr 2018 08:10 AM PDT A company is planning to hire me to develop a game, but this will be my first game to be published, so I'm not sure on some of the business aspects of the industry: How much of the sales go to the publisher and the developer? Who pays the royalties to, in this case, Epic? What's the standard rate for developers? How do developers get paid? (Weekly, monthly, stipend, advances, etc.) For more context, I will be acting as lead developer and lead designer, and plan to take about 2 years to develop the game with the help of 7-10 other people. Any help would be appreciated. Edit: I understand that most of this depends on my contract. What I'm wondering is if I'm able to negotiate my contract, what are some realistic numbers that I should be aiming for? [link] [comments] |
Three Statistical Tests Every Game Developer Should Know Posted: 07 Apr 2018 06:57 AM PDT |
How much do your iOS and Android games make Posted: 07 Apr 2018 03:04 AM PDT I just wanted to know how many downloads your iOS and Android games get and what percentage of those people who play watch advertisements. I'm creating my first android game and want to know roughly how much i could earn ( I do know that factors vary such as; amount of downloads , do the adverts give rewards etc) My game will reward the players with coins and revive options :D [link] [comments] |
ZBrush 2018 Feature : Project Primitive Posted: 07 Apr 2018 04:59 AM PDT |
Posted: 07 Apr 2018 11:18 AM PDT Hi I'm looking a mentor for gaming development or someone else starting out in the gaming community. I am trying to create a snake/Pacman style game and I'm having difficulty. If you interested in working with me or just love teaching please respond. I'd appreciate it. [link] [comments] |
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