- Hi Gamedev! I Found An Fully Functional Eastman Kodak Slide Projector (1972) And Recorded The Sounds Of It. If You Can Use These Sound Effects For Any Of Your Projets, Feel Free To Hit The Download Button! Best, Marcel
- Can you make a 3D game on a $0 budget?
- Extremely detailed breakdown on several 3D audio spacialisation plugins (Google Resonance, Oculus Spatializer, & Steam Audio)
- Free LowPoly Sci-Fi Guns
- Your first game on Steam
- My Gamasutra article on developing a procedural dialogue system adapting to different personalities and NPC purposes
- “Sheep Dreams Are Made of This” Post Mortem – The Pay What You Want model on Mobile
- Why do games rarely pack assets if a few files?
- How long does it usually take for a publisher to get back to you?
- Full sail fail
- Simple text game in C++
- VR input for Vive controllers
- Dev Game Club as Resource
- With my skills, is there a position I can put myself in the gaming industry right now, or do I need more training?
- Gamasutra - Interactive Gaming Ventures and Epic Games team up to fund UE4 indies
- No Time Left - I was building a glitchy twitch platformer for mobile in my spare time for a year and it's out now! Would be super nice if you give it a spin.
- What's your workflow for working with Digital Humans?
- I can't think of small scope ideas
- Unity Low Poly Particlesystem Fire & Smoke
- How far did you go to market your game?
- Why You Should Market Your Stories On How You Created Your Game with Michel Mony (Podcast Interview)
- We are currently remaking the classic game Fear Effect and here is our latest dev update on sculpting 3D models.
- Realistic to transition from freelance C# webdev to freelance C# unity dev?
Posted: 30 May 2018 09:50 AM PDT |
Can you make a 3D game on a $0 budget? Posted: 30 May 2018 04:30 AM PDT Long story short, I'm broke for the next month and a half and I want to make a 3D game. I want to break out of my little 2D shell and try something new. 2D games are easy to make for free, since you can just throw together some half decent pixel art sprites and make an okay looking 2D game. But I'm not sure about 3D. You need to put a lot more effort into 3D to make things look good, so for a programmer who doesn't like 3D modelling, this is problematic. I'm aware of free 3D assets, but it's very hard to find any bunch of assets that fit well together in a game. Are there any examples of 3D games made with minimal graphics? Or should I just stick with 2D for the moment? I'm currently messing around with Unreal/C++, but I'm comfortable with Unity and GameMaker if I ever need to make a switch back. [link] [comments] |
Posted: 30 May 2018 07:09 AM PDT http://designingsound.org/2018/03/29/lets-test-3d-audio-spatialization-plugins/ I was googling for a while before I found this. I am so grateful someone went into so much detail analysing the performance of each one. He also provides video demonstrations of each aspect that he analyses. I was leaning towards Google Resonance anyway for the performance advantages in VR but this has really sold me on it not even being much of a compromise. Steam Audio's inability to account for moving objects, like doors that can open and close, when it comes to occlusion is really surprising. I also feel (this will make sense after you see Resonance's occlusion demo in the article) that it should be simple enough to tag occluding objects with an audio occlusion value and use this to provide variable occlusion by material/object. The raycast is the expensive part of the process, making tweaks to the audio after occlusion is detected should be the easy part, I'm not sure why they haven't implemented something like this. I hope the code is extensible, I will look into it later. (EDIT: The raycast they use is RaycastNonAlloc, so it doesn't actually return the object hit, but a count of all objects in the way. Which is interesting because it suggests each additional object causes further audio occlusion. Looks like it should be easy enough to replace it with raycastall and have variable occlusion values for each object) Anyway, well worth a read if you've any interest in 3D audio spacialistion in your games. [link] [comments] |
Posted: 29 May 2018 08:09 PM PDT Hey guys! As always, the packs are posted first on my twitter. Hope you like them and use them in any project! (If you use them send me screenshots! i love to see it) If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot! But i will always make free packs too. Here's my website if you want to check it out, all of the packs are there too. Includes: *7 Models (Blends, OBJ and FBX) Past Weeks: License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated). If you have any questions or problems tell me! I'll gladly help as soon as i can. If you want you can follow me on Twitter. Thanks a lot! [link] [comments] |
Posted: 30 May 2018 05:54 AM PDT Hello to everyone! Soon we will finish our first VR game and will face with the need to publish it on Steam. Perhaps someone can help us to find an actual list of indie-friendly publishers? Any help will be useful [link] [comments] |
Posted: 30 May 2018 11:18 AM PDT |
“Sheep Dreams Are Made of This” Post Mortem – The Pay What You Want model on Mobile Posted: 30 May 2018 06:45 AM PDT |
Why do games rarely pack assets if a few files? Posted: 30 May 2018 12:50 AM PDT It seems that most games use large collections of small files, rather than large collections, such as Bethesda's BSA archives. Windows uses NTFS, which allows fragmentation and spreading a game's files throughout the disc, this isn't going to change anytime soon. SSD has yet to become standard over HDD storage. With a game targeting Windows, having a low count of large files is much better for the user, and yet, this is rarely done. [link] [comments] |
How long does it usually take for a publisher to get back to you? Posted: 30 May 2018 07:17 AM PDT I submitted my game to a 14 publishers, 4 of them got back to me within 2 days the others I have yet to hear from. When do I send an email asking if they have had a chance to review it yet and how do I word the email to not come over as rude? I would really appreciate any tips I could get. [link] [comments] |
Posted: 29 May 2018 04:49 PM PDT So I attempted a game design degree with full sail in 2002 - 03. This was a poorly thought out plan, in short worst decision of my life. I was hesistent to do game design because of the level of math, however I was falsely assured by an instructor I would be fine. They even gave me a practice test with basic algebra which essentially was a check in the box to ensure I was able to meet the minimum prerequisite. Kept sensing red flags during the admissions process, such as the inability to switch majors after the first 4 months of class which basically have nothing to do with game design. I saw a lot of individuals like myself just trying to make it and continually being played by the sales tactics and the flashy outward appearance. On day one I nearly quit because the founder showed up in his Ferrari, wearing a red suit, gets out in front of a red screen and begins this preachy sermon, which I recall nothing of what he said, due to the appearance of grandeur. So I tried to succeed here, retook several classes, by the time you retake a class twice you lose the ability to get the degree which was the while point. So I keep going absolutely just trying to get the knowledge, but knowing ive already failed. Expenses are out of control at this point, I just want to slow down, but again I'm here and credits don't transfer to a traditional school. Should have switched to audio or gone to a traditional college. All of the weaknesses preached at full sail of a traditional college are actually very strong selling points for not going to an ultra fast paced program where they get your money first before you have a chance to decide if you like it or not. Tldr; full sail game design is perfectly OK with taking kids money, throwing them into challenging programs and washing them out at 50 % or worse with 40-100k debt. Here is the part where the self righteous chime in about how I got everything I asked for. I'm ok with those comments. But to the ones like myself who are borderline above average students: enjoy life at this age, don't rush to get the knowledge, go to a traditional college and when you are a whopping 22 years old with a CS degree, then go to full sail you will get way more from the program when you're not struggling with basic concepts. Full sail can go to hell, someday college will be free I hope the founder enjoys his I'll gotten wealth on the backs of the poor. [link] [comments] |
Posted: 30 May 2018 07:31 AM PDT Can someone give me an outline on this? What steps should I take throughout the development process? Develop a story? Than features? Etc etc, also how can I make a console text based game look pretty. [link] [comments] |
Posted: 30 May 2018 08:39 AM PDT Hi everyone, I'm a new dev having a problem setting inputs for the Vive controllers. I bought some animated VR hands for my game from the Unity store and cannot figure out how to setup inputs. I got the controller tester asset to see what buttons are being used and tried that but no luck. Is it a special format for the buttons, tracked controller script, or do I have to code inputs? Thanks so much everyone! [link] [comments] |
Posted: 30 May 2018 08:28 AM PDT Hey all, I thought I would post what I've found to be a rather valuable resource when it comes to game development. http://www.devgameclub.com/ is a weekly podcast hosted by two industry veterans in which classic games are played and dissected in terms of mechanics, level design, etc. In addition to being highly entertaining, this podcast touches on a number of issues we confront in game development every day, and the detailed discussion just might help any listener come up with elegant solutions to common problems. [link] [comments] |
Posted: 30 May 2018 09:25 AM PDT My skills include:
Some examples of still lifes I've done in Photoshop:
I really want to get a job in the gaming inudstry, but I'm not sure where to start. I was thinking of working as IT, tech support, or help desk just to get my foot in the door. That way if I do that, I could network with the other employees there, especially with the artists since I'd like to get into jobs like concept art, animation, character design, 3D modelling, technical artist, etc. I'm just not sure how to orient myself with my job searches. Also, I don't know how often game companies are looking for IT and tech support people. Anyone have any advice? Should I really gun for the jobs now, especially if there's any IT/tech support positions, or should I wait a bit and train my artistic skills more so I can try to get the more art-related jobs? [link] [comments] |
Gamasutra - Interactive Gaming Ventures and Epic Games team up to fund UE4 indies Posted: 30 May 2018 12:37 PM PDT |
Posted: 30 May 2018 12:24 PM PDT |
What's your workflow for working with Digital Humans? Posted: 30 May 2018 11:36 AM PDT I'm currently doing a deep dive into the world of 3d humans with the goal of planning out a workflow, for the goal of a series of short films/cinematics for an upcoming project. Do you use a dedicated 3d human app, or just generally model everything in your basic 3D modeller and then export to your game engine of choice? Currently, I am aware of the following:
Anything else out there? Thinking about it, my workflow will probably be something like this: Create 3D human Model->Rig/Texture/Props->Send to 3D App (Maya, Blender, etc) or send to game engine (Unity, Unreal, etc), -> animate-> Export film. Any and all suggestions. I'm not married to single idea, technique or app. I'm looking for time tested workflows that work for you, and hopefully a good explanation of your process. Thanks in advance! Edit: For those curious, I noticed that the Unity store has a pretty good library of 3D humans as well [link] [comments] |
I can't think of small scope ideas Posted: 30 May 2018 10:46 AM PDT No matter how hard I try, I just can not come up with simple ideas, it's always massive ambitions and 0 progress. Any advice on how to think up simplistic and somewhat original ideas? I've only ever "completed" one game in my 4 years of game development. [link] [comments] |
Unity Low Poly Particlesystem Fire & Smoke Posted: 30 May 2018 05:17 AM PDT |
How far did you go to market your game? Posted: 30 May 2018 08:18 AM PDT Just a fun and curious question. How far did you go to market your product? borderline copyright content, naming etc... Is it time to go full Japanese hentai fan service trend... [link] [comments] |
Why You Should Market Your Stories On How You Created Your Game with Michel Mony (Podcast Interview) Posted: 30 May 2018 08:16 AM PDT |
Posted: 30 May 2018 08:15 AM PDT |
Realistic to transition from freelance C# webdev to freelance C# unity dev? Posted: 30 May 2018 10:52 AM PDT Hi, I am currently a freelance full stack web developer. I have been doing web development professionally since around 2003. I code in a handful of languages but C# is my main go-to. I always wanted to make games since I played Quake 1 but at the time I couldn't see any way to break into it as I left school at 16 and had to earn a living. Making websites was a hobby and it grew into a career that I still really enjoy. I am getting old (relatively speaking for this industry) and I would like to give game development a go before I lose interest in gaming (most of my friends the same age no longer have any interest in playing games so I guess it may happen to me also one day). I've been working freelance for several years so I really can't see myself joining a 9-5 in a junior position. Is it possible to make a reasonable living pimping out my C# skills to people making games with unity? I have only just started learning Unity so I am talking about in 6 months time when I have some useful skills. I have no clue what the market is like. Are there any popular niches inside Unity development that people specialize in? Like a certain type of system or action that I can study and get good at to make myself marketable? As a webdev I don't deal with much maths and when I do there is usually a library that simplifies it for me so I really am not sure how good I will be at code dealing with physics. I think I am more suited to some sort of gameplay scripting as I have a good head for nested logic. From an outsiders perspective it seems like everyone either gets a job for a big dev team or they eat noodles in their parents basement until one of their games gets popular. Is there a middle ground where you can be good at code and make a decent living working freelance? Any advice on how to approach this and where to focus my skills is greatly appreciated. Thanks. [link] [comments] |
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