I researched the market share of game engines on Steam, from over 60,000 Steam games. |
- I researched the market share of game engines on Steam, from over 60,000 Steam games.
- Timelapse video of how I make 2d graphic assets for game prototyping.
- Looking for freelancers or want to get hired to work as one? Miss the Unity Jobs Board? You might like gamejobforum.com
- 16 Indie-Friendly Indie Game Publishers
- CS50 Game Dev on edx starting July 1 2018
- Armory Game Engine Tutorial Series
- Designing the combat spell combos in Wizard of Legend
- I have a wife, a kid, a mortgage, and run an indie studio from my garage. Here's a little Q&A I did about it!
- What do you guys think about my first ever game! Please try it out and let me know some suggestions!
- Tips and Tricks on Material Production in Substance Designer
- Why have most engines settled on FP32 for world-space coordinates?
- Think Fair Use Protects you? Think Again…
- Does anyone else get super discouraged when they hear so many horrible things said about game development in general?
- Can I replicate a game to use it for my portfolio?
- What I’ve learned implementing a simple blocks game
- Pack of Laser Beams customizable for FPS and TPS.
- Using Unity ECS to implement mouse-based player rotation
- Unity Smooth Camera Movement Tutorial
- Source for Rigged meshes
- I feel like I'm hopping from one project to another without any motivation to finish them.
- Marketing Monday #226 - Major Improvements
- Any good resources to help educate those running an indie studio or project (something easy to digest like an infographic)?
- How to create my dream game: build a team from scratch or pitch to a studio...
- Composer For Media Looking For Work! Take A Look Around And Give Me A Shout!
I researched the market share of game engines on Steam, from over 60,000 Steam games. Posted: 18 Jun 2018 11:54 AM PDT I got tired of people arguing back and forth over the popularity of game engines like Unity and Unreal, and I can't find any existing data about this, so I made a script to help me research all the notable* Steam games, and made a graph out of my findings. *Notable means that the game has a Wikipedia page AND someone has written down the game engine into the infobox of that Wikipedia page. LinksLINK: Graph of game engine market share TL;DR
DisclaimerI cannot guarantee the accuracy of this data. There were simply too many games with unknown engines, corrupted data due to the game engine infobox having extra data, and searching one game's name returning another, more popular game's Wikipedia page. Also AAA companies might put out more Steam apps for a single game than small developers, which might skew the data. I invite you to take a look at the source code and raw excel document, make modifications and draw your own conclusions! How it was done
[link] [comments] |
Timelapse video of how I make 2d graphic assets for game prototyping. Posted: 17 Jun 2018 06:12 PM PDT |
Posted: 18 Jun 2018 01:32 AM PDT Hi folks, I've been working on a Unity project for a while and became frustrated at how difficult it was to hire contractors, particularly for smaller jobs. I used to love browsing through the Unity Jobs forum whilst in pre-production, and seeing the awesome creations that freelancers had worked on and posted as part of their portfolios there. Unfortunately, Unity shut that forum down in late 2017. I tried some other alternatives, like the gamedevclassifieds subreddit and Upwork, but still wasn't completely satisfied. So, with the help of some testers from the Unity forum, I decided to take matters into my own hands, and create a website designed specifically for game job freelancing: Here's why I think Game Job Forum is the best solution out there for game job offerers and job seekers working on smaller tasks: ($100-$2000)
Here's what Game Job Forum is missing:
The site is off to a solid start after a few days in operation, with some great feedback from freelancers on its functionality. Job posts are getting hundreds of views and freelancers are finding jobs from their own posts. Its entirely non-commercial and run as a service to the Indie gamedev community. I'd recommend checking it out. I'm happy to take any feedback in the comments section here as well :-) Thanks for viewing and good luck for your projects! [link] [comments] |
16 Indie-Friendly Indie Game Publishers Posted: 18 Jun 2018 06:16 AM PDT Last year I shared a blog on 11 Places to Publish Your Indie Game. Now I've put together a new article listing 16 Indie-Friendly Indie Game Publishers for those thinking of exploring this route as an option! I'm a game music composer and am a great supporter of indie games - having worked on many and also just being amazed frequently by the creativity out there and what can be made possible! So, if you aren't aware of my blog already, my aim is to offer a mix of interesting and useful articles for the gamedev / indiedev community. This article is the latest one. Note: I have no affiliation to any of the sites/publishers listed. I don't get anything for mentioning them or anything like that. I've also not had personal experience with any either so can't recommend any specifically. It's just a set of publishers I've come across that I hope some may find useful to be aware of and that seem good for the indiedev world! :-) Main blog homepage for those wanting to read more: ninichimusic.com/ninichi-blog [link] [comments] |
CS50 Game Dev on edx starting July 1 2018 Posted: 18 Jun 2018 11:22 AM PDT https://www.edx.org/course/cs50s-introduction-to-game-design-and-development this course https://cs50.github.io/games/lectures which was offered at Harvard University's Extension School will be offered on EDX starting July 1 2018 as with most edx courses the certificate is not really worth it, but having access to discussion forums and assignments makes the edx version fun and interesting IMO the course covers LUA and Love2d but moves onto C# and Unity towards the end [link] [comments] |
Armory Game Engine Tutorial Series Posted: 18 Jun 2018 08:03 AM PDT |
Designing the combat spell combos in Wizard of Legend Posted: 18 Jun 2018 09:37 AM PDT |
Posted: 18 Jun 2018 05:57 AM PDT |
What do you guys think about my first ever game! Please try it out and let me know some suggestions! Posted: 18 Jun 2018 10:17 AM PDT |
Tips and Tricks on Material Production in Substance Designer Posted: 18 Jun 2018 09:04 AM PDT |
Why have most engines settled on FP32 for world-space coordinates? Posted: 18 Jun 2018 07:12 AM PDT Hey all, so to preface I'm an absolute novice when it comes to coding and really just getting my feet wet, but I'm also curious as to the hows and whys of design decisions taken. One of the more common answers I see to the inevitable "how do I create a huge MMO / Skyrim / Fallout-like game" on forums, is that the upper bounds for level size for game engines simply do not allow that kind of scale out of the box, and the only way to do so is through careful use of streaming volumes and world origin shifting. Looking into it, I see that almost all the popular game engines (IIRC Unity, Unreal, Cryengine, Godot) use 32-bit floating-point arithmetic for world-space coordinates, and I guess I'm just curious as to why that has become an informal standard? Are there steep performance penalties associated with switching to integer or double precision? Is it just a cost / benefit thing given so few people would be able to make use of increased precision? [link] [comments] |
Think Fair Use Protects you? Think Again… Posted: 18 Jun 2018 12:01 PM PDT |
Posted: 17 Jun 2018 07:25 PM PDT I'm quite familiar with the gaming industry and its problems. But when I see entire forum threads filled with people advising against entering the video game industry it is quite disappointing. How the overwhelming majority of money goes to the very top of development studios, crunch time, poor employee treatment and manipulation, poor game reception, allegedly difficult to enter long term employment, publisher bullshit, etc. I'm not even really interested in becoming a game developer as a career. More as a side passion. But all the same all these comments paint a very toxic picture. [link] [comments] |
Can I replicate a game to use it for my portfolio? Posted: 18 Jun 2018 10:28 AM PDT Im think of starting a summer project in which I replicate a card game (YuGiOh, to be more exact). Im not intending to use it in any commercial way, but I;d like to upload it on GitHub. Is it legal and could I use it as a project for my CV? [link] [comments] |
What I’ve learned implementing a simple blocks game Posted: 18 Jun 2018 08:48 AM PDT |
Pack of Laser Beams customizable for FPS and TPS. Posted: 18 Jun 2018 11:58 AM PDT Hi everyone, recently published the "Unique Laser Volume 1", which contains a pack of laser beams that can be customized for First-Person or Third-Person view. You can watch the showcase here. Any C&C is welcome, thank you. [link] [comments] |
Using Unity ECS to implement mouse-based player rotation Posted: 18 Jun 2018 11:28 AM PDT |
Unity Smooth Camera Movement Tutorial Posted: 18 Jun 2018 11:28 AM PDT |
Posted: 18 Jun 2018 10:55 AM PDT Hi Looking for a good online source for quality rigged models, and rigged with animation. Downloaded a couple freebies from renderpeople.com Quality meshes but their animations are limited. Any others? [link] [comments] |
I feel like I'm hopping from one project to another without any motivation to finish them. Posted: 18 Jun 2018 05:56 AM PDT I'm handling every aspect of projects as a solo dev. That means I spend a lot of time doing stuff I know I'm bad at(art and animation) and end up unhappy with the result. Recently, I made a bunch of unfinished projects that I quit midway because of one or more of these reasons:
How can I get beyond this? I have read countless motivational posts. But nothing works. I had a month of vacation where I worked on games almost every day but vacations over and I have nothing but 7 incomplete prototypes to show. [link] [comments] |
Marketing Monday #226 - Major Improvements Posted: 17 Jun 2018 08:51 PM PDT What is Marketing Monday? Post your marketing material like websites, email pitches, trailers, presskits, promotional images etc., and get feedback from and give feedback to other devs. RULES
Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. [link] [comments] |
Posted: 18 Jun 2018 08:28 AM PDT I would love if there was a simple image or something I could point people too. Something like this but a little more targeted towards freelance positions and less detailed, very easy to read. The rest of this is a bit of a rant. I have been a freelance gamedev programmer for a little over three years and I have to say the vast majority of my wasted time is from people who have no idea what different individuals can do. This happens after I make quotes and even after I have been working with someone for a while. They are suddenly upset their programmer cannot make some custom models for the new system. Or they get mad when I quote for implementing something and what they actually meant was design the entire system, code it, integrate it with everything they have so they can use it in the scripting language, test it for balance and fun, write detailed requirements for everything needed to complete the system, create and integrate the User Interface elements, etc. This is why I don't do fixed price work either, only hourly. Long relevant story below: I'm mostly a C++ programmer in UE4 and that is what I advertise myself as. I will apply to work or respond to requests for any programming or anything IN UE4. Someone recently requested some work as a level designer/fixer and help with making trailers in UE4. They knew I was a programmer and I reminded them of this. I have done quite a bit of level building, design, post processing setup, shaders, and knew how to do recording in UE4 so this was something I could do and would enjoy. The client even had detailed storyboards for the videos so I thought it was awesome to have real requirements. I wrote up a big detailed quote. I also asked them about a comment they had in a storyboard where they said they didn't know what kind of trees they wanted in that scene. I asked, "Do you have a selection of tree models or know what you want at this time?" They responded asking me to send some samples of 3D modeling I had done and telling me that making the tree models that would work with snow effects and wind was part of the work. FFFFFFFUUUUUUUUUUUU I just wasted a whole bunch of time talking to someone and making a quote to have them ask me, a programmer, to build models. [link] [comments] |
How to create my dream game: build a team from scratch or pitch to a studio... Posted: 18 Jun 2018 08:16 AM PDT Hey guys! I, like many of you, have an idea for a tremendous game. I have started teaching myself Unity and while it should give me a working concept, it will never have the polish I want unless I get help from experienced people in the industry. I was wondering if anyone is/has been in this situation and if they have any advice or life experience they can share on building a team from scratch. I would love to be a Narrative Designer for a studio someday, but until then I'm going to have to take a Creative Director approach to build my own game.
OR should I simply find a studio that has made a game similar to what my vision is and hope they want to get involved. And in that situation, what part of the team will I realistically play if they do decide to make my game? Thanks for any and all advice! [link] [comments] |
Composer For Media Looking For Work! Take A Look Around And Give Me A Shout! Posted: 18 Jun 2018 08:00 AM PDT |
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