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    Sunday, July 29, 2018

    As a junior, I just have been hired in a AAA studio for the first time. AMA!

    As a junior, I just have been hired in a AAA studio for the first time. AMA!


    As a junior, I just have been hired in a AAA studio for the first time. AMA!

    Posted: 29 Jul 2018 01:22 AM PDT

    Hi,

    I went through a long recruitment process and I've spammed all my friends actually working in the AAA industry about it with a ton of different questions. I though maybe you could have some too, and I'd be glad to help!

    For your information, I'm from France and I have a game design & project management bachelor (private school) where we learnt mainly game design and project management, but also a bit of all the main topics of video game creation (Insights on marketing, programming, narration, game art, business dev, level design, art history, etc...) I had my diploma in july 2016 and I got my first 6 months internship starting August 2016 in AA mobile as a game designer / project manager, then I worked on small VR/AR projects still as a junior GD and project manager. After 2 years I went through six months without a job, and last week I have been hired by a AAA studio who's in the world top 10 companies by game revenue (I won't give the name because I don't want any potential problems)

    AMA!

    submitted by /u/Emeka-
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    Looking for advice regarding launching on Steam from experienced devs (and not only)

    Posted: 29 Jul 2018 05:21 AM PDT

    Hey guys. For the past two years, we've been working on an adventure game that we'll be releasing soon on Steam independently. We already have a bit of experience with solo / guerrilla PR since we ran a successful Kickstarter campaign but launch approaches and, as much as I've done my homework and studied up on things to do and not do, I'd love to get some advice regarding launch, including pre- and post- periods. I'd obviously prefer if it came from folks who've already released games on Steam, whether to great, moderate or no success, but anyone is welcome to pitch in suggestions or opinions.

    I feel like we've accumulated a lot of experience and I am feeling confident about the quality of our game, however adventure games are really niche, and I think it's important to admit there are things that you just can't know or predict if you haven't been through the experience of launching, or things you just can't be objective about. This is our first PC game, and we're about to throw this baby we've been coddling for two years out there into the big bad Steam forest full of who knows what scary shit. We just want to make sure it has basic survival skills when the time comes for it to stand on its own two point-and-clicking feet :)

    I know there are probably a lot of threads like this and I am really not trying to clutter the subreddit up with pointless stuff, but this could be super useful to people launching their games in the future, so if you're already a Steam-published dev, your feedback will be a lot of help and very appreciated. Hope it's cool to post this.

    So! Here's a list of stuff I'm particularly interested in:

    • Steam page up before launch and wishlisting- I know it's important to have this up for a while so it can gather wishlists; we've been heavily delayed by bureaucratic stuff and will publish it soon, however I do want to launch the game ASAP too. Is there a sweet spot or an ideal period of time for the page to stay up and gather wishlists before launch - or at least a minimum? Are Steam's promoting algorithms tied into the number of wishlists? I think I have a general idea, but I'd love to hear some thoughts.
    • Pricing - For the longest time I was convinced we would go with the $14.99 indie standard, but we've been also told that the quantity and quality of content plus the level of polish would justify a $19.99 price tag. I'm tempted to agree. I'm really proud of what we've achieved (esp. since for most of production we were a 3 person team), and it does make sense for a niche product to cost a bit more to make up for the lack of mainstream appeal, plus Galyonkin's opinon which holds a lot of weight... However, Steam and the indie games market are scary things that are harder and harder to understand, and I wouldn't want that extra $5 ask to hamper its chance of finding a bigger audience. I am particularly interested in opinions regarding this, and you can check out this imgur album of gifs to see the production values. The game will be somewhere between 8 and 12 hrs long, is entirely hand painted, animated frame by frame, and fully voiced. I know pricing a game is a dark art in and of itself, but I can't only rely on my subjective opinion on this thing I've been putting my blood sweat and tears into for two years, so please be as honest and blunt as possible regarding what you personally would pay for it.
    • Pre-launch steam discussions engagement - This is something that I notice a lot of games straight-up ignore, and I really don't want to follow suit. Basically, before launching your only way to interact with your potential players is via the discussions, and I really don't want tumbleweeds rolling around in there. I've come up with the idea of running a weekly interactive fiction thingie where players vote on how the story continues, like a crowd-sourced CYOA. Do you guys feel it's a decent idea or is it too tryhard-y? We love interacting with our Kickstarter backers and I was thinking of somehow translating that experience onto Steam. Maybe I'm misinterpreting this and discussions aren't really that important in the grand scheme of things? ...But they're the only way to interact with people visiting your page before launching... Aaargh! Any other ideas and advice regarding interacting with users before launch (other than obviously answering their questions asap) are welcome.
    • Non-trailer videos: We've got some pretty cool stuff that we managed to get into the game, like using live instruments for the soundtrack, and we've documented that. I was thinking of having the trailer, another lengthier mash-up of gameplay footage, and a video compilation of recording the live instruments. I don't remember seeing other games do the music thing, though ( I might be wrong?) and I am a bit apprehensive about it. I do think it's cool, but it's hard for me to objectively assess how it would come across. How do you guys feel about this idea?
    • Non-genre engagement (oh god, look at what words I'm using, who the hell have I turned into?!) - In case you've already launched a niche game or you have a lot of experience, any advice about approaching launch as compared to other more popular but more competition-heavy genres? I'm an artist / creative type and only a marketer out of necessity (aren't we all...). I know a lot of folks that are into our genre already are invested in and looking forward to our launch, but I'd obviously prefer for it to grab the attention of gamers who don't necessarily play adventures on a regular basis. Yeah, I know... tall order.

    ...And there's a ton more but I don't want this to become a wall of text. I welcome any and all opinions and advice on the above, and feel free to talk about stuff not mentioned by my post.

    I will post a detailed post-launch postmortem highlighting what went right and what didn't (hopefully not too much of the latter...).

    I hope my post didn't break any rules, I checked and it shouldn't, and I apologize in advance if it has.

    tl;dr: Basically we have a game that we're super proud of, but launching is scary as fuck and we'd prefer not to make any idiotic noob mistakes that could hurt our launch. We know our adventure game will not set Steam on fire or anything, but for it to do at least decently so we can recoup our savings and keep making games is essential, and really the most we are hoping for. Especially if you've already launched a Steam game, I'm interested in the dos and don'ts, the easy to miss pitfalls, and whatever advice you think we could use.

    Thanks!

    submitted by /u/Boarium
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    Pyxel : a retro gaming console in Python

    Posted: 29 Jul 2018 01:47 AM PDT

    What it's like to launch an indie game in 2018, hour-by-hour

    Posted: 29 Jul 2018 03:11 AM PDT

    How do you prototype your games ?

    Posted: 29 Jul 2018 03:28 AM PDT

    Hi, I'm beginning the development of a game and I would like to know how you make your prototypes while you don't have graphics.

    I can't follow what I find on Internet be cause some say you have to get the graphics before the development phase and other say you should make a prototype without graphics.

    I'm beginning without any sprites because I'm a shit at making sprites even if I tried many times, I guess I'm not enough patient.

    So, do you use free sprites or do you just develop with white squares and stuff ?

    How do you know what dimensions your prototype will have ?

    submitted by /u/Orionss
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    Added more characters in 3d Gallery

    Posted: 29 Jul 2018 04:46 AM PDT

    I'm challenging myself to learn quickly, and publishing my results

    Posted: 28 Jul 2018 11:15 PM PDT

    Fairly new to actually posting instead of just lurking, so please forgive any formatting errors.

    I've begun a challenge to myself to create a game a week for the next couple of months. I'm posting here about it because I am broadcasting my failures, lessons, and progress to the world and I figured somebody may be interested in either learning alongside a beginner/hobbyist or seeing what the learning process is like for fresh blood like myself.

    I am using my profile on Itch.io to upload and update projects, keep a dedicated devlog about my progress and findings, and keep in touch with anybody interested in the project(s). For fear of breaking the self-promotion rule I will gladly hand out a link to the project page through PM.

    That's all from me, hope you all are having a great night!

    ~BeetleFeast

    submitted by /u/BeetleFeast
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    Check my HTML5 3D Game, advice for serverside collision detection ?

    Posted: 29 Jul 2018 03:52 AM PDT

    I released an Alpha Single Player only version of a small action shooter a couple of days ago, you can check it on http://panzerkampf.io/

    It's just a small side project, nobody is really playing it but i have some ambitions for it and want to turn it into a multiplayer game. I have some multiplayer game development experience and i am a professional software developer, game development is just a hobby though, so i am not super familiar with a lot of the details.

    The game is done purely in Javascript (Three.js and vue.js for the frontend). In the current single player variant, i am doing collision detection just by using raycasts. Collisions are basically the tank colliding with environment, or bullets colliding with tanks.

    As far as multiplayer goes, my initial thought was to just use the same gameplay code and threejs on the serverside in nodejs (there are ways to do that) but the whole process of getting my gamelogic and threejs to work in node with no gl output, has not been successful and frankly felt quite hacky. So instead i thought about building the server in a language that i am more familiar with that lends itself very well to networking and also parallel workloads (think multiple gameservers running on the same physical server). This would be Golang, but in the end for the collision detection the language does not matter anyway.

    Now i would not have any Threejs features like scenes and raycasts on the server, and i also felt (no evidence) that raycasts are quite expensive to compute and not the most efficient way, so i thought about how to do collision detection more efficiently. In the end, when you look at the game, it is more of a pseudo 3D game, because all the movement just happens across the x and z axis and i plan to keep it like that. So my idea was, instead of dealing with 3D Collision detection, to simplify it and just do 2D Collision detection. In the end the tanks and bullets would be represented by circles on the server, while buildings and road blocks would just be rectangles. I assume the calculations would be much simpler than doing full 3d collision detection. The only special case is where a tank would collide with a small roadblock, but would still be able to shoot across it, but even here i would just check if the bullet circle collider hits another collider and in addition check the bullets y position with the collider height to determine if the bullet could fly across.

    Now i am just wondering if this is a viable approach to simplify it, or is the cost to doing full 3d collision detection (which is also more complex to understand) is so little that i should still do it ? Does what i came up with make sense at all ?

    Of course i plan to do the same collision detection client side, and implement some form of client side prediction with error correction if the server disagrees with the client (mainly to prevent cheating).

    Thanks for your feedback and sorry for the wall of text!

    submitted by /u/barthw
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    How difficult is it to create a webgl view for a game?

    Posted: 29 Jul 2018 08:59 AM PDT

    So I've got an HTML5 game, but the game is currently implemented to use 2D imagine manipulation to display it. I'm using canvas and just draw images on the canvas over and over again to create the game's visuals.

    The file that I use to do this drawing is only about 60 lines of code in size. It gets handed my game state (information on where things are, and what their state is) and it decides what image to draw where based on that game state.

    If I wanted to upgrade the visuals of my game to 3D WebGL models, how difficult is that? Is it possible? Is working with WebGL something that really has to be baked into a game engine from the very start, or should it basically just entail swapping out a drawing file and adding the modeling data?

    I've never worked with 3D modeling in any capacity, so I'm hesitant to try it and don't really know where to start. If it is possible to take an existing game engine and just create a WebGL view for it, where should I go to learn how to do that? Are there a set of tools that are standard for people working with WebGL?

    submitted by /u/moses_the_red
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    PC Platforms

    Posted: 29 Jul 2018 10:33 AM PDT

    Looking for all of the platforms to eventually try to publish to, here is what I have so far:

    -Steam

    -Humble

    -Itch

    -GOG

    -Gamejolt

    -Microsoft Store

    Any others that are worth publishing to?

    submitted by /u/MrTriPie
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    UE4, AWS GameLift and Steam?

    Posted: 29 Jul 2018 06:44 AM PDT

    Has anyone here used this combination before? If so, do you know how to utilize the Steam Online Subsystem when working with a dedicated server via AWS? We have everything set up but are unable to access it. As a result, VOIP won't work, we can't access anyone's Steam username or anything else related to Steam.

    submitted by /u/h34vydu7y
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    How do ppl keep teams together.

    Posted: 29 Jul 2018 05:56 AM PDT

    Alright this sounds weird but bare with me.

    I was in multiple small 7 ppl indie teams. And almost all but one feel apart before we even finished the concepts of our game.

    It always started out with oppositions then differenet ideas. Then someone who grts bored leaves. Someone notices that and leaves too. Someone says fuck it ppl are leaving might aswell and etc. Like how do someone indie teams even when they have a big falling out still remain together.

    submitted by /u/LoadUpOW
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    Sign up / Log in in a mobile game

    Posted: 29 Jul 2018 11:41 AM PDT

    Hi,

    I have a question about logging in / signing up in mobile games. Is it something players don't like? Most games have a "guest mode" or something similar. I am developing a mobile game and I have 3 methodes for authentication: Google, Facebook or e-mail.

    What do you think about a mobile game which is forcing you to have an account?

    Thanks :)

    submitted by /u/GarbageCollector_
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    I have a question about details on 3d models

    Posted: 29 Jul 2018 11:29 AM PDT

    Hey,

    I'm not a game developer, I do some stuff for fun but there is a question which I haven't been able to find an answer for yet, this place seems a good place to ask that.

    Here is the thing, I can do basic 3d modelling. But I haven't done any for any video games so I usually don't care about polygons. For games though, that's pretty important. Question is, what is the name of technology which adds details to simple 3d models, like you do in blender. For example this model:

    https://i.ytimg.com/vi/BX0Ttxee2fw/maxresdefault.jpg

    It has many details but I'm pretty sure that's not a simple 3d model. Because you know, that would have so many polygons if you model those tiny details. Hopefully I'm clear enough, two questions:

    • What's the name of the technique/technology? I know some call it sculpting but what is the name of rendering method for it. You know, a name like "antrostopic filtering". Or "mesh smoothing", something like that.
    • What's the limit? I mean can you draw a sphere with like 8 polygons and just render it almost perfectly smooth with it?

    Thanks

    submitted by /u/printerman12345
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    Where do I start?

    Posted: 29 Jul 2018 11:05 AM PDT

    I've been thinking of messing around in indie development as a hobby and I'm wondering where to start?

    I have learned basics of programming but will have to continue learning and I'm decent at art but I'm self taught and haven't taken any classes.

    I have an idea for a general concept but other than that I don't know where to start.

    I've heard of some people building their game first with nothing but shapes and then replacing them with art later. Other people make the art first and program that right away. Should I write out the full story of my game before touching art and programming?

    Any tips would be helpful as well as advice cheap/free programs to use for a 2D top down game like undertale or Zelda III

    submitted by /u/papifaraon
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    Soundtrack Sunday #252 - High Energy

    Posted: 28 Jul 2018 09:24 PM PDT

    Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves!

    Basic Guidelines:

    • Do not link to a page selling music. We are not your target audience.
    • Do not link to a page selling a game you're working on. We are not your target audience.
    • It is highly recommended that you use SoundCloud to host and share your music.

    As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate.

    If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome!


    Previous Soundtrack Sundays

    submitted by /u/Sexual_Lettuce
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    What is an engine similar to Euphoria Engine that has great ragdoll physics?

    Posted: 29 Jul 2018 10:40 AM PDT

    Anyone tried Buildbox 3D yet?

    Posted: 29 Jul 2018 12:13 AM PDT

    I have been thinking of dabbling into game development for a while now. Saw Buildbox before, but reviews said it was too limited. They released 3D though which actually looks more in-depth:

    https://www.buildbox.com/buildbox-3d/

    Anyone try it yet? Worth testing?

    I'm not really a serious programmer, but do know some Javascript, so this got me curious.

    submitted by /u/d-o-t-c-o-m
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    Hobby Composer/Sounddesigner looking for a project to contribute to

    Posted: 29 Jul 2018 09:13 AM PDT

    Hi, over the last week or so I noticed a few post from composers/musicians who offered their services or music to be used in game-projects on here. I've been making/trying to make music and sounds for quite some time now, and thought this might be a good opportunity to do something similar myself. Now this is not intended to be some shameless self-promotion, but more of an attempt at getting involved in a small game-project or the like. (If case you want to use any of the tracks linked below as is, that's cool too)

    My "music" and the creation process is all over the place and not exactly focused, so it's more of a collections of ideas, rather than a finished product. But this is also why I like scoring or sound-designing to something like a game.

    Big wall of links in case this got anyone interested:

    LiS inspired Indie

    Chiptune trailer music

    Chiptune meets PayDay (gamejam)

    Ambient (gamejam)

    Synth/ambient

    Ambient (gamejam)

    Score and Sounds for a shortfilm breakdown Music/Sfx

    Film-ish

    Pirate themed (gamejam)

    Funk/Hip Hop (gamejam)

    The gamejam tracks are made in a short amount of time, so they aren't exactly polished, but I still like them so that's why they're there. Everything downloadable can be used as you like, basically public domain. And a bunch of these also have the individual mixer tracks available on hitrecord.

    Thank you reading that far :)

    submitted by /u/Bertsz
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    Any software for collaborating on map/level design?

    Posted: 29 Jul 2018 05:26 AM PDT

    Hello, I am working with some friends to make a small indie game, nothing big, mostly just as a hobby, but we were wondering if there was some way we could collaborate on designing a map of some kind. We cant seem to find any software which would let us do that, and was wondering if there was anything which would allow us to build a map of come kind (3D) together.

    Thanks in advance for any suggestions! :)

    submitted by /u/MageTech
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    Level Design Learning Process

    Posted: 29 Jul 2018 01:15 AM PDT

    Wanted to repost this on it's own outwith the question that sparked this response. Our Level Designer has created a Learning Process for himself to work off of, hope you find it useful.

    My learning process:

    1) Analize the good shit with some tools: Those games you mentioned (the good shit) are brilliant for good reasons, so start analyse them after reading this article (the tool): https://www.gamasutra.com/blogs/AsherEinhorn/20150528/244577/Fourstep_puzzle_design.php there's more online... see if you find something that applies to games you like. On YouTube you can find GDC talks and developers/critiques channels. However, the best games to learn from are the worst to play, because what is missing is more clear, giving you a better understanding of what might ruin the game experience.

    2) Experiment with your mechanics! I usually experiment past the point of boredom and try not to fall in frustration, when I push boredom to it's limits I start using lateral thinking more easily. On the other hand, a friend and collegue of mine changes completely what he's working on and comes back to solve the tedious problem later when he gets an insight.

    2.5) Resist to the urge of adding anything new while experimenting (basically if I come up with a new mechanic/rule I write it down for later and convince myself I don't need that now!)

    3) Have someone, unexperienced with my game, playtest anything I do and don't base my judgment on a personal feeling, like "this is easy" often becomes "this is way too difficult". In fact one of the best design rules I follow is "please the player not yourself".

    4) When trying to apply a design rule stolen from other games my mindset is "no rule is good for any situation and every rule can be bent".

    Rules I'm following now:
    1) The objective, the environment and the pieces of the puzzle require high readability to grant the solution to emerge from an hypothesis.

    2) Elements that are not there for the purpose of solving the puzzle are a distraction and can confuse the player.
    3) Use no more than 7 elements on a difficult puzzle to allow memorization of the elements.

    4) Many more rules to come ....

    To answer your questions:

    How do you get into such a frame of mind?
    That I believe comes with pure experience.

    Is there a book that you could learn it from or do you just have to be born with the ability?
    I can't really suggest you a book that can solve any problem ...I often research on google or ask someone more experienced to get answers and solve my doubts. The only ability you need is to be able to resist and endure an absurd ammount of failures and analyse all of them.

    submitted by /u/DeepFriedOfficial
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    How to deal with a year long absence from gamedev.

    Posted: 29 Jul 2018 03:59 AM PDT

    Hello there, I would like to just in general get some general advice from people in this sub. First of all some background information, I graduated a month ago with a degree in computer science.I'm from a country with a nearly non-existent game industry scene, which is why I tried my best to get as much relevant experience as possible. From working on mods, gamejams, doing some minor contract work and attending conferences abroad to get connections in the industry. You could say i'm all set for getting a junior position at least somewhere.

    Except i'm forced to spend a year away doing my mandatory military service. Where I obviously have a very limited access to my computer (its possible, but at the moment it is not even worth the hassle) That obviously has gotten me scared, considering that in the future, while searching for jobs, theres a high possibility that employers are going to see the time I spent running around in a forest, a time wasted. (Especially since I have no way to work on my skills ) Which isn't very comforting considering how getting your foot in the industry is already difficult.

    I have been trying to fill the void with reading books. Either about programming / game design or fiction in general. It has helped me a bit and is a nice diversion from constant military bs I have to put up with. Though I am running out on that regard, would love to get some reading material suggestions.

    Has anyone gone through anything similar ? Could anyone tell me how negatively a gap like that could affect me regarding employment in the future ? Am I just overreacting ?

    Tl:dr computer science graduate forced to spend a year in military with no way to refine/work on practical coding skills. Scared how that could affect me in future.

    submitted by /u/Arvuti
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    Entity Component with added Bahaviour

    Posted: 28 Jul 2018 07:35 PM PDT

    I am using an entity component system to manage all my GameObjects. But one thing I'm not clear on is how my player character can interact with my entities.

    For example:

    I have a campfire prefab. It contains a light source, animated render component, collider component. When my player character stands in front of the campfire and presses 'use', I want to turn off the campfire.

    What comes to mind:

    1. Get the light source component and turn it off.

    Pro: No violation of ECS

    Con: I would have to write 'use' code for every entity I want to be intractable in my CharacterController system

    1. Write a Component and a system to turn off that campfire

    Same as above; A lot of components/systems to handle very specific use cases.

    So my idea was basically to attach a behavior component. I would write an interface component with a Use method which I can derive a CampfireBehavior from. In there I could define what happens when a character (any character) performs a 'use' action on my entity.

    Now, I know that this would be a break from ECS but I would have clearly defined responsibilities, less code and an easier time adding different GameObjects with different behavior.

    Personally I believe being to strict with a system is not a good idea when a break from it would make going forward a lot easier but I want to know if I am just overlooking something or if there is a better strategy.

    submitted by /u/TheBeardedProgrammer
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