Great news! Sony finally relented and decided to start allowing cross-play with non-PC platforms! |
- Great news! Sony finally relented and decided to start allowing cross-play with non-PC platforms!
- UV mapping explained
- Pixel Art Tutorials of the Month, September 2018
- TellTale Under Class Action Law Suit
- After all that marketing, they still failed :(
- I'm developing a full body avatar creator for game developers. What do you think about it? Is there any website specifically for game developers where I could sell it as stock design?
- Anyone have any insight on Valves "Confidence Metric" when it comes to community items?
- DAO.Casino Sandbox for developers
- I'm the founding partner of a law firm that provides legal services to the interactive entertainment industry (Gaming, Social Media, Online Content Creators). AMA
- Houdini 17 Teaser
- Revshare question
- Free LowPoly Farm Buildings
- Need help with growing planet
- What to post on my studio twitter account daily?
- Question about structuring my item data for a prototype
- Lumberyard Game engine Q
- Unique experiences on GameDev
- Should we have a dedicated newsletter for our game? Or should we stick to using our studio-wide newsletter for updates on our game?
- A few quick tips on how to land a job at a AAA-studio. Feel free to ask me questions in the comments.
- How can I create a 3D golf game?
- Drawing particle sprites using freely available software
- I've released my first assets, feel free to check/use them!
- How do you feel when you get unsolicited emails/inquiry for services (voiceover, music etc)?
- Mobile devs, what ASO tools do you use? What features do you actually find useful?
Great news! Sony finally relented and decided to start allowing cross-play with non-PC platforms! Posted: 26 Sep 2018 08:12 AM PDT More information on Playstation blog here: A bit disappointed that they'd allow Fortnite through first, when studios like ours put in their request over a year ago. But props to the brave people within Sony who managed to turn things around. Better late than never. [link] [comments] |
Posted: 26 Sep 2018 10:29 AM PDT |
Pixel Art Tutorials of the Month, September 2018 Posted: 26 Sep 2018 01:30 AM PDT |
TellTale Under Class Action Law Suit Posted: 25 Sep 2018 06:05 PM PDT |
After all that marketing, they still failed :( Posted: 26 Sep 2018 10:30 AM PDT |
Posted: 26 Sep 2018 08:36 AM PDT |
Anyone have any insight on Valves "Confidence Metric" when it comes to community items? Posted: 26 Sep 2018 04:54 AM PDT I get that Valve wants to prevent fake games and people abusing the system, but this algorithm is doing nothing but hurt the smaller indie developer. My game is clearly not fake, nor designed to abuse the system. I tried contacting Valve, asking them to just look at the game, and make a decision using some common sense. I even tried to point out that this isnt just a PC game, its had a console release, plus was featured at GDC with ID@Xbox, nope, they dont care. All I get is cookie cutter responses, and still no idea on how I can get community items enabled. Valve are so frustrating to work with... I even brought this up at a round table at GDC directly with Valve and all I got was shoulder shrugs and admittance that, yes, the algorithm for discovery and confidence might have be difficult for smaller developers. I can point out to Valve until I am blue in the face that this was designed to target fake games and those abusing / gaming the system... and clearly i'm neither. I just dont get why when raising a ticket with support, they cant use even the tiniest modicum of common sense. I dont get any of these issues when working with other platform holders, especially on Console. Anyone have any experience with this they can share? [link] [comments] |
DAO.Casino Sandbox for developers Posted: 26 Sep 2018 12:58 PM PDT |
Posted: 26 Sep 2018 12:02 PM PDT Hi Everyone, My name is Zac Rich I am the founding partner of Press Start Legal, a law firm created for providing legal services in a digital age. Our Clients range from video game developers and publishers, tech startups, online and e-commerce businesses, content creators and social media influencers. My practice areas include marketing and advertising law, privacy law, intellectual property (trademarks and copyrights) and contracts. Ask me Anything! Disclaimer: Nothing in this post should be considered legal advice, everything posted here is my general opinion as facts of your case may vary. This post does not create an Attorney-Client relationship, and as such, I strongly advise you do not post anything confidential. If you have a question you don't feel comfortable asking here, please direct message me or we can set up a free consultation. [link] [comments] |
Posted: 26 Sep 2018 10:48 AM PDT |
Posted: 26 Sep 2018 12:27 PM PDT So currently I have a group and we are at the prototype stage. We all agreed in advance to split the revenue like so: Project manager/programmer/designer: 24% Programmer: 23% Artist: 18% Artist 2: 18% Music/SoundFX: 17% I'm just wondering is this a good split? It's not too late to change it so I wanna make sure it's fair. Edit: To clarify this split is for profits. It doesn't take effect until after fees and expenses are paid for [link] [comments] |
Posted: 25 Sep 2018 09:44 PM PDT Hey! 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 (and by the way, i've organized all of the packs into different categories and by date, and you can get that for $1!) 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! Here's my website if you want to check it out, the packs are there too. I've also started making Tutorials, you can check out the first one here.Includes: *13 Models (In Blend, 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 also have my Twitter DMs open! I'll gladly help as soon as i can. If you want you can follow me on Twitter. [link] [comments] |
Posted: 26 Sep 2018 11:35 AM PDT I want to make a 2D game where your are on a planet and every time you kill an enemy, the planet gets bigger and when it gets bigger certain events will trigger and enemies get harder, etc.. I'm wondering how I'd make the planet bigger when I kill an enemy in unity. Could I just increase the size and that won't affect the landscape? Buildings, trees, caves ,etc.. [link] [comments] |
What to post on my studio twitter account daily? Posted: 26 Sep 2018 11:02 AM PDT Hello. I started my twitter posting not a long time ago. I heard that it's a good idea to post on twitter daily to build up followers. The problem is, I don't really know what to post every day. The game doesn't look good enough yet to be showed(mostly tech builds with white boxes and models without textures). We have plenty of concept art, but if I post it every day we will run out of it as well. I also thought about posting funny things that happen while developing, but they happen not everyday and even if I post them with concept art I guess it's still not enough to cover everyday tweeting. I have this idea about making short notes every day, something like dev logs, but not sure if people would be interested and that, I also don't want to bore people. Also, considered retweeting stuff other developers post, but the thing is, I follow people mostly on my personal account, which is different from the studio account, and because I'm just starting out I'm not sure if it would be a good idea to follow them all with my studio account as well. The thing is, my following/followers ratio will be something like 200/20 then, and as I know it doesn't look good when you have such a ratio. Or, maybe, should I retweet them without following them? Should I just check people posts with my personal account and then retweet them with my studio account? What should I do? [link] [comments] |
Question about structuring my item data for a prototype Posted: 26 Sep 2018 07:12 AM PDT |
Posted: 26 Sep 2018 10:11 AM PDT I'm wondering if anybody has any insight to Lumberyard game engine and how it stacks up to unreal or unity, Thanks for any help with this. [link] [comments] |
Posted: 26 Sep 2018 01:06 PM PDT StudiesReport#01 That's probably something i've never heard about, or even not specifically with that name, but games that provide a unique experience for each player are still not well-regarded as such. Soon, I began to study about the most random things in the games, which I knew about, Procedural Content and Artificial Intelligence. And if a game changes its entire history and environment from the actions that the player takes, all generated automatically. But with the implementation time I noticed that, even if the generation of the scenario, even with a change in the speech of the characters, even with the change of challenges, lore. Everything still seems linear for me as a dev. It is likeif I have created a totally random world, but with the knowledge of the randomness Its been made, making it sequencial as a game or like so. This does not seem wrong or right, maybe it's some mistake of concept, or even a madness in my mind. That's it. The very first report of my tots. Stay tunned for more, this shit will be viral. [link] [comments] |
Posted: 26 Sep 2018 09:15 AM PDT My thinking is that most people would be more interested in the game than our studio so they would be more inclined to sign up to a game-specific newsletter. Keeping our studio newsletter is helpful too for attracting the attention of the media or future clients (we do client work on the side). What do y'all think? [link] [comments] |
Posted: 26 Sep 2018 09:04 AM PDT Hi, My name is Hampus, and I work as a Graphics Programmer at Massive Entertainment. Recently my dear colleague Sandra put up an article explaining her tips as a recruiter, how to land a job at Massive. These tips does not only apply to Massive of course, but it is what she usually looks for. I figured it could be nice to share it with r/gamedev. https://www.massive.se/blog/recruitment/how-to-ace-your-job-application/ Oh and I'll answer questions in the comments if you have any. Heads up tho, I will not answer any questions regarding the actual projects nor any questions that might break our NDA at Massive. [link] [comments] |
How can I create a 3D golf game? Posted: 26 Sep 2018 12:49 PM PDT This might sound like a stupid question, but I want to create a 3D golf game. I'm hoping to make one that looks like this. I have some programming experience (mostly python). A few years ago, I managed to write a 3D golf game in mIRC (or the start of one at least). It could render the environment and you could take a shot and the camera would follow the ball. I figured out how to do it all myself just by working out the maths required for it (I was studying maths at the time). Unfortunately I don't have the code for it any more (or even any screenshots of it) and I'm not sure how I'd start going about recreating it. Are there any books or online tutorials you'd recommend to make a simple 3D game like this? [link] [comments] |
Drawing particle sprites using freely available software Posted: 25 Sep 2018 05:03 PM PDT |
I've released my first assets, feel free to check/use them! Posted: 26 Sep 2018 03:22 AM PDT |
How do you feel when you get unsolicited emails/inquiry for services (voiceover, music etc)? Posted: 26 Sep 2018 12:05 PM PDT Hi all: I'm just curious what you think when you get an email from an actor/musician/artist that they would love to be involved in your game and submit samples/rates? I'm a voice actor/singer myself and I am thinking of more marketing strategies that aren't annoying but also will help me reach a bigger audience. What I've been thinking is to reach out to game devs with tailored emails (and voice samples that I would write for characters in their game). Do you think this is too forward or is it something you would appreciate? Thanks for reading! :) [link] [comments] |
Mobile devs, what ASO tools do you use? What features do you actually find useful? Posted: 26 Sep 2018 11:39 AM PDT |
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