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    Monday, November 5, 2018

    Please back up your work

    Please back up your work


    Please back up your work

    Posted: 04 Nov 2018 11:17 PM PST

    "oh it'll never happen to me" trust me it will. One day your file will get corrupted, your computer damaged, something will go wrong.

    I almost lost a good 8 hours of work because I'm stupid, but I got lucky and was able to restore it from a backup I did.

    Please backup your work

    submitted by /u/TheCakeAnarchy
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    Hey /r/gamedev! We made a New Video about how the Sound in Overwatch Influences the Game Design in Overwatch. We hope you all can learn something :)

    Posted: 05 Nov 2018 09:52 AM PST

    If you are looking for light switch sound effects. I recorded 84 different "clicks" in my AirBnB and you are more than welcome to download them. Free Assets.

    Posted: 05 Nov 2018 06:40 AM PST

    Why is low poly almost always synonymous with boring textures?

    Posted: 04 Nov 2018 02:28 PM PST

    I mean if you google image search "Low Poly" you get a whole plethora of scenes where each object only has one or two solid colors on it and basically no other detail.

    I mean I get that it's part of the aesthetic but it seems a needlessly samey at this point.

    submitted by /u/guitarguy109
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    Hello developers, what is your go to site for portfolios? Share you portfolio please

    Posted: 05 Nov 2018 01:04 AM PST

    As a designer I kind of wish there was something similar to Art Station, as web design isn't really one of my strengths and many portfolio sites cost a lot of money. Please share your portfolio or what site you prefer!

    submitted by /u/shankshaw
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    Learning Game Development with Unity

    Posted: 05 Nov 2018 11:43 AM PST

    So, sorry if someone has asked this, just kind of want to see if anyone else is struggling in the same place that I am. So I have been following a lot of game creation videos and playlists on YouTube, and I am now realizing that I am not learning to code and create games. All I am learning is how to write what I see the creator write.

    I want to actually be able to open Unity and start creating stuff and make a game, but every time I have to go to a video, and end up coping code for code when it comes to creation. I see all of you creating Magnificent games from scratch, and I definitely want to do that, I just don't know how.

    I wasn't sure if anyone had any actual videos or knew where to actually learn about creating games and coding them, instead of just me copying exactly what is in the video. I want to do it on my own if that makes sense? I had the same issue with coding with HTML and CSS. It's a tad bit discouraging, and just looking for some guidance.

    Sorry for the rant, but any help or suggestions will be greatly appreciated!!

    submitted by /u/gruntmonarch
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    What Is Beta Testing?

    Posted: 05 Nov 2018 12:23 PM PST

    Artificial Interface Prompts To Improve UX

    Posted: 05 Nov 2018 09:57 AM PST

    Apologies if this has been covered before but I couldn't come up with the correct term for what I'm describing to do a proper search. Basically I'm interested in how people feel about interface elements that disguise back-end processes into a form more in line with how most people perceive computers functioning. I probably didn't explain that very well so here is an example:

    I have a login / authentication screen upon which when the user clicks "Login", a database is queried and the credentials are validated. If validated, the screen fades out and the character screen fades in. This is fine however all of this happens pretty much instantaneously. There's no "Connecting To Server.." interface or anything that appears because it would only be visible for however many milliseconds it takes to perform the query. What I'm wondering is if it would be useful from a UX perspective to create a fake interface that doesn't do anything other than animate some kind of "Connecting..." text for a second or two to provide feedback that something is actually happening, despite the fact that the connection has already been established pretty much as soon as they clicked the button. For some reason -- even though what I have right now works as it should, something just seems off about it.

    submitted by /u/mishka__
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    How to show off a game that is not "Convention Friendly"

    Posted: 05 Nov 2018 11:16 AM PST

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    TL;DR I'm working on a text-based(ish) rpg(ish) project myself, and I want to attend a couple of local conventions with it. What can I do to get the most out of these conventions?

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Hey everyone,

    So we all went to a conventions as a spectator or a developer and there were these games with fast paced gameplay, lots of visuals, games that you could basically approached and picked up a controller and basically started playing. You get the idea I'm talking about these "Convention Friendly" games.

    However there are games like adventures, rpgs etc. etc. that are not so much "Convention Friendly" compared to their "faster paced-casual" counterparts. Those may require a bit of story-telling or an introduction to make sense and even then a 3 to 5 minutes of gameplay wouldn't be really memorable from the player's pov.

    So my question is I'm working on a text-based(ish) rpg(ish) adventure myself, (you read what's happening make a choice it effects stuff etc. etc.) and I want to attend a couple of local conventions with it.

    What can I do to get the most out of these conventions?

    To put in context;

    I attended a convention with this project last year and it wasn't a great experience to say the least. As I mentioned before I felt the need to give the player some sort of introduction, and in my case (you guessed it) it had to be 2 paragraphs long text that you had to read. And I had so many people approach the booth take the controller and leave even without finishing that introduction.

    And I totally understand why it was a bad call on my part; to make a demo like that and attend with it. No one's going to want to read bunch of stuff while the booth right next to yours is having a party with their new racing game. So I decided to look for a better way to present this game in a convention.

    And at this point I have nothing, I'm seeking wisdom of my fellow devs.

    Thanks in advance,

    P.S: Sorry for any kind of broken English or bad writing in general.

    submitted by /u/Gaerlim
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    What do you guys use to share files easily and efficiently?

    Posted: 05 Nov 2018 09:59 AM PST

    What do you guys use to share text docs, images ETC?

    I would want something that is easy to update and allows me and a friend to download and add edited versions of each others work.

    Thanks!

    submitted by /u/WackoDesperado2055
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    3D props of our VR game The Take :)

    Posted: 05 Nov 2018 12:15 PM PST

    Types of game levels?

    Posted: 05 Nov 2018 11:44 AM PST

    Designing a game and curious as to how I should classify this type of level format. The space the player is in is an open world type setting where there isn't really any right or wrong direction. Objectives and new quests are available in key locations but it's very non-linear. But, there are also regions that divide this up.

    Example, the northern region of the map is one place the player can open world explore, then the south, then the eastern and western regions. There is also a central region that is open world. But all of these regions are divided by load screens, so you cannot freely walk from one to another.

    Any feedback is appreciated.

    submitted by /u/SirDannyMacFinn
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    Procedural Music?

    Posted: 04 Nov 2018 07:38 PM PST

    I was tinkering with procedural maps in monogame, and I compose music in Sonic PI (A weird choice but I like the idea of a programming music), in a weird turn of events (not so weird), I decided to make a procedural mood-based song generator, You think that would be posible to implement in c#, or you think I should just keep composing like normal

    submitted by /u/RimuDelph
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    I have been exploring "game feel", and I want to test myself.

    Posted: 05 Nov 2018 11:24 AM PST

    Hello everyone,

    Recently, I have felt that the projects that I produce for game jams and other short game making competitions have been feeling "flat". I have been looking around and trying to improve the way my games are experienced, and I think I have put enough time and experimentation in to be able to test myself. I am making this post to search for a quick, simple idea that will be able to best test this specific aspect of game design and development. I'm looking to make a 2D (2.5D or similar), high-score based game that is not too large of a project. This is a challenge I am undertaking in order to both evaluate my ability to produce a better "feeling" project as well as elaborate and creatively expand upon others' ideas. Please leave me some ideas, no matter how simple they are, I'll look at them all and choose one to work on for about the next week. Thank you!

    submitted by /u/ScornzDev
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    Taking Your Game From Version 1.0 to 2.0

    Posted: 05 Nov 2018 07:35 AM PST

    What's the best engine for 90s 3D graphics?

    Posted: 05 Nov 2018 10:34 AM PST

    Even though I was born in '97 I've always loved the looks of games from the Voodoo, N64, Saturn, PS1 game era, up to around the Unreal Tournament 1 era. I was wondering if there was an engine that was particularly effective of replicating an idealized version of the look. I want to use the computationally cheap graphics to create artistically impressive visuals, and hopefully be able to refine the actual gameplay more. I know the Dusk and Strafe developers used Unity, but I'm curious if there are better options with regards to workflow or whatever.

    Thanks

    submitted by /u/AcceptedAlibi
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    Level Artist - Portfolio - Key Points

    Posted: 05 Nov 2018 10:17 AM PST

    Hi All,

    I'm an Architectural Technologist (the right hand of an Architect) and I am looking to transition into game development as a Level Artist.

    In short: What are some key items, illustrations, and images I should be optimizing my portfolio for?

    Long story: I can only comment from an Architectural standpoint but from the interviews I have gone to, all of the potential employers wanted to see a range of different skills. As I've understood this, I've adjusted my portfolio accordingly. Such as showing relevant illustrations and renders ranging from a Macro to Micro scale. From Schematic to Construction. Detailing of components to 3D conceptual images. etc. etc.

    I've reached out to multiple studios and I have a good understand of what they're seeking in terms of technical experience. As I develop my skills (3DS Max etc.) on my own free time, I wanted to ask the community a question. What do you believe are key items that employers would like to see on a Portfolio?

    I feel I could needlessly pour hours of detail into objects and environments but I doubt most developers would want to see this. As most game development, from my understanding, will require a multitude of skills, such as optimization of 3D assets.

    As an example, I found this portfolio piece online -> http://bobbyross.com/#/celeste-cosmetics/

    It shows a range of capabilities from 3D Content, flow diagrams, conceptual diagrams etc. In my opinion, this is a great idea. However, not having any tangible experience in game development, I have no basis to say how relevant this information is for employers.

    Would anyone concur that this variety of diagrams is relevant? Of course, as with any art, all of this is subjective and opinionated but if anyone can steer me into the right direction, that would be very helpful!

    submitted by /u/Slaughtahouse
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    Monday's Practice Tips: Copyright Ownership and Independent Contractors

    Posted: 05 Nov 2018 09:06 AM PST

    Good Morning, GameDev, it's your resident Interactive Entertainment Attorney, Zac Rich from Press Start Legal with Monday's Practice Tips.

    Disclaimer: Nothing in this post should be considered legal advice, everything posted here is my general opinion as the facts of your case may vary. These following practice tips are based on current United States Law, and while your country may differ, you will be subject to the law of the United States if you and/or your company do business or contract in the United States.

    I hope everyone had a fun Halloween, and a great weekend. We've moved into November, and 2018 is flying fast. As 2018 is coming to a close, I wanted to use today's practice tips to talk about an issue that plagues start up and small and large studios alike. That issue is independent contractors, the contract for services, and more specifically, the work for hire/assignment of rights clauses within them.

    Independent contracts play a huge role in the creation of a game. Your studio can bring on an individual or even a separate studio for a simple coding project, art design, sound work, and really anything that you don't need a full time or part-time employee for. The Services Contract is an important tool in any studios legal toolbox, but what happens when you just grab one from the internet that has a simple work for hire clause or have no contract at all. While a simple e-mail exchange that lays out the work to be performed, the timeline, and the amount to be paid is enough to create a simple contract, how protected are you? What does work for hire really mean, and does having just a work for hire clause in an agreement for services transfer the rights to me?

    At its core, a work for hire provision is worthless. Why? You have to take a look back at the history behind copyright law, to see what the purpose of why work for hire was created, and the laws that have evolved and changed to modify work for hire to what it is today. The Copyright Act defines work for hire in two ways, the first is rather simple, work prepared by an employee within the scope of his or her employment. The second way, is a two-step process, (1) the work is specially ordered or commissioned and (2) falls into one of nine categories: Contribution to a collective work, part of a motion picture or other audiovisual work, translation, supplementary work, compilation, instructional text, test, answer marital for a test, or an atlas. While some of the categories are rather vague, you have to assume especially in the game development, the work does not fall into any of the categories. Why? The list of categories was created in 1979, and Video Games were not around at the capacity they are today, in 1979.

    So what does this mean and how does this relate to an independent contractor agreement? Let's bring it full circle, an agreement that you downloaded or use or in the case of the e-mail example above, just stating this is a work for hire, has no legal binding on the ownership of the copyright. Meaning, you can pay a contractor to create a game asset for you, and you may not own the rights in what they created! It's a scary notion, but it's one that happens a lot!

    So how do you protect yourself? You need what's called an assignment of rights clause. This clause assigns all rights in the work, including any goodwill created by the work, to you. The verbiage, however, has to be very specific, or the clause can be deemed invalid if challenged in court. Additionally, as a general practice that I do with all contracts that involve services, I add a provision that states if anything cannot be assigned, an exclusive worldwide license is granted in the work.

    This post is getting a bit long, so I am going to cut it here. There is a lot that goes into this topic, and we can talk for days about work for hire provisions and assignments of rights. A recent big news issue that came up about these topics, Fall Out Shelter vs West World Mobile. Take a look at the cases filed against the developer of West World Mobile to learn a bit more of how important these clauses are, and understanding what they do.

    If you have any questions about your specific facts, I am always available via e-mail at [Zac@PressStartLegal.com](mailto:Zac@PressStartLegal.com) or if you want to talk generally, I am happy to answer your questions in the comments below!

    submitted by /u/PressStartLegal
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    Gun Sound Asset Pack POLL

    Posted: 05 Nov 2018 08:55 AM PST

    Hey! I am a game design student working on an asset pack of gun sound files for a project course. If people are interested I'll make them available on the UE4 market place etc. All I need you to do is respond to the survey: https://docs.google.com/forms/d/e/1FAIpQLSdkFM7IrnvVjip-e1Di424vq9MilOMeMR83-mn3kKOOVuYS3g/viewform?usp=sf_link

    No personal details required.

    Thank you!

    submitted by /u/isthemikael
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    What task are you currently battling with?

    Posted: 04 Nov 2018 03:25 PM PST

    What game development task is currently getting you down? What are you grappling with? What can't you seem to get your head around right now?

    submitted by /u/harfyi
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    Blender & Unity Tutorial : Cannon Shoot

    Posted: 05 Nov 2018 08:36 AM PST

    Marketing Monday #246 - Driving Traffic

    Posted: 04 Nov 2018 08:05 PM PST

    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

    • Do NOT try to promote your game to game devs here, we are not your audience. This is only for feedback and improvement.

    • Clearly state what you want feedback on otherwise your post may be removed. (Do not just dump Kickstarter or trailer links)

    • If you post something, try to leave some feedback on somebody else's post. It's good manners.

    • If you do post some feedback, try to make sure it's good feedback: make sure it has the what ("The logo sucks...") and the why ("...because it's hard to read on most backgrounds").

    • A very wide spectrum of items can be posted here, but try to limit yourself to one or two important items in your post to prevent it from being cluttered up.

    • Promote good feedback, and upvote those who do! Also, don't forget to thank the people who took some of their time to write some feedback for you, even if you don't agree with it.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    All Previous Marketing Mondays

    submitted by /u/Sexual_Lettuce
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    Practical advice for solo dev

    Posted: 05 Nov 2018 08:29 AM PST

    I'm planning on starting a solo project that probably will take me a relatively long time to finish, and will release it for free. It's going to have 2d graphics and I'm probably going to use unity for it. Don't have experience with c# but I'm taking Java classes at college. It's going to be a kind of a point and click game. Set in one location, where things sort of unfold while you click around.

    This is my first game I'm going to be making, since a couple of rpg maker games a few years ago with mostly default assets. Now I'm planning on drawing the art too, but I can't do music so I'm getting that elsewhere.

    If you've done solo projects I'd want to know what order you do things, how much time you set aside for them, etc.

    submitted by /u/Arclus
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    Do you include gifs when you contact Youtubers/Streamers/Press?

    Posted: 05 Nov 2018 04:32 AM PST

    Hey, i wondered if you include animated short gameplay gifs to get attention when you contact Youtubers/Streamers or Press. I would argue that animated gifs are great but it seems your mail is more likely to be flagged as spam. At least when sending the same mail with and without a gif (the gif is hosted at imgur) to a basic gmail account, the one with the gif lands in spam for me.

    So I wondered, are there tricks to circumvent that? Or are you preferring to write simply just text?

    submitted by /u/Sersch
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