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    Thursday, April 11, 2019

    All 500+ GDC 2017 videos just went free on the Vault!

    All 500+ GDC 2017 videos just went free on the Vault!


    All 500+ GDC 2017 videos just went free on the Vault!

    Posted: 10 Apr 2019 11:03 PM PDT

    https://gdcvault.com/browse/gdc-17/?&media=v

    I don't think many people are aware that the Vault changed it's policy a couple years ago and made all vids 2 or more years old free. So, gdc-16 is also all free; along with gdc-15. It goes all the way back to gdc-97 --which is unfortunately a bunch of Flash Player-based videos :(

    Modern web-based videos start at https://gdcvault.com/browse/gdc-09/?&media=v However, the older years do have a lot of audio recordings available https://gdcvault.com/browse/gdc-97/?&media=as

    submitted by /u/corysama
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    Animation. Yay or nay?

    Posted: 11 Apr 2019 08:44 AM PDT

    How I freed myself from corporations and made a video game about destroying them.

    Posted: 11 Apr 2019 03:36 AM PDT

    It all began with banking business.

    For three and a half years I was working in a company which was responsible for payment terminals. The fate decided that I was one of three people with a proper knowledge and skill to independently work night shifts (between 10 p.m. and 6 a.m.). I was responsible for taking care of printouts from terminals and cases of lost or stolen credit cards. Sounds pretty boring, doesn't it? It is really boring and really exhausting. At some point (winter season) I didn't see the light of day for two weeks!

    Pretty dark, like my work in corporations

    After some time I really needed a change. I wanted to move to another section, get a promotion. I submitted a proper document for transfer, but I've had a really bad luck. It was 2008 and an economic crisis started in USA. My company was taken over by an american corporation… and the crisis hit us too. Company had stopped all inside transfers and I was stuck in my position. I had to grind my teeth and I worked there for the next year, but eventually I quit.

    I was frustrated and I didn't see a future for me in there.

    I got a job in another banking company, where I was selling mortgages for premium clients. After a few months my bank had merged with another one and working conditions worsened greatly. I'll spare you the details, but I had decided to change my job once more and I moved to another bank. They were proposing much better salary, so I took my chance. But… it was a huge mistake.

    In the new place I felt like in some labor camp.

    https://i.redd.it/w0j1lzxk4mr21.jpg

    By that time I didn't get serious this whole "rat race" stuff and things like that. But after three months in the new job it became my commonplace. After trial my boss scolded me that for three months I had been… four minutes late. And he attacked me that it's unacceptable and I need to work on myself. Definitely it wasn't the place for me, I never liked working under so much pressure, especially in a job that I don't even like. I didn't extend my contract. I had understood that this whole time, when I was working in corporations, I was just loosing my life and my dreams started to fade out.

    I managed to save some money. Enough to survive without full-time job at least for a few months. In the meantime I was really interested in CG. I was a member of some forums connected with subject (like CGSociety which exists until today). In a free time I was always drawing some stuff in various programs. Nothing serious, just a hobby. Someday, when I was drinking vodka with my friend he suggested that maybe I should start working as a professional artist, for money. I was thinking about it before, but now I got a proper impulse to finally do it. I decided that this is right moment and I need to try. What did I have to lose? I knew that if I won't do it now, then I never will.

    New adventure ahead of me

    So after events in my previous work I said to myself "fuck corporations" and I started to learn drawing. I spent so many hours watching tutorials on Youtube, learning different techniques of drawing and working in various programs. Like I had said I had plenty of free time, because I had some money, but in the meantime I was making some extra cash in night clubs as a DJ. Believe me, it was hard work. I could spend 12–16 hours per day just drawing and polishing my skills. After a year I got my first gig. And another one, and another one. Slowly it all started to spin up. Of course it wasn't anything special or exciting. Some shitty graphic works like business cards or web designing. But I finally started to make some money on my passion and it was beautiful. Not great money (800pln per month — for those who don't live in Poland, trust me that's not a lot), but enough to stay on the surface. I became better with every next gig and more, and more jobs I was getting.

    Cyberpunk, my love

    Right now I'm already doing it for 10 years… but the true adventure started in Ice Code Games. Some of you may ask: why games? Well, let's be honest, it's one of the greatest markets in the world, there's plenty of jobs, especially for a guy like me. Concept arts, covers, beauty shots, so many things to do. Besides game development I did many other exciting things by that time like book covers, illustrations for RPG rulebooks, posters and concept arts for movies. But deep in my soul I always liked the cyberpunk esthetic. You know how it is, you make works in a fantasy setting, so you get jobs connected to fantasy. I had wanted to make cyberpunk stuff so I started to make as much sci-fi things as I could and added it to my portfolio. And so one day PaweÅ‚ Wilk, CEO of Ice Code Games, called me. He said they're making a cyberpunk game about cults and they need some concept arts. In that moment I have never worked "in house", always outsourcing, so it was something new for me and I thought that it could be a fine challenge and an adventure. In the beginning I was the only artist in the company, which was good, because I had full control over the look of the game, then known as "Cult", today you can know it as "Re-Legion". From concept artist I quickly became a Lead Artist and after that… The Art Director.

    So what I liked about Re-Legion from the start is that it's a story about a guy who woke up one day and decided he will fight corporations and free the people binded with their shackles. Sounds familiar? ;) It was a great journey to work and a project like that and I'm glad things worked out for me so I could do it.

    Splashscreen to Re-Legion

    My adventure with Ice Code Games continues, Re-Legion came out two months ago and now we're already working on the next project… but for now I can't say more :)

    My past as a corporate drone is only memories now. Finally I do something that I really love and I make a comfortable living while I'm at it. Leaving banking industry was the best decision in my life. I think everyone face that choice at some point in their lives. You can either push through some heavy shit, which you don't even like and waking every morning pissed off, because you need to go to work you hate again… or just leave it and finally do something with your life, focus on your dreams. Work of an artist is something really cool. I never do the same thing, always new challenges are waiting for me. Long time ago I was changing jobs like gloves, right now I'm working 10 years in one profession and I never fell into a routine. Variety of this work is awesome!

    PromoArt to Re-Legion

    I know that many of you also dream of getting free from corporations or other places, where you don't feel well. And I know it's difficult. Stability is very important in life, gives us the feeling of safety. You need to seriously prepare to make such a decision. Save some money and start to do what you like in a free time, simultaneously to your full-time job. Check if it's really for you. I know, you often don't even have so much free time, but no one said it would be easy. Beginnings are very tough. You need to focus on your goal, find motivation, train your strong will and never, NEVER give up! You sit in your home, unemployed, and there are lots of other things you can do around you, what can distract you. You can play video games, meet with your friends, go to a cinema, be distracted by social media etc. You need to regularly practice concentration. After three-four months you manage to ignore those distractions. Turn off Facebook and get rid of everything that can pull you from work. It's not easy, but it's necessary.

    One day you'll wake up and with a smile on your face finally do what you really love. It's hard work, but it's worth it. I hope you also will find that courage in you to fulfill your dreams. You've got only one life. Try not to waste it. Go! Right after you finish read this text! Chase your dreams and never give up.

    Good Luck :)

    Daniel Tyka

    PS. If you like my work you can find more here: https://www.artstation.com/artificialdesign

    submitted by /u/artificialdesign
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    How Games Get Balanced | Game Maker's Toolkit

    Posted: 11 Apr 2019 08:40 AM PDT

    Godot Engine awarded $50,000 by Mozilla Open Source Support program

    Posted: 11 Apr 2019 11:49 AM PDT

    Helpful info about launching on Steam from Tom Francis

    Posted: 11 Apr 2019 03:33 AM PDT

    It was difficult to start gamedev for me, so here are some tips that speed up the learning process and minimize unnecessary failure.

    Posted: 11 Apr 2019 09:51 AM PDT

    This needs to be in more games

    Posted: 11 Apr 2019 04:59 AM PDT

    Just thought of the idea. In the keybindings section of a game put a section for all the unbound keys. instead of going through the hassle of accidentally rebinding something you can just look through a list of unbound keys and choose the most appealing one. Yeah nah? Thoughts?

    submitted by /u/zeniathan
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    Unity Tips 1. Don't use your first scene for global script initialization

    Posted: 11 Apr 2019 10:32 AM PDT

    Hey guys, my game will come out in approximately 2 hours, i need your feedback

    Posted: 11 Apr 2019 11:38 AM PDT

    I have made a trailer to try to attract people, I am really bad at marketing but I have been developing Heidentum for so long now, I really want it to succeed, can you guys giver your feedback on the trailer?

    https://www.youtube.com/watch?v=bE_aJYeQFgc&t=0s

    submitted by /u/KircheschM17
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    Do game developers deal with gaming addiction?

    Posted: 11 Apr 2019 07:38 AM PDT

    Hey,

    I know gaming addiction is a touchy subject, but hear me out. I'm CS student who contemplates a career as a game developer. I haven't even attempted to develop a game yet, but currently, I'm having a great time learning C++ and completing coding challenges. I'm someone who has been playing games professionally and has been paid for it. However, I'm also someone who considers himself to be a former game addict. In order to move my life forward, I'm avoiding games altogether. I'm not sure if this is temporary or not. Still, I think a career as a game developer would suit me well.

    My question is, are there game developers who dealt with gaming addiction? Do you think it's a good idea for somebody like me to dive into game development?

    EDIT: It seems like I asked a specific question without telling much about myself. Games were always my passion, but with rise of e-sports, they overtook my life to the point when I had to quit cold turkey if I wanted to keep living decent life. As I said, I'm CS student, but I don't take much interest in real-life problems. The vision of working in a team with talented people making a "piece of art" excites me. I heard game developers make the least money for the most effort and the job is very demanding, but I think I'm a great candidate. Once I consider something meaningful enough, I don't mind working on it 24/7. Yet, I'm a bit worried because of the addiction.

    submitted by /u/AnxiousMember
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    Reality vs illusion: What's achievable with real-time ray tracing (Unity)

    Posted: 11 Apr 2019 06:11 AM PDT

    Level Design Commentary - Marble It Up! - Enter The Stratosphere!

    Posted: 10 Apr 2019 07:00 PM PDT

    Giveaway: 2 Vouchers for Fantasy Interface Sounds on Unity Asset Store

    Posted: 11 Apr 2019 10:09 AM PDT

    I'm a game design student who's making a game and I need some survey responses pertaining to it for a class. Please help me out if you have a few minutes!

    Posted: 11 Apr 2019 09:54 AM PDT

    NAT traversal/ "peered" client-server connection

    Posted: 11 Apr 2019 09:41 AM PDT

    So I designed a game with a multiplayer. Currently, I need to connect to host using his IP which kind of sucks. What I consider is a lobby made of a server that stores IPs of hosts that advertize games. Obviously, IPs are never exposed directly to users. Users see like "Alex's game" in a lobby.

    My main headache is choosing a library for NAT punchthrough/traversal. Work is done in C++ for Windows, Linux, Android and MacOS.

    So far I found:

    libjingle - used by Google, seems to be abandoned and ughm oh well... but it was used by steam

    webrtc - successor of libjingle but... but? yeah looks like mobile oriented and idk if it really works

    a few opensource libraries that support only 1 protocol like miniupnp or pmp something.

    Any recommendations what to use? Would be really helpful. Thanks for any tips/suggestions/solutions.

    submitted by /u/webberor
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    Thoughts on developing TCG as a web-based (browser) game

    Posted: 11 Apr 2019 09:15 AM PDT

    Hey guys,

    I'm working on a new game in the TCG genre. It revolves around 1v1 and 2v2 battles. While there are some unique mechanics, the core mechanics are similar to HearthStone. There are a lot of storytelling elements too and a rich backstory. I try to stay away from the fantasy genre as much as I can (I love it, but I feel it's over-saturated), but I might end up adding some fantasy elements in the end.

    I haven't started coding it yet, but I'm really close to the stage where I can begin prototyping. My intention is to make it browser-based and potentially follow up with a Steam version if the beta is successful. It will be free to play either way, with in-app purchases (card packs).

    Those are the reasons why I plan on developing it as a browser game:

    • Development time (although I do Unity, my background is in web development, so the dev process will be at least a few times faster that way)
    • No need to download - instant access to the game via its own website

    I can think of some cons too, but I'd love to get some feedback from the community. Do you it's a good idea? Will most TCG gamers consider it "lame" and pass on because it's browser-based? Will I lose tons of exposure not being on Steam?

    Thank you!

    submitted by /u/altyre
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    I was in a game company but got out, and now it seems I cannot get back into the industry

    Posted: 11 Apr 2019 09:07 AM PDT

    I studied Computer Science (have the Bachelor) specifically to work with video games somehow (the course I took had a special emphasis on games). Afterwards I got an internship in a pretty prestigious online game company. Internship turned into job as QA Tester. Shitty pay of course but fun.

    I stayed for 3 years then left bc company was struggling (and in fact my department was laid off a month later) and I was tired of shitty pay. Got a job in QA in a 'regular' software company. After 1 year I managed to upgrade to PHP dev, which I've been doing for 2 years now.

    Thing is, everything should be fine but I find myself really bored because I miss the fun and creativity of game development. I've been applying to almost all game developers in my city (metropolis) except those with overly shitty reviews and nothing. I got a few interviews but no yes. I'm slowly running out of options here and might have to consider moving if I really want to get back into games.

    I find myself limited to online games and specifically PHP since that's what I coincidentally landed in and have experience with (but I'm ready to take on whatever language and have experience remaining from when I studied). What can I do to optimize my chances of getting a game dev job as soon as possible? Ideally, if you let me dream a bit, I want to be in a renowned studio that develops a singleplayer console/PC game, but online games would be ok too. It seems that most game dev jobs I find are looking for seniors, or require extremely specific experience.

    Am I just shit out of luck? I've developed a few mods in my free time but no full game yet, would that really be a great help?

    submitted by /u/MorthaP
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    Graphical Complexity vs. Mechanical Complexity, Which is Harder?

    Posted: 11 Apr 2019 12:11 PM PDT

    I'll admit I'm an absolute novice at game development (still trying to teach myself coding), but one thing I've always wondered is which has a bigger influence on the cost/difficulty of developing a game, its graphics or its mechanics? Is it easier to develop a graphically simplistic but mechanically complex game, or a game with simple mechanics but complex graphics? Put another way, is it harder/more expensive to make a game like Avernum or Minecraft, or a game like Senua's Sacrifice or The Vanishing of Ethan Carter?

    submitted by /u/Deep_Delver
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    Defining a Game Engine

    Posted: 11 Apr 2019 12:04 PM PDT

    Unity and UE4. These are usually the first two names that pop up in the modern game developer's mind when asked about game engines. Sure, Godot comes to mind as well, and maybe even GameMaker. And then more engines come up, like Lumberyard/CryEngine, Frostbite, idTech<n>, Torque, etc. The point I'm getting at is that the term "game engine" is used so broadly to describe the collective systems and tools that comprise it, that it can't really describe the "completeness" of the engine. What I mean by "completeness" is that, some engines give you the tools, like Unity and UE4, and other engines give you pretty much the full game (like idTech (licensing aside) and Torque) such that all you need to do is "mod/total-convert" it, which I am tending towards equating to "producing new content for", or even skinning, it. I wish there was an accepted terminology that us game developers can use to distinguish a game engine like Unity/UE4 that is more like an engine and authoring tool, as opposed to a full game engine that was used to make a game, or is otherwise at the level of "completeness" that an actual, shipped game's engine would provide, without the content.

    What ultimately made me think about this is, I'm making my game in Unity, and while people can call it a "game engine", it's still not MY game's engine. There are just so many systems to build before you can actually get to a production state, in which you build out all the content that actually makes a game. And I feel that that's where a lot of game developers get stuck. As far as I'm concerned, building out all those game systems and supporting systems is all PRE-production, not production. And it's like, once gamedevs get out of pre-production, if they even get there, they run out of gas to get through production. And that's just sad to me. Part of this post is just to remind any entry level gamedevs that, while the journey is long and difficult, a way to gauge your progress is knowing how much of your game mechanics and supporting systems are finished and how much of the content is finished. Unity and UE4 give you plenty of opportunity, but depending on your vision, you could be stuck in YOUR game engine's development for months or years.

    So, is there any way to differentiate game engines besides our vague, muddled descriptions we refer to them nowadays?

    submitted by /u/Under_the_Weather
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    Career as a solo mobile developer

    Posted: 11 Apr 2019 11:46 AM PDT

    Hello people!

    I've been contemplating for months whether to cut my hours at work (Tesco) in an attempt to pursue a career in the gaming industry.

    I've got a fair bit of experience as a game developer and in unity, but this has only ever been as a hobby - I've never really attempted to make a living out of it, mainly for one reason: The likelihood of actually being able to make a success of it.

    I've read numerous articles about the "harsh" realities of the mobile industry, and how it's a near impossible task to achieve any kind of success out of it.

    I've watched plenty of videos about it, the different approaches. If I were to give it a go, I think I'd be stuck between two choices: make a fully fledged mobile game, something that'd take patience and time, or to make plenty of basic mobile games (There's a successful guy who's made a comfortable living from building 4-5 games per month - simple but addicting games).

    Do any of you have any tips on enhancing the chances of success, maybe from personal experience? And on which route to take?

    I appreciate your time and any replies!

    submitted by /u/Vossy96
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    Fantasy Music Composer/Producer Looking To Collaborate!

    Posted: 11 Apr 2019 11:18 AM PDT

    Video Comparator (Free app to compare two videos)

    Posted: 11 Apr 2019 11:07 AM PDT

    Bloom mixed with skybox color = fog

    Posted: 11 Apr 2019 01:22 AM PDT

    Building levels for a game. Need advice on modelling

    Posted: 11 Apr 2019 06:46 AM PDT

    I'm fairly new to all of this and looking for advice on how to model the environment for a game. I have built a wall as you see in the picture, the same/similar effect can be achieved using displacement and normal maps. How do people usually do this? Will I get terrible performance if I were to go with what I have (instead of relying on texture displacement)?

    https://i.redd.it/jqau5fdn2nr21.png

    submitted by /u/Oblivious_thoughts
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