Free Voxelized Terrain Generator from Unity's new Visual Effect Graph samples. The samples are awesome - I've found many of them to be useful in some way, and to understand VFX Graph like an expert. |
- Free Voxelized Terrain Generator from Unity's new Visual Effect Graph samples. The samples are awesome - I've found many of them to be useful in some way, and to understand VFX Graph like an expert.
- I've created 100+ low-poly nature crop models in 4 growth stages you can use in any project for free!
- Godot Engine - Vulkan progress report #6
- *Enhanced* 3DBuzz torrent archive of all video lessons (for the browser/unzipped/complete)
- LEAP YEAR and take the 29-Day Game-Dev-Challenge
- Voxelator - (free) online voxels editing tool I made
- Dissolving Logo With Particles : Unity Tutorial
- Migrating LibGDX game to an Engine
- Some useful localisation tips based on our experience
- Making Game Development Entertaining
- Gamedev job day. Do you have a minute to talk about gamedev?
- Up for a challenge? Work on your game or pay a penalty! (iOS app)
- 27 Free Colorful Menu and UI Sound Effects, right in time for Global Game Jam. Link in comments.
- Gish - Designing An Indie Game Cult Classic [33:59]
- Card Game Power help
- Is it possible to get QA jobs at GDC?
- "House of cards"-programming - Good and bad Habits
- We are providing some samples of our Medieval Combat Sounds Pack
- Game industry work day: Why 10am-7pm?
- Gish - Designing An Indie Game Cult Classic
- Unity is switching to 2 TECH and 1 LTS releases per year (from 3 TECH and 1 LTS per year)
- Should I Plan That Hard?
- DOME: The comfortable framework for making games in Wren
Posted: 31 Jan 2020 06:28 AM PST
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Posted: 31 Jan 2020 05:00 AM PST 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'd love to see that) If you want all the packs in one file 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 Includes:
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] | ||
Godot Engine - Vulkan progress report #6 Posted: 31 Jan 2020 05:55 AM PST
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*Enhanced* 3DBuzz torrent archive of all video lessons (for the browser/unzipped/complete) Posted: 31 Jan 2020 05:59 AM PST Several weeks ago when 3dbuzz.com announced they were shutting down and generously giving away for free decades' worth of video tutorials on game dev, modeling and animation, I immediately got to work writing some Node.js scripts to archive the whole thing, guessing (correctly) that the downloads wouldn't stay up for long. In the meantime some other torrents got passed around containing all the zip archive files from the site (one of which is listed now on 3dbuzz's homepage). However mine has a few enhancements which could make it a bit more practical for folks wanting to follow the lessons:
I just want to say thanks, by the way, both to the people at 3dbuzz who made this content available for free and to everyone who's been working to make sure it doesn't get lost (especially those from r/DataHoarder who came together yesterday to help me get this torrent seeded and figure out everything I didn't know about BitTorrent). I'll eventually clean up the code I used to do this, but you're probably more interested in the torrent, which you can access with the magnet link below. Cheers! [FULL 3DBUZZ ARCHIVE TORRENT] P.S. If all you want is the xna-volume-2-part-1 and xna-volume-3-part-1 zip archives that were missing from the original torrent that got passed around, I have a torrent of those files here (if you unzip both archives into a .cache folder you can use them in combination with my code I shared above to produce the same final result.. if you're motivated!): [NOTE THIS IS THE MISSING XNA FILES TORRENT NOT THE FULL ARCHIVE] [link] [comments] | ||
LEAP YEAR and take the 29-Day Game-Dev-Challenge Posted: 31 Jan 2020 09:50 AM PST 2020 is a leap year. That means we get an extra day. How are you going to spend it? I don't want to waste it like I normally do. I want to level up my gamedev skills so I am going to take on a 29-day challenge and wondering if you want to do it too. I was inspired by this post about a 29-day challenge from a really cool artist that I follow. If you want to try it too here are the rules I am following
Alright so that is what I am going to do. This starts tomorrow. I am going to get it out of the way first thing in the morning. Let me know if you have questions or if you are going to try it too. Good luck out there. I hope you have a good leap year! [link] [comments] | ||
Voxelator - (free) online voxels editing tool I made Posted: 31 Jan 2020 12:05 PM PST
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Dissolving Logo With Particles : Unity Tutorial Posted: 31 Jan 2020 07:49 AM PST
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Migrating LibGDX game to an Engine Posted: 31 Jan 2020 10:34 AM PST (I might have asked this before, can't remember...) My current project is a Java/LibGDX top down game, and I'm looking to migrate to a Game Engine in order to expand on the design and publish on Steam etc instead of Android. I'm looking at Godot and Unity. I've ruled out GameMaker, and have considered Unreal too. I must say that I'm not an experienced game developer. I AM an experienced developer, having being professional since 1982, my field being mainly embedded C and 8-bit assembly language development, and I'm perfectly happy with C, C#, C++, Java.. Now that I've retired from that (I'm 'only' 55 though...), I'm looking to develop some games instead. I think 3D might be a bit much for me right now, so I'm concentrating on 2D Tilemap based games for a while. I've looked at SFML and Monogame, and they're definitely possibilities. Which of the engines handles Tilemaps the best? Which would you recommend for making 2D, tile-based, platformers and top-down games? TIA. [link] [comments] | ||
Some useful localisation tips based on our experience Posted: 30 Jan 2020 10:55 PM PST Hi all, my name is Ben and I am part of Mighty Bear Games, a games studio based in Singapore. We just launched Butter Royale, a food fight themed Royale game, on Apple Arcade and in 21 languages. Here's the article: https://medium.com/mighty-bear-games/game-localisation-tips-8cc4e06c141b Hope some will find it helpful and please feel free to ask any questions :) [link] [comments] | ||
Making Game Development Entertaining Posted: 31 Jan 2020 10:28 AM PST How do I make game development more entertaining? I made/am making a YouTube series called making a developer where I just kind of chronicle making my first video game and most of the feedback I've gotten is "it's entertaining for people who really know what's going on but not for the general audiences. For most people, it's just funny when you mess up once an episode" So I'm really not sure what to do with that. Any ideas on how to make game development more entertaining to watch? [link] [comments] | ||
Gamedev job day. Do you have a minute to talk about gamedev? Posted: 31 Jan 2020 04:21 AM PST Hello Redditors. I was asked to give a lecture to college students about gamedev jobs. Not just "gamedesigners design, programmers program and artists art" but with some details and examples, so the students could plan their careers somehow. And I'm stuck. Job descriptions in gamedev are a hot mess. I've worked in industry as a game programmer for a few years, and I know who does what more or less, but this is an expirience just from few studios, which can be incomplete and just wrong (like that one time when we were looking for cutscene director, when in fact we wanted cinematics animator) So. I want to ask everyone a series of questions: [link] [comments] | ||
Up for a challenge? Work on your game or pay a penalty! (iOS app) Posted: 31 Jan 2020 12:27 PM PST (iOS only, US App Store) Hey, I created a gamedev challenge in the SPAR! app. The rules are simple: check-in 4x days a week with something cool that you implemented or learned in gamedev or pay a $3 penalty! The challenge is 3 weeks long. Being a game developer is hard, let's create a small group of people that support each other! Nothing better than a healthy competition to get you motivated :) Here's a link to the challenge (you need to open it on your iOS Device): https://links.getspar.com/pdxt [link] [comments] | ||
27 Free Colorful Menu and UI Sound Effects, right in time for Global Game Jam. Link in comments. Posted: 31 Jan 2020 11:48 AM PST
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Gish - Designing An Indie Game Cult Classic [33:59] Posted: 31 Jan 2020 11:48 AM PST
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Posted: 31 Jan 2020 10:46 AM PST Hello I am making a TCG and I just got done making the cards now I just need to add the power and cost of them but I don't know how to really do that without unknowing breaking the game. If someone could shoot me some pointers id really appreciate it!!! [link] [comments] | ||
Is it possible to get QA jobs at GDC? Posted: 31 Jan 2020 10:45 AM PST I know that there is a lot of recruitment for programmers and artists, but is it actually possible to get something in game QA at GDC? [link] [comments] | ||
"House of cards"-programming - Good and bad Habits Posted: 31 Jan 2020 10:43 AM PST I've heard that new programmers tend to write code in such a way that it breaks easily. I'm entirely new to programming, so I was wondering: what habits should newbs learn straight away, and what habits should we avoid? Replies greatly appreciated! [link] [comments] | ||
We are providing some samples of our Medieval Combat Sounds Pack Posted: 31 Jan 2020 06:54 AM PST
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Game industry work day: Why 10am-7pm? Posted: 31 Jan 2020 10:35 AM PST Hi there, I've worked at film, feature animation, VFX and video game companies for over 15 years and, while it may just be down to coincidence, I've found that all of the game companies I've worked at like their official work day to be 10-7pm, whereas other types of companies have core hours of 9-6. I've always found the 10-7 schedule to be contrary to the new game-company mantra of "work/life balance", particularly for those of us who have families (yes, I realize this is a bit of a self-serving notion). It ensures that you never get to eat dinner with your family and, if you have really young kids, you may not even be able to get home to tuck them in at night. I've heard arguments about how game companies are full of young, single people who appreciate the extra time to sleep in after late nights doing whatever it is they like to do, among others. The same argument can be made for most other aspects of the entertainment industry, yet most of the other companies I've worked at have 9-6 as their core hours. I've been in the industry long enough that I can demand accommodation to pretty much whatever schedule I want, and my current stint at a triple-A game company is my last, so I'm not thinking about this so much for myself but for those who follow. It could be that everyone loves 10-7, I'm the abnormal one, and the discussion is moot. I'm also not advocating that the game industry change if it's all working so well. I'm curious what folks in the industry think about the typical core hours. Good, bad, who cares? A. [link] [comments] | ||
Gish - Designing An Indie Game Cult Classic Posted: 31 Jan 2020 10:10 AM PST
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Unity is switching to 2 TECH and 1 LTS releases per year (from 3 TECH and 1 LTS per year) Posted: 31 Jan 2020 12:53 AM PST
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Posted: 30 Jan 2020 08:57 PM PST So for the first months of my project, I was only planning. Not yet planning planning, but to-do list planning. But then, recently, I'm starting to doubt the necessity of making these lists. So, should I really do a to-do list or just make things that pop-up in my mind? Thanks. [link] [comments] | ||
DOME: The comfortable framework for making games in Wren Posted: 31 Jan 2020 03:22 AM PST
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