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    Thursday, March 19, 2020

    Free assets fantasy weapons

    Free assets fantasy weapons


    Free assets fantasy weapons

    Posted: 19 Mar 2020 07:29 AM PDT

    I made a video on how making indie games changed my life. Hope it encourages you guys to finish your game!

    Posted: 19 Mar 2020 09:08 AM PDT

    Pixel art Hero - Link in comments!

    Posted: 19 Mar 2020 08:08 AM PDT

    Hello Devs! A little Unity tip. Handles is the power you're looking for. Have a good day :)!

    Posted: 19 Mar 2020 06:59 AM PDT

    Cool Visual Effects

    Posted: 19 Mar 2020 05:05 AM PDT

    VFX breakdown of our game's Laser Beam

    Posted: 18 Mar 2020 01:43 PM PDT

    Announcing DirectX 12 Ultimate | DirectX Developer Blog

    Posted: 19 Mar 2020 10:36 AM PDT

    "Le temps d'un café" - When our game studio is deserted due to Covid-19

    Posted: 19 Mar 2020 09:07 AM PDT

    Check out old builds of your games! Play them for inspiration, you might just find some lost gems of fun and inspiration.

    Posted: 19 Mar 2020 09:49 AM PDT

    For nostalgia's sake I fired up a super old demo of my game, wanted to see how far i've come, how shit the little original piece of play i threw together 6 years ago was.

    But something crazy happened. It had a fun spark to the play that was very obvious that was never able to capture in the current build. I took mental notes of the structure of content that made it possible and set about rearranging some failed content in the way the old demo worked.

    Everything seemed to finally *CLICK*

    It's easy to go down rabbit holes, easy to make concessions here and there around little technical hurdles. A few of the weeks of going down the wrong avenues and we may lose sight of some key elements of fun that we had from the get-go.

    Just wanted to say if you have an old version of a game you have fond memories of you should dust it off and give it a play. You may find some lost bit of passion or functionality that your current game is missing.

    Good luck deving everyone!

    submitted by /u/IllTemperedTuna
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    How to share game files for team development?

    Posted: 19 Mar 2020 11:01 AM PDT

    Hey everyone, so a family member and I are building a game using UE4, we are both obviously very new but are learning things daily, however, we are getting to a point to where we have skills to make things but don't know how to being it all together. So my question is,

    how to do we bring everything we make into one game file and continue working on it as one?

    We each have our own PCs and we live in separate states.

    Basically, how do big game companies with hundreds of people making one game get all their progress together and bring it into one game piece.

    Hopefully I make sense. Thank you in advance.

    submitted by /u/Lonely_Foxhound
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    Blender 2.8 Modeling Exercise for Beginners

    Posted: 19 Mar 2020 09:39 AM PDT

    UI / UX problem with multiplayer couch-game

    Posted: 19 Mar 2020 11:31 AM PDT

    UI / UX problem with multiplayer couch-game

    tl;dr : I struggle to find a way to tell player what power a colored-rune will give to his character without using text labels.

    Hi /gamedev/ !

    I am prototyping a little multiplayer couch-game. It's a 2D fast-paced battle arena with top-down camera.

    Each player is a Wizard who can only move and throw powerballs. On the map randomly appear some colored power-runes, and each kind of rune gives you a different power. You can stack up to 5 runes / powers. Everytime you get hit, you lose the last rune (and power) you acquired. If you get hit with no rune, you die.

    FYI, powers are :

    - Yellow rune : your powerballs bounce instead of disappearing when colliding against walls.
    - Blue rune : your powerballs travel faster.
    - Orange rune : you can throw multiple powerballs at once.
    - Green rune : your powerballs are bigger.
    - Purple rune : you can dash.

    The runes you picked are following and rotating around your character, see below :

    https://preview.redd.it/3et2xkr48on41.png?width=1151&format=png&auto=webp&s=0cd315415869cb878a18010b5643f2f61d98a936

    My problem, now :

    I find it very difficult to tell what powers the runes are giving just with the colors.

    1) I would like to find a better way to tell the player "If you pick that rune, you will be able to dash".
    2) I would like the player to be able to tell "My current powers are 'Dash', 'Multiple powerballs' and 'Boucing powerballs' just by looking at his character.

    I know that ATM the runes all share the same sprite, and that it adds to the confusion. But I fear that even if after making different sprites, the problem will remain.

    Do you guys can give me any tips on that particular subject ? Do you know any game nailing the art of UX with no text labels ?

    I also take any advice on the gameplay you can give me (rune-types, gameplay tips, game modes...) !

    Thanks a lot for reading !

    submitted by /u/peyojack
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    DirectX Developer Day Schedule (GDC 2020 talks)

    Posted: 19 Mar 2020 02:14 AM PDT

    What do you think about my concept of the game I'm going to make? Title is Knight of Underground.

    Posted: 19 Mar 2020 09:15 AM PDT

    The game begins in the underground after a short cutscene, in which the main character passes through a stone gate. From the very beginning the protagonist is involved in intense combat with only a basic set of equipment. Gameplay involves fighting various enemies and searching for ancient artifacts. Player moves around in a vast underground world collecting the artifacts mentioned before which bless him with new abilities such as double jump, dash etc. Artifacts would be guarded by bosses. Player would be also able to collect upgrade points that could raise character's HP or attack rate. Eventually the player would be able to reach the surface using portals placed in various parts of the underground. There would be a town on the surface where the player could upgrade his equipment and trade with merchants with coins looted from the enemies

    submitted by /u/Adisz_69
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    Why Adventure Games Suck (1989)

    Posted: 19 Mar 2020 11:23 AM PDT

    People who design games for children, where do you put them?

    Posted: 19 Mar 2020 08:47 AM PDT

    I want to make some sort of project for younger audiences, but I don't know where or how to release it. The app store seems to be an option, as do a few websites, but I'm not sure where people are actually releasing projects.

    submitted by /u/senshisun
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    A classic test to challenge or improve your UI skills.

    Posted: 19 Mar 2020 08:23 AM PDT

    Do you have trouble figuring out what the name of each sprite is when using Kenney spritesheets? I built a web-based tool to help you out!

    Posted: 19 Mar 2020 06:47 AM PDT

    My name is Aidar and this is my story of how I become a game designer and how I came to be the lead designer for the VR game Change Ranger! Development Diary I Part 3

    Posted: 19 Mar 2020 08:16 AM PDT

    Unity 2D help

    Posted: 19 Mar 2020 12:38 PM PDT

    Well. I have searched google for this problem and copy-pasted in multiple lines of code but i cant get jumping to work. Its the jump script that doesnt work. its not the get key down if statement.

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    public class PlayerController : MonoBehaviour
    {

    private Rigidbody2D rigidBody;private Vector2 moveVelocity;public float fallMultiplier = 2.5f;public float lowJumpMultiplier = 2f;

    public float speed;private float thrust = 10.0f;void Start() {rigidBody = GetComponent<Rigidbody2D>(); }void Update() {// MovementVector2 moveInput = new Vector2(Input.GetAxis("Horizontal"), 0);moveVelocity = moveInput.normalized * speed;// Jumpif (Input.GetKeyDown("space")) {print("jumped");rigidBody.AddForce(transform.up * thrust); } }private void FixedUpdate() {rigidBody.MovePosition(rigidBody.position + moveVelocity * Time.fixedDeltaTime); }}

    submitted by /u/MisterCow3417
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    Would like some insight and suggestions for browser game!

    Posted: 19 Mar 2020 12:23 PM PDT

    Hi, might sound lame, but there was two versions of a game that I used to play. They both were very similar, one was just newer and fancier looking but concepts were exactly the same. Well the original owner shut them down and has a new game, and not a big fan of the new style. Would like to try and recreate the original types for my own. Doesn't have to be popular, doesn't even need to have others play, I just want to play for my own benefit.

    What it had was, had factions 3 types, all different things they gave you. Pick one, and started out fresh of course. Then had abilities. Attack, defense, armor, speed, accuracy, range and luck. As you leveled up, which had a max level of 50. As you leveled up you could buy armor and weapons, and each one would have more of one ability than others has you leveled up. Now leveling up was by exp and that was by wining matches. Go you would go to find a match and you had a skill level based off your abilities. 1-50 also. But this could go up and down, exp only went up. So when you went to find a match, you'd have about 15-20 players available to chose to go against. It would show exp, level, and skill. Helped you decide who to fight. So you chose one and you'd click fight. It would list your stats on the left and their stats on the right. Who ever had high stats would win, no constant clicking or health. Just if you had 4 attack, 3 def, 1 speed, 4 accuracy, 6 range and 4 luck, and they had 3 attack, 1 def, 1 speed, 2 accuracy, 3 range and 1 luck, you'd win and get exp, and your skill would go up if you're on a good enough streak. Now also you could win items in matches and those helped your ability.

    If this sounds too complicated and if I shouldn't even attempt this, please let me know. I'm only working one job now, and have more free time now. I thank you very much if you read this far, and please give me advice or lead me to someone who could help.

    Thank you,

    ouv

    submitted by /u/ouv
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    How one can become old and castaway by the example of developing a quest.

    Posted: 19 Mar 2020 12:06 PM PDT

    How one can become old and castaway by the example of developing a quest.

    Hi, everyone! I'd like to share my experience, and namely my experience of a slightly protracted developing a plain and simple point-and-click quest.

    https://preview.redd.it/3s6dolxgeon41.jpg?width=1920&format=pjpg&auto=webp&s=e9327630024a9e3f30882926c4844f66ad0b30fc

    I wrote this article three weeks ago and did't dare to publish...

    Flashbacks

    I was 21. I was young and I hold a web designer position at an ad agency. I had enough money only to rent a house and have some plain snacks, but I was pretty resilient, because that was my first job.

    At some point I came across some flash blogs with extremely successful stories of simple workers. And every day I was getting more and more excited about the idea of throwing up my job and trying to create a game for further selling my product. While there were no clients in the office I composed the following prototype.

    https://preview.redd.it/kocbnkvoeon41.jpg?width=800&format=pjpg&auto=webp&s=68532252b80fdbd2908d502216675b7612644dde

    It was playable and made entirely on my own - this fact is very inspiring to heroic deeds.

    Finally my hour X arrived. After working exactly a year I quitted and came back to my home village. With a crumbling computer and a graphic tablet at hand I started creating a full-fledged adventure based on my prototype.

    https://preview.redd.it/6o7f0fqqeon41.jpg?width=1280&format=pjpg&auto=webp&s=67ff056da6619463a3d1df8069e42aea30629546

    The first flub — computer's RW memory was 2 GB it did not cope with Flash and Photoshop open at the same time. I bought 2 more GB and the ball started rolling.

    I really like "Machinarium" and "Samorost", I'm truly in love with their visual and sound design. Being inspired after five months of work I released my first game — Shapik: the quest, the quest of my dream.

    https://reddit.com/link/flfo4w/video/8l2yy1zweon41/player

    "Shapik" is the best name I managed to create for this game where the hero wore a hat ("Shapik" sounds very similar to the Russian word "шапка" meaning "hat").

    Some details of the developing process

    I painted with a help of Wacom Bamboo A5 graphic tablet. That was the first experience of real painting I had used the tablet for creating web-layouts. Backgrounds were created in Photoshop and animations were done with Flash.

    https://preview.redd.it/y19ipu81fon41.jpg?width=800&format=pjpg&auto=webp&s=71ef075534379d0d1e4a8047d242c995c8505e5a

    When the first three levels were ready I fell to thinking about music. I found a composer at the Flash forum. I described him my wishes and sent screenshots of the game levels.

    90% of sounds were taken from freesound.org and other sounds I recorded myself. Sounds were processed in Adobe Audition. The game obtained more than 100 sounds.

    The game was ready and the task was to sell it. At that time flash-games were actively sold at FGL (flash sale) I uploaded the game. The sale lasted for three weeks. I was very worried and happy about every new bet. At a point I received a proposal equal to my annual salary at the agency. I was very happy; I was really at the top of the world.

    Accidentally I came across FlashGAMM (developers' conference) and sent the game for competition. Since the event was held in Moscow, I did not manage to visit it and the truth is that I didn't hope that my first game could win something.

    A miracle happened, three days before the start of the conference a notification came, it informed that my game was nominated in three categories at the same time. I asked a friend of mine who was at the conference to watch what would happen next. And he wrote that my quest won in the "Best Future Mobile Game" category and the main prize - Microsoft Surface. There was no limit to my joy - I felt a tough indie-developer.

    https://preview.redd.it/99luuls4fon41.jpg?width=1280&format=pjpg&auto=webp&s=e5c91bd22f9a404e5e092116acb5b0432c9cc90b

    2013-2015

    On a dream run I found a programmer and we stamped physical puzzle-platformers thick and fast.

    https://preview.redd.it/z132zvl6fon41.jpg?width=1600&format=pjpg&auto=webp&s=51d05dc5ab4a05947acd34e3bbd6dc46096fa7b1

    Flash Game Auction

    In addition during that period there was a mass shift from flash to mobile(html5 web games).

    https://preview.redd.it/redl18iafon41.jpg?width=1600&format=pjpg&auto=webp&s=b5896d7c9dd7f0658fa5c3bfa42934cd71ce35db

    I remember that once I created quite a good quest and I ported it to Android with Adobe AIR in order to keep pace with this trend. Fortunately the entire process of porting was done with the click of a single button "publish".

    The game was presented in Google Play. Since I hadn't the wit to tie advertisements and I considered the game too small to be a paid one it was presented as a free game. I uploaded it and forgot about it never counting on any success: the task was to create a game for the mobile platform.

    I hadn't got any Android device and I didn't visit the shop at all. At one of the parties a friend of mine took out Samsung Galaxy S5 (for that period of time that was a device with an enormous diagonal line and a really mighty display). And I decided to have a look at how my mobile brainchild was doing, and to my amazement I discovered 35000+ installations and over 800 comments. I was really shocked.

    On the basis of that the idea of creating another game was born. This another game had to be twice as cool and interesting.

    Shapik: the quest 2, 2015

    The general story appeared very quickly.

    https://preview.redd.it/1y684n7ffon41.jpg?width=1280&format=pjpg&auto=webp&s=747a326258d60b450ba4a0ed14d02736b1d95900

    Literally in three days the first level was ready with a help of Flash.

    I also painted the main character. In comparison with the previous one he had a sound body, head and neck. His predecessor was a sausage-like creature.

    Old vs New

    The game was in Full HD and a simple flash didn't cope with the load. There was a need to rewrite on GPU (starling). I'm not a programmer at all, so I wrote a post on gamedev.ru about searching a partner.

    Five persons wrote back. The first one didn't answer, so I got in touch with the second fellow and the ball was set rolling.

    The rest of 2015, the programmer learned to work with the GPU flash, I learned to paint and animate.

    2016

    Although we didn't have experience at all the process of development was going with a lot of pep. I really felt that we were a single team.

    Our brain storms on Skype alone were a real story. There were periods when nothing new entered my head for a couple of days in a row but as soon as we got in touch ideas were coming by themselves.

    It worked approximately as follows.

    - We discussed a new concept of a level or a brain-teaser;

    - Often the programmer drew it schematically;

    - Branches and animations were described.

    https://preview.redd.it/9ejcymynfon41.jpg?width=800&format=pjpg&auto=webp&s=6228da4691b5cda5444bde32704a499e6644e381

    Then we performed tests. I formed a list of edits and sent it to the programmer. The entire working process went through Dropbox.

    Active development took a year.

    12 levels and a demo were ready and that was twice as much as in case with the first part. I uploaded the result of our work to Steam Greenlight. And we got the green light within two weeks.

    2017

    We developed the plot. The programmer was really successful in that.

    We added levels, cutscenes, new animations.

    I painted components for animations using Photoshop and animated in Flash.

    Our team was supplemented with a composer/sound designer.

    An atmospheric soundtrack as well as the coolest sound effects were created.

    The game was felt with renewed vigor.

    Due to some specific features of the project synching is not fast, since each animation is a mini-cartoon requiring unique sounds.

    https://preview.redd.it/jrp0011rfon41.png?width=1111&format=png&auto=webp&s=c8eeac96a5295d48d5a302b3531b990deee1c896

    2018

    The quest was 80% ready; almost all levels were finished and equipped with sounds; cutscenes, a note pad of tips and the main menu were missing.

    I created cutscenes with a help of Flash and then I exported video. With large volumes Flash was really slow. So, I had to compose separate scenes and only then I could combine them. It made the process very slow.

    Animations inserted into animations

    In the process of work the Menu was thought out on separate sheets of paper/ It looked cool and the main thing was that it didn't have any text.

    2019

    The beginning of 2019. The game was ready and it was played through from the beginning to the end but it wasn't tested properly, there were some minor bugs and some bonuses hadn't been added. We were in limbo: on one side the game was ready and on the other side it wasn't.

    HTML5 games and Flash games were not sold at all. In parallel with developing "Shapik: the quest 2" we all worked on other projects - those other projects gave us something for living and continuing developing.

    The programmer got a job at an office. Although I was optimistic, I understood that the things wouldn't be as before.

    Within a month nothing was done for the game, and we never got in touch - that was for the first time. The programmer was very much tired at work and I didn't blame him. I was working hard on testing and composing the list of edits.

    Edits were implemented on weekends; sometimes there were two weeks long idle periods. I was frustrated and upset as such pace it would drag on the process for another couple of years.

    I asked the programmer to create a folder with the game sources (that had to be done in the very beginning of development - a ton of time would be saved). I started picking at the art, animations, atlases and a home-made editor of scenes.

    The editor is a story in its own right. Game resolution was 1920x1080, and editor's windows were 600x550. Working in such a small window required really many camera motions and the editor was really slow. In addition to that it didn't have "cancel" function, so if something was bungled only the last saving could save.

    https://preview.redd.it/1w7zxspwfon41.jpg?width=1920&format=pjpg&auto=webp&s=0673dd1f5cdd657ca6deb116d8051bbf2ae09c1f

    The editor could open and play .gaf animations, which were then placed on stage. After the entire art elements and animations were placed I pressed "Save" and obtained a really long line of parameters which had to be brought to the FlashDevelop and then compiled.

    If something shifted I had to repeat the operation. Editing a minor thing took a ton of time.

    Finally I couldn't stand that any more. I got to the initial code of the editor and found the line responsible for the workspace size. I changed it to 1920x1080 and so the entire level could be viewed wholly. I also compiled the editor as a separate application and all brakes were over. I don't know why we hadn't done that before but suffered torments for so many years.

    Spring period. I had a lucid moment and became aware that levels made in 2017 looked empty and were of poor quality. The same was true about cutscenes, brain-teasers and animations. A new wave of improvements was going on...

    https://preview.redd.it/0hji611zfon41.jpg?width=1920&format=pjpg&auto=webp&s=5443f69bbff5f185bff2d81937363f0e69b4ed17

    The sound designer was also very busy then, synching suspended.

    I renewed all levels; we composed a new demo version. It was the time to create a teaser for the game.

    I cut video and tried to edit it. Intermediate steps were discussed with the programmer and the sound designer. That was my first experience and it took a lot of time.

    Shapik TMQ - Trailer

    We understood that we had to get rid of "2" in the name "Shapik: the quest 2". A new name was created — "Shapik: the moon quest".

    Editors. Who are they and how should one work with them? I had no idea about this. I found a cool article telling about game pitching.

    I sent it to everybody in the list. 20 out of 60 persons answered; 5 of them are really interested; I got answers once per week.

    Early summer period. I picked the game alone. I read forums hoping to find some info concerning removing bugs. I brought edits to the code, corrected jerks in animations, cut video for post-synching; In some places I corrected sounds, set up the assembly, communicated with editors, got acquainted with Steam and was engaged in resource optimization.

    I got a feeling that I'm the only one who needs the game. I spent weeks waiting until few edits are closed. the very moment of waiting was very tedious, and it wasn't clear what to do next. I couldn't give up the game when it was 95% ready but I also couldn't finish the work myself. Releasing a bugged project wasn't a variant as well.

    I went to a three week walking tour to the Carpathians. In the mountains there is no mobile communication, and the Internet is even less so. It really helped me to get mind off things.

    https://preview.redd.it/seqvpjj7gon41.jpg?width=1080&format=pjpg&auto=webp&s=57c7dfd0ed525d4129e5b8610e2cee94fcac1ccf

    Before the walking tour I uploaded the list of edits.

    When I came back three weeks later I discovered that the list hadn't even been opened. For the first time during the entire period of working I was burnt. At that moment it seemed to me that the game was pissed on.

    The period of depression started. I could think of nothing but the game but I couldn't find a way out of that situation

    That was the time to change something. The time of office work had arrived.

    https://preview.redd.it/smxga3pagon41.jpg?width=1920&format=pjpg&auto=webp&s=30f766ea247b66336d3d4ac652c9e39cb2805b75

    It seemed that during my work on casual projects I had gained some experience; and so, I looked for animator vacancies.

    I quickly got answers with test tasks. I performed the tasks and so I was invited for interviews.

    It happened that two interviews were on the same day. The way from my village to Kiev takes 10 hours by train. The train arrived at 8 AM and the first interview was planned for 11 AM.

    Let's go to the interview!

    So, I was in Kiev walking around the city. I was really worried: that was my second interview and the first one at a serious company and I had no idea what was waiting for me there.

    At 9 AM I received a message.

    Good morning, Terribly sorry, but we are forced to report that we cannot accept you for an interview - your age is not suitable.

    I thought that was a mistake because my age had been suitable for them before and if they had invited me for a real meeting my test task was OK; and I had already arrived to Kiev spending time near their office. I called them back and the text of the previous message was repeated to me.

    What kind of answer was that? What was all that nonsense..?

    The next interview was planned for 2 PM I was walking around the city moving smoothly to the meeting place. Half an hour before the interview the following occurred.

    Terribly sorry, but we are forced to cancel the interview. You do not suit us. We will not specify the reason so that it doesn't look like a call to action.

    I am completely at a loss; the interviews had ended before they could begin. It turned out that I was old and castaway.

    https://preview.redd.it/sxfvt4sjgon41.jpg?width=1280&format=pjpg&auto=webp&s=d96829da1e86485a0343e67c70272fa613d4c705

    I was slowly dragging my feet along St. Andrew's Descent. I came into a small café where I met an old acquaintance of mine. Over glasses of beers the day ceased to be sad. My train back was at 9 PM

    So, to say that after my "employment" I was depressed would be an understatement.

    Upon arrival home, my sense of helplessness became five times stronger. I turned out that in my age of 30 I was very old.

    I realized that the distressful quest had to be brought to release. We got in touch again, told how everyone is doing, and discussed my burnt state as well as what might be done to complete the work.

    I was set free and I had got my second wind. I complete tons of animations and art elements which had been previously put off. I worked hard on testing the game and compiling the list of edits. And finally I designed the web-site and a web-page on Steam

    Concerning my burnt state. At that moment I probably inhaled too much fresh Carpathian air. How can felt burnt when the project is held in place with enthusiasm.

    2020

    At the beginning of the year the programmer had a vacation, and we manage to close all the bugs and edits. All the music and sound effects are also completely ready.

    The game has got 22 levels, 60 minutes of game music and over 1,000 unique animations and sounds.

    At the moment, I can confidently say that the game is completely ready (I just can't believe this). I hope game release will be in April.

    https://reddit.com/link/flfo4w/video/1jnc20omgon41/player

    Summing up I'd like to define mistakes we made.

    - Lack of script and no understanding of what the game will be like;

    - Constant underestimation of real time frames;

    - A wish to make 100500 pieces;

    - Lack of proper tools (game scene editor, version control system, assembler);

    - Lack of proper testing;

    - Work with the community.

    This post was written not for the sake of whining or to arouse pity, but in order to show the everyday life of a simple developer.

    And there is one more thing I'd like to note:

    I have great respect for the programmer and the sound designer due to the fact that we like crazy ones are finishing what we think is right and are trying to do it cool while hundreds of other "adequate" developers would have turned around and left for a long time ago.

    In general, it is very funny that the three lefty dudes from the Flash forum managed to finish the game.

    P.S. Plans for the future:

    - to release the quest;

    - to find a job (a revolutionary position of a watchman-programmer has been recently offered). The Responsibilities include: advertising products on the Internet, creating business cards / leaflets, tours around the territory every hour).

    Some more atmospheric photos

    submitted by /u/paulp_ws
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    Making games in lockdown: How Italy's developers are coping with COVID-19

    Posted: 19 Mar 2020 11:55 AM PDT

    Feedback on our english and japanese trailers?

    Posted: 19 Mar 2020 11:45 AM PDT

    Hey all,

    Was hoping to get some genuine overall feedback on our two trailers - we are still in the process of revising, editing and working through them but here is where we are currently:

    English - https://vimeo.com/396572945

    Japanese - https://vimeo.com/396573210

    Original Teaser from last year: https://vimeo.com/330380021

    Thoughts? I am fairly certain the japanese one needs to be tightened up but would love some feedback from fellow devs.

    Thanks!

    submitted by /u/rocketarticuno
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