Voxel Plugin Free now available on the Unreal Marketplace! |
- Voxel Plugin Free now available on the Unreal Marketplace!
- Solo indie gamedev is stressful and not fun
- Pitched 30+ game publishers, none of them wants the game. What's wrong with my game?
- Is It Really Worth to Mesh-Bake Your Assets? I Asked Ian Deane (Interview)
- AAA software devs: what kind of portfolio projects got you hired?
- Made 2D sprites looks like 3D using the new Unity 2D lights and Normal Map support - step by step video tutorial and guide about the 2D lighting system in comments.
- Introducing GameLisp, a scripting language for Rust game development
- The Design Philosophy of Hidetaka Miyazaki | Creating Demon's Souls, Dark Souls and Bloodborne
- Unity updates ruining my project, should I abandon unity?
- What are some stylized 3D games with really unique art direction?
- How to make Voxels using the Unity Particle System
- About the importance of user perspective
- Using asset packs for art
- Would it be wise to use this art pack for my first game?
- Temporary DRM: Is this a good plan?
- Pure 2D vs 3D model 2.5D game development: which one is "better"?
- Will this laptop support my needs?
- Can someone recommend online courses and books to learn 2D game art and design ?
- Lock On Rotation - Action RPG in Unreal Engine
- GNU GPL version 2 question
- Is it possible for the HUD in game to slowly shift to eliminate pixel burn?
- Dont Starve Crockpot System
- what does my portfolio need in order to be hireable as an artist in the game industry?
- Game Conceptualization
Voxel Plugin Free now available on the Unreal Marketplace! Posted: 11 Jun 2020 07:07 PM PDT
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Solo indie gamedev is stressful and not fun Posted: 12 Jun 2020 04:59 AM PDT I went back into the IT sector (I know) and now am doing gamedev as a hobby again, and I have to say it is a lot more fun now. The constant pressure of marketing, community management, sales calculations, etc, took away from the magic of developing a game. I get that it's a business and you are selling a product, but for me the business side of things just SUCKS. I am a lot happier now and feel like I can explore new ideas at my own pace. So how is it for you guys? Are you still enjoying it as a solo gig or are you looking to be done with it? [link] [comments] | ||
Pitched 30+ game publishers, none of them wants the game. What's wrong with my game? Posted: 11 Jun 2020 10:01 PM PDT
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Is It Really Worth to Mesh-Bake Your Assets? I Asked Ian Deane (Interview) Posted: 12 Jun 2020 05:35 AM PDT
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AAA software devs: what kind of portfolio projects got you hired? Posted: 12 Jun 2020 08:12 AM PDT Would love to hear about your personal projects that got you in the door with AAA studios. What kind of projects would you recommend for someone looking to get their foot in the door as well? What is the bare minimum kind of project that would be impressive and what kind would you create if you had more time and could do it all over again? [link] [comments] | ||
Posted: 11 Jun 2020 11:07 PM PDT
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Introducing GameLisp, a scripting language for Rust game development Posted: 12 Jun 2020 05:48 AM PDT
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The Design Philosophy of Hidetaka Miyazaki | Creating Demon's Souls, Dark Souls and Bloodborne Posted: 12 Jun 2020 09:27 AM PDT
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Unity updates ruining my project, should I abandon unity? Posted: 12 Jun 2020 07:40 AM PDT I've been working on a zelda type game for about 6 months now and I have been trying not to update Unity on my project but it did automatically and there's so many bugs with the UI now. Previously I had issues with my Unity account logging me out and the license being invalid too. Feels like I'm not in control of my own project and I'd be happier just going at it with vanilla python/javascript. Although I also know that's 100x more work cause I'm re-inventing the wheel on every single thing. What do you guys think of Unity? [link] [comments] | ||
What are some stylized 3D games with really unique art direction? Posted: 12 Jun 2020 09:12 AM PDT I'm looking more for indie titles because there are a lot of hidden gems. Preferably I'd like to see more mature/weird stuff (things like Kenshi, Devil Daggers, Fight Knight, Journey). A lot of these games have really daring art styles that are relatively simple, I'd love to see more examples of stuff like this [link] [comments] | ||
How to make Voxels using the Unity Particle System Posted: 12 Jun 2020 04:38 AM PDT
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About the importance of user perspective Posted: 12 Jun 2020 09:06 AM PDT I just wanted to share an article by UlleHaddock on the Rewoolation Studio website. It is about learning-types and the importance of user perspective. Enjoy! https://rewoolationstudio.com/the-user-perspective/ Have a nice day! [link] [comments] | ||
Posted: 12 Jun 2020 08:58 AM PDT I'm working on my first game and just want to focus on the game itself without spending a lot of time on art. Is it wise to use pre made art assets? (I'm planning on using a few synty packs for interiors and characters while using a photo real look for terrains. [link] [comments] | ||
Would it be wise to use this art pack for my first game? Posted: 12 Jun 2020 08:52 AM PDT
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Temporary DRM: Is this a good plan? Posted: 12 Jun 2020 08:42 AM PDT I'm starting to lay out plans for when I launch my next game and have been thinking about how to tackle DRM. I understand a lot of consumers like their games DRM-free, but there's also an obvious reason why devs add DRM. Having worked on a game that got pirated quite a bit, (and had a DRM-free version at launch), I know from experience that it can be financially devastating for a developer. So how do you decide between the wants of the consumer and the needs of the dev? I'm currently considering launching my game only on Steam for a certain period and then releasing it DRM-free later on, so there's less piracy during the crucial launch period. Temporary DRM, essentially. However, I was thinking I could also sell it on itch.io at launch but only supply buyers with a Steam key and give them access to a DRM-free version after the initial launch period. That way, people who want a DRM-free version can already buy and play the game at launch through Steam, but feel assured that they'll get the DRM-free version in the future. But I'm still a bit unsure whether it's a good idea.
Would really like to hear what others think, as DRM-concerns are kind of a blind spot for me (as a consumer, I personally don't have a huge problem with it.) I have no experience with itch.io either, so tips from people who have worked with itch are also very welcome (how does linking Steam keys to itch even work? :/ ) Thanks for reading! [link] [comments] | ||
Pure 2D vs 3D model 2.5D game development: which one is "better"? Posted: 12 Jun 2020 11:44 AM PDT Probably an old question, but didn't find specific enough answer. Mostly there's comparison of 2D vs 3D, but they seem to be referring more to first person / over shoulder "real" 3D game, where you move 3 dimensional in the world and need to consider all sorts of interactions. So, what about 2.5D game where you build 3D model of character, building and items, but the character mostly move on a 2 dimensional map? Like Diablo 3, Torchlight, etc. I can't imagine the interactive logic, with help of modern game engine, will be dramatically more complicated than making an isometric view pixel game. While animation, character & item interaction and physics could be easier. I haven't done any 3D work so I'll defer to reddit's wisdom on that part. People pretty much default to "2D game dev is easier". Of course the initial single view drawing of a small sprite doesn't seem to take much time. But then when I started trying to make animation more smooth, or adding a new perspective, things started to get trickier. Of course I can always stick to platformer or top down view and spend effort on perfecting other stuff, but just wonder is that the way to go, aesthetic aside.) Besides, answers online seems to assume you are building all 3D assets from scratch, which is not practical or necessary for a lot of indie devs. Whereas in real world there isn't near as many 2D assets compared to 3D assets. And I'm not sure if editing existing 2D assets to make it fit your style is easier than editing 3D ones or not. Again I don't have any 3D experience so maybe they are saying even editing 3D assets is harder. I'll defer the answer to my fellow reddit game devs. TL;DR: Considering following factors, is 2D or pixel game dev really easier and more time saving than 3D or 2.5D game?
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Will this laptop support my needs? Posted: 12 Jun 2020 11:40 AM PDT Hello. I want to make a 2D game, probably with Godot. I'm learning C++. I need a laptop and have found a cheap one, just to start learning with and doing very small projects. The laptop is a ThinkPad X240, Intel Core i5 4300U, 1.9 Ghz, 8GB RAM, 128GB SSD, DDR3 memory type, 12.5" screen, 1366 x 768 res, $200. It is in my price range, and I'd prefer a small screen. Any other info you need i can google for it. Is this a good choice for an absolute beginner? Every perspective is helpful. Thank you. [link] [comments] | ||
Can someone recommend online courses and books to learn 2D game art and design ? Posted: 11 Jun 2020 08:23 PM PDT I want to learn making assets and designing game with different art styles like Hollow Knight and Night In The Woods , so I just want to know where can I start learning that . [link] [comments] | ||
Lock On Rotation - Action RPG in Unreal Engine Posted: 12 Jun 2020 11:16 AM PDT
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Posted: 12 Jun 2020 11:14 AM PDT I've found an open source project that was abandoned a few years ago and I'd really like to take it over. My issue is I want to make it a commercial venture so I don't want to have to make my code changes public The project stipulates that it is under the GNU GPL version 2. Am I ok to do this, or would I need to make the source code public with my changes? [link] [comments] | ||
Is it possible for the HUD in game to slowly shift to eliminate pixel burn? Posted: 12 Jun 2020 11:06 AM PDT
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Posted: 12 Jun 2020 11:06 AM PDT Just curious if anyone has a clue what you would call this system and how to go about creating something similar to it in a game. I'm assuming its like an array. For those who haven't played the game. You combine any 4 different types of food into a crockpot to produce various types of food. For example 1 Meat + 3 Ice = Meatballs [link] [comments] | ||
what does my portfolio need in order to be hireable as an artist in the game industry? Posted: 12 Jun 2020 07:16 AM PDT Hi, I'm trying to create a portfolio to start working as a concept artist/2d mobile game illustrator. I'm actually a fine arts student so I don't have much insight on what to put in my portfolio, I've also tried to find game studios in my country to learn while working, but i found a couple of studios that don't really have the capacity to hire another artist. (game studios are not very common here) here's my portfolio for reference : https://www.artstation.com/hadeerabz By any chance have you come across a portfolio that represents a perfect candidate for a junior artist position/2d game illustrator? are you an artist who lives in a developing country and successfully started working as freelance artist in the industry? I'm looking for an indication for what level I'm supposed to be at and what projects I'm supposed to show. also if this not the best place to ask, kindly recommend alternatives i would be grateful! [link] [comments] | ||
Posted: 12 Jun 2020 10:50 AM PDT Just asking how people who have created games and can speak from experience-- how to go about visualizing the layout and flow of your game? Right now I've begun to think of it as one big grid like link to the past. [link] [comments] |
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