Free low poly hats (Link in the comments) |
- Free low poly hats (Link in the comments)
- This article from January 2000 still hold very true today
- Hi Everyone! I recorded new amazing royalty-free harbor sounds (10GB 38 recordings ) with seagulls, artic terns & lots of water while traveling in Iceland. I hope you can use it as well, Marcel
- Joined my first game jam last week. And made my second game ever! "Arcade Boy " I would love is you would give it a go and let me know what you think :D
- Is anyone truly satisfied with Unity URP approach ? and have you shipped a proper game with it ?
- 191 games are launching on Steam this week. The top upcoming game has more interest (Followers) than the bottom 190 combined.
- Free node based PBR texture generator
- How to get started looking for a job in game development?
- Low Poly Gun Modeling
- Has anyone experience with mobile game publishing?
- This is my game I've been working on for a while.
- Livestream of gamedev jobs available at Codemasters, Ubisoft Leamington, and Electric Square.
- Has anyone published web games on CrazyGames or Poki Games?
- Quick questionnaire for my game design course
- Week until release
- Game Title Ideas? (Minigame Collection)
- Efficient Build Reviews
- Question about commissioning art assets for a game.
- I’m looking for a team but I doubt anyone is willing to teach me as we proceed in making a game, learning a game engine is hard as long as coding while trying to keep a newborn happy lol my question is are their any friendly new teams willing to have me along?
- In today's adventure in the Game Mechanic Quest, I tried to code the Mario's Boo ghost enemy in the simplest way possible using Unity and C#. ( Code on GitHub ) and if you have any questions please don't hesitate to ask.
- How do I start making a game?
- Producing a "game" which streams from a server to a browser
- How to make top notch menumanager in unity (Breakout part 3)
Free low poly hats (Link in the comments) Posted: 28 Sep 2020 12:37 AM PDT
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This article from January 2000 still hold very true today Posted: 28 Sep 2020 09:11 AM PDT
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Posted: 28 Sep 2020 02:38 AM PDT
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Posted: 28 Sep 2020 10:26 AM PDT
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Is anyone truly satisfied with Unity URP approach ? and have you shipped a proper game with it ? Posted: 28 Sep 2020 08:58 AM PDT Hi, I've been avoiding the new SRP approach (profesionally) since 2018 due to bugs and non-sense features removal, for me it was the remove of Camera stacking in LWRP that killed it back then, unity promised to get back that on, but it was only introduced properly a month ago.
I didn't play around with it almost at all since except the times where i gave Shader Graph a try (2019.2) which also felt very immature compared to Amplify Shader Editor.
so as someone with almost no experience (professionally) with URP, and all of my projects have been made with the built-in renderer, i wonder if there is anyone here who has a counter argument for this (just for the sake of discussion).
Imo, unity new yearly-release approach has been terrible, it just create hype around tons of features that are always immature, and i feel that the new comers to unity are going to find a very hard time converting from "Youtube tutorial that show you how to make an FPS in 30 minutes", to real work environment where other than knowing how to take input and use some physics, most of what's available in youtube is plain useless. I honestly just wish they kept using the Version based release(unity 4.x, 5.x, etc...), because the yearly ones are not only splitting the community, they are also terrible for google searches.
Back to SRP, my concern about it (specially URP since we make mobile games) is that it looks too good on the surface and from those Unity showcase videos, but in reality you are just extremely limiting yourself just to achieve a performance boost that you probably will never need, i would love to see a real practical example on a game made with URP running on an iPhone x smoothly Vs the same game being laggy just because it was built with the older renderer, hell i just found out that the Ambient Occlusion Post effect has been removed from URP, which made me wonder, what kind of games do they really want us to make with this pipeline??, cause they claim its for Indie games and handheld games (switch and mobile), though most mobile devices wont be able to hand AO, the Switch surely can (if optimized properly) and a PC version 100% can too.
And this bring me to my final concern, why do they remove features "just because" ? the AO example is the same one as the camera stacking example back in LWRP or when they removed the ability to have multiple directional lights, shouldn't these actions be totally up to the developer ? like what if i have a scene with just 4 walls, a cube in the middle and i wanted to do something with multiple lights and AO ? am aware of the platform am building on and i should be responsible for optimizing it, why does URP get rid of that options, espescially when the are still games that look so good, run super smoothly and made with the built-in pipeline ?
TL;DR: Have you shipped a game with URP ? and do you recommend that people switch for it ? [link] [comments] | ||
Posted: 27 Sep 2020 11:33 PM PDT This week 191 games are launching on Steam, which is a record to my knowledge. However it also exposes that the vast majority of these titles receive little interest from customers. Star Wars Squadrons has 59,015 Steam Followers (a public metric for interest and a proxy for Wishlists), whereas the bottom 190 games combined have only 57,163. The bottom 80% of titles account for only 2.96% of total followers. Links to the methodology and more details on the first tab of the sheet. [link] [comments] | ||
Free node based PBR texture generator Posted: 28 Sep 2020 04:21 AM PDT
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How to get started looking for a job in game development? Posted: 28 Sep 2020 10:36 AM PDT I am a software developer for marketing firm, and I really am starting to become disconnected from my work. The people there are great, but since going remote I am finding it extremely hard to work on work projects since they aren't something I'm passionate about. I have been learning software development for about 4 1/2 years now and I have been spending some free time over the past couple years messing around in Unity. I really wish I could make this my full-time job, because it is challenging but extremely rewarding. I thought maybe I could start by getting some remote contract work or something like that, but all of the positions I see posted require experience with a commercial product, which I don't really have. I really feel that game development is the path for me, but I am worried that I will run into the same issue that I have at my current job, since I am making something for a company rather than my own projects. I could just quit my job and try to make it with my own projects full-time, but that would be a huge financial risk that I'm not really willing to take. If anyone is curious I have a couple games hosted on my website https://hackjob.games. Not trying to self promote, the games are all free and I don't run any ads on the site, just thought it would help give you and idea of my experience. Thank you all for your time. [link] [comments] | ||
Posted: 28 Sep 2020 08:03 AM PDT Does anybody know a good low poly gun modeling tutorial that's easy to follow with blender or fusion 360. Thanks. [link] [comments] | ||
Has anyone experience with mobile game publishing? Posted: 28 Sep 2020 12:31 AM PDT A famous publisher shows interest in my mobile, hyper casual game. They asked me to integrate Facebook SDK add they to fb console and see what's happening in a first test phase. If numbers will be good they'll publish the game world wide. Now, I'm looking for some general feedback.. Because my game is already live on Google Play and App Store, and it's linked to my admob, firebase, facebook etc. What happens to those account? What are the next step if they decide to publish the game? Should I unpublish, change package name, all accounts ref and gave they a new version, or I can take the game in my account (maybe just switching admob account id)? A full history from someone would be very appreciate, just to be prepared in any case, thanks! [link] [comments] | ||
This is my game I've been working on for a while. Posted: 28 Sep 2020 12:28 PM PDT
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Livestream of gamedev jobs available at Codemasters, Ubisoft Leamington, and Electric Square. Posted: 28 Sep 2020 12:26 PM PDT | ||
Has anyone published web games on CrazyGames or Poki Games? Posted: 28 Sep 2020 12:06 PM PDT Hi there- Curious to know what experience you might have in publishing web games on CrazyGames or Poki - what they're like to work with, things to watch out for, anything you wish you did differently, etc. I'm looking for some incremental source of revenue from working with one or both of them. Thank you! [link] [comments] | ||
Quick questionnaire for my game design course Posted: 28 Sep 2020 08:12 AM PDT | ||
Posted: 28 Sep 2020 02:08 AM PDT Hey guys! What do you spend your time doing a week before the game is released? This is a 50% curious question and 50% "maybe someone will point out something i totally forgot about". I have a small game that is coming out in a week and right now I am redoing some music and gathering last feedback from a bunch of testers that just got the key. [link] [comments] | ||
Game Title Ideas? (Minigame Collection) Posted: 28 Sep 2020 11:49 AM PDT I'm making a minigame collection to practice making bigger games and I need ideas for a title, it's going to have 3 modes, Random (gives you random games to play) The Vault (choose a game to play) and Arcade (random but with 3 lives, every time you loose a game you loose a live) any name ideas? [link] [comments] | ||
Posted: 28 Sep 2020 11:42 AM PDT I'm a (newby/newly) PM in a small studio. I'm looking for ways to do efficient build reviews with the whole team (we are 6-7 people), but everytime we've tried, I feel like it's not very efficient, not very focused, it takes too long, and it's hard to get an overall look of the state of the game. How do you tackle build reviews in groups? [link] [comments] | ||
Question about commissioning art assets for a game. Posted: 28 Sep 2020 12:18 AM PDT How do you convince artist to allow you to own or jointly own all art assets you commission for your game? Is this even a viable thing? So I know it may seem like a selfish question, but for those that know the tragic story of breeding season vs cloud meadows (two nsfw games) might understand my reasoning for asking. For those that don't know basically in the middle of breeding season development the artist of the game turned 180 and started work on his own game cloud meadows. This on its own would have been 100% fine, but the artist threatened to sue the remaining breeding season team if they continued the game with his art. Most of the art in the game was his and he was apart of some contract, so the breeding season team was forced to abandon the project as they couldn't use any of the left over assets made by the artist. The artist would not even allow the assets to be bought. So ya, i just want to avoid a situation like that if i am to start a game. Artists leaving a project for their own reasons is fine, i just don't want to be stuck in a situation where me or a replacement artist can't use any of the art assets that built the game forcing the project to be abaddoned or restarted. [link] [comments] | ||
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Posted: 28 Sep 2020 11:18 AM PDT
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Posted: 28 Sep 2020 11:02 AM PDT So, I am a CS student ( a very bad one lol). For the past year I have been playing lots of Hearts of Iron 4 and I'm in love with the game. I would really like to make a similar strategy game one day, but I have no idea where to start, I have zero experience on game development. Where do I start? Is there a good tutorial online? [link] [comments] | ||
Producing a "game" which streams from a server to a browser Posted: 28 Sep 2020 10:53 AM PDT Hello all. I am looking into methods for developing a visualizer which runs server side and streams the UI and display to a browser app. It doesn't need an exceptional amount of robustness, but it does need to be able to handle massive quantities of point or VDB data without crashing. Playback does not need to be real-time, but a 20FPS floor on absolutely massive data sets would be preferred. Essentially the user needs to be able to play back a cached sequence of frames and control camera position. Lighting only needs to be basic, no materials/textures are needed off the bat, but would be useful later. I am thinking something like the streaming gaming services, but more boutique and specialized. Any suggestions on where to start setting something like that up or engines to use? [link] [comments] | ||
How to make top notch menumanager in unity (Breakout part 3) Posted: 28 Sep 2020 10:38 AM PDT
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