I'm 35 years old and quit my job 7 years ago to become an fulltime indie gamedev. Finally my game is on Steam! |
- I'm 35 years old and quit my job 7 years ago to become an fulltime indie gamedev. Finally my game is on Steam!
- This is our dark form shader, it is available for free. Also, we've made a breakdown video (link in comments), hope this is helpful!
- How we created the charcoal-drawing effects for our black & white (and red) horror game, MEAT SHIFT
- UE4 Power IK plugin foot IK Tutorial! Project download.
- Make Arkanoid with Flutter!
- Four GameDev.tv UE4 courses are now available for free to anyone with an Epic account. The courses cover C++, Blueprints, VR, and Multiplayer.
- Pitching Your Game with Rebekah Saltsman
- Playsit - Social Gaming Network
- What secret is hidding on XIBALBA? You dare to discover it? Finally my game is on STEAM.
- Going to be teaching gamedev for absolute beginners starting tomorrow! (not paid/no ads, just doing this for fun)
- Internship
- RTIN for terrain?
- Where to store game data in Vue.js game?
- Hey Guys, I wrote another video essay about the immersive environment design of Captain Spirit. You might like this too..
- unity avatar bone local position
- Which degree should I get, Game Programming or Computer Science? Or is there another degree that's worth it to get into the industry?
- Struggling a lot with Unity
- Any tips for ad performance analytics (Steam) ?
- Part 5: The guide to CAMERA MOVEMENT | The Blender Camera Masterclass
Posted: 17 Dec 2020 08:24 AM PST
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Posted: 17 Dec 2020 01:34 AM PST
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How we created the charcoal-drawing effects for our black & white (and red) horror game, MEAT SHIFT Posted: 17 Dec 2020 10:55 AM PST
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UE4 Power IK plugin foot IK Tutorial! Project download. Posted: 17 Dec 2020 11:15 AM PST
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Posted: 17 Dec 2020 07:28 AM PST
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Posted: 17 Dec 2020 11:13 AM PST | ||
Pitching Your Game with Rebekah Saltsman Posted: 17 Dec 2020 09:01 AM PST
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Playsit - Social Gaming Network Posted: 17 Dec 2020 11:19 AM PST
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What secret is hidding on XIBALBA? You dare to discover it? Finally my game is on STEAM. Posted: 17 Dec 2020 11:18 AM PST
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Posted: 17 Dec 2020 02:17 AM PST | ||
Posted: 17 Dec 2020 07:21 AM PST Hello , I am Multimedia student and for the last semester I have to work certain number of hours somewhere. I am looking for an online internship in game industry. Currently doing 3D modeling , animations , video editing. I know basics of Photoshop , Illustrator , C,C++ and C# coding and audio basics. Do you know are there any studios that are willing to hire college students for internships ? [link] [comments] | ||
Posted: 17 Dec 2020 01:32 AM PST Building my own engine and currently.have chunked, streaming terrain working fine. 8192x8192 map, no problem. Using a regular grid generated from a heightmap so poly count is higher than it could be. Came across https://observablehq.com/@mourner/martin-real-time-rtin-terrain-mesh and thought it looked pretty interesting. On the face of it it looks perfect for my use case in that it simplifies meshes in a way that still makes it straightforward to tile. Thing is I can't find any discussion about using this method in an engine. The original RTIN paper came out 1997 so I'm wondering if this has already been considered and discarded as a technique. I coded MARTINI up in C have found a few problems with it.. something like an atoll will get reduced to a flat triangle for instance and I'm wondering if this kind of problem is why no-one appears to have use RTIN in a real project. So.. why isn't RTIN used in terrain rendering? [link] [comments] | ||
Where to store game data in Vue.js game? Posted: 17 Dec 2020 04:37 AM PST So, i currently making a game in vue js and i'm trying to figure out where to store game data. It's a card game, so i need to store things like name, description, events, stats etc. I have single json file where i have all decks and cards associated to them. So, the real question is. Where to store this data? On server side, and request all this data on login, or on a client side. Also, is it good to store game state like cards on playground or player current stats in vuex store? I mean, every player action sends information through sockets, and if it's valid move, just send back success and update game state in client store (so all game related stats will be stored on server, and will be synchronized with it) [link] [comments] | ||
Posted: 17 Dec 2020 04:32 AM PST
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unity avatar bone local position Posted: 17 Dec 2020 04:29 AM PST Hello, could anyone help me understand how a code should look like to get the local position and local rotation values from an avatar bone structure? [link] [comments] | ||
Posted: 16 Dec 2020 04:46 PM PST I'm soon going to a university but upon looking at other posts many say that Computer Science is worth it to get into the game industry, however it does require high levels of mathematics, something I'm just alright with, but not really good enough. I'm more into making games in however way possible. Some however, say that those high levels of math, like trigonometry, vectors, et cetera are not needed in some areas of game production. I'm really confused; I've been making a ton of research yet I don't have a conclusion to this. What do you guys think? I'm new to this subreddit, so if there are any mistakes in my post, feel free to tell me. [link] [comments] | ||
Posted: 16 Dec 2020 06:12 PM PST I've been using it for a few months every day for several hours each day so I've put a lot of work into it and I've yet to make any meaningful progress in my game. All I've done is make a small room map with basic post processing, cinemachine camera and a pre built model that has a blend tree with some mixamo animations and a standard playercontroller script. That's all I've done after hundreds of hours. I have done many tutorials on unity learn and countless youtube tutorials but I am getting no where because every resource is outdated, bugged, half complete, poorly made..etc. Can someone point me on the right path of how to learn unity for real? [link] [comments] | ||
Any tips for ad performance analytics (Steam) ? Posted: 16 Dec 2020 01:26 PM PST Hey there. I'm a marketing guy from a small studio. One of our games sells good, but we have no idea how to scale up current results. Recently we spent $300 on Facebook ads. Got about 220 clicks, managed to achieve a decent click price by the end of the campaign. But the problem is, this information is useless, bc I can't find out how many people bought the game. As there's no end-to-end analytics in Steam. Ofc, if our advertising budget was $10k, then paid traffic would be more significant than internal Steam traffic, and we could draw some conclusions. But in reality it's hard to get approval from the management for even a $500 ad campaign. Because we can't evaluate the results. And the thing is, the company can afford to spend thousands of dollars on advertising if it pays off. But first we have to find out somehow. I'd be grateful for any advices on the topic. TL;DR: How to make data-driven decisions about advertising a Steam game? [link] [comments] | ||
Part 5: The guide to CAMERA MOVEMENT | The Blender Camera Masterclass Posted: 16 Dec 2020 10:57 PM PST
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