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    Tuesday, June 22, 2021

    How to avoid your players from be COPYRIGHTED by YouTube because of your SOUNDTRACK?

    How to avoid your players from be COPYRIGHTED by YouTube because of your SOUNDTRACK?


    How to avoid your players from be COPYRIGHTED by YouTube because of your SOUNDTRACK?

    Posted: 22 Jun 2021 04:56 AM PDT

    I did a test where my tester uploaded on YouTube a gameplay of my game using a "known" music by YouTube.

    He got the message that he don't own that song being used and the video will be not monetized.

    Now, I already have the soundtrack made by a professional artist.

    My doubt is, how can I guarantee that someone will not somehow extract the soundtrack from my game and upload by their on? Should I upload in the game studio channel the song first and somehow "tell" YouTube that people can use my song?

    How it works for game development?

    Thanks you all.

    submitted by /u/raphazappa
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    11 Ways you can practice video game UI Design on your own (from an Art Director)

    Posted: 22 Jun 2021 05:54 AM PDT

    11 Ways you can practice video game UI Design on your own (from an Art Director)

    One of the screens from my personal portfolio when I was working for id Software back in the day

    Hello, you beautiful nerds. I've been Mentoring video game UI UX Design for years (I'm the guy that occasionally posts video game UI UX guides and stuff here, feel free to DM) and the #1 most common anxiety I hear is, "I don't know how to get started."

    The #2 complaint is easily "How do I practice?" I absolutely believe my silly one-off personal projects are what built the skillsets and the portfolio that got me my first UI job centuries ago (give or take). Rather than make a bunch of "portfolio-stuff" and hope for the best when you apply to a game company, here are a few easy ideas to kindle the imagination, strengthen your design core, and build a more compelling UI Artist portfolio that any of my other fellow Art Directors will love.

    -

    Change The Genre

    Take an existing Intellectual Property and completely change the genre, then design the UI: a Legend of Zelda First Person Shooter, Doom the Isometric RPG, a Pokemon Battle Royale. See if you can take the mood and Art Direction of the original game and keep as much in translation as possible for panels, icons and ornaments. As an added challenge, see if you can add genre-specific UX elements as well.

    Reboot an Old/Obscure Game

    Similarly, take an old classic (or an obscure deep cut) and redesign it with modern sensibilities. What if Sewer Sharks was an indie title on a Playstation 5? How would Ultima Underworld look remade from scratch on the Nintendo Switch? Atari's ET with RTX turned on?!

    Special Note: Obviously, real reboots happen all the time in games and movies - and it's a fascinating subject to study. Mortal Kombat costume redesigns, how Megaman branches its franchises, I can't even begin to tell you how many species of Pacmen and Tetri there are in the world. Study how talented problem-solvers try to make things phoenix-fire new.

    Devolve a game

    Do the opposite of the above: take a modern game and see if you can transport it several gaming generations into the sepia-toned past. For example: take a Call of Duty HUD and place it on a Gameboy. What about Fortnite for the Playstation 1? Dark Souls' Inventory for the Turbo Grafix 16? No - it's not just about making pixel art, it's about working with the constraints and limited resources of the time (UI art through adversity, as it were).

    Change the Platform

    Take a game from any of the major platforms and switch the flags they're flying. Can you make Smash Brothers' twitch-based action work on a clunky mobile phone? Would World of Warcraft even be possible in virtual reality? Can you wrap your head around a text adventure game for the Xbox One controller? Have an awed respect for the strengths, quirks, and sandtraps of each Platform as you design.

    Special Note: most entry-level UI Artists struggle with what to write for case studies (and write way too much anyway!). An easy win is writing about unique design challenges, for example, what specific obstacles there were in going from mobile to PC (tons of empty screen space) or challenges that required bespoke solutions (controller quality-of-life improvements for console games).

    Change the Tone

    The last variation on the theme: every game has a tone and mood that colors the experience. There's a big difference in horror between Resident Evil and Silent Hill. Apex Legends and Fortnite's atmosphere feel distinct, even if you can easily label them both as colorful Royales. What happens if you flip the script on how these games feel? What if Dead Space's Inventory system was set in the Rick & Morty universe? A Michael Bay version of Monument Valley? A match 3 game with David Lynchian undertones aaaaand GO!

    Your own Spin

    Game marketing material like screenshots typically do not have UI elements to obscure the action. That makes them perfect as backdrops for your mockups. See if you can redesign an existing game's Art Direction with your own: make it painterly instead of vector, or minimalist instead of grandly utilitarian. Sculpt the (re)design based on your intimate knowledge of the game not as a designer, but as a fan.

    Special Note: Don't ever lie on your Resume or Portfolio. Ever. However, embellishment, tall tales and innuendo are at the beating heart of self-promotion. If you do a mockup of an existing property, don't say you were hired by that company to work on that property if you didn't. That being said - the onus is on your audience to figure out whether you were on the payroll or not.

    Go Small

    Making full blown screens is pretty time-consuming, so why not go in the opposite direction? Make a collection of elemental icons, fantasy buttons, sci-fi targeting reticules - little things. Honing your craft can sometimes mean "low weights, high reps".

    Special Note: I always teach students a kind of Design Conservation of Momentum; every action should flow into the next without any wasted effort. If you make a collection of icons, sci-fi decals, panels, etc, there is nothing stopping you from selling them on Stock Imagery sites. Even your sawdust is worth its weight in gold.

    Living Pro-Bono Work

    Take a work in progress screen from Reddit channels like IndieDev or Unity/Unreal forums and see if you can shore up a real project under real conditions. Heck, you can even ask the developers if they wouldn't mind some pro-bono work so you can design *in context* and under deadlines (those people will adore you, by the way). It might not be a particularly showy Portfolio piece, but real world experience is the towering pinnacle of learning - and there is so much to learn.

    Thank you Mr. Skeletal

    Sometimes practice isn't about producing portfolio pieces, but rather a deep skillset, like wireframing. So why not get in some excellent practice… in reverse. Take an existing game's UI and produce a high-fidelity wireframe from it. Deconstruct what you consider excellent UI UX Design work and see if you can figure out what makes it tick from the atomic-structure on out. Pay special attention to not just how screens are carved and configured, but why.

    Special Note: finding professional game wireframes online is exceedingly difficult; albino peacock rare, if we're being honest. You'll find mostly app wireframes online - and while those are certainly better than nothing - a game wireframe is very unique and almost always bespoke, even within its own template-friendly genre.

    Weekly-Scaled Projects

    Sometimes personal work can get rangy and energy levels can bottom-out. Don't fight it, work with it - and make projects that have to be wrapped up in about seven-ish days. Make a High-Low card game in Unity to learn the ropes. Make a new logo for yourself in Photoshop, but as an animated .gif. Make a card game design every day until the deadline. Have the discipline to stop all work dead in the water on the 8th day and learn to cope with the anxiety of "yeah but I can add just one more-"

    Build Non Games

    Did you know there are other things besides video games? I sure didn't! The dirty secret is anything you build will naturally bolster your skills, provided it contains a nominal amount of focus and a passionate amount of follow-through. Whenever possible, try to learn one new thing every project in a tool, a medium, or a technique. You can make an abacus in Unreal. A Haiku creator in Unity. Make a Tinder app but it's for golden retrievers. Goofy, silly, and unrelated work still builds incredible design muscle mass.

    Special Note: obviously, build a portfolio leaning heavily into the company and products you genuinely want to make. A portfolio full of fluff is easy to detect from miles away, but showcasing you have broad talents and interests tells an Art Director you're likely to stay focused, self-police, and grow internally - bolstering the Art department from within - which is part of an Art Director's job, too!

    -

    Whew, hope that helps. If you have more questions (and don't want mean old Reddit to know), DM me, or look at my profile and visit my site. Thanks for making it this far. Stay healthy, stay focused and stay inspired!

    -John

    submitted by /u/TheWingless1
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    Epic Online Services launches two new free services (Voice Chat and Anticheat)

    Posted: 22 Jun 2021 07:33 AM PDT

    The source code for AMD's FidelityFX Super Resolution 1.0 will be coming to GPUOpen in mid July

    Posted: 22 Jun 2021 06:22 AM PDT

    So scared, can't even move.

    Posted: 21 Jun 2021 01:18 PM PDT

    Hello, this is my first post here. I want to share my story and feelings with you.

    I am 33, a mother of two wonderful boys: 1 year and 3. My husband is very helpful and loving. I have decent work in the game dev industry with nice working conditions. And everything seems good. I should enjoy my life. But I just can not. I have that scratch inside my chest — that need of creating something big, beautiful, and interesting. So I want to develop my own game. And I am doing it. Every day, I am spending all of my free time on my indie game project. Working late at night. It is a whole world for me, full of interesting mechanics, places, and colors. I am having so much fun!

    But sometimes, the second feeling that is lurking somewhere deep inside me begins to grow uncontrollably. It is an absolutely overwhelming fear of failing. I am getting so scared that I can't even move my hands. I am just sitting there in the dark, being scared and wanting this feeling to go away. Thinking all the bad thoughts: what if I will fail and never finish it. What if no one likes it. What if my game idea is too much for me to handle. And it is going on and on and on. =_=

    Maybe you had a similar feeling. Please share it with me! If you did, how on earth were you able to get rid of them? Since I just hate it. I can't stand feelings of embarrassment and fear.

    I have never written something so personal like this, but I figured that maybe just try and share that with you guys, and hopefully, it will get better while talking to you.

    Sorry for the long post, it's really nice to meet you guys!

    submitted by /u/HT_Yolu
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    Infographic: COVID Impact on Steam Game Releases

    Posted: 22 Jun 2021 05:54 AM PDT

    Masterclass: Audio Director of "Outriders" on Sound Design and Mixing

    Posted: 22 Jun 2021 07:12 AM PDT

    What impact will Gamepass and the likely future of subscription based gaming have on developer income?

    Posted: 22 Jun 2021 10:05 AM PDT

    It's still early days with developers getting big lump sums to release on gamepass, but what happens when consumers ultimately prefer paying a small amount per month for ALL games rather than paying a large amount for one game and the lump sums vanish as they have the market share of users? It feels inevitable with many games going free to play only further devaluing paid games. My main question is this: how does Gamepass determine how much each developer gets paid? Assuming the best case scenario where a user pays $15 for Gamepass ultimate, and they play only your game: even if you get the entire 15 from that month, what if your game cost $30? A more realistic scenario in my mind is that a player would play many different games during the month and Xbox would take a hefty cut leading to a figure of $1-3 just like what happened with music streaming on Spotify. How will indie developers go from getting $30 a copy to potentially $1 a copy? Yes more players will try their games but ultimately the payment is far less

    submitted by /u/awera
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    [C++] A Free Open Source Colliders Library - Line, Circle, Box and Point

    Posted: 22 Jun 2021 03:19 AM PDT

    https://github.com/Ratstail91/colliders

    For anyone looking to do collisions in C++. I know collisions were a massive pain for me a few years back, so I've written this for those who need/want it. This comes with a suite of tests as well, and are built on a Vector2 class. I hope somebody finds it useful!

    (I'm still thinking about making line projection relative instead of absolute. If that means nothing to you, don't worry!)

    submitted by /u/Ratstail91
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    From fullstack webdev to gamedev?

    Posted: 22 Jun 2021 10:24 AM PDT

    Hey, how hard is it to change careers from a full stack dev (mainly Java, Spring and React, Redux) to a game dev, considering I have a good grasp of Linear Algebra, State Machines, probability, algs and other theoretical CS stuff from a university?

    submitted by /u/Keintroufe
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    An article on how we conducted the first playtest for our WIP game Fireside.

    Posted: 22 Jun 2021 02:49 AM PDT

    SDL2 is zlib licensed but why it's not included in other code repositories?

    Posted: 22 Jun 2021 09:12 AM PDT

    Well is there something wrong with SDL2 licensing that people include other libraries in their ``external`` directory as dependency specially for windows builds.
    But removed their SDL2 dependency!

    I've seen it in SDL2_image source and also Hashlink repository. They included other dependencies but removed SDL2 in their source code (gitignored it).

    Wanted to know is there licensing issue or some other issue?

    submitted by /u/nanagarden
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    I am answering any questions about programming this complicated open-world parkour game @ 7pm PST (Tuesday 06/22). I will write + post all questions sent!

    Posted: 21 Jun 2021 06:17 PM PDT

    I just released a free 2d platformer player controller on github! It supports Coyote time, Jump buffering, Halved gravity jump peak, and Jump corner correction. It's takes heavy inspiration from Celeste's player controller.

    Posted: 21 Jun 2021 02:02 PM PDT

    itsjustsword/2D-Platformer-Player-Controller (github.com)

    This player controller hasn't been optimized yet but I still feel like it could be useful to some so I wanted to share it here.

    submitted by /u/MyEfficiencyIsZero
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    Solution Regarding The Usage Of A Star Pathfinding With Composite Colliders

    Posted: 22 Jun 2021 12:23 PM PDT

    I have recently discovered that when using the A Star pathfinding system in the Unity game engine along with any 2d colliders combined into a composite collider, the navmesh resulting from generating a scan from A Star has many errors and missed/mistaken areas that should or should not be walkable. To fix this problem, I have found that changing the composite collider's geometry type to polygons instead of outline patches up these mistakes reliably.

    Of course, this will not do anything if your main A Star script has its circle collider diameter set too big to generate any meaningful pathways throughout your tilemap but I have provided the solution for any people who have done this correctly and are stuck. Hope this helps!

    submitted by /u/spaceshark123456
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    Hello! Just need some advice

    Posted: 22 Jun 2021 04:51 AM PDT

    Hi, I am 16 and live in New Zealand, that means I am going to university in 1.5 years.

    I'm just not sure what I should do - I like the idea of game development and created a few very simple browser games with Javascript and HTML.

    I also enjoy doing maths, just solving some problems even if they have no meaning

    My 2 options that I would like to study in university are Pure Mathematics and Computer Science, but I'm unsure which one should be my major

    I think I would enjoy Pure Maths more, as I enjoy the subject in school, but Computer Science would be more helpful as I want to be a software developer doing game dev. on the side in the future

    My parents say to do what would help me more in the future

    I like both subjects, but like I said I think I would enjoy doing Pure Maths as my major slightly more

    Thank you for reading! :)

    *Also sorry If this is hard to read, english isn't my first language

    submitted by /u/ds260205
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    How to make a full computer tower case inside a robot part 2

    Posted: 22 Jun 2021 11:49 AM PDT

    I'm working on developing a game. "Business" - entrepreneur simulator

    Posted: 22 Jun 2021 11:40 AM PDT

    Hello everyone!

    I'm currently working on an entrepreneur simulator. All the mechanics are already thinking out and interconnected. The game will be developed in 2D style in Unity. Presumably, the platforms will be PC and mobile.

    My driving force is two things that merge into one: the desire to buy and the desire to sell give me a sense of excitement, a feeling that encourages me to do it again. When you get to the point, you feel satisfied and drawn to the next steps. When you miss , you want to leave, but you realize that as long as you have the resources, everything can be fixed. If we strive to get something more than what we already have, we always take risks. The risk is always justified, because it comes from our desire, we can not take the risk and stay in place, or take the risk and move forward in our desires.

    In this universe, there are customers who need a particular product, and perhaps do not need it at all, competitors, unscrupulous counterparties, foreign economic risks. All this limits the hero.

    We always want to feel successful, we want to become better in one area or another. This game gives such a chance. The human desire to be the best sets the pace, keeping up with which the player will feel like the king of the stone jungle. And of course, everyone wants to be in business without unnecessary bureaucracy.The action takes place in the office, the main character is engaged in reselling to increase his wealth. He has a telephone base with cards of customers and contractors, which are filled in during the call, the dialogue takes place through dialog boxes. The player needs to keep an eye on competitors, customers, and the market as a whole to win. Our hero is a manager, so he must manage all the resources of the company, improve the situation, establish communication with clients and counterparts, and develop his own company.All these actions are directly related to entrepreneurial risks.The hero is limited by resources (labor, money), the reputation of the company, many risks.The main interest in the game will be clients and their behavior, they will always have their own opinion that the player will have to work with. Clients can be friendly, aggressive, apathetic, negative, biased. They can place orders, write reviews, change their minds, ask for a discount, sue, bring new customers, make gifts, demand a refund, return goods, talk off-topic, cry, not listen, block, argue, refuse services, agree to a deal.Each client will have his name and a card with data.Also, the player will have to correctly select his contractor and product. Since the goods are of different types: medical supplies, stationery, food, equipment, etc. Each of them has its supply and demand. It may or may not be necessary. The choice of a product gives the risk of not selling it or selling it slowly.Contractors also differ. For example, one contractor has a small assortment, but the minimum purchase is 5,000 conventional units , the other has a larger assortment, but the minimum purchase is 20,000 conventional units, some supplier has the right product, some do not. There will be only two restrictions in the game, resources, and reputation. You have to choose an economic strategy and tactics for the development of your business. You can follow the in-game news feed, where you can see trends, deficits, and much more, or use your intuition strictly and also achieve success. There are a lot of strategies, the main thing is to find your niche.

    Thank you for your attention! I am ready to answer your questions =)

    submitted by /u/AdSilent7716
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    How "unique" does a game need to be to avoid legal issues? Game Mechanics vs. Content

    Posted: 22 Jun 2021 11:34 AM PDT

    Lots of games are "inspired by" other games. There are hundreds of versions of match-3 games, infinite runners, castle defense and other games, each with a little tweak here and there. In other words, they often copy the game mechanics but change the content. I'm curious if anyone can share some advice or experience with avoiding copyright challenges and so forth?

    So for example, let's say I love the strategy game XCOM, and want to create my own kind of game, but I really love their game mechanics. The way turns work, players move and attack, grid movement, up/down movement, cool-downs on some abilities, etc. Let's say we want to use the game mechanics pretty much verbatim to how XCOM uses them.

    But we put the game in a new world, perhaps the wild west? The good guys are cowboys, the bad guys have black hats, the weapons are replaced with period-appropriate pistols and rifles, and a western-style storyline wraps everything up.

    If that game were created, would be too unique to the original game (XCOM) to publish? Would it be risking a lawsuit?

    submitted by /u/toddhd
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    In-game widget / menu tutorial, using SDL2 (note - paid source code)

    Posted: 22 Jun 2021 10:52 AM PDT

    Free Game Dev Career Insights Event w/ Junior Developer & Community Manager Interviews

    Posted: 22 Jun 2021 10:48 AM PDT

    UE4 Tutorial: Blending hands-only animations with a full-body single mesh base animation. Using IK and Virtual Bones. With the small help of AGR PRO - a free marketplace plugin!

    Posted: 22 Jun 2021 10:15 AM PDT

    does Nintendo copyright fangames?

    Posted: 22 Jun 2021 10:00 AM PDT

    does Nintendo copyright fangames? I'm making a legend of Zelda fan game and I'm wondering if they send a lawsuit towards those who make fangames

    submitted by /u/TheRealSnuffly
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