• Breaking News

    Monday, August 2, 2021

    12+ Year AAA, former Valve/Microsoft/More Engineer. Quit my job last week to chase the indie dream. First day of work starts now! In the words of a legend... Here we go!

    12+ Year AAA, former Valve/Microsoft/More Engineer. Quit my job last week to chase the indie dream. First day of work starts now! In the words of a legend... Here we go!


    12+ Year AAA, former Valve/Microsoft/More Engineer. Quit my job last week to chase the indie dream. First day of work starts now! In the words of a legend... Here we go!

    Posted: 02 Aug 2021 08:00 AM PDT

    I've been dreaming of this since I was a kid. Finally an opportunity for me to work on a project that I can call my own, something that I can dive into without burning out after working 80+ hour weeks. I've been super fortunate in my career, working on some incredible titles including L4D2 and Portal 2, but I've been feeling less and less engaged in my work over the last 5 or so years. But today, the butterflies return! I've never been so excited in my life. I've never been so nervous in my life. I've never been so freaking ready for anything in my entire life!

    Here. We. F'ing. Go!

    Curious if anybody here would be interested in a devlog, video updates, etc? I see people make these all the time, but many seem to not get much traction (please correct me if I'm wrong, would love to hear from experience.)

    Anything I should know that wouldn't already come from 12+ years in industry? Any advice? Well wishes? Warnings? Questions?

    edit: Twitter: @unkelrambo I setup Twitch/YouTube a while ago in anticipation of this, me cleanup and share in a bit...

    submitted by /u/UnkelRambo
    [link] [comments]

    Tried recreating Celeste's controller with a splash of my own flare. What do you think? (Devlog and source inside)

    Posted: 01 Aug 2021 06:37 PM PDT

    New fire system plays nicely with my multi-band cell shader. Thoughts?

    Posted: 02 Aug 2021 08:06 AM PDT

    How Sekiro Taught Me To Read | The Anatomy of Sekiro: Shadows Die Twice

    Posted: 02 Aug 2021 10:01 AM PDT

    New gamedev here, followed a Brackeys tutorial to get a feel for Unity. Why does the muzzle flash particle play whenever a gun is switched? It doesn't fire the gun it just plays the particle. How can I fix this?

    Posted: 01 Aug 2021 04:36 PM PDT

    How to estimate Steam video game sales in 2021?

    Posted: 02 Aug 2021 04:21 AM PDT

    Hi all,

    We've been doing a lot of work on a better way to estimate Steam games sales. We've published all of our findings in the article below.

    Full article: https://vginsights.com/insights/article/how-to-estimate-steam-video-game-sales

    Short summary

    This article lays out a way of estimating how many units any Steam game has sold. It will provide a right range for the majority of games.

    We are using an advanced version of what's been known as the Boxleiter method or the NB number – estimating Steam game units sold using the number of reviews they've got.

    For example, a game with 100,000 units sold might have 1,000 reviews on steam. The ratio would therefore be 100,000 / 1,000 = 100.

    We're using the largest dataset to date for this analysis with over 10,000 video games' review to sales ratios analysed.

    Findings

    The multiple to be used has gone down over the years, so the release year of the game is very important.

    In short, the multiples to use depending on the release year are:

    • Pre 2014 - 40-100x reviews (or 60x for the "best estimate")
    • 2014-16 - 35-90x reviews (or 50x for the "best estimate")
    • 2017 - 30-75x reviews (or 40x for the "best estimate")
    • 2018-19 - 25-60x reviews (or 35x for the "best estimate")
    • 2020 and onwards - 20-55x (or 30x for the "best estimate")

    There's a graph in the article that summarieses it in a neater way, but I can't add a picture to this post.

    The article also covers the expected accuracy of this methodology. Needless to say, it's not 100% accurate for all games, but it gives you the right ball-park for vast majority of games. There are outliers where it won't work that well though.

    Thank you!

    submitted by /u/VG_Insights
    [link] [comments]

    What is the "right" way to structure my code and files? When do I split them up?

    Posted: 02 Aug 2021 08:29 AM PDT

    Recently whenever I have been writing my code I feel as though none of it is correct. I can write in whatever language I need to just fine, to a fairly advanced level, but can't help but feel as though the structure (of both the code and the files) is wrong. When I say "structure", I mean how I seperate my code and how I give "roles" to it, e.g. a manager for something.

    My question is what resources are there to learn this, as I really don't know exactly what the problem is or how to word it. For example, if I were to make a weapon, how would I seperate the code? Do I have a handler for all of them, but then have weapon specific info stored seperately (name, ammo, etc.)?

    submitted by /u/SaltyLemmon
    [link] [comments]

    Are Youtube devlogs worth it?

    Posted: 02 Aug 2021 08:08 AM PDT

    I was thinking about making video devlogs for my game. I have former editing experience so I could probably pull off a decent video but it seems like a lot of effort of writing a script and recording and editing, only to get minor attention from other game devs who (often) have no interest in buying my game.

    And to be clear, my intention is to market my game, not as much teaching or keeping track of progress.

    Are the devlogs still worth all the work?

    submitted by /u/Sominboi
    [link] [comments]

    Considering how long a commitment game dev really is, what do you do when your game is just not as exciting anymore?

    Posted: 02 Aug 2021 10:29 AM PDT

    Okay so I know this may not be a conventional game Dev related question but I have a feeling I'm not the only one whose gone through this so I really really want to get some advice from you all regarding it.

    I've been developing a game from the past year and a half and I've come to a point where the game isn't as exciting for me as it once was. I find myself being overwhelmed with ideas for new games and it's really taking a lot of effort from my end to keep them completely out of focus.

    I'm not new to this feeling, before working as a software developer, I worked full time as a music composer and often had new musical ideas amidst an ongoing songwriting session but I did not hesitate once to jump back and forth between projects there - heck, I could easily work on 2-3 musical pieces a day without really losing my creative enthusiasm.

    But game Dev is different - it's a long commitment and knowing that I'm still far away from finishing my current game, I don't really want to simultaneously take up two projects because I know, without a doubt, that either one or both of them will suffer from this.

    How do you guys cope with this feeling? What can I do so that I can find myself enthusiastic about working on the current game again just as much as I was during its inception?

    submitted by /u/thefallenangel4321
    [link] [comments]

    If money was no object, what is the top 3 mocap systems right now?

    Posted: 02 Aug 2021 08:54 AM PDT

    TLDR: you get any mocap system you want but it must have facial, and hand mocap to. What do you choose and why?

    Basically looking to get a system that can be expanded upon as needed. So far I've been heavily considering optictrac. My team is all developers and no artists. I would like to spend as little time as possible fixing animations and stuff and more time developing. Facial mocap and hands are pretty much a must.

    submitted by /u/SolaireIsDad
    [link] [comments]

    Looking for a good C# Game framework

    Posted: 02 Aug 2021 07:01 AM PDT

    Hi,

    I'm looking for a C# game framework to develop an application. It is not for a game but I would need to draw 2D and 3D stuff, playing audio and video, handling inputs (keyboard and controller), etc.

    I tried MonoGame, which seems really nice but there is a bug or a missing feature with it that make it a bit useless for me : It is impossible to play a video (for those who are familiar with MonoGame, the VideoPlayer API is absolute garbage ...). If any of you has an idea to play video with MonoGame, that would be great !

    Apart from MonoGame, I can't find a good game framework. I could go with SDL or SFML but it is a bit too low level for me ...

    I could go with Unity, that I know very well, but it is for a personal project aside from work and I wanted to try something new ...

    Thanks for your help !

    Edit : to be a bit more clear, I'm not looking for an "Unity/Godot/Unreal-like" engine, but just a framework where everything is done by code.

    submitted by /u/bsymon
    [link] [comments]

    Pretty extensive talk about cameras. They're very important, people!

    Posted: 01 Aug 2021 12:35 PM PDT

    Hey guys! I get a lot of questions about how to become an Environment Artist, so I decided to compile my knowledge into a single video for beginners to help people understand the steps you need to take. Enjoy!

    Posted: 02 Aug 2021 06:57 AM PDT

    Game Engine Programming: We came, we made a render surface, we might as well start using it.

    Posted: 02 Aug 2021 06:04 AM PDT

    Where can musicians and game developers get in touch and work together?

    Posted: 02 Aug 2021 06:35 AM PDT

    I'm not sure if this is the correct place to ask this, but I guess it's worth a shot.

    So, I'm a musician who's been interested in making music for games for a long time. I've helped make music for friends projects but I've yet to compose anything for a "real" project and the reason for this is mainly because I don't know where to look.

    How does this process usually work? Do the musicians usually get in touch with the developers or is it the other way around? It seems like you need to already be in the industry to get a shot to break into the industry.

    submitted by /u/idkdudeidkidk
    [link] [comments]

    What is the project you are working on? What are your goals with it and how do you define its success?

    Posted: 02 Aug 2021 03:30 AM PDT

    Title says it all, describe the elevator pitch of your project and what you want to achieve for it. What does success look like for the project?

    submitted by /u/timbeaudet
    [link] [comments]

    How to grow on Instagram as a game developer

    Posted: 02 Aug 2021 12:11 PM PDT

    I just made an Instagram account https://www.instagram.com/red_cube_gamedev/, and I am wondering how to can I grow? I know on YouTube you need good audience retention and watch time to get recommended. There is also hundred of strategies like on how to trend on search or get recommended to next to someone's videos, or even get recommended to the right people. There is almost no information on Instagram. Or it is but it's like "post consistently", "add relevant tags". but is that really it? Are there no strategies I can apply to my Instagram so I can grow faster? Thanks for your time btw

    submitted by /u/Impossible_Resolve89
    [link] [comments]

    Any good books or courses for learning Game ART?

    Posted: 02 Aug 2021 03:25 AM PDT

    I am a complete beginner and want to learn game art, please help.

    submitted by /u/Individual-Scheme-28
    [link] [comments]

    An game dev app idea

    Posted: 02 Aug 2021 12:04 PM PDT

    I was researching different social media apps and an idea sparked in my head.

    Basically, it would be a devlog app where game devs could setup a blog for a game they're developing and others could 'follow' the devblog (see the game's devlopment progress). I guess it could be expanded to be a devblog app and a platform where you could release your game or fund your game though donations (knida like patreon). I know there's Bloggr, but I think it's overly complicated.

    Would you guys be interested in using that type of app, or is it just pointless, or is there an existing app I'm not aware of ? I don't know, I'm posting this idea in this subreddit cause I wanted to hear from you devs.

    submitted by /u/HYPERUBE
    [link] [comments]

    Can you become a game developer if you have motion sickness?

    Posted: 02 Aug 2021 12:03 PM PDT

    Im going to start college at September and study computer, i want to become a game developer but i have serious motion sickness, doest that matter?

    submitted by /u/TrickyComedian960
    [link] [comments]

    I just made my top down shooter open source you can download the games project files from the game page!

    Posted: 02 Aug 2021 12:00 PM PDT

    What's my starting point to be a game programmer?

    Posted: 02 Aug 2021 11:27 AM PDT

    so I want to go to college to be a video game programmer but I don't know where I should start or what I should know ahead of time. I was planning on enrolling at Keiser University in their game development program but only like 4 or 5 of the classes are relevant to being a programmer like C++ and java (the rest being like 3d modeling and 2d illustration stuff which I'm not sure if it's necessary to know)

    -what should I learn first?

    -what are the courses that are necessary to get into the field?

    -and what prior knowledge do I need to start college? (should I learn C++ or something on my own ahead of time?)

    I'm just confused about my starting point and don't want to waste what little money I have on stuff I don't need.

    submitted by /u/SGTxRobert
    [link] [comments]

    Question about Open Source games and assets

    Posted: 02 Aug 2021 07:14 AM PDT

    Hello, I'm interested in making my games open source. However, I don't know how a license would apply to original characters and assets.

    If I use the GPLv3 license, will that make my characters and/or my game assets (sprites, music, icons) free to use?

    submitted by /u/darkxception
    [link] [comments]

    I'm ten months late but thank you Brackeys for teaching me everything I know about Unity!

    Posted: 01 Aug 2021 11:42 PM PDT

    No comments:

    Post a Comment