Why does the gaming industry seem so crappy, especially to devs and new studios? |
- Why does the gaming industry seem so crappy, especially to devs and new studios?
- What kind of 3d models the market is demanding
- Bevy Engine creator's comment about Unity's ECS patent: "This patent is a massive overstep by Unity. These memory layout techniques have been around for decades."
- 20 Years Evolution of Godot Engine 2001 - 2021
- Firesprite Joins PlayStation Studios
- Is there an amateur voice acting site?
- Games with selling mechanics (similar to Moonlighter)? What makes selling fun?
- simple question... how do you normalize your normal maps.
- How do I structure a games code?
- Game Engine Programming: Hi everyone, continuing the texture discussion in this second part, please enjoy the introduction of render textures and depth buffers!
- Rick Beato interview with Brian Schmidt about composing music for games. Talks about what it was like in the 80s with pinball and how things changed to the present. Good stuff if you want to get started with making music for games!
- Choosing a game style
- Advice from people who just entered the industry
- UI for VR Games
- Agile in the video game industry?
- Are there any online services (paid or unpaid) where professional artists provide feedback on 3D game models that are created by indie devs?
- Where do you find/buy music for your games?
- Motion Capture help!!!!!
- VR Game Development - Physical Controllers vs. Controller-less Hand Tracking
- How easy is it to implement language options?
- How To Prevent Save File Corruption?
- In Asterix and Obelix XXL Romastered you can freely change between remastered and original graphics in just one button. How this magic works?
- Books on game design and such
Why does the gaming industry seem so crappy, especially to devs and new studios? Posted: 08 Sep 2021 07:15 AM PDT I'm not a dev, just a gamer with an interest in what goes on behind the scenes and how these heroes known as "devs" make these miracles known as "video games." After reading about dev work, speaking with some creators in person, and researching more about the industry, it seems like devs really get the shortest end of the stick. Crunch, low pay, temp work, frequent burnout, lack of appreciation, and harassment from the gaming community all suck. Unfortunately, all of that seemz to be just the tip of the iceberg: big publishers will keep all the earnings, kill creativity for the sake of popularity and profits, and sap all will to work from devs with long hours and no appreciation nor decent compensation. Indie publishers have a better quality of life half the time, but small teams, small knowledge/skill bases, fewer resources, fewer benefits, saturated markets, and loss of funding are still very prevelant and bothersome. Plus, whenever a small or mid-sized studio puts out something really good, they usually get immediately gobbled up by some huge studio greedy for revenue or afraid of competition (need some prohibitive laws in that area). There are tools that make it easier than ever to learn and produce high quality content/games (Unreal Engine, Unity), but there still aren't many new studios popping up to develop new games because they either can't get the funding or devs to staff the project. There are tons of people willing and working to break into the industry, but they often get discouraged by how crappy it is. The resources and motives are there, just not the motivation nor people. What gives? [link] [comments] | ||
What kind of 3d models the market is demanding Posted: 08 Sep 2021 04:49 AM PDT Am a 3d artist i wanna gather some feedback with you game developers on what kind of 3d models have demand and low supply, and what kind of quality and style you are looking for, and how do you try to match the style for your project, [link] [comments] | ||
Posted: 07 Sep 2021 02:22 PM PDT | ||
20 Years Evolution of Godot Engine 2001 - 2021 Posted: 08 Sep 2021 01:59 AM PDT
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Firesprite Joins PlayStation Studios Posted: 08 Sep 2021 07:29 AM PDT
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Is there an amateur voice acting site? Posted: 07 Sep 2021 08:47 PM PDT I seem to remember finding somewhere that paired hobbyist developers with amateur voice actors. I assume with mixed results. But I can't find it now. I was planning to enter on the voice acting side, to clarify. [link] [comments] | ||
Games with selling mechanics (similar to Moonlighter)? What makes selling fun? Posted: 08 Sep 2021 04:02 AM PDT I'm researching selling mechanics in games and interested in examples that do something a little bit more involved than just selecting "sell item" at the local shop. I'm not necessarily talking about full shop/restaurant sim games, but more like RPGs or other genres that incorporate a selling mechanic into them. It might be something you have to do quite frequently, but it's not the main interaction of the game. I've played a little Moonlighter, but to be honest I didn't find the shop mechanic particularly fun. Are there any other examples I could look at? What do you think makes these types of mechanics interesting and fun, rather than something that becomes a chore? [link] [comments] | ||
simple question... how do you normalize your normal maps. Posted: 08 Sep 2021 11:08 AM PDT I work at a previs studio, where we create a lot of rough and fast assets which means a lot of dirty tricks to get things looking nice in the maya viewport. I used to use the nvidia plugin to re-normalize (change all normal map vectors to length 1) all my normal maps after doing various layering tricks and dumb things with it (like blur filters) but A) I cant seem to find a reliable download for that ancient plugin, and B) I'd rather use something that is photoshop native, and that I can transfer onto other people in the studio without them having to have some sort of install permission on their machine I'm turning here because many of the methods I use are gamedev graphical tricks, and I'd love to figure out this annoying conundrum. [link] [comments] | ||
How do I structure a games code? Posted: 08 Sep 2021 09:25 AM PDT I've always wanted to know the best and most elegant, least hacky way of doing this, since many open-source games I've seen aren't exactly programmed very well. My basic idea is that in say a puzzle game, each level is represented as an object, and tiles and entities on said object are internal variables attached to it. But then where does the behaviour come into play? If an entity affects other entities, where is the code for that handled? And what about the menus on top of it? So many different things that are all connected in a confusing way... [link] [comments] | ||
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Posted: 08 Sep 2021 08:12 AM PDT I got a beautiful city - characters - vehicles, but I dont know what I should make my game about... Like I dont know if I should make a story, or a rpg or even an arcade style game... Do you guys have any suggestions of what I should do? Or maybe know where or how I would find my answer? [link] [comments] | ||
Advice from people who just entered the industry Posted: 08 Sep 2021 09:27 AM PDT I'm absolutely freaking out. I knew I made a mistake when I changed my major but it was too late so I just finished my degree this summer. I have no clue how to break into this industry. I have my bachelor in game design, I have experience in software management, I have some programming skills. I tried carefully applying for a month and either heard nothing or negative responses. I bizarrely landed one AAA interview, but it was just screening and I never heard back from them. At this point, I'm applying for absolutely anything. I was just turned down for plain old quality assurance. I have no idea why- my resume is solid, no grammar or spelling mistakes. I usually include cover letters, I'm relatively well written. Again, I was an associate project manager for a small company for a year. I don't think I gained much from it, but on paper these companies don't know that. What else can I do? I know connections are everything but I have none. [link] [comments] | ||
Posted: 08 Sep 2021 01:11 PM PDT What are some examples of interesting UI in VR games? I'm trying to come up with alternative ways of displaying information via the HUD (bonus points for FPS examples) - thanks! [link] [comments] | ||
Agile in the video game industry? Posted: 08 Sep 2021 09:23 AM PDT Hey fellow game devs! Looking to get peoples general thoughts, feelings, and even questions about what "Agile" means to you in game development. Have you even heard of it? What does it even mean to you? Is it pointless? Valuable? The way forward? And as a bonus question, what studios do you know of that operate in an agile fashion? Whether it be with full on Scrum Masters and dedicated Agile roles, or traditional roles with a more flexible approach. Hit me! Really interested in opinions on this. [link] [comments] | ||
Posted: 08 Sep 2021 01:04 PM PDT I'm an indie game dev, and find that my color texturing of 3D models isn't consistent, and doesn't look very professional. I functionally know how to paint color and PBR textures onto an object, but it lacks a consistent feel across multiple game objects. Beyond texturing, the 3D models themselves (.fbx and .obj) could definitely use some rework. I'm sure I could ask for opinions on a public forum, but I find that there's a huge difference when an experienced artist provides detailed feedback and recommendations. Anyone know if there's a professional 3D art review service? [link] [comments] | ||
Where do you find/buy music for your games? Posted: 08 Sep 2021 04:47 AM PDT What is the cheapest way to reach the best result for music? [link] [comments] | ||
Posted: 08 Sep 2021 11:31 AM PDT I'm new to mocap game development and I came across this video on YouTube, about the creator of "bebylon battle royale" he was showing his rig for mocap.Ok, so my question is about 3 mins in he shares new things he add for the game that just poof into place,(dinosaur from rugrats),and the baby taunt at about 3:24 when the baby moonshines. I really want to know how this is achieved. Is there a remote with premade action, is it triggers but certain movement. I tried asking the creator but no response. I have no idea, but hopefully someone can tell on the internet. Here's the link https://www.youtube.com/watch?v=i51CizUXd7A&t=243s [link] [comments] | ||
VR Game Development - Physical Controllers vs. Controller-less Hand Tracking Posted: 08 Sep 2021 09:14 AM PDT Hello everyone. I'm invested in VR games at the moment, and I've been curious about one aspect of VR games after playing around with my Quest. Namely, for anybody who's either played or developed VR games, have you had any prior experience attempting to utilize hand-tracking for your video game(s)? I noticed that by using hand-tracking instead of physical controllers, a lot of modalities have to be adjusted and rewired in my brain. Selection, for example, uses a pinching gesture with the index finger and thumb; without joysticks, locomotion is nigh impossible except for moving the physical body (which can be a bit troubled if you are in situations where you need to locomote within a confined space). I've yet to encounter any games that utilize either only controller-less hand-tracking or both hand-tracking and controllers, but that's probably because I haven't encountered any in my personal experience yet. If this is a rare phenomenon, then I would like to propose a different questions: If you were to either develop a new VR game or modify an existing VR game so that it would utilize only hand-tracking as a main input method, how would you go about it? Thank you! [link] [comments] | ||
How easy is it to implement language options? Posted: 08 Sep 2021 09:03 AM PDT I had a discussion with a friend earlier, how some games have in-game language options and some not, even though they support multiple languages. For example, I am playing CrossCode on the Nintendo Switch and I want to play it in german. Since the game has no in-game settings for language, I have to change the Switch's language to achieve my goal. The game has both languages included, so I don't know why it shouldn't be changeable in-game. Is it somehow more complex to program or include than I think it is? [link] [comments] | ||
How To Prevent Save File Corruption? Posted: 08 Sep 2021 09:01 AM PDT I'm looking at my error logs and there's more save file corruption than I initially expected. I do have a backup but I'd prefer if I didn't have to use it. [link] [comments] | ||
Posted: 08 Sep 2021 08:54 AM PDT | ||
Posted: 07 Sep 2021 06:28 PM PDT Recently I got a job that has a fair amount of downtime and I can't be dicking around on my phone, so I decided to use it towards something kind of productive! So any recommendations on books regarding game design, level design, theory, and such would be appreciated. Please and thanks! [link] [comments] |
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