• Breaking News

    Sunday, October 31, 2021

    Just got hired at CD PROJEKT RED

    Just got hired at CD PROJEKT RED


    Just got hired at CD PROJEKT RED

    Posted: 30 Oct 2021 03:59 PM PDT

    I'm so freaking excited!!!!!!!!!!!! This is my first job as a game dev after 6 long years of university. I received the email a few hours ago. I'm crying with joy. I'll use this account to post updates about my work experience (if allowed)

    Time to hit the big leagues!!!

    Edit: thanks for the kind comments! I hope all of you awesome people have an amazing day! Stay safe :D

    Edit 2: a lot of people have been talking about fixing Cyberpunk 2077. It's not in my area of profession to "fix" the game. So far, the game looks really good and doesn't seem to have issues.

    Edit 3: someone is impersonating me. Please don't chat with anyone that claims to be me! I will only chat/comment on this account!!!!

    submitted by /u/FirstJobExcitement
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    Any game dev book recommendations?

    Posted: 31 Oct 2021 04:15 AM PDT

    Looking for books on game development or related which I could read without being at my pc. So probably more of a theoretical approach.

    I'm a software developer with a design background but I'm not a game developer (yet). So doesn't have to be absolute beginner stuff.

    submitted by /u/De_Wouter
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    Could someone give me an average quote for hiring a game developer for 2D pixel games?

    Posted: 31 Oct 2021 05:17 AM PDT

    I've been interested in creating a game from an idea I've had for quite a long time. I have some background knowledge in doing the artwork and composing music pieces so those two are taken care of (along with the writing and mechanics of the game). However, I have absolutely zero knowledge of coding a game. I would like to know the average price of hiring a developer for a 2D pixel game (similar to those of Omori, Undertale, SDV) so I could set aside a budget one day if or when I hire one. Also, would anyone happen to know a trustworthy website where I can hire developers? Thank you very much for your feedback!

    submitted by /u/otterlydreadful
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    I wish there was a clear way to search for tutorials that differentiate between two very distinct versions of 'low-poly art'...

    Posted: 31 Oct 2021 11:32 AM PDT

    I am looking to make a game with an art style akin to older PS2 and OG Xbox games. Not retro, but not ultra-modern - somewhere in the middle, emulating the art style of games I played when I was a kid. Obviously these game I am referring to are much lower in polys and texture quality compared to today's games. One might consider it "Low poly." But, when I look up "low poly modeling/texturing" in the context of game development to search for tutorials and such, I find a lot of tutorials and example media yet they contain practically nothing in the realm of what I am actually looking for. You can probably guess what I mean...

    Examples of what I WANT to see in my tutorial search:

    Example

    Example

    Example

    Examples of what I find in my search instead:

    Example

    Example

    Example

    They're both examples of low-fidelity graphics, but the latter has flat shaded colors and an almost cartoonish atmosphere. My biggest thing is with the environment and foliage. I don't want to design trees with one shade of brown bark and giant mono-color green spheres for "leaves", I want to learn how to apply lower-res leaf textures to the base tree model. ETC.

    If anyone here has any tutorials or tips on how to be more clear in my search for tutorials and advice on practicing the art style I am going for, it would be much appreciated! :)

    submitted by /u/EQOA_Fanatic
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    So close and yet so far: lessons from running a failed Kickstarter that reached ~$10k of a $15k goal

    Posted: 30 Oct 2021 07:15 PM PDT

    I ran a campaign this month for a monster-catching RPG I'm solo-developing.

    It came closer to funding than most campaigns do, but still couldn't quite hit its goal. $9,671 out of a $15,000 goal.

    Here's the link for those curious: https://www.kickstarter.com/projects/fordesoft/eternal-exodus-a-monster-taming-rpg-with-fusion-and-crafting/

    This was my first Kickstarter, and below are the biggest lessons I learned from it.

    1. The campaign itself is the product

    The quality of the page ultimately matters more than the quality of the game.

    Look around Kickstarter, and you'll see critically-acclaimed games go without a dollar in funding, and you'll see overwhelmingly-negative reviews for games that were backed for millions of dollars.

    There are countless examples somewhere between those two extremes. Mediocre games with good campaigns that get funded. Good games with mediocre pages that don't get funded.

    Even in my game's subgenre (monster-catching RPG), I've seen some very crude games get fully funded this year- but they all had great pages.

    How well you can pitch the game makes all the difference. I'm not telling you anything you haven't heard before. But it's good to keep in mind.

    As for what makes a good campaign...

    2. Be concise

    A week into my campaign, another developer gave me this advice. It fixed the biggest mistake I was making on my page.

    Make the text concise. Don't explain the game in a short paragraph. Explain it in a short sentence, at the very top of the campaign. More details in sections below are fine, but the beginning should be SIMPLE.

    I changed the very first sentence of my campaign to this:

    "Eternal Exodus is a story-driven monster-catching RPG set in the afterlife, with unique mechanics like crafting and fusion."

    The campaign started seeing backers increase as soon as I made that change.

    3. But still put a lot of the story in there for people who want it

    Just put it further down on the page so that the concise stuff stays at the top.

    Midway through my campaign, I expanded my "Story" section and added a "Characters" section.

    Both seemed to help. Backers contacted me saying the story sounded really interesting, so now I knew some people were reading it and becoming more inclined to back the game based on it.

    What I also should have done is redo my trailer entirely, to be more story-focused and less "here are the features"-focused. Some people commented that they'd wished the trailer showed the story. In hindsight, the GIFs on the page demonstrated the features well enough that I probably would have been okay leaving them out of the trailer (for the most part) and having a more cinematic, cutscene-heavy trailer.

    4. Your dev history plays only a tiny role in backer trust (unless you're famous)

    I initially had more emphasis on my page about my long history as an indie developer, with links to my recent games. I wanted the audience to know they could trust me that the game will actually get finished.

    Someone told me to move that way to the bottom and trim it down. I did. Doing so had no noticeably negative impact on the campaign.

    Browsing around Kickstarter, I also saw other games that were getting funded successfully by people who had never made a game before.

    Backers seem way less cautious than I thought when it comes to that stuff.

    5. Use lots of images

    GIFs that show gameplay mechanics are better than sentences that explain them.

    Use header images (instead of using header tags) at the top of every section. After I made that change, backers reached out to me saying that although the change was small, it somehow made the page look a million times better.

    6. People want expensive tiers

    I thought it would come off as greedy to put high-priced tiers in my Kickstarter. I was wrong.

    On launch, the highest tier I had on my campaign was only $50.

    $50.

    That was for the game + two physical items, which would cost me ~$20 to manufacture.

    Someone who came across the campaign and loved the idea of the game PM'd me, and over the course of a voice call over Discord.

    He said I needed to add higher tiers -- in the hundreds and thousands of dollars -- because he wanted to spend more on my game and couldn't, and he was sure there were others like him. He told me about another Kickstarter he backed for $2k, and about how close he came to buying their $10k tier. He suggested tiers that make people feel involved with the game's development: put backers into the game as NPCs, give them the ability to create monsters or items or other content in the game, etc.

    He was right. After I added more tiers, other backers changed their pledges to the higher amounts. A bunch of backers had pledged $100+. Two (including the backer who suggested it) backed at over $1k each. Imagine if those tiers had been in there from the beginning.

    7. Press is hard to come by

    I contacted many YouTubers, streamers, and journalists.

    Most ignored me. Out of the ones who did contact me back and tried the game, their feedback was overwhelmingly positive. Most were smaller streamers, so it didn't result in a lot of backers, but the feedback was great to hear in any case.

    One YouTuber (GymLeaderEd) with a pretty big audience created several videos about my game, after playing it himself and becoming a fan (and a backer!). That resulted in a good percentage of the backers. I owe massive thanks to him.

    A couple more fairly-large YouTubers covering the game could have made up the remaining ~$5k that the game needed.

    I don't have any advice here. I don't know what the solution to getting more press is.

    8. Getting to 75% funded before your final day or two is crucial

    Kickstarter's "Almost Funded" browse filter is set to ">75% funded" by default.

    There's an audience of Kickstarter backers who browse that category looking for games to help give a final push. But most of them won't find your game unless you're at least 75% funded.

    And because of that...

    9. Set the absolute lowest funding goal you can (and stretch goal the rest)

    In my case, I was using Kickstarter to fund a handful of additional features that I couldn't budget out-of-pocket.

    Some of those were in the base tier, and some were in stretch goals.

    In hindsight, I should have put one in the base tier and everything else as stretch goals.

    That would have resulted in a higher "% funded" value and all of the benefits that come with it. It also would have ensured I'd received the $9.6k that the backers pledged, instead of the $0 I'm receiving now.

    10. Having some social media following helps a lot

    I had close to 200 Twitter followers and 500-something people in my Discord. Not huge, but not tiny.

    Many of the backers in the initial 48 hours came from there and were responsible for what momentum the campaign started with.

    Without those initial backers from my social media, I'm sure things would have gone even worse.

    11. The initial launch state of the page determines the rest of the campaign's momentum

    In my case, my Kickstarter page started in a bland state and ended up in a much better state by the end of the campaign, with little improvements along the way.

    Although that helped, it was clear that the campaign, midway through, was still hurting from the poor initial launch state.

    Fewer initial backers = fewer people sharing the campaign, but I suspect psychology also plays a big role in conversion here as it does in every other aspect of running a Kickstarter campaign.

    Think about it: if you see a campaign that's halfway done and only 1/4 funded, are you more or less likely to back it than if it were halfway funded at that time? Maybe the game itself looks good to you, but you ask yourself "why isn't this on track to get funded? Is there a concern with it I'm not seeing? Is it a scam?"

    The page looked much better by the end of the campaign (but not perfect- especially the trailer). But I underestimated how much of an impact reaching only 10-15% in the first 48 hours would make on the rest of the campaign. By the time the page was truly "ready", most of the viewers Kickstarter itself had sent my way had already passed it over.

    I planned to have it polished on launch, but life got in the way. The couple of weeks I'd set aside to spend on creating the page and re-recording the trailer suddenly disappeared when my day job needed massive crunch time. I had to choose between delaying my Kickstarter (after having already announced the date long ago) or scraping together a basic page that I'd fix later. I made by mistake of choosing the latter.

    All in all, launching in a bland state and polishing it later-- instead of having the finished version ready to go on day one-- was the worst mistake I made in the campaign. To others, I'd recommend creating the page months in advance, and iterating on it little by little.

    submitted by /u/Josh1billion
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    How do multiplayer browser games work?

    Posted: 31 Oct 2021 08:24 AM PDT

    I'm an artist with little technical know how, and I wanted to ask how multiplayer browser games work?

    Specifically, who acts as the server? The site host?

    Is it the same for these '.io' games I see so many of (Surviv.io, slither.io etc…)?

    If not, how do .io games differ?

    submitted by /u/JackDrawsStuff
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    TerraGen3D Version 6 Release (Erosion Simulation + Realistic water added)

    Posted: 31 Oct 2021 09:42 AM PDT

    TerraGen3D Version 6 Release (Erosion Simulation + Realistic water added)

    https://youtu.be/mlPcLZzHV5M

    What can this do?

    • Tribute to all who Starred or Contributed to the project
    • Procedural Texturing
    • Realistic Hydraulic Erosion Simulation (CPU & GPU modes)
    • Use custom HDRI Skyboxes
    • Water with reflections, ripples, waves.
    • OpenCL Support
    • Compute Shaders
    • Infinite First Person Terrain Explorer
    • Maze Generator using Binary Tree Algorithm
    • Generte 3D Terrain Procedrally
    • First Person Terrain Explorer
    • An Highly abstracted API for OpenGL which can be reused by other projects
    • Foliage and custom model importer and renderer
    • Pack Projects into completely portable .terr3dpack files
    • A Texture Store Powered By PolyHaven
    • Export Terrain mesh as OBJ
    • Easy and Userfriendly UI
    • Autosave and backup projects
    • Caching system
    • Asset Management
    • You can write and test your own shaders
    • An Inbuilt IDE for shaders
    • Test under different lighting
    • A proper 3D viewer
    • Sea with waves amd custom color
    • Video Tutorials(https://www.youtube.com/playlist?list=PLl3xhxX__M4A74aaTj8fvqApu7vo3cOiZ")
    • A Node based as well as Layer based workflow
    • Save the project(custom .terr3d files)
    • Hieght map visualizer in node editor
    • Wireframe mode
    • Custom Lighiting
    • Customizable Geometry Shaders included in rendering pipeline
    • Skyboxes
    • Multithreded Mesh Generation
    • Lua scripting to add custom algotrithms
    • Export to heightmaps(both PNG and also custom format)
    • Custom Skyboxes
    • Completely usable 3D procedural modelling and texturing pipeline

    https://reddit.com/link/qjtdsm/video/on0mekkaetw71/player

    submitted by /u/Beginning-Safe4282
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    Why You (Probably) Didn't Get Lost in Metroid Dread @ Game Maker's Toolkit

    Posted: 31 Oct 2021 08:52 AM PDT

    I went a bit overboard making this tutorial for the new in-built object pooling in Unity... Fun results though! (full video inside)

    Posted: 30 Oct 2021 04:35 PM PDT

    Setting an aim for myself

    Posted: 31 Oct 2021 09:47 AM PDT

    I've recently decided to give learning unity and game design a go. I work in graphic/web design, so I really want to challenge myself in something that uses some of my skills, but also helps me learn new ones at the same time.

    My question is, from a complete beginner perspective, what's an achievable goal that I could be aiming towards in the next 2 months?

    submitted by /u/Ricky-Nutmeg
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    New Indiedev here: shall I finish a small project or work on a big one?

    Posted: 31 Oct 2021 09:23 AM PDT

    I have been working on a Roguelike TD with some randomness terrain and skill tree generating, which is 80% done. Same time, I find it's quite promising to add some rpg element into the game which may take longer time to develop so. I'm wondering shall I release the small game first or shall I embark on working on the big one?thanks a lot !

    submitted by /u/jmz871222
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    Unreal Engine, Unity, PhyreEngine developing cloud games, and synthesising A.I voices for characters?

    Posted: 31 Oct 2021 09:18 AM PDT

    Are those game engines capable of the above? Thanks

    submitted by /u/HoukiTohkaKotoRin
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    How do you transition from UI Programming to Gameplay Programming ?

    Posted: 31 Oct 2021 12:19 PM PDT

    Hello all. I was wondering what the career path for a Gameplay programmer might be going from a UI programmer. Is the transition intense/difficult or can I make that transition with say 2-3 years of experience? What knowledge / skill gaps would I have to fill apart from learning a game engine like UE or Unity? Thanks in advance!

    submitted by /u/ImaginaryBrother9317
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    Small games bad for learning code?

    Posted: 31 Oct 2021 12:06 PM PDT

    At this point it is clear, my incompetent programming skills remains the major hurdle in making games. Recently I have been trying to improve my programming skills by making 1 day games. Small games like Tic-Tac-Toe (X and O).

    The code of the small game has me concerned. The code is completely different from what I had to learn for my larger game.

    For example in tic-tack-toe difficulty is checked by a variable.

     PlayerAction(ClickedTileIndex); //AI Turn switch (Dificulty) { case 0: EasyAI(); case 1: MediumAI(): case 2: HardAI(): } 

    In my larger project that would never work. I would need to check difficulty in every item and enemy. Instead in my large game I had to learn how to use C# interfaces and C# inheritance. Creating different types for different difficulties, that the system recognizes as enemies or items.

    I looked at opensource games and noticed the same thing. Any game that can be made in a small time period (2 weeks) uses a different style of coding from large games.

    While I believe I can learn a lot about game design from these small games, I am worried they will hinder my progress in programming.

    submitted by /u/GameWorldShaper
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    ¡Especial de Halloween! Crear un personaje en 3D desde cero con Blender hasta darle vida en Unity. Trabajaremos con el modelado, creación de UV, pintar y crear texturas, crear huesos, crear controladores (IK), animar al personaje y finalmente crear un mini proyecto en Unity con nuestro personaje.

    Posted: 31 Oct 2021 11:54 AM PDT

    I've just started my first project in Unity and figured skeletal animations would be my way to go, but I cant figure out how to connect the individual parts with bones into 0:15, any help is appreciated. (can't post the images or video here)

    Posted: 31 Oct 2021 02:39 AM PDT

    Does working on a bad game affect future prospects?

    Posted: 31 Oct 2021 05:16 AM PDT

    Does working on a bad game affect how future employers look at you? Should you leave games with low metacritic scores off your resume? even if your part was done well?

    Those on the other side: does a low metacritic game change how you see a gamedev you are interviewing?

    Do resumes with bad games just get trashed without even a second look?

    Should I be more careful and jump ship if I see a project going bad?

    submitted by /u/omgsoftcats
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    I have a final round engineering interview with Naughty Dog in a few weeks. The area in which im clearly the weakest that they care about is low level C++/CPU optimization questions. Does anyone have any preparation tips or books to read?

    Posted: 30 Oct 2021 01:47 PM PDT

    Posting on a throwaway since I don't want my current company to see this. So I have an interview with Naughty Dog that I'm pretty psyched for. In my previous two interviews I kind of fumbled through the low level C++ and optimization questions. While I came up with answers I wasn't very quick on them, and was pretty honest with the interviewers that I was making educated guesses on how they work. I won't share their general interview questions up until this point, but I would recommend anyone interviewing for them understand all the different parts of memory management on a decently deep level.

    I did really well on both the general data structures/software engineering aspects, and math aspects (I'm a math major), so I guess they thought that was good enough to get to the final round. The final round is what sounds like a pretty grueling 3 hour interview. Has anyone been through this, and would be willing to share any tips for what I'm weak on (Or in general)? Resources/books would be greatly appreciated. Thanks in advance

    submitted by /u/Playful-Ad7185
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    Any courses/YouTubers to improve art and making things in blender?

    Posted: 31 Oct 2021 09:20 AM PDT

    Just curious, thanks for any help guys

    submitted by /u/lt0523
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    I need guidance in making a memory game.

    Posted: 31 Oct 2021 05:14 AM PDT

    I am a complete beginner, I've spent a lot of time searching for tutorials that might help, but I just can't find any sort of tutorial that can guide me.

    I don't think I'm trying to make anything insanely complicated. I want to make a memory game where you have to repeat the pattern, similar to phone screen lock.

    What I think I need to do is make buttons(dots), make some sort of random pattern generator(I thought maybe just having dots assigned with numbers, and with random number generator, generate a pattern, like making dots glow ), then make user able to connect the dots and repeat the pattern and lastly, have it check if the pattern is correct.

    In my head this all seems simple, but I don't know where to start or where to search to help me make this.

    I'm really hoping that someone can guide me and help me achieve my goal.

    submitted by /u/horimiya21
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    When selling on Steam as a non US resident, the US levies a tax on your game. What kind of tax is this?

    Posted: 31 Oct 2021 08:50 AM PDT

    I'm referencing this specifically: https://partner.steamgames.com/doc/finance/taxfaq

    The US charges a tax when you sell a game to someone in the US through Steam. But what kind of tax is this? Is it a sales tax? Or is it some extra tax? Or is it a corporate tax, and do I then not have to pay the corporate tax in my own country as form of double taxation prevention? I'm from the Netherlands btw.

    As far as I understand, it works as follows.

    You sell a game for $10

    Steam's fee is 30%

    There is a sales tax in the country where you sell, which is 20% on average.

    Then the remaining money is your company's income, and you pay a corporate income tax.

    And then you pay dividend withholding tax when taking the money out of the company

    This is all assuming your company is a legal person and so you don't sole proprietorship. So again, what is this US tax?

    submitted by /u/anonymous6468
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    Curious indie on how you'd (re-)create these VFX spritesheets

    Posted: 31 Oct 2021 03:53 AM PDT

    I want to start off thanking everyone who is going out of their way into understanding the situation and helping out by sharing their expertise/knowledge on how they'd approach it ❤

    Hi! I am part of an indie team working on a soul successor of a previous game. We're in preproduction working towards an MVP right now, and since I had a bit of spare time, I was pondering over how a VFX artist would want to methodically (re-)create visual effects inspired and done like the ones seen below (ignore the characters, but feel free to additionally speak about animation if it matters) as well as, if you'd like to, predicting the cost of either:

    And they are of course spritesheets, so the animation include the VFX within the spritesheets. My main curiosity here is how you'd want to recreate that for a targeted engine like Unity, including having to work with a 3D based character/model, and how people with experience and knowledge working in the industry would suggest working with it.

    Thanks again so much in advance!

    submitted by /u/behindyouman
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    FOSS Game + Payment system

    Posted: 31 Oct 2021 03:47 AM PDT

    I want to release my game for free to make it as available to everyone as possible and I'd like to open source it to allow those who wish to contribute to the game to help out, but I also want to earn money from the game. I have a business model in mind but I was wondering how can I safely open source the game while having a payment system in place without exposing bank details.

    submitted by /u/SmollBollBob
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    1hr Photoshop Pixel Art Speedbuild - Science Horror Lab Scene - 2D Game Art for Unity

    Posted: 31 Oct 2021 10:59 AM PDT

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