Hey you guys! Making a technical design portfolio is pretty exhausting.
So there's this job offer I'd like to take a shot at, and I'm putting together a portfolio for it. It takes waay longer to compile all these things I've built into presentable video snippets than I'd thought!
we forgot to do small things like "make levels" so the game is just fighting an endless wave of dudes on our test level with a banging soundtrack, but yolo
our cover:
screenshot
surrealitycheck on
+9
Options
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
Almost everything is replicating properly now, you can run around with a mate and hide from/run rings around/kill guards
+4
Options
David_TA fashion yes-man is no good to me.Copenhagen, DenmarkRegistered Userregular
Y'know, without these forays into GameMaker, I'd never know just how much of game design is going "Well, OK, I have all this information, how the hell do I present it to the player?".
Preferably in less than a bajillion screens of nothing but text.
+4
Options
David_TA fashion yes-man is no good to me.Copenhagen, DenmarkRegistered Userregular
edited August 2015
Ahahahaha!
It works! It has buttons highlighting when you mouse over, it has tool tips that explains things, you can switch between modes, it works.
Ever so often it throws up a random non-existent error when I try to start it, but hey.
In other news, who is participating in Ludum Dare starting tonight?
Bought and played through in one sitting.
Incidentally, it's possible to strand yourself irrevocably at the end of the level with the resume code
YORK
I was not happy about replaying the whole thing, though I admit that choosing to drop my antigravity dude on the ceiling rather than just take the door (especially since I had the level's coin) was entirely a result of my own stupidity.
My favorite musical instrument is the air-raid siren.
I've just got too much work to do to take part this time :-/ Ah well. Definitely going to take part in the October UE4 gamejam, the 1-year anniversary! So there's that
I’m a game developer and software engineer. I worked at Sony Computer Entertainment for ten years, and currently working for Unity Technologies. I have many open source projects, and devote a substantial portion of time to developing them. Sometimes I collaborate with musicians and make visual effects for their live concerts.
Also I’m a musician, as formerly known as Denkitribe. My main interest is in transforming synthesized sound into musical pieces. If you’re interested, visit my Soundcloud and YouTube page.
There's a link to his GitHub in there too, all the projects are open source. I will definitely be looking into trying to use some of them because they are all just rad.
As some of you may know, I'm working on a modular weapons package for the UE4 marketplace at the moment. Now the thing is done, and I'm working on producing the video trailer and tutorial content for it, and... well. I just couldn't resist:
In other news, who is participating in Ludum Dare starting tonight?
Bought and played through in one sitting.
Incidentally, it's possible to strand yourself irrevocably at the end of the level with the resume code
YORK
I was not happy about replaying the whole thing, though I admit that choosing to drop my antigravity dude on the ceiling rather than just take the door (especially since I had the level's coin) was entirely a result of my own stupidity.
LOL, yeah that's not a good place to drop him. I'll put in a backup guy just in case Thanks for checking it out!
Also, I have abandoned the idea of getting the achievement for collecting all 27 coins after collecting 28 and not getting it. I can only assume that's a typo.
My favorite musical instrument is the air-raid siren.
I’m a game developer and software engineer. I worked at Sony Computer Entertainment for ten years, and currently working for Unity Technologies. I have many open source projects, and devote a substantial portion of time to developing them. Sometimes I collaborate with musicians and make visual effects for their live concerts.
Also I’m a musician, as formerly known as Denkitribe. My main interest is in transforming synthesized sound into musical pieces. If you’re interested, visit my Soundcloud and YouTube page.
There's a link to his GitHub in there too, all the projects are open source. I will definitely be looking into trying to use some of them because they are all just rad.
Great fucking Cthulu I'm floored. The flocking behavior video literally made me shed tears.
This stuff is so far advanced past me its like 2001 where I'm the ape and this dude is the Monolith.
Also, I have abandoned the idea of getting the achievement for collecting all 27 coins after collecting 28 and not getting it. I can only assume that's a typo.
Crap. Yeah, it's 28. I just patched in a fix. I played through several times and forgot about the one where you talk to the warlock right before the final boss.
I went and added in networking support today, and added our sword pack to the Unreal Engine Couch Knights demo, replacing the default swords with randomly generated, properly replicated ones:
When I made my package 1h away from the deadline I found a critical game breaking bug. My shared keys for my AI were no longer shared. Worked fine in the editor but not in the package build. I switched over to 64bit and everything worked fine. I did not need a last minute scare like that.
I’m a game developer and software engineer. I worked at Sony Computer Entertainment for ten years, and currently working for Unity Technologies. I have many open source projects, and devote a substantial portion of time to developing them. Sometimes I collaborate with musicians and make visual effects for their live concerts.
Also I’m a musician, as formerly known as Denkitribe. My main interest is in transforming synthesized sound into musical pieces. If you’re interested, visit my Soundcloud and YouTube page.
There's a link to his GitHub in there too, all the projects are open source. I will definitely be looking into trying to use some of them because they are all just rad.
Great fucking Cthulu I'm floored. The flocking behavior video literally made me shed tears.
This stuff is so far advanced past me its like 2001 where I'm the ape and this dude is the Monolith.
The flocking behavior is probably based on the Boids algorithm which is 29 years old at this point. It's basically "Go the same direction, don't get too close, don't turn too fast". It just looks really good when you put it together.
So I made a menu/input system. The game now consists of Modes arranged in a stack. Only the top Mode can receive input, and the stacks are rendered from the bottom up. So the map/main game is displayed, then the interact cursor, then the menu on top of that. Esc drops you down a Mode. The Modes are organised into types based on how they function not what they do. So the interact cursor (░) Mode has a delegate that takes a Tile and executes it the current Tile underneath it when activated. The ScrollableMenu takes a List of strings-action tuples. And at the moment it prints the item selected to the console, but soon it'll give the description. Hopefully I can re-use a lot of this for things like throwing things about/ targetting and all my other menus.
In this moment, I am euphoric. Not because of any phony god’s blessing. But because, I am enlightened by my intelligence.
+1
Options
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
So I'm aware just how beyond my reach what I'm asking is, but I'm going to ask it anyway because I need to know things. How would you go about making a 3D animation for a VR device? By which I mean, if I wanted to, say, make something ambitious like a seedling growing into a tree that you could walk around as it did so, that's going to need a Maya or Max, as well as something like UE4, right? Not to mention years of practice and skills?
Maya or Max or Blender to model and animate and UV the thing
Photoshop or Gimp or whatever to texture the thing
UE4 or Unity or whatever (best off with UE4 probably imo tbh) to actually put it in there and be able to walk around it.
With UE4 you can pretty much just plop your thing into a scene and walk around it in VR no problem.
Actually, for your specific example you could use Speedtree, which is integrated into UE4 and might possibly support lerping its growth to make it grow from nothing really easily (but I could be wrong, possibly they have to be baked before you send 'em to unreal).
Also a time-machine and a gun so I can coerce my younger self into learning some of this stuff.
But, alright, well I guess it would be time to knuckle down and relearn some 3d modeling. Maya and Max still prohibitively expensive, or are there legal ways for non-millionaires to try them out?
edit: Speedtree looks like it might be a solution to what I want, but yeah, info-gathering.
Then that would be much helpful! I'll have a go at that when I'm able to make a start on this.
I'd maybe consider Modo, Kashaar, but I kind of feel that, at this stage, my best bet for learning stuff by having access to a wealth of resources and people to ask, is by going with the most popular names.
By which I mean I regret burying myself in Cinema 4D when everyone else was doing Maya and Max.
Yeah, I've tried Blender a few times in the past, managed to kludge together an ugly-looking spaceship for a Unity tutorial, but it doesn't give me much confidence when I go to their site looking for tutorials, and one of the first ones I click on is a video from 2011. I could probably grind out some progress there, and absolutely will try if something more industry-standard doesn't work out, but yeah I think it's time I gave Maya a go.
As I understand it, Blender is to Max/Maya as The GIMP is to Photoshop: all the necessary functionality is there, missing some bells and whistles that an amateur would never notice, and the UI is designed by the programmers who coded it.
Let that last bit stew in your head for a while.
My favorite musical instrument is the air-raid siren.
Posts
So there's this job offer I'd like to take a shot at, and I'm putting together a portfolio for it. It takes waay longer to compile all these things I've built into presentable video snippets than I'd thought!
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
although it ran for ages we heard about it about 15 hours before the end
http://projectcolon.itch.io/cityhunter
we forgot to do small things like "make levels" so the game is just fighting an endless wave of dudes on our test level with a banging soundtrack, but yolo
our cover:
screenshot
https://www.youtube.com/watch?v=TPOHk_r7lYw&feature=youtu.be
8-)
Almost everything is replicating properly now, you can run around with a mate and hide from/run rings around/kill guards
Preferably in less than a bajillion screens of nothing but text.
It works! It has buttons highlighting when you mouse over, it has tool tips that explains things, you can switch between modes, it works.
Ever so often it throws up a random non-existent error when I try to start it, but hey.
It's out now. Also, on itch.io
And bought. Thank you
In other news, who is participating in Ludum Dare starting tonight?
Bought and played through in one sitting.
Incidentally, it's possible to strand yourself irrevocably at the end of the level with the resume code
I was not happy about replaying the whole thing, though I admit that choosing to drop my antigravity dude on the ceiling rather than just take the door (especially since I had the level's coin) was entirely a result of my own stupidity.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
There's a link to his GitHub in there too, all the projects are open source. I will definitely be looking into trying to use some of them because they are all just rad.
Twitch: KoopahTroopah - Steam: Koopah
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
LOL, yeah that's not a good place to drop him. I'll put in a backup guy just in case Thanks for checking it out!
Great fucking Cthulu I'm floored. The flocking behavior video literally made me shed tears.
This stuff is so far advanced past me its like 2001 where I'm the ape and this dude is the Monolith.
Crap. Yeah, it's 28. I just patched in a fix. I played through several times and forgot about the one where you talk to the warlock right before the final boss.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
https://youtu.be/eKHSrYY-VjQ
Entry Page
Download Link
When I made my package 1h away from the deadline I found a critical game breaking bug. My shared keys for my AI were no longer shared. Worked fine in the editor but not in the package build. I switched over to 64bit and everything worked fine. I did not need a last minute scare like that.
The flocking behavior is probably based on the Boids algorithm which is 29 years old at this point. It's basically "Go the same direction, don't get too close, don't turn too fast". It just looks really good when you put it together.
https://www.youtube.com/watch?v=8k9EOViImIc&feature=youtu.be
So I made a menu/input system. The game now consists of Modes arranged in a stack. Only the top Mode can receive input, and the stacks are rendered from the bottom up. So the map/main game is displayed, then the interact cursor, then the menu on top of that. Esc drops you down a Mode. The Modes are organised into types based on how they function not what they do. So the interact cursor (░) Mode has a delegate that takes a Tile and executes it the current Tile underneath it when activated. The ScrollableMenu takes a List of strings-action tuples. And at the moment it prints the item selected to the console, but soon it'll give the description. Hopefully I can re-use a lot of this for things like throwing things about/ targetting and all my other menus.
- Maya or Max or Blender to model and animate and UV the thing
- Photoshop or Gimp or whatever to texture the thing
- UE4 or Unity or whatever (best off with UE4 probably imo tbh) to actually put it in there and be able to walk around it.
With UE4 you can pretty much just plop your thing into a scene and walk around it in VR no problem.Actually, for your specific example you could use Speedtree, which is integrated into UE4 and might possibly support lerping its growth to make it grow from nothing really easily (but I could be wrong, possibly they have to be baked before you send 'em to unreal).
But, alright, well I guess it would be time to knuckle down and relearn some 3d modeling. Maya and Max still prohibitively expensive, or are there legal ways for non-millionaires to try them out?
edit: Speedtree looks like it might be a solution to what I want, but yeah, info-gathering.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
they probs will
I'd maybe consider Modo, Kashaar, but I kind of feel that, at this stage, my best bet for learning stuff by having access to a wealth of resources and people to ask, is by going with the most popular names.
By which I mean I regret burying myself in Cinema 4D when everyone else was doing Maya and Max.
Let that last bit stew in your head for a while.