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unit187

Member Since 01 Feb 2013
Offline Last Active May 16 2013 02:29 AM
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#5061760 How do I replicate the league of legends login screen?

Posted by unit187 on 14 May 2013 - 06:18 AM

I don't know how did they do it, but I would do it this way:

 

.. Okay, so you paint your image in different layers. And if your character has a weapon that covers his body, you have to paint the body under the weapon anyways, because when it will be moving - you will see the body (or blank space if you ignore this).

.. You export you image to a software which allows a still image to be animated. There are few options available. For example, you can use Adobe Flash and rig (make a skeleton) your character and then animate it. Another option - animate the character in compositing software. After Effects is good pick. I believe there was some kind of rigging functions too, but I am not sure. And third option: you pick your favourite 3d application, make orthographic camera, rig the character as you would rig any 3d character. So you rig your 2d planes with the character image as texture, and animate it.

.. Apply effects like flying leaves or dust. You can do particle effects in compositing software (After Effects again) or you can do them in you favourite 3d application. Though you will have to throw those particles into compositing software anyways.




#5057996 What should I know for an entry level game design job?

Posted by unit187 on 30 April 2013 - 01:40 AM

So what job are you really looking for? Level design or game design? They interfere at some point, but still more often then not different people do them.

 

Game design is not an entry level job at all. Level design also is not.

Even though I have started my career as a level designer without any degree, my case is very special: I was doing maps and mods for over 8 or 9 years before I started looking for a job after finishing the high school (at that time I was 17 or 18 years old I believe).

This job might seem simple in its simpliest form - assembling a scene from assets pre-made by artists. Even experienced people from the industry fall for this myth. But in reality it requires some sort of a talent: 1) you have to have that "feeling" for composition and color to make the scene look good (believe me, when I was doing fan maps and mods and was really in this community, I've seen work of thousands people, and most of them didn't have this trait). 2) understanding what makes a level fun and how do you make it. Might sound easy too. But it's not.




#5056103 Starting without wanting to find a job

Posted by unit187 on 23 April 2013 - 10:39 AM

Althrough I often vote against collage education, in your case it would be the best choice to continue education and develop your programming skills in your spare time.

 

You don't realize yet that it is A LOT harder to make a game than it seems at first sight. I am professional game developer for years, I am doing a game in my spare time (it is fairly complex game, not some puzzle), and I am sometimes overwhelmed by amount of work and knowledge I need to make it work.

 

And you want to make an engine (absolutely useless waste of time in my opinion) AND a game. That 100x more work then making a game alone, You will need to study dozens of books with hard stuff, you will need to learn collage math.

 

If you are going to learn all that stuff anyways, why not learn it in a collage and get a degree AND knowledge? It is your best bet.




#5055715 Unity 3D vs UDK

Posted by unit187 on 22 April 2013 - 05:22 AM

UDK is much more complex and harder to develop games with. If you have such questions, I'd suggest you to use Unity.




#5053320 Does game programmer need to be good artist?

Posted by unit187 on 14 April 2013 - 08:56 PM

The internet is full of free game art assets, in case you really want to fill your 'portfolio game' with beautiful graphics. 

If you are programmer, you don't need to be an artist at all. You do your job, artists do their.




#5047754 Maya 2014 features

Posted by unit187 on 28 March 2013 - 02:00 PM

Just about time.

Maya modelling and topology (more likely its nonexistence) tools are getting outdated and they are somewhat clunky in fact. Even old little things like Silo offer better instuments for manipulating mesh.

Can't wait to dive into new Maya :)




#5047737 Beginning Android Game Development

Posted by unit187 on 28 March 2013 - 01:27 PM

You can easily google those.

 

The first one that comes to mind is Unity3d engine, you can develop for Android there. You will need android SDK for exporting .apk too.




#5041398 When to start with C++?

Posted by unit187 on 09 March 2013 - 10:21 PM

I am just hobbyist programmer, but I feel that learning C++ is easier if you already have basic programming knowledge, like what methods are. Otherwise it only depends on your needs, i.e. you ready to learn C++ when you have particular problems to solve.




#5037493 Breaking into industry without coding or art skills.

Posted by unit187 on 28 February 2013 - 01:45 AM

Interesting article. 

But whats more interesting is that the article exposes another side of the coin: often people think they need artistic skill to be an artist (who draws stuff), but not to be a writer, or game designer, or sound designer etc. But thuth is they all need some kind of artistic skill (or talent, whatever you call it)! You can't draw well without years of studying, and you can't write well without years of studying too. But when you are bad at drawing it is more obvious to people than when you are bad at writing.

Because of that it is hard not only for other people, but for writers (or game designers or sound designers) themselves to see if they are doing good or bad.

 

Anyways, long story short: you need different kinds of artistic skills for different gamedev jobs. One may lack artistic skill "drawing pictures" the same way they can lack artistic skill "design games".




#5037490 Want to learn programming...again

Posted by unit187 on 28 February 2013 - 01:06 AM

In my opinion, you should pick up what you want to programm and move from there. 

 

I mean, when I needed to write scripts for Autodesk Maya, I picked up their language of choice and started coding in Python. When I needed to mess with Maya API, I had to dive into C++.

When I started mess around with Unity endinge, I picked up C# and started coding using.

 

In other words, think about a problem you want to solve, and then about programming language.

 

By the way, Python is really cool. My favourite so far. It is strict enough to not let you do foolish mistakes and typos, but meanwhile really easy and enjoyable to code. And you type less! Screw you, "}", "{" and ";".




#5035285 Need some motivation

Posted by unit187 on 21 February 2013 - 10:05 PM

Just like other people mentioned, I don't think it is possible to be motivated hardcore worker all the time.

I sometimes too feel I don't want to do literally anything. And then I stay home watching anime all day and eventually I feel awesome again and start my studies/work.




#5030308 Motivation

Posted by unit187 on 09 February 2013 - 01:09 AM

Some say that if you don't feel like doing something (no matter what it is - programming or learning how to draw), then maybe (just maybe!) it is not your thing?

You don't really need any motivation to smash monsters in Diablo, do you? And I suppose you don't need some special motivation to kiss your girlfriend... am I right?

 

I think if you do programming and are having fun, because it is your passion, not because you have to do it, you will not have much problems with motivating yourself. But if you are sure you want to program but still have problems with motivation, there is one thing that might help you. Every time a person starts doing something complicate and energy consuming, they need like 15-20 minutes to get the ball rolling. At first you might feel bored or might feel that the task is overwhelming, whatever. Once you've reached the point where all your attention is focused on the task - thats where the magic starts and surrounding world disappears.




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