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Orangeatang

Member Since 05 Oct 2004
Offline Last Active Yesterday, 12:52 PM

Posts I've Made

In Topic: Unreal Engine 4

19 December 2014 - 04:56 AM

Epic have released a large number of excellent video tutorials that take you through the various aspects of the Unreal Engine. For example :

 

Level creation : https://www.youtube.com/playlist?list=PLZlv_N0_O1gak1_FoAJVrEGiLIploeF3F

 

Blueprints : https://www.youtube.com/playlist?list=PLZlv_N0_O1gbYMYfhhdzfW1tUV4jU0YxH

 

Coding : https://www.youtube.com/playlist?list=PLZlv_N0_O1gb5xvsc7VM7pfoRAKLuIcFi

 

Particle Systems : https://www.youtube.com/playlist?list=PLZlv_N0_O1gYDLyB3LVfjYIcbBe8NqR8t

 

And specifically for 2D, Paper 2D : https://www.youtube.com/playlist?list=PLZlv_N0_O1gauJh60307mE_67jqK42twB


In Topic: what is the best sofware for...

17 December 2014 - 04:22 AM

1. C# with Monogame (http://www.monogame.net/)

2. Cubase & Wwise

3. Spine (http://esotericsoftware.com/)

 

All completely subjective of course :)


In Topic: The Game Environment: Not just Graphics

16 December 2014 - 02:57 AM


For some reason, sound effects are not as obvious to people as visual effects

I think that's inherent with sound design; if it's done well you don't notice it, it just enhances the overall immersion in the game world. On the flip side, bad sound design stands out like a sore thumb.


In Topic: The Game Environment: Not just Graphics

16 December 2014 - 02:48 AM


A good example of heavy use of sound processing effects, is a modern FPS like Battlefield.

Yeah - the sound mix and design in Battlefield 4 is exceptional. 

 

One of the problems that you get in a lot of online FPS games is that the weapons all have very similar frequency ranges, so when you get a lot of guns firing at once the sound gets very muddy.

 

Battlefield 4 gets around this in a number of ways. First off all of the individual weapon sounds are very well designed; it's easy to tell what weapons are firing around you based on sound alone, even in the middle of an intense firefight. They also have a very good audio HDR implementation.

 

Another example of great audio design is Alien : Isolation; the environmental audio in that game is nothing short of spectacular. 

 

Unfortunately sound doesn't get much love in many AAA projects, lots of titles don't have dedicated audio programmers - let alone sound designers.

 

Almost all titles will have 3D positional sound; anything using Wwise definitely will. 3D positioning for audio events is almost inconsequential to implement. But as Olof mentioned, positioning is only a tiny, tiny part of what needs to be taken in to account for good audio design. 


In Topic: Need Guidance and Advice

11 December 2014 - 06:56 AM


Is schooling a must

The requirements for every game programming job I've applied for include (at least) a three year bachelors degree in programming.

 

Gian-Reto pointed out that you can be self taught, but as our industry grows the window for this is getting smaller (as the market is flooded with coders fresh out of University). If you teach yourself, you're going to need (again as Gian-Reto points out) a number of projects that really demonstrate how competent your coding is.

 

There are plenty of other disciplines within game development that don't require any programming experience though.


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