I own a small company called Magical Game Studio and I'm excited to present an opportunity to the community that we're passionate about. The game we're working on is a throw-back to one of our favorites, Legend of Zelda: A Link to the Past, and we're looking to create a similar 2D, top-down adventure game with more of a painterly art style and faster-paced gameplay. We are developing for Nintendo Switch and PC platforms (we're Nintendo dev partners with Switch access).
We've just finished pitching our game to eight publishers during GDC and all eight have requested follow-up meetings when we reach First Playable (around June), which is rare in my experience (usually we're lucky to get 2-3 callbacks). We have signed contracts with three publishers across four previous games, ranging in funding from $400K to $5M. As a team, we have shipped eight game titles in the past, and we've shipped both AAA and indie projects alike. Several of us are currently employed full time in director or senior-level roles at other game companies.
Our studio is comprised of ten members, and we're looking for a senior-level engineer and a senior-level technical artist who has experience with 2D animation in Unity. This is our passion project that we're looking to launch so that we can break into our own studio.
Both positions are remote, and the positions are royalty-based until we secure publisher funding, in which we will pay salary/benefits + royalty.
Here's a WIP screenshot of the game:
If you're interested in one of the two positions listed above, contact me and I will send you our pitch deck and game demo after further discussion. When you contact me, please also provide the position you're interested in and some sort of portfolio to showcase your previous experience (github, portfolio, collection of links to games, etc.). Please also indicate what you accomplished if your examples are team projects and what types of game code you're most experienced with (UI, gameplay, AI, combat, dialogue, netcode, tools, etc.). Lastly, we're looking for people who can contribute ~20 hours per week. Any less than that for engineers and we find that we don't have enough time to iterate effectively (and our gameplay suffers).
Thanks for reading, and I hope to hear from you soon!
Any Game Devs Need music for Trailers or up to 30-60 minutes of Original Custom Music/ (Free/Donation Work)By Nick LIVE STREAM DAILY VLOGS
basically I want to learn more about Creating music for video games. I am not asking for payment but a chance to make some custom music for your project.
I don't mind working on something short like a trailer or even up to a 1hour of gameplay. Rather than just making music without any project in mind I want to work on something custom.
My instagram is @nickMakmusic
I am open to any genres and want to find my style and such.
I put my Soundcloud and Pond5 Links Below
Project Name:The Legends Gate:Battle Of Sorrugar
Studio: Inbound Entertainment.
Engine: Unreal Engine 4
Platforms: PC And Mac(Steam) & Xbox One/PS4 (Very Very Far Future)
Compensation: Royalty/Payback After Funding
Roles Required:Environment Artist/3D Animator/Level Designer And Unreal Engine Programmer And Any Others!
Project Length: Hoping For Release In 2020/2022
[3D ANIMATOR/ENVIRONMENT ARTIST] - Realistic Assets/Textures - GUI Creation - Environment Asset Creation - Create Animations
[PROGRAMMER REQUIREMENTS] - Fluent Programming - Work With Other Programmers And 3D Artists - Must Be Able To Create Combat Systems And NPC AI Systems
About Me: I’m A Game Designer With A Bit Of Experience, I’ve Been Working On This Project Game Design Wise For Nearly 4 years.
The Project Has Changed So Much, especially Story And GamePlay Wise.
Project Description: Hello! Me And A Concept Artist Are Looking To Start Up This Team, You Can See What We Are Looking For Above, The Game Is A First Person RPG And Is Also Open World, This Is An Ambitious Project That I’ve Been Working On For 4 Years Game Design Wise And Story Wise. I Will Tell You More About The Story When You Apply Below. Also We Welcome Any Other Skills You Want To Offer As The Game Is Currently In Pre Production And Building A Team Is Very Important.
Apply:DM Me On Discord riobio55#1958 or email me at firstname.lastname@example.org
ok, so, we are having problems with our current mirror reflection implementation.
At the moment we are doing it very simple, so for the i-th frame, we calculate the reflection vectors given the viewPoint and some predefined points on the mirror surface (position and normal).
Then, using the least squared algorithm, we find the point that has the minimum distance from all these reflections vectors. This is going to be our virtual viewPoint (with the right orientation).
After that, we render offscreen to a texture by setting the OpenGL camera on the virtual viewPoint.
And finally we use the rendered texture on the mirror surface.
So far this has always been fine, but now we are having some more strong constraints on accuracy.
What are our best options given that:
- we have a dynamic scene, the mirror and parts of the scene can change continuously from frame to frame
- we have about 3k points (with normals) per mirror, calculated offline using some cad program (such as Catia)
- all the mirror are always perfectly spherical (with different radius vertically and horizontally) and they are always convex
- a scene can have up to 10 mirror
- it should be fast enough also for vr (Htc Vive) on fastest gpus (only desktops)
Looking around, some papers talk about calculating some caustic surface derivation offline, but I don't know if this suits my case
Also, another paper, used some acceleration structures to detect the intersection between the reflection vectors and the scene, and then adjust the corresponding texture coordinate. This looks the most accurate but also very heavy from a computational point of view.
Other than that, I couldn't find anything updated/exhaustive around, can you help me?
Thanks in advance