By Terry Jin
I am from an indie studio that has received funding for our concept and is ready to create the next generation 2D Pokemon-inspired MMORPG called Phantasy World. This ad is for a volunteer position but hopefully will transition into something more. Our vision is to create a game that draws inspiration from the series but is dramatically different in both aesthetics and gameplay as the work would be our own.
We are hoping that you can help us make this a reality and are looking for game developers familiar with the unreal engine and would be happy to work on a 2D top down game. Sprite artists are also welcome as we are in desperate need of talented artists! Join our discord and let's have a chat! https://discord.gg/hfDxwDX
Here's some of our in game sprites for playable characters while moving around the game world! Hope to see you soon!
Notes from the session.
Rahul Prasad, Product Manager on Daydream - Daydream SDK, Platform, VR Mode, Daydream-ready.
Why is mobile VR development hard?
Need to guarantee:
Consistent frame rates required High frame rates 90fps on desktop At least 60fps on mobile Low motion-to-photon latency Related to framerate Influenced by other systems on the device If we look at desktop VR, they have plenty of power, plenty of performance, and less worry over temperature constraints.
In mobile, only get 4W of power (vs 500W), limited bandwidth, no fans with passive dissipation, and a market of mainstream users (vs hardcore gamers).
Mobile VR systems are somewhere in the middle between the full hardware control of consoles and the wild west of general mobile and desktop development.
Build for lowest common denominator Build for exactly one device, try to bring the console model to mobile
GPU Techniques for Mobile VR
Assume ASTC exists on mobile VR devices - use large block size, always use mipmaps and avoid complex filtering Implement stereo specific optimizations - multiview when it exists, render distance geometry once Avoid submitting multiple layers - really expensive on tiled GPUs, compose multiple layers in your eyebuffer render loop prior to ARP Complex pixel shaders are costly - render particles to lower res buffer, use medium precision when possible Avoid large monolithic meshes - compact, efficient chunks; front-to-back rendering (rely on engines) Prefer forward rendering algorithms Spread work over multiple CPU threads - more threads running slowly consume less power than few threads running quickly Use MSAA - at least 2x/4x when possible, use GL_EXT_multisampled_render_to_texture, discard MSAA buffers prior to flushing Buffer management - avoid mid-frame flushes, invalidate or clear entire surfaces before rendering, discard/invalidate buffers not required for later rendering, single clear for double-wide eye buffers Type of Content Affects Your Approach
Example: Youtube VR has very different memory, modem, GPU, and CPU patterns than a high performance game. Session times vary, latency tolerances are different.
Allocate resources appropriate for the content.
Thermal capacity is your "primary currency". Make tradeoffs based on type of app and thermal budget.
Game session times 20-45 minute session time. Video, 1-3 hours of session time. Text, several hours of use important.
Games - high GPU, medium CPU, high bandwidth, low resolution, low modem Video - low GPU, medium to high CPU, high bandwidth, medium to high resolution, high modem if streaming Text - low GPU, low CPU, high bandwidth, high resolution, low modem Bandwidth high across all use cases.
Thermal management about tradeoffs:
session time vs graphics spatial audio vs graphics streaming vs graphics 4k decode vs graphics Dynamic performance scaling to manage resources:
Render target - scale with display resolution and content types Trade resolution for antialiasing - 2x/4x MSAA, consider dynamically adjusting Use modem judiciously - don't light up all available bandwidth, avoid streaming if possible Adjust framerate dynamically - don't let framerate float, snap to full rate or half rate, engines may help If CPU limited - lower spatial audio objects, simplify physics simulation Boost clock rates sparingly Technical Case Study - VR profiling with Systrace
Comes in Android Studio Tool for profiling mobile Android devices (editor note: walking through case study of using Systrace to understand performance)
By Karol Plewa
I am working on a project where I'm trying to use Forward Plus Rendering on point lights. I have a simple reflective scene with many point lights moving around it. I am using effects file (.fx) to keep my shaders in one place. I am having a problem with Compute Shader code. I cannot get it to work properly and calculate the tiles and lighting properly.
Is there anyone that is wishing to help me set up my compute shader?
Thank you in advance for any replies and interest!
By Katie Byrne
F.OB: Forward Operating Base is a military themed base building and resource management game.
I am currently about 6 weeks into development. still implementing core game mechanics. The game is playable in a basic sense right now but there are no objectives or missions or anything motivating really lol.
I have been inspired by games such as prison architect and rimworld. both in visual style and general gameplay ideas. Here is a quick 2 minute video i put together that hopefully communicates the general feel of the game and what gameplay is like. Any feedback or criticism is welcome
I have been keeping a development diary on my youtube channel and i hope to have more developments on this project very soon.
UPDATE FEBRUARY 2018 - DOWNLOAD LINK FOR BUILD 0.38 AVAILABLE
So i decided to upload the current build. hopefully get some feedback.
Its still incredibly incomplete and poorly documented so please feel free to ask me any questions about how to do tihngs. I am working on better documentation and more intuitive interactions.
Any feedback would be a huge help. positive or negative.
It's just a zipped Unity build. simply unzip and run the .exe no need to install anything
Oh yes, there will be bugs but please let me know if you find any and i'll do my best to fix them
By Bokchee 88
I am animator by hard, and i am doing game animation for at least 8 years so far. During the last 2 years, i came with a idea for game and maybe some day, i want to start indie game company. As i am thinking to start game company, i am also thinking what kind of value i can give to the company. For example, am experience in animation,sales(I was selling web development services, before i jumped to gaming), bit of rigging- just not for production, i am learning on the side as well. The rest of the gaming production, like modeling, concept art, texturing, i am total noob or to say better, i am no near interest to do modeling for example, don't have such a patience to do it. But before characters and things are made for animating, what the hell i am would do?
Also, what is the ideal size of the founding team of a game company? Positions to be filled mostly are, Concept artist, Modeler/Texture artist, programmer, animator-rigger. And later would need more people to join, like more animators, programmers, sound, fx,etc.
And lastly, do i need to have something,like a prototype, to show people and get them interest, or should i ask someone i know, for skill that i lack, for example, Modeling would be great, texturing and rigging, and to start all together from scratch?