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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

HardlineDigital

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  1. Spent the last few days overhauling Hardline Digital, I'll take any crits on the layout. I know the email page is messed up, I gotta move the background. I'm also working on a store page for digital downloads and art but I'm just working on the overall aesthetic right now.   Please go on there and add me on the social media links. I will follow you back!
  2. I was previously using visual studio 2010 ultimate for C++ but after a disk crash, (since I am re-installing everything anyways) I am thinking about moving to VS 2012. I'm not sure how good the new express versions are but I have heard good things and may skip buying VS altogether. I'm wondering if the Directx libraries are running okay in 2012?     If you are working with Visual Studio 2012 and DirectX please post your experience and opinion. Everything is going so fast it is hard to keep up and although I found some opinions on stack overflow, I haven't really heard from people using the new Windows SDK with Directx libraries included. Is everything running smooth? Are you using express, pro, or ultimate? What are the pros and cons of VS 2012 versus 2010 in your opinion?
  3. Cool new stuff over here   [youtube]http://www.youtube.com/watch?feature=player_embedded&v=DgjioOigaQA[/youtube]   [youtube]http://www.youtube.com/watch?feature=player_embedded&v=smExIqQQRdM[/youtube]   [youtube]http://www.youtube.com/watch?feature=player_embedded&v=Dc8lJGGqrqo#![/youtube]
  4. [youtube]https://www.youtube.com/watch?v=cpVCvgvzR_I[/youtube]   Pretty cool stuff. It will be interesting to see how the UV's are preserved on the retopologized mesh. Although they may be using vertex colors. They are already great for having blending options.
  5. Bigger drum sounds and lower synth volume.
  6. This is the same crap every damn year. Over and over.... and over again. Yeah blow up South Korea(basically your own people) and Hawaii(destroy a tropical paradise), GREAT IDEAS!   I think the idea is, if you say enough ignorant stuff, you become more famous.
  7. I think your employer is stupid if you have a skill that they ignore.   It is hard to balance your left and right brain out. There aren't many who bridge the gap and do both programming and art. And that type of person can really be beneficial to a team. Most of the people in HR departments wouldn't know anything about that though since they only do what they are told. And from what I gather, they are told to seek highly specialized people with no knowledge of other fields.   Valve is one of the few companies that recognized multiple skills as a trait of value.
  8. I didn't read all the posts in here. But I think all the really good coders are self taught whether they went to school or not. The foundations that you get in school really help give you a good start. But you're not going to be a good engineer right out of school unless you take the initiative and further your education on your own. If it is something you are passionate about, you will push yourself to do more than whatever they assigned you for homework.   I guess I'm saying, there are plenty of programmers that get cranked out of school that have no idea what they are doing. On the other hand, school is a great way to get introduced to concepts and terminology that makes learning on your own easier.
  9. Did you try Center Pivot and reset xform in that order?
  10. I am a Maya user but check your export settings. If you are using the max file, it could be that you are exporting everything in the scene; lights, camera, image planes etc... regardless of selection. I would try a different format like .fbx or .obj and check what you want to include in the export menu options.
  11. From what I understand, Zbrush is not running in D3D or OpenGL. So the limitations of those technologies doesn't really apply. It is polygons like Hodgman said, but not traditional OpenGL or D3D mesh polygons. There are a bunch of features that bend the rules in Zbrush.   Edit: I can imagine that the insert mesh is done by grabbing the border edge vertices, doing some math to find out which ones are closest between the two objects and drawing lines between the meshes. I don't know what math they use to build the surface triangles between the objects but it is probably some of the math from Dynamesh and/or Decimation Master.
  12. I would think it would be better to have a material attribute to change the behavior. For instance, a cloth might be scaled normally but still want to have a back face.   You could use that as well for the mirrored objects.   Edit: Then again, maybe this is not the best way because everything with that material will be double sided...
  13. This is not just about frustum culling but it is in here. http://dice.se/wp-content/uploads/CullingTheBattlefield.pdf
  14. Well, thank you everyone for taking the time to visit my page. I have also checked out some of your pages.   It's all love over here. I notice there are different types of artists online. There are sketch artists who draft stuff up really quick. There are other people who spend a week on something or maybe a couple weeks. There are others who will work for months, even a whole year on a single piece. Although that may be an amazing piece, you won't find it in a game. I'm not too stuck up or afraid to post some of my experiments. But I also feel like I have to let you know this is not everything I am, or have worked on. That would be a bunch of garbage! LOL   That being said, I guess I will take another crack at updating the site when I get a chance. In the mean time: https://sketchfab.com/show/6yyNJnFc30NA65k8chR2pYlFMpL