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About ryanbeezle

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  1. Creativity is tough without constraints. What guidelines do you guys follow when designing a linear level? I'm mainly referring to the flow of the level as well as the actual objectives the player is assigned, rather than the aesthetics.
  2. ryanbeezle

    3D artist looking for project

    Hi Brandon, Nice portfolio. I'm working on a VR mech game in UE4. If you're interested in an FPS scifi project, check it out: http://notherverse.com
  3. ryanbeezle

    Game Publishing Legal Checklist?

    Thanks monalaw, the IP and business entity stuff is what I was curious about. Yes. Nice. That's a very comprehensive list. Pretty much what I was looking for.
  4. Let's say hypothetically that I'm a solo developer, I build a game and publish it to Steam. I also operate under a business name. I've never taken legal action regarding the game or business. What are the legal tasks that I should take care of before/after publishing, regarding protection and ownership of the game and my business? I'm not asking for full-blown details to put the lawyers out of business, just a simple "for dummies" checklist. I didn't find a post within the last year that contained such info and ideally it would be a sticky post as I imagine other developers have the same query.
  5. The VR ecosystem is still in infancy, but there is noticeable growth and improvement. It's a pipeline that goes like this: 1.) Hardware manufacturers release VR headsets with (hopefully) friendly APIs 2.) Engine developers implement abstractions for those VR headsets 3.) Game developers use the engines to build VR games If one part of the pipeline is problematic, the whole thing crumbles. That's why hardware manufactures generally sell at a loss in the beginning. Games sell hardware. Zelda sold the Nintendo. Grand Theft Auto sold the Playstation. Halo sold the Xbox. VR will only explode once the library of games starts to include amazing exclusive titles. In order for that to happen, Facebook/Oculus has to practically give away their headsets. The PSVR gives console gamers a taste. With Microsoft jumping into the game, it's going to further increase adoption. Once Apple jumps in, consider it mainstream- but they're most certainly going to be last. The VR industry isn't a money-maker yet. Adoption needs to grow for the market to grow. Nonetheless, we're now at a point where the hardware is decent enough and the game engine support is pretty good. In 2017, Unity and Unreal Engine have really pushed harder for better VR support and performance. 2018 is the year that we'll start seeing a spike in VR game releases. By 2020, I think we'll see some spectacular VR titles.
  6. ryanbeezle

    Over-ambitious projects

    This too. A skyscraper intimidates you because it's physically giant. We all know that take it upwards of millions of dollars to build and we can see the back-breaking labor that it takes to build one. Games are digital so you can't see all the brainstorming, planning, coding, modeling, texturing, testing, etc. that goes into building one. Even if you do see a YouTube video show some behind-the-scenes footage of game development, it looks really fun and easy. I think it's perfectly fine to have big ideas and want to manifest them, as long as you don't expect others to do the work for you for free. I have huge respect for those who take full accountability and attempt something ambitious themselves even it it might be out of their scope.
  7. Ultimately, reputation. The popular term "but can it play Crysis?" leads one to believe that you choose CryEngine when you want to benchmark/fry your video card. Unreal Engine has been proven through the ages to work smoothly and still look pretty good on a variety of hardware. CryEngine has gotten more optimized over the years, the but the sluggish reputation still clouds over it unfortunately. For me, CryEngine wasn't even a consideration, I had already limited the choice to either use Unity or UE4. Ultimately, I chose UE4 because it has a pretty good portfolio of AAA titles and a decent community. Unity's community is larger but the projects on average tend to be smaller in scale and/or not as impressive visually. Also, UE4's blueprint system makes it arguably easier than Unity because you can create sufficiently complex game mechanics without typing a line of code. You'll do plenty of "programming" with visual nodes, but no written code much of the time.
  8. TL;DR: I'm a software engineer focused on VR game dev. I'm looking for partners who want to work together as a legitimate game studio making quality 3D games. About me: - I live in Los Angeles, CA - I'm a software engineer and I've built apps from A to Z - In my previous job, I did native mobile app development for numerous Android VR apps - I'm experienced with music composition/production: https://soundcloud.com/ryancomposer/march-of-nobility - I have a blog documenting my journey as a game developer: http://notherverse.com/ - I take care of legal, networking, accounting, marketing and development responsibilities - I use Blender for modeling, Substance Painter for textures, and UE4 for the game engine - I'm experienced with video editing and use Adobe Premier Pro + After Effects - I enjoy grinding on weekdays and hitting the bars on weekends My strongest area is programming. I'm looking for designers and modelers. You don't need any experience at all in the VR space nor any VR hardware. I'm fully open to splitting ownership/profits/royalties based on contribution. Must have portfolio or something to illustrate experience level. Respond to this thread if interested. Thanks! Though I'm already working on a project, I'm open to working on something else that we're all enthusiastic about. Here's my current project, a VR mech game using UE4 (see progress at blog: http://notherverse.com/):
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