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Found 179 results

  1. I am trying to figure out what to name some of my planned games so I need your ideas on what title to give them. You can give as many names per game as you like. The games are: A 3D platformer involving a rabbit as the main character whose name is this game's title ( What name should I give the character?) A dino killing Sci-fi Fps where the protagonist also fights mutants, hominids and giant insects ( What should be the main character;s name?) A 3D platformer involving a boy genius. What should be his name? A detective/adventure/platforming hybrid. A martial Arts Beat em up action adventure. What should I name the main character who is Asian? And an open world Adventure involving a Family of three/four. What should be the Surname of the family?
  2. .I work with professionnals (books, game) and I have a great experience with individual commissionners since three years. My prices are very reasonable. You can check my portfolio here: bradyrain.artstation Skype: Brady Rain Facebook: https: www.facebook.com/dmitri.veselyi We can negotiate the prices. Feel free to contact me and discuss about the project. Regards, Dmytro Veseliy.
  3. Hello! My name is Tania. Im from Kiev Ukraine and Im an artist. I have lots of free time and a big desire to be a part of a team that working on a game. I draw for the last three years. I draw on my tablet and Im working basically in Photoshop. I speak well English so we will not gonna have problems with language barrier. I can work in different styles and do different type of art - occlusions - character design - icons Write me - onethousandartist@gmail.com You can find my works on - https://www.behance.net/cherepachkf7da
  4. I've seen all kinds of games people develop and post on app stores and indie game sites. What I noted is the lack of original ideas and innovation. Lots of games that look that they are developed by seven year olds, too many 2D side scroller mario clones, too many sonic clones, and a lot of stolen assets or plainly drawn graphics. Few games have original characters but they are also 2d side scrollers with exact mario style gameplay. For the few 3d games, most are FPS zombie shooters, also with stolen assets, many models with no animation. I see a lot of android games with the "made with unity" logo at the start. Obvious glitches and poor mechanics that the developers don't bother fixing, and a whole lot of ads. For me I have brilliant Ideas that I have got planned for 28 games I intend to develop. Most of them will be 3D and many will be AAA kind of games. Something few developers have done on the hobbyist / indie stage.
  5. Omniscient Games

    Horror Game Development Process?

    I want to create a Horror Game for either PC or Mobile, but I don't know where to start. What is the design process for developing a Horror Game, for example; Planning, Research, Ideas etc?
  6. jb-dev

    Treasure models

    From the album: Vaporwave Roguelite

    Because the game is a Vaporwave roguelite, it had to have chests... To keep with the vaporwave theme, I've decided to be a litle creative eith the chests models... You may get the reference if you know your Windows well enough..
  7. Roguelites are synonymous with loot and treasure chests. However, my game is vaporwave, so traditional treasure chests are out of the question. This is what I came up with: You may get the references if you know your Windows well enough... 😉
  8. Lucas Carvalho

    MMOFPSRPG

    I'm brazilian, and my english is very bad because i've never had a class, so please disconsider all of my spelling errors and mismatch. I have always dreamed of a MMOFPSRPG game, like a MMO Far Cry with quests and bosses, or like a Gun Gale Online (without the nerve gear :v ), but i have no idea of how to programming a game, i really want to learn it someday but for now i have no time, so i think how would be a MMOFPSRPG game in the same GGO vibe, like obtaining good guns and armors in bosses or crafting, with PVE and PVP areas, with quests and events, and maybe it could be made in UE4, or a Arma III mod, or something. It is a good idea?
  9. Julia Zhurko

    Battle

    From the album: concept art

  10. As the title suggests, i am currently looking for a Lead concept artist to create environmental artwork of an open-world survival game project currently being worked on. The game is an open-world, multiplayer, survival game based on a foreign planet inhabited by unique creatures native to the land. The players task is to tame, build, craft and team up with fellow players to form clans. Whilst exploring a beautiful world at the same time. I need someone interested in art and concept design to provide a comprehensive set of artworks that bring the world to life! If you are interested in joining an ambitious project, DM me and i'll add you on discord. Please have examples of your work to show me! Have a good day, Lexi (image above is concept work from Far Cry Primal)
  11. Hello! I am an artist thats been wanting to develop a visual novel game called, "Hyacynth" , with another artist, @Quinncy Sama and our marketer, @Anthony Cao who is also part of the team. Hyacynth is a thriller, tragedy based story played in the view of a man reborn as a serial killer. As a visual novel, there would be various routes and endings within the story. I would also like to implement pixel mini games as well. My goal with Hyacynth is to make the game both pc and mobile based. This is my first time starting such a large project so I plan to make it free/non-profit with hopes in making in-game purchases an available choice in the future. I am mainly an Artist and character designer with a general idea of the main story route. With this in mind, I am looking for various people and talents who are willing to join and contribute to completing this project: - A writer(s) that can help me further flesh out the story and help keep any branching routes to flow well with each other. - A programmer(s) to code the game and implement various features including a mini game that would occur within the main visual novel. Due to the nature and features of the game I am looking for someone that has experience with Unity. I do not have any knowledge with coding so I won't be able to help much there ;w; this part of the project may be a challenge so perhaps a group of coders would make the processes smoother along the road. - A GUI designer that can design the overall user interface and system graphics for the game. - Artists for cover art, props, cg, backgrounds and sprites. As artists, Quin and I would be the main contributors to this field however it never hurts to find some helping hands! We are mainly looking for props and background artists at the moment however, we would also like a sprite artist to help us make the sprite making process for efficient. If you are interested in joining the team as an artist, you must provide any examples of your past work for I wish to look for styles that would be coherent with the already existing art styles that we plan to use for the game. With the hopes of implementing a pixel based mini game, we are also looking for pixel artists interested in joining as well! Future roles we are also looking for but are not mandatory at the moment: - Song writer/composer(s) for background music and OST's - Sound Designers for various effects and actions in the game. - Voice Actors, this isn't a mandatory feature for the project at the moment, but we do hope to implement voiced dialogues within the game as well. Our main source in communication for the project will be discord so you must provide your discord ID when applying via comment or PM. Thank you everyone for your attention and I await your responses! Sincerely, LingLingArtsu ┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈ Update 4/17/2018 As of right now Voice actors will not be out biggest priority since there are many characters still in development. If you are interested in joining the Voice acting field of the project feel free to send us a PM providing examples of your past works. We are currently looking for writers who are willing to collaborate with our main writer for the script may be dialogue heavy. The following roles listed below are still open: - Programmer - GUI Designer - Sound Designer - CG artist - Background artist - Sprite artist
  12. Julia Zhurko

    Corvo Attano

    From the album: concept art

  13. Julia Zhurko

    Astronaut

    From the album: character design

  14. Aleksandr Adamenko

    Environment concept art for a mobile game

    From the album: Concept art

    2d concept art for a mobile game environment. More of our concept art can be found on our website.

    © Fgfactory

  15. Aleksandr Adamenko

    Characters concept art

    From the album: Concept art

    Characters design for a mobile cards game. More of our concept art can be found on our website.
  16. Looking for collaborators to help make every history nerd's dream a reality. I'm a software developer, primarily for the web, with some limited dev-ops experience. For some time now I've wanted to make a hyper-realistic, massively multiplayer, medieval simulation. Ultimately, I don't care if I am the one who makes it a reality. I just want to see it become a reality. I've come to realize that this will probably never happen without significant help. The working title for this simulation/game is Grip, signifying the immense difficulty that came with trying to gain and hold on to power in medieval Europe. It will buck many of the traditional elements of real-time strategy games while drawing from the best elements of the genre. There are several key features that will combine to make this game unique. However, the most important feature is the feudal arrangement feature. The other features of the game will create incentives for players to arrange themselves into feudal hierarchies similar to those that existed in the middle ages. Victory will depend upon the power a player wields by the end of the game, which includes feudal obligations owed to him by his vassals (who will be other players.) Here is an outline of the key features: Games will be real-time compressed into a number of real-life months, allowing grand strategy in a multiplayer setting. The player will not have instant, real time information about the world beyond what his avatar can see. This is not a God Game. A loyalty system will ensure that a player's subordinates will not necessarily do what he commands. Some of the player's subordinates may include other human players, a function of the feudal system, and their behavior will be even less predictable. A social policy/legislative system will allow the player to influence the behavior of his subjects indirectly. Repressive policies improve the obedience of subjects and reduce the chances of insurrection, but also negatively impact innovation, productivity and happiness. Liberal policies increase productivity and innovation, but make subjects more unruly. A class system will stratify a player's subjects, and social policies/laws can be targeted at specific classes. Peasants, churchmen, professional soldiers, petty nobles, nobles, merchants, tradesmen, and scholars will each have different beliefs, priorities, desires, level of education etc. There will be no global or empire-wide technology level. Knowledge and skills will reside in certain notable members of the population and must be passed on to other individuals. Engendering, attracting and retaining talent will be a competition between players. Your ability to construct certain kinds of buildings and produce certain kinds of goods and services will depend upon the expertise of your population. There will be realistic population dynamics. Birth rates will be affected by things like food availability, potable water, sanitation, medicine, social policies and military recruitment. Death can occur due to old age, disease, natural disasters, starvation, and war. A beliefs system (yes, beliefs, plural) will simulate the impact that ideas have on peoples' behavior. Individuals, usually scholars and churchmen, will produce ideas that can spread to others. The player can attempt to suppress or promote these ideas, depending on how it serves their agenda. An experience system will mean that soldiers who have participated in training or real battle will be more effective than their inexperienced counterparts. A realistic economic system will allow bartering between players and non-players, and prices will emerge as a result of player action and non-player action. There will be no global market, just local markets, and merchants will play a big role in moving goods to where they are in highest demand. This will affect player decisions as to what kinds of crops to grow, what kind of livestock to maintain, what sorts of industries to encourage, etc. Resources must be moved to where they are needed, which makes logistics and infrastructure of vital importance. Related to the above, armies must be supplied if forage is not available. To pay your soldiers, you will actually have to move currency or fungible goods with your army. Players can trade labor and soldiers, not just goods and currency. Everything your armies are equipped with can be captured in battle and used or recycled by other armies. Metal goods can be recycled ("ploughshares into pruning hooks") I would like artificial intelligence to play a big role. I want to avoid micromanagement wherever possible. I even contemplated making this a programming game, where players write the code that drives the actions of their vassals, but this would make the game significantly less accessible than it is already likely to be. At this point I am still in the game design phase. I have started a wiki where I am documenting the game mechanics: http://grip.wikia.com/wiki/Grip_Wiki. I have also given some thought to the technical challenges something of this scope poses. Obviously it is infeasible to simulate millions of individuals. Instead, a representative sample of a given population will be simulated, and will interact with the player, and population-level statistics will be extrapolated based upon that. Database replication will not necessarily have to be global. Each of the smallest geographic subdivisions (reeves, shires, manors) will have their own databases. When simulated individuals or soldiers move between these locations, data about them will move as well. Any help of any kind that you can render would be appreciated!
  17. So the game we develop is growing steadily. We've already added a pause menu. Its function is to be a... pause menu. (I don't know what you expected...) The design Because our game is going to be really Vaporwave, we knew that the visual had to be on point. We ended up trying a classic Windows-like design with header bars and everything, but with a twist... Here's the result: (Note that not all buttons are fully functioning. Also, the seed isn't actually used in the generation) The idea is that this window appears when the player pauses. It takes the form of a popup with fully functional tabs. We also plan to let the player easily navigate through the tabs with keyboard (or buttons, in the case of a controller) shortcuts. In addition, our game uses palettes, so the GUI elements are colored according to the active palette. Here's a example with a different palette: LESS-like color computations You may have noticed that there is a difference between each palette (for example, the title of the window has changed color). This is done by a beautiful library that I built for our project. Because I was a web developer for about 2 years, I already knew (and worked with) CSS compilers like SASS and LESS. My library is strongly inspired these compilers. Especially LESS. The luma value For this reason, I knew there was a way to know if a text of a given color would be readable when displayed on a given background. This feature is present in vanilla LESS : it's called "contrast". That function uses the luma values (sometimes called "relative lightness" or "perceived luminance") of colors. This small practical value describes the perceived luminance of a color, which means that particularly brightly perceived colors (such as lime green or yellow) gets higher luma values than other colors (red or brown) despite their real lightness value. Here's how I compute a given color's luma value: Color color = Color.GREEN; // Fictionnal class, but it stores each components as floating points values form 0 to 1 float redComponent, blueComponent, greenComponent; if (color.r < 0.03928f){ redComponent = color.r / 12.92f; } else { redComponent = Math.pow((color.r + 0.055f) / 1.055f, 2.4f); } if (color.g < 0.03928f){ greenComponent = color.g / 12.92f; } else { greenComponent = Math.pow((color.g + 0.055f) / 1.055f, 2.4f); } if (color.b < 0.03928f){ blueComponent = color.b / 12.92f } else { blueComponent = Math.pow((color.b + 0.055f) / 1.055f, 2.4f); } float luma = (0.2126f * redComponent) + (0.7152f * greenComponent) + (0.0722f * blueComponent); The actual luma computation is fully describe here. With that luma value, we can then check and compare the contrast between 2 colors: float backgroundLuma = getLuma(backgroundColor) + 0.05f; float textLuma = getLuma(textColor) + 0.05f; float contrast = Math.max(backgroundLuma, textLuma) / Math.min(backgroundLuma, textLuma); With that, we can choose between tow color by picking the one with the lowest contrast: Color chosenTextColor = getContrast(backgroundColor, lightTextColor) > getContrast(backgroundColor, darkTextColor) ? lightTextColor : darkTextColor; This can give us a lot of flexibility: especially since we use many different color palettes in our game, and each with different luma values. This, along with more nice LESS colors functions, can make coloring components a breeze. Just for example, I've inverted our color palette texture and these are the results: Yes, it looks weird, but notice how each component is still fully readable. Paired with our dynamic palette, color computation is now really easy and flexable.
  18. I've just finished a proof-of-concept and I'm looking for feedback. The world takes place in a terminal and the user hacks through systems for some end goal (the first scenario is to hack your way through a network and kill a drone passenger by killing the drone's autopilot). The user discovers/purchases exploits (future) which can then be used on systems to gain control over them. One of the areas I find difficult is balancing measures vs. counter-measures, though this simple prototype doesn't get there yet. Levels will be defined by networks that have collections of interconnected systems that can be hacked, allowing access to systems deeper in the network (the target). It's developed in C on Linux (using ncurses). The image shows illustrates a sample scenario for stealing bitcoin from a system. Full source is available at https://github.com/mtimjones/spectre. Thanks, Tim.
  19. Developer Dre Reid

    Should I share my ideas?

    Hello fellow game devs I am seeking some answers to a somewhat simple question. Now I always thought that when a dev was going to work on a new game to publish he/she should keep some aspects secret infill time to release then he/she can give out needed information pertaining to the game to the public as a marketing tactic. However I had a discussion with other game devs who stated that my way was somewhat not right and the only reason I had such thoughts was due to me being a smaller indie dev who was afraid of having my idea stolen. Therefore I would honestly like to know if my way was right or were the other devs correct. If I were to start working on a new game and give out information about it online via social media would I be risking my idea being stolen and it being made faster and better by another developer or team of developers. Am...Am I paranoid???
  20. Hello Everyone! I am looking for a small team to do a rendering project with me. The roles I need are: -Character Modeller -Environment Designer -Environment Modeller(Found) You can use this in your portfolio and you will be credited at the end. If you are interested, please email me at marfo343@gmail.com. Thank you!
  21. The game we're currently making is a rogue-lite. This means that we're gonna have some kind of upgrades during gameplay. We choose to take the "Binding of Isaac" way and went along with passive items. We call them "Relics". Anyway, here are some renderings:
  22. Alexandar04

    Intro

    Intro: So this thread is going to be the place where I plan out the game design and mechanics of my survival crafting game. While I'll mainly be focused on my game feel free to input your own thoughts and ideas about survival crafting genre in general. So yea I strongly believe there are two types of game developers, those who jump right in and try to figure it out as they go and those who don't start coding until they have an actual structured plan about what they want in their game. I fall into that category. So the engine that I plan on using is RPG maker MV, mainly because unity scares me and RPG maker fits the aesthetic of what I'm going for better. Core Gameplay: So the Core gameplay loop involves the players moving around the different environments and collecting resources, while avoiding enemies. The resources can then be used to upgrade their base and gear which will in turn allow them to better explore and loot areas of the map. Elements: So to make things simpler I've broken down the mechanics into groups, or key elements of gameplay. I'll go more into detail on them in different posts and maybe add more, this is just a brief summary. Base upgrade: Definitely planning on this being one of the big features of the game. Right now I'm thinking the upgrades will consist of base defensive (so like structure reinforcement, fences, maybe turrets), as well as department./room upgrades (so like upgrading your crafting bench or maybe adding a science room, or helicopter pad, a farm, water and bullet plant) Item/Weapon/Armor crafting: Pretty straight forward. Craftable items will include stuff like health, armor, and weapons and other items used to help with further exploring. Player Stats: I want to keep this part pretty simple with only a few basics stats the player has to worry about and have a direct impact on gameplay. The biggest problem that i'm going to have to worry about here is how to make the narrative work with the stats. combat: Another element that I want to keep simple, well in terms of actions the character can take anyway. X to melee something and Z or C to shoot/reload. Beginning level enemies only take one hit to die while harder enemies will take more than one hit. I want to set combat up in a Dark Souls style, where the challenge/fun factor isn't so much in the combat itself but rather the player figuring out the best/most efficient way of moving around the areas and dealing with the enemies. And that's it, like I said I might add in more elements the more I continue to design and plan out the game but for now those are the big 4. Will talk about them more in depth in the posts below.
  23. Project Redemption is an semi-fantasy RPG with a linear story and an elaborate combat system. We are building in Unity and are currently looking animators and artists. What we are looking for -Someone who is okay with split revenue/profits when finished -Collaborate with others in the team. Do you have an idea/thought on what should be included? Tell us! -Someone who wants to work with people that are passionate about this project If you are interested. Please message me and I will get back to you as soon as possible! Or add me on Discord AJ#6664
  24. The Map System I've been subconsciously dreading has finally been implemented and the rest of the menus are coming together bit-by-bit as I program all the pieces separately and connect them together (instead of cramming everything I could into one giant, unreadable script like before). The results? See the latest gamedev update to find out.
  25. We made some design concepts for trees and foods. It's pretty low poly, but that's the point! We'll plan to use foods as temporary stats boost. Some might even be in trees...
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