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Found 227 results

  1. Game School Online™ Announces Winter Enrollment Open Through December Los Angeles, CA - December 2017 Free Winter Term Enrollment! Free Winter Enrollment: Game School Online™, the first and only free online game development school of its kind, has opened enrollment for the winter term, which begins in January of 2018. GSO™ currently offers curricula in environment art and lighting for games, focusing specifically on Unreal Engine 4. GSO™ will be adding two new courses for the winter term, “Advanced Lighting Concepts with Unreal Engine 4” and “Advanced Hard Surface Modeling.” Free Workshop! December Free Workshop: In addition to winter enrollment, GSO™ will have a free online workshop, “Animating For Games and Movies”, with Veara Suon, Senior Animator at Double Negative. Veara has worked in the AAA games industry, working on franchises like Destiny and Bioshock. Veara also works in the film industry, having worked for famed studios like Weta, ILM, and Sony, contributing to films like Pacific Rim 2, Spiderman, and Avengers. In this month’s free GSO™ workshop, Veara will be discussing topics such as: Sharing techniques on how he animates for games and film Advice on how students can get a job in games or film Advice on how working professionals can switch from games to film, and vice versa Job relocation The workshop will last for an hour, with allocated time for Q & A from the audience. The workshop will take place on December 14 at 8pm PST. As usual, our monthly workshops are absolutely free and anyone is welcomed to join us. To RSVP, please visit our Facebook page here: https://www.facebook.com/events/139461393377301/?active_tab=about Scholars Available For Mentoring! Scholar Lineup: Scholars are our mentors, working industry professionals currently working on your favorite games and franchises- here to help you learn to be a professional game dev, with one on one live private sessions. Our current lineup of scholars includes: Brian Yam - Director of Visual Development @ Section Studios https://bdyammer.artstation.com/ https://www.linkedin.com/in/yambrian/ Olaf Piesche - Senior Engineer @ Epic Games https://www.linkedin.com/in/olaf-piesche-0938292/ Kevin DeBolt - World Artist @ 343 Industries http://kevindebolt.com/index.html https://www.linkedin.com/in/kevin-debolt-52058844/ Rosie Katz - Senior Game Designer @ EA, Visceral, Sledgehammer Games http://www.rosiewrede.com/index.php?nav_bar=level_design https://www.linkedin.com/in/rosiewrede/ Leo Gonzalez - Senior Artist @ Certain Affinity https://leog.artstation.com/ https://www.linkedin.com/in/leo-g/ Brandon Pham - Lead Environment Artist https://brandonpham.artstation.com/ https://www.linkedin.com/in/brandon-pham-a490497/ We believe that education should be free for everyone! Come join us at Game School Online™ and see what the future of game development education looks like today! For more information about Game School Online™, available courses, scholars, and events, please visit http://gameschoolonline.com/ Facebook: https://www.facebook.com/gameschoolonline/ Twitter: @GSOscholar Discord: https://discordapp.com/invite/BzU5Fq2 Patreon: https://www.patreon.com/gameschoolonline About Game School Online™ (GSO™) Game School Online™ is the first ever, completely free game development training program. GSO™ was founded by veteran developers working in the AAA games and entertainment industries. Featuring courses authored by working industry professionals, students are able to learn production techniques and workflows used to ship some of the biggest IPs and AAA franchises. Industry pros known as “scholars”, work with students providing private live sessions to help you become “industry” ready. All courses are available for free, no trials or demos- it’s completely free for anyone that wants to learn how to become a skilled game developer. For more information, please visit our website: http://gameschoolonline.com/ Game School Online™ and GSO™ are registered trademarks Game School Online, LLC. All other brand names, product names or trademarks belong to their respective holders. Contact Game School Online, LLC. info@gameschoolonline.com
  2. Game School Online™ Announces Winter Enrollment Open Through December Los Angeles, CA - December 2017 Free Winter Term Enrollment! Free Winter Enrollment: Game School Online™, the first and only free online game development school of its kind, has opened enrollment for the winter term, which begins in January of 2018. GSO™ currently offers curricula in environment art and lighting for games, focusing specifically on Unreal Engine 4. GSO™ will be adding two new courses for the winter term, “Advanced Lighting Concepts with Unreal Engine 4” and “Advanced Hard Surface Modeling.” Free Workshop! December Free Workshop: In addition to winter enrollment, GSO™ will have a free online workshop, “Animating For Games and Movies”, with Veara Suon, Senior Animator at Double Negative. Veara has worked in the AAA games industry, working on franchises like Destiny and Bioshock. Veara also works in the film industry, having worked for famed studios like Weta, ILM, and Sony, contributing to films like Pacific Rim 2, Spiderman, and Avengers. In this month’s free GSO™ workshop, Veara will be discussing topics such as: Sharing techniques on how he animates for games and film Advice on how students can get a job in games or film Advice on how working professionals can switch from games to film, and vice versa Job relocation The workshop will last for an hour, with allocated time for Q & A from the audience. The workshop will take place on December 14 at 8pm PST. As usual, our monthly workshops are absolutely free and anyone is welcomed to join us. To RSVP, please visit our Facebook page here: https://www.facebook.com/events/139461393377301/?active_tab=about Scholars Available For Mentoring! Scholar Lineup: Scholars are our mentors, working industry professionals currently working on your favorite games and franchises- here to help you learn to be a professional game dev, with one on one live private sessions. Our current lineup of scholars includes: Brian Yam - Director of Visual Development @ Section Studios https://bdyammer.artstation.com/ https://www.linkedin.com/in/yambrian/ Olaf Piesche - Senior Engineer @ Epic Games https://www.linkedin.com/in/olaf-piesche-0938292/ Kevin DeBolt - World Artist @ 343 Industries http://kevindebolt.com/index.html https://www.linkedin.com/in/kevin-debolt-52058844/ Rosie Katz - Senior Game Designer @ EA, Visceral, Sledgehammer Games http://www.rosiewrede.com/index.php?nav_bar=level_design https://www.linkedin.com/in/rosiewrede/ Leo Gonzalez - Senior Artist @ Certain Affinity https://leog.artstation.com/ https://www.linkedin.com/in/leo-g/ Brandon Pham - Lead Environment Artist https://brandonpham.artstation.com/ https://www.linkedin.com/in/brandon-pham-a490497/ We believe that education should be free for everyone! Come join us at Game School Online™ and see what the future of game development education looks like today! For more information about Game School Online™, available courses, scholars, and events, please visit http://gameschoolonline.com/ Facebook: https://www.facebook.com/gameschoolonline/ Twitter: @GSOscholar Discord: https://discordapp.com/invite/BzU5Fq2 Patreon: https://www.patreon.com/gameschoolonline About Game School Online™ (GSO™) Game School Online™ is the first ever, completely free game development training program. GSO™ was founded by veteran developers working in the AAA games and entertainment industries. Featuring courses authored by working industry professionals, students are able to learn production techniques and workflows used to ship some of the biggest IPs and AAA franchises. Industry pros known as “scholars”, work with students providing private live sessions to help you become “industry” ready. All courses are available for free, no trials or demos- it’s completely free for anyone that wants to learn how to become a skilled game developer. For more information, please visit our website: http://gameschoolonline.com/ Game School Online™ and GSO™ are registered trademarks Game School Online, LLC. All other brand names, product names or trademarks belong to their respective holders. Contact Game School Online, LLC. info@gameschoolonline.com View full story
  3. Low-poly ornamental shield

    My new contribution. I hope you will like it. Details here.
  4. Hey everyone, i have been learning to make games using C# and Unity for 2+ years now and recently added Unreal and C++ to the mix. I am looking for a Team to work on a small project. Mainly i am looking to better my coding so it would be nice if the team already had a programmer who could teach me some things. If you want to see some of my previous work or have any more Information feel free to contact me. Discord: Lumina | Erik#5613 Have a nice day.
  5. Player Run In depth world

    I am planning on making a freeroam 3D MMORPG where the players run the world and the main goal is survival. How in depth should the story behind the in game world be?
  6. Hey all, with the announcement of House Marque ditching their current game engine to use Unreal Engine , http://www.playstationlifestyle.net/2017/12/05/housemarques-next-game-will-use-unreal-engine-4/, I wanted to ask how everyone feels of the current state of commercial and custom game engines in the AAA and Indie Space. It seems like more and more studios are starting to switch to commercial engines, either Unity or UE4. Square Enix is creating Kingdom Hearts , Dragon Quest, and FF Remake in Unreal Engine, Rare is using UE4 for Sea of Thieves, Bend is using Unreal Engine for Days Gone, Insomniac Games used Unity for their smaller titles, and the list continues. As a graduate student that is about to graduate, I just wanted to see if the concept of fully creating a game from scratch is becoming a dying breed for engine developers, and I should focus more on creating my projects using these more popular engines, especially from a portfolio perspective. Thank you.
  7. 3D Character Creating

    Hello, everybody. While making some models for my game I' ve found a problem. I don't know how to create a base mesh for humanoids. I mean i don't need a regular male from ZBrush or whatever. My modelling skills can't help me in this situation. May be there is some sort of program which helps to create a basemesh for human?
  8. Screenshot_5

  9. [Wanted]3D Animator

    COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter TALENT NEEDED We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team in the creation and polishing of 3D animations. Your tasks will include: Create rigs to be used for animations. Skin 3D models to rigs. Refine existing 3D animations. Contribute to constructive team discussions. Attend regular team meetings. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D animation suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential: Knowledge of the Unity Engine UMA character creation system would be an advantage. REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for year 2018. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  10. Hello Gamedev.net community, I am a 3rd year Computer Games Development Student(Programmer) and I am having a problem with picking a topic for my Dissertation. I am working on an RPG in Unreal Engine 4.17 (C++), which I would like to use for my Dissertation, but nothing comes to my mind, when I try to think about the topic and look at other research in my University's Library, which includes journals and articles on the internet. The topic I initially chose, can not be used anymore, since I needed the Nintendo Switch SDK for that. Nintendo doesn't hand out the Switch SDK for academic purposes. How would I be able to come up with a topic/topics for my dissertation? I'm not asking for people to give me the topics, but ways of finding topics. Thank you very much.
  11. I am confused about difference between 7dpi and 96dpi If I use 7dpi asset in game, will it run or not
  12. Rock of Ages 2 won 'Best Gameplay' at the AzPlay 2017 yesterday. We're honored! Carlos Bordeu at the stage: Video of the awards (Rock of Ages 2 at 36:54). Carlos Bordeu's talk at AzPlay 2017 about the development of Rock of Ages 2 (in English, starts at 2:08): --- What is Rock of Ages II: Bigger & Boulder? Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game. Official website Steam store page PlayStation 4 store page Xbox One store page Trailer Follow ACE Team: Rock of Ages 2 Steam community hub ACE Team website Steam group Discord Reddit Twitter Facebook "ACE Team fans" Facebook page Youtube Twitch Player me Tumblr Instagram Minds Gab Pinterest ВКонтакте
  13. I continue to implement class controllers for the "Progect Genom" project. On the turn of the cover is a fast and maneuverable class.
  14. I have a doute with spirit resolution I making a 2d assets for my game but I want to know in which resolution that the spirit will export for hd game. Isn't I export the spirit in 720p or 480p or lower?
  15. Hey guys! I have been looking into ways that we can transfer data over from our pc game to a mobile app in a cloud-based fashion. We were planning to have users sign into our own web api through Steam on the PC game and on the Mobile game. This would allow us to store game information based on the user's steamid that can be passed between the mobile game and the pc game. What ways is this sort of cloud based implementation done? What do people usually use to accomplish something like this?
  16. I wasn't sure if I should post this here or in the art section, but in the end it seemed more of a career question. If it needs to be moved, please do that. I'm a writer first. That's what I've been doing for years (comics and screenplays) and that's the main path I want to take in the gaming industry. But I'm realistic, and I know that I'm one in millions competing for very few spots, so I want to add some more skills to make myself more appealing. I had to learn some programming for school, and I know that's not the path I want to take. It just doesn't click with me. I've been learning 3ds Max for a while, and I think I'm decent at modeling some basic stuff (non-character) but I also recognize that I have a long way to go before I'm actually good. I'm not very good with materials and textures yet, and horrible with animation, and I get a little overwhelmed looking at just how much I have left to learn if I want to do it all. I think I should focus on one area to improve for now, and eventually work on the rest. I've worked a little bit with particles in a few learning projects in Max and Unreal and really enjoyed it. So the question is, if I want to really focus on the VFX side of things, what's the best way to do it? Should I focus on doing it through one of the modeling programs like Max, Maya, or Houdini, or should I focus on the stuff built into the game engine (Unreal is what I use now because it's what we use for school, I plan to eventually get a feel for Unity and maybe Lumberyard)? Or should I focus on a 3rd party plugin like PopcornFx that can be used in multiple programs?
  17. I am trying to recreate the combat system in the game Life is Feudal but make it more complex. The fighting system works by taking in the direction of the mouse movement and if you press the left click it will swing in that direction, though stab, overhead, left (up, down, left right) and right are the only swings that you can do. If you wanted to you could also hold the swing by holding left click so you are able to swing at the perfect moment in the battle. I want to change this so add in more swing directions but I also want to code this from scratch in Unreal. Can anyone give me any pointers or maybe a few snippets of code that work in Unreal that could help me start to implement this type of system?
  18. Update 1.06 is finally out. It took a little longer than expected, but version 1.06 brings several improvements and tweaks, and most importantly it adds the new Skee-Boulder mode and War Rankings. About the two main additions: Skee-Boulder: Race head-to-head while destroying targets to earn points and be the first to reach the giant skee-ball ramp to multiply your score. Ranked War matches: War games now grant points to match winners. Players can climb the ranking ladder by defeating opponents in online games. Stronger opponents award more points. There's 5 ranks to achieve and a new Leaderboard that stores this info. Players that do not want to have their ranks displayed or compete for points can opt-out from the options menu. Other changes: There's a bunch of other improvements and stability fixes, listed here: Fixed occasional crash when winning an Obstacle Course online match. Fixed rare online crash when building units. Fixed lower half of towers and walls not having correct collision on client sometimes. Fixed high speed collisions with destructible debris throwing the boulder off course. Adjusted gamma slider range. Fixed Jack-o'- Lantern boulder explosion not affecting units. Fixed explosive boulders having a shorter build time after hitting the gate. Added an achievement for landing in the highest multiplier in the Skee-Boulder ramp. Added achievements for climbing to every War rank. Ranking information is displayed at online War matches and general interface. Hope everyone enjoys this latest awesome update! --- What is Rock of Ages II: Bigger & Boulder? Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game. Official website Steam store page PlayStation 4 store page Xbox One store page Trailer Follow ACE Team: Rock of Ages 2 Steam community hub ACE Team website Steam group Discord Reddit Twitter Facebook "ACE Team fans" Facebook page Youtube Twitch Player me Tumblr Instagram Minds Gab Pinterest ВКонтакте
  19. [Rock of Ages 2] Skee-Boulder art

  20. Hello, I am sending compressed json data from the UE4 client to a C++ server made with boost. I am using ZLib to compress and decompress all json but it doesn't work. I am now encoding it in base64 to avoid some issues but that doesn't change a thing. I currently stopped trying to send the data and I am writing it in a file from the client and trying to read the file and decompress on the server side. When the server is trying to decompress it I get an error from ZLib : zlib error: iostream error My question is the following : Did anyone manage to compress and decompress data between a UE4 client and a C++ server ? I cannot really configure anything on the server side (because boost has its ZLib compressor) and I don't know what is wrong with the decompression. Any idea ? rXp