Search the Community

Showing results for tags 'Concept'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • News

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • Audio Jobs
  • Business Jobs
  • Game Design Jobs
  • Programming Jobs
  • Visual Arts Jobs

Categories

  • GameDev Unboxed

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Topical
    • Virtual and Augmented Reality
    • News
  • Community
    • GameDev Challenges
    • For Beginners
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams

Blogs

There are no results to display.

There are no results to display.

Marker Groups

  • Members

Developers


Group


About Me


Website


Industry Role


Twitter


Github


Twitch


Steam

Found 80 results

  1. Light vs Dark-Header.png

    From the album Light vs Dark

    © ZiZuLot

  2. Concept Art of Terrator jumping out of the ocean

    From the album ScreenShotSaturday

    We did the 7 day BW challenge for our game on FB, so thought we would show of our best one here...
  3. slogy logotr.png

    From the album Slogy

    first and only logo , for now

    © ZiZuLot

  4. LF> Contributions

    Hello, I'm Lollipop. I have hobby project it is in very beginning phases. I'm looking for people to come in see my ideas and add input, nicely and respectfully poke holes in everything and even contribute if they desire. It's all concept, ideas, some story line, concept features, some characters. It is original creative fantasy with hopes of being open world, mmo-rpg. Thank you and be kind
  5. Project Valiant

    Project Valiant About the Game: Project Valiant (Name not final) would be a semi open world rpg in a fantasy/steampunk setting. It would be mostly story driven, but with action elements. The dev team would be very open for input, and people would be able to suggest things they’d like to see in the game. The game would be built in Unreal Engine 4, but would have a nice anime-like art style instead of focusing on ultra realistic graphics. I want this to be a community based project, meaning that I want people’s input on what they think should be added. A Bit About Me and Other Important Stuff: I am a 17 year old modeler and developer from California. I’ve picked up many talents, but I am best at environment and object modeling. I’ve always wanted to make my own game, but never really had the means to do so. This project would be mostly a casual one, but if enough people support it and everything goes well, we will probably become an official project. All game assets and such will be made by the dev team (no buying pre made stuff), and we would give frequent updates on the game’s progress. Instead of branching out and trying to do everything at once, we would focus on specific areas of the game one at a time, give people an update, and see what they think of it before moving on. If enough people support this and help flesh it out, I will make a kickstarter page so we can pay developers. We would need environment and object modelers (other than me), character designers, artists, animators, coders, sound designers, and voice actors for a proper team. Q & A: How can I help right now? Suggest some ideas in the discord, and help flesh out the concept. If you have any of the skills mentioned before, and want to help, join our discord (Our Discord) or email me (garret2kool@gmail.com). Pay? In case you missed the part about this, I’ll say it again: This is a more casual project, rather than a professional game right now. If this goes well, I will make an official thread in the proper forum, but consider it a hobby project for now. I do however plan on eventually making it an actual project with paid devs. If enough people support this and we have devs saying that they want to work on it, I will put up a kickstarter page to fund its development. Why is it called Project Valiant? It was the best name I could think of at the time, it’s not final If you want to suggest something, please do so in the discord channel. I highly encourage your input, as I want to know what mechanics people would want in a game like this.
  6. Hi Everyone, Here is the first gif of a arena shmup I'm working on. The basic idea is to have increasing waves of enemies and to take orbs to get new weapons to increase the score multiplier. There are still many things to do: more enemy types, more weapons and more juice.
  7. UI Fossil Concept Art for SAMA

    From the album SAMA

    Working hard on the UI at the moment, here is some more concept art the fossils you can find! #gamedev #indiedev #conceptart #sama
  8. A protocol for memory management

    - memory hierarchy : memory > area > ( ordered/unordered block ) - root object : @ initialize : setting values in an existed area @ create : allocating any new area @ delete : freeing above an area - sub object : @ allocate : allocating any new unorderd block in an existed area @ deallocate : freeing any new unorderd block in an existed area @ push : allocating any new ordered block in an existed area @ pop : freeing any new ordered block in an existed area @ point : accessing a specific block and getting address - common : @ set : editing values in a specific memory @ get : bringing values from a specific memory
  9. Good Afternoon all, I am looking for 2 unity programmers, 3d artist/ animator, and 2d artist for a game Idea I have. I would prefer to have people who are novice's because I will be contributing to this as well as a novice 3d artist. This is a NONPAID Gig. Payment will come from royalties obtained from the game purchase or micro transactions. So please, if you are looking for immediate paid work, this might not be for you. For those of you still here, Im going to present a broad version of my concept. If you have ever played games like Diner Dash, my concept is very similar. Ultimately, there will be a customer who enters, they will request a certain item, and than the player must do steps to make the item. I want the graphics to look similar to Albion online & stonehearth (see pics of the games' styles below. I do not own these pictures). I have a timeline for this game to be completed in about a year. Eventually, once I get assistance developing game assets I plan to make a gofundme page for it. Some of the basic gameplay mechanics are below: Player customization Custom buildings for players Large crafting library- Rarity included Restocking game play assets Diner Dash style gameplay World map options Online multiplayer- Similar to many mobile games Essential item rarity- Common, uncommon, rare, legendary Collection gameplay concepts A little background on me, I am living in hawaii, so my time zone is 5-6 hours behind eastern time. I am in the military, so I have quite a busy schedule Mon-Fri but I intend to put all of my free time into this project. However, I do not have much art or concepts because I am trying to sharpen my modelling, texturing and animation skills, while also trying to learn unity programming all at once. Which is why I am taking this to forums to find partners to bring this idea to life. I know this is very broad, but I am just protecting my idea on a public forum. If this seems like something youd be interested in teaming up on. Please send me a message to ayedsaif@outlook.com or message me on here. I appreciate your time in reading. Hope to meet a few of you soon! V/R Saif
  10. Hello everyone, this is my first post here. My name is Dave, age 34, currently living in Spain. I am not a game developer or programmer, but I do run a Minecraft community and server, and a big part of that is playing around with code, thinking up quests, and things that are quite similar to what real game developers do. (I assume) The reason I am here, is because I have been toying with an idea lately, and I'd like to know what you all think. On my Minecraft server it was just me to start out with. Then for a long time it was just a few people, and now we are close to having 200 people in the community. I have seen all kinds of crazy things, 11 year old kids coding their own plugins, total amateurs designing pixel textures, people coming up with inventive logic solutions for creating insane contraptions, and much more. It all gets me thinking. Do you think 250.000 total amateurs, could put togeter a game as good as or better than a game made by 250 professionals? In other words, do you think it would be possible to make a kind of open source game, that was "made by the internet" so to speak. Where anyone who wants to contribute to its creation can. Or would something prevent that? Thanks.
  11. I am in my 3rd year of Game Art Design at NUA(norwich) and have become very interested in mechanics design, e.g. how to moderate game flow, gameplay loops and how individual mechanics work in tandem with each other. However I feel like this a very niche job and I was wondering what would be the best way of breaking into the industry with this kind of work in mind.
  12. Hi everyone! I hope you're all doing well. We don't have much to say this week, since we're preparing for WebSummit next week! Oh, how time flew! Ahah But we decided to start working on the looks of the game. So we started discussing one of the things you will see the most: the floor texture! So here is some of the texture ideas our artist came up with. I hope you like them as much as I do. (smiles) Share your thoughts with us! Don't forget to share your support and motivate us on Thunderclap! See you soon, The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames SoundCloud: https://soundcloud.com/faximegames Thunderclap: https://www.thunderclap.it/projects/63892-support-project-spaceville
  13. Hello everyone, I am a new member on this forum and wanted to upload my first model in Maya 2018 and get some feedback. I did about 5 months in Fullsail University for game art a couple of years ago until it got to expensive for me. I took what I learned back then, along with tutorials on you tube to make what you see here. I'd appreciate some feedback and I plan on posting alot more of my work here as well. Eventually, I'd like to be apart of a team to make a game. but that's still a ways off yet. Anyway, Attached is a picture of an Anvil I made from scratch. Rendered with the Arnold render. Let me know what you think. Below is the wire frame, smooth shade and materials shading. Thanks!
  14. The first game I ever played on a computer was Lego Racers(tm) , where, for me, the best part was getting to build your own car. A great and fun experience. I was thinking of making a Space Adventure, where one of the main parts of the game consisted of actually putting your own spaceship together. A mix of the Need For Speed games, where your could tweak all the insides of the engine and other locomotion affects, and a space adventure. So obviously I started building. I coded and modeled and animated. You can see some videos of what I have so far (not a lot) at the bottom of this post. I can build everything myself, but I don't really want to do that. Everything you see I built from scratch (models, effects, and code). Note that I don't claim to be an artist, but I like my animations to be believable. I am looking for people who want to build a fun space adventure with weird creatures, puns and jokes everywhere, and who wants part ownership of the project. You will influence the direction, be administrative with the resources at hand, and have some(hopefully more people than just 1) inspiring heads to spar with. It doesn't matter if you're a programmer or artist(3D modelling and animation) or maybe want to learn and have a lot of time - because whatever YOU want to do, I'll fill opposite roles so we can cover more ground and create stuff faster! If you have no experience with Unity3D, but is a programmer or an artist, and want to put some time in, I will train you to interface with software or work with 3D geometry. Nothing I have made so far (almost nothing at all) is carved in stone. The software and AI I wrote is flexible and can be cut out or changed quickly. So - If you want in and have a brain that unfolds by itself, please write, mail or call me and we'll talk stuff over. If we feel like we're in the same book, we'll make wonders happen. If not, we've at least made an acquaintance. I live in Denmark, so my Timezone is UTC +01 (Central European Time Zone +1) You can write me at: steffen.bech.balle@gmail.com or phone me at: 0045 20 77 65 95 You can also send me bottles, but I might be slow to respond Write or call for any reason at all - even if it's just to know more or have a friendly chat. Some demos for your illumination: Here's a demo of how assembling the spaceship could work (this is meant to be a scrapyard where some simple but working parts could be assembled to make a spaceship fly https://drive.google.com/open?id=0BxnLa_qsqQBoTkxsanFfRlg3cWc Here's a demo of what I can do with characters and gory effects. The armor peels off the Pig-men, when you hit it enough. The limbs and the top of the head can be shot off. Maybe a bit much - but it was fun to make! https://drive.google.com/open?id=0BxnLa_qsqQBoWDBqMjhNYkpmR0E - Maybe I should tell more about my skills: I'm an expert in using C++, and I have programmed in over 20 languages, including embedded. Java and C# are like programming with my eyes closed compared to what I am used to. I've built real-time engines including physics engines from the bottom, so using Unity or Unreal is like second nature to me. I have a talent for animation and modelling, it comes to me naturally - I draw all the time. I know nothing about sound effects, but I usually have a clear idea of how I want things to sound and look. I am very easy to move if YOU are enthusiastic or excited about an idea.
  15. That's anything from game mechanics, to art, to storyline, to platforms, to anything. Just wanted to hear people's thoughts, and hi
  16. Hiya! I had a post earlier in the week to form a team and it's mostly good to go, we've even got a couple of projects planned. However we still need a Concept artist and a 2D animator, I'd like another programmer and a 3D animator who can Rig/Texture as well, but right seeing as our first project is 2D we definitely need an artist and an animator for those right now. As soon as we have those positions filled on the team we can get started on our first project, so please don't hesitate to send me a message and let me know if you're interested! If you need any additional details, have any questions, or need clarification on anything please send me a message for those things too!
  17. Game Concept Critique

    I aspire to develop games one day, and often write down ideas for game concepts I have. These aren't full design documents, and I'm not even sure they're full concept documents, if that's even a thing, but they've gotten more detailed overtime. This is the most recent one I wrote. I want critique on the document and the concept itself. I'm honestly not sure what the document should look like. For the game, I basically want to know if it sounds interesting/fun. Thanks. https://docs.google.com/document/d/1Ifjy7B1ylUPljtYrjwnLRWg9JaLrlBDHVC9H74fIFTc/edit?usp=sharing
  18. General Hello My Name Is

    I've been teaching myself music for 9 years now, and it all started when I became obsessed with Donkey Kong Country. The variety of sounds used stimulated my imagination and I've never grown bored with music ever since. I've studied all manner of styles from classical to modern EDM, and want to eventually master them all, but for now I'm sticking to film and game scores. I'm not very good at networking and I don't have a strong enough portfolio to strut around asking for jobs so here I am introducing my loser self. I've been working on a few tunes trying to develop my style: https://soundcloud.com/blue_tronic/abandoned-lab https://soundcloud.com/blue_tronic/prehistory https://soundcloud.com/blue_tronic/9-29-17a I've also grown an interest in design and developed a few really nice concepts for goofy and quirky 2D games that satisfy your inner need for death and destruction with none of the guilt or depression. I mean to get a kickstarter going for them and look for a programmer and graphic designer to pay with funds from said kickstarter. Here's a few excerpts from demos of them created in LittleBigPlanet:
  19. Looking to design a learning game that teaches formal, critical thinking. The demographic would be those who have never taken a critical thinking course or a logic course. But I just don't know what to use to create it. I'm a novice in programming but have the motivation to put in the time to learn. Starting the user out slow, focusing on argument form and the nature of arguments, how to identify the issue being discussed, identifying and evaluating value and descriptive assumptions, moving on to fallacies, types of evidence and their relative strengths/weaknesses, etc. Maybe adding sections on types of logic (syllogistic, propositional, predicate, modal. More of a focus on text-based learning and interaction, but with images, animations, maybe video (I don't know). Think of it as a modern and more interactive version of Logicola (it's ok if you don't know what that is). So it isn't graphics heavy, definitely not 3D or even 2D platform sort of game. Maybe something similar to the JackBox games on Steam, but not entirely sure at this point. Thoughts? What are some good possibilities to use for such a project? I'd like to be able to market it, perhaps on Steam, maybe even to education institutions.
  20. Meet The Aliens

    Some concept art of our UI for "Something Ate My Alien". This is what the aliens look like under their suits.... See more over here: http://www.somethingatemyalien.com/
  21. PC Kpoo - Rhythm FPS

    Hello! This isn't an ad. I'm looking for help. (I guess it's an ad for help) This game is being developed by my wife @BreViolets and I @Yotingo. We want to make something unique but don't have a lot of resources. It takes a lot of time to test things that have never been done. Please help us with testing and suggestions so we can create something exciting together! Facts: - Glen is the only living thing on the mountain but he's not alone. - Glen's dead wife is still with him. - The spirits are angry. Reflexes, wit, and a tempo of terror will be required to survive. Can Glen be back in time for dinner? A delicious blend of zesty action and hearty tactics. Lightly sprinkled with morbid comedy and a hint of rhythm. Pairs beautifully with a bottle of dry masochism. It's All About Perspective... You can switch perspective at anytime* with the press of a button. *Okay, almost anytime. In First Person you see the world as Glen does. Things aren't quite so scary, the world is beautiful, and his wife is alive. He's a slick dude who can fight back and kick butt! In Third Person you see what's really happening. Unglued Glen only has an imaginary finger pistol, his wife is very dead, and the angry spirits are all around him. The good news is that you can mark specific enemies for Glen to shoot in his mind (First-Person) What About Rhythm? Each enemy shot will sound a beat in response to your action. Some enemies are a kick, others might be a snare, or hi-hat. Shooting before you hear the beat will result in a reload. Let's Multiply! Every successful hit will increase the size of your cross-hair and damage everything hit within. Once Upon a Time... A traumatic event claimed the lives of Glen's family. Unfortunately he isn't prepared to let them go, literally. In Glen's mind, everyone is alive and well so he treats them as such. As you can imagine, this can get awkward at times. Did we mention this is a dark-comedy? Get Started! Here's the download key: https://yotingo.itch.io/kpoo/download/G7Fp1gGlqVJ7wG23bVKrev0XWTJFKRcqSx54umJI System Requirements: This is something we would like to learn from testing actually. Windows only for now. Feedback Requested: We are looking for any and all feedback. If you have a thought, we'd like to know about it. Specifically, anything related to combat mechanics would be most helpful! We need you internet, you're our only hope.
  22. I am learning to develop a game (engine) for a 3d top down rpg game. Right now I am at the stage of planning things. One thing I can't seem to figure out is: how to let systems communicate with each other. what I mean by system is : rendering, input handling, audio playing, physics and all the others. Can you please explain to me, what do I need to learn or research in order to have an efficient way of telling my rendering system to render the geometry with given position, mesh, animation, texture and other details, from a main function (I guess, or must be somewhere else) ? I have written a triangle renderer without any textures and details in rust. I want to move forward but have no clue.
  23. One of most important thing I'v learned along the years im an artist and game designer is to iterate/evolve my designs a lot. During developemnt of Bouncy Bob we used iterative approach constantly. There was about 10 iterations of diferent contol mechanics, about 5 initial variants of game art and so on. Almost every final element of this project is a result of evolution and strive for best outcome. I'v decided that maybe the best example of this effective design philosophy will be development of our company logo. All Those Moments - our name is of course borowed from 1982 "Blade Runner" and 3 words are from Roy Battys final monologue. I think it is perfect not only in context of the movie but as well can express perfectly our love for playing and creating games. Here are 8 iterations of logo (there was even more of variants/sketches), and all design process for this took many hours during more than month of time: So do you like it ? My favorite is first one and of course final one, but as you can see there was a long design road that we had to take to get there ;], (first one was ok, but not verry oryginal and polished, and my friend even said that it is more like for some photo company that is making albums, of framed pics of couples). He was right, but I guess in the end we have created something quite oryginal and "strong" visually. Thanks for your time ! Please share your opinions on this design or just say hello This post is bit off topic, if you are interested in Bouncy Bob - game that we are developing please read more of our posts or visit steam page: http://store.steampowered.com/app/680620/Bouncy_Bob/
  24. Hi everyone, I'm new to learning AI pathfinding, although R&D for 3 month... so here is the problem that I had, hope there are someone can give me some advice. I was trying to develop my Flight Agent in 3D space. and store all the obstacles reference into octree. so I got the space & obstacle distribution represent in octree already, however I wanted to implement 1) Navigation network graph region (to define the space in region) 2) HPA* , to implement the high level path finding based on simplify network graph the major issue : I know how to collect all remain space from octree node, but I didn't know how to segment the space, and build up a network graph based on it.
  25. Building Block Heroes - Oceantide Channel After the bright neon lights of the Mechafolk Capital City, the Building Block Heroes find themselves forced to cross the Oceantide Channel in order to reach the Top Secret....er, nothing. Crossing the Channel requires going under the sea, through a twisting maze of colourful coral. The Oceantide Channel marks the return of environmental obstacles. In this area of the game, every level will contain a giant stalk of seaweed slowly waving back and forth in the background. After a while, the seaweed will speed up, which serves as a warning that a powerful ocean current is on its way. Once the current arrives, the Building Block Heroes will be swept to the left of the screen, unable to resist the onrush. Hopefully, they'll have something to brace themselves against until the current passes through! The enemies in this area act similarly to their counterparts in the city, except that they move in a random pattern rather than moving consistently. The boss of the Oceantide Channel holds the distinction of being the only one in the game that isn't attacked directly. After all, the Building Block Heroes are simply trying to get into the Top Secret...nothing. Fighting the boss directly would be a distraction! As the heroes make their way to the door, the boss swims back and forth dropping breakers. This can make the boss very easy or very difficult depending on how you build your way to the door's weak point. Design The Oceantide Channel was a fun area to design, because coral doesn't necessarily follow any kind of patterns or rules with regard to shape or colour. This meant I could draw random shapes with different colours and still use them as part of the environment art. The seaweed was kind of tough to design. I had to make a decision as to whether or not it would appear on top of or below the blocks. In the end, I chose to have it appear underneath the blocks. Although this can affect the player's ability to tell when the wave is coming through, having the seaweed on top of the blocks prevents the user from seeing what he or she is building underneath, which in turn interferes with the core gameplay of the game itself. I compensated by making the seaweed quite large, to lower the chances of covering it up entirely. This boss, like the one before it, required me to animate a turn. However, because his turn is faster, I didn't need to draw as many frames. His relatively simple shape also made it quite easy to animate the turn. Turn animation notwithstanding, this boss was a cinch to draw, because neither the boss itself nor the door required any real animation. I originally envisioned an area that would take place above the water, on a sailboat. The ocean currents would instead have been wind currents, indicated by the movement of sails in the background. This was going to require a pirate-shanty style background theme. However, the appeal of drawing coral was too strong, and I redesigned the area to take place underwater. This necessitated a shift away from a pirate theme to a more mellow and mysterious sounding theme. I started off with a slow violin intro punctuated by piano hooks, to capture the feel of descending into the deep. I then added flutes because, to me, they sound melancholy. The trick was deciding the pace of the flute melody. Originally, the track remained quite slow, but I found that it began to sound tedious about halfway through. For this reason I added a soft percussion track and sped up the melody once it kicks in. This, in turn, helped me come up with the final brass flourish at the end of the track. Let me know what you think! Feel free to check out the store page and wishlist if you're interested! Steam Page