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Found 182 results

  1. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  2. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  3. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  4. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  5. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  6. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  7. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  8. Looking for a game engine.

    First off, I have some experience in coding, and I've been told I am talented in the ways of mathematics, but I never learned an entire programming language well enough to make an actual game. But I'm not looking for a game engine where there is no coding or scripting at all, I would prefer something where you can set up the game world or levels by dragging and dropping objects in. But I could control the behavior of the objects through simple logic parameters that you set up by selecting things from lists and inputting data. One example is that if you were dropping in the area the player would walk on you could select the object that the player would walk on and from a list that would come up you would select something like "Lable" or "Property" that would bring up a text box where you could input something like "solidSurface" and then you would select the level which would bring up a list where you could select an if/then choice and you would be guided through a thing called "Object Define" where it would say, "If object has lable/property, " and you would select from a list of lables or properties you already made like the "solidSurface" thing you entered in earlier, then you would select some things from a list saying "Player" and you would select an action like "Collide" and finally you would select an action that would happen on collision like "Stop" and you would end up with a surface the player can walk on top of.Or if you were making an RPG and you wanted to define how a certain attack worked and had already set up variables for the stats of the player, enemies, and equipment you could type in some things like "preDamage = (weaponAtk x 1.25) x ((playerStrgth / 100) + 1)" and "enemyDefence = enemyArmor x ((enemyEnd / 100) + 1)" and "actualDamage = preDamage - enemyDefence" then you would select an if/then/else template saying something like "if actualDamage < 0, actualDamage = 0, else enemyHP = enemyHP - actualDamage"If you know of a game engine that is like or similar to what I'm looking for or if you need more information to know for sure, please leave a reply.
  9. Hey guys!We are two guys looking for people to join our vision of a fast paced shooter like never seen before.We already did some work, for example I developed an FPS kit we will make use of for the game.But before I go into detail, I'll let you guys know who I am.My name is Marcel and I am a 22 years old student from Germany.I've been using Unity for more than 4 years now and I think the time has come to build a great game with the knowledge I developed.The other guy I talked about is a modeler from US, he has some decent skills too and developed a lot of knowledge in the last years.While we both are pretty good at our job we miss some people to make progress at an acceptable speed.More specifically, we are searching for anything between coders and modelers.We want to get at least two more modelers and one more coder plus sound designer and animator.At best you have some interdisciplinary knowledge, tho not required.Know that you know whom you are dealing with, here it comes. The game.Set in an unknown time, this will be a modern, competitive shooter that required more than just good aim and some tactics. You will be able to literally reach any spot of the map so there is no time to rest.The concept is mostly inspired by Brink, Dirty Bomb and Call Of Duty, tho it will be unique.Our goal is to release this thing F2P once it reaches an early beta state.We are not going for pay to win concepts or anything, the only thing people will be able to buy is skins.There will be operators like in Rainbow Six Siege so that there will never be a round like one before.If you are interested to join us or want more info, just join our server on discord.https://discord.gg/JcDY85cAlso, here are snippets of the game.https://gyazo.com/c735906f975b3ba8e0c83023745f66dbhttps://gyazo.com/aac5e10442830e7c508dcb4994a02119The model is currently a placeholder downloaded from the asset store but we are working on own weapons, which is why we need more modelers, too.
  10. Game Writing test

    Hello, first time posting - and doing this at work - so do let me know if there's an introduction thread I should be posting in first. I've been asked by a studio I massively admire to submit some writing samples to them - 3 samples, 10 or fewer pages. I have a prose sample prepared, which they've expressed interest in, and the other two should ideally be game writing/'screenplay'. My question is... what kind of 'game writing' is suitable for situations like this? I have a sample I previously prepared for another writing test, primarily testing character concept ability and battle chatter.
  11. So I've been trying to develop my own little c++, 2d fighting game from scratch and I'm hung up on what exactly I'm suppose to use as 'units' for my game. Currently, as suggested here on another game dev site, my game screen is thought of as a 160x90 grid. So if my game is being run at 1080p screen resolution, that would equal exactly 12 pixels per 1 grid unit (which I call a world unit). For example, I will have code in my game where I will tell my sprite to move 10.0 units/sec in the positive x direction. This means at 1080p my sprite will move 120 pixels/sec when run (12 pixels/unit * 10 units). Recently though, I've started trying to add some collision detection to my game and I've run into a bit of an issue with when to convert my world units into pixels and getting my collisions to work properly. While I'm sure I can fix this after some time, this got me thinking what exactly are the problems with just assuming a certain screen resolution and working strictly with pixels in my game? So instead of saying 'move my sprite 10 game units/sec' just say 'move my sprite 100pixels/sec', avoiding and unit conversion techniques. Then, if I want to, I can come up with some way just to upscale to higher res images or whatever for denser screen resolutions. The reason I ask is on a lot of forums people seem to be against using pixels as units when it comes to collision and physics, even for 2d games.
  12. Game illustration and logo design

    From the album Casual vector art

    Game illustration and assets design for a mobile tower defense game. More 2d projects at: https://fgfactory.com/en/works/2d
  13. Graphics design for a game project

    From the album Casual vector art

    Graphics design and animation for a mobile game. More details about the game project at: https://fgfactory.com/en/work/mission-zoo
  14. Knight character design

    From the album Casual vector art

    Knight character 2d design for a mobile game.
  15. Illustration design for match 3 game

    From the album Casual vector art

    Illustration design for a mobile match 3 game. More details about the project at: https://fgfactory.com/en/work/magic-drops
  16. Map illustration design

    From the album Casual vector art

    Map illustration design for a mobile match 3 game. More details about the project at: https://fgfactory.com/en/work/pastry-mania-2
  17. Sweet Safari game loading illustration

    From the album Casual vector art

    Sweet Safari game loading illustration. More details about the game at: https://fgfactory.com/en/work/match-mania
  18. Effekseer Project develops "Effekseer," which is visual software for creating open source games; on November 1, I released "Effekseer 1.3," which is the latest major version release. With Effekseer, you can easily create various visual effects simply by specifying different parameters. Effekseer is a tool to create various visual effects used in games and others. You can create various visual effects such as explosion, light emission, and particles. Effekseer's effect creation tool works only on Windows. However, the created visual effects can be viewed on Mac OS X, Linux, iOS, Android, and other environments using plugins runtime / plugins such as DirectX, OpenGL, and Unity. Effekseer 1.3 is an updated version of Effekseer 1.2 released in June 2016. This update contains the following changes: -Addition of a file viewer that makes it easy to manage effect files; -Improvements in UI such as adding icons for easy understanding of editing status; -Addition of a function to read FBX as a 3D model file; -Addition of parameters for easier control of the effects. In addition to Unity, I have added plugins / libraries to UnrealEngine 4 and Cocos2d-x. This makes it possible to play effects in most major development environments.Besides that, more than 70 new sample effects have been added and many bugs have been fixed. Effekseer 1.3 is available on the project website. The license for the software is the MIT license. Effekseer http://effekseer.github.io/ Github https://github.com/effekseer/Effekseer
  19. Effekseer Project develops "Effekseer," which is visual software for creating open source games; on November 1, I released "Effekseer 1.3," which is the latest major version release. With Effekseer, you can easily create various visual effects simply by specifying different parameters. Effekseer is a tool to create various visual effects used in games and others. You can create various visual effects such as explosion, light emission, and particles. Effekseer's effect creation tool works only on Windows. However, the created visual effects can be viewed on Mac OS X, Linux, iOS, Android, and other environments using plugins runtime / plugins such as DirectX, OpenGL, and Unity. Effekseer 1.3 is an updated version of Effekseer 1.2 released in June 2016. This update contains the following changes: -Addition of a file viewer that makes it easy to manage effect files; -Improvements in UI such as adding icons for easy understanding of editing status; -Addition of a function to read FBX as a 3D model file; -Addition of parameters for easier control of the effects. In addition to Unity, I have added plugins / libraries to UnrealEngine 4 and Cocos2d-x. This makes it possible to play effects in most major development environments.Besides that, more than 70 new sample effects have been added and many bugs have been fixed. Effekseer 1.3 is available on the project website. The license for the software is the MIT license. Effekseer http://effekseer.github.io/ Github https://github.com/effekseer/Effekseer View full story
  20. Just joined and I've been reading through various RTS concepts and idea blogs and it has re-surged some old design concepts I still have written down from years ago. I love diving into the world of Game Design but to keep this topic concise I want to discuss Unique Resource Ideas and Mechanics for an RTS game. The ideas are not pertaining to a certain genre/timeline for a specific game but rather let us just explore what Resource Ideas come up. With that open genre in mind, lets see what you can add comment to below resources. I want to think of unique resources besides from the typical Gold and Wood resource. While these resource types are purely cosmetic we can then also discuss new Resource Mechanics, something different from the conventional way of harvesting resources with a worker type unit. Ok Lets start! Resource Types Ideas Energy - Energy harvested from Lightning Storms or something similar that is emitting energy > 'Unstable Energy' from the Earths core > Energy from the Earth's Electromagnetic force harvested by building types of Energy Beacons in (remote) locations *Think of the Bermuda Triangle Bio-Luminescence - Provided by certain animals/plants/creatures Crystals / Gems - Similar to that of 'Gold' resource but something a bit more diverse from a design point of view Runes Lava Souls / Bones Gas / Chemical Compound Myrrh (because Jesus) Resource Mechanic Ideas Fossil Fuel (Finite Amount) Used to build powerful units Pertaining to the Energy Resource above - Having multiple Beacons and Further apart from each other generates resource at a higher rate (Not Dissimilar from Trading Post generating more trade the further they are away from each other) Pertaining to the Energy Resource above - Energy can be harvested in various ways > eg: an 'energy geyser' which is more of a fixed location but with the added random occurrence of a Storm Cloud (randomly appears on a map for a short period) you can harvest the Energy Resource added a bonus rate. Capturing/Holding Territory Points (seen in Company of Heroes) - promotes map expansion Generating a resource type by killing enemies - the more you attack the more you generate of this resource (Lets call this "Blood Lust" to give it a name for now) Roaming Resource / Non Static - Animals and Fish roam the Lands and Oceans, never staying in one place at a time, your 'harvesting'of this food resource becomes somewhat different to harvesting a static gold mine and building a depot next to the gold mine. It can lure your workers away from where you might want them to be and adds a dynamic of having to guard your roaming workers (high risk resource) - promotes attacking parties to try cut off unguarded roaming workers Building a 'resource generating building' that generates a continuous income stream - seen in a few games already Time as a Resource - Not my idea but I read this in another article somewhere and it was a really interesting concept. Can't remember it exactly and will try find it before incorrectly quoting it. Give opinions and expand on above!
  21. Contrary to popular belief, McDonalds Corporations wasn’t founded by somebody named McDonald, rather it was founded by a guy who did not have an ‘M’ anywhere in his name. Richard and Maurice McDonald, the namesake behind McDonald’s chain of restaurants, are credited to the invention of a revolutionary kitchen management system called “speedy-service system” and creation the “Golden Arches” that still defines the brand today. However, a nice emblem and an invention, no matter how revolutionary, doesn’t make for a brand. Creating a brand requires a lot more persistence than most designers and investors can deliver. It takes the zeal and perseverance of Ray Kroc, a milkshake maker salesman, who knew what the brand is capable of the first time he encountered it. What your brand is called, matters “It feels so good to pronounce it, it must be serving the best burger in the town” is what people think whenever the name McDonald’s resounds in their head. I mean Kroc knew how McDonald’s operates, their kitchen assembly lines, their recipes, and everything in between. He could have easily imitated the model under a new brand and would be a success anyway. But he did not. He couldn’t come up with a name that sounded to him better than McDonald’s did. Kroc’s was, obviously, out of question for a restaurant. Concisely, it was the name that touched him when he first heard one of the brothers saying it. He was delivering an order of milkshake makers the brothers and immediately fell in love with the name. He left his job and stroke a deal to be their agent. The rest is history. Persistence is the key, you just can’t lose McDonald’s is not an overnight success story that many make us believe. Kroc mortgaged his home to pay the debts when every bank manager in the city refused him a loan. But that did not stop. In fact, it made him enter the business of real estate. He started a real estate company that was outside purview of his contract with the brother. Former McDonald’s CFO, Harry J. Sonneborn, is even quoted as saying, “we are not technically in the food business. We are in the real estate business. The only reason we sell fifteen-cent hamburgers is because they are the greatest producer of revenue, from which our tenants can pay us our rent.” You can’t make it alone, watch your back though When the McDonald brothers finally agreed to franchise the fast food joint, it was natural of Ray to persuade his wealthy friends to invest in. But that did not turn out quite that well. Being filthy rich, they weren’t quite interested in day-to-day management of the joint until and unless they were making money. This ignorance led many McDonald’s in a state of utter chaos. Some were even selling fried chicken, and wraps against the franchise agreement. Kroc soon realized that he need franchisees that actually need the money McDonalds is willing to make them earn. So he started giving loans to hardworking people who have a family to raise, would take franchising McDonald’s as an opportunity of a life time and would be more obliging towards the agreement terms. Quantity makes money; Quality makes brand When Kroc opened the first franchisee under McDonald’s Corporation in Illinois, he made sure the fast food delivery system isn’t hampering with the quality of food being delivered. However, he can’t be there at every store checking their quality. So, he created a cookbook that every franchisee must abide to. The cookbook included precisely, step-by-step how to prepare the servings in minimum time without deviating from its taste. He fixed the suppliers in each region so that the taste remains consistent everywhere. He made surprise visit to joints around the country and penalized whosoever was in disregard. He created the supply chain solution of the future Expansion is not a form of deviation, stick to the vision No matter where you’re, Detroit or London, Shanghai or Tokyo, McDonald’s looks the same, works the same, tastes the same and serves the same. It was Ray Kroc’s idea of brands and to this day not only McDonalds but most franchisees around stick to this model. All KFCs, Burger Kings, or Subways around the world are actually a part of a legacy created by the founder “Ray Kroc”. Had it not for him, McDonalds wouldn’t have been an international phenomenon it is today, but a group of a small-time fast food restaurants confined to a few American states. You may hate him or love him, but it is him who made McDonald’s the most sought-after burger joint in the world.
  22. Hi, I'm Lens of Truth and it's time for a Halloween special! I released a new video for my YouTube channel about game design. This one is all about Metroidvania-styled Castlevania game, which unlock bonus playable characters after you beat them. If you could check it out, that'd be awesome! I'd also love to know what you think. Here's my video, Bonus Playable Characters in Castlevania Games.
  23. So I'm working on a MMO called Spycursion that's in the kind of awkward phase where it feels like I've put a bunch of work in but there's not much to show off yet. :-) This is partially due to its architecture and that I've been focusing much more on the server side. sc_design.txt Anyway, key questions I'm trying to answer: Would you be excited about playing this game? If not, what would have to change to make you excited? What aspects are most exciting to you? If it helps, I'm also attaching some character concept art. It's all I have right now; more art is in progress. Thanks so much!
  24. I need some help and I have many questions. I want to work with interior and exterior (in other words architecture) designs in Unreal Engine. I currently do my architecture projects in Archicad (You can check it out if you want to). However I want to reach a higher level in presenting my projects (take for exmaple this). So I need te learn Unreal Engine to make intereactive presentation. Now to reach that quality, I also have to learn Blender to create 3D Models for my presentation. Or should I learn 3DSMax? I prefer to learn new things by reading a book, which has practice exercises (or just exercises). I can't learn with YouTube Videos. I have tried, but It didn't work for me (I used the UE4 Tutorial playlist by Unreal Engine in YT). Right now i have two books: Justin Plowman - 3D Game Design with Unreal Engine 4 and Blender Gordon Fisher - Blender 3D Basics: Second Edition 2nd Revised ed. Edition Are this books OK to learn the basics? (I noticed that they also have some exercises) Do you think you know a better book to learn Blender and Unreal Engine? (Also I don't want to learn C++ progamming. I want to focus in Blueprint programming. It's more fun and easy to learn and undersrand(in my opinion)) Which should i learn first: Blender or UE4? I would be really greatful if you would help me guys :)) and i am sorry if my English is garbage. Really thank you
  25. Hi, I'm Lens of Truth and I released a second video for my YouTube channel about game design. This is the first in a series all about ideas for making a great Power Rangers game. If you could check it out, that'd be awesome! I'd also love to know what you think. Here's my video, When to Morph.