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Found 68 results

  1. About me: Hi, my name is Christian and I am an enthusiast for games and simulations in the field of artificial life. I am an applied mathematician and have worked in my past for several years as a researcher on mathematical problems for damage mechanics. Currently I am employed as a software engineer. Physics engine: What I want to announce here is a 2D physics engine for damageable and glueable rigid bodys. Temperature effects such as radiation and heat conduction are also simulated via certain particles and internal energy distributions. The building blocks (nodes) of the bodys can be programmed by a simple assembler-like language enriched with physical actions, communication, sensoring and procreation functions. Portions of code is stored in each node as machine code and also potentially subject to changes. The code is processed by tokens moving/forking on a directed graph which constitutes the body. To get an impression of how the engine looks like in practice I attach some screencasts showing different examples. The engine performs multithreaded computations and is encapsulated in a C++-framework. I think it could be used to create realistic effects for space games. I am very interested in your ideas, opinions and constructive criticism. https://www.youtube.com/watch?v=DG61uprKzWg https://www.youtube.com/watch?v=2L3Cr2WwHDc Performance: With the current implementation one could simulate rougly 50k - 100k building blocks with 30 fps using 8 CPU threads (measured on Core i7-6700). There is still no finished GPU implementation but after experimenting with CUDA I would estimate that 300k can be simulated on my GPU (GeForce 960 GTX). To get an idea of of the computational effort please think that every building block in the scene (size of a pixel in the video) can be glued or detached to/from a body and performs calculations or other physical actions. The high degree of dynamics in simulation (damage and coalescence, function of nodes can change) was one the biggest challenge in the development. For broader applications it would be quite nice to port this engine to Unity. But I fear that the performance would then decrease substantially. Editor: In order to demostrate the engine I had developed an editor/simulator named alien. It allows to create and modify simulations filled with bodys. alien provides a pixel view as well as a graph and code editor for designing and visualizing every detail in a scene. As an demonstrating example I have designed a replicating machines that consumes nearby materials (see video below). More complex machines with sensoring, communication and attacking skills are also conceivable. Thus the material in the simulated world could be equipped with life-like or even intelligent behavior. https://www.youtube.com/watch?v=Slba3g7-LK4 More information and download: alien-project.org (it's opensource)
  2. PROJECT OVERVIEW: Beyond The Frontier is a open galaxy RPG set in an galaxy far far away. its a game i have envisioned for years!, The Game will be developed in Unreal Engine 4. in the game you will be able to be who YOU want to be, Fly Epic And Fast Ships, But Most Importantly, Go On Epic Quests! Become A Pirate, Kill The Pirates, Join Factions And Go On Epic Adventures Through The Galaxy! im currently in the middle of designing the game however i need concept artists for the gdd, then we will go from there eventually getting 3D Artists And Unreal Engine Programmers. Recruitment Details: - Concept Artists: responsibilities include creation and design of environments, Weapon Concepts And Ship Concepts. DEVELOPMENT PLAN: PHASE 1: Concept Art Planning Future Development + Brainstorming Game Design Document Completion PHASE 2: 3D Character Modelling +Environment And Prop Modelling And Texturing Basic First Person Set Up With All Player Character Features And Inventory And Quest Log. Early Marketing (For Kickstarter Or To Grow A Community) We Will Be Adding Phase 3 And 4 which Will Include Much More Questing Stuff. APPLY: email me at rioishere14@gmail.com
  3. Hi, I am developing my own 3D engine in C++ using Vulkan, called Fusion3D - See my post elsewhere on this forum - and to help test it and develop new features, I wish to design and develop a 3D game inspired by the Deus ex and Cyberpunk 2077 games - It will be a mission based(small singular stories) tech demo, that may become a commercial game at some point, or at the very least, a free tech demo to promote the engine. So we need the following. 1- Artists to create maps/environments, with textures. 2 - Artists to create animated characters, both player and npc. 3- 2D artists to create GUI/UI elements, logos and menus. If you can do more than one of the above, that is fine too. Pls reply here or via email: antonyrwells@outlook.com I am happy to offer royalties(We can discuss how much later) if either the engine or game makes money. fair and equal.
  4. leduardocarvalho

    Showing you a game I made

    I recently made a game in a 48h Game Jam. It would be awesome if you could go there and play it and please leave a rating for us to see if your're enjoying! Thanks a lot!! https://itch.io/jam/game-jam-plus-/rate/285252
  5. Hello All! We Are HeavyLight Entertainment, A small startup studio. we are currently making our first game together and are looking for members! Now, you are probably wondering... Whats Your Role?: im the game designer/quest writer and project lead (For now I’m the project manager aswell) im currently working hard on the gdd and the story for the game. What We Are Looking For: - 3D Artists(Animators, Character Modellers, Riggers, Environment Artists Etc Etc) - Unity Programmers (Must Have Knowledge Of The Coding Language Unity 5 Uses) 2D/UI Artists (Must Be Able To Make UI Or Concept Art) And That’s all for what we are looking for, now, for the game info. The Game: You are a nobody, you wake up in a dungeon underneath the city of walak, a very poor city filled with thieves and thugs. when in the mine a ghostly figure appears in front of you telling the player that the world of Opinius (WIP NAME) is in eternal danger as the god of death, Karn has escaped the box of anakera., a realm between realms. And now he is killing everything in his path. now, you must stop him. ————————————————————————— as I said before all the names are a WIP but yeah that’s a snippet of the main backstory. If Intrested Contact Me At rioishere14@gmail.com
  6. I'm looking for someone i can collaborate with in Unity or UE4, honestly any game engine is fine. My style of art is low to mid poly range, 3rd or 3rd person top down. Dungeon / Wolrd of Warcraft-esk style. Let me know if anyone is looking for group project practice. Lets make a small, simple game to start.Follow up for contact info.Here's a few examples.
  7. INTwindwolf

    [Rev-share]3D Modeler

    THE PROJECT 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 3D MODELER We are looking for a 3D Modeller to create and polish 3D models for the game. You will be collaborating with the team in creating 3D models that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D models conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modelling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. REVENUE-SHARE This is the perfect opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. 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. Currently the crowd-funding campaign is scheduled for mid 2018. 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! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  8. Kingsware Games

    Looking for aPixel artist

    Hi we are KingswareGames well we are 3 friends making games we are coders and we are looking for someone to join our team and to help us out with the art (spritesheets backgrounds and more) we have started the project its call: No More Milk its a 2D side scroller space shooter theme:babies vs aliens; we are getting them back! you can check the project in our gamedev page so hope you like the project us much as we do and let's work together see ya and thanks also give us a like and keep in touch https://www.facebook.com/pg/KingsWareGames contact us here or via email at: kingswaregames@gmail.com
  9. GOVERNOR is a modernized version of the highly popular series of “Caesar” games. Our small team has already developed maps, written specifications, acquired music and performed the historical research needed to create a good base for the programming part of the project. Our ultimate goal is to create a world class multi-level strategic city building game, but to start with we would like to create some of the simpler modules to demonstrate proof of concept and graphical elegance. We would like programmers and graphical artists to come onboard to (initially) create: A module where Province wide infrastructure can be built on an interactive 3D map of one of the ancient Roman Provinces. A module where city infrastructure can be built on a real 3D interactive landscape. For both parts, geographically and historically accurate base maps will be prepared by our team cartographer. Graphics development will be using Blender. The game engine will be Unity. More information, and examples of the work carried out so far can be found at http://playgovernor.com/ (most of the interesting content is under the Encyclopedia tab). This project represents a good opportunity for upcoming programmers and 3D modeling artists to develop something for their portfolios in a relatively short time span, working closely with one of Canada’s leading cartographers. There is also the possibility of being involved in this project to the point of a finished game and commercial success! Above all, this is a fun project to work on. Best regards, Steve Chapman (Canadian Map Makers)
  10. Louis Brady

    Week Four: Level Design

    Happy Sunday! This week I did not have much time to work on m game. My schedule right now is terrible for an indie game developer. I just started a new full time position. I am also staying at a friends house until I get my own apartment, which won't be until the end of the summer.... For me, I would like to be able to dedicate 2-4 hours a night for my game, but in my current position, I'm working on my game maybe 3-5 hours a week. So the amount I accomplished this week was minimal. I didn't even finish the level I was working on. I am a little upset about my progress, but I have my priorities in line and I know that this game is not on the top. In this post, I am going to show you how I develop a level. First I make a map. The map is a long image with colored squares that represent different items and enemies in the game. After I create the map, I add the background layers to the map which become the hills and houses in for the in-game background. I then import the images into Game Maker. First I assign the map as the background and match the items and enemies. Then, I'll switch out the background with the actual background. From this point on, if I created any new enemies in the map phase, or a new item, this is the point where I will make the new enemy or item. This is where I am at right now, actually. I created some new features for this level, and I am still working on them. If you have any questions on my process, I'd be glad to explain. That's it for this week. Thanks for reading.
  11. 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.
  12. Hello All, I had done a lot of work on the randomization engine. I had the game running and working exactly like Binding of Issac where every room was completely different with different paths to take until it hit the max amount of rooms and displayed the boss room. This took me several days to code and in the end I scrapped the whole system and started over. I did not like the complete randomization it took. I felt like I had less creative control over the rooms and there was so much more I wanted to do that would have required so much more coding and dev work than was really necessary. So I designed an entirely new plan and code. Now the world will have a structured layout. There will be 3 paths that can be taken. There will be a hard path, medium path, and an easy path. Now on each of these paths there will be a combination of random room generation and static rooms (that do not change). However this will work much differently than originally designed. I will have a pool of 25 rooms (to start more will be created) and each room will pull it's design from the pool of 25 rooms. So you do not know what room you will get ahead of time and each play through will always be different. This method is perfect because I get to creatively hand craft each room in the pool so I do not loose any creative control and it's actually extremely easy to code this randomization. The code is done, now it's just creating the rooms which will be my focus for the next couple weeks. All details laid out in my plan below: Please let me know what you think. Also here is a video of the new screenshake effect when the firecrackers explode: Also we have started a GoFundMe. Please read about that below. I understand if you are not in a situation where you can donate but please share it on your facebook, twitter, or with friends. It will be greatly appreciated. It's not only to help the development of the game but to help my wife and family. https://www.gofundme.com/help-family-with-cancer?utm_source=internal&utm_medium=email&utm_content=campaign_link_t&utm_campaign=welcome
  13. INTwindwolf

    [Rev-share]3D Modeller

    THE PROJECT 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 3D MODELER We are looking for a 3D Modeller to create and polish 3D models for the game. You will be collaborating with the team in creating 3D models that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D models conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modelling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. REVENUE-SHARE This is the perfect opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. 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. Currently the crowd-funding campaign is scheduled for mid 2018. 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! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  14. Check out my new Youtube Video to find out how to get 75 (or 380 MB) high quality Sound Effects and Atmospheres !
  15. PLAYNE

    DevLog #9 - Campfire functionality

    The fire grows as you spend time in the game As the fire grows the story progresses. When the fire goes out, the story stops. You keep the fire alive by maintaining a streak
  16. Hi, I'm creating 3D environment for our side-scroller platformer game Warriorb. I use Blender for creating props and UE4 as game engine. My aim is to create different looking and feeling area types while keeping the same art style. I go for something between stylized and realistic. I don't use much detail because I don't have much time for each area. I've attached some examples. If you have any tip on how to improve my scenes I would be glad to hear it!
  17. Paszq

    Arpago - Panorama of Southern Woods

    From the album: Arpago

    An overview of an area south of the city. You can see a graveyard in the back, surrounded by mountains.
  18. Penkovskiy

    3 Game Design Mindsets

    (you can find the original article here along with future 2D monogame tutorials) It was a late Saturday afternoon as I began the walk across the crooked streets of the inner city. With a small tip-off from one of my trusted friends, I decided to go looking for this suspicious and mysterious looking man who usually hangs out behind Yarn’s cafe on cold nights like these. It was out of sheer desperation and utter determination that pushed me to get my hands on a rare type of night vision goggle that was off the market. As I located the shadowy figure behind the cafe, his face slowly illuminated as he moved into the light. It was easy to see from his worn and anxious face that it was urgent business that had brought him. Tracking this guy down was hard. After many wrong turns, a lot of false information, and a risky run-in with authority, I had finally located the dealer. But I noticed something strange. My friend from earlier had bought these goggles at a quarter of the price this guy was selling them for – I couldn’t believe it! His prices had actually raised significantly for night vision goggles… and only within a few hours… 3 mindsets you can use to design practically any system in a game – and KNOW it works When designing the nitty gritty numbers for your game, the process can be fun. It can also simultaneously feel like you would rather poke small, long needles into your eyeballs. How much damage does this flaming sword of skulls and bones deal? 5,000 hit points YEAH !!! It’s extremely easy to get carried away or end up with an unbalanced mess that ends up breaking your game at spots where you least expect it. There’s a specific reason I decided to fluctuate the price of popular items in my game’s black market, however, as you’ll learn below, the reasoning why is anything BUT random. I love balancing my games. Not just because I’m a complete nerd, but I also use a very refined and methodical system. I’ve always envied games that have a fairly large-ish (consistent) player base, mostly because of two reasons: They have access to a large amount of ‘statistical’ numbers we can test Getting a large and consistent player base to test your game from scratch is hard Is it weird that when I start getting a lot of players in one of my games, I track how many times each tile has been stepped on since the beginning of the game (and then continue to run it through a heat-map process that tells me how densely populated that area is)? (lighter areas are heavily populated) I know I know, I’m a complete weirdo. You don’t have to tell me. I design my games using 3 simple concepts and strategies that are extremely powerful. By following this strategic and methodical system, you’ll be able to rapidly test, move fast, and experiment further than if you were to just throw spaghetti at the wall and hope something sticks (like everyone else). I’ve read a lot of game design documents, and most are super boring, or too vague to really give me actionable advice. “Design with the player in mind!” What does that even mean? What does that look like when you’ve been awake for 40 hours straight staring at your computer screen, talking to yourself, questioning your sanity? Here are some unique things I did to my game’s market recently; Capped the amount of money players could hold. Inflated prices on popularly bought items with a slow decay time. Example equation: (price = 0.99*price + (1-0.99)*initial_value) called every second Fined players through money (something you don’t want players to do? Fine them heavily for it – you’ll quickly see that nobody is cursing anymore ) I made players have to repair their most used items with money. Why did I make these decisions? I’m not just waking up one day and saying “Let’s fine the players! They suck!” Each decision was based upon testing and previous data, ran through this framework. If I thought it would be beneficial to fine players when they curse, I would first spend 5 minutes making a code that tracks how many times players curse and store it in a log. I’d look at it a week later, and based on how often players curse I would decide if fining them would have an effect on the economy. Money inflation is a problem in most multiplayer games, but using a systematic approach that I’ll show you below, you will always know which lever you need to pull to get your game on the right track and finely tune it like a well-oiled machine (no matter what problems you’re facing). Step 1. A benchmark is something simple to track. Follow me through an overly simplified rpg “leveling up” process. A player starts at 50 health. Each level, they gain 10 health. The max level is 20, meaning the max health is 250. The most powerful weapon in the game deals 10 damage per second. The most powerful armor in the game protects 80% of damage. It would take (~2 minutes, or 125 ‘hits’) to kill the strongest player in the game who’s wearing the strongest armor in the game while you’re using the strongest weapon in the game (assuming every hit lands while both of you are running around). These are what I call benchmarks. With these benchmarks, it’s infinitely easier to see exactly how balanced your game is from an overhead angle. Step 2. Working Backwards By knowing your benchmarks, it’s infinitely easier to decide “I don’t want it to take 2 minutes to kill Bob, I want it to take 1 minute” — rather than continuously guessing why it takes the strongest weapon so long to kill bob but one hits everything else. Knowing this, you can adjust each variable accordingly to set an accurate (to what you feel is right) amount of time it takes to progress in the game. Just from our benchmarks alone, we can adjust the following variables: Bob’s max health Bob’s health gained per level Percentage of damage our armor deflects Bob’s speed slowed by his armor (changes combat dynamics) Speed of the top performing weapon (1 hit per second to 1 hit per 2 seconds) The damage of the top performing weapon With this mindset and formula alone, we are already 98% ahead of where you were before (and where most people are when designing games). Notice when most people react to an overpowered weapon, they usually just turn the damage down without knowing A.) Why they are doing it and B.) What their ultimate target is We could even get creative and introduce new designs to balance this. Weapon damage is (reduced or multiplied) by a percentage based on player’s overall level. Health gained per level can slowly decrease (from 10 down to 1) by every level closer to the maximum level allowed. Changing the percentage of damage our armor deflects based on player’s level How easy do items break? By striking the best armor in the game, does it destroy an item faster? If so, would your weapon be destroyed within the amount of time it would take to kill Bob? It can get complicated very quickly, but that’s why we test each change we make to the game one at a time, develop data, and make decisions accordingly. Step 3. Building a finely-tuned machine (perhaps the most important step of all) We can debate, and ponder, and guess all we want about how to balance a game. How to design your game. I know first-hand because I love doing it. It’s fun. It’s fun to dream about how great your game could be, and romanticize about some kind of super complex chemistry mixing system with its own periodic table of elements where player’s can mix to change their genetic codes to enhance stats or change appearances and give them special abilities, and what would happen if blah blah blah. This, my friends, is where I’ve seen more “indie game devs” fail than what I call a ‘dish graveyard’. When I used to work for Dish installing satellite cable, I would see stuff like this. When old people moved out and new people moved in, they would change service, or in most cases, a new dish was just put up because it was easier than adjusting/tracing cables back/swapping parts off an old dish. It was easier to just throw up a new dish. And I say Indies because I’m a fellow indie who’s been plagued by this. I say Indies because most don’t have a team pushing them to focus on their most important KPIs (key performance indicators). It’s fun to make up ideas, get halfway through a project, and come up with some other random idea that you just have to try because motivation strikes. Riding that high of motivation, you jump to the next project, eventually getting bored of that until the vicious cycle begins to repeat itself. We can conquer this by using small tests and tracking our KPIs. We have the ability to test literally anything within our games — and that gets my inner nerd all fluttery and excited. I track things like how many times an item is bought in a specific period of time. I track how often that same item is discarded. If you aren’t tracking stats like these, shame on you! However, we can get super carried away real fast trying to track everything. What do you think is more important to track? How many times a player gets killed (for no specific reason) or; How quickly a player is leveling up (in general) Setting KPIs in the initial phase This is where you need to get solid on specific KPI’s first, preferably straight from the initial design phase. These Key Performance Indicators are going to be the most important benchmarks that you need to hit in your game. They will guide you towards the things that are most important now, and steer you away from the wrong things that will cause you to lose focus. If I were just starting out making a game, my KPIs would be the most basic – Player movement engine (with collision) Basic player animation (walking) Bear bones interaction system If I was trying to balance a weapon, my KPIs would probably look like this; Strongest weapon in the game takes 5 minutes of combat to kill the strongest player in the game Strongest weapon in the game takes 1 minute of combat to kill the weakest player in the game Simple benchmark to hit. The goal is to get something up and playable ASAP so we can begin testing different things with the players. This is another fatal mistake I see so many people make. They spend months (sometimes years) creating this super complex combat-combo-style-point system, only to release it to few (if any) players — (because the developer didn’t want to let people play the game when it wasn’t ‘perfect’, they couldn’t develop a pre-alpha player base) And come to find out, the players hate it. Small test loops is where the real magic happens Using previous benchmarks and data from extensive testing and player feedback, we iterate through small loops. Take action and test based on a small change in our benchmark. Did we hit our KPI? (Did our KPI change?) Repeat. You can only plan something so far. When your work meets the real world, it’s the fine-tuning that will push it over that ‘excellent line’. Because in reality, your players are the market, and as much as it sucks to hear, no matter how much you liked putting in that lizard sword machine gun, if nobody uses it, buys it, or it can kill anything with 1 hit, you will have to adjust it to your player’s (market) demand. Unless you are tracking, planning, and hitting your KPIs (the only things that matter in the initial phase), you’ll easily get sidetracked, overwhelmed, start looking at the wrong things, make bad design decisions, and eventually, lose focus.
  19. INTwindwolf

    [Rev-share]3D Modeller

    THE PROJECT 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 3D MODELER We are looking for a 3D Modeller to create and polish 3D models for the game. You will be collaborating with the team in creating 3D models that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D models conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modelling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. REVENUE-SHARE This is the perfect opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. 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. Currently the crowd-funding campaign is scheduled for mid 2018. 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! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  20. Hello everyone, First of all, I don't want to make some Minecraft clone. Anyway, I was wondering what would be the best way to make a cubic world with a few different types of blocks(=different hardnesses, one for the terrain, one for buildings, one for player-built structures and an indestructible one), preferably in Unreal Engine 4. Of course I've already looked up voxel world generation online, but couldn't quite find anything I need. One of the biggest problems is that all of those blocks have to be able to take a lot of different colors, because they won't have a very "present" texture. The thing is that I don't wanna make a whole new block for every color. The maps are not supposed to be big, only like 2 km² or smaller, overall graphics don't have to look amazing as well. I hope some here has an idea, the map creation is the only thing at the moment that's holding me from making the game. If you have any questions or need for more information, feel free to ask. Any help is greatly appreciated!
  21. Here is the scenario I have pertaining to a combat system I am jotting down on paper. The attacker has 100 soldiers each with 1 attack point and 3 health points. The defender has the same. All the player has to do is press a button and combat is all computed then the player is just shown the results. From my current example, I would have the attacker's soldiers do 100 points of damage to the defender resulting in 33 defenders being killed. The same happens to the attacker's soldiers. This continues until both sides defeat each other at the same time and it ends in a draw. I feel if I introduce a random factor, the battle could get lop-sided and the smaller side could not recover So I thought I would ask the community for their opinions of the very simple combat scenario. The game concept I am designing deals with combat from outside the actual conflict. Sort of like a coach and a sports team. You give orders and watch as your units perform them. The game does start small, with 100 to 200 soldiers (all the same) and could grow to larger numbers as well. I was just wanting to get a system in place for small conflict that could scale into larger ones. Each side has a unit type (soldier) a unit quantity (100). The player give the order, and the computer does the rest. After both players give their orders, the results are computed instantly. Keeping all things equal, Attack power, defensive power, etc. (I need a baseline) What would be the best way to determine damage? Static numbers, or RNG numbers? To use or not use RNG in combat?
  22. Rubens Maximus

    WIP: The SUBMARINE CITY

    Hello folks! My name is Rubens, Just left a big game corporation in Montreal and decided to dedicate my time to our great community and SkyHigh, our own GameDdev startup. This is my 'Secret Submarine City'. It's still WIP, on the blocking stage. I will be posting the next steps here very soon, so you can give me some crazy ideas on how to move forward. I think the level of detail, focal points, composition and post-lighting will be the greatest challenges moving forward. Thank you in advance for letting me join in. Now lets go crazy and make some art!!
  23. Hi Everyone We are a distibuted group of youg developers / artists who share a commun goal . we believe in our ability to make high quality games that challenges the status quo and will prove our skills as professional developers/artists. The game we are making is a fast paced action game that will try to add to the existing formula of action combat. it will be a short 1-2 hour adventure set in arabian inspired universe we focus more on giving the best quality possible no matter how short the game will be. As we are geeting colser to start the actual game production we are in need of talented environment artists that are interested in the learning process as well as the collaborative experince of game development If you are a 3d artist and willing to take part in this journey of learning that will help you build a strong portfolio as well as help you get actual game develoment experience that I would very much be happy to welcome you to this challenge. Email : achrafgarai@hotmail.com
  24. Ben3d

    Beer shop package

    twitter
  25. Today again I painted the next drawing. I look at him and I understand that something is wrong in him. Can problems with the prospect or with black and white or with the composition or is everything terrible? help me figure it out, help.. My english is not very well, i'm from russia and i want to draw for game
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