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Found 431 results

  1. Looking for a c++ pogrammer to help us on a Viking battle game. We are using unreal engine 4 so knowledge of blueprint would be handy. The project is intended to sell commercially so you will recieve revenue shares. For more info on the project please contact me. Thnak you
  2. The Wanderer, Single Player First Person dark fantasy RPG, with emphasis on looting, freedom & variety in choosing how to play, and world exploration. Looking for a capable programmer with UE4 experience to help finalize the gameplay mechanics, finish an alpha version demo, and with that find a publisher and funding to help continue the development. I'm a UI/3d artist from Transylvania, and I've been working on this project in my free time for the past 3 years. The environment for the alpha: Mechanical saw - an item that the player can assemble by finding cog wheels and other parts scattered throughout the world. Grom, the friendly NPC Character Window UI Items UI based on rarity Main Menu Button UI Overall description and how it's going to stand out The project is a spiritual succesor to gems such as Arx Fatalis, Diablo II, the Gothic, Spellforce and Dungeon Siege series etc. They all had interesting, captivating worlds and atmospheres, which really immersed you and took you to far away places. The perspective is First Person, so the game will have all the advantages that come with it, such as improved immersion and atmosphere, first person animations, and it has a niche since there are very few First Person RPG's. There is a strong emphasis on an interactive world, with a lot of hidden secrets and unique items that can actually be useful. Such as plants that you can harvest and use to augment your senses, which may also have hidden effects. Ore veins that you can mine, if you are skilled enough, the option to grow such skills and unlock more powerful ore. Lakes and ponds where you can fish (if you found or crafted a fishing rod) and have different possible catches, some more rare and valuable than others. The option to use these catches and plants to craft potions that may be used to improve your weapons or provide that extra edge needed to defeat a boss or have a greater chance of survival. Magic artefacts with dangerous effects, curses or spells, scrolls with unknown effects. Parts that you can use to assemble custom weapons with enough mechanical skill. Or you can just go ham and take on the beasts and foes directly, which will prove more challenging, but there is variety in that as well. The combat system gives you some control, allowing you to choose your own fighting style, with direction-based attacks and special moves, and weapons to choose from that can synergise with the chosen style or not. You can also take the path of the rogue and sneak up on people, steal their bread or deliver a critical back stab. On top of that, the skill tree provides an additional level of customization, being able to create unique builds such as attack speed builds (Agility) , tank builds (Vitality) , critical chance builds (Luck) etc. A ton of secret areas, hidden rooms, riddles and mysteries. Intricate world and level design. Every piece of the level is carefully handcrafted, designed to fit with the rest of the layout , every item is designed to fit as a piece of the puzzle which adds to the gameplay in a unique way, everything is deeper than meets the eye. Current Progress and Plan Player character: Jared, the rogue The first gameplay video, Player movement & stances animation system: Going straight down to the logistics, I've been creating assets and artwork for this project for 3 years now, and worked with several more or less serious programmers. For the past 2 years I've been working with UE4 and gathered experience in many of its different areas, such as Materials, Animation Blueprint, Level Design Blueprinting, character and asset importing, AI, Controller Blueprints and Behavior Trees, Post Processing, Lightning, Particle Creation, UMG and User Interface, working with source control and maintaining a clean folder space and naming conventions, and more. I have also created a 40 page graphic novel set in the same universe that acts as a prequel to the events in the game. We can use it to aid the promotional content. There is also a 100+ page extensive GDD. The current plan is an alpha gameplay demo that shows all the parts and features of the game that makes it stand out. -A dungeon environment with a few interactable elements that showcases the world style. -The player character, a dwarf friendly NPC, and 2-3 types of creatures. -A lot of items with unique features that the player can use. With these we can create a set of short gameplay videos, focusing on different themes and paths that the player can take: -Herbologist -collecting plants and using them to create potions -Warrior -the flexible combat system -Thief -stealing from the NPC and sneaking attacks -Dark artefacts -finding and using sinister magical items with unique gameplay -Mechanical - collecting all the parts scattered around the world and using the NPC to help you craft it into a mechanical weapon -Prospector -mining various ores and using them to craft better weapons or even explosives -Fisherman -using various baits that increase chances for rare drops that can give permanent stat increases With these videos we will look for a publisher and funding, then gather more artists and assemble a studio. It sounds like a lot, but I have already created the assets and animations for all these items and objects, and imported most of them into the engine. I have also integrated the ones with custom animations into the player's animation blueprint. Art side, the environment, characters and items, the player movement animations, the rat animations, the combat animations for the friendly NPC are all finished, the UI is partially finished with some polishing left to do, and the particles are partially finished. Programming/Gameplay side, the Inventory/Looting system is in mid development. You can pick up, grab and move items around, throw them, collect them in the inventory and move them around in the different slots, and tooltip functionality. Animation system/AI side, the programmer assigned has done nothing, and eventually I took over and created the movement and combat animation system for the player. What's left is to integrate custom actions animations such as climbing stairs or other custom animations. I also created some AI but I'm not a programmer so it doesn't hold up to the standards that I would like, and I plan to leave that to the programmers and focus on the art side. There are also some destructible wood boxes, planks and barrel blueprints, and some random gameplay objects that you can interact with. What's left is: -Finishing the inventory system, looting, tooltips, equiping armor and weapons, stats, unique item gameplay -Stat system/Health/Energy/Experience/leveling up -Quest/Journal -Dialogue/Cutscenes -AI and combat mechanics -Various level design gameplay. Open Positions Programmer - AI & Combat system. Programmer - Quest & Dialogue/Cutscene system. Currently there is one programmer working on the Inventory/Looting system. Looking for a capable programmer with UE4 experience to join forces and create a great RPG. The time frame will depend on how fast the programmers will advance as most of the art side is finished. Requirements: At least 1 and a half years UE4 experience. Understands the engine, the way it works and how it wants you to code things. A good understanding of OOP workflow and how the blueprints and C++ work together. UMG experience and an understanding of the Slate UI framework is a plus. At least 20-30 hours of time/week to work on the project, so that we can finish it before we grow old. The knowledge, expertise and capability of implementing the needed mechanics in a realistic time frame. A proactive positive attitude towards solutions and getting things done. So if you feel my vision and want to know more, and think you can bring this project to life, then contact me for more information at: Skype: andyblahblah1 Discord: Hermit#8917 or PM Thanks and have a great day!
  3. This whitepaper was originally posted on the Unreal Engine Blog bySebastien Miglio at https://unrealengine.com/en-US/blog/create-photoreal-car-windows-in-unreal-engine. The original whitepaper by Min Jie Wu and edited by Robb Surridge is available for download at here. Republished with permission. Automotive glass can be a particularly challenging element for real-time automotive rendering. In the real world, car windows involve a complex interplay of light as it passes through multiple layers of material with different physical properties. These results can be difficult to imitate in a real-time renderer, while achieving an acceptable balance between physical realism and a fast enough frame rate. And to make things even more difficult, the windows of a car naturally attract the viewer’s attention — especially the windshield. Any unrealistic artifacts or reflections can easily destroy the overall effect of an otherwise high-quality rendering. This paper describes an approach to designing windshields in Unreal Engine 4 that delivers photoreal results in real time. See the results of this technique in the award-winning short film, The Human Race: Mesh Structure This technique begins with the way the windshield is modeled. The windshield needs to be made up of four independent meshes or mesh groups. Each of these four meshes needs to be single-sided. The following diagram summarizes the layout of the meshes: Figure 1: Mesh layout There are two outer layers of the windshield, Mesh 1 and Mesh 2, that have their normals pointing outward toward the exterior of the vehicle. These are represented by the red and yellow lines. There are two inner layers, Mesh 3 and Mesh 4, that have their normals pointing inward toward the inside of the vehicle. These are represented by the green and blue lines. This detail view shows how these four meshes are arranged with respect to each other in 3D space: Figure 2: Mesh arrangement in 3D space Mesh 1, the exterior reflective layer, forms the outer skin of the windshield. It will provide the reflections that you see from outside the vehicle. Its normals point outward from the vehicle. Figure 3: Mesh highlighted in orange At a distance of half the windshield’s total thickness, you have Mesh 2, the outer tint layer. When you look at the windshield from the outside, this layer tints your view of the inside of the car according to the color of the glass. Its normals also point outward, in the same direction as Mesh 1. Figure 4: Mesh 2 highlighted in orange Figure 5: Mesh 3 highlighted in orange Back to back with Mesh 2, you have Mesh 3, the inner tint layer. When you look out through the windshield from inside the car, this layer tints your view of the outside surroundings according to the color of the glass. Its normals point inward. Figure 6: Mesh 4 highlighted in orange Finally, at the innermost extent of the windshield, Mesh 4 provides the reflections of the interior of the car that you see when looking out from the inside. Its normals point inward. The following image shows the Static Mesh Actors for these four meshes in the World Outliner in the Unreal Editor: Figure 8: Static Mesh Actors in the World Outliner Below, all four layers are shown in the viewport of the Unreal Editor, in wireframe and lit modes: Figure 9: Four layers in the viewport Material Design This technique requires two different translucent Materials: A reflective Material, which you’ll apply to the exterior and interior surfaces of the windshield. A tint Material, whose only job is to color the things that you see through the glass. Material 1: Reflective The goal of this Material is to handle only the light that gets reflected off the glass. We want this layer of the windshield to be fully transparent when we look at it straight on, but very reflective when we look at it at a grazing angle. To model this in Unreal Engine, we need to start with a translucent Material. When you select your Material’s output node in the Material Editor, set the following values in the Details panel: Set the Blend Mode to Translucent. Set the Lighting Mode to Surface TransparencyVolume. Enable Screen Space Reflections. Figure 10: Details panel in the Material Editor for the reflective Material In the Material’s graph, we set it up as a mirrorlike chrome, but we also tie its opacity to the camera’s viewing angle using the Fresnel node. Make the Base Color white. Set the Metallic and Specular inputs to 1.0. Set the Roughness input to 0.0. Ordinarily, a white, perfectly reflective, and perfectly metallic surface would have the appearance of smooth chrome. However, we also attach the Fresnel node to the Opacity input of the material’s output node. This makes those crisp reflections appear only where the curvature of the glass causes us to see it at a sharp enough angle for the Fresnel function to begin affecting the opacity. Anywhere the viewing angle is close to the normal of the mesh, the glass remains clear. Figure 10: Materials graph Car windshields typically use an athermic glass, which has slightly more reflectance than plain glass. The following image illustrates how the reflectivity of the athermic material changes over different wavelengths of incoming light: Figure 11: Material graph for the reflective Material To simulate this physical property, and make your reflections fit your scene more accurately, you can adjust the values of the Exponent and BaseReflectFraction inputs that you pass to the Fresnel node (called EXP and Intensity respectively in the Material shown above). This gives you control over the strength of the reflections and how they fade over the curvature of the glass. Figure 12: Effect of passing different input values to the Fresnel node Material 2: Tint The goal of this Material is to handle only the light that passes through the glass. We want this layer of the windshield to ignore reflections completely, but to color light that passes through the glass according to the tint of the windshield. To model this in Unreal Engine, we need another translucent Material. When you select your Material’s output node in the Material Editor, set the following values in the Details panel: Set the Blend Mode to Translucent. Set the Lighting Mode to Surface TransparencyVolume. This time, disable Screen Space Reflections. For this Material, we want to avoid all specular and reflective contributions. A simple way to set up the graph for this Material is to use a constant Opacity setting. Make the Base Color the color of the glass. Always use a Specular input of 0.0. This allows light to pass evenly through the glass. Use a Roughness input of 1.0. Use the Opacity channel to control how dark the glass is — that is, how much of the interior of the vehicle you can see from the outside. You can vary this value freely to make the tint effect as strong as you need it to be. Figure 13: Details panel in the Material editor for the tint Material Figure 14: Material graph for the tint Material A slightly more sophisticated setup is to vary the opacity of the glass based on the viewing angle of the camera, as we did in the reflective Material above. In the reflective Material, increasing opacity adds to the strength of the reflections. However, in the tint Material, increasing the opacity simulates the greater absorption of light as it passes through the glass at a sharper angle. The effect is that as your viewing angle increases, less light comes through the glass, and the objects on the other side become harder to see. Figure 15: Material graph for the tint Material, with optional absorption setup You can control the strength of the effect by raising or lowering the value of the absorption parameter shown above. However, this effect works best when you keep it very subtle. If you choose to use absorption, we recommend keeping the value below 0.1. Mesh and Material Assignments Now that you have your Static Mesh Actors and your two Materials ready, you need to assign the correct Materials to the correct Actors: Mesh 1, the exterior reflective layer: Assign the Reflective Material. Mesh 2, the outer tint layer: Assign the Tint Material. Mesh 3, the inner tint layer: Assign the Tint Material. Mesh 4: the interior reflective layer: Assign the Reflective Material. Sorting Translucency The final step in using this technique is to set up the translucency sort priority for the four Static Mesh Actors. When Unreal Engine needs to render multiple translucent objects that overlap in the camera view, it has to draw the objects in back before the objects in front. To figure out the drawing order, it compares the distance from the camera to the origin point of each object’s bounding box. Although this works most of the time, this strategy is not perfect; it can occasionally result in the rear object being drawn in front. To avoid that possibility, we can give the Engine a hint by setting the Translucency Sort Priority option for each of the four Static Mesh Actors in the Level. To find this option, select the Static Mesh Actor for each part of the windshield in either the Viewport or the World Outliner, scroll down in the Details panel to the Rendering section, and expand the advanced properties. Set the Actors to use the following values: Mesh 1: 1 Mesh 2: 0 Mesh 3: 0 Mesh 4: 1 With these settings, the Engine always chooses to render the inner layers of the windshield behind their corresponding outer layers. This retains the correct order for windshield rendering even if the camera flies into or out of the car. Conclusion With four Static Mesh Actors and two Materials set up as described above, you can achieve high-quality, realistic, and performant glass for any automotive rendering project in Unreal. Learn more about Unreal Engine at https://unrealengine.com. [Wayback machine archive]
  4. Here are some tips and tricks that will help you in Unreal Engine. Feel free to add some in the comment section ! Duplicating assets in the viewport : An easy way to duplicate assets directly in the viewport is to hold down the alt key, and then use a transformation tool to duplicate it. Switching transformation tools : The best way to switch between translate, rotate, and size is to press the corresponding key : W to translate, E to rotate, and R to resize. You can cycle between them by pressing the space key. You can also manually select one by clicking on one of the three corresponding icons in the upper right corner of the viewport. Hide editor UI : The viewport’s UI can often be annoying when creating and editing the level, but you can easily hide it. Press the G key to hide/show the UI. Fullscreen : If you want to play your game fullscreen without having to play it as standalone or new window, you can just run it in the viewport and press F11, to toggle fullscreen. This feature is also available while the game isn’t playing, so you can edit the level in fullscreen. Show/Hide nav mesh bounds volume area : If you are using a nav mesh bounds volume in your level, you can show it’s area by pressing P. Surfaces inside the nav mesh bounds volume will have a green surface. Hiding viewport alerts : While you create your game, you will end up with warnings like “Lightning needs to be rebuilt” ans other alerts. These can be annoying while running the game, because they show up over your game. To hide them, you can use the Execute console command node in any blueprint, with “DisableAllScreenMessages” as command. Quickly create nodes : There are a few nodes that you can create by holding the corresponding key and then left-clicking. Here are the keys : Branch (B+Left-click), Delay (D+Left-click), Sequence (S+Left-click), Gate (G+Left-click), ForEachLoop (F+Left-click) Multi-gate (M+Left-click), Do N times (N+Left-click), Do once (O+Left-click), Event beginPlay (P+Left-click). Renaming : You can easily rename assets, nodes, comments and many other things by clicking the item and then pressing F2. Duplicating nodes : Easily duplicate nodes by selecting one, and then pressing CTRL+W. Selecting multiple nodes : Hold shift and left-click nodes or select them with the box selection to select multiple nodes. Quickly run the game : Press alt+p to play the game from anywhere in the editor. The game will play in the viewport if the current window is the level window, and in a new window otherwise. Adding windows : If you remove a window like the content browser by accident, you can get it back by opening the window drop-down list on the top of the editor. After that, select the window you want to add.
  5. **[ROYALTY]** Note you may have seen this project before and it is not a copy just new account that is updated thank you. Hello my name is Brandon, We are currently seeking two new members for our team, before applying you must be aware that we are seeking people that are 100% committed to this project, you must be reachable within the day, replying to questions or responding to our messages and in general be actively online, otherwise I ask nicely that you do not apply. The persons we are seeking are an experienced Programmer with knowledge in c++ the c++ and familiarity with unreal is the main thing were seeking, other teams we are currently looking for are 3D artists to work on Humanoid models Props and more, were are also seeking other team members such as Generalists that understands the Unreal Engine, Animators for Human, Non Human and Objects were keeping the team small and having whats needed so feel free to apply. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [SEEKING CURRENT POSITIONS] [Animators] x 3 [ Human, Non Human, Rigging, FPS Hands] [3D Artist] x3 [ Organics, Human and Creatures, Props and Architecture [Concept Artist] x2 [ Environments, Characters, Model Sheets, Coloring and Line Work,] [UI Artist] x1 [ Passion for Sci Fi Genre ] [FX Artist] x1 [ Particle Effects, Shaders & Lighting, Texturing] [Generalist] x 1 [ We would like someone that has good knowledge of Unreal Engine that can set up anything we need in Engine. ] [Writer] x 1 [ We would need someone that can work with me on game documents, organisation of documents story arcs, character development, dialogue creation, text editing and other text related jobs. ] [PROGRAMMER] "Game-play Mechanics " The project is Royalties and when any fund raising is made you will also receive some funding based off that, this is divided depending on amount of hours made toward the game, there are no contracts till game turns to a more serious note. The game is a Action RPG with online elements this will be an ongoing project, we are running ssh servers, and Prefroce. We have a small staff of experienced people. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- We do have some artwork to show of the world a little and what it's about, If you are interested in joining the project please contact us at: Anderfell info: Anderfell#5123 on Discord nevarra@hotmail.com email We are active on Discord and maybe take a day or two to reply to emails on our website as we receive a few a daily we need to sort through thanks. https://digitalforgedstudios.com/ ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Comic Panel http://imgur.com/a/905pd Artwork http://imgur.com/a/0JchV Models http://imgur.com/a/jdhWu Game Document https://docs.google.com/document/d/1bNlP-qwR15BLGG66hDUcewqlWIPP4flnHxRwxfhNmTE/edit?usp=sharing Regards Brandon Digital Forged Game Development Team.
  6. Hi community ! Check out my new "Magma Chamber" sound design track. What do you think ? Would you use it for your projects involving volcano sceneries ? You can find this sound and more volcano sounds on my website: http://www.ogsoundfx.com/
  7. Hello, everyone. There ara a little misunderstood, which I've resieved after spending some time working on a little bit more complex UI than I did usually. So my misunderstanding: what should I use to update from one widget to another: "Remove all widgets" or "Set widget visibility" or there is not much difference beetwen them in perfomance?
  8. How can I change the skeletal mesh position in a c++ class? because I got this. I´m working in UE4 -> 4.20 I know that the pivot of the mesh is on the bottom, but there must be a way to change the position by code. By the way, my object is a character's derived class.
  9. Mikael Henriksson

    Fourth Entry - October 7, 2018

    Greeting readers! This is the fourth entry of my development blog for my project 'Tracked Mind'. This month I've been focusing on learning how animations work in Unreal Engine 4, especially how different character stances would look and how different animations blend together, and to make it all look good of Course. I am very pleased with the result and that I will be able to use what I have learned in this project. I have also been doing some research on the lore of the game and how non-human creatures would fit into the story. The idea of adding an ability to do a short backwards dodge does not seem to be a something that fits the game’s pace, it might make the game too easy in certain situations as well, but I will keep testing it to see if I change my mind. Sadly no new screenshots or development videos yet but I’m planning on uploading some during october so stay put. Some changes this month: General changes Added new effects for some enemies that will "evaporate" when killed. Added new weather effects Thank you for reading! /Mikael Henriksson
  10. byteparrot

    Slopecrashers

    In Slopecrashers you have to use items and your glider to get into tricky shortcuts.
  11. Hi! In my previous post I told about my game Chronicles of cyberpunk and here I will post updates about the second part of this game Chronicles of cyberpunk: Awakening. It will be on Unreal Engine and I am working on it since January 8, 2017 (and the first part was released on January 7). This is an independent game, you don't need to play the first part to understand what is happening, since there will be a brief retelling of the events of the first part in the beginning twitter
  12. So, in light of comments and various input from people on gamedev.net, I am simply developing a small interactive game and intro into what I hope will be a take off platform for a new brand of sci-fi. The game is simply a attempt to break thru the traditional sci-fi standard. It's a 3D Shooter, with a small amount of tactical command from a ship in a future based on current events and how they play out 150 years from now. I have iClone 7, CC2, 3D XChange Pipeline, Substance B2M, Designer, Painter and Speed Tree. I am a expert at Unreal 4. The idea is to take the idea of Globalism and Alex Jones, the populous movement wins World War III in 2024 opening the door to life extension, eradication of disease, space travel is realized to other galaxies, the space tether is completed and for 150 years man continues but the Globalist Elite return more evil than ever with a new, deadlier discovery. I want to take conspiracy theory elements, stuff people understand today and realize them in a imaginative creative way, in a new Star Trek, Star Wars, Babylon, type Universe. In this small game you will play Terrance Bradley, Captain and former Space Marine (Evolution of Trumps 'Space Force') sent to investigate the disappearance of a Earth Frigate in border space. There you will uncover a evil from 150 years ago, thought defeated, and race against time to survive, and warn Earth command of the immerging threat, returned from before the Transcendent period. This is simply a shooter for the most part. One guy, yes, some nasty creatures, one evil villain and a large vessel. A thriller video intro, great audio score and maybe ten hours of sci-fi shoot'em up action to open the door to a much larger series introduction scientific based technologies, conspiracy theory development, and a future, much larger Universe. Project should take two months at most. Nothing more. I have access to all audio we need. I have all art tools. Would simply like some creative minds familiar with Unreal, maybe another artist to collaborate with and have some fun. Could use a couple actors willing to play Terrance, Renei (Terrance Lover), and a really evil villain, simply voice overs. Voice overs are done with Crazy Talk.
  13. Hello everyone, we are an Unreal Engine indie gamedev team working on an multiplayer rpg project and are looking for people to join us. As a company we focus on creating mature, graphically realistic games. We are currently in early development on a dark fantasy Cooperative Online Roleplaying Game with a deep and tactical action combat system. If you are willing to work with on a revshare project (we are in the process of getting funding) and like online RPGs such GW2 or MHW, please don't hesitate to contact us! You can find a small demo prototype here Short Game Description Phoenix Reborn <working title> is a multiplayer Cooperative Online Roleplaying Game with the aim to be unique in the genre by featuring a combat system, which aims to be more dynamic than its competitors by promoting synergy between classes and using the environment as a weapon. The race and class of the player determines the skills they can access. Phoenix Reborn uses a skill-based combat system, whereby players must select only a limited number of skills from a much larger pool, introducing an element of strategy. However skill slots have predefined roles: the first ten are determined by player's weapon and class, the others are for healing and skills with no defined roles that are unlocked as the game progresses. Action Combat System Using a true active combat system, we really offer something that just isn’t that common in the CORPG genre: The ability to get away from tab-targeting and shifting towards forcing you to keep up with everything that is going on. This is a style that is still unparalleled in the CORPG space. At the end of the day, our game is no longer about targeting someone or something and spamming the #1 or some macro until they are down – it is about actively participating in the battle, analyzing what is going on, and reacting accordingly. We are currently looking for the following talents with Unreal Engine knowledge: Concept Artist Character Modeler 3D Modeler Level Designer Technical Artist C++ Programmer - Backend Blueprint Programmer Animator - Animation Blueprint Game Designer We are also always looking to meet friendly people with different skillsets to learn from each other. If you are interested in the project, please contact [mail@ExCineribus-Games.com] with your portfolio For any further questions please feel free to contact us. Thanks for reading and looking forward to working with you!
  14. Hello there ! sorry for my English, this is Google translate), really need an editor , to correct the texts in correct English language There are several characters, ships, terrain and cave in the Unreal Engine Something you can see here https://www.facebook.com/oleg.stefanskiy.7 The project is being prepared for launch at crowdfunding sites. Almost created 3 minute animation for cinematics, demo gameplay. Not ready special effects. Render required For further development of the project need arts environment, futuristic cities on different planets(approximate references on the Facebook page),space stations, concept arts space ships, intelligent, and very,characters, people and creatures of Alien Interested applicant I will send description of scenes and part of the scenario Need to do a few special effects in plugins 3ds max (plasma, shots, explosions), followed by a render of the scene, display the video Participation at your request, or a percentage of the profits of the game (for this you need to make a significant contribution professional), or, if you provide one-two work, paid involved in the development of the game provided successful launch on crowdfunding It also requires assistants in attracting the target audience (very help promote game, if you make a repost), writing and sending press releases, finding the target media. The best, who Attracted the largest number of subscribers, can be attracted (if you wish) for commercial cooperation provided successful launch on crowdfunding. Knock on Facebook Discord kilimandgaro2016#7246 or Skype kilimandgaro2016
  15. Today starts our new sprint 30. During the last sprint, we did get much work done. 😊 We can’t publish that much pics these days, since we don’t want to spoil the new video scenes. But, I tell you something. 😄 We finished modeling all objects for the kitchen, also for Clearwaters home-office and main hall. We offer you a lil’ glimpse 😉: We need more special textures for some of these objects. It’s a work item for the current sprint. We designed furniture and had fun. We finished texturing some houses from Clearwaters world-outside. We’ve to continue, anyway. We finished modeling all animations relevant for the new video as listed in the script from the last sprint. We made a first-scene animation where he realizes something is weird. We modeled a look-out-of-the-window animation, a looking-around animation, a sneak-animation, and so on. We also modeled several facial animations for the above-mentioned body animations. Some new faces can look left, right, up and down, etc. Clearwater is therefore able to move his eyes and to blink. But we still need to test ALL of these newly created animations in the current sprint. Now, we can throw all necessary-for-the-new-video ingredients in a big bowl. It’s our mission henceforth to make a tasteful soup out of it. How euphemistic! We want to start creating some video sequences, i.e. positioning the cameras in Clearwaters apartment, set light, test all animations, fix all Bugs and issues, adapt Clearwaters appearance, and make everything looking good. After having eaten all Bugs, the video is ready for YouTube. Furthermore, we modeled a hot animation for Clearwaters full body 4K Pic. It’s supposed to be a promotional pic that will appear on social media and on our new game blog as appetizer. 😉 During the current sprint, we want to test and render the pic of him, just minutes before we publish it. This week, I swear, I’ll continue writing the book BIZARRE Episode I! Charly Men’s website charly-men.com gets a new design, too. Our software developer started writing code. I get my own new Content Management System called BeeMS. Don’t ask me why it is so called. 😛 The new game blog for BIZARRE is included in the chaly-men.com website as it is now. The Charly Men website get’s expanded and will later include the Charly Men’s BIZARRE game blog, all Charly Men’s books, paintings, lyrics and songs. It gets published hopefully before the sun used up all its helium. I sum all up: We want to texture houses and objects in the apartment. We want to create some video sequences to test all animations and textures. We want to fix all issues and Bugs seen during the video sequence tests. We want to continue writing the book BIZARRE Episode I. We want to render a nice 4K Pic of Clearwater and publish it. We want to continue programming the new Charly Men website as well as the new game blog. I have a great appetite for soup now!
  16. Hello, everyone! This month was my first in new city and it was a little bit scary at the beggining, but I've used to it and now everything is great. I've managed to create rough logic for every type of enemy so far. This means that each type of enemy functioning like it should, but nothing more. Sometimes their actions looks very stupid and not natural because they just following core logic. But this is great, because I have a good base for all enemies and now I will expand their "mind" by adding more code to AIControllers. Also by making 7 types of enemies I've established forflow wich will help me to add new enemies very eazy, so that means that it will be not very comlicated to add new types in future. But during creating enemies' logic I've discovered that behaviour trees in UE4 not very useful for me. I don't want to criticisize Unreal, but maybe this system heve some hided features, maybe I didn't study it well or maybe something else. So I don't use behaviour trees at all and make logic only by character BP and AIControllers. Also this month I've made a weapon system and simple menu. Character has two weapons: primary and secondary. You can change only secondary in menu before enetering level. Each weapon type has it's own fire type, damage, recoil, spread. But for now shooting not very complicated and recoil effect is very simple. I've added all types of wepons execpt a shotgun, because I've made a model for it and after looking on it in engine I've realised that it is ugly and can't be in the game, so I need to redo a model and made a logic for it. Here some video clips: 2018-09-30_21-39-56.mp4 P. S. I will not show enemies because a lot of them are in very very bad shape and it's ashamed for me to show them, but I hope that I will do it the next month. 2018-09-30_21-28-32.ts
  17. Meet the Vive 3DSP SDK " HTC VIVE 3DSP is an audio SDK which provide applications with spatial audio, a key factor for an immersive VR experience. With the HTC VIVE 3DSP SDK, the spatial perception is simulated by specific functions and features, such as head-related transfer functions recording and improvement, higher-order ambisonic simulation of sound direction, room audio simulation, adding background noise floor, real-world acoustic property of distance, geometric and raycast occlusion, Hi-Res audio support, and many other features. " It also has youtube demo video inside the link, please try.
  18. Meet the Vive 3DSP SDK " HTC VIVE 3DSP is an audio SDK which provide applications with spatial audio, a key factor for an immersive VR experience. With the HTC VIVE 3DSP SDK, the spatial perception is simulated by specific functions and features, such as head-related transfer functions recording and improvement, higher-order ambisonic simulation of sound direction, room audio simulation, adding background noise floor, real-world acoustic property of distance, geometric and raycast occlusion, Hi-Res audio support, and many other features. " It also has youtube demo video inside the link, please try. View full story
  19. Good Morning, Afternoon, or Evening, My name is Dalton Potter and I am a budding game developer looking to learn skills and develop a beautiful project me and my friend came up with a year ago or so and have refined ever since. The idea is a basically a mix of Final Fantasy and Zelda in terms of exploration and battle, but will throw in its own unique features to switch things up a bit. What we have in place so far is the main story and many connecting character back stories, a map of the over world (still not 100% confirmed however), how some of the main characters look (also not 100% confirmed), a few battle and puzzle mechanic ideas, general story progression, locations, a few beta music tracks, and lore. What we lack however is any solid assets or work done on it as neither of us have any expertise in game development, but have both unanimously agreed that this idea is too good to forget and pass up. We are currently looking for people to help us work on the project as time goes on and maybe, just maybe, it may grow into a full blown team of people working on a game and eventually sell it on Steam or other client services. Any replies to this topic will be read as soon as possible depending on my schedule. I have also attached a couple photos and sound files of some design concepts we have. I also have a Pastebin made of the entire story and main character back stories, as well as history into how the idea came to be, though I'll let the Pastebin be requested as needed in the future. Hopefully this project turns from being just an idea into something amazingly beautiful and playable......it just needs to be created that's all..... Thank you in advance, Dalton Potter P.S. The sound file, "Power and Prestige" is a song that sounds as though it could be used as a trailer theme, and "Curiosity" sounds as though it could be used on a farm at sunrise. Source of music was from YouTube, but the groups official site is as follows: http://floatingcloud.net/ EDIT: I am adding in a link to the pastebin so those that view this can get look at the story for the game. Link: https://pastebin.com/U7dKp8PS Floating Cloud - Power and Prestige.mp3 Floating Cloud - Curiosity.mp3
  20. Hi! What we're doing: We are working on a 3D RPG game made with Unreal. It's set in the 19th century and contains some fantasy based elements all of which will be explained if interested. Current team: The current team consists of 4 programmers and 3 artists. All of us are either still in college or working and the whole process of model creation is going really slow. So we are looking for one more experienced person What you will be doing: We are trying to create all of the assets ourselves. The aimed style is stylized low-poly. Currently, we only have one 3D character model finished (still not skinned or animated) so we would need help in either skinning and animating the created model or modeling the new ones to speed up the process. Most of the 3D character models are either human or humanoid demons. Requirements: Have knowledge of creating 3D characters in any of the 3D modeling suites, how to skin and possibly animate them. We are all still learning along the way so we don't expect you to know everything. Just have the will to ask and improve yourself along the way with us Final Goal: Have a vertical slice or a demo ready to send to publishers and possibly get some investments. If all else fails you'll have new additions to your portfolio If interested please send some examples of your work to: blackflicka69@gmail.com and we will contact you as soon as possible.
  21. I created this youtube channel to share with you different aspects of sound design. I talk about sound effects in films, I share some of my work, and I give tips and tutorials on how to make specific sounds. My first concern is about the length of the video which exceeds 10 minutes. On the other hand I could have gone into much more details, like explaining how I created some of these sounds.
  22. This is your opportunity to prove yourself and start on a career path with Interactive 3D International. Currently I am seeking several graphic artists of varying skill levels to create texture packs, nature packs, characters, effects, and animations for sale on Unreal Engine Market. This is a commission based contract that will last six months. Why would you do art for my company? Well, I provide the insurances, marketing, package your art with pre-designed special effects we create. We provide the business server for hosting files, and also supply computer equipment at a discounted rate to sub contractors. We currently have one seat available for iClone 7 to someone proficient with the software. Your art, and our ability to put the art together into packages that sell on Unreal Market with advertising, you can make a decent profit. The term will be six months. You will be paid a commission based salary off sales bi-weekly. After six months we can renegotiate the contract or, if you have the proven skill and think you can handle a full time career, we can discuss moving you to our physical location. We currently have a temporary website up at www.i3dix.com as we are undergoing a major overhaul and finishing the point of sale system for retail sales. If your up to the challenge forward your resume and portfolio to career@i3dix.com. Interactive 3D International Darian A. Glinski, C.E.O. 2198 Eastridge Center Eau Claire, Wisconsin, 54701 Phone: (715) 895-6650
  23. I am haloman30, the Founder of Elaztek Studios. We recently started up a new project called Galactiminer: Evolved (also known as simply Galactiminer, subtitle may end up being dropped/changed later). The idea is for an open-world sandbox block building game - similar to others you may know of - with a few twists. Our goal is to have features ranging from dynamic weather to space combat to the ability to travel from planet to planet in a shared universe - to physically go to other worlds. We are looking for people to help compose music, 3D models, and pretty much anything else. Our team is very small, with myself being the only one who's currently able to work on the game. Anyone interested in helping out in whatever way possible is greatly appreciated! We are ultimately wanting to build up a studio and a team that can stand on its own and continue to last for decades - being both a profitable studio and a studio known for having genuine passion and care for our players. If you have any questions regarding the project, or if you're looking to join our team, just send me a message and I'll get back to you as soon as possible!
  24. 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
  25. Hello. I'm currently torn between two options for game development. Making a game from scratch using OpenGL or using Unreal Engine to make a game faster. The decision seemed obvious but as I thought about it more, I couldn't decide. The reason being that when I code in Unreal Engine (using C++) I feel like I'm not really doing much. At most scripting, so that the components I implement can be used through UE4's Reflection system and used inside Blueprints. I dislike Blueprints for anything other than fast prototyping (for which they are very fast to work with). Yes it's much faster to develop prototypes and games but I wouldn't get much knowledge of the actual fundamentals of game programming. I have experience with graphics APIs like OpenGL and Vulkan and I switched over after creating a couple projects. It took forever to have something visible on the screen, and even more time for a simple prototype to be made. But I felt like I was learning key concepts that would be valuable in the future. Learning UE4's functions and nodes feel like simple scripting with no external application knowledge to be learnt (except joining a company / starting small-scale development using UE4 exlusively) and if I hypothetically would want to switch to other engines / frameworks in the future I wouldn't already know the basic concepts from my time spent in UE4. I know that making a fully fleshed-out game from scratch is much more difficult and that Unreal Engine is very appealing for faster development but which one would benefit me the most in knowing in the long run?
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