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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

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Found 82 results

  1. Hi everyone, I am new to DX12, I download sample project from MSDN and it can run and draw triangles successfully. But when I create new project and copy code from MSDN sample (Hello Triangles Project). I do not know why it could not render anything to screen except clearing the screen with blue color. Could you have a look at my code to see what problem is... I got stuck here for 2 days. TestD3D12.7z
  2. Good time of the day, members of the forum! I do not think that many have tried themselves in the development under Hololens, but nevertheless decided to write. In any case, all work with Hololens is reduced to UWP and DirectX 11. So I wrote a small prototype for easy initialization of primitives, etc. In the scene, and began testing on the piece of iron ... And I was very upset by the performance tests. A short excursion, for those who are not in the subject: - the construction of an image under Hololens, naturally a stereo image for this reason I use DrawInstanced with pre-prepared shaders. Shaders are very simple, conversion to world coordinates and projection of the species, color is set straight in the shader. Plus to switch the render in 2D Texture Arrays I use the geometry shader, that's basically all. For the test, I generated a grid of 10k - 30k and output them about 10 times ... for 10k grid and 10 calls - 30fps, for the last about 18 - 20fps. Sadness, I thought, and I decided that my hands are not growing in size and my brain does not want to work anymore ... I decided to look for flaws in my shit ... I measured the time for drawing 10 calls - about 800 ticks, it's kind of not that bad. Slightly optimized the sorting by materials, namely, switching between shaders minimized but in the loop there were updates of constant values for the shader namely transform for each object. Fps grew by 2-3 but the time to render the frame did not measure ... Although Unity seems to hold the bar 1.2 - 1.3 mm triangles at 10-15 fps ... I myself did not check the word for people. So, maybe someone can decide what can be crooked and what can be patched up ... P.S. The buffer of depth is 16 bit, and I use similar indices. Thank you in advance.
  3. hi everyone I havean exisiting animation (generated by the LoadHierarchyFromFile() function), this animation works great, i have cloned the corresponding mesh, so i have a new cloned mesh, now i want to add the same animation to the cloned mesh, how can i do that?
  4. Hey guys and gals! It`s been an very busy week, and it will continue to be so for the next months. Alot of thing`s has been taken care of regarding animations, music, models and so forth and its very exciting to get things in order, so production can go smoothly and efficiently. Also, from now on the updates will come monthly (unless there is something extremely important to get out). So here is some screens for you to enjoy and dream about for about a month until the next update. Concept art of the cook, he has a pretty cool narrative story and it`s going to be cool to get your feedback on that in the full version of the game, he will not show up in the vertical slice. Textured fiddel character in some variations. He is looking great, this is actually one of my favorite part for you to experience ingame. Game ready version of the whale, he is a lean mean killing machine. Old Grumpy. He has been hunted before but always managed to escape, he has years of experience. (Unity render) So this is it from the art side, can`t show you everything so will be little drops here and there. When we have a trailer ready it will show only in game gameplay. It`s going to be super cool, I can promise you that! See you again in august! http://www.indiedb.com/games/the-whaler-working-title https://twitter.com/trym_studios
  5. Hero Toon Tower Defense It is a tower game, but it is not the typical tower defense, where buildings are built along a path. In this game you have to build a village first, then you have to add your system of defenses like walls, towers of arrows and towers of fire. And like any strategy game, you have to build barracks to recruit troops. These units serve to defend the town from the attacks of enemy hordes. The game has a level that develops inside the underworld in dungeons, where the mission is to rescue the princesses of the evil elves. The game was developed in Unity 5.4 and use purchased characters in unity asstes store. You can download the game from google store: https://play.google.com/store/apps/details?id=com.MuiscaGames.HeroToonTower
  6. Are you ready to become the best truck driver?If the answer is yes then this game is for you!Various loads of cargo need to be delivered safely. Be careful or things might get broken.Your driving skills and accuracy will be tested in practice.Get in your truck and go! TruckDriverSteepRoadSetup.exe
  7. OffRoad4x4: Max SpeedIf you passionately adore speed and cars, and most of all dream about tearing around in a large and powerful jeep, this game was made for you. First locate the finish line on the map to complete the level. Map or no map, you have to navigate the terrain like a pro. But you aren’t limited to performing tasks in the game as you are free to explore the area just enjoying the machine and the beautiful scenery. OffRoad4x4MaxSpeedSetup.exe
  8. Hello this is my game war game idea. based on WW2 This war game idea is a basic shooter game. where there's two teams of 20. Americans vs germans. You can spawn in on either team at their main outpost. The battles will last 1 hour and starts at 0600(dawn) if the battle is not completed then the battle goes into sudden death meaning the next base capture wins that battle. Then you go back to the loading screen where you can customize your player, start a new battle, join a squad and invite your friends(teamwork is heavily influenced throughout the game). You start as pvt and you rank up with xp. Xp is based of of how many kills, captures,teamwork. If you die you have to choose one of the two options (your player is dead for that battle he can not respawn) you can stay and spectate the battle or you can leave. If you choose to spectate you will earn a spectate bonus and if you choose to leave you get the xp that you earned. LOADING SCREEN PLAYER CUSTOMIZER- face(eyes,hair,color) uniform type soldier chooser- AMERICANS [rifleman] m1 garand, two f1 frags, spade [anti tank] m1 bazooka, m1 carbine,one f1 frag [machine gunner] m1919, m1911 [submachine gunner] thompson,m911,one f1 frag GERMANS [rifleman] k98,two m24,spade [anti tank] panzerschreck, mp40 [machine gunner] mg42, luger [submachine gunner] mp40,two m24,luger SQUADS- You can create a squad or join one. In the squad you can invite your friends and play together. In the squad you have a voice chat between the squad members. Where you can chat while in a battle. MAPS The maps will be rectangular and there will be a main outpost on each side. then there are two smaller outpost on the way to the middle outpost. The object is to get through all the outpost and kill every other player on the enemy team. im looking for developers who will get in a chat and talk to me about this game. thank you for reading have a great day/night.
  9. Hi everyone, First of all, I want to render an HDR sky. What I'm doing now is transforming this HDRI image into a cubemap, using an external tool, since the common way to display a sky is to do it with a cubemap. Is it the right way ? Or maybe it is common to render a sky dome instead in that case ? Second, assuming that the HDRI is transformed into a cubemap texture (whether cross, or threw 6 different files), the tools I use allow me to create whether DDS or KTX images in order to preserve all the HDR information. I wanted to use DDS since it seems to be wider supported (is this correct ?). Unfortunately, both Devil and FreeImage fail to load these DDS generated images. I'm planning to try SOIL, but for some reasons I start to believe this will end with the same failure and it would be very frustrating to have 'lost' all this time for nothing. For information Devil reports that the header of the file is wrong and FreeImage simply returns a null pointer without more explanations... I understand that having my own format might help. But this will imply more works on my side: I'll have to transform the HDRI to a cubemap myself, I'll have to create a new image format myself (which most certainly will look more or less like DDS or KTX), plus I'll have to maintain it and to ensure it will work the same on all the expected supported platforms. Also, my own format won't be optimized for the GC. Transforming an HDRI into a cubemap might not be that hard, but if I go this way, then I'll have to do the same work for supporting other kind of images too (ie radiance and irradiance). These will require a lot of code, more chance of having errors, and probably a non negligible cost in the accuracy of the result. So what do you suggest will be best for a single man with only loose-time availabilities ? Thanks in advance. EDIT: I haven't tested KTX yet...
  10. Hi everyone,we are a small indie studio and would love to present you Idle Space.We hope you like it Idle Space is an action-packed genre mix of idle game and classic arcade shooter. Optimized for mobile platforms you take control of the weapons systems while the autopilot steers the ship. Blast through thousands of enemies with self-targeting missiles, machine guns and powerful tech weapons. Upgrade and customize your ship with plenty of wings, cockpits and jets during the endless journey through a diverse galaxy. Become even stronger with the use of dark matter and mighty upgrades. Features: Tap the screen to launch homing missiles against your targets Collect powerful items to boost your damage and rush through the universe Fight against special bosses and cash in their bounty Unlock different techs like ion storms, bombs and absorbing shields Customize your ship with dozens of wings, cockpits and jets Configure and optimize your playstyle by combining ship part bonuses Start over again and buy powerful upgrades with dark matter Don’t care about steering. The autopilot takes control Optimized controls for mobile devices Over 35 different enemy units and environments Colourful and amazing 3D graphics No internet connection required to play Google Play: https://play.google.com/store/apps/details?id=com.coldfiregames.spaceclicker&hl=eniOS: https://itunes.apple.com/us/app/idle-space-endless-clicker/id1172273263?mt=8Facebook: https://www.facebook.com/ColdFireGamesWe appreciate your feedback and impressions!
  11. MTB Freeride, shortened from Mountain Bike Freeride, is a challenging downhill cycling game that targets PC. You'll need great skill and quick reflexes to race and perform outrageous tricks in varied downhill environments and over natural and manmade barriers. MTBFreeride2Setup3.exe
  12. Oh, Afghanistan. A territory of many glorious conflicts, the graveyard of many an empire. It’s a tough place to survive to put it lightly. After the establishment of the puppet state, this place has become the largest testing ground. Experience a lot, if not everything here. And what now? This place is engulfed in a dust storm, and with it an airborne virus. When inhaled, after death you will not be simply buried in the ground. You will gain a new life in the ranks of the dead. Can you survive? What to do next? Is there any hope? AfghanistanSetup2.exe
  13. You are the only one student who had survived after the apocalypse. Now you have to defend against your classmates and teachers that turned into the real monsters. Try to survive as long as possible. Good luck! DeadCollegeSetup.exe
  14. Looking for a team to work on game development. About Me: I currently work in Web Development, primarily PHP, JS, and SQL, with some front-end work. Previously was into Game Dev but no paid jobs, just projects such as Renegade Medieval, and some community assets in Dota2. Developer Dabbled in Unity (low to medium experience with C#, it's similar to Java which I've used more of) Basic coding in GameMaker, similar to JavaScript, but didn't get much further than HeartBeast tutorials Some level design in Unreal Engine (also managed to get a character rigged and in, but that was years ago) Artist 3D modelling, primarily characters, high poly sculpting to low poly retopology, unwrapping, and baking 2D pixel art, and textures (not much in terms of 2D concept art though) You can see some of the stuff I do here. Requirements: Looking for a team with an established concept and development already underway. I'd like to see some examples and game engine progress before dedicating time to assets / characters. Communicative team Ideally a team working on just the one project Flexible working hours, I won't be able to give a great deal of time And that's it really. If you could include information in the comments below, or PMs that would be great.
  15. Hi, I am trying to implement correct user experience for rotation tool in my game engine. I want it visually behave like the same tool in Maya or Unity. When I rotate an object, rotation tool should also rotate, BUT its axis should always be on the near camera plane and never go to another side of the tool like described in 2 first attached screenshots from Unity. You can see here that X axis (red) go to the up part of the tool instead of the back. The same for Y and Z axis. Currently I implement something similar, but my code has huge limitation - it gave me correct quaternion for rotation, BUT to have correct axis alignment I must rewrite my existing tool rotation, so I cannot accumulate rotation and I cannot implement correct visual experience for tool. (See next 2 screenshots). As you can see there is no difference between visual tool representation despite I rotate an object itself. Here is code I am using currently: /// <summary> /// Calculate Quaternion which will define rotation from one point to another face to face /// </summary> /// <param name="objectPosition">objectPosition is your object's position</param> /// <param name="targetPosition">objectToFacePosition is the position of the object to face</param> /// <param name="upVector">upVector is the nominal "up" vector (typically Vector3.Y)</param> /// <remarks>Note: this does not work when objectPosition is straight below or straight above objectToFacePosition</remarks> /// <returns></returns> public static QuaternionF RotateToFace(ref Vector3F objectPosition, ref Vector3F targetPosition, ref Vector3F upVector) { Vector3F D = (objectPosition - targetPosition); Vector3F right = Vector3F.Normalize(Vector3F.Cross(upVector, D)); Vector3F backward = Vector3F.Normalize(Vector3F.Cross(right, upVector)); Vector3F up = Vector3F.Cross(backward, right); Matrix4x4F rotationMatrix = new Matrix4x4F(right.X, right.Y, right.Z, 0, up.X, up.Y, up.Z, 0, backward.X, backward.Y, backward.Z, 0, 0, 0, 0, 1); QuaternionF orientation; QuaternionF.RotationMatrix(ref rotationMatrix, out orientation); return orientation; } And I am using some hack to correctly rotate all axis and keep them 90 degrees to each other: private void TransformRotationTool(Entity current, Camera camera) { var m = current.Transform.GetRotationMatrix(); if (current.Name == "RightAxisManipulator") { var rot = QuaternionF.RotateToFace(current.GetRelativePosition(camera), Vector3F.Zero, m.Right); rot.Z = rot.Y = 0; rot.Normalize(); current.Transform.SetRotation(rot); } if (current.Name == "UpAxisManipulator") { var rot = QuaternionF.RotateToFace(current.GetRelativePosition(camera), Vector3F.Zero, m.Up); rot.X = rot.Z = 0; rot.Normalize(); current.Transform.SetRotation(rot); } if (current.Name == "ForwardAxisManipulator") { var rot = QuaternionF.RotateToFace(current.GetRelativePosition(camera), Vector3F.Zero, m.Forward); rot.X = rot.Y = 0; rot.Normalize(); current.Transform.SetRotation(rot); } if (current.Name == "CurrentViewManipulator" || current.Name == "CurrentViewCircle") { var billboardMatrix = Matrix4x4F.BillboardLH( current.GetRelativePosition(camera), Vector3F.Zero, camera.Up, camera.Forward); var rot = MathHelper.GetRotationFromMatrix(billboardMatrix); current.Transform.SetRotation(rot); } } As you can see I am zeroing 2 of 3 axis and renormalize quaternion to keep axis perpendicular to each other. And when I try to accumulate rotation, I am receiving completely incorrect result. On the last image you see what happening with my tool when I try to apply rotation to face with some basic rotation. This issue is driving me crazy. Could anyone help me to implement correct behaviour?
  16. We just started modeling the main-character of the game, Charly Clearwater, in the 3D Editor. After we have finished modeling the body with torso, arms and legs, we'll start modeling the head. The picture below shows our current progress but many steps will follow until the body will have reached his ideal form, size and characteristics. Once the 3D modeling is completed, we'll start with texturing the 3D character. Go for it!
  17. hi everyone how can i combine a 3D animation with a shader effect?
  18. I'm trying to implement a wall jump but I don't know what the best way to go about doing it is. Specifically, I don't know how to deal with the collision between the player and wall. Obviously I want the game to know that what the player just collided with was a wall which is at the correct angle to allow a wall jump; A wall angled at a 75 degree angle naturally wouldn't be acceptable for wall jumping. So my question is, what would be the best way to calculate this collision (in Unity)? Would I get the normal vector of the wall to use for a specific range, and if so, how? Or is there another, better way to do it? Thanks, all help appreciated!
  19. Hi, community. I am writing a series of articles about Lighting related with real-time computer graphics. The purpose is to get information from a lot of great resources like computer graphics books, blogs, and forums, and try to explain them as easy and clear as I can. I am going to update the list periodically. Lighting Series The first post in the list is the following Lighting Series Part 1 - Light and Radiometry Update (2017.07.05) Lighting Series Part 2 - Radiant Energy and Radiant Power Update (2017.07.16) Lighting Series Part 3 - Radiance All suggestions for improvements, corrections, and new topics, are very welcome because in this way I am going to learn a lot and, and why not, maybe this helps anybody with the same doubts than me. Hope you find this useful!
  20. MULTIPLE POSITIONS WANTED [Portfolio Piece, Rev-Share]: Cold Pizza is seeking multiple positions for a first-person horror title https://www.coldpizza-studios.com/ Synopsis: A middle-aged Historian and his wife move to an isolated Summer Home to recover from a past grief, but when his wife goes missing, the Historian finds himself fighting for his life and his sanity as he is assailed by a mysterious figure in the woods" The Project: First person narrative driven walking simulator built in UE4. The gameplay is simple (in the vein of Layers of Fear or P.T., mechanically speaking). The player travels through the game, getting to know the game's interesting story and world while something might lurk behind the corner. We work towards making the game have quality rather than quantity. This means that the game is fairly short considering the standards of a modern game but which also gives us more time focusing on making an immersive world with attachable characters.The aim is to have a "movie like" experience, that grabs the player and leaves a him/her thinking and discussing the meaning and theories of what really happened. Our team is looking to fill the following positions for the pre-production and/or production phases: A.I Programmer, Sound Designer, Concept Artist, Character Animator and Game Designer (specifics for each position below). Our projected timeline is as follows: Pre-production through the end of Q4 2017 Demo release Q4 2018 Full Steam release Q3 2019 The game is relatively small in scope – large enough to be significant in a portfolio, small enough to be viable with a team working part time at a steady, structured pace. To be clear, no one on the team is being paid either salary or lump sum, though any revenue generated will be shared. That said, the projected has been specifically designed to be carried out with a small number of hours invested each week over a long period of time, as we cannot expect anyone to spend considerable time on a project that doesn’t involve pre-defined pay. Correspondingly, this is largely designed as a portfolio piece for those who are serious about the industry but don’t yet have the work experience for more highly compensating and competitive positions. As implied above, these positions will last (approximately) either through the end of 2017 or 2018, depending on the position. The project will operate on a week-by-week, deadline basis. Within that week, your schedule is up to you. We understand that a non-salary, part time position will not be your first priority during the week. Essentially, we’re all flexible, but we’re also all committed. Open Positions: UE4 A.I Programmer Familiarity with wwise integration a plus Familiar with blueprints and Matinee- Able to program basic A.I Completed at least one title as part of a team (including school projects) Familiarity with wwise integration a plus Character Animator Good understanding in character rigging Able to produce realistic movement and lipsync animations Familiar with Matinee or able to learn Environment Concept Artist Confident in producing scenery work of all kinds Experience with speculative fiction, especially horror, preferred Open for cooperation with other concept artists a plus Game Designer Completed at least one title as part of a team (excluding school projects) Experience with speculative fiction, especially horror, preferred Understands limitations of game development Knows how maintaining scope for a small team Sound Designer Ability to record and mix sounds independently An ability to work alongside another sound designer The ability to create realistic, immersive sounds and soundscapes for games An understanding of Wwise, with regard to implementation in Unreal Engine An innovative mindset Experience with horror as a genre in film or videogaming The ideal candidate (all positions): Is looking to build her/his portfolio Has experience working on a team Has experience delivering to deadlines Is fluent in English (the product is in English, as is our communication) Experience working with a creative director is preferred, but not required Concept art can be viewed in here: https://drive.google.com/open?id=0B5GEIna3GDUAbXlCS1BDc2c3RHc For more information, PM me or comment below. If you’d like to apply, please email a brief introduction and a link to your website/portfolio to official.coldpizza@gmail.com
  21. Hi everyone! I have just released a new puzzle game and this time it has a puzzle editor! It was quite interesting to make this feature work and add the QR codes for sharing etc. So I hope you will like the game and make some cool puzzles of your own! The concept of the game is very simple: the frog must step on all the platforms before reaching the exit. With teleporters, falling platforms and rewind capabilities it gets quite challenging! Google Play Link: https://play.google.com/store/apps/details?id=com.giyomu.frogtactics The facebook page where I put new levels once in a while (and you can too!): https://www.facebook.com/frogtactics/ Trailer: https://www.youtube.com/watch?v=SU6Led_4FC8 (the quality is better in the game than in the gifs! ^^)
  22. Hello everybody, Lately, I published 3 games... Candy World II: The Golden Bones v5.27, Candy to the Rescue IV: The Scepter of Thunders v3.47 & Candy's Space Mysteries II: Missions on the Earth v2.27!! Hope people will like to play this games! Friendly, Xylvan, Plenty of games here: Xilvan Design.
  23. The Basement About the game The Basement is a first person horror environment exploration game. You as the player awake in a dark and lost basement. You don’t know where you are or even why you are at this point. It is on you to explore this lost place. So grab your flashlight from the table and try to get out! scavenge for information explore and find the objects of your need dynamic open- and closable doors and drawer an oppressive environment some scary moments but no real jump scares or monster ----------------------------------------------------------- Hey guys! I made this game during a game jam at our college with 7 other Students within a week. We used Unity3D version 4. All credits are in game. During the game jam there were no other restrictions than the time, there was no theme. The trailer was also made during this week. This game is much more an environment and atmosphere demo than a real polished horror game. I hope you check it out and enjoy this game! Please feel free to leave comments and feedback! GET THE GAME HERE: http://gamejolt.com/games/TheBasement/269088 or https://szokka.itch.io/thebasement
  24. DESCRIPTION Starboard Games LLC is looking for a highly professional, qualified, indie team developer to join our ambitious INT project. We are looking for an Unity Programmer. You will be working with our Coding team Lead to program the Unity 3D engine using C# language. Duties and Responsibilities: Attendance of weekly team meetings (Currently Thursday's, at 7PM CST). Timely completion of implementation of assets. Direct contact with Project Lead and other Department Leads for the implementation process. Utilization of Unity Collaborate. Utilization of our project management boards (Trello) and communication channels to obtain up-to-date assets. REQUIREMENTS Clear communication and self starter - pushes to meet deadlines and contribute to the project. Ability to complete tasks with limited input/direction from management. Comfortable with working with people remotely and via Trello management system. Good internet connection with ability to update assets/builds quickly, with large dependencies. At least 20 hours of availability each week. Proficient experience using the Unity Game Engine. Good understanding of C# language. Understanding of game architecture/design. Understanding of Unity Asset Bundle architecture/patterns and understanding of asynchronous content loading and optimization. Understanding of loading resources on the fly, reduction of prefab dependencies. Proficient experience in implementing assets into the Unity Game Engine. BENEFITS We offer revenue-sharing generated from crowd-funding to team members who maintain consistent communication on company projects and meet Starboard Games deadlines. Currently we are unable to offer wages or per-item payments. Your understanding is greatly appreciated. Thank you for your time! We look forward to hearing from you! TO APPLY Please send your CV/Resume, and (the link to) your portfolio to: JohnHR@int-game.net. John Shen HR Lead Starboard Games LLC