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Found 124 results

  1. We are a small team of 2 coders (both with degrees in software engineering) a writer/producer (me) and a sound designer. We are currently looking for a reliable and dependable person to help us with this project. It is in early planning and the art style will be decided by who applies. Think King's Quest style art and game play. Anyone interested please contact me or tell me how to contact you. - We are using Unity as our platform and will distribute through Steam. - The game will have mature and occult themes, so applicants need to be fine with this. - The game requires about a dozen characters and 12 - 24 backgrounds. - We are female friendly and welcoming. Creative input is also welcome. You will feel like part of the group. Rather than write a wall of text, if you are still interested after reading this feel free to ask questions here and I'll answer them with as much detail as possible. Your questions will also help me learn what information is important to add in the future.
  2. Hi everybody, Me, Xylvan, announces Xilvan Design are building 3D games. Since 1993, our kindly official gaming related pages. (please click on each links, download games & bookmark the pages): Soul of Sphere Platinum v4.37. Age of Dreams:Abyss of Atlantis v1.5. Lights of Dreams IV: Far Above the Clouds v9.27. Candy World II: Another Golden Bones v9.47. Candy Racing Cup: The Lillians Rallies v3.01. Candy World Adventures IV: The Mirages of Starfield v7.57. Candy to the Rescue IV: The Scepter of Thunders v7.17. Candy in Space III: A dog to the Space v5.47. Candy's Space Adventures: The Messages from the Lillians v17.47. Candy's Space Mysteries II: New Mission on the earth-likes Planets v7.47 New Xilvan Design Websites. Xilvan Design's Youtube Channel. Friendly, Alexandre L., Xilvan Design.
  3. 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!
  4. Hello guys! I want to learn to make my own assets, characters, model and so on for my own games, instead of having to rely on others assets (and be able to create the things I actually want, and not just what I can find that is avalible) So I have spend on/off the past month trying to figure out the basic of how it works and such, what to expect and which programs there are avalible and what they cost. Truth be told, considering how many different software, tutorials, and complexity of it all, it seems very hard to figure out where to actually start, with this. Especially because it seems as though most of any software that's commonly used when you search the interwebs, it seems as though they are all insanely expensive for a mere mortals. However, I looked at the software called ZBrush because I can see it's a software that is used in big companies like Blizzard, EA and a lot of other big studios, both related and unrelated to the gaming industry like movies and such. Though it is still a pricy piece of software it is the only software of the big ones that I found that is not a yearly or monthly subscription based software, but a perpetual software license purchase software. A one year autodesk Maya subscription cost more than a perpetual software license from the newest ZBrush version that last forever. In a perfect world were money didn't matter to me, I'd just buy them all and use whatever I liked the best, but I'm not made of gold so I'll have to choose between one or the other of them all. But it just so happens that while I looked up on ArtStation few days ago that I can see there is a 20% of on the newest version of ZBrush until October 1st 11:59 PM which will save me 179$ which is A LOT to me so I seriously consider to buy ZBrush now that it seems to be the cheapest software of the big ones there is (that I have found so far) and especially now when I have a chance to save A LOT! However, as I said before: considering how many different software, tutorials, and complexity of it all, it seems very hard to figure out where to actually start. Even when I look at ArtStation, DeviantArt it seems as though a lot of people even have used both Maya, PS, ZBrush or up to 6-7 programs whereas half of them I havn't even come across or heard of before. So this basicly just make me more confused whenever I think I finally got how it works... So at this point I don't even know anymore, which software does what, which software do I actually NEED, and which software is just "luxury" software (one where they might use 'software A' for this and 'software b' for this, but you can actually do the same in both 'software a' and 'software b', it is just easier to different things in boths software). So the question I want to make is truly: If I want to make a character for my game (let's say Sombra Cyberspace from Overwatch), fully animated, complete and all like she is in Overwatch, into my Unity 3D game, which software do I actually use to make all the required steps? How many "steps" are there in the process of doing this? Do I actually need more than Unity and modelling software like Zbrush (If that is what they are called - please correct me if I'm wrong)? Is ZBrush the choice for me or am I just doing a very costly mistake, because it can't actually do what I think it can? Or do I end up having to buy a lot of other different software aswell if I buy ZBrush in contrast to some other software solutions? Can I actually live without ZBrush or any of all these expensive software solutions? When you answer please bare in mind I'm a newb, so please refrain from using very technical answers, or to answer like you think I know something, because I don't. Talk to me as if I'm a total rookie and moron and explain it to me as if I were a 5-year old
  5. Hi there,I'm in need of a dedicated artist who wants to help in the development of a game for switch.Stylized/Cartoony style is preferred.Requirements:Quality 2D Character designAbility to create custom weapons and armor + animating themExperience with 2D puppet riggingBonus:Experience creating 3D environment objects. Exterior and InteriorPlease do not respond if you don't have the time to dedicate to a larger size project.If you aren't good with 2D art and animation, but great with 3D environment objects, you can still contact me.If you're interested, contact me at addictcodercs@gmail.comPlease send portfolio. Bonus for animated art. Double bonus for characters switching gear. Triple bonus for animated characters switching gear. Thank you all,_addictCoder
  6. Hello, I'm working on developing a 2D platformer. In the game, the player can run/jump/etc, and they can also often shoot at the same time that they're performing these other actions. For programming these actions, I have no issue constructing the relevant FSMs and getting them to behave as intended. My issue comes when I need to find the right frames or animations for the sprite to show. Should the game just check if the player is shooting and what state they're in and then have the right animations hardcoded in to play in each possible outcome of that if statement? I've considered some potentially more elegant solutions like having a normal sprite sheet and then a shooting sprite sheet where the shooting sheet has the corresponding shooting frame at the same position in the sheet. Then the animator would just have to load the correct frame of its current sheet no matter what, and whenever the player is shooting, it simply swaps out the regular sprite sheet for the shooting one. Basically I can think of a few different ideas that sort of solve this problem, but none of them seem ideal. I wanted to know what the generally accepted best practices are for this type of problem. Any advice would be appreciated.
  7. I'm an animator/programmer, and my specialty is animating static images using 3D modelling software (Blender). Looking for a 2d artist who can produce NSFW images (NOT the sprites/spritesheets, just a static scene) to use in an action-RPG style of h-game. Mostly for a hobby joint-project, but It would be a good opportunity for both parties to practice their skills. Please message if you're interested or want to invite me to an already established team. Thanks!
  8. Effekseer Project develops "Effekseer," which is visual software for creating open source games; on September 13, I released "Effekseer 1.4," which is the latest major version release. Effekseer is a tool to create various visual effects used in games and others. With Effekseer, you can easily create various visual effects such as explosion, light emission, and particle simply by specifying different parameters. Effekseer's effect creation tool works on Windows and macOS. The created visual effects can be viewed on Windows, macOS, Linux, iOS, Android and other environments with DirectX, OpenGL and so on. In addition, there are plugins / libraries for game engines such as Unity and UnrealEngine4 to view visual effects. Effekseer 1.4 is an updated version of Effekseer 1.3 released in November 2017. This update contains the following changes: The renewal of UI. Support the tool for macOS. Addition of a function to read FBX with animation. Addition of parameters to protect collied effects and objects. Addition of parameters for easier control of the effects. In addtion I improve plugins/libraries for Unity, UnrealEngine4 and Cocos2d-x. Besides that, more than 40 new sample effects have been added and many bugs have been fixed. Effekseer 1.4 is available on the project website. The license for the software is the MIT license. Effekseer http://effekseer.github.io/ Github https://github.com/effekseer/Effekseer  Sample Effects. Tool Demo
  9. Effekseer Project develops "Effekseer," which is visual software for creating open source games; on September 13, I released "Effekseer 1.4," which is the latest major version release. Effekseer is a tool to create various visual effects used in games and others. With Effekseer, you can easily create various visual effects such as explosion, light emission, and particle simply by specifying different parameters. Effekseer's effect creation tool works on Windows and macOS. The created visual effects can be viewed on Windows, macOS, Linux, iOS, Android and other environments with DirectX, OpenGL and so on. In addition, there are plugins / libraries for game engines such as Unity and UnrealEngine4 to view visual effects. Effekseer 1.4 is an updated version of Effekseer 1.3 released in November 2017. This update contains the following changes: The renewal of UI. Support the tool for macOS. Addition of a function to read FBX with animation. Addition of parameters to protect collied effects and objects. Addition of parameters for easier control of the effects. In addtion I improve plugins/libraries for Unity, UnrealEngine4 and Cocos2d-x. Besides that, more than 40 new sample effects have been added and many bugs have been fixed. Effekseer 1.4 is available on the project website. The license for the software is the MIT license. Effekseer http://effekseer.github.io/ Github https://github.com/effekseer/Effekseer  Sample Effects. Tool Demo View full story
  10. Hello people. Am a Computer science graduate student and planning to do the Game designing course in Canada and this is my personal statement for the college and it is the first draft ,hence no professional or fancy words used here. Please help me in the statement before i submit it and let me know if there is anything that has to be cancelled or shortened or edited. The essay is way over the specified word limit and i will work on trimming it so please help me on this. Essay attached as txt file. Any help would be appreciated.I have just two days left to submit so please reply as soon as possible. Thank you. Essay.txt
  11. The new Sprint 29 starts today. During the previous Sprint 28, we did some work items as planned. 😊 For example, we continued texture houses, and this is more precisely, what we’ve done: We modelled some more facial animations for main-character Charly Clearwater, as you can see below. Doesn’t it look nice, all these faces side by side? Do you have all these mood ups and downs in a day, too? I mean, at least they correspond to all my different daily bizarre thoughts I have, but however, we do need all these faces for the new video. We made a test video during the last sprint. We wanted to know whether we have missed something, and sure, we did. We need some more (facial) animations, we need more props, more textures, but also noises and lights. We need open-doors and someone who intends to kill Clearwater. Would you like…? 😉 I wrote a script for the new video and here is what it says: We modelled some required objects for Clearwaters kitchen. Just the normal stuff. You know. A coffee machine. A pan. A knife. A bottle. Etc. Some of them are already textured and imported in UE4, others are more complex and need more time and effort to finish. We modelled some more animations for Clearwater, relevant for the video, but also for the whole game. He is now able to drop dead, to sneak and to shoot correctly. We need more of them, but we intend to have created all relevant animations at the end of this sprint. We need more objects for Clearwaters office. A computer. A mobile phone, very important! Books and papers. And so on. A work item for the current sprint. I should continue writing the book BIZARRE Episode I. I try. It’s a bit colder these days. I’ve seen no baby ducks in a while. When we have finished all works for the new video, we have also finished our first game level. It’s THE first level. The first game level of our life. The level that taught us sooo much. The level with the first polygon, the first vertex ever. The level with the first character that is sexy moving and acting in it. Did I say the word “level” too many times? It’s the level that taught us how to program in Blueprint, how to animate and to model a character, how to set light, how to texture polygons, how to make collisions, plus plus plus… No, I’m not crying! I wouldn’t do…! But now, we know not even 1% of all game relevant things, I guess. We’ll never stop learning cuz there is SO much to learn started with UE4. All these buttons. There are like one billion buttons in UE4 and we used maybe 50 so far. Head high and till Sprint 30!
  12. GameDev2017

    a BIZARRE Status Report 2018

    It's damn hot in Germany! Isn't it the same for u? Over the last four weeks, we've mainly sweated, but we managed to do some gamedev stuff, too! Now and then. 😉 First, we did a Status Report video, in which Charly Men talks about the achieved game successes of the last year as well as about all set targets till next year in July approx. It’s a summary in which you can consume all important facts about the game in “only” 10 minutes. We continued painting walls but that’s not new at all. It’s a tricky mission that will last weeks. We also continued fine tuning Clearwaters shooting behavior. We modelled a gun. The gun that, shot by an unknown, will hit Clearwaters head in the first scene. From then on, Clearwater will start receiving bizarre visions. We modeled a one-handed shooting animation in which he is also walking, and we created a more accurate shooting animation holding the gun with both hands. We adapted his hands and fingers to the new gun and attached the weapon to his hand via envelopes. We created some new facial animations for Clearwater, all relevant for the video. We want to make a drama out of the thing and keep the facial expressions hidden, just until the new video is published. 😛 The book writing is stopped at the moment as no one can write absurd horror scenes at 35 degrees. The sun, all the flowers, baby ducks and sun cream. Come on!!! What to do in the next 4 weeks? We continue texturing the game environment of the first game scene. We want to switch between the one-handed and the both-handed shooting animation. We need to program that in UE4. We must check out how he can use his gun best. We want to create a first test sequence for the new video in Clearwaters apartment. From the videos beginning till its end. Did we miss something, do we need more animations, more code, more texture? It’s time to think about the background music for the new video. How would the BIZARRE music sound? Continue writing the book BIZARRE Episode I as soon as the baby ducks get older. Now then, ladies, let's get in the pool!! 😄
  13. A global update for the "Character Interaction" package has been released. For more information click here. https://www.unrealengine.com/marketplace/character-interaction
  14. Hi GameDev! Magical Game Studio is excited to present an opportunity to the CA community that we’re passionate about. The game we’re working on is a throw-back to one of our favorites, Legend of Zelda: A Link to the Past, and we’re looking to create a similar 2D, top-down adventure game with more of a painterly art style and faster-paced gameplay. We are developing for Nintendo Switch and PC platforms (we’re Nintendo dev partners with Switch access). A bit about our own experience: we have signed contracts with three publishers across four previous games, ranging in funding from $400K to $5M. As a team, we have shipped over 22 game titles in the past, and we’ve shipped both AAA and indie projects alike. This specific project is in current negotiations with several notable publishers who want to see our First Playable demo in September. This job posting refers to work that needs done for that First Playable milestone. Our studio is comprised of 17 members. Several of us are currently employed full time in director or senior-level roles at other game companies, but this is our passion project that we’re looking to get funded so that we can quit our day jobs and establish our own studio. We’re currently looking for a character/creature animator who enjoys creating compelling hand-drawn, Disney quality animations. We have roughly 240 frames to animate in total. We have colorists that can take line art animations and bring them to final polish (if needed). We do not use puppeting or symbol-based animation. This is a typical contract with additional royalties added once the game ships. The person who accepts this contract will be allowed to show their work on their portfolio. If you’re interested in hearing more, we have documented a full breakdown with more detail on the game itself (and us as a team) and we’d love to discuss it with you via Discord. We also have a small game demo we can send you to test the game. Simply email me at zach@riseofthemakers.com with your portfolio or examples of work and I’ll reply promptly. Art Style: MGS values two elements above all else: clarity and impact. Players need to understand exactly what is happening within the game at all times and they must know that their input has significant impact on the game world. Every button press needs to carry weight. This means we look for people who can demonstrate core animation skills such as anticipation, body breaks and smearing. Lastly, MGS prefers a painterly, visually expressive style that you’ll find in the link of images here: https://imgur.com/a/WRyzC. For the lazy or paranoid, here are some samples from that image gallery: Concept art of our castle (not seen in First Playable but you get an idea of style). Zoomed out shot of our village inside Unity. This is a fully functional level (minus the villagers). Concept art of our Bog Rusher In-game shot of our baker - one of the villagers. And some more “job” details: Primary responsibilities will include creating character and creature animations in the top-down perspective that will bring our game to life. Specific tasks include animating the Bog Queen (the green monster shown above) as well as some simple NPC animations (such as our Baker, also shown above). Thanks for reading, and I hope to hear from you soon! Zach
  15. INTwindwolf

    [Rev-share]3D Animator

    COMPANY AND THE PROJECT We are an indie game studio consisted of professional and skilled artists who are dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. 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 ANIMATOR We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team in the creation and polishing of 3D animations. Your tasks will include: 1. Create rigs to be used for animations. 2. Skin 3D models to rigs. 3. Refine existing 3D animations. 4. Contribute to constructive team discussions. 5. Attend regular team meetings. REQUIREMENTS To be successful in this position, following requirements apply: 1. Have working knowledge of 3D animation suites. 2. Understand import/export requirements for Unity Engine integration. 3. Excellent self-management skills. 4. Excellent attention to detail. 5. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential: 6. Knowledge of the Unity Engine UMA character creation system would be an advantage. REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018. 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. 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. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  16. Hello, We know that the identity of the people you will work with is a very important thing, we are a group of two person and we are both about fifteen years old (coincidence right). I'm the programmer, I have three years of experience with C++ and my team partner is the graphic artist but he is no that good (I'm glad he probably wont read this topic) and there are too many graphic works for a game development so we have decided to look for an artist. Our project is a about a game, a 2D online RPG, we are working on this since February, specially me, I have coded many things as a server, a connection screen, a verification screen, a game menu and many other details. So basically all the things needed except the game itself so we could start the game and totally focus on it. I have already started the game development, actually I'm implementing an ECS architecture so it will be easier to make the game scriptable in the future. Me and my friend have also started to draw a tileset together (I have some basics you know). We need a pixel artist to join our team and help us. About the graphics: our tiles are 32x32 pixels, a player body will be like 64x160 pixels. Please don't hesitate to talk with me if you want more informations, I will leave here my mail (accfldekur@gmail.com) and my Discord (Rossinanté#6810), even though I would rather if you contact me on my Discord! Thank you very much for reading all this post!
  17. Hi, I'm looking for some artists for a top-down medieval pixel art game. It's a little hack and slash game with a pretty generic storyline. I'm currently designing the game and getting the basic mechanics programmed, and I have a friend that is willing to do some level design. Right now I would like an animated character and some environment tiles to get started with art. You will be following flavor text and a pretty rigid set of needed assets with descriptions. You then are free to add what you like and I will try to incorporate it into the game. Right now I have 17 levels (I am trying to reduce it to about 10 though) of varied sizes, but the game will be linear (there are 2 villages that will have a more open map though). Each of these levels have some new enemies and have their own environmental taste, so we might be looking at 20-30 creatures all together, mostly redundant environment tiles, and then several animated props and items. This is mostly meant to be a fun project, where you and I can meet developers and make a game or two together. I don't plan on selling this game, it is open source and written in Lua using Defold. If you'd like to see code I've written I can PM you my github, you can PM me here for more details! Thanks
  18. Hi I am just getting started with Unreal with the aim of putting together a rough and ready demo of an idea I have. I have found some free CGI of rooms and want to drop a 360 degree green screen video of a person into the scene. However it is going to look weird clashing CGI with real footage and would therefore like to convert my film into CGI. Ideally I would like to turn the person in the scene into an Avatar that I can then control at a later date. Does that technology exist? Any pointers on how to do this (with little or ideally zero budget) very gratefully received. thanks for your help Nick
  19. ERASERHEAD STUDIO

    13 RONIN - DevLog #4 - Say hello to Ester!

    Ester (Eraserhead Animation Editor) is a new tool I've build that will make it easier for me to describe what different animations a spritesheet contains and their different characteristics e.g. how long each frame should be displayed. I can then export the description, as a json-file, and then together with the spritesheet load it into the game and use it to set up my "in game" animations. This is how Ester looks with a spritesheet loaded and one animation created: I'll easily admit that building this tool has been a detour that's taken far too much time from any actual game development, but please let me give you the background. Background 13 RONIN is a pixel-art game with animations based on spritesheets, just like the one below: The spritesheet together with a json-file describing the sheet are read into the game and turned into different animations. A process that works quite well. This is the "Draw"-animation beginning at row 3 and column 1 as described by the json-file below. In this example each frame is displayed for 150 milliseconds Same animation as above but with individual frame times The description file The description file started out quite small, but since I prefer to hard-code as few things as possible and also want room for adjustment, the file grew. This is a file describing the "Draw"-animation starting at row 3 and column 1: { // General description of the spritesheet "spritesheet": { // Size of sheet in columns and rows, // where each cell is a sprite "gridSize": { width: 13, // The sheet has a size of 13 columns height: 5 // and 5 rows of sprites } // Size of a sprite in pixels "spriteSize": { width: 160, // Each sprite has a size height: 160 // of 160x160 pixels } } // Default values for animation frames "frameDefaults": { // Intended for describing hit-boxes and such. This // example would give a hitbox located at same position // as the sprite and of the same size "margin": { "top": 0, "right": 0, "bottom": 0, "left": 0 }, // Offset value used when positioning and drawing // sprites. "offset": { x: 10, // The sprites should be drawn 10 pixels y: 0 // to the right of the destination point } // Frame duration. Display each frame 200 milliseconds // before advancing to next frame "duration": 200 }, // Animations found in the spritesheet "animations": [ // An animation { // Name used for identification "name": "Draw", // OPTIONAL. Will override default setting "offset": { x: 0, // No offset for this animation y: 0 }, // OPTIONAL. Will override default setting "margin": { "top": 0, "right": 0, "bottom": 0, "left": 0 }, // OPTIONAL. Will override default setting. // Frame duration for this animation is 150 // milliseconds "duration": 150, // Start location in grid "index": { x: 0, // This animation begins with image at y: 2 // row 3 and column 1 }, // This animation contains 13 frames starting // at "index" "frameCount": 13, // OPTIONAL. Using this property it's possible to // set frame duration for individual frames "frames": [ ] } ] } Writing and maintaining the description files is very tedious and it's also very easy to make mistakes. Remember that the file above only contains one animation and that is an animation without any individual frame duration times. To get the animation seen in the second example above following "frames"-section has to be added: "frames": [ { "index": 0, "duration": 200 }, { "index": 1, "duration": 175 }, { "index": 2, "duration": 175 }, { "index": 3, "duration": 200 }, { "index": 4, "duration": 300 }, { "index": 5, "duration": 175 }, { "index": 10, "duration": 175 }, { "index": 11, "duration": 175 }, { "index": 12, "duration": 1000 } ] We now have 3 pages of json and only one animation described. I grew tired of this and felt a need for a tool to assist me in describing and tuning the animations as well as automatically generating the json. Together with a desire to improve my skills as a front-end developer I started the development of Ester. Tech Ester is an Electron based application using React as UI-framework. I'm not really a front-end developer and since this isn't the main focus of the blog I won't dwell and deeper into the subject, but for anyone interested in trying out these technologies, there are a lot of posts written on the subject, so just use your magic friend google and you'll get lucky. And please feel free to browse or clone the Ester-repo. I think the project- and component-structure is quite good, but I'm sure there could be a lot of improvements made on the JavaScript- and CSS-code. If you find something really horrific please let me know. Using Ester If you would like to give Ester a try, please visit my BitBucket account for further instructions. If you find Ester useful, run into bugs or have ideas for new features, please don't hesitate from letting me know. Please be aware that this is not a finished product, but something I'm working on as part of the game development project. Fatal crashes might happen and breaking changes be introduced. You're also very welcome to clone and extend the product yourself. Happy coding! /jan. NOTE. As always, everything I show, share or write about here is work under progress and subject to change.
  20. Hi everyone! Just want to everyone to know that I have published DevLog #4 for my upcoming game 13 RONIN, a pixel-art samurai fighter in the spirit of classics like The way of the exploding fist and Barbarian. In DevLog #4 I'm writing about my new tool Ester. It's an editor for tuning spritesheet animations and generating json-files describing the animations. For anyone doing spritesheet animations it might be worth checking out. Happy coding! jan.
  21. Sprint no. 27 is here, and we skipped the sprint 26 on gamedev.net in June as the #WORDSproductions team members sent me a lot of vacation requests over the last few weeks (and I was on holiday, too 😉), so that we could not complete as much items from the sprints as we initially wanted, but we opened up a lot of nice issues either way. Take a look! First, the concept art of the next game scene is finished. The scene we want to recreate after Clearwater's apartement scene has been completed. It looks nice. It's a scene from the book BIZARRE Episode I. Furthermore, we continued texturing the houses of the world-outside-Charlys-apartement-window. We haven’t finished it yet, as it became a little game environment already, with many houses, with streets, street lamps, fences, and so on. We use a nice texturing software and began painting the bricks or the colored cement onto the houses exterior walls. Bit by bit, one by one. We use textures, we photographed in our neighborhood, or we’ve found by accident anywhere in the world. We continued programming Clearwater’s shooting behavior. We implemented some basic shooting mechanics in the player controller using c++. The player is now able to pull his gun which triggers the correct state transition causing the associated animation to play. The logic to control the shooting animation blueprint and aim offset, letting Charly aim at the target he is shooting at, is now in place. We did improve main-character Charly Clearwater’s appearance again, by adapting vertices and textures and light. But, obviously, we won’t stop improving his appearance and behavior until the finished game is published one day, and after that, we’ll permanently upload updates including some nice main-character improvements. 😄 Next, we started modelling Charly Clearwater’s facial animations. As I said, during the colored woman video, we’d published on Halloween last year, the facial animations could not be imported in UE4 caused by a mean Bug. But now I ate the Bug, and the animations can be imported now without any errors. We need some facial expressions for the planned video, but also for some 4k pics of Clearwater, we want to render later on. He’s now able to smile. To be continued… I continued writing the book BIZARRE Epsiode I. It works fluently. No Bugs, no thinking barriers. I’ll keep writing. Our plans for the current sprint 27 are: We'll continue painting walls and modelling houses, trees etc. We'll continue programming Clearwater’s shooting animation and behavior. We need to adjust his pull-the-gun-and-shoot animation. We need to make him look hot and unaffected while killing. We'll continue modelling some relevant facial expressions and import them correctly in UE4, hopefully. Test them. Adapt them. Until they look flawless. We want to shoot a status report video, in which I talk about our successes of the last year and our targets for the next year. In May 2017, the BIZARRE Game project was born and one year after, I pass the year in review. It’s planned to include English subtitles. It is also planned to publish this video in July on YouTube. I’ll post it here, too. Yeah, some props must be done, too. Stuff for the kitchen, some books, a couch. Peanuts. Did I miss something? I think that’s enough. CU
  22. sneaky_squirrel

    Researching my Animation Pipeline

    This is my first blog post. I am making a videogame as a learning exercise, using SDL 2.0 as my framework (I can't call it an engine, but I'm using it as my game engine). I opted to attempt a 2D Turn Based game. Animation I have followed SDL tutorials and am now familiar with [Textures] and [Rectangles] in SDL, necessary for animating characters in the game. I wrote wrapper code to turn my sprite sheets into living characters. Now that I have achieved animation implementation, I focused on getting a practical art asset pipeline (drawing the sprite sheets). 1) I first tried Medibang. I had to manually position the sprites in my sprite sheet, and the Surface Pro 4 (tablet) didn't work. 2) I then tried using Graphics Gale. I found out I'm a terrible pixel artist. 3) I checked out Krita again. It turns my tablet into an electric oven. But I can draw without lag, it has animation support, exports a series of png files, and I can use texture Packer to create the sprite sheet. Gif with 1 Boar was made with Medibang. The 3 sprite men were made with Graphics Gale, and the three boars were made with [ Krita + Texture Packer ]. What did I learn? Animation is expensive, took me way longer to draw 16 frames of animation than I would have liked. I want to focus more on programming more features, and less on animating. Although I do want to see how "pretty" I can push a game. For now, I'll try to stick to easier character designs and shorter idle animations.
  23. PlayStore link: https://play.google.com/store/apps/details?id=com.kg.superhero.captain.city.america.rescue.mission.freegame APP Icon: https://ibb.co/dw2FLJ ★★★ FEATURES ★★★ • Amazing City Environment to explore• Superb Flying Robot captain Hero City survival rescue mission• Great Flying Robot Controls and Animations• High Quality 3D Graphics and Sound Effects• Interesting Challenging ScenariosDownload Superhero Captain City America Rescue Mission right now for unlimited fun.
  24. INTwindwolf

    [Rev-share]3D Animator

    COMPANY AND THE PROJECT We are an indie game studio consisted of professional and skilled artists who are dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. 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 ANIMATOR We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team in the creation and polishing of 3D animations. Your tasks will include: Create rigs to be used for animations. Skin 3D models to rigs. Refine existing 3D animations. Contribute to constructive team discussions. Attend regular team meetings. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D animation suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential: Knowledge of the Unity Engine UMA character creation system would be an advantage. REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018. 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. 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. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  25. Hi GameDev community! I don't know what to do next to work as a video game artist. Education: Advanced drawing, figure drawing, oil painting, traditional animation, java and visual basic college classes. No degree. Self or tutorial taught skills: 2D digital art and animation (would prefer to learn how this is normally made for and used in games), currently learning C# and Unity I am happy with my level of traditional art skill. My 2D digital art and animation skills are there, but I'm kind of self taught and I bet there are many things I can learn to improve. I have not even tried 3D art yet. I'm curious about it, but not sure if it will be useful to know both 2D and 3D. I enjoy programming and learning to use Unity, but again I'm not sure if these are things that will be useful as an artist. What is my next step? Are there alternatives to formal education that will still teach me what I need to know? And most importantly, is there a path I can set for myself to work towards my goal of working as a video game artist?
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