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About Me







Found 171 results

  1. As the title suggests, i am currently looking for a Lead concept artist to create environmental artwork of an open-world survival game project currently being worked on. The game is an open-world, multiplayer, survival game based on a foreign planet inhabited by unique creatures native to the land. The players task is to tame, build, craft and team up with fellow players to form clans. Whilst exploring a beautiful world at the same time. I need someone interested in art and concept design to provide a comprehensive set of artworks that bring the world to life! If you are interested in joining an ambitious project, DM me and i'll add you on discord. Please have examples of your work to show me! Have a good day, Lexi (image above is concept work from Far Cry Primal)
  2. Hello! I am an artist thats been wanting to develop a visual novel game called, "Hyacynth" , with another artist, @Quinncy Sama and our marketer, @Anthony Cao who is also part of the team. Hyacynth is a thriller, tragedy based story played in the view of a man reborn as a serial killer. As a visual novel, there would be various routes and endings within the story. I would also like to implement pixel mini games as well. My goal with Hyacynth is to make the game both pc and mobile based. This is my first time starting such a large project so I plan to make it free/non-profit with hopes in making in-game purchases an available choice in the future. I am mainly an Artist and character designer with a general idea of the main story route. With this in mind, I am looking for various people and talents who are willing to join and contribute to completing this project: - A writer(s) that can help me further flesh out the story and help keep any branching routes to flow well with each other. - A programmer(s) to code the game and implement various features including a mini game that would occur within the main visual novel. Due to the nature and features of the game I am looking for someone that has experience with Unity. I do not have any knowledge with coding so I won't be able to help much there ;w; this part of the project may be a challenge so perhaps a group of coders would make the processes smoother along the road. - A GUI designer that can design the overall user interface and system graphics for the game. - Artists for cover art, props, cg, backgrounds and sprites. As artists, Quin and I would be the main contributors to this field however it never hurts to find some helping hands! We are mainly looking for props and background artists at the moment however, we would also like a sprite artist to help us make the sprite making process for efficient. If you are interested in joining the team as an artist, you must provide any examples of your past work for I wish to look for styles that would be coherent with the already existing art styles that we plan to use for the game. With the hopes of implementing a pixel based mini game, we are also looking for pixel artists interested in joining as well! Future roles we are also looking for but are not mandatory at the moment: - Song writer/composer(s) for background music and OST's - Sound Designers for various effects and actions in the game. - Voice Actors, this isn't a mandatory feature for the project at the moment, but we do hope to implement voiced dialogues within the game as well. Our main source in communication for the project will be discord so you must provide your discord ID when applying via comment or PM. Thank you everyone for your attention and I await your responses! Sincerely, LingLingArtsu ┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈ Update 4/17/2018 As of right now Voice actors will not be out biggest priority since there are many characters still in development. If you are interested in joining the Voice acting field of the project feel free to send us a PM providing examples of your past works. We are currently looking for writers who are willing to collaborate with our main writer for the script may be dialogue heavy. The following roles listed below are still open: - Programmer - GUI Designer - Sound Designer - CG artist - Background artist - Sprite artist
  3. Julia Zhurko

    Corvo Attano

    From the album: concept art

  4. Julia Zhurko


    From the album: character design

  5. Aleksandr Adamenko

    Environment concept art for a mobile game

    From the album: Concept art

    2d concept art for a mobile game environment. More of our concept art can be found on our website.

    © Fgfactory

  6. Aleksandr Adamenko

    Characters concept art

    From the album: Concept art

    Characters design for a mobile cards game. More of our concept art can be found on our website.
  7. Looking for collaborators to help make every history nerd's dream a reality. I'm a software developer, primarily for the web, with some limited dev-ops experience. For some time now I've wanted to make a hyper-realistic, massively multiplayer, medieval simulation. Ultimately, I don't care if I am the one who makes it a reality. I just want to see it become a reality. I've come to realize that this will probably never happen without significant help. The working title for this simulation/game is Grip, signifying the immense difficulty that came with trying to gain and hold on to power in medieval Europe. It will buck many of the traditional elements of real-time strategy games while drawing from the best elements of the genre. There are several key features that will combine to make this game unique. However, the most important feature is the feudal arrangement feature. The other features of the game will create incentives for players to arrange themselves into feudal hierarchies similar to those that existed in the middle ages. Victory will depend upon the power a player wields by the end of the game, which includes feudal obligations owed to him by his vassals (who will be other players.) Here is an outline of the key features: Games will be real-time compressed into a number of real-life months, allowing grand strategy in a multiplayer setting. The player will not have instant, real time information about the world beyond what his avatar can see. This is not a God Game. A loyalty system will ensure that a player's subordinates will not necessarily do what he commands. Some of the player's subordinates may include other human players, a function of the feudal system, and their behavior will be even less predictable. A social policy/legislative system will allow the player to influence the behavior of his subjects indirectly. Repressive policies improve the obedience of subjects and reduce the chances of insurrection, but also negatively impact innovation, productivity and happiness. Liberal policies increase productivity and innovation, but make subjects more unruly. A class system will stratify a player's subjects, and social policies/laws can be targeted at specific classes. Peasants, churchmen, professional soldiers, petty nobles, nobles, merchants, tradesmen, and scholars will each have different beliefs, priorities, desires, level of education etc. There will be no global or empire-wide technology level. Knowledge and skills will reside in certain notable members of the population and must be passed on to other individuals. Engendering, attracting and retaining talent will be a competition between players. Your ability to construct certain kinds of buildings and produce certain kinds of goods and services will depend upon the expertise of your population. There will be realistic population dynamics. Birth rates will be affected by things like food availability, potable water, sanitation, medicine, social policies and military recruitment. Death can occur due to old age, disease, natural disasters, starvation, and war. A beliefs system (yes, beliefs, plural) will simulate the impact that ideas have on peoples' behavior. Individuals, usually scholars and churchmen, will produce ideas that can spread to others. The player can attempt to suppress or promote these ideas, depending on how it serves their agenda. An experience system will mean that soldiers who have participated in training or real battle will be more effective than their inexperienced counterparts. A realistic economic system will allow bartering between players and non-players, and prices will emerge as a result of player action and non-player action. There will be no global market, just local markets, and merchants will play a big role in moving goods to where they are in highest demand. This will affect player decisions as to what kinds of crops to grow, what kind of livestock to maintain, what sorts of industries to encourage, etc. Resources must be moved to where they are needed, which makes logistics and infrastructure of vital importance. Related to the above, armies must be supplied if forage is not available. To pay your soldiers, you will actually have to move currency or fungible goods with your army. Players can trade labor and soldiers, not just goods and currency. Everything your armies are equipped with can be captured in battle and used or recycled by other armies. Metal goods can be recycled ("ploughshares into pruning hooks") I would like artificial intelligence to play a big role. I want to avoid micromanagement wherever possible. I even contemplated making this a programming game, where players write the code that drives the actions of their vassals, but this would make the game significantly less accessible than it is already likely to be. At this point I am still in the game design phase. I have started a wiki where I am documenting the game mechanics: http://grip.wikia.com/wiki/Grip_Wiki. I have also given some thought to the technical challenges something of this scope poses. Obviously it is infeasible to simulate millions of individuals. Instead, a representative sample of a given population will be simulated, and will interact with the player, and population-level statistics will be extrapolated based upon that. Database replication will not necessarily have to be global. Each of the smallest geographic subdivisions (reeves, shires, manors) will have their own databases. When simulated individuals or soldiers move between these locations, data about them will move as well. Any help of any kind that you can render would be appreciated!
  8. So the game we develop is growing steadily. We've already added a pause menu. Its function is to be a... pause menu. (I don't know what you expected...) The design Because our game is going to be really Vaporwave, we knew that the visual had to be on point. We ended up trying a classic Windows-like design with header bars and everything, but with a twist... Here's the result: (Note that not all buttons are fully functioning. Also, the seed isn't actually used in the generation) The idea is that this window appears when the player pauses. It takes the form of a popup with fully functional tabs. We also plan to let the player easily navigate through the tabs with keyboard (or buttons, in the case of a controller) shortcuts. In addition, our game uses palettes, so the GUI elements are colored according to the active palette. Here's a example with a different palette: LESS-like color computations You may have noticed that there is a difference between each palette (for example, the title of the window has changed color). This is done by a beautiful library that I built for our project. Because I was a web developer for about 2 years, I already knew (and worked with) CSS compilers like SASS and LESS. My library is strongly inspired these compilers. Especially LESS. The luma value For this reason, I knew there was a way to know if a text of a given color would be readable when displayed on a given background. This feature is present in vanilla LESS : it's called "contrast". That function uses the luma values (sometimes called "relative lightness" or "perceived luminance") of colors. This small practical value describes the perceived luminance of a color, which means that particularly brightly perceived colors (such as lime green or yellow) gets higher luma values than other colors (red or brown) despite their real lightness value. Here's how I compute a given color's luma value: Color color = Color.GREEN; // Fictionnal class, but it stores each components as floating points values form 0 to 1 float redComponent, blueComponent, greenComponent; if (color.r < 0.03928f){ redComponent = color.r / 12.92f; } else { redComponent = Math.pow((color.r + 0.055f) / 1.055f, 2.4f); } if (color.g < 0.03928f){ greenComponent = color.g / 12.92f; } else { greenComponent = Math.pow((color.g + 0.055f) / 1.055f, 2.4f); } if (color.b < 0.03928f){ blueComponent = color.b / 12.92f } else { blueComponent = Math.pow((color.b + 0.055f) / 1.055f, 2.4f); } float luma = (0.2126f * redComponent) + (0.7152f * greenComponent) + (0.0722f * blueComponent); The actual luma computation is fully describe here. With that luma value, we can then check and compare the contrast between 2 colors: float backgroundLuma = getLuma(backgroundColor) + 0.05f; float textLuma = getLuma(textColor) + 0.05f; float contrast = Math.max(backgroundLuma, textLuma) / Math.min(backgroundLuma, textLuma); With that, we can choose between tow color by picking the one with the lowest contrast: Color chosenTextColor = getContrast(backgroundColor, lightTextColor) > getContrast(backgroundColor, darkTextColor) ? lightTextColor : darkTextColor; This can give us a lot of flexibility: especially since we use many different color palettes in our game, and each with different luma values. This, along with more nice LESS colors functions, can make coloring components a breeze. Just for example, I've inverted our color palette texture and these are the results: Yes, it looks weird, but notice how each component is still fully readable. Paired with our dynamic palette, color computation is now really easy and flexable.
  9. I've just finished a proof-of-concept and I'm looking for feedback. The world takes place in a terminal and the user hacks through systems for some end goal (the first scenario is to hack your way through a network and kill a drone passenger by killing the drone's autopilot). The user discovers/purchases exploits (future) which can then be used on systems to gain control over them. One of the areas I find difficult is balancing measures vs. counter-measures, though this simple prototype doesn't get there yet. Levels will be defined by networks that have collections of interconnected systems that can be hacked, allowing access to systems deeper in the network (the target). It's developed in C on Linux (using ncurses). The image shows illustrates a sample scenario for stealing bitcoin from a system. Full source is available at https://github.com/mtimjones/spectre. Thanks, Tim.
  10. Developer Dre Reid

    Should I share my ideas?

    Hello fellow game devs I am seeking some answers to a somewhat simple question. Now I always thought that when a dev was going to work on a new game to publish he/she should keep some aspects secret infill time to release then he/she can give out needed information pertaining to the game to the public as a marketing tactic. However I had a discussion with other game devs who stated that my way was somewhat not right and the only reason I had such thoughts was due to me being a smaller indie dev who was afraid of having my idea stolen. Therefore I would honestly like to know if my way was right or were the other devs correct. If I were to start working on a new game and give out information about it online via social media would I be risking my idea being stolen and it being made faster and better by another developer or team of developers. Am...Am I paranoid???
  11. Hello Everyone! I am looking for a small team to do a rendering project with me. The roles I need are: -Character Modeller -Environment Designer -Environment Modeller(Found) You can use this in your portfolio and you will be credited at the end. If you are interested, please email me at marfo343@gmail.com. Thank you!
  12. The game we're currently making is a rogue-lite. This means that we're gonna have some kind of upgrades during gameplay. We choose to take the "Binding of Isaac" way and went along with passive items. We call them "Relics". Anyway, here are some renderings:
  13. Alexandar04


    Intro: So this thread is going to be the place where I plan out the game design and mechanics of my survival crafting game. While I'll mainly be focused on my game feel free to input your own thoughts and ideas about survival crafting genre in general. So yea I strongly believe there are two types of game developers, those who jump right in and try to figure it out as they go and those who don't start coding until they have an actual structured plan about what they want in their game. I fall into that category. So the engine that I plan on using is RPG maker MV, mainly because unity scares me and RPG maker fits the aesthetic of what I'm going for better. Core Gameplay: So the Core gameplay loop involves the players moving around the different environments and collecting resources, while avoiding enemies. The resources can then be used to upgrade their base and gear which will in turn allow them to better explore and loot areas of the map. Elements: So to make things simpler I've broken down the mechanics into groups, or key elements of gameplay. I'll go more into detail on them in different posts and maybe add more, this is just a brief summary. Base upgrade: Definitely planning on this being one of the big features of the game. Right now I'm thinking the upgrades will consist of base defensive (so like structure reinforcement, fences, maybe turrets), as well as department./room upgrades (so like upgrading your crafting bench or maybe adding a science room, or helicopter pad, a farm, water and bullet plant) Item/Weapon/Armor crafting: Pretty straight forward. Craftable items will include stuff like health, armor, and weapons and other items used to help with further exploring. Player Stats: I want to keep this part pretty simple with only a few basics stats the player has to worry about and have a direct impact on gameplay. The biggest problem that i'm going to have to worry about here is how to make the narrative work with the stats. combat: Another element that I want to keep simple, well in terms of actions the character can take anyway. X to melee something and Z or C to shoot/reload. Beginning level enemies only take one hit to die while harder enemies will take more than one hit. I want to set combat up in a Dark Souls style, where the challenge/fun factor isn't so much in the combat itself but rather the player figuring out the best/most efficient way of moving around the areas and dealing with the enemies. And that's it, like I said I might add in more elements the more I continue to design and plan out the game but for now those are the big 4. Will talk about them more in depth in the posts below.
  14. Project Redemption is an semi-fantasy RPG with a linear story and an elaborate combat system. We are building in Unity and are currently looking animators and artists. What we are looking for -Someone who is okay with split revenue/profits when finished -Collaborate with others in the team. Do you have an idea/thought on what should be included? Tell us! -Someone who wants to work with people that are passionate about this project If you are interested. Please message me and I will get back to you as soon as possible! Or add me on Discord AJ#6664
  15. The Map System I've been subconsciously dreading has finally been implemented and the rest of the menus are coming together bit-by-bit as I program all the pieces separately and connect them together (instead of cramming everything I could into one giant, unreadable script like before). The results? See the latest gamedev update to find out.
  16. We made some design concepts for trees and foods. It's pretty low poly, but that's the point! We'll plan to use foods as temporary stats boost. Some might even be in trees...
  17. Here's a slash screen mockup. It could be shown when a level is being generated or wile all assets are loaded.
  18. Hello to whomever is reading this, I see that you clicked this topic for a reason... you can draw, you're an artist, your work is digital and unique! And, let's not forget, you're talented... And guess what? You're exactly who i'm looking for. A.I is a game concept that i have been thinking about a lot lately, and i'm searching for skilled people (aka you) to join the team. The game is going to be multiplayer, open-world, located on a distant jungle planet that is inhabited by bio-luminescent flora and fauna. The player will be able to explore, craft, tame, build, hunt and form clan alliances/or fight instead! And i need you... Now, if you're still reading this im guessing you're still interested! If you are the talent im looking for message me or post below. Please be able to draw concepts for (which i bet you can): - Creatures - Plants - Characters - Items such as weapons, tools and clothing etc.. I will add you on discord P.S Please have some artwork examples you can show me for reference
  19. miimii1205

    Concept GUI Mockup 2

    After a play-test event at our workplace, we decided to re-evaluate our priorities and begin to gradually modify our backlog accordingly. So I decided to create a new HUD sketch that is an evolution of our previous design. So there is now a queue that shows context-based notifications (for example, when the player goes to a store or loots money, the queue shows the player's current amount of money) There is also a time limit / boss life bar that is big enough to be noticed by the player.
  20. lollydipstick

    Character SmileBeast

    From the album: Justin Wolfe's Creature Design Work

    This is a creature design I have titled "SmileBeast". Although it may seem like shock art, I decided to make this creature very personal to me. It is symbolic of the monstrosity that is depression. It represents how those who suffer from depression put on a fake smile, a facade, to function in the outside world even though they are dying inside. The very front-heavy shape of the creature represents how imbalanced depression sufferers feel in their daily lives, and claws represent how depression sufferers often unwillingly lash out at those nearby.

    © Copyright (C) 2018 Justin Wolfe

  21. Imagine a game where the characters are not defined by body regions, but rather, each body region consists of thousands of components, which would kind of replicate the real world where we consist of molecules, atoms - that would open up many, many new possibilities for creative gameplay. Can this be done on any scale with today's technology, or would the games simply require too powerful of a computer to even be playable? Are there any theoretical limits to this? Thanks
  22. In our brainstorming, we had the idea of a type of item dropped by enemies that will have a very particular look: it will reproduce bismuth and, in particular, its iridescence. What is Iridescence? Remember CD? The under side of CDs had some trippy colors that changed based on which angle you're looking at. That type of effect is called iridescence. Many other things has that kind of effect. Things like bubbles, some metals and even some bugs (especially beetles). Wikipedia defines iridescence as: In order to reproduce the visual qualities of bismuth, we must find how to recreate this effect in a shader. One of my hypotheses is that we could do it with the normals and the viewing angle. I'm not an expert in shader writing but I'm sure that's possible ...
  23. miimii1205

    Design GUI mockups

    I've came up with some GUI ideas for a Vaporwave roguelite I'm making with @thecheeselover I'm trying to find a really useful and clever way to display informations while keeping the AESTHETICS up... This is a kind of main view displaying health, mana and an enemy's health :
  24. Check out my new Youtube Video to find out how to get 75 (or 380 MB) high quality Sound Effects and Atmospheres !
  25. As DMarket platform development continues, we would like to share a few case studies regarding the newest functionality on the platform. With these case studies we would like to illuminate our development process, user requirements gathering and analysis, and much more. The first case study we’re going to share is “DMarket Wallet Development”: how, when and why we decided to implement functionality which improved virtual items and DMarket Coins collection and transfer. DMarket cares about every user, no matter how big or small the user group is. And that’s why we recently updated our virtual item purchase rules, bringing a brand new “DMarket Wallet” feature to our users. So let’s take a retrospective look and find out what challenges were brought to the DMarket team within this feature and how these challenges were met. DMarket and Blockchain Virtual Items Trading Rules Within the first major release of the DMarket platform, we provided you with a wide range of possibilities and options, assuring Steam account connection within user profile, confirmation of account and device ownership via email for enhanced security, DMarket Coins, and DMarket Tokens exchanging, transactions with intermediaries on blockchain within our very own Blockchain system called “Blockchain Explorer”. And well, regarding Blockchain... While it has totally proved itself as a working solution, we were having some issues with malefactors, as many of you may already know. DMarket specialists conducted an investigation, which resulted in a perfect solution: we found out that a few users created bots to buy our Founder’s Mark, a limited special edition memorabilia to commemorate the launch of the platform, for lower prices and then sell them at higher prices. Sure thing, there was no chance left for regular users. A month ago we fixed the issue, to our great relief. We received real feedback from the community, a real proof-of-concept. The whole DMarket ecosystem turned out to be truly resilient, proving all our detractors wrong. And while we’ve got proof, we also studied how users feel about platform UX since blockchain requires additional efforts when buying or selling an item. With our first release of the Demo platform, we let users sign transactions with a private key from their wallet. In terms of user experience, that practice wasn’t too good. Just think about it: you should enter the private key each time you want to buy or sell something. Every transaction required a lot of actions from the user’s side, which is unacceptable for a great and user-friendly product like ours. That’s why we decided to move from that approach, and create a single unified “wallet” on the DMarket side in order to store all the DMarket Coins and virtual items on our side and let users buy or sell stuff with a few clicks instead of the previous lengthy process. In other words, every user received a public key which serves as a destination address, while private keys were held on the DMarket side in order to avoid transaction signing each time something is traded. This improved usability, and most of our users were satisfied with the update. But not all of them... You Can’t Make Everyone Happy….. Can You? By removing the transaction signing requirement we made most of our users happy. Of course, within a large number of happy people, we can always find those who are worried about owning a public key wallet. When you don’t own a public key, it may disturb you a little bit. Sure, DMarket is a trusted company, but there are people who can’t trust even themselves sometimes. So what were we gonna do? Ignore them? Roll back to the previous way of buying virtual items and coins? No! We decided to go the other way. Within the briefest timeline, the DMarket team decided on providing a completely new feature on Blockchain Explorer — wallet creation functionality. With this functionality, you can create a wallet with 2 clicks, getting both private and public keys and therefore ensuring your items’ and coins’ safety. Basically, we separated wallets on the marketplace and wallets on our Blockchain in order to keep great UX and reassure a small part of users with a needed option to keep everything in a separate wallet. You can go shopping on DMarket with no additional effort of signing every transaction, and at the same time, you are free to transfer all the goods to your very own wallet anytime you feel the need. Isn’t it cool? Outcome After implementation of a separate DMarket wallet creation feature, we killed two birds with one stone and made everyone satisfied. Though it wasn’t too easy since we had a very limited amount of time. So if you need it, you can try it. Moreover, the creation of DMarket wallet within Blockchain Explorer will let you manage your wallet even on mobile devices because with downloading private and public keys you also get a 12-word mnemonic phrase to restore your wallet on any mobile device, from smartphone to tablet. Wow, but that’s another story — a story about DMarket Wallet application which has recently become available for Android users in the Google Play. Stay tuned for more case studies and don't forget to check out our website and gain firsthand experience with in-game items trading!
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