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  • Life in the cereal box....
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  • Don't forget, it's supposed to be fun!
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  • Software Renderer in 28 days
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  • Windows [Phone | 8] musings
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  • True, False, Maybe
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Found 59 results

  1. I think shouldn't be far from true to say that often beginners feel lost and don't know the best way to improve their skills, especially if they are self-thaught in wathever they are learning, being it 2D, 3D, Programming or wathever. There could be many obstacles and pitfall to learning, it could be that since one is begginner he/she doesn't realize that the scope of his project is just too big, or maybe one can't come up with a good story/gameplay for his life so lack the motivation to even attempt doing anyting on his own, and maybe one is stuck in a situation where would like to have the story/gameplay aspect figured out by someone better at it (by joining a team) but lack the technical skill to join said team and has an hard time gaining said skill because is not in a team to begin with. So I thought, something that can help beginners grow faster is something I saw in other communities around the web, which is friendly competitions. The ones I know of are mostly 2D-3D related, for instance polycount.com "Bi-Monthly CHARACTER ART Challenge" and "Monthly Environment Art Challenge", or conceptart.org "Character of the Week", "Creature of the Week", "Environment of the Week". Of course there are many more of this challenges I would like to see come into existence related to programming and game engines, for instance challenges in making certain games (see usual tetris/pong but also something more unique and specific, given some guidelines) and challenges like "Create a Water shader in Unreal Engine", or "Create a water ripple particle effect" and so on. The cool thing about this is that begginner could compare each other works (professional hopefully join in the challenge as well) and see how the best resoult where obtained, with everyone focusing/researching on the same task and learning from the best examples. This stuff is not far from something like school exercise from my point of view, therefore something invaluable for self-taught beginners who are at higher risk of getting lost by lack of direction. And here's gamedev.net twist on the subject, by joining and completing the current challenges one would get "achievments" or "medals" that are visible in his profile and under his avatar, as a cool way to improve his rep and keep the community active This is the kind of place I would like to see, where one join, check the current challenges list and decide to join in and learn something new or improve on the subject during that day/week. Also often I open the forum and there are no new topic that need to be replied, therefore this would keep us all busy in the free time Of course, maybe this sounds fun on digital paper but could end up not working, I have no idea if this stuff can work smoothly on sites that have less than a certain treshold of traffic, and it also require the time from someone actively creating this challenges content. Well anyway, I think it is worth thinking about it, let me know what do you think
  2. So I've been reading about and watching videos about Smalltalk. It seems like an interesting language and damn near the Father (or Godfather) of all things OOP. But it got me thinking, what languages should a programmer know or even be proficient in to be a dependable programmer (couldn't think of a better word than "dependable")? After giving it some thought, I came up with this list. At least 1 programming language from: Lisp family of languages ML family of languages Smalltalk family of languages And also the C programming language (not the family, just the language). I think this covers all facets of programming and ways of tackling problems. I don't think there's any other language, thinking most of the modern languages, that has done anything that 4 listed above haven't already done. I'm not counting languages like Julia, R, Perl, or Erlang, because they are languages, AFAIK, that seem to solve a very specific problem. They can be general purpose, but again, AFAIK, they're not meant to be. Of course, agreements, disagreements, thorough takedowns, and/or overall discussion are welcomed.
  3. Hi, my name is Alex Mars from sound design studio AK Audio. I am making sounds for the very interesting game that is a tower defense style. The game is about a fantasy world with magical creatures such as Golems, Gryphons, zombies, yetis and so on. I need to create an attack, spawn, and death sound for each creature. Most of the time I needed to record sounds with my voice. My voice mostly suits the sound for a gnome or an elf but not really for a huge angry creature. Yet every character sound is used with my processed voice. Another example of using Dehumaniser when making sound design for character called Wyvern. Hope you liked this tutorial. Please let me know if you have any questions.
  4. Dear Aussie game developers, Come join us for a night of engaging talks on how the gaming industry has evolved in the last 30 years and what you can learn about working with SVG formats for your technical documentation. Wargaming Sydney will be hosting its first joint Meetup, where game developers can mingle and meet with those who can help shed some light on how to manage your technical documentation. There will be plenty of developers to network and converse with. This is a great opportunity in your games career development! Pizzas and drinks are provided by us. We hope to see you here!
  5. While not typical GameDev.net news material, we felt GamerGate has had enough of an impact on the games industry and on indie developers that it's worth sharing. Zoe Quinn is the indie game developer at the center of GamerGate, and now her story is coming out in her own words through her book Crash Override: How Gamergate (Nearly) Destroyed My Life, and How We Can Win the Fight Against Online Hate. The book was published last week and is now a #1 Best Seller. Crash Override tells the story of GamerGate, which started as a hate campaign directed at her but ended up turning into an attack on women and race. Polygon has posted a review of the book, which we recommend viewing if you're interested in learning more. You can get to the review here. From the Polygon review: You can also purchase the book from Amazon by clicking here. Disclosure: Links to the book on Amazon are GameDev.net affiliate links. You are supporting GameDev.net if you purchase the book through these links.
  6. While not typical GameDev.net news material, we felt GamerGate has had enough of an impact on the games industry and on indie developers that it's worth sharing. Zoe Quinn is the indie game developer at the center of GamerGate, and now her story is coming out in her own words through her book Crash Override: How Gamergate (Nearly) Destroyed My Life, and How We Can Win the Fight Against Online Hate. The book was published last week and is now a #1 Best Seller. Crash Override tells the story of GamerGate, which started as a hate campaign directed at her but ended up turning into an attack on women and race. Polygon has posted a review of the book, which we recommend viewing if you're interested in learning more. You can get to the review here. From the Polygon review: You can also purchase the book from Amazon by clicking here. Disclosure: Links to the book on Amazon are GameDev.net affiliate links. You are supporting GameDev.net if you purchase the book through these links. View full story
  7. Good day to everyone. I came to this forum in order to survey game developer since personally I don't know any game developer in my area. Those who are willing or interested to participate in my simple survey, please leave a comment and I will message you the survey using Google Forms. P.S. I'm not sure if I'm in the right forum so forgive me if I am. EDIT: I'll just post the link here so that I can gather responses ASAP and it will be less hassle for you guys https://goo.gl/forms/k5Nb5lJhm5kABbzd2
  8. Join: Weekly Game Jam

    Yo. Looking for a regular game jam? Join us at the Weekly Game Jam. What is the Weekly Game Jam? The Weekly Game Jam is a weekly game-making challenge. Make a game or prototype in a week - stress free. Whether you decide to jam with friends or go rogue, remember to have fun. Use the weekly theme as inspiration and start building ( WGJ website ) Step 1 Join the next Itch.io event: https://weeklygamejam.itch.io/ Step 2 Join our discord community: https://discord.gg/dUs8tn Step 3 Follow us on Twitter ( #WeeklyGameJam ) and we'll love you forever: https://twitter.com/WeeklyGameJam Games from Week 7 Why do game jams? Creating game projects and joining jams are one of the best ways to flex your game dev skills in any area of discipline - art, game design, programming, audio and so on. Whether you're currently enrolled in formal studies, or embarking on your own personal learning adventure, game jams are key. You get the opportunity to learn from other devs whether you're jamming solo or in a group. It's also a great way to 'network' without 'networking' if that makes any sense - you just meet people and participate in a common activity basically. Both beginners and experts participate in jams and everyone learns from everyone. For Weekly Game Jam, we have a mix of beginners and vets. The jam is organized by two experienced, industry game devs - Torri an artist from Lumos Labs in San Francisco and Camiile a programmer from 2K in Czech & Marin - who love to jam and play games. As a last note, you don't have to participate in the weekly jam every week, but if you feel motivated and inspired feel free. Participate at your own pace! Our Discord community is where we participate in live conversations and activities: https://discord.gg/dUs8tn What Tools can I use? Make a card game, a computer game, anything playable. If you're a beginner, you have a lot of options to explore. If you're a seasoned game dev, this is an opportunity to experiment with different tools. Here are some popular game-making tools: General Game Engines Unity | GameMaker | Godot | Scirra Construct2 Text Adventure Twine | Quest Pixel Art GraphicsGale Visual Prototyping inVisionApp Card Game Dulst | BoardGameGeek.com Comment if you decide to join! Can't wait to see you there ;D
  9. Hello. I'm seeing this sort of questions are asked frequently here but here we go. I'm interested in a career of game development but I'm not sure what way would be wise to choose. Eventually I want to work in a studio designing games. I haven't attended any university education. 30 year old and living in italy. I see there are some bachelor programs for game design. Also there are bachelor degrees for computer sciences. And there's web education. Considering these programs are in public universities, these are what i can afford. A degree would take at least take 3 years to complete, not my first choice. I understand that it's best to learn a language. Does this mean learning any language (easiest one) and then working from there is an idea? I do not have almost any coding skills. I have done some 3d modeling in the past but still. What would be your advice for beginning?
  10. Hey Game Dev community! Firstly I am both excited and eager to get involved in the community. My name is Dany and I am currently in my final trimester of my Bachelor of Music at The College Of The Arts in Melbourne, Australia and I have been assigned the task of finding work placement (60 Hour Internship). As a long time gamer and composer I have decided to try to find appropriate placement with Independent game developers in order to have the opportunity to compose music for new games. What we will do: My collaborator (Jesse) and I will compose music suited for your existing or upcoming titles, you can choose to use the scores as placeholder music or for the release of your titles if you see it fit. As this is an internship we will not be asking for payment for the licensing of the works. Our placement requirement is 60 hours of work, however we are both very passionate about scoring and would see the projects out to the end if this means working for more than 60hrs. Examples of what we could do: - Menu Music - Cinematic Sequence Music - Short pieces for quick panels such as Victory, Defeat, Challenge menu’s etc. - Music for different areas of the game eg. Town, Wilderness, Dungeons, Forrest’s etc - Trailer Music What we need from you: You will be required to fill out a Industry Placement agreement in order for the Placement to fit the Universities guidelines. You will need to provide us with material that we can score music to. We are not limited to working with one developer so if we are unable to fulfil our 60 hour requirement with one developer we can do work for a few different teams. Demo Reel: Below is a link to a compilation of some of our previous work. https://soundcloud.com/kaempfer/composition-demo-reel I look forward to hearing from everyone and anyone who could help us on our journey. Kind Thanks, Dany & Jesse
  11. Sorry about the rant, this is important to me; I could lose my job because of this person. My colleague can only do his work with software he is familiar with, it's like he never learned the fundamentals of what he is doing. At the start I allowed him to use what software he knew while passively trying to teach him. It worked, slowly we where making progress then suddenly our project deadline got cut by almost a year. I am now actively trying to teach my colleague, now that it's clear that I am teaching him he is being stubborn. Several times we got into arguments with the last one ending with me shaking with fury. When I explain things to him it's like he doesn't believe me. A few times now he has shown me Youtube videos where the youtuber does things differently, then states that I am wrong and the youtuber is correct. I would have been fine with that if the Youtube videos he keeps finding, weren't the instruction kind, you know the "Do X and Y" videos where they show how to do a thing but don't explain why there doing it. He sits with the tutorial open next to him all the time and because what he is doing isn't the same as in the video he quickly gets stuck. I tried showing him with his own work what to do, then he started asking me how to do things that he could already do so that I would do it for him. I tried showing him on my work, even when he can see it's working it's like he doesn't believe that I am doing things right. Often he would say a youtuber did X and Y. When I explain it's the same he just gives me a blank look. I have tried giving him better Youtube videos, he even watched a few of them yet he still can't do the basics. He keeps going back to the instruction kind of tutorials. I tried explaining how the software he knows is the same as the new ones. He literally told me the way substance's multiply isn't the same as Photoshop's, when I told him it's a mathematical expression and he could use his calculator to test it, he just gave me that blank look. In our last argument it became clear that my age is a large factor and the main reason he does not trust me, he feels that because he with more experience than me doesn't know how to do a thing, then there should be no way that someone with less experience could know how to do it.
  12. Mobile technology and devices have seen great transformation. For over a decade, the use of mobile devices by man has advanced. Other than communication, mobile devices play huge roles in solving our daily problems. Today, their use extends across many fields. In education, business, health and governance etc., they are in use. Emergence of mobile apps has driven massive transformation in mobile technology and devices. They are part of our everyday life. More than before, they have become solution providers to some of man’s problems. Solving many problems for man other than communication. The use of mobile apps has grown. Mobile devices have become powerful mathematical devices. App developers and mobile apps developers design apps for education, health, and business. In education, mobile apps help students explore many educational problems. There are mobile apps to handle educational tasks like measurements, history, and accounting. Students use these apps to solve math, science, geometry, statistics and language problems. The right mathematical mobile app takes away the headache of complex calculations.. Students on the go can learn and keep tab with their academics. The truth is these downloadable mobile apps are the turning point in mobile learning. Thanks to mobile technology and top mobile app development companies. On daily basis, mobile app developers release Mathematical apps. It is possible that many apps exist for each topic in mathematics. Top app development companies work to meet growing demands for mathematical mobile apps. In the classrooms and at home, students use these apps to learn and solve mathematics. These apps can help users to practice and build their mathematical skills. They help improve the mathematical fluency of users with time. In as much as they are for learning purposes, they also provide fun and entertainment. We have put together a list of mathematical mobile apps for use in learning and solving math. Math Ref is another great math mobile app. It is available to users of Android and Apple mobile devices. This is a reference app for math formulas. User can check more than 1400 math formula on this app. This app covers math formulas on topics like trigonometry, calculus, algebra. Besides, it provides formulas in chemistry and physics. There is a unit converter and calculator on this app. It costs $2.99 for download. Math Workout is a mobile app that works only on Android mobile devices. It provides students one question per day to test their mental mathematical ability. This app ensures that student develop their mental arithmetic from its mathematical drills. It provides charts to track the progress of its users. Falling Math is compatible only on Android mobile devices. This is an easy mobile game that enhances the mathematical skills of its users. Its users only need to click the correct answer from a falling list of answers on the mobile device screen. It requires its users to be fast in calculating their answers. This is the only approach to meet up with the fast falling answers. This app is more than a game because it helps improve the mathematical skills of its users. PCalc Lite is a free math mobile app available to users of Apple mobile devices. This app is a lithe scientific calculator with great features. This app covers many mathematical operations with variety of work to do. This app can solve operations like trigonometry, unit conversion, and logarithm. There are many add-on features in this app. More features are available for buy by users seeking for more powerful calculator. A complete version of this app costs $9.99. Operation Math is a math mobile app for both Android and Apple mobile devices. For Android device users, it cost $1.99 whereas for Apple device users it costs $2.99. This app focuses on all arithmetic operations. It transforms users into spies travelling around the world to solve math problems. It is available to both kids and adults. Kids who want to learn math can use this app to do so. Mathway is available to both Android and Apple mobile device users. It is free for downloads but cost $19.99 for monthly subscription. It is a math learning app that allows users plug in questions into the app. For every given mathematical operation, this app provides users with step-by-by solutions. Users can either type the mathematical problem into the app or use their device camera to do so. This app covers several topics like calculus, statistics, and algebra. This is a useful study aid to students and will help haters of math develop interest in the subject. Number Frames is available to users of Apple mobile devices. This mobile app provides users with powerful interactive resources and math tools. It aim is to help students improve on their math skills through repeated practice. This is an app where users explore the association between numbers. Associations between math operations in this app are possible through virtual manipulation. This app is for kids and helps build their foundation in math. Einstein Math Academy is an app available to users of Android and Apple devices. This mobile app provide all irrespective of age with edutainment. On this app, adults and children alike can learn and practice math. This is a game app where users find math equations that work. There are four game modes on this app, kids, timeless, quick, and survival. This app requires student to be very good in math due to its complex scoring system. This app is available for free download and helps its users to improve their math skills. Mathspace is an app whose aim is to replace physical math texts. It is available to users of Android and Apple mobile devices. This mobile app helps provide digital math textbooks to teachers and students. It provides a platform of interactive modules on a various mathematical topics. There are more than 20,000 interactive math problems on this app. Users hand-written solve these problems indicating step-by-step solutions. There is a learning engine on the app to provide precise feedbacks for solutions. This app provides video lessons and a platform for teachers’ feedback to students. This app can solve operations on trigonometry, geometry, statistics, graphing, and probability. Premium subscription is between $7.99 per week to $79.99 per year. It supports the mathematical curriculum of Australian, United Kingdom, and United States. Wolfram Alpha is a mobile app available to users of Android and Apple mobile devices. It covers a variety of subjects including math. This app performs math operations involving numbers, algebra, graphical equations, and statistics. This app does not only solve math but provides graphic representations of solutions. It also provides formula details and explanation on given solutions. Math operations are intimidating but with the right mobile apps, solutions are available. App developers, mobile app developers, and top app development companies will meet demands. These apps will help users to have new perspective of math. Get up and acquaint yourself with these apps that make math operations as easy as possible. Besides, there are many math mobile apps available to man. Our discussion covers only a few of them.
  13. good program to practice with?

    hi, im new to overall game design, and was wondering if you guys have any suggestions for good, cheap programs to practice basic design on?
  14. Educate En Masse: Gamifying The Process

    When I Was Your Age... Video games have been part of education since the beginning. When Spacewar! was developed in 1962 for the PDP-1 at the Massachusetts Institute of Technology (MIT), a new era of entertainment was born. In the 55 years since, countless educational games, the creation of Serious Games, and so much more has happened. Growing up in the 1990s, I was bombarded with mounds of games, between Humongous Games, Nintendo edutainment titles, the Carmen Sandiego series, and so many more that it’d take a separate article just to list them alone. Additionally, if you can get through this article without getting the “Where in the World is Carmen Sandiego?” television show theme stuck in your head, you might not have lived through the 1990s yourself. But, I digress. By that point, educational titles were in full supply and we were put on full blast. Students lined up at computers for these video games to learn from Reader Rabbit, Mavis Beacon, and Pajama Sam. The holy grail was getting to play The Oregon Trail, a game where players had to make it on the Oregon Trail itself, utilizing resources given, without dying. Looking back, it was a 20 year old educational game from 1974 that kids clamored to play even then. Delve into the Past to Learn the Future! History has shown games and “edutainment” titles even in 1967, with a software title named Logo Programming, which taught the programming language Logo as an early example of a serious game. The late 1970s and 1980s saw a boom of new titles due to the ease of use of the new Personal Computers, like the TRS-80 and Commodore 64. Though, Lemonade Stand is the seemingly sole heir to the popular 1970’s educational titles for the Apple II. Atari even got an early chance to jump in with Math Gran Prix in 1982. Nintendo jumped onto the bandwagon, pushing their educational Mario-themed games. These commonly known titles included Mario Is Missing!, Mario’s Time Machine, Mario Paint, and Mario Teaches Typing. But, Nintendo started even before those with Donkey Kong Jr. Math (Japan 1983, North America 1986). In the modern era, Nintendo’s edutainment doesn’t seemingly focus on the concept like it used to. But, they do continue with games like the knock-out Brain Age. Unfortunately, this progression also includes tons of shovel-ware titles available for the Wii and 3DS/DS, but every so often a gem is discovered. What's the Future of Educational Games? Education will only get more diverse as the years progress. With the uprising of “Serious Games” in the past decade, doctors can learn proper techniques and skills without needing a real corpse. Police officers are trained in problem solving skills, digitally. Organizations like the Serious Games Institute (SGI), focus on applied research into the thought process of Serious Games, providing courses and education on how to properly convey the development. Training and technique are gamified across multiple vocations. Additionally, Virtual Reality is at an all-time high at the moment. Back in 2011, author Ernest Cline dreamed up a world of VR, in his novel “Ready Player One”. In a dystopian near-future, people prefer to live in the virtual world, even attending school in the aptly named OASIS. Where, this is a nearly complete science-fantasy, some truth can be found in it to hint at our future. With online and virtual schooling, professors and teachers are just an email or a webcam call away. As technology advances, so do the ideas. For instance, companies like Google and Microsoft look into their respective head-mounted displays for new ways to give entertainment, which often runs parallel with education. Immersive VR Education is working on a platform called Engage, which brings Cline’s VR classroom closer to being a reality than ever before with fully interactive lecture halls. Virtual assets and tools can help presenters teach their lesson plans, draw on the white boards, and interact with students through their Engage avatars. Engage 0.2 can already be found on Steam, Vive, and the Oculus Store. The advent of the 360-degree camera is playing a part in the process as well. Google Expeditions Pioneer Program lets students travel to far off lands they normally wouldn’t have visited, whereas Alchemy VR lets people dive into the sea and explore the Great Barrier Reef. On-The-Go To Learn Where full-on teacher replacement is not in the outlook very soon, there are so many possibilities to learn using games and gamification today. With more virtual realities on the horizon, one has to ask when the educational institutes will eventually go fully digital, or if they will at all. Or will the idea be simplified and streamlined even more? But, not all of the future of education is in virtual worlds; some can simply be found right in the palm of one’s hand. Digital mobile education is as simple as learning a new language with a slew of gamified apps available, such as Duolingo, or helping math skills with apps like Photomath. Out are the days that students have to write notes with a pencil. Note-taking in the modern era is simplistic with apps like OneNote and Evernote. TED-Ed gives a platform for more than 250,000 teachers and public speakers to do what they love. Websites like Udemy offer a mobile app to allow education and training in whatever the heart is set on completely on the go. My Avatar And I Not all games in education is embedded within the technology. Sometimes, it can be in the unlikeliest of ways. For example, school shootings over the years have put people up-in-arms about video games whenever it turns out the suspect plays them. Several here in the USA have been reported on, but in 2002, Germany had a similar situation. The Erfurt school massacre left 16 people dead at the Gutenberg-Gymnasium and because the gunman was an avid fan of first person shooters (called “ego shooters” in Germany), parents rose up against video games for a time. Fifteen years later, the situation has shifted dramatically in favor of games. In 2011, a computer gaming educational group from the University of Erfurt named “Spawnpoint” worked on a project with teenagers of all ages at the Gutenberg-Gymnasium called “My Avatar and I”. They let the students create digital avatars of their own personal identity, share screenshots, and discuss the appreciation and contribution of computer games into the modern culture. Aside from the creativity factor involved, the project helped students learn from gamification and have self-reflection on their own multimedia usage. The project won the 2011 Dieter Baacke Prize, an award given each year to educational, social, and cultural work. Since then, Spawnpoint and the University’s Erfurt Gaming Group continue to help train teachers on how to utilize games in their curriculum. They are taught that classic educational games are considered “chocolate-covered broccoli”, which refers to the idea that it may be sweet on the outside, but the second kids see the green vegetable, they will reject it. Instead, AAA games are introduced to the students to keep them engaged and teach the relevant lesson involved. The group also holds public events and presentations to advocate games as a cultural asset. To Clarify: We Must Gamify! In conclusion, video games, gamification, and utilization of digital tech is the future of education, training, and culture itself. The quicker we, as society, embrace this concept, the sooner we can move forward to make education easier to those that want to learn.
  15. I want to share my experience and collected here the most common mistakes in creating and advertising your games. I'll be glad if it helps you.
  16. Level Design

    Hello everyone, This is my first time posting here, but I've been following for a while. I am finishing my last term in college before getting my Bachelor's in Game Programming and Development. I have always been interested in level design, and I'm hoping to find a job in this area once I'm done. My question is, how should I go about breaking into this field within the industry? I have a little experience with developing game levels in Unreal; 2D Platformers, but not much else. Should I keep focusing on creating levels in game engines, or are level schematics/maps a good way to demonstrate skills too?
  17. Hi, A fairly big wall of text here, sorry. I'm currently at the end of an internship to validate my Computer Science master degree, specialized in High Performance Computing. After my internship I wanted to leave France, to get a working experience somewhere in Europe. Unfortunately, it seems I don't really like the daily routine of this field. Now I'm wondering what to do with my future. I don't have any meaningful, game related, portfolio material as I preferred to spend my free time focusing on school project and some random Linux tinkering. After a quick look and some reading, it seems working on graphics/physics engine seems like a really interesting (also complicated) task. I've gathered a list of recommended books to read and practice on: some C++ books, some game engine/design books, some physics/maths book applied to 2D/3D computing, design pattern applied to game programming and other general game making related books. Now I can't just not look for work and focus on self-study for some years… and I doubt someone would hire with my current set of skills. I'm still young, I could try to follow another course about game making. I'm used to almost free university, so I'd prefer to not spend 10k in a private game making school. But is getting another degree even a good idea? I've always went from one course to the other, without putting too much thinking into it. But now I'm kind of lost about what to do, and it's eating me inside To give you a bit more background, here is what kind of skills I learned and practiced during my degree and my internships, sorted by how much I know in the field, somehow (a bit technical here): - Shared memory (threads POSIX, OpenMP) and distributed memory (MPI) computing - Inner mechanisms of past and modern Operating System: processes, threads, scheduling, memory management (address spaces, virtual memory, pagination, segmentation), study of classical synchronization problems - Computer architecture and hardware (cache, TLB, pipeline, hardware multithreading, …) - GPU Computing applied to HPC (CUDA, OpenMP, OpenACC, OpenCL) - Low level optimization techniques (vectorization, intrinsics, cache use, profiling, assembly…) - Non-blocking algorithm: use of hardware atomic primitives to synchronize threads without the use of locking mechanism - Parallel algorithmic (N-body approximation, load-balancing) - Some basic linear algebra (BLAS, dense and sparse LU facto) I think most of what I know isn't really what game companies would need anyway. I'm only really experienced with C but I know some others scripting languages. Since recently, I'm also learning C++ on my own free time. I've also had some general courses about software engineering. Any advice, recommendation, question, anything?
  18. http://www.tinker-entertainment.com/sitavriend/psychology-and-games/perceiving-is-believing-the-game-design-edition/ Perceiving is believing, or is it really? We have five basic senses which we use to perceive the world with: smell, taste, touch, seeing and hearing. But there is a difference between sensing and perceiving. Our senses provide us with raw data from the environment around us. This raw data can be visuals from our eyes, airborne chemicals our noses pick up, tastes on our tongue, soundwaves via our ears or tactile (touch) information from our skin. Perception, on the other hand, is the way our brain organizes and interprets this raw data. We use our perception to make sense of what we sensed. Perception can be influenced by the context in which the stimuli (what we have sensed) presented, our expectations and our current mood. What you see isn’t always what you get and that is true for all senses. Perceiving isn’t always believing. Our brain works in weird ways which affects our perception too. Sometimes you don’t perceive something you’ve sensed or you perceived something that wasn’t there in the first place (Gosselin & Schyns, 2003). Our brain can also play tricks on our perception. It can interpret the stimuli in weird ways. Optical illusions are a fun example of how our perception works, below are a couple examples. How can two colors be the same while you perceive them as different? Illusion 1 is an example of how context and expectations shape your perception. Square A and B are the same shade of grey but your brain interprets them as completely different. You see a checkerboard and expect a certain pattern, A is supposed to be black and B is supposed to be white. Combine this with the contexts of the shadow: your brain expects the squares in the shadow to be darker. Sometimes your brain makes you see things that aren’t there. You probably sees a black triangle laying on top of three circles and a white triangle in illusion 2. That is your brain filling up the gabs. There is no black triangle, the triangle is a lie! There are just three white pizza’s all with a missing slice and three lines with the same angles. Illusion 3 is a picture of two faces or a vase. It all depends on the angle you are looking from, but you can never see both at the same time. How we perceive these illusions depends on our perceptual sets. A perceptual set is the tendency to interpret a stimulus in a certain way only. It is what makes you see the faces before the vase in illusion 3 (or the vase before the faces). Our perceptual sets are heavily influenced by our emotions, expectations, beliefs, context and past experiences. Perception is sometimes weird and that our brain words in strange ways. You might wonder why we have such a thing as perception in the first place. Why can we not just perceive the world as we sensed it? And what is the function of perception? Perception is quite useful for filtering out the necessary information only. We would go crazy by all the stimuli around us if we would perceive the world as we sense it. We use our perception for attention, to figure out what information is coming in. The incoming information can be filtered through our selective attention, that way our brain ignores anything else but the stimuli of interest. Selective attention is what we use when we become immersed in a game. We only focus our attention to the stimuli from the game and ignore the outside world. Perception is also used for localizing where the information of interest is coming from. When you walk through your town and smell something amazing you might want to wonder where it’s coming from. Or your perception already did the work and you know it was from the bakery across the street. Perception can also help you recognize a stimuli. You smell the bakery and immediately recognize that they just finished baking their bread. We can also filter out unnecessary information with our senses directly. Our sensory cells respond less and less when a stimulus stays the same for a while. After a while we no longer register the stimulus. This is called sensory adaptation. Think about the pressure of your clothes, you notice it when you put them on and when you move. Most of the day you just won’t notice them due to sensory adaptation. The same happens to the noise your fridge makes or the ticking of your clock. The smell cells in your nose will even stop responding for a while. They need to be given a chance to recover before you can smell again (Dalton, 2000). Not all senses are equally important to games. Smell isn’t used in games since the smell-o-console hasn’t been invented yet. You’re also not very likely to lick your screen to see what the game tastes like. The only senses we can use in games are vision, hearing and tactile (touch, vibration and pressure). As designers we only have to account for hearing and vision. We have very little control over the feel of the keyboard or controller. Do think about adding vibration occasionally when your game is played with a controller. Thomas was alone is a favorite of mine because of the excellent use of emotional narration but the game also works well perception-wise. When you play the game for the first time you immediately understand who Thomas is. Considering Thomas is a red rectangle, that is kind of amazing. Thomas was alone shapes the player’s perception with its title, expectations and context. From the title you immediately expect to play or interact with a character named Thomas. You expect Thomas to be one of the characters or perhaps the playable character. The narration adds to this as well once the player starts the game. There is no need to show a big arrow with the word ‘playable character’ written on it, your perception worked it out already. Without its art, the game would be nowhere. The choice for abstract art was a conscious one. It’s not just to play with our perception, it helps our perception. The color scheme of the game is mostly monochrome except for the characters, they really pop-out. From the first interaction it is clear that these colorful rectangles are the objects of interest. Your gaming knowledge matters to your perception as well. It helps you understand where the characters need to go, where you can and can’t go and how to interact with the game in general. Tips and suggestions These tips and suggestions can be applied to all types of games. For some genres it might be easier than others but it is good practice to make use of player expectations. Do a little research into other games your target audience plays or research similar games. Find out what these games have in common with each other or what popular gaming conventions are in the genre. If you plan to make a mobile game where players have to slice things in half, look at other games where players slice things in half (hint: Fruit Ninja). How do players interact with the game? Is it a common way to interact with these types of games? Are all good questions to ask yourself. Don’t just blindly copy mechanics and features from a similar game, find out what is common knowledge among your players and what they expect. Help the player’s selective attention by making use of the pop-out effect for objects of interest. Think about the little shake animation in candy crush. The shake grabs the player’s attention immediately, it’s even visible from the corners of your eyes. Or make use of colors that are brighter than others for objects of interest. This might be the domain of the artists but it is very important for game designers to take this into account as well. It’s the game designer’s task to guide the art team into making decisions that benefit and complement the game design. Audio can also be used in interesting ways to help the player’s perception in the game. You can use it as a mechanic to lure the players or as a way to foreshadow an upcoming monster. Perception is an interesting thing our brain does. We can aid it through our game design or play with it. The possibilities are endless. References and stuff Crash course psychology: https://www.youtube.com/watch?v=unWnZvXJH2o&t=9s Gosselin, F. & Schyns, P. G. (2003). Superstition perception reveal properties of internal representations. Psychological Science, 14(5), 505-509. Dalton, P. (2000). Psychophysical and behavioral characteristics of olfactory adaptation. Chemical senses, 25, 487-492
  19. I feel this will be the best place to ask the sort of questions I have. I am new here, and this is my first post and I want it to be good <@:P For a few years now (2015) I have wanted to become a game developer, it is really my dream to become one. I looked up everything I could on how to become one, and most the results I found said you will have to be good at math and programming. I was never good at math so I thought maybe if I worked hard enough I could get good at math. I worked really hard and aced every single math course (except calc3 which I got a B) and just graduated with an associates in math. I actually really love math, I also took all the programming courses I could (followed assist.org) that aligned with the UC Davis computer science program , and aced them all as well. I really love math and programming it is a new world to me and I want to know everything I can about it. I just got accepted to UCD computer science program to transfer as a junior which I will start this fall. Which brings me to my questions. Which courses should I focus on? I have looked into their cs courses and found a lot of interesting ones. here is what I am considering: modern linear algebra is a low div requirement, but they have a more advanced course in linear algebra as an upper division course. I have 3 upper division 'electives' that I have to take but can be what ever I want - I was thinking of using 2 of those slots for math, one in the linear and one in a course called "math and computers" <- which looks really interesting. What should I do outside of school? I have made the Unity demos and deployed them on itch, but I am not sure if I should focus on Unity or something like sfml in c++, or some open source project. UCD has a game dev club should I join that or focus on my own projects? I feel comfortable in Unity, but UCD is heavily c++ focused so I have been spending my time mastering the concepts in "Effective c++" by Scott Meyers, and reading up my on physics book (physics is a requirement) What's the best way to build my resume? I have only the associates in math and some experience as a math tutor at the cc I attended. I led a group tutoring session so that is nice on my resume, but this industry wants one thing and one thing only: work experience. How can I get that sought after gem? Would my own projects count? Github projects? Should I try to get internships next summer - and would one in something such as general software engineering be valuable work experience in this industry? What other advice can you think of to give a student? Seriously, I have an open mind - if you can think of something that would be valuable to me that I haven't mentioned please do share. What new PC game that will be coming out are you excited for (not one that is out already)? Personally, I am excited for the new Metro. I just played Metro 33 redux and it was such an impressive game I am sure the new one will be spectacular. Thank you for any help in advanced. That is all I can think of atm, but if I have more concerns arise I will add to this - also, I don't want the post to get too long. I look forwards to your response!
  20. Serious games - those designed for education or training - are on a five-year compound annual growth rate (CAGR) of 20.2% globally, suggesting revenues will more than double to $8.1 billion by 2022, according to Metaari, the foremost analyst firm covering the market. In 2017, global revenues will hit $3.2 billion. And that number includes only retail packaged (off-the-shelf) products. It does not include revenues for hardware, devices, platforms, tools or custom content development services. Several convergent catalysts are driving the global game-based learning market, according to Metaari in its 2017-2022 Global Game-based Learning Market Report: Organizational resistance to learning that includes game play is fading fast The growing availability of easy-to-use development tools Exponential innovation in Augmented Reality (AR), Virtual Reality (VR, and Mixed Reality (MR) An upsurge of new next-generation educational games coming to the market The impending rollouts of very fast 5G networks and the Internet of Things (IoT) In 2017, consumers were the top buyers of educational games, followed by primary schools and corporations. The three buying segments with the highest growth rates are corporations (35.7%), preschool (30.7%) and higher education institutions (26.3%). By 2022, corporations will the second-largest buyer group after consumers. The highest revenue generating educational products are early childhood learning games, brain trainers and language learning games. The serious games with the highest growth rates are virtual reality educational games, at a breathtaking 47.9%. Eight game-based learning buying segments are analyzed in the Metaari report: consumer, preschool, primary schools, secondary schools, tertiary and higher education institutions, federal government agencies, provincial/state and local government agencies and corporations. The report also lists more than 300 suppliers operating across the globe to help companies identify partners, distributors and resellers. Metaari's report analyses size, growth and trends in seven regions: Africa, Asia Pacific, Eastern Europe, Latin America, the Middle East, North America, and Western Europe and has two sections: a demand-side analysis and a supply-side analysis for eight buying segments. For the U.S., Metaari provides a detailed breakout including information on major serious game studios and market cataysts. Sam Adkins, CEO, Metaari, provided highlights of his 100+ page report to attendees at the 2017 Serious Play Conference, an annual gathering of the thought leaders in the serious games industry. Product revenue forecasts are based on Metaari's proprietary game-based learning pedagogical framework, which identifies 11 unique types of educational games. The framework provides suppliers with a precise method of tapping specific revenue streams and a concise instructional design specification for the development of effective educational games. The Metaari report is available for sale at the price of $499 http://seriousplayconf.com/downloads/2017-2022-global-game-based-learning-market/
  21. Serious games - those designed for education or training - are on a five-year compound annual growth rate (CAGR) of 20.2% globally, suggesting revenues will more than double to $8.1 billion by 2022, according to Metaari, the foremost analyst firm covering the market. In 2017, global revenues will hit $3.2 billion. And that number includes only retail packaged (off-the-shelf) products. It does not include revenues for hardware, devices, platforms, tools or custom content development services. Several convergent catalysts are driving the global game-based learning market, according to Metaari in its 2017-2022 Global Game-based Learning Market Report: Organizational resistance to learning that includes game play is fading fast The growing availability of easy-to-use development tools Exponential innovation in Augmented Reality (AR), Virtual Reality (VR, and Mixed Reality (MR) An upsurge of new next-generation educational games coming to the market The impending rollouts of very fast 5G networks and the Internet of Things (IoT) In 2017, consumers were the top buyers of educational games, followed by primary schools and corporations. The three buying segments with the highest growth rates are corporations (35.7%), preschool (30.7%) and higher education institutions (26.3%). By 2022, corporations will the second-largest buyer group after consumers. The highest revenue generating educational products are early childhood learning games, brain trainers and language learning games. The serious games with the highest growth rates are virtual reality educational games, at a breathtaking 47.9%. Eight game-based learning buying segments are analyzed in the Metaari report: consumer, preschool, primary schools, secondary schools, tertiary and higher education institutions, federal government agencies, provincial/state and local government agencies and corporations. The report also lists more than 300 suppliers operating across the globe to help companies identify partners, distributors and resellers. Metaari's report analyses size, growth and trends in seven regions: Africa, Asia Pacific, Eastern Europe, Latin America, the Middle East, North America, and Western Europe and has two sections: a demand-side analysis and a supply-side analysis for eight buying segments. For the U.S., Metaari provides a detailed breakout including information on major serious game studios and market cataysts. Sam Adkins, CEO, Metaari, provided highlights of his 100+ page report to attendees at the 2017 Serious Play Conference, an annual gathering of the thought leaders in the serious games industry. Product revenue forecasts are based on Metaari's proprietary game-based learning pedagogical framework, which identifies 11 unique types of educational games. The framework provides suppliers with a precise method of tapping specific revenue streams and a concise instructional design specification for the development of effective educational games. The Metaari report is available for sale at the price of $499 http://seriousplayconf.com/downloads/2017-2022-global-game-based-learning-market/ View full story
  22. Resources to get good at math?

    Hi guys, I'm currently reading 3D Math Primer along with 3D Game Programming with DX11 (advancing in both roughly at the same pace), but I'm having some difficulties, meaning the math keeps going over my head, I just fail to get most of it in an intuitive way and it always end up being this magic formula I just need to have faith in even though I don't get it...which is not good. So I was wondering, there is any resources online you know of that maybe trough good teaching or exercises to the user really gets me to understand all of in and see it as abvious? Or is like my brain is just not meant/equipped to work with numbers and formulas?! I don't know, though if you happened to be in my same situation in the past and you know something that greatly helped you get past it, then please share with me, though please, no Khan Accademy recomandations, I can't stand the Host going OCD with color matching and just wasting a lot of time because he HAS TO delete one color and use the right one... it just murder a bunch of my neurons when that happen ...=_='''
  23. 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 Update (2017.07.25) Lighting Series Part 4 - Irradiance and Radiant Intensity Update (2017.08.02) Lighting Series Part 5 - Photometry 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!
  24. Sounds in Roundrick

    Hi, My name is Alex Mars from sound design studio AK Audio. In this video, I would like to show you an interesting approach I've made for making sounds in the game called Roundrick. First of all, let me show you a quick clip of the gameplay. Pay attention to the sounds. Here I split sounds into 3 categories: sounds of the gameplay, sounds of the map city builder, UI sounds. To implement all sounds and music we use FMOD Studio. This program helped me implement all sounds without bothering the programmers' team. Let's start with sounds we hear while we are on the map. Besides the music, we decided to create sounds for objects that you can see on the map. This is a forest level, so in order to make the background music more interesting we created a system with bird sound effects. I have recorded 11 samples of singing birds which fit each other. In FMOD Studio these samples play in random order with a random delay, pitch, volume, and panning. This creates a non linear ambiance of the forest from just 11 short samples. There are several background objects which live their own life: waterfall, sawmill, elixir farm and so on. When you scroll closer to any of these objects, the sound gets louder and clearer. We paid lots of attention to the sounds of resources. Because resources are a very important part of the game, we decided to create variational sounds. Sounds of gold, crystals, wood, and elixir sounds that reflect what happens on the screen. For example, for gold, I recorded the sound of dropping different coins. I recorded the sound of a single coin and a bunch of coins. When resources appear on the screen FMOD plays a random sound of a bunch of coins. But when coins are dropped to the player's wallet I created another simple system. I chose 8 coin samples and when the gold drops into the wallet, FMOD plays a random sample of a coin dropped with pitch and volume variation. This way it sounds like a different sample is played every time. As a result, no matter how much gold you have you'll continue to hear very nice and catchy sound of gold. I used the same system for other resources. For example, for the elixir, I recorded the sound of perfume bottles. After processing I chose 6 different samples and programmed it like the gold. The windmill needs to be fixed in order to advance to the next map of the game. So to help the player figure this out we made the sound of the windmill get louder and clearer when you scroll closer to the mill. This sound is synced to the animation. When the gear is bouncing you can hear the sounds of knocking metal and broken mechanisms. When you fix the mill the sound changes and it syncs to the moving blade's animation. For this sound, I've recorded whoosh sounds of a moving rope and lowered the pitch. One more important object in the game is the daily treasure chest. When the chest is ready to be opened, it starts to glow. I created a magic sound which sounds louder when you get closer to the chest. Now let's talk about gameplay sounds. In the main gameplay, most of the sounds are connected to the ball movement. When audio samples play over each other they can sometimes create phase distortions. That's why it's important that we have different sounds. For the sound of the bouncing ball, I've made 2 layers: sounds of two balls. Each layer has some variations. At the end, they layer with many different combinations. In each layer, sounds have random pitch and volume modulation. This way we have more variations. The ball runs faster in the game by a specific algorithm, that's why I needed to change its sound compared to the speed of the ball. If the ball runs faster the sounds are brighter and louder. A similar system is used on the impact sound when the ball hits the enemy. In this sound, we have 3 layers with different variations. This sound also changes compared to the speed of the ball. The sound we hear when we shoot the ball is also quite interesting. The player can shoot very fast, or slowly when finding the direction to start the ball. That's why this sound should follow the behavior. When the ball has been shot, the trigger OnStart is set. That makes FMOD move to the marker Start. When the player cancels the shot, the OnCancel is set and we no longer hear the sound of the shot. All enemies also have their own variations. Each level contains the same type of enemies with the same type of sounds and variations. After a while, you'll grow tired of hearing the same enemy sounds. With FMOD Studio I not only have the possibility to implement sounds with variations but also control the overall mix, loudness. I also set different file size compressions on different events which help to decrease the size of the game. For example, less important mid frequency sounds have more compression to make them a smaller file size. You can find more information about AK Audio sound design studio at akaudio.com Thanks for watching. I'll see you soon.
  25. Humble Bundle has announced the Unreal Engine & Unity 5 Humble Book Bundle. Pay what you want and support charity for $783 worth of DRM-free, digital books. The deal ends in 2 weeks and includes the items below: $1 Building an RPG with Unreal 4.x Unreal Engine Game Development Cookbook Learning Unreal Engine Game Development Getting Started with Unity 5 Mapt Subscription (30 days) $8 Unreal Engine 4 Game Development Essentials Unity 5 for Beginners (videos) 3D Game Design with Unreal Engine 4 and Blender Blueprints Visual Scripting for Unreal Engine Unity 5.x Game Development Blueprints Unity 5.x Animation Cookbook Unity 5.x Game AI Programming Cookbook $15 Unreal Engine 4.X By Example Unreal Engine 4 Scripting with C++ Cookbook Unity 5.x By Example Learning C# by Developing Games with Unity 5.x Unity 5.x Cookbook Unity Virtual Reality Projects Building an Unreal RTS Game: The Basics (videos) Learn more at the bundle page by clicking here.