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About Me







Found 113 results

  1. Hey all,So I have this unfathomable obsession with the games LIMBO and INSIDE, two games produced by Playdead Studios. But as a sound designer, I'm specifically into the audio of the game, its use of ambient tracks and specific sounds to create this level of emotion I've never felt in a platformer before.I took a stab at redesigning the sound and ambiance of one of LIMBO's trailers to see if I could replicate such emotionality with my own creativity. Check it out below. All feedback is appreciated. https://www.youtube.com/watch?v=rMD1OljsIVA&feature=youtu.be Thanks!
  2. DreamHack Activities

    DreamHack Winter

    DreamHack Winter Jönköping, Sweden 30 November – 3 December We're expanding our DreamHack events to encompass a "Gaming Lifestyle" approach. So basically we're bringing a ton of new content to the already massive show that focuses on Indies, Tabletop, Films, Students, Art, and more. Of course this means we're making everything we're already doing even bigger and more awesome such as Esports, LAN, Music, Expo, and pretty much everything else. CALL FOR ENTRIES: The New Indie Activities we're adding to our Sweden Event.... Indie Playground: The Indie Playground is a curated area where games entered into our competition before the event have a chance to win a complimentary booth to showcase their game. The selected games are organized into 12 genre categories that are reflected in the layout of the Indie Playground. Multiple titles are selected for each genre ensuring attendees will enjoy as many indie titles as possible. It's free to enter and those selected will score a FREE 10'x10' booth. We're pretty flexible on what you can send us. If you're not finished with your game yet you can definitely still submit. We've judged and accepted tons of unfinished video games, tabletop, etc. before. Entry form....https://tinyurl.com/DH-IndiePlayground Deadline: Friday, September 28th, 2018 Art Gallery: Exactly as it sounds, our gallery showcases some of the most amazing artists in video games, tabletop, comics, anime, and more. DreamHack staff select a number of works then we just print cool art on canvas for FREE—your game gets a slice of advertising while our fans enjoy a non-TV wall on the expo floor. It doesn't even require you to be onsite for the event, so this one should be a no-brainer. Entry Form....https://tinyurl.com/DH-GameArtGallery Deadline: Friday, September 28th, 2018 Good luck!! Reach out to sydney.mantrom@dreamhack.com for questions about the forms.
  3. OK, so I got my thread locked. Because someone thought that I was violating an IP, he said I needed to "Acquire it". Well here's the thing, Pitch is different from Acquisition, so the rule should be. "Discussion of IPs is allowed as long as it's been Acquired AND/OR It's being pitched, which does not require acquisition. This really does need to be a rule.
  4. Steam summer sale anyone!? We'll be participating! In addition to the sale price, we have some updates as well! Catherine is in for a few new twists and turns with the remastered version of Stitched, which features the following goodies: - Updates to the existing story line with an all new ending - Updates to the current puzzles as well as a few new ones - New locations to explore - New soundtracks and sound effects - A few updates to existing sprites and some new sprites as well - New and updated factory employee stories - Updates to the existing game including bug and grammar checks - Additional achievements and gallery artwork Check us out at: * To enjoy the full experience of the remastered, it is recommended that player starts a new game. And finally, some new screenshots from the update! Cheers! Fluffex Studios
  5. Hi, I'm working on Warriorb for about 2,5 years now and recently we made a playable version of the first part of the game. There are still some elements missing (mostly vfx and sfx) but most of it is close to final. I would love to hear what do you think about our game so far. Any critique, feedback, idea or tip is appreciated. If you are interested send me a pm and I will give you a steam key for the game. I'm eager to receive your feedback: Gézu
  6. With the games your making, what do you fear most? Is it not making any money, never finishing, releasing something broken? Personally, I am most afraid of releasing something that no one cares about. I would rather make something that everyone hates with a passion, because at least there is passion. If a player feels absolutely nothing or doesn't even care to look, I feel like I failed. What does everyone here think?
  7. Would anyone be able to offer up some advice on my resume as well as have any pointers/tips when applying to a game designer job? I've been applying everyday for over a month for positions ranging from internships to full time game designer positions. Any advice would be helpful! Game Dev Resume.docx
  8. Hi, I'd like to present LogicEmu, a new logic circuit emulator working in the browser: http://lodev.org/logicemu/ It's somewhat different from most logic circuit emulators, because it's cell based and internally with 2D ASCII diagrams, and it comes with a huge ton of circuits prebuilt which can be immediately selected from dropdowns to try out all kinds of cool stuff! How is it related to gamedev? It's an educational game, it's also vaguely like minecraft redstone, and may be useful for developing/testing/verifying such circuitry engines in games. It's open source on github to see how it works. Please let me know any feedback. Suggestions, bugs, overall impressions, critique, ... are all super welcome Thanks!
  9. JohnyBGooD

    GDWC 2018

    Hello everyone! From today and all week long you can vote for Pixelpunk XL in the Game Development World Championship. Here is the link: https://thegdwc.com/
  10. After a month of designing the game, we need a name to start showing the content we were making, after thinking in many alternatives for the name of our game, we choose to let the people decide We put in a poll all the names we were thinking and these are the results.
  11. Kevin Tanyi


    © scrinarts studios

  12. Hey guys, does anyone have any recommendations please for companies offering Community Management/Marketing services? I'm quite price conscious, so if you know which ones are cheaper/expensive/how much they charge, for a small/medium sized developer? Thanks
  13. Plz download and try it! Hunger road is a single or local co-op (player 2 shares keyboard or uses controller) game about looting, shooting and travelling across an continent and escape with a space rocket! Zombies, bandits and the evil government will hunt you down and you need to always be looking for guns, ammo, fuel, food and medical supplies. If your ride breaks down you need to find a new one, all while your grandma encourages you over the radio. Now with nice bluegrass music and extra flamethrowers! - Too hard, too easy? - Any bugs? - Any suggestions for improvements? Download link (50 MB file, just unzip, no install needed. Requires directX)
  14. Showcasing the game to new folks, meeting other developers, learning from their experiences, making friends, and dancing my legs off. That's the TL;DR of my Orlando Overdrive experience this past weekend. Battle Gem Ponies had a booth right in the middle of the indie game hallway leading to the bar & dance floor of The Geek Easy. Turns out the whole brony thing wasn't a passing fad, and lots of people still smile when they see marshmallow horses with super powers. Check out this week's devlog to see how the indie showcase went. 👾 The promo poster for the indie event we had to submit title logos for and I make a mistake right out the gate. I tried so hard to be prepared but I still missed a couple spots. I never made a version of the logo over a colored, blank background. Always assuming the app store promo banner sizes plus the transparent logo by itself would be enough for anything. I really should have just asked then drafted something up real quick. So I corrected the mistake, too late to change the poster now, but in the future. I'll need this version of the logo and a colorful background that pops compared to the images around it, and doesn't obscure the letters too much. Had a lovely booth setup with my friend Lawrence who volunteered to watch over my stuff as I ran around to mingle and go back and fourth to nearby stores for extra supplies and food. Completed: Made a GameDev.net Account (reposted my forum and blog content) Found a Volunteer & Prepped My 1st Ever Demo Booth (TV, table, shelf, and couch provided by the venue) Presented Battle Gem Ponies at Orlando Overdrive Befriended Indie Devs from around Central Florida Noted Feedback, Adjusted Tutorial in Design Document Learned From Other Devs that I'm Doing Pretty Good and Should Keep it Up Spruced Up My LinkedIn a Bit (made the tone a bit more casual and fun) Made it a lot more like my Twitter and a lot less like a resume because I'm an indie developer and don't need to pretend I'm all stiff and formal. I'm here to connect with my peers, not beg to be a cog in some company. And here's the new BGP page on GameDev.net Lessons Learned: When someone asks for a logo, ask back "what size?", "surrounding images allowed?", and "what do the others look like?" so you can submit the perfect first impression. Even without the new version ready, I can smooth talk past the bugs. Turn that into a relatable opportunity and explain the gamedev process in layman's terms. At expos, I'm not just showcasing my game, I'm showcasing my personality. Having people walk away liking me as a person might be even more valuable than them liking the game. Which would you be more likely to buy, a cool looking game, or an okay looking game a friend made and is really depending on? I'd think you'd put the former on a wishlist you may never get around to and the latter as a priority at launch. I've become incredibly frustrated with Facebook's business page management hurdles and wish I never converted the Yotes Games page when I experimented with Instragram. It's been nothing but a headache to do the simplest things since. I can't even simply add photos to an album without minutes of permissions, reuploads, re-typing/tagging, and general hoopla. And the most important thing to take away from this weekend is... I'm onto something. And should really keep at it. Battle Gem Ponies could be huge, if I just market this correctly. If Saturday's event was practice for expos to come, I seriously think I could make a splash too big to ignore. __________________________________________________________ Downloads: Business Stuff! This shows how my 3 remaining iOS apps are doing lately. Basically $5 a month. Steady growth as usual, big bump of attention on Itch.io with BGP being there and me sharing the link with everyone lately. Amazon also changed their developer reports so now I'm only able to track active users and not total downloads. They also want sales and royalties kept confidential now. So I won't be able to keep accurate tabs on that column anymore. Predictable numbers at this point. Slow and steady as time goes on, and the thousands of new apps released weekly drown Unicorn Training out of the search results. Didn't see a spike after the Overdrive event because I was more focused on getting people to like Battle Gem Ponies than trying to sell them on Unicorn Training. However, quite a few people did ask to see my website and other games, so at the very least I made a bunch more followers. You know, until a friend recently brought up how hard it is to gain traction on a written blog, I completely forgot about my AdSense account that was supposed to be funding my development (or at least covering web hosting costs). Would you believe that I started this website, update it's content on a regular basis, spread its presence to other blog sharing sites as well as connected it to an App Store linked YouTube account, and 5 years later I STILL only just passed the halfway mark towards fulfilling the first payment threshold. 5 years, and $50 I can't even touch because Google thinks it's too small to be worth the trouble of sending to me. Which is extra weird because their app store payment threshold is just a dollar. Guess ads work as a package deal on the advertiser's side or something. It's cool to get a few hundred visitors each week, but I feel like I'm just not on the radar of tons of folks who'd probably love to see this type of stuff. So maybe I need to put effort into being where they are. Bring my stuff to them instead of waving a flag on my tiny island and hoping they come to me. This led to me thinking I should take YouTube a lot more seriously next time around. I want to do video devlogs every month along side these written posts where I can share screenshots, breakdown graphs and do the whole Completed checklist thing. I'd like to do something like Yandere Dev or Exiled Game Team and just put on a show and build some hype with Battle Gem Ponies 2. 2 million subs, $4.4K on Patreon, and an army of cosplayers. Clearly this guy is onto something and it's connecting to fans on a deep level. Only growing more popular over the years and even scored him a publishing deal. Who knows. It might even blow up like Yandere Dev's channel and I'll be able to fund web hosting and pay video editors to do the time-consuming video production for me. If I reach more people, I can cultivate a community, make a bigger name for myself, increase sales, and ultimately increase the chances of success for all my future projects because people will know who "Yotes" is and be interested in what he's working on. Just a thought. Featured: First-ever Battle Gem Ponies indie expo booth! (outside of school) My setup involved bringing along my precious work laptop (the Macbook purchased with Unicorn Training money) as well as a pretty cheap tablet I got for Christmas years ago, my Clover plushie, the Yotes flag, and a bunch of MLP & Pokemon figurines I collected over many birthdays. Just about every little thing I had to signal to folks what this game was all about and convince them to stop and stare long enough for me to swoop in and feed their curiosity. A friend volunteered to help me set things up in exchange for food and I was happy to have some backup. I ended up not needing my extra monitor, so after that was setup and we realized the mounted TV looked way better, that monitor was put back in my trunk. As for controls & comfort, I went to a nearby Target (the only store nearby selling electronics) and bought a mouse to use with my laptop tray and new gaming mousepad to replace the Xbox 360 controller setup Mac's aren't compatible with anymore and make use of the couch given to us. Told him to look excessively comfortable and happy to simulate the player experience. With the mouse tray being moved around so much and usually so far from the laptop, it needed to be wireless. But foolish me first grabbed the $1 cheaper wired one thinking it'd be fine for just a demo and I wouldn't have to worry about batteries. I ended up running back to the store and exchanging that one for the wireless red mouse from the same brand that cost only $9 and already had a battery inside. For cases where I could tell someone didn't want to sit or someone looked like they'd get frustrated with the laptop controls, I handed them the tablet first, because the touch interface is way more intuitive. My main goal was to eliminate as many barriers as possible and convince everyone who passed by to witness or play a quick match or three. The bar section of the Geek Easy. Everybody had to walk past my booth to get here, and pass again to get out. I had at least two chances to grab people's eyeballs. This place gets pretty packed on a night like this. I wasn't keeping an accurate count, but I remember sitting with and witnessing about 25 people playing the game while others I weren't keeping tally on watched nearby. And I consider that a TON since there were way over a hundred people coming in and out. The event went from 4pm to 1am, and the expo setup began at 2:00pm and packed up at 11:30pm. In that short time I feel like I made the most of every second and succeeded in getting just about everyone in the place to at least glance at the game and see what the hubbub's about. BGP was possibly the most eye-catching game of the show (that's what I heard from the host) and it was lucky enough to be placed exactly in the center of a slightly narrower part of the hallway, meaning you can't help but see the screen. I'm super honored and grateful for the whole opportunity and I'm really glad I went. The future of indie devs in the growing gaming culture of central Florida seems pretty bright. Looking forward to having increasingly impressive games to show. __________________________________________________________ One last playtest as the doors were opening... Now it's time to crunch on the big update. Needs to come quick so people can play a sleek-stable build from the comfort of any platform they choose! I'm more excited than ever to get the game out and now I feel like it's sure to be a success if I just get it in front of people and put the free version in their hands. It's time to make some hardcore BGP fans across the world. I mean, I've got the title theme stuck in my head now and it's not fair I'm the only one who knows it this well! Gotta do everything I can to make Battle Gem Ponies one of the great indie titles in history!
  15. QuizTime.live is a new quiz platform, a collection of skill games where you can win a LOT of money! The games are played in real time, with 1, 2, 3, 4 or 5 players. At special times there are tourneys, with an unlimited number of participants. The prize money depends on the number of players. I would appreciate your feedback.
  16. JohnyBGooD

    Pixelpunk XL - Out Now!

    Greetings! I'm happy to announce that Pixelpunk XL has been released today on Steam! I thank all the people who support me and give feedback on my posts. Steam page: http://store.steampowered.com/app/803850/Pixelpunk_XL/
  17. Timmmmmmmmmm.. T

    Double Fine Quest

    MY QUEST: I found out about Double Fine through your a podcast in 2012. Fast forward six years, I’m a student game developer giving it all I have for a job there. So, I checked their “Action Jobs” page to see what I could find. Under "We are always recruiting everybody, all the time" there is a short story about what happens when you get a job there. http://www.doublefine.com/jobs Also featured on this fabulous brochure. Last summer, I decided I wanted a job there, but they must have interns banging on their windows, so how could I stand out? I decided to make a game that would have several sections to demonstrate my ability and show that I would work hard. Last Fall, I learned Unity through my University. Every single project I made was either a part of my Double Fine game, or specifically designed so that I could reuse code for my Double Fine game. Around December I realized it would be awesome to go to GDC. The main reason being that I could speak to people from Double Fine and make an impression. It was too late to sign up as a GDC volunteer, passes were over $1k, but someone told me about the Unity Student Scholarship. I didn't have a proper portfolio, but I uploaded my work from my Unity class and any other Unity projects I had. Even without a portfolio, I tried to make it look good. I spent so long on the application process that I was late to a New Years Eve party. The new year came, and my game that would get me into Double Fine, codenamed "Project Sourdough," was not on schedule. It would never be completed on time, although parts of it were a complete mess. Since Sourdough didn't have time to rise properly, I needed to make a more concise experience very rapidly. I reused as much code as I could to make "Project Unleavened," a game that follows the story on Double Fine's “Action Jobs” page. Time passed. I really wanted to go to GDC. One night, I prayed that I would go, even though it was unlikely. I also prayed that if I didn't go, they would at least tell me soon, so I could stop thinking about it. The very next moment, I pulled out my phone to call someone, and an e-mail popped up on the lock screen from Unity folks. "Thank you for submitting... We received a lot of high quality applications ... Unfortunately, you were not chosen as a recipient ... But we were impressed with your application" and they gave me a limited access pass. I was completely in awe. SO I WAS GOING TO GDC! The next thing I needed was a way to give them the game. I designed a one-sided business card reminiscent of an atari cartridge, and had it printed onto two USB Business cards from VistaPrint. I had a lot of work to do on Unleavened. I put in some crazy hours in the weeks leading up to GDC, and had to either solve or work around countless issues. Unfortunately, due to a quirk in my dialogue system, I could only build for Windows at the time. Fortunately, I did get some help from my friends. I found out one of them is a QA guru. Another one could make great drawings, and it was amazing seeing him bring a piece of the game to life. But their time was limited by their own schoolwork, so I did all the coding and most of the art myself. That said, I can’t understate the importance of my friends and family during development. The final week of crunch on Monday, my phone died. It got hot, the battery drained quickly, and then it would not boot up. I've had it for years, so it was at end-of-life, but the week before flying across the country was a bad time to bite the dust. If nothing else, Verizon knows how to sell phones. I got my hands on a Pixel 2 before the week was out. Crisis averted, but it took the entire day to resolve that one. Tuesday, I referenced DF’s Jobs page. It had changed. I had been planning to apply for an internship, but there was a brand new note. “Alas, we are unable to offer internships pretty much ever, sorry!” That could be the end of the story. But it’s not. If I couldn't be an intern, I’d apply for a full position as a Gameplay Programmer. I programmed, built, tested, rinsed, repeated until it was error-free. After all that testing I copied those files onto the two business cards. I took a few hours off Sunday night before GDC to hang out with friends. Unfortunately, I needed more than two business cards for GDC, so I got back to work around eleven to design some normal ones. I lied down for a moment and fell asleep for three hours, woke up at 5 AM and then sent my design to the local Minuteman Press. The next morning, there was no next morning, I woke up at noon. I ran about a mile to the printer to get those business cards, and began to pack ASAP. (Disclaimer: That's not San Francisco ) I had a friend who was on-time to bring me to the airport, but I was too far behind packing, and missed the flight Monday. They rescheduled me for free since the next flights had open seats. I was stuck at the airport for hours, exhausted, but Tuesday afternoon I finally made it to San Francisco. Double Fine runs a booth called "Day of the Devs" which showcases a few selected indie games. I hung out there for hours trying to find one of them. I met plenty of good people, but I missed their main producer (Greg Rice) by literally a minute. Wednesday night was an awards ceremony, and the Tim Schafer got a big one. I waited twenty minutes after the show until the people from that company started walking out, and caught up to Greg Rice when he separated from the rest of them. "Mister Rice, can I talk to you for a minute?" "I'm really really late, I can't talk now." "Can you at least take this?" And I handed him one of the USB Business cards with my resume and the game on it. He ran away screaming. Well, not really, he just walked away quickly. THE HUNT CONTINUED, Thursday, I finally got lucky at Double Fine's booth. While scanning badges, I saw some tiny print. It said "Double Fine Productions." Whoah. I looked up, and saw he was wearing a shiny Double Fine pin. It was beautiful. I looked at his face, and he was talking to someone else. I awkwardly stood by until he was free, and then told him my story before relinquishing the second USB Business card. Package 2 delivered! Delivered to a Communications Manager, no less! Friday I walked out of a building and saw some people in Double Fine branded clothes ==> I orbited around in front of them, and introduced myself to two more DF people (programmers). They really liked the idea of my game, so I gave them my card and told then where to find it online. Saturday I applied to Double Fine thru their web site, the normal way, except that I included a link to the game. Monday, the Communications Manager sent me an e-mail that the game didn't work. I know exactly the issue and exactly why. I sent both the fix and a working version. Which brings us to today. Here is the game I made: https://sonictimm.itch.io/action-resume Playtime is usually less than ten minutes. I did modify my dialogue system for web, so you can play it in your browser. Experience Points: (AKA fancier way to say TL;DR) I'd love to say that you can work hard for your dream job, but at this point I have no idea if I'll get the job. What if I don't get the job. I poured my life into a project for a [possibly] failed endeavor. I still gained: -A portfolio. -A trip to GDC -Lots of contacts from said trip -Some free time in San Francisco -TONS of Unity Experience -Practice writing. I love writing, but it's hard to sit down and do it. -Practice Art-ing. I love UI, but spritework is not my calling. -A chance to collab with some friends -A game that may or may not be fun, I'll let you guys decide -This crazy story. Honestly, the University feels mundane after all this... This list is getting crazy long.. But seriously, if your project fails, you'll probably learn more than if it succeeds. That said, don't ever strive for failure. Study Failure. Look at why things don't work, learn from other people's mistakes. Everyone learns from success, myself included. (I'm not the first person to try and get into a company by making a game...) Anyway, I'd love to get your feedback. If you can spare ten minutes, I'd love to hear what you think of my game. Also, if you have any tips for getting noticed by a game company / making yourself more employable, I'd love to hear those as well. Cheers!
  18. I have recently created my own Sound Effects plateform: http://www.ogsoundfx.com Have a look ! There are basically 2 options that you can chose from: Packs or Single tracks. 1/ Sound effect packs/Full albums: Their price range from a few dollars up to $29 for huge collections of hundreds of sounds. If you have the budget, these packs are really worth the money. You can also wait for discounts if you are not in a hurry. 2/ Single tracks. The prices start at $0,99. The aim is to offer game developers or film makers the possibility to acquire specific sound effects for the lowest budget possible. At the moment I am offering a 50% discount for purchases of a minimum value of $10 on single tracks. So if you have $5 to spare on super high quality and professional sound effects, you get $10 worth of a selection of your choice ! I am planning on creating a permanent volume discount scheme on those single tracks. The more you buy, the bigger the discount. For now, I am only selling my own sounds, but I want to expand by allowing other sound designers to sell their sounds on www.ogsoundfx.com. What do you think ? Any opinion or advice you want to give on the presentation, the content, navigation and so on, are most welcome. And I would be happy to compensate any feedback with a nice coupon code. Oh and by the way, if you subscribe to the newsletter, you will not only be the first ones informed of great deals, but you will also receive 120 MB of free high quality sounds ! I hope to see you at http://www.ogsoundfx.com Olivier Girardot Music Composer & Sound Designer PS. Let me share latest youtube video too:
  19. I would like to know if there are any game developers/ designers who could spare a few minutes for an email/ phone call interview if so please let me know ASAP very much appreciated thank you.
  20. Light Yagami

    unity game developing help

    Hello everybody, This is my first time doing anything like this and I need some advice. As part of my school assignment, I need to create an educational video game about mutation. Here is my idea - there are three levels, each level has two arcade type games and the number of points earned in each game is the level of mutation you can cause to your character. Ultimately in each level, the mutations you cause to your character in the game will result in how ready they will be for the boss battle at the end of each level. The first two levels will have an interactive text battle and level three will have animation. I need help creating this game and feedback to make it easier because of the time constraint. I will keep updating on how the game is but this is my first time with Unity so I would appreciate any sort of feedback. My game design document is attached if any of you want further details on the game. Game Design Development Template.docx
  21. Hi, I'm creating 3D environment for our side-scroller platformer game Warriorb. I use Blender for creating props and UE4 as game engine. My aim is to create different looking and feeling area types while keeping the same art style. I go for something between stylized and realistic. I don't use much detail because I don't have much time for each area. I've attached some examples. If you have any tip on how to improve my scenes I would be glad to hear it!
  22. Hello, I managed to finish my first Android Game from A-Z in about 2 months, the game was planed to be an endless game since as a solo Dev i thought it would be easier to finish , it was created using Unity/blender3d and i made everything except for the music tracks. Currently i am looking for feedback, especially about mechanics and game play, especially since i found out this is the hardest thing while developing as and indie , i seem to be able to get 0 feedback from most communities i posted in so i hope i will have more luck here. A short game play trailer: The game is Free and available on Google Play Store: https://play.google.com/store/apps/details?id=com.CrazyApplesStudio.ApplesMania So feel free to comment , critiques are appreciated, even if they are harsh, since that is what will help me improve the game. Also the website for the project : http://crazyapplesstudio.com/ Twitter: https://twitter.com/ApplesStudio Facebook: https://www.facebook.com/ApplesManiaX/
  23. JohnyBGooD

    Gameplay trailer

    Hey guys, Here is Pixelpunk XL gameplay trailer:
  24. Hail to you, our wise readers! Gods generously gifted you all with the power and knowledge. The time of great trials is coming, and the people of Egypt - your people - will need your help. Put your powers to a good use and lead the people of Egypt to prosperity! In other words, we're happy to share with you our first trailer! Many indie game devs out there struggle with making a good trailer for their games. We're not an exclusion Our game has both strategical and historical components and we wanted to show off them both. So instead of making only one trailer, we decided to make two! First one for the historical component and another one to demonstrate the mechanics of the game. Take a look at the result and let us know what you think! Check our page on Steam and add the game to your wishlist!
  25. 3 Reasons Indies Should Apply for DreamHack's New Activities Coming to Austin June 1-3 We're expanding our DreamHack events to encompass a "Gaming Lifestyle" approach. So basically we're bringing a ton of new content to the already massive show that focuses on Indies, Tabletop, Films, Students, Art, and more. Of course this means we're making everything we're already doing even bigger and more awesome such as Esports, LAN, Music, Expo, and pretty much everything else. The Top 3 Activities Indies Should Apply For... 1. Indie Playground: The Indie Playground is a curated area where games entered into our competition before the event have a chance to win a complimentary booth to showcase their game. The selected games are organized into 12 genre categories that are reflected in the layout of the Indie Playground. Multiple titles are selected for each genre ensuring attendees will enjoy as many indie titles as possible. It's free to enter and those selected will score a FREE 10'x10' booth. We're pretty flexible on what you can send us. If you're not finished with your game yet you can definitely still submit. We've judged and accepted tons of unfinished video games, tabletop, etc. before. Entry form....https://tinyurl.com/DH-IndiePlayground Deadline: April 20, 2018 2. Game Pitch Championship: The Game Pitch Championship was created to help build the skills you need to successfully get your product out there. Many developers are talented and either nail the build they have to show but don’t really nail the business plan or they nail the business plan and not the build. With a pitch, you have a short time to impress so you need to nail it all. This competition will not only help hone your skills with industry vets guiding your progress through the competition, but you’ll win accolades too. You could also win $2,500! Entry Form....https://tinyurl.com/DH-GamePitchChamp Prize: $2,500 USD Deadline: April 20, 2018 3. Art Gallery: Exactly as it sounds, our gallery showcases some of the most amazing artists in video games, tabletop, comics, anime, and more. DreamHack staff select a number of works then we just print cool art on canvas for FREE—your game gets a slice of advertising while our fans enjoy a non-TV wall on the expo floor. It doesn't even require you to be onsite for the event, so this one should be a no-brainer. Entry Form....https://tinyurl.com/DH-GameArtGallery Deadline: April 20, 2018 Good luck!! Reach out to sydney.mantrom@dreamhack.com for questions.
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