Always learning, always experimenting. Especially if you are in essence a multi-media designer. Before logging out I wanted to share a project, I made a very short 2D sandbox game in Unity that I invite people to play and read about on my blog. And yes, there is a link on there so you can play the game, however, you can't save the browser version of the game. #unity #games #learning #multimedia #design #indie #pointandclick https://lnkd.in/egfbZ89S
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Day 8: Progress On Development of an Endless Runner Video Game RECAP? I was pretty ecstatic about what I was able to achieve yesterday. I am stll reliving the feeling at this very moment. I added the 2 rail grinding and rope grabbing mechanics. I also finally added in coins, they didn;t work as intended though, but I did. And a few optimizations. PROGRESS? Today, was all about bug fixes and optimization. So not a lot to talk about. Except that, I learned that, you CAN turn Generic rig animations into humanoid animations when you create the humanoid avatar from the generic rig and bake the animations in. Then when you duplicate the animations, they will match with other humanoid bones depending on the quality of the mapping on the generic rig. Yeah, a lot of technical mumbo. Just saying, I fidgeted around the animator a lot for today, and just found that out after using unity for 2 whole years. That is only what I have been able to do today, plus A LOT of bug fixes and optimizations. You can see the video is a lot smoother now. Removed a lot of dependence on code and redundant methods and update checking too. Glad I am at a stage where I actually think about these things, and not just wanting the code to work in the first place. PLANS? UI. I am moving on to making the UI because it is the only plausible thing to do next. Have I designed how it will look? Well, no. :) For us to know how many coins we have taken, we need an indicator. So, will be channeling my inner graphic designer. That or I may use assets from Paladins or ask for help. If you have an idea that you want to contribute too, will love to hear them. Have made and released 3 games so far, and have received a lot of good suggestions each time, so I know I will not be lacking what to add or do when I ask. THOUGHTS? Again, the amount of people that I have been able to reach just starting this project 1 week 1 day ago, seems kinda off to me. Like when you actually put yourself out there and put in the effort, people will recognise you. Is that how the world has always worked? I am an introvert so I couldn't tell up till now. That is good thougt to have at the back of my mind. For anyone wanting to start Game Development, I recommend not just following any course blindly. Do you need to know how to code to be able to do it independently, sure. But do you need to know how to code when beginning? Absolutely not. Have a game that you want to create, search for a beginner's way to make that game, and you will improve from there. If you are just now starting, like haven't even opened Unity, then I recommend Jimmy Vegas youtube channel. His, was not the channel I first followed. Just that if I did, I would know a lot of things as a beginner. Anyways, thanks for reading, as always. We pray for protection, prosperity and peace. Have a great rest of the week.
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Game developers get some love in the latest tyFlow update (v1.119) with the additional of the new tyVAT modifier... Here's an example of it being used to export some destruction animation to Unity (1.7m verts across 9k particles). All animation data is compressed into a single 4096x2048 PNG VAT file and played back in a vertex shader. No more messing with giant cache files or thousands of individually animated nodes which can lead to horrible engine performance - tyFlow VATs can be used to pack deforming meshes, skinned meshes and particle meshes into tiny textures which can play back blazingly fast on all modern gaming platforms (mobile included). VATs (Vertex Animation Textures) aren't a new thing - they've been used for a few years now in game development. However, traditional VATs store position data for all vertices across all animation frames and can balloon in size when used on complex meshes (a traditional VAT for this setup would require an output resolution of 23000x23000, due to the sheer number of mesh vertices being animated over the 100 frame sequence). For my tyVAT implementation I developed some new rigid/deforming skin techniques which drastically decrease VAT size by only storing transforms/skinning data for the setup. So what you see here isn't just raw deformations being played back - it's a full GPU skinning setup running in-shader (the Unity shader being used is provided online in tyVAT's documentation). So not only is this update relevant to game developers, but this is some brand new tech that has the potential to supercharge the fidelity of baked animations that games can efficiently showcase to users in general.
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#how #howto #3d #application #3dapplication #game #development #gamedevelopment #three #js #free #course #freecourse #certificate #freecertificate 💥 👾 3D Application and Game Development with Three.js 👾 💥 This free online course will equip you with all you need to know to develop 3D games and applications using Three.js This free online 3D course about Application and Game Development with Three.js will equip you with the knowledge and techniques required to develop 3D games and applications using Three.js. This course will teach you new skills and show you how to develop 3D games and applications. We will show you how to draw geometry, update viewport and add textures. You will learn how to load models and create skyboxes for a better gaming experience.
3D Application & Game Development on Three.js | Free course | Alison
alison.com
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The FeedTheFish game is designed in a fun cartoon style. So the gamers might escape their daily problems by immersing themselves in a bright and colourful fish realm. However, the game goal is also to provide the users with new information about the inhabitants of the undersea world, as well as to raise their consciousness of the environmental concerns caused by global ocean pollution. For the FeedTheFish game, I created all the characters, props assets, backgrounds and user interface. Working on the Cat, my task was to create a character that would be a personal assistant for FeedTheFish game users. Its purposes are to provide tips and advice, as well as to recognise and reward accomplishments. It also assigns tasks to the players. Furthermore, if the user makes a mistake, this companion gently warns him. That is why a nice, adorable, and trustworthy character was required. Also, this character is used as the "face" of the game: as the program icon, in the splash screen, and in promotional materials. I created a plenty of various Fish Characters for FeedTheFish game. For each of them, I came up with its own nature, mood and personality. Working on the Angler Fish was a true challenge for me. After all, it is most likely the ugliest creature on the planet. However, my goal was to keep the entire game in a cute cartoon aesthetic, immersing the players in a fun and colourful fish kingdom. The Cat: Based on the task at hand, I opted to create a charming, colourful kitten with wide, trusting eyes and an irresistible smile. The animation of the Cat's movements is calm and graceful. The character literally squints with delight at the prospect of interacting with the gamer! Is it even possible not to love it? The Angler Fish: It's not easy to force such a violent and repulsive being to look adorable and make the user want to feed it. But I think I handled it well. My Angler Fish appears to be a little goofy and inattentive. It can't actually survive without the player's assistance in finding food! The movement of the lantern is quite essential in this animation. Angler Fish uses it to light its way through the depths of the sea. This emphasis further brings player's attention to fish's helplessness, making its predatory and nasty nature less significant. The different emotional states of the fish (calm, angry, happy) are also further emphasised by changing the color of the lantern. The sad or angry reactions of the fish characters to the plastic rubbish in the water should raise people's attention to the environmental crisis of pollution in the world's oceans. My workflow was the same as usual: starting with a paper sketch, I went on to create vector images within Sketch app. Then, I continued my work in the Rive app in order to animate the characters' movements and emotions.
Rive animations, Characters, Assets, and UI design for FeedTheFish mobile game, Vira
artstation.com
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Well hi there #gamedesigner and #gamedeveloper friends! Are you familiar with the humble GDD? Want FIVE awesome examples, and a free template? We got you! 🚀 P.S. If you have your own GDD I'd love to see it linked! Let's learn from each other ⬇ A GDD, or Game Design Document, is one of the most fundamental pieces of work created by the Game Designer. For those who are unfamiliar, you can kind of think of a GDD as the business plan of a game. It primarily includes the systems and mechanics of a game, outlining how a game will function and EXACTLY how it will play. They are primarily used by the production team as a guide on what actually needs to get built. 🗒 They'll often also include things contributed by other departments, such as art direction, timelines, and financial goals. 📈 In order to help you understand GDDs and to make your own, I've compiled a list of 5, count em 5, examples. Two were made by myself over my career (because I'm allowed to share them, lol) but three are more oldschool ones from extremely famous games: 1. A Design "One Pager" (Mini GDD for a single feature): https://lnkd.in/ezH5_MGa 2. A Full GDD for a VR game: https://lnkd.in/erfX2DKm 3. A classic GDD for Doom 1, also called the "Doom Bible": https://lnkd.in/eFGUv576 4. A classic GDD for Grim Fandango: https://lnkd.in/ecJsNUNr 5. A classic GDD for Diablo 1: https://lnkd.in/erCMutif ∞. As many as you want from this wonderful resource: https://lnkd.in/eWm-jwct And now for those looking to make their own, here is the Indie Game Academy's GDD Template: https://lnkd.in/gpSYKi67 I have a **GAME DEV CHALLENGE** for everyone! Spend **no more than 3 hours** making a brand new GDD for any game of your choosing! Then link it to us down below! Reshare for the other game designers in your life 💜 #gamedesgin #gamedeveloper #gamedev #indiedev #indiegamedev #indiegamedeveloper #gamedevelopers #gamingindustry #GDD #gamedesgindocument #gamedevtips #gamedevresources #gamedevtools
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🚨 Attention Game Developers! 🚨 Don't miss out—time is running out on some incredible discounts for high-quality game assets, perfect for taking your projects to the next level. Find a massive range of both 2D and 3D assets created by artists from all over the world, covering animation, design, modeling, and more. This collection includes unique and customizable options that can add depth to your games. Discover a special Low Poly Game Dev Bundle, which provides essential assets for an affordable price, ideal for devs looking for a streamlined, low-poly aesthetic. Come explore these deals before they end and give your game the boost it deserves! Learn more https://lnkd.in/gu7Jn46Y #GameDev #iPadGameDev #indiegamedeveloper #gamedeveloper #devtools #gameassets #game
Game Assets for Your First Game | hyperPad blog
hyperpad.com
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I have 𝗡𝗘𝗩𝗘𝗥 seen a beginner game project with a “Good” loading screen! Games like 𝘽𝙖𝙮𝙤𝙣𝙚𝙩𝙩𝙖 and 𝙍𝙖𝙮𝙢𝙖𝙣 𝙊𝙧𝙞𝙜𝙞𝙣𝙨 allow players to play cool mini-games! And 𝘼𝙨𝙨𝙖𝙨𝙨𝙞𝙣’𝙨 𝘾𝙧𝙚𝙚𝙙 show gameplay tips! What is it about loading screens that beginners miss? If it is the lack of knowledge, I want to solve that problem! This is a guide to making a cool scene loading screen. Play around with these things a little, research, and make your game projects BETTER! ⚡ Core Components 🔹 SceneManager.LoadSceneAsync() - The backbone of smooth transitions 🔹 AsyncOperation - Tracks loading progress 🔹 DOTween - For smooth animations (optional but recommended) 🔹 Canvas Groups - Fade transitions 🔹 Loading Bar UI - Visual progress indicator 💫 Pro Loading Screen Patterns 🔹 Multiple Progress Phases: "Loading Assets (30%) → Initializing (60%) → Finalizing (100%)" 🔹 Animated Backgrounds: Particle effects or shader-based animations 🔹 Interactive Loading: Mini-games or character customization 🔹 Contextual Tips: Show tips based on player's game progress 🔹 Lore Elements: World-building through loading screens ⚙️ Best Practices 🔹 Always handle edge cases (slow connections, errors) 🔹 Keep UI responsive during heavy loads 🔹 Cache frequently loaded assets 🔹 Use asset bundles for large scenes 🔹 Implement proper error handling ⚠️ Common Pitfalls to Avoid 🔹 Don't block the main thread 🔹 Don't forget to handle back button/escape key 🔹 Avoid loading unnecessary assets 🔹 Don't hide actual progress behind fake loaders 🔹 Never assume minimum load times ✉️ To the Sr. Devs! Let’s guide the Jr. with your experience of Loading Screen in the comments!👇🏻 *** Do multiple projects that cover all the Unity Concepts needed to be a Great Game Developer. Link: https://lnkd.in/gyJ6vrYN Mayank Grover, Mridul Agrawal, Malhar Devasthali, Aryan Khera, Aryan Saxena #gamedevelopment #unitydeveloper #Unityprogramming #GameProgramming #unity3d #GameDesign #Design #Games
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The FeedTheFish game is designed in a fun cartoon style. So the gamers might escape their daily problems by immersing themselves in a bright and colourful fish realm. However, the game goal is also to provide the users with new information about the inhabitants of the undersea world, as well as to raise their consciousness of the environmental concerns caused by global ocean pollution. For the FeedTheFish game, I created all the characters, props assets, backgrounds and user interface. Working on the Cat, my task was to create a character that would be a personal assistant for FeedTheFish game users. Its purposes are to provide tips and advice, as well as to recognise and reward accomplishments. It also assigns tasks to the players. Furthermore, if the user makes a mistake, this companion gently warns him. That is why a nice, adorable, and trustworthy character was required. Also, this character is used as the "face" of the game: as the program icon, in the splash screen, and in promotional materials. I created a plenty of various Fish Characters for FeedTheFish game. For each of them, I came up with its own nature, mood and personality. Working on the Angler Fish was a true challenge for me. After all, it is most likely the ugliest creature on the planet. However, my goal was to keep the entire game in a cute cartoon aesthetic, immersing the players in a fun and colourful fish kingdom. The Cat: Based on the task at hand, I opted to create a charming, colourful kitten with wide, trusting eyes and an irresistible smile. The animation of the Cat's movements is calm and graceful. The character literally squints with delight at the prospect of interacting with the gamer! Is it even possible not to love it? The Angler Fish: It's not easy to force such a violent and repulsive being to look adorable and make the user want to feed it. But I think I handled it well. My Angler Fish appears to be a little goofy and inattentive. It can't actually survive without the player's assistance in finding food! The movement of the lantern is quite essential in this animation. Angler Fish uses it to light its way through the depths of the sea. This emphasis further brings player's attention to fish's helplessness, making its predatory and nasty nature less significant. The different emotional states of the fish (calm, angry, happy) are also further emphasised by changing the color of the lantern. The sad or angry reactions of the fish characters to the plastic rubbish in the water should raise people's attention to the environmental crisis of pollution in the world's oceans. My workflow was the same as usual: starting with a paper sketch, I went on to create vector images within Sketch app. Then, I continued my work in the Rive app in order to animate the characters' movements and emotions.
Rive animations, Characters, Assets, and UI design for FeedTheFish mobile game, Vira
artstation.com
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