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3D model by me, work in progress

Don’t go alone into the woods, the wolves aren’t the only one watching you..

A few more screenshots of my Pennywise wagon in the woods. We need an actual game about our favorite clown, involving multiple storylines. Some are children, some are adults. Some won’t make it, some will tell the tale. Going through different eras and seeing IT in different shapes and environments would be a nice prequel game to play. No Losers involved since we already know their story.

3D model by me, work in progressWould you dare enter Pennywise’s wagon if you’d come across it at ni

3D model by me, work in progress

Would you dare enter Pennywise’s wagon if you’d come across it at night?


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Unity 3D Game Development by Example is a Video lecture by Adam Maxwell (Packt has videos now, apparently).

It has 8 sections, each around 20 minutes, which covers the basics of Unity 3D game engine.

The author or narrator explains everything from the very basic things, such as how Unity’s user interface looks like, where to find everything, to more complex things like how to write scripts, how to make Title screens and Menus, how to save and load data for your games through examples.

The narration is paired with “slides” that in bullet points or diagrams that help explain some topics. And of course, the video also demonstrates concepts using the game engine itself, so it’s easy for listeners to follow and understand.

The narration for me though, is a little flat, but it’s still better than reading books, and simply following through screenshots.

For beginners, I think this video lecture is a good place to start. But people who are already familiar with Unity, this video doesn’t offer much more.

You can check out the video lecture on Packt’s website or check out some sample sections on YouTube.

relatablepicsoftaliesineveryday:

relatablepicsoftaliesineveryday:

@scoutbokmal20​ : Where is this from? Looks like Percy is on holiday somewhere warm but still in his coat for Whitestone weather

It’s from a Game engine episode on Geek and sundry. Should be this one but it’s behind a subscription paywall

I wish I looked this relaxed.

A New Horizon (IP3 Game Trailer)

Here’s a game me and my team have been working on for the last 2 trimesters, this is a taste of what we have so far after many sleepless nights :D

You may have noticed the character of the game and some related concept art that I’ve posted previously. I mostly worked on all the tasks related to the main character, from design, modelling, texturing rigging and animations and also the lighting of the scenes/ post-processing.

#weroni    #unity3d    #game engine    #gaming    #horizon    #weroni art    

Having been an avid video game player since the 1980s going from the Atari 2600 with its limited yet entertaining quality, until recent days with more modern titles like Player Unknown Battlegrounds,Rocket League,Astroneer,Rainbow Six Siege; I was lucky to witness the evolution of PC and console titles from one milestone to the other.

There have been several paths taken by game developers in these long 30-plus years of evolved digital entertainment, many of which were represented by the old dilemma of short but rocky path or long but safe road. This helix of choices is the ongoing decision-making among developers and especially large publishers who have been influencing the gaming scene in the last ten to fifteen years.

I already wrote about poor in-game choices affecting the level of fun in games. Loot cases and quasi-gambling systems of random dropping virtually simulating casino roulette are everywhere. The fun is slowly dissipating from this realm. Video games are desperately trying to become the very thing they were never meant to achieve: reality with all its problems.

 From the user point of view the latest expensive titles published by EA,Ubisoft,Activision, have become an extension of their very own corporate identity: greed upon fun. Triple A titles delivered unfinished yet priced for top dollars video games to the crowd. Pressured developers under the lash of their publisher-owner are part of this issue.

Just like Polyphemus, the one-eyed Greek mythological creature, which we all know as the Cyclops; needy publishers can only focus on one objective within their own realm: profits. And just like this ancient figure, it can only go towards one objective because it has only one eye.

A publisher CEO approaching the meeting with the developers…


Game companies have to preserve their financial integrity making sure their earnings are sound enough to make more titles. Let’s make this clear. I’m not against it. Profits pay for everything and we ought to understand it. What becomes intangible is the lack of touch some companies display toward their customers and especially the loyal ones.

I don’t want to write another post ranting on the condition of the game industry, there are plenty around so I’ll get to the point, the point that grinds my gears. Why can’t the issue of gameplay be addressed to its core? Why are the gaming experiences dumbed down to forgettable titles that won’t last as they should? Why can’t I enjoy my game to the extent it was meant to be?

Just like your smartphone or microwave once it’s broken it’s not meant to be repaired anymore, but the industry expects you to constantly get a new one discarding everything else before. Long are gone the days when you could spike up your game with mods and tweaks like Doom,Half Life 2,Skyrim. Just to name a few.

Battlefield 1 came out two years ago and yet we already forgot about it. Despite being a great and innovative game, other publishers flooded the market to compete and we all too soon forgot about it. The Call Of Duty syndrome of one-a-year publishing has affected the entire market. We don’t have time to cherish and fully experience our games anymore because the next big hit is around the corner already eager to take your pre-ordering money.

Try now to play any AAA game and seek the fun. You can’t because developers are insisting on creating movie experiences for PC and consoles rather than enjoyable games. Players don’t want that, they want’ to be able to create their own stories and to remove their avatar away from the rail experience they have been locked into.

Gmod has delivered more fun out of one game engine for the past years than anything else…


Ultimately players want to be able to understand the game they are playing. They want to be fully immersed by a compelling story (see Mass Effect Trilogy) and by a game engine that allows them to go beyond the established interactions of the main narrative. Why? Because you shouldn’t ditch your game after completing the single-player campaign. You want to go back to it and be able to influence every bit of it so you can craft different stories to your own fitting. 

Gamers are willing to give up the ultra realistic graphics, life-like facial animations, Hollywood voice actors, for a better game play that involves better game physics and interactions with the AI. Yes, I said it, better interactions with the AI which means a superior experience the latest expensive games have failed to deliver. 

What prompted it from happening? Developers are guided by their publishers to craft titles that prioritize console first. This means the user is constantly under the experience of a game that is on rails: little choice of direction in the story and in the overall quality. PC and consoles are still different from each other.

As the market gets flooded by high-stake game drops each quarter of the year, we are left with this huge void of enjoyable experience. Is the user aware of this phenomena? Yes, the user knows that for the money-time investments he/she is waiting for decent game quality time rather than anything else. 

Time to plant some grass.

#eastward    #gamedev    #game engine    
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