November, 2020

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I’m taking a short break – I’ll be back January 4, 2021!

Brand Game Development

I’ve got to level with you – I am tired. It’s not for the usual 2020 reasons either. This year’s been a tough one, and it’ll definitely be an infamous one when the ink dries on the next generation’s textbooks. You’d think being locked up inside would leave me with an excess of time and no way to use it wisely.

Dev 130
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The Bright Side of Ray-Traced Global Illumination in Unity

The GameDev Guru

Let's get back to ray tracing with Unity global illumination. See what's a better fit for you: baked GI, screen-space GI and ray-traced GI.

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John Liberto

Concept Art World

Concept Art World. John Liberto. John Wallin Liberto is a concept artist working in the game and movie industry. John has worked on game titles such as Halo 4, the Battlefield series, Gears of War 1 & 2 and Unreal Tournament III. He has also done work in feature films as a matte painter for Harry Potter and the Prisoner of Azkaban , Alien vs Predator and Big Fish.

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Guybrush Fact vs Fiction

Grumpy Gamer

I remember the first time I read this I just chuckled. That was 10 years ago and the myth keeps going. It's been printed (well, web printed) so many times that it is slowly going to become fact and I want to set the world straight. What is true. During the early days of Monkey Island I didn't have a name for Guybrush. We just called him the "guy". When Steve Purcell was doing concepts for "the guy" he was doing them in dpaint.

Art 59
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Complex text layouts progress report #2

Mircosoft Game Dev

Introduction. This is the second part of my work on Complex Text Layouts for Godot 4.0, focusing on Fonts and UI mirroring. See godot-proposals#1180 , godot-proposals#1181 , godot-proposals#1182 , and godot-proposals#1183 on GitHub for detailed information on CTL proposals and feedback. See also the previous progress report for the TextServer API implementation details.

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DEVLOG#2: Clearing the Concept

Mnenad

In this second devlog episode I share one of my most valuable experiences in game development with you! I explain the concept of my mecha indie game and hope for your feedback. Also included: Funny bugs, a research about existing mecha games and the progress in development and design. watch next episode. watch on YouTube.

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The Kristala Dev Blog - Issue #23

Astral Clock Tower Studios

Welcome back to the ever-enchanting Kristala dev blog, where you can get front-row seats to the development process for indie 3D dark fantasy ARPG Kristala, the first title from female-owned-and-operated indie game studio Astral Clocktower Studios. Get ready to take a peek at what we've been up to over the past month and what's ahead for the rest of 2020.

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Vote for 2021 SXSW and SXSW EDU PanelPicker Ideas!

Game Design Aspect

Hi, I apologize for not updating the blog. I have not been feeling well these past months. I did in fact win a 2020 Women in Games Hall of Fame Award. I was completely flabbergasted and very grateful. Thank you so much to the people who voted. I need your help again because the SXSW and SXSW EDU Community Voting period is ending November 20, 11:59 PM, Pacific Time.

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Cloud compiling with Azure

Grumpy Gamer

I use Microsoft's Azure to do cloud compiles of the c++ engine for my new game. For Thimbleweed Park builds were hand compiled which took a lot of time and was very error prone. More than once I made DEBUG builds rather than RELEASE builds or forgot to change some debug setting back. It's nice to have builds compiled in the cloud and know they are from a pristine environment each time.

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Dev snapshot: Godot 3.2.4 beta 3

Mircosoft Game Dev

While development keeps going at full speed towards Godot 4.0 (see recent devblogs on GDScript typed instructions and Complex Text Layout ), a lot of work is also being done on the 3.2 branch for the upcoming Godot 3.2.4. This new beta 3 build comes shortly after last week's beta 2 to fix some of the regressions and bugs reported against that release.

Beta 52
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How to Scale A Games Company | Travis Boatman, Gigi Levy-Weiss, & Kristian Segerstrale

Deconstructor of Fun

Funding is just the beginning. What are the biggest challenges and mistakes made by early stage companies when first attempting to scale? How does Supercell become Supercell, Playtika become Playtika, or EA become EA? Why not ask some of the people who were there as founders, investors, and key executives at those very companies? To speak to these issues we have arguably 3 of the best people in the world to talk about this: #1.

Games 52
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The 2020 Holiday Shopping Guide for Board Game Lovers

Brand Game Development

‘Tis the season of being grateful and thankful…for holiday shopping guides. This is a holiday shopper’s guide to all things Board Games. It’s so big that we’ve split it up into different sections to make it easier for you to navigate. Nothing shows up twice and all items can be found on Amazon or Etsy. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.

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Harvest Island Demo & The Behind The Scenes Trailer

Yobob Games

Harvest Island Demo. Harvest Island New Trailer! Harvest Island Trailer Breakdown. I finally got to make a new trailer for the game. There’s a lot of changes that I had to make within the game before I could make a polished trailer and if you guys are keeping up with the game development, you can noticed the significant graphic improvements as well as the subtle details added.

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Dev snapshot: Godot 3.2.4 beta 2

Mircosoft Game Dev

While development keeps going at full speed towards Godot 4.0 (see recent devblogs on GDScript typed instructions and Complex Text Layout ), a lot of work is also being done on the 3.2 branch for the upcoming Godot 3.2.4. Adding to the first beta version from last month ago, we now have even more great features coming in 3.2.4: Android App Bundle and subview embedding support. 2D batching for GLES3 (remember that we added it for GLES2 in 3.2.2), and improvements to GLES2's batching.

Beta 52
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FBX importer rewritten for Godot 3.2.4 and later

Mircosoft Game Dev

I'm Gordon MacPherson ( RevoluPowered ), a C++ contractor from the United Kingdom. I've worked in games for a while now, building upon general software development experience from electronics and RF equipment. I found Godot while working on personal game projects, and started being involved as a contributor a bit over a year ago. In particular, I was very lucky to work as a consultant at Prehensile Tales for IMVU 's Godot projects.

Mesh 52
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Calm

Grumpy Gamer

For the first time in four years I am slowly remembering a feeling known as calm. I look forward to Jan 21st when I can read the morning news and not feel a sense of dread. We now have two+ months of a narcissist ranting, blaming, and of course suing. Oh, he also has nukes. What was I saying about calm? Never mind that.

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MI Game History Stream

Grumpy Gamer

Thanks to everyone who showed up. If you missed it, here it is.

Games 52
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Board Game Review: Five Crowns

Brand Game Development

Happy Monday to all! Can you believe that we are in NOVEMBER? I sure can’t. But with November comes Thanksgiving, Christmas/Hannukah, and New Years, so in my family that means the season of family games. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. This year will look a lot different than prior years, which is no surprise to anyone.

Games 130
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Marketability is a Loop, not a Funnel

Deconstructor of Fun

To dive deper into marketability, please check out our podcast with Joe Schaeppi (CEO of 12traits ) and Jesse Lempiäinen (CEO of Geeklab ). Three facts: 1. Marketability (CPIs) is the single most important metric of your business case 2. You can optimize marketability early on extremely cost-effectively 3. Most of the gaming studios fail to understand the first point until it is too late and thus refuse to concentrate on the second point.

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Introducing the Betsy GPU texture compressor

Mircosoft Game Dev

My name is Matias N. Goldberg , I normally maintain the 2.x branch of Ogre aka ogre-next and I wrote Betsy, a GPU texture compressor that runs on GPUs. This work was commissioned by Godot Engine through the Software Freedom Conservancy to solve a major complaint: importing textures is excruciantly slow and takes many minutes. Certain compression algorithms such as BC1-5 are quite simple and there are already fast high quality compression algorithms.

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Godot's 2D engine gets several improvements for upcoming 4.0

Mircosoft Game Dev

While the focus of Godot 4.0 Vulkan rewrite has largely been enhancements to the 3D engine, the 2D side will also see several improvements. Improved Performance. Thanks to Vulkan (which has a much lower draw-call cost than OpenGL), 2D itself in Godot 4.0 will see a speedup for free. But that's not the only reason, many internal improvements and optimizations also contribute to a smoother experience.

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