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The secret to Apex Legends' gorgeous first-person animation? Mouth cameras

Game Developer

Here's how one Apex Legends animator captures incredible reference footage using a mouth-mounted camera.

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Letting Apex Legends players go guns akimbo was harder than you might think

Game Developer

Fancy first-person animations can create a surprising degree of tech debt.

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What is the gnarliest coding hack you’ve ever encountered?

Ask a Game Dev

The weirdest coding hack I’ve ever seen myself was in a very popular first person shooter series whose engine my studio was using for a different game. It’s animation data now” and treated it as such), then applied that animation data to the character in the game. The animation programmer didn’t understand it either.

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Actually talk to the (author-led AI) murder suspect in Dead Meat by Meaning Machine

PreMortem.Games

His debut game Unknown Number was the first game in what its creator Tom Keane called the ‘First Person Talkers’ genre. Unknown Number put First Person Talkers on the map, with talks at GDC, several indie awards, and even being exhibited at the Smithsonian museum in Washington DC.

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Solo dev Evan Polekoff of Critter Crossfire “Motivation is a limited resource” 

PreMortem.Games

For the last five years, off and on, he worked on Critter Crossfire , a turn-based tactics and first person shooter hybrid. The core mechanics of Critter Crossfire leave the door open for so many unique items that couldn’t exist in any other turn-based tactics game or first person shooter.

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How do you Choose the Best Game Design Software for your Project?

Big Games

Understanding Your Project Requirements Game Genre The first thing that one should always consider is genre. Different software may cater to specific genres, whether it is first-person shooter, role-playing game, strategy game, or simulation. It is important to understand the genre of your game.

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Unreal Engine 5 FPS: Create A Zombie Horde Shooter

Awesome Tuts

Character Animation Blueprint. To animate the character we need to create the animation blueprint. Give the new animation blueprint name BP_Player_Animation and open it in the editor. Inside the Player_Character folder Right Click and create a new folder called Blend_Spaces.

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