Remove Dev Remove Rigging Remove Texture
article thumbnail

The Kristala Dev Blog - Issue #25

Astral Clock Tower Studios

Welcome back to the ever-enchanting Kristala dev blog, where you'll get a front-row seat to the development process for the inaugural title from the leading ladies at Astral Clocktower Studios—a female-owned indie games studio based in Central PA, USA. We can't wait to see these textured!

Dev 52
article thumbnail

What are your thoughts on reselling assets in games? Criticisms imply that, if you bought the assets in a previous game, any other game reusing them should be reused n the base game already or be brought in via free updates, so that nobody has to buy for the same thing again, otherwise it’s money predatory, greedy, and shady in every possible way. But how do you and other devs see this practice?

Ask a Game Dev

A single purchasable asset is never atomic - the purchased item is comprised of many parts like the 3D model, the diffuse textures, normal map, occlusion map, any other materials, rigging, animations, shaders, and so on. If MW3's carry-forward is wildly successful, other devs will take notice.

Asset 64
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

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. Once the models for the sewer items were completed, Cass then shifted focus to texturing them.

Dev 52
article thumbnail

The Kristala Dev Blog - Issue #19

Astral Clock Tower Studios

Welcome back to the Kristala dev blog! We know we've promised you bi-weekly dev blogs, but in truth, there's been a lot happening lately here at ACS headquarters. We know we've promised you bi-weekly dev blogs, but in truth, there's been a lot happening lately here at ACS headquarters. We're happy you're here. We promise. ;).

Dev 52
article thumbnail

Why I still use Unity

Radiator Blog

There's been some game dev twittering about Unity vs. Unreal lately. This is important during the second half of a game dev cycle, when game making becomes a terrible slog -- when your game randomly crashes on Nintendo Switch for some reason and you have to figure out why but you're already so so tired.

Engine 100
article thumbnail

The Kristala Dev Blog - Issue #18

Astral Clock Tower Studios

Welcome back to the riveting, the joy-inducing, the awe-inspiring Kristala dev blog! The walls' scorched texturing alludes to the carnage that has taken place in this once-great city. We're coming to you live and direct with Issue #18 and we can confidently say.it's gonna be good.

Dev 52
article thumbnail

So how much $ (in general) does it cost to produce a fully animated/rigged, fully voiced 1-3 minute cutscene in a game that’s in ongoing development (something like SWTOR, where they have a lot of prebuilt assets)? Like just a general low range and high range? I’m seeing a lot of people complaining about prioritizing content they want, and don’t know enough about the behind the scenes costs to properly communicate they’re being unrealistic with their complaints.

Ask a Game Dev

The cost of any content in game dev is directly proportional to how much new stuff needs to be created for that content. As long as the designers can create the characters with the in-game character creator and reuse the existing rigs, no new resources need be expended to create them.