Sat.Feb 05, 2022 - Fri.Feb 11, 2022

article thumbnail

Inspiring Developers

Game Dev Unchained

The origin of the podcast has always been to find inspiring developers in the game industry making amazing achievements. This can be measured through personal success, multi-disciplinary moves, or independently carving your own path. Therefore, this episode is dedicated to those individuals that I was able to speak with last year, that were just overall standout interviews that that made me walked away feeling super motivated.

article thumbnail

Breakout: Introduction

The Liquid Fire

When just starting out in game development, it is very common to want to jump right in to making your dream game. If you love your ideas, I would suggest waiting, at least for a bit. To do your game justice, first develop some skills. You can build these skills through repeated simple successes that lead to incrementally more challenging and rewarding goals.

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

TNT: Ending Maker Volume 01 by Chwiryong

Game Industry News

Hey all I’m back with another Korean novel for this week’s Translation Necessary Thursday. It’s Ending Maker Volume 01 by Chwiryong! Plot: The plot is pretty solid, the top two pros of a game called Legend of Heroes 2 are reincarnated into the bodies of their favorite characters from the game, Jude Bayer and Cordelia Chase (no not that one from Buffy), who also just happen to be engaged, almost immediately prior to the start of the story.

Fantasy 52
article thumbnail

Dev snapshot: Godot 4.0 alpha 2

Mircosoft Game Dev

Two weeks ago we finally released Godot 4.0 alpha 1 ― the first official alpha build of our upcoming major milestone, enabling all interested users to try it out and report bugs, as well as provide feedback on the new features. We got lots of bug reports and many have been fixed already in these two weeks! To keep iterating on stabilizing the 4.0 branch, we're going to release new alpha builds every other week, so that testers can always have a recent version to test the latest changes.

Alpha 52
article thumbnail

Personal Projects from Art Boost

Game Dev Unchained

Unfortunately, there is no secret or shortcuts to doing hair for games. It’s literally hand placing cards, upon cards and that hasn’t changed too much” – Lisa Loseva. Art Boost is a new segment added to the podcast last year and it was to promote and learn from artists breaking down personal projects, techniques, & workflows.

Art 52
article thumbnail

Breakout: Physics

The Liquid Fire

As a game engine, Unity provides a lot of functionality right out of the box. You could make some really fun physics based games and not need to have a math degree to do it! In fact, in this lesson we will start creating game objects that react to physics, with no programming required. If you followed along with the first lesson, open your existing “Breakout” project.

article thumbnail

The most heartbreaking films - Valentine's Day edition

Filmustage

There are some holidays that sneak up on you so stealthily that you risk even missing them. Valentine's Day is one of them, for which our team has compiled a list of those films that can both warm up and break your heart. We've tried to put together a selection of both fairly trivial and original choices. Enjoy. But before we continue, we want to remind you that here we promote the love of art and try to inspire you to take your camera and make a short film.

Film 52

More Trending

article thumbnail

Acquisitions & VR Failures

Game Dev Unchained

This past month has seen an unprecedented amount of acquisitions. The big fish in the game industry are swallowing up the smaller fish and the only reason why is because things are on sale, but may also be in trouble. It’s no secret that Activision/Blizzard has been facing inner turmoil with harassment claims and allegations piling up and unfair practices within the workplace.

Data 52
article thumbnail

Breakout: Layout

The Liquid Fire

A lot of game development is occupied by time spent in the Unity Editor. There are even whole jobs specifically for Level Design. This is both for function and visual appeal. In this lesson we will spend some time preparing our scene to look more like the finished game. If you followed along with the first lesson, open your existing “Breakout” project.

Sprite 52
article thumbnail

Anime Sunday: Leadale Episode 01 Impressions

Game Industry News

Hey all I’m back with the first series of Winter 2022 for this week’s Anime Sunday. It’s my Leadale Episode 01 Impressions! Plot: The plot is pretty standard, woman dies in a hospital while on life support and is transported to the world of the game she was playing at the time. That sounds a lot more dark than this series actually is.

article thumbnail

2022 Predictions #3 Sports Games Get Beaten from a Pillar to a Post

Deconstructor of Fun

This prediction is written by Michail Katkoff and members of the Deconstructor of Fun community. Access all previous predictions here. This report wouldn’t be possible without the help from our friends at Sensor Tower. An essential data platform for all mobile gaming studios. In this analysis, data from China, Korea, and Japan are excluded as this analysis focuses on Western markets only.

Racing 52
article thumbnail

ink + Unity: Story Saving and Restoring (Using JSON Serialization)

Digital Ephemera

When working with Unity, ink stories exists as two separate states: source and compiled JSON. When using the ink + Unity integration plugin , changes to a source (.ink ) file will result (unless the automatic compilation is turned off) in the creation of new compiled (.json ). This allows authors to work in ink source and lets the plugin handle setting up the API between its internal runtime and Unity C# code.

Data 40
article thumbnail

Breakout: Ball

The Liquid Fire

Unity has already enabled us to easily accomplish a ton of milestones, such as rendering sprites on screen, and making objects move and collide with each other. At some point, you will always find that some of the features you want to use require the use of a script. In this lesson we will create our first script and show how it is used like a custom Component.

article thumbnail

Interview with Joanna Giordano, Career Coach

Game Design Aspect

As I mentioned before, I'm now offering online workshops on game writing tests and portfolio preparation. I get my information by talking to industry hirers, recruiters, and human resources. To give you a glimpse into the human resources mindset, here's a short interview with Joanna Giordano, your "friend in HR," as she likes to call herself. She's also a career coach who can give you candid resume reviews, job search strategy consultations, and resume writing lessons.

Writing 40
article thumbnail

Moral Star Part II: Gwyn vs. the Moral Choice Engine

Game Industry News

HERE THERE BE SPOILERS. The second part of “Moral Star” offers us the dividends we’ve come to expect from Prodigy. The Protostar crew continues to gel and demonstrate just how far they’ve come as people and as a crew. I am very excited to see where part II of this season takes us, but I have to say, it’s going to take some doing to top this beautifully crafted first half of the season.

article thumbnail

Breakout: Blocks

The Liquid Fire

Now that we can hit a ball with a paddle, we need something to aim for. Breakout style games have an array of blocks along the top of the board for the user to destroy. We will create some blocks, then create something called a “Prefab” that makes it easier to apply changes to multiple instances. Continue following along with your existing “Breakout” project.

article thumbnail

Breakout: Board

The Liquid Fire

While you “could” create all of your game boards by manually placing row after row of blocks, manually editing each as needed, there is an easier way. Well, at least it’s easy once you are comfortable writing code. In this lesson we will continue to practice and learn new tricks so that the computer will do the “hard” work on our behalf.

article thumbnail

Breakout: Game

The Liquid Fire

We’ve come a long ways, but there is still one major thing we’re missing. We don’t have a real game because there is no way to win or lose! In this lesson, we will learn about Unity events, and how to compose them together so that we can have victory and loss conditions. Continue following along with your existing “Breakout” project.

article thumbnail

Breakout: Paddle

The Liquid Fire

Now that we’ve got some experience scripting, we can get slightly more advanced with the creation of our Paddle. In this lesson we will create the bar which moves back and forth across the screen based on user input. Continue following along with your existing “Breakout” project. Otherwise, you can start from this sample project here. Create The Paddle.