2020

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Unity Ray-Tracing: Get Started Now (Short Tutorial)

The GameDev Guru

In this blog post, I’ll show you my favorite way to get real-time ray-tracing up and running in Unity

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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 Art of Star Wars: The Mandalorian (Season One)

Concept Art World

Concept Art World. The Art of Star Wars: The Mandalorian (Season One). This official behind-the-scenes companion to the Disney+ Star Wars series The Mandalorian features exclusive concept art, character and costume sketches, and vehicle and creature designs. The Mandalorian follows the adventures of galactic gunslinger Din Djarin and the Child as they traverse the outer systems of the galaxy and evade remnants of the Empire.

Art 98
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30 years ago today.

Grumpy Gamer

Thirty years ago today I made the final gold masters for Monkey Island. Some notes about these. These are the final source backups I made when the game left test and the gold masters were sent off. They are labeled 1.1 because the game got bounced out of test during the final two weeks and so the version got bumped when it went back in. For the younger readers out there: These are not USB devices and you can't text your friends or watch TikTok videos on them.

Games 75
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Long-Term Retention - Why D180 is the New D30

Deconstructor of Fun

This post is written by Oleg Yakubenkov , CEO @ GoPractice. Oleg has built his data-driven product management expertise working on some of the biggest games as well as some of the biggest social platforms in the World. GoPractice is an online simulator course that will give you hands-on-like experience working on an ambitious product and making decisions based on real data in actual analytics systems.

Data 59
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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

After 3 hard weeks of work, the new lightmapper for Godot 4.0 is ready to go! Wait, why a lightmapper, didn't we get real-time GI? Yes, indeed. Godot 4.0 will also have a very cool Voxel based real-time GI: Still, that is a different technique aimed at different use cases. Lightmaps offer significant advantages over any other technique when the following requirements are met: Performance above anything else (for mobile, lightmaps are still a must-have).

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PlayCrafting Student Spotlight Update

Game Design Aspect

It was a delight to hear from my former game writing students at PlayCrafting. They attended the one-night Game Writing Portfolio Workout sessions or the multi-week intensive Game Writing Primer course. Here are some highlights! Kyle Erf made a career switch. He is now Director of Technology at Moving Pieces Interactive , makers of Dodo Peak , available on Apple Arcade and Nintendo Switch.

Writing 52

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Updates to NVIDIA’s Unreal Engine 4 Branch, DLSS, and RTXGI Available Now

Nvidia

To help developers get the most out of Unreal Engine 4 as they head into the new year, NVIDIA RTX UE4.26 has just been released. We have also released the first. To help developers get the most out of Unreal Engine 4 as they head into the new year, NVIDIA RTX UE4.26 has just been released. We have also released the first DLSS plugin that can be used with both NVIDIA’s NvRTX branch and mainline UE4, along with an updated UE4 Plugin for RTX Global Illumination.

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Niche Game Development Disciplines: How to Specialize in Technical Art

Tiny Hydra

I’m often asked by my former students, “What skills should I really be learning to get into the industry?” The answer to this question is really complicated, and depends largely on what the person wants to do. However, there are a few jobs that are very difficult to fill for many companies and if you. The post Niche Game Development Disciplines: How to Specialize in Technical Art appeared first on Tiny Hydra.

Art 52
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The Kristala Dev Blog - Issue #24

Astral Clock Tower Studios

Welcome back to the fantasy, friends! You're just in time for the latest installment of the ever-enchanting Kristala dev blog, a monthly compilation of the game development completed for indie 3D dark fantasy ARPG Kristala in November 2020. If this is your first time joining us, we're super happy to have you! Kristala is the inaugural title from the leading ladies behind Astral Clocktower Studios, a female-owned-and-operated indie games studio based in Central PA, USA.

Dev 52
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Unity C#: Expression-Bodied Members to Reduce Your Code Verbosity

The GameDev Guru

Read code faster by writing less verbose code with C# 7 Expression-Bodied Members

Code 130
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Board Game Review: Pandemic

Brand Game Development

Maria here again! Today’s post is the last of my “Top 5 Games” series. I hemmed and hawed over whether I would do it, too. If you haven’t noticed, the game Pandemic pulled a Jumanji and now we’re living it. But I decided that I would be remiss if I did not include it, as it was the first modern board game and it really reignited my love for board games.

Co-op 130
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The Mandalorian Concept Art by Nick Gindraux

Concept Art World

Concept Art World. The Mandalorian Concept Art by Nick Gindraux. Concept artist Nick Gindraux has posted some of the illustrations he created for The Mandalorian Star Wars live-action television series on Disney+. Nick collaborated with, and received art direction by Lucasfilm veteran Doug Chiang. Link: Portfolio | Facebook | Instagram. All images © Lucasfilm, Ltd.

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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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How EverMerge Made $50M in just 7 Months

Deconstructor of Fun

Gordon Rowe. This guest post is written by Gordon Rowe , an experienced product leader that has spent 10 years building and operating free to play games on mobile, web, and consoles. It’s 2:02 pm on a Friday and I’ve got a lot of work to do. Yet I can’t stop thinking about EverMerge. It’s the last thing I do before I sleep, and the first thing I check when I wake up.

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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.

Engine 54
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Live Action Online Games (LAOG) During Lockdown

Game Design Aspect

In this article, Sande Chen reports on the use of educational live-action online games (LAOG), a variant of educational LARPs. During the pandemic lockdown, it was impossible to play Live Action Role-Playing games (LARPs) that require face-to-face contact. LARP designers like Isabella Negri were forced to consider how LARPs could be played in an online-only setting.

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It’s Just a Monitoring Change

Sky Betting and Gaming Technology

There is somewhat of a trope in technology that suggests changes to monitoring systems are not necessarily held to the same high standard as changes to other, often more complex or revenue-generating, systems and services. The reality is that monitoring systems are complicated beasts, and should not be taken for granted; nor should we be complacent when making changes to what is still a production system.

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Texture Compression in 2020

The Astronauts

I’ve spent some time looking at various texture compression formats and libraries (the ones meant for GPUs, i.e. “ASTC, BC7” kind, not the “PNG, JPG” kind). Here’s a fully incomprehensible chart to set the stage (click for a semi-interactive page): If your reaction is “whoa what is this mess?!”, that’s good.

Texture 52
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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.

Demo 52
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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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How to Analyze the Performance Cost of Your Unity Shaders

The GameDev Guru

In this post, you will learn how to analyze your unity shader complexity in numbers so your game can finally stop being fragment bound.

Shaders 130
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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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Lynn Hye Ryoung Yang

Concept Art World

Concept Art World. Lynn Hye Ryoung Yang. Lynn Hye Ryoung Yang is a freelance concept artist and matte painter working in the entertainment industry. She attended the Art Center College of Design and has since worked for companies such as Adhesive Games, Rhythm and Hues, Rethink Attractions, Scribble Pads Studio and Attack FX. Recently, she opened her own outsourcing company based in the Los Angeles Area that provides visual consultation services and art direction.

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Delores Source Code Released!

Grumpy Gamer

Oh crap! I accidentally pushed the wrong button and made the Delores source code available on GitHub. I guess there is no putting Delores back in the bottle now. (wait for laughter). I'm only half kidding. (wait for Todd in the third row, who laughs at anything, to stop laughing). I did publish all the source code to Delores on GitHub , but it wasn't an accident.

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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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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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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.

Dev 52
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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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Custom Hierarchy for Unity [free]

Febucci

Introduction. Hi, I’m Febucci and I’ve created this package to help having a clearer Hierarchy in Unity, organizing everything in a “tree view” and including extra informations like Components Icons and groups/divisors. I have a lot of gameObjects in each scene of my current game and I started getting lost in the default Unity Hierarchy. That’s why I’ve spent a lot of time making this little plugin and now I’m super happy to share it with you, for free !

Asset 52
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Buildbox Tutorial: The Basics For Absolute Beginners (With Video)

SOVEREIGN MOON

SOVEREIGN MOON PRESENTS… Buildbox Tutorial: The Basics For Beginners (With Video). In our Buildbox tutorial series, we’ll show you how you can build amazing 2D and 3D games without having to know how to code. . Read the Full Tutorial ? Sovereign Moon Studios is dedicated to helping game enthusiasts bring their creative visions to life by teaching them how to make a video game from scratch without having to know how to code or draw. .

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DEVLOG#1: The Backstory

Mnenad

Watch the development of an indie game and be a part of it! This is the first episode of a development documentation series (devlog) of my personal dream game - from its earliest stage to the end at some point in the future. DEVLOG#1: This episode tells the backstory up to the current state of the game. watch next episode. watch next episode.

Indy 52
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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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Board Game Review: Exit Games

Brand Game Development

Maria here again! A few years ago I picked up some copies of Exit: The Game at the store because I absolutely love Exit Rooms. Like, LOVE Exit rooms. When I saw that there was a board game version, I promptly grabbed a few for us to try out. Fast forward a year and we still hadn’t played one. It wasn’t until after I was recovering from an injury where we finally decided to bust one out for a date night.

Games 130
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Konstantin Maystrenko

Concept Art World

Concept Art World. Konstantin Maystrenko. Konstantin Maystrenko is a concept artist and illustrator originally from Russia. Konstantin is currently working as a Concept Artist at Riot Games. Link: Portfolio | Facebook | Instagram. All images used with permission by the artist. © Konstantin Maystrenko or their respective copyright holder. The post Konstantin Maystrenko first appeared on Concept Art World.

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Lego Report 2

Grumpy Gamer

Almost done. Much like making a game, it's just polish from here on out.

Games 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