#software engineer or indie gamedev
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// just trying to figure out what modern au karachan would be doing
#ooc#my go to for him is either some kind of office job like accounting#or IT helpdesk#or something compsci related#software engineer or indie gamedev#one au he's a hospital pharmacist bc that's all my clinical rotations these past few months have been#man i wanna write this stuff again where did my fic brain go#anyways if anyone wants to plot modern au stuff hmu bc that's all i ever think about
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“Game Development can’t be that hard”
Game Development:
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Welcome to Citopia! Citopa is an upcoming 16+ forum-based community website with pixel art avatars, fun games and city-themed graphics. On Citopia Online, you will be able to:
Dress up your avatar in amazing pixel art items designed by our Artists
Play minigames to earn in-game currency and receive rewards by leveling up
Participate in exciting competitions and events
Meet new people and make tons of friends with similar interests
Follow our social media to get more updates and watch our progress in developing the website!
Artist: @ elinoskarssonart on instagram
#citopia online#citopia#game#forum community#pixel art#pixel avatar#pixels#pixel graphics#pixel aesthetic#indiegamedev#gamedev#indiedev#indie game#indiegames#game development#programmer#coding#software engineering#forum avatars#dress up
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Idk what day it is anymore but I promise I'm not dead just over worked at work and all I have is the energy to sleep after work...
So I've been working on a contract job for a client I can't say what for, but I'm working on a currency system for it. I've had a rough week because my client didn't like my design pattern I use so I have to use a design pattern I don't like using which is 😭. Other than that I've been working on my ADHD task app in the time I actually have I've been adding more options for the journal to display to a chart.
Not sure when I'll post again or what I'll be working on other than a dialogue system after the currency system!
#self improvement#cosmickittytalk#codeblr#csharp programming#girls who code#csharp#csharp is superior#programming#coding for a year#coding challenge#coding#game programming#programmer#paired programming#work in progress#game development#game design#indie games#pc games#gamedev#working late#work woes#programmer life#software development#software engineering
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Hey everyone,
I’ve been working hard on game development tutorials and my dream project, Tree House Builder. Right now, I’m juggling this with a part-time receptionist job, but if I can reach 1,000 subscribers and 4,000 public watch hours, I can finally go full-time and bring my game to life!
If you’d like to support me, please hit that subscribe button and watch my videos. It would mean the world to me. ❤️
As a thank-you, if I reach my goal, I’ll make a free short game—chosen by you! 🎮
Let’s make this happen together! 🚀 http://www.youtube.com/@TheAngryBox01
#devlog#gamedev#indie games#indiedev#indiegamedev#coding#unity#unity3d#jokes
#devlog#gamedev#indie games#indiedev#indiegamedev#coding#software engineering#programming#engineering#csharp#javascript#unity3d#indie dev#game development#game design#jokes#funny jokes#dad jokes#funny#memes
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Any engine but this
#gamedev#game development#indie game dev#indie game#indie dev#renpy#unreal engine#unity engine#godot#amazon lumberyard#rpg maker mv#rpg maker#gdevelop#software#software development
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Estoy probando a ver si se pueden compartir listas de reproducción completas por aquí, es que "Hice Backrooms en 24 horas bla bla bla" solo fue el primer video de una serie de devlogs que estoy realizando hasta la fecha, gracias a ese primer video es que decidí continuar el proyecto ¡HACERLO MÍO Y DARLE UNA PERSONALIDAD PROPIA! 💜 si a mí me preguntan, sí, lo conseguí, sin duda alguna vaya, me siento superorgulloso del trabajo realizado. ���
#leedeo#godot#godot game engine#godot engine#gamedev#indiegamedev#game development#indiedev#indie games#the backrooms#desarrollo de software#youtube#youtube channel#youtube video#Youtube
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DIGITAL AFFAIR by Conforce from the Field 03 EP (2010) on Field Records.
Listen to MUSIC FOR PROGRAMMING on SPOTIFY: http://bit.ly/music-4-programming
#programming#productivity#processing#programmer#developer#development#web development#webdev#game development#video games#game design#gamedev#indie game#software#software engineering#software development#computer software#techno#minimal techno#Dub Techno#conforce#field records
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Devlog #0: Prologue
Before we get to the (hopefully) good stuff, a bit of context: I'm Nicolás and I work as a game developer in a small studio from my hometown since 2016. Most of my work has been for the studio + our clients, and a lot of that work hasn't been strictly game-related (general web / software stuff).
Regarding my independent work, I usually focus on narrative and storytelling more than mechanics; the game I'm most proud of so far (and the one I would recommend the most to the girl reading this) would be Lost Bond, which is short, sweet, and has none of my sloppy writing in it but instead has a lot of my not-so-sloppy non-verbal storytelling and directing in it. The rest of the indie stuff I've published can be found here; please do keep in mind that most of the games there have been each made in about a weekend at various Game Jams* (a bit more about that after the break).
Anyways, right now I'm in the final week of a month long game jam so the devlog idea was mostly to show some progress on that because I feel it's coming together pretty well! I'll post about that one tonight, after a little break. See ya later!
*For those who don't know: a Game Jam is an activity where you (either solo or in a team) have to make a game within a specific time frame, under a set of rules (use x engine, y tool, etc), and usually based on a theme; these can vary from concepts / ideas (some examples I've participated in: "home", "lost and found", "100 years before") to more mechanically / game genre focused ideas ("single button press", "roguelike", etc), to festivities / seasons ("winter", "halloween", etc) and more.
Some game jams are competitive (overall winner / winners by categories), a lot aren't, and most of the non-competitive ones are very welcoming to beginners so it's a pretty good way to get started on learning gamedev in general: sometimes teams share members (mom said it's my turn on the one (1) composer that's here this weekend), you get a lot of feedback and help from your peers, and also at the end you get to show your game to everyone which is super fun and not nerve-wracking at all! hahaha *crying sweating throwing up* no but seriously it is pretty fun
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I don't mean to be a bother but I was wondering how you got into game development (like coding and stuff). It's something I've always wanted to do, but I have no idea where to start ^_^' (feel free to ignore this ask of course)
AHH Of course I would love to help... err I'm actually very bad at playing video games which is sort of hilarious in context but I love rpgs of all kinds with my whole heart and I grew up around software development so I also got exposed to that side fairly early on. Um.. TBH I also kick my feet a lot about gamedevelopment but for where to start I have a few suggestions in no particular order:
Join a gamejam These will usually have themes (easy inspiration) or challenges, a deadline (gets your ass moving to actaully do something), and discord communities full of people willing to help you with anything pretty much! A lot of them are hosted in itch.
If you already have an idea For me I like to draw up a list of things that I personally like in video games I've played, and then try to see where I can expand on them. From there, I see which game engine would support me the best. It is possible to make an entire game without actually coding anything (RPGMAKER is pretty good for this, and I know some other ones support block coding), but I really recommend picking up some knowledge of coding if youre able! From there, I usually come up with characters, diagram interactions, and try to come up with a timeline of events.. If you're having trouble with this, I usually bounce my ideas off of a friend and get feed back and have a fun little ideajam which helps me to get moving again.
Some helpful links/things I like: Aseprite is good for pixel art/animation Not too experienced on the music side, but I know there are a lot of free music places out there! My rpgmaker masterpost has some included :) And u can always commission music artists! For writing... I've tried out Bibisco, Scrivener, Google Docs, etc... But I think as of the moment I like Fortelling the best :) For learning how to code: I will never stop recommending Codecademy if you're able to pay, but there are a lot of videos on youtube on practically every game engine-y thing you may desire! This is a good masterpost for unity-related stuff, but i recently found out that Unity also like donated a crapton of money to the US Military so I've been trying to adjust to unreal instead lol.. This is a good rpgmaker post! And this is a good general gamedev post if you haven't seen it already
And my final piece of advice is to play a lot of indie games! I spend a lot of time just browsing on itch and then playing different games I come across. Not all of them are amazing, but all of them do inform my direction on indie gamedev in some way or another
There's a lot of free resources on the net I can link you to if you need help with music or coding or game engine advice... but best of luck! And i hope this was helpful :)
feel free to ask me anything else!
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Lightning Mailbag: Bilbo of Bag-End
Interestingly there were no programmers on that list of resources. Was that intentional?
No. I don’t know any game programmers who post about game dev regularly. I wish I did.
What influences who and which questions you respond to? Is it a matter of 'what you're in the mood for' that day? Is it stuff you haven't addressed before? Is it stuff you anticipated getting a lot of traffic? Is it based on volume and number of similar questions? Is it how polite or courteous the person was?
As I am a human and not an algorithm, it’s mostly what I’m in the mood for. I tend to lean towards something I find interesting or haven’t written about in a while for the sake of variety.
I've seen you mention a few times about how sometimes an executive will have a "pet project" that survives past the point where it really should. Can you think of a recent example of a case like this? (or at least one that looks like it may be, from an outsider's perspective?)
The problem is that most successful pet projects are often virtually indistinguishable from a successful regular project when looking in from outside. The most common factor of a possible pet project is a a very long development time - usually longer than the lifespan of a given game console generation. The prototypical example here is probably Duke Nukem Forever, but Team Fortress 2, Shenmue, Prey, Spore, Final Fantasy 15, Too Human (and even the upcoming Anthem to some degree) probably also qualify.
So Metro Exodus is now only going to be on the Epic Game store (preorders on steam will still be honored). Do you think this is was a similar deal to console exclusives, I.E. Epic threw a bunch of money at Deep Silver to make it an Epic Store exclusive, or is it fundementally different?
From what I’ve read, it’s because Koch Media (one of the owners of the IP) decided to make it a timed exclusive on the Epic Game Store. That said, Epic is basically throwing money at everybody because they are only taking a 12% cut as platform instead of the usual 30% that Steam does (and Sony, Microsoft, Nintendo, Google, Apple, etc.). That 18% is pretty huge.
Hi, I am currently considering quitting my MSc in Computer Engineering (I already have a BSc) in order to work at a local Games Studio. Everyone around me tells me that's a bad idea, but when I ask people in the local games industry, they mostly tell me that experience is really what matters. Assuming games is what I want to do with my life, will not getting a Master's degree somewhat be a threshold on my carrer/compensation?
Most software engineers I know don’t have a postgraduate degree. Some of them didn’t even have degrees in computer science or engineering - I know game programmers with degrees in applied math, physics, and chemical engineering instead of anything computer-related. Having a higher degree doesn’t necessarily mean much to us. The ability to demonstrate mastery and experience in your particular specialization (e.g. graphics, gameplay, server, engine, etc.) is more important to hiring managers than a specific degree.
What is the gamedev equivalent of a full stack programmer?
Programmers are so specialized on this field that the answer is a little weird. It’s either the senior programmers on a big project with a broad enough view of the entire project, or an indie programmer who has to do everything herself.
What do devs think of CIG as an employer in your experience? Is it viewed as an innovative place to work? One to avoid?
I don’t know about how other devs feel, but I have spoken with current and former employees there and have not heard good things about it. According to the grapevine, Roberts likes to micromanage and isn’t afraid of throwing out old work. It really doesn’t feel good if it’s your work he keeps throwing out or your authority he keeps stepping over.
Many people have fantasized about a presentation they don't like getting massively booed at E3. If a journalist booed an E3 presentation and their employers found out they were one of the people doing it, what would happen?
No idea. I’ve never worked as a member of the gaming press.
Is VR dying?
Think of it more as “incubating”. It isn’t mainstream yet, but the tech is still really interesting. They still have several major problems to solve before it can go mainstream.
The FANTa Project is currently on hiatus while I am crunching at work too busy.
[What is the FANTa project?] [Git the FANTa Project]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
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⛔ ⏩Curso Danki Code É Bom? Curso Desenvolvimento de Games vale a pena? Conheça o atualizado 2019
ACESSE AGORA
http://bit.ly/2Z4ivGw
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The post ⛔ ⏩Curso Danki Code É Bom? Curso Desenvolvimento de Games vale a pena? Conheça o atualizado 2019 appeared first on Cursos online.
from WordPress https://fazercurso.com/?p=1781
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I think a big part of fixing the bad requires to locate the bad. Shall we try that then? So lets wonder why sso doesnt have the time and the mancraft to fix and update their stuff Might it be the 6 game designers that left SSO in 2020 alone? Yes, that sure has to be a part of the reason. Having a constant flow of new employees to train has to be time consuming and ineffective. Okay so we got that, now the question: why do we have game-devs leaving? Where do we start? The bad working conditions? the toxic workplace? the bad pay? bad tech? or the bad managment? workers that seem to feel trapped in a dead end job? where careers go to die? Not having interest in fixing the game from the ground up, therefore resulting in nearly a decade of piled up tech debt? an engine that is standing on its last leg?
Some people here love ripping EA to shreds, but if it comes to SSO suddenly they turn a blind eye to that. Look who the fuck is steering the company. SSO is no more a "tiny indie dev team". You have upper managment, of which some of them, have spend nearly a decade leading EA. They learned from the best when it comes to draining a franchise of its money. "but, but im sure the team is trying their hardest to make it work!" Im sure some of them are. Im sure some of them are trying really hard to make it fun and nice and a cool game for all. But im also very sure that there are people on that team that are trying really hard to get as much profit out of the game as they can. And sometimes fun events and quests dont make enough money, compared to ✨limited edition tack ✨and ✨fancy horses✨. You know how i know that? because thats what i would do if i had a game that has hit a new record amount of players and playtime. I would try squeezing every possible penny out of yall, until the player numbers eventuelly plummet, due to the covid- gaming-boom being over. Star stable doesnt want to try hard to fix things. Otherwise you wouldnt have people in managment refusing to make things better for the employees and for the players. It should be to nobodys surprise that shit is breaking and bugging left and right. Why do you think that gamedevs dont get updated tech? We always see the fancy making of the horses, because its seemingly the only department that doesnt have to work with potatoe software. Also to the pride bows, they couldnt even make them a permanent item for us. Its nothing more then temporary event decor for SSO. Couldnt even put them in them global store, because apperently we only get to represent our gender and our sexuality if we log in during ✨cloud kingdom✨. Like, why? makes no sense to me but go off sso. And yes, ive talked to ex-workers of sso. Yes, experiences vary depending on which department you work for. Yes, i see the effort they put in and yes i acknowledge the fact that there is behind the scenes stuff that nobody knows about, both good and bad. But i want to contribute to showing a bigger picture of sso. Look into this stuff for yourself. And no, i dont want to attack anyone who has an opinion different then mine. If it feels like that to you, then i want to apologize. Im not good at writing and english isnt my second language. If you think good or bad of sso is up to you, but im getting really tired of all the players justifing the horses and the tack because "SSO has to make money somehow" making it seem like the company is a step away from bankruptcy. They arent. They have money, they could pay their workers, dont worry.
Are you fucking kidding me? “Oh, we want to pay more attention to events that are unique to Jorvik.” Cloud Kingdom: boring shit. Rainbow Festival: just once an hour, NPCs go somewhere. Midsummer festival: We removed the wreaths, removed the NPCs we could talk to, and added NOTHING new except for clothes. Open House Day: New Horse and Clothes. And nothing more. Red String Trail: Interesting for first-time players. The rest is just boredom. Fort Pinta Beach Festival: Canceled this year.
Usually, the birthday of SSO takes place in late September - early October. So it turns out that we won’t have any interesting events for another month. I would like to believe that as a compensation, the developers will make the event for their anniversary interesting (in addition to the free horse, buying clothes and a cat). But I’m afraid that they can disappoint us here too.
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quick update on the project to keep everyone inside the loop. (picture is the main menu, which is animated and has music and sound fx)
have been working non-stop since last time, the game is now close to having a finished prototype. i’m ironing out engine issues and adding some necessary features like particles, proper resizing, AI and more
the game has a working console terminal which can be programmed to do basically anything inside the game. right now the debug level has a door that opens via the console.
i am aiming at releasing an actual alpha demo some time after mid/late mid of may, to prepare for alpha in june and beta in july. that is the schedule, but i can’t forget hofstadter’s law
meanwhile i am considering starting slowly expanding my networking to youtube and twitch. i am working all the time anyway, so i might as well start streaming consistently, this would simultaneously produce material for a youtube channel. it could be crazy, and i like it
- B
#gamedev#game develop#indie#independent#original#game#scifi#horror#psychological#2d#java#libgdx#programming#engine#development#game development#software#console#terminal#scripting#homebrew#bensiiii_#bensiiiii#main menu#update
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Mixed Reality, HoloLens, VR software engineer @ Microsoft. Indie gamedev: @ChronoweaverRPG. Proud French-🇨🇦 gamer dad & #DnD geek. Opinions are my own. He/him
Mixed Reality, HoloLens, VR software engineer @ Microsoft. Indie gamedev: @ChronoweaverRPG. Proud French-🇨🇦 gamer dad & #DnD geek. Opinions are my own. He/him
@DungeonFacts @InnAtCrossroads @BattleBards You can also use @syrinscape to combine both looping ambiance and inject sound effects at critical moments.
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TLDR: 15 years ago I left AAA video game developer, Ratbag, to form Hyperfocal Design, which sells only sky textures (hemispherical sky photos). I've since been able to develop video games mostly full-time using the passive income. AMA!From 3D in high school to race tracks in gamesI was in high school when I began working with 3D software, and this new obsession eventually landed me a job at Ratbag. While there, I helped make tracks for the PC racing game Powerslide, and designed Dirt Track Racing. We made it part way toward an unreleased car combat game that looked a lot like GTA meets Mad Max, before I left to form my own company. I'd been inspired by reading Robert Kiyosaki's book, Rich Dad, Poor Dad.Leaving game development to start a businessWith a little background in photography, and experience using 'textures' (a kind of photograph) in 3D, I somewhat blindly jumped ship with the thought to make some random texture maps and sell them online on Turbosquid (an online marketplace). I drifted towards doing sky photos, because no one looked at me like I was a big weirdo, as they would when I was taking photos for dirt textures! Plus I could go to the same location every time and get a different end product!To fund the business, I sold my Nissan Silvia sports car and promptly ran out of money a year later(!).After scraping the bottom of my bank balance for another year after that, Hyperfocal Design began making decent money, and since that point has been a fairly solid, reliable source of passive income, meaning I don't have to actively work on the business to make money. That's only partially true, of course, since the longer I neglect the business, the less it gets promoted, the less updates go out, the more competition comes in, and the less money I make.The time-line...went something like:5 years at Ratbag2 years of scraping through to get Hyperfocal off the groundA few more years doing well (during this time, Ratbag 'went under' - closed by the publisher, Midway)A year trying my hand at professional poker (I really love the game, but boy is this a stressful career choice!)A few more years at HyperfocalAfter getting a real creative itch again, went back to developing games with Saxon Druce from RatbagA few years of making Zombie games with Saxon before parting ways1 year creating Unknown Orbit, solo (first Unity title)1 year back to Hyperfocal1 year making prototypes + vr prototypesNow: Over a year working on my game, Exo OneDuring this time, I very rarely ever worked on Hyperfocal every day, except for the latest 1-year stretch. Mostly I'd put in a few months here and there, which allowed me more time to do whatever else I liked - semi-professional poker, training for triathlons, traveling, surfing, bread making, and whatever else I was interested in at the time.While I've been comfortable from Hyperfocal's income, it doesn't bring in the big dollars or allow me to hire employees or anything like that. But with a pretty low-key lifestyle I haven't had to worry too much about money, while simultaneously not being chained to a desk 8 hrs a day. I'm also confident that if I had a higher income target, I could have certainly made it happen (as I did recently in 2015 where I dedicated the whole year full time).When Ratbag went under, I was particularly glad that I'd gone and formed a business where no single entity (a publisher in this case) could 'fire me' or cut off my entire income stream. For Hyperfocal to die off, I need to lose every one of 100's of customers a year, which isn't likely.Back to gamesSo since I began making games again with Saxon 8 years ago, I've been mostly making indie games while Hyperfocal pays the bills. If Hyperfocal ever started declining too much, I was perfectly free to take some time to prop it up. I wasn't forced either way to do one or the other, and I was never at risk of sudden and complete income loss.I've also been fortunate that the zombie games we worked on together contributed a little to some additional passive income, which has certainly been a nice additional safety net.Setting up your own content creation/passive income streamsIf you're a game developer, or someone with skills in 2D/3D art, coding, sound, music, etc, there are good opportunities to create niche 'content', plugins, assets, etc that may help supplement your income, or fund your lifestyle entirely. Especially since so many game developers use software like Unity (a game engine) these days.If this sounds interesting to you, I'd ask myself:Where do my skills lieWhat do developers need (in my case, choosing skies was a nice choice, since so many games take place outdoors!)What niches are under served or don't suffer as much from multiple, similar assets.What could I teach? (unless you're a complete beginner, there's people out there who know less than you!)I'd personally (as an artist type!) look at assets that tick one of these boxes:Don't require constant updating as new Unity versions come out (or even assets that are completely untied from any software)Can be sold for a higher price. Lower prices typically = you dealing with more support issues.Has a creative aspect that can't be easily copied (so making yet more 3D, real-world gun models would probably be a poor choice! )Since working on Exo One, here's just a few things I've noticed, which may or may not be of interest:Substances and procedurally generated textures are now pretty amazing, and there's not enough of themDespite already having music in the game, I get a deluge of emails from musicians wanting to help (good luck, musicians!)But zero emails from voice actors, despite, as above, already having voice/story/narration in the game"Sim-lish" https://www.youtube.com/watch?v=u1_NVYPMmhE (voices that sound like a language, but are just gibberish, to go with text), is popular in games, but there's zero libraries out there as far as I can seeReal time volumetric skies are starting to look rather awesome!Having decent support and response time from plugin developers is incredibly important, especially when so many people like myself are solo or small teams that rely on that support to put a game out.Ensuring plugins work with other plugins is pretty hugePlatforms like Patreon and Kickstarter can help you get things startedTo end with, I'll just say I'd encourage you to think about whether you have some skill that you can use to create products to help create your own passive income streams. As real-time graphics have gotten increasingly realistic, often a product or 'content' can also be sold to people in film/vfx and architectural visualization as well.Depending on your skills, products could include art assets, sound/music libraries, plugins, a course where you teach something, etc.Market your stuff!!Perhaps the biggest challenge these days with almost anything, is that everyone is doing it - you will absolutely need to do some marketing and promotion! I also encourage you to put your face and name behind your business, to give it a personal angle.Throughout Hyperfocal Design's life, I've rarely put much if anything into promotion for my products, outside of sending an email to my newsletter. "Back in the day", I got by with newsletters + Google search, but you can no longer guarantee a good Google placing. In 2015 when I finally decided to stop being a wuss-bag and actually market Hyperfocal's latest product, I had my best year ever! It is hard, and your ego is on the line, but power through!I’m happy to answer any questions you have in the comments. AMA!I'm currently Kickstarting my latest game, Exo One, and the campaign is now in its final days. If you like the look of it, please consider spreading the word, thanks!
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