#unreal engine dev
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yuandgames · 2 months ago
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i want to rest in palm trees shade with ocean tickling my feet
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miapcain · 5 months ago
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STAR CREW!!!!! STAR CREW! WISHLIST PLEASE SO I CAN EAT FOOD AND PAY RENT OK!
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crowscales · 2 months ago
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Testing some shaders in UE5 for Bug Soccer Game
ignore centipede texture glitching tf out
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jam2go · 2 years ago
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The new frontier of shopping: e-commerce
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andy-jam-blog · 2 years ago
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A little update on the game side
So what I'm chewing through now is blocking in all of the player's movement code. Here's the chart I'm using as a working document;
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Green check means a move is blocked in, and (mostly) working, so I'm about half way there. Here's Ledge Climbing, baby!!!!
Some of it is a little glitchy, but I am working with a 'general-to-specific' mindset. Slap it in there, fix it in a refactoring pass and chew through bug reports when I get it into player's hands finally. (Shout out to @docvalentine for technically being the first person to download and play a build of Andy Jam.) When the movement is blocked in, I am going to start putting in some better animations than the placeholders I've been using. (Actually, his placeholder animations in the Unreal Build didn't survive a rig update, so in a lot of the footage he's just T-Posing around...). When his animations are in, I am going to start doing a little sound design and implementing sound code to his systems. Speaking of footage, the first devlog is going to be up before the end of the month (so I guess this year...) There's a list of edits I want to make before I put that up publicly. The first devlog is going to be showing off a lot of the old unity stuff, some of the new (bad) unreal stuff. The goal is for the second devlog to be out early 2024 and show off Andy movin' and groovin' with some smoother animations and some actual sound coming out of him. Anyways here's my development process.
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Thanks for stickin' around on this wacky little project. If you'd like to support it, here's the Patreon Link.
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fickes · 9 months ago
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would you try it?
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nyghtwolf · 21 days ago
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In case ya'll didn't know!
I am not only an avid Warframe player, but I am also a mod developer. I created the mod Runic Wyverns for Ark Survival Ascended! It was the first Wyvern mod released to add diving Wyverns (Yes, before Tristian's Overhaul & Draconic Chronicles) & I have been proudly working on it for a little over a year now! If you'd like to check it out, here is the link! Runic Wyverns
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The mod has powerful, elemental based Runic Wyvern with beautiful, unique glowing runes that are hand designed by me for each one. I do all of the art, modeling (mostly editing, & model bashing, but some of the small things I made by hand such as their attachments), materials, VFX, and coding for it. I recently added my flavor of Runic Crystal Wyverns! You can find the Quartz variety in the wild, and use special crystals from the mod to evolve them once they're tamed! All the Runic Crystals have their own support functions. (Quartz CC's, Sapphire AoE heals, Emerald AoE buffs defense, and Ruby drains health & boosts it's damage)
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And now, coming hopefully very soon after Ark Survival Ascended's Unreal Engine 5.5 upgrade, I will be bringing you a new little friend! (These are WIP, some VFX are missing) Introducing.. for Pride month, the Halo Wyvern!! The rainbow FX shimmer & move, and he functions like a light/lantern pet from Aberration! They will be a passive tame for players level 15+!
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I can't wait to update & let you guys have at these cuties! :D Happy Pride all!
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zerbu · 1 year ago
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Project Squealer BIG REVEAL
Calling all mystery buffs, adventure seekers, and gumshoe wannabes!
I am developing MY OWN INDIE GAME under the working title PROJECT SQUEALER! In this action-packed adventure RPG game, a disease called Laughter Pox has plagued the town, and it's up to three kid detectives to investigate!
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These days, I'm mostly known for making mods for The Sims 4, but I've been interested in game development as far back as 2009. In fact, I originally bought The Sims 3 for PC back in 2012 as a tool to plan out characters and worlds, before becoming hooked on the gameplay. For a long time, The Sims was my main creative outlet, but I was still coming up with game ideas in the background.
Skip ahead to mid 2016: while playing with my Go to School mod, I needed to create some child characters to fill the school with. I created two rival teams of kid detectives, and came up backstories and mysteries for them to solve. I ended up liking these characters far more than any other characters I had created. They felt like my creative masterpiece, begging for something bigger than just creations made in a character creator.
That's when "Project Squealer" started brewing in my brain. This indie RPG wasn't just some vague idea; I was developing full-blown stories, environments, and gameplay planned for my kid detectives. I also had the perfect art style in my head. Emphasis on in my head.
Turns out, bringing my dream art style to life was way harder than I thought. So hard, in fact, that I spent the next few years learning how to create art. It took until 2020 to finally have character and environment art that could (almost) pass for pro-level game stuff. Not only that, the project was undergoing what indie devs refer to as scope creep. I kept adding more and more ideas to the design doc, making the game more complex and pushing the release date even further into the future. In 2018, I even decided to move from 2D to 3D, and switched engines from MonoGame to Unity (and later to Unreal Engine 5 in 2023).
Now, it's 2024, and I'm finally, finally ready to announce what I've been working on for the past 6 years!
Project Squealer is the working title for my own indie game about a team of three kid detectives: Orlo (middle), Von (left) and Zoros (right). Together, they go on adventures and solve mysteries… or at least they would, if they weren't constantly having their business stolen by a rival detective team.
In this action-packed adventure game, a mysterious disease known as Laughter Pox has plagued the town, causing people to laugh hysterically. Where is it coming from? How can it be cured? It's up to our detectives to find out! If they can convince others to trust them with such an important mission, that is!
Project Squealer uses a hybrid of 2D and 3D graphics to create a 2D cartoon look with full 3D movement. Characters and some organic objects are 2D sprites that move with the camera. Most environments, objects and buildings are 3D, but have texture-based outlines to give it a 2D look.
The game features a variety of different quests, characters, abilities, enemies, locations, weapons and items. In addition to the main storyline, you can help out NPCs by performing "errands" for them, which will unlock cool rewards and even side missions.
Unlike many RPG games, Project Squealer won't include a character level system, because I want the player to be able to progress using their own skill, not by grinding levels. One of the game's main design philosophies is that there are few, if any, permanent upgrades. Weapons will eventually break, status effects that make your stronger will eventually expire, etc.
Project Squealer is still in relatively early development. I plan to post more information, screenshots, and eventually even videos, as it gets closer to release. Follow my Twitter for quicker updates: https://twitter.com/ZerbuTabek
Your support and feedback is welcome, and will help improve the game!
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brokenmemorycard · 2 years ago
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Mop closet
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jakobwithac · 7 months ago
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Added a little indicator around your crosshair so you know when something is in grapple range. Also made the gems pretty :) Grapple Apple is coming along nicely!
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artakegamedev · 9 months ago
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Song of Time + the Temple of Time. Nostalgia overload. Just one of the many locations (and songs) I've recreated in my Unreal Engine 5 fan project.
What's your favorite song in the Zelda series?
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whopissedmypants · 9 months ago
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I FOUND A EPIC GAMES DEV JACKET AT A THRIFT STORE, WHAT THE FUCKKK?!?
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dronaroid · 11 months ago
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Went to the mall to get more estradiol, lipstick, boots and a pack of Pokémon cards. Also, hello, maestra! As HEARTRENDER just transitioned over to Unreal Engine 5, development morale is FLYING! Just look at this new detailing pass on Ground Minus!!
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admitonegame · 2 months ago
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Admit One Dev Blog: Update 80 - Revolver Textured
It's update 80! This week I got the Revolver textured and put into Unreal Engine!
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The concept for this weapon was once again made by the awesome James Colvin! You can check out more of his work on his Instagram and Art Station. https://www.instagram.com/jamescolvindraws?igsh=dW1hdWt6YzE3eHFz https://www.artstation.com/drawsmonaut
That's it for this week, thanks for reading!
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andy-jam-blog · 1 year ago
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Andy Jam Devlog #2
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Hello Jam Heads. Here is the second Devlog on the game side of things.
Here is the follow up Q&A video as well:
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Thanks for reading the comics and watching the videos and all that great stuff. You can see early edits and join in the Q&A on my Patreon. OK I will aim to have another Devlog out next month. Bye.
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fickes · 7 months ago
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3D monster, from blockout to final scene 🦎 check out my previous post for renders
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