Superficial
19 posts


@MaxPears That sounds like you're building the space before you understand the goal of the space.
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I'm quite pleased with this. Each AI skill is an object that can be configured to have a different validity function, so you can customise when different AI use different skills. Architecturally it's most commonly referred to as an 'Interest System'. #IndieGameDev

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@MaxPears Kind of misses the point though doesn't it. You don't make a level and then arbitrarily put a path through 'most of it'. You design the experience and the level around it.
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I'm not sure if my account counts as active enough yet for this to get any visibility.... Brand new account! #IndieGameDev
Superficial@SuperficialEnt
Why do I feel like I'm making an interactive title sequence for the show Severance... #madewithunity
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@zielschmer @CodeRed_dev Couldn't agree more. I work In AAA... and it sucks. Get me outta heeerrrreeee
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@SuperficialEnt @CodeRed_dev In the AAA industry, they make the story first because every game plays the same. First/Third Person Shooter or Hack'n'slash with a bit of souls like. Every game has unimportant crafting, light rpg mechanics, and a skill tree. Long periods of walk and talk, cutscenes, and QTE.
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It looks a little chaotic, but it's a demonstration of how the sections separate when hit. It used to be a bit unnatural for a large structure to remain intact after being heavily damaged. #jittergame #indiedev
GIF
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@MaxPears Good thing all levels are squares, or this bit of advice would make absolutely no sense.
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@JSFILMZ0412 An engine with less editors is a lighter engine and must faster to work with. Artists are more used to DCC than game engine editors anyway, so having DCC linked directly to engine like ND, Ubisoft, and a lot of other studios are much faster for customized production.
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Bro its 2024, people still work like this?
EMC3D - Game Art@EMC3D
Naughty Dog example of using Maya as the main program to do the light placement, two viewports for piloting and seeing the overall scene, and then the preview window of the in-game result. Ace to see how other studios work ! 😀 youtube.com/watch?v=v9FEWU…
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@Powergannon @JSFILMZ0412 not really. animations are put into the engine by a different team. they don't see the results in Maya. it would be better to have a more realtime setup in the engine.
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@JSFILMZ0412 Why is everyone in the replies talking about Unreal Engine? The Last of Us does not run on Unreal. And as for why they might opt for this method, TLOU’s lighting/rendering is all built around their character acting. It makes sense to light in the same system they are animating
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@JSFILMZ0412 Why modernise your tools when you can crunch your workforce to death for free
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@cgmation This looks great. I really hope this game is good!
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Hello you.
Come and join our Animation team, we're doing fun Fable-y stuff:
playground-games.com/careers/
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How did Moldaver survive the nuclear war and live for over 200 years afterwards? Fallout fans have theories. bit.ly/3xOBk77

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Why do I feel like I'm making an interactive title sequence for the show Severance...
#madewithunity
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