Discover and read the best of Twitter Threads about #GameDev

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Dynamic lights are expensive, using sprites with a modulate blend material you can multiply screen colors behind the sprite and use depth masking to fake a light radius, cheap and can work surprisingly well. #screenshotsaturday #UE4 #gamedev #indiedev
Using modulate blending, make sure you clamp the result in a range above 1 for this to work right. Modulate blending without depth testing is also great for various glow effects. #screenshotsaturday #UE4 #gamedev #indiedev
Here's a more practical example, core of the sprite is not being masked by depth so it's always visible, depth masked glows around geometry look pretty convincing as impressions of lighting. #screenshotsaturday #UE4 #gamedev #indiedev
Read 4 tweets
Tried a little experiment I had in mind: create a shader that implements a dissolve based on dithering. Not perfect, but I got it running!
Made with #unity3d's ShaderGraph (more details in thread)
#gamedev #unitytips
This is a technique I've seen in a couple of recent games, including Mario Odyssey. Whenever Mario is obstructed or faded when camera is too close, dithering is used for these half-transparencies. Like here 👇🏻
Here's a couple of pics of the effect again. I have hand-drawn the texture, so it's not the best pattern ever :)
Read 5 tweets
[thread] With the latest update of @Gladiabots on Android, I decided to remove all ads from the game.
Several reasons for that...

#GameDev #IndieGame #IndieDev #MobileGame
1. Ads are not fitting the gameplay:
It's is a pretty demanding game in terms of focus. Oddly enough, a bit like programming. And I know how irritating it can be to be interrupted during a programming session
...
2. I earn nothing from Ads:
OK almost nothing, less than one euro per day.
Hard to know exactly why as the revenue model is based obscure or hidden rules.
I guess it's mainly due to the fact that the game is too niche and will never reach millions of daily active players.
...
Read 6 tweets
I think I've figured out the underlying mechanism behind Skinner Boxes. Turns out compulsively pulling a lever is the result of a survival skill and fundamental building block of general intelligence. Furthermore, ALL games are gambling. Here's why:
#gamedev #showerthoughts
As a game designer and realist, my interest is understanding how things work. For the last two weeks I've been on a thought journey that began at loot boxes, went through matchmaking systems and ended in the realization of what the mind is actually trying to do.
Gambling is generally defined as involving money. This is wrong. Money has value arbitrarily, and anything can be defined as having value. Games are great at assigning value to new symbols, e.g. ladder points and different gear rating. Gambling is an intelligence process.
Read 12 tweets
As a deaf gamer I see a fair amount of #gamedevelopment questions asking how #gamedev's can support the #deaf and #HardofHearing folk.

I've got a few ideas and of course anyone else with ideas can reply to this or share it.
#accessibility #gaming #videogames
• Directional Waveform HUD

A toggle feature which could hover over the player. Whichever way the audio is coming from the waveform reacts. Would be no different to hearing directional footsteps. Perhaps a The Division tracking HUD for inspiration?

Example with #Fortnite
• Vignette Cues

Could get mistaken for health depletion, but this could indicate sound in specific games. Perhaps a horror/thriller.

An example in the bottom left, ideally, it would follow the audio around the screen. Although maybe not in front of the player.
Read 13 tweets
Using Global Shader Variables to swap between two textures based on World Position #gamedev #unity3d #tutorial
Code in first reply!

More shaders >> patreon.com/minionsart
Shader Code: pastebin.com/FiDzFixp

C# Script (Super Simple) pastebin.com/gq46mBvf

The gif has a version that uses transparency instead of a second texture, I'll share that later :)
Have fun!
Bigger version of the effect :)
Read 3 tweets
doing another vfx thread about my student project, @wildbrewgame
this time i'm breaking down my water shader!
#gamedev #indiedev #shaders #madewithunity
the starting point for this one is just a scrolling foam texture over a solid color alpha blended over the background.
there are lots of good stylized water tutorials out there, like this one by @minionsart : so i'm just going focus on what's different
next step is to add foam around the edges. i use a slightly different method here than others i've seen because instead of using the raw depth, i calculate the world-space position of the ground and then compare the water's height to that. if they are within a threshold it's foam
Read 13 tweets
1/ Writing this rant from the perspective of someone who started in #gamedev as a playtester, many years ago.

Stop blaming the dev team for games that shouldn't be released. You're blaming exactly the wrong people.
2/ Pick a game you've found disappointing in the last, say, 30 years. Bad monetization. Buggy. Frustrating. Just not fun.

I'll bet money the dev team said "please don't release this".
3/ Game devs are smart. They care about their work. They want to make a great game. They play games too.

(Seriously. No one goes into work each day saying "yeah, I really want to make a game I'm not proud of.")
Read 14 tweets
Writing Myths #3 Writing Portfolios are the magic way into the industry!!
Get a portfolio said the writing panel/advice/speaker in what is the latest throwaway simple advice that instantly builds a career…. So, let’s talk about them.
1/24
1)Portfolios are NOT magic. Simply having one doesn't get you a job. Tey are a tool to be used in chasing work and an increasing number of employers ask for them. Having one can be very useful, but just putting some bits of writing in the same place does not = instant career.
2) People tend to read your email first, then your c.v. and then portfolio. Mess up stages 1, or 2 and 3 may well not matter. Always rework your email, c.v. and portfolio for EVERY application. Focus on what matches that job/company.
Read 60 tweets
I made a list of tips for showcasing a game to help me (and maybe you) in the next #GameDev event! Follow the #thread! #indiedev
1. Try to bring a second monitor or rent it from the event. Use it to show trailers or slideshows while someone is trying out the game or you work on fixing a crash on the main one. Boosts visibility if all you have is laptop too.
2. Tailor your swag and presentation to the audience. Business people like numbers and emails, gamers prefer gameplay, stickers and Steam keys.
Read 35 tweets
During my portfolio reviews this year, one common point of feedback I found myself giving artists was that their pieces didn’t tell a story. I wanted to elaborate a bit in the Twitterverse, please feel free to add your POV #GameDev (1/n)
Generally, when you begin to think of the story behind your piece, it will begin to inform the choices you make during it’s production. The creativity behind the history of why something exists ca easily play into the technical benefits (2/n)
Beyond just making a knight character, and focusing on the construction of armor. Where does it come from? Have they been in battle? Is it a standard issue, or personalized? Etc. This can help give construction details to the armor itself (3/n)
Read 12 tweets
I wanna write this series for my Patreon about all the Prototypes I ever did, what I used, what I've learned and how you can do that too.
So I crawled threw all my HDDs, picked 1 gif of every project and wrote a short note. Here it is, 39 Prototypes in 1 Thread, enjoy
#gamedev
(1/39)Cube - 2012
My first own Project wasn't even a Game, it was more a "concept"... a pretty bad concept. It was Minecraft, just in isometric perspective. This project never made it into anything and all thats left of it, is this screenshot ;)
(2/39)Konstru - 01/2014
I would say this is my first real Game. The idea behind it was to create something like Harvest Moon for the Phone. It came pretty far! Ive created a whole building and character system for it and it even had some Premium currency (Diamonds) in it ;)
Read 47 tweets
Alright. So let's talk about that thing I do with most of my week. Shipping vidya games.
A game should only have/do 3-5 things. Maximum. Depending on your budget, team size, and time remaining. These should be your pillars.
Your game should focus only on those things and, as a team, prioritize them and know what level of quality you want to hit for each.
Read 25 tweets
⭐️Unity Pixel Art Tips 2018⭐️

Are you working on a Unity project, but your Pixel Art sprites look blurry and distorted? Don't worry, follow this little tutorial and those pixels will look BEAUTIFUL!

(RT to save a dev life)

#unity #pixelart #gamedev
🔸Turn off Antialiasing

After creating your 2D project, go to Edit -> Project Settings -> Quality and then:

Anti Aliasing -> Disabled

(If you have more than one Quality Level (Low, High, Ultra...), make sure to disable it on each one)
🔸Sprite Import Settings

Go to each of your sprites, and change these settings:

Filter Mode -> Point (no filter)
Compression -> None
Read 12 tweets
Crunch is Dumb, A Thread. #GameDev
You’ve all heard stories about crunch being bad because of burnout, diminishing returns on productivity, mental and physical health, and it being a ‘management problem.’ But one issue I would like to mention, which doesn’t get brought up often IS….
Crunch doesn’t solve the actual problem. Crunch is a short term solution for a long term problem that is backed by all of those bad habits mentioned above. So, while you can get pressured into working overtime to finish a task that was never planned for, and it’ll get done…
Read 25 tweets
Seems to be a lot of demand for this, so here are some GDD Writing tips I've picked up over the years (Thread) #gamedev #gdd #gamedesign
1/ GDDs should be as long or as short as they need to be to describe the features of the game
2/ If you're working in a super collaborative team, keep your GDDs short and agile. Use supporting docs & evolve your design through collab
Read 20 tweets
I've been conducting a lot of interviews lately and want to share some feedback/advice for anyone going into an interview soon. #gamedev
1. Check your ego at the door. Its better to be humble & introspective about your past work than to flaunt what things you've accomplished.
2. Don't complain about past work experiences. Instead discuss what you learned & how you will apply those lessons to your future workplace.
Read 7 tweets
A lot to unpack in this gif so of course I am gonna post it in the middle of the night. Details in thread #wolfganggame #indiedev #gamedev
1. There's actually been a major gameplay mechanic change, changing stance manually heals you now. This allows you to effectively combo
Before, healing only happened when recovering from a stun, a problem b/c KOing enemies effectively heals them while you take defensive dmg
Read 10 tweets
The Occupation will be playable @EGX! To celebrate, we’ll be posting 14 fun things we’ve been working on super hard, starting next Tuesday!
Right! Small behind the scenes updates of our WIP inbound! If anyone has any questions about anything we're showing, feel free to ask! :)
(1/14) All characters know where the door handles are and we don’t have any of those pesky 2-way hinges! #gamedev #UE4
Read 13 tweets
Hey #gamedev, tell me about some brilliant mechanics in games that are hidden from the player to get across a certain feeling. Example:
Assassin's Creed and Doom value the last bit of health as more hit points than the rest of it to encourage a feeling of *JUST* surviving.
In Hellblade, the game breaks diegetic UX to let players know of the potential permadeath that is a myth, but effects emotion and playstyle.
Read 5 tweets

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