#unreal engine 5 assets
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Kirill Sinyavin
Level Artist @ Gaijin Entertainment
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More from «Artstation» here
#trims#Fan Art#lumen#color#Kirill Sinyavin#sci-fi artist#assets#artist#realism#level#room#Games and Real-Time 3D Environment Art#Sci-fi room#nanite mesh#drawing#Blockout#optimization#scifi#Protocol#atmospheric#mechanical decals#Level Design#memorable#Game-Ready#Unreal Engine 5#World Partition#lighting#Game Art#sinkir24#pipeline
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same energy, applicable to many fields, not just geochemistry
#the number of times ive thought#maybe instead of just playing video games i could make them#and go to find an absolute beginner tutorial#they start off like#ok so open up unreal engine 5 and go ahead and import all your assets#then go ahead and add a noise layer to the material#sometimes it does seem to start to make sense that all those 'entry level' jobs list having a masters and 5 years experience as requirments
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I've been working on this little scene in Unreal Engine 5; it initially started as a modelling exercise but then I used the opportunity to learn UE5 as well
The focal point is based on the black hearse of the Habsburgs, and I actually did try to replicate all the details, even if not visible on the final render.
Programs used: Maya, ZBrush, Substance Designer, UE5 Most of the assets in the scene are hand-crafted, though I used some megascans as a base for the ground foliage
#ok decided to finally uploaded a rebloggable version#my art#cgi#one day I'll also sculpt Sisi and der Tod and Rudolf......#and then recreate the musical or something idk
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I spent the last two days making a clan camp in Unreal Engine 5, using assets from Stylized Landscape 5 Biomes + Stylized + Low poly forest : Orasot Bundle. I'm really proud of how it turned out!
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The Witcher IV — Cinematic Reveal Trailer | The Game Awards 2024
The Witcher IV, the start of a brand-new The Witcher saga, is currently in development. Platforms and a release date were not announced.
“We’re kicking off a brand-new Witcher saga, this time with Ciri as the heart of the story!” said Sebastian Kalemba, Game Director. “It feels so good to finally be able to say those words—for the longest time we knew that we wanted Ciri to be the protagonist of The Witcher IV; it just felt natural to us and we believe that Ciri deserves it. In this game we want to explore what it means to truly become a witcher by following Ciri on her Path. This trailer is a taste of both that, and just how dark and grounded the world of The Witcher can be.”
First details
During this year’s The Game Awards, CD PROJEKT RED offered a first look at The Witcher IV, previously known by its codename Polaris. The game, a successor to The Witcher 3: Wild Hunt—considered one of the most acclaimed games of all time—marks the beginning of a new Witcher saga with Ciri stepping into the role of the protagonist. In the nearly six-minute trailer, viewers were introduced to Ciri, the adopted daughter of Geralt of Rivia, as she takes on a witcher contract in a remote village that has been terrorized for generations by a fearsome monster demanding human sacrifices. Framed as a short, self-contained Witcher story, the trailer showcases Ciri’s new abilities and tools, including a chain and advanced magic powers. At the heart of the trailer is Ciri’s perspective as an outsider to the village. As the villagers say goodbye to one of their own — a young girl they are preparing for a traditional ritual sacrifice—Ciri chooses to intervene. Aiming to slay the beast and save the girl at the same time, Ciri finds herself at odds with the prejudices and superstitions of the people she tries to protect, leading her to confront a painful witcher lesson: that monsters come in all forms. The trailer is pre-rendered in a custom build of Unreal Engine 5 on an unannounced NVIDIA GeForce RTX GPU. Powered by the same tech that The Witcher IV is built on, using assets and models from the game itself, it aims to provide players with a cinematic look at the kind of experience the game is aspiring to provide. The trailer was created through a close collaboration between CD PROJEKT RED and Platige Image, who are no strangers to The Witcher universe, having been responsible for intro cinematics in the previous installments of the series. The Witcher IV is a single-player, open-world RPG from CD Projekt RED. At the start of a new saga, players take on the role of Ciri and embark on a journey through a brutal dark fantasy world. Powered by Unreal Engine 5, it aims to be the most immersive and ambitious open-world Witcher game to date.
#The Witcher IV#The Witcher 4#The Witcher#CD Projekt RED#CD Projekt#video game#TGA 2024#The Game Awards
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Here's a collection of sites where you can get sound effects and ambience for your projects!
https://freesound.org/ Freesound is a great resource for royalty free and copyright free sounds. Each sound comes with a creative commons license, some of which require credit, so make sure to check those!
https://www.sounds-resource.com/ Sounds resource is an archive of sounds from various video games and PC games, so while they can't be used for anything commercial, you may be able to use them for things like videos or fan games.
https://www.humblebundle.com/software Humble bundle regularly hosts fundraiser bundles of software and game design assets, including sound effects and ambience. You can also put money from your purchase forward the bundles charity. Sadly, humble bundle also puts out bundles of AI books, though, so it's up to you if you think the good outweighs the bad here.
Unreal Marketplace If your project is an Unreal Engine 4/5 game, check out what the Unreal marketplace has to offer! They offer both free and paid sound effect packs for your games. Some you can download as wav files without Unreal Engine installed, as well!
https://pixabay.com/sound-effects/ Another nice resource of free and royalty free sound effects! Attribution is not required, but appreciated!
https://www.youtube.com/ Youtube can be a great place to find copyright free/royalty free sounds too! To get the sounds form the videos, you can use a tool such as mediahuman's youtube-to-mp3 converter.
https://www.gamedevmarket.net/category/audio/sound-fx A paid store where you can find all sorts of sounds and ambience for your video game projects! Humble bundle seems to do bundles with them pretty often so you may want to look into that to save some money here, too.
https://sonniss.com/gameaudiogdc An archive of free and copyright free sound effect packs from the Game Developers Conference! A new pack seems to be added every year, too. :)
https://getsoundly.com/ Soundly is a program more than website, but I have tried it myself and you can get free sound effects from it, and you can get additional sounds if you pay for the pro version as well.
https://www.boomlibrary.com/ While this sound effect site is primarily a paid one, you can get a free monthly bundle of sound effects if you subscribe to their mailing list!
https://blipsounds.com/community-library/ Another great library of free sounds from the Blip Studios community!
https://www.zapsplat.com/ They require you to make an account before downloading anything, but this is another site with lots of free sound effects for your projects!
Itch Io Itch Io is another great resource for both free and paid sound effects!
#Krissies site lists#sound effects#sfx#ambient#ambience#boom library#audio#blip sounds#zap splat#game dev market#game design#game dev#video creation#youtube
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Xisuma's Helmet 💜
My 3D final for the fall quarter! 4 assets made from scratch, modeled in Maya/Zbrush, textured in Substance Painter, and rendered in Unreal Engine 5.
Detail shots and some rambling about my process below the cut! :)
The helmet! I've talked about it a lot before, but my design for X's helmet is very heavily inspired by Motocross! :) this model was done with an AHR motocross helmet as my main reference, as well as my own art of Xisuma. The tubing was the main addition!
The pedestal was the final asset I made. I designed, modeled, and textured it in one day, and I'm very proud of how it turned out! I wish I could have shown it off better in the final render, but alas, the composition didn't allow for it. I still think It's pretty neat :) The decals along the top and at the center were designed by myself as well. At the top, we have some text art. It's hard to read (deliberately) but it spells out "XISUMA," repeating four times on each side. The front decal is dragon wings, framing an end crystal.
The flowers I selected are Asters! I was under the impression when I started this project that these were Xisuma's birthflowers, but it turns out his birthday is in October, not September, LOL. I was thinking of the his Youtube anniversary... I still associate these flowers with him either way though!
The flowers were probably the most difficult asset, but the skull might be the one I'm least satisfied with. Skulls are weird and complicated. If I were to do this over again, I'd go for a skull that I can find more precise reference for, rather than a sailfin lizard :') I picked out a lizard because I wanted to invoke dragons a lot in my imagery, but felt like choosing an extinct animal, like a dinosaur, wasn't appropriate for what I was going for? The sailfin lizard is a species which is vulnerable but not extinct, which I decided was more in line with my vision. Again though, if I were to do this over, I'd pick a skull which is more readily documented.
To conclude, some WIP screenshots! :] My initial sketch for the composition, two Maya screenshots, of the high poly helmet and pedestal, and an early screenshot from UE5, figuring out the composition, before I'd finished the pedestal model.
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Happy to talk more about this, or answer any questions that people have! :D my ask box is open. I've been considering writing a short fic about the concept behind this piece as well... It's a little fuzzy, the details, but I do have a concept, and most of my choices for this project did have intention behind them. :)
Thanks for reading! 💜
#hermitcraft#hermitcraft fanart#mcyt#mcyt fanart#xisumavoid#xisuma#xisuma fanart#xisumavoid fanart#digital art#3d#3d art#3d render#art process#eliyipsart#eliyipswrites#this post sponsored by my particular flavor of xisumavoid autism
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My first finished environment made in Unreal Engine 5. This is a jungle themed restaurant set in the game world I'm working on. All assets modelled by me. I used Maya, ZBrush, Substance Painter, and Photoshop 🌴
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The Witcher IV announced - Gematsu
CD Projekt RED has announced The Witcher IV, the start of a brand-new The Witcher saga. Platforms and a release date were not announced
“We’re kicking off a brand-new Witcher saga, this time with Ciri as the heart of the story!” said Sebastian Kalemba, Game Director. “It feels so good to finally be able to say those words—for the longest time we knew that we wanted Ciri to be the protagonist of The Witcher IV; it just felt natural to us and we believe that Ciri deserves it. In this game we want to explore what it means to truly become a witcher by following Ciri on her Path. This trailer is a taste of both that, and just how dark and grounded the world of The Witcher can be.”
Get the first details below.
During this year’s The Game Awards, CD PROJEKT RED offered a first look at The Witcher IV, previously known by its codename Polaris. The game, a successor to The Witcher 3: Wild Hunt—considered one of the most acclaimed games of all time—marks the beginning of a new Witcher saga with Ciri stepping into the role of the protagonist. In the nearly six-minute trailer, viewers were introduced to Ciri, the adopted daughter of Geralt of Rivia, as she takes on a witcher contract in a remote village that has been terrorized for generations by a fearsome monster demanding human sacrifices. Framed as a short, self-contained Witcher story, the trailer showcases Ciri’s new abilities and tools, including a chain and advanced magic powers. At the heart of the trailer is Ciri’s perspective as an outsider to the village. As the villagers say goodbye to one of their own — a young girl they are preparing for a traditional ritual sacrifice—Ciri chooses to intervene. Aiming to slay the beast and save the girl at the same time, Ciri finds herself at odds with the prejudices and superstitions of the people she tries to protect, leading her to confront a painful witcher lesson: that monsters come in all forms. The trailer is pre-rendered in a custom build of Unreal Engine 5 on an unannounced NVIDIA GeForce RTX GPU. Powered by the same tech that The Witcher IV is built on, using assets and models from the game itself, it aims to provide players with a cinematic look at the kind of experience the game is aspiring to provide. The trailer was created through a close collaboration between CD PROJEKT RED and Platige Image, who are no strangers to The Witcher universe, having been responsible for intro cinematics in the previous installments of the series. The Witcher IV is a single-player, open-world RPG from CD Projekt RED. At the start of a new saga, players take on the role of Ciri and embark on a journey through a brutal dark fantasy world. Powered by Unreal Engine 5, it aims to be the most immersive and ambitious open-world Witcher game to date.
Watch the announcement trailer below.
Announce Trailer
youtube
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i didn't know you were making a game thats really cool, can you tell us more about it?
yes!! just for you my dearest mutual axolotlworld… sorry I took forever to respond I really had to think about what to say!
our game is (tentatively) called COLLEGEBOUND.. or SCHOOLBOUND… or CLASSBOUND.. we are indecisive. it revolves around concepts of change, willpower, and the drive to keep going. it is tangentially related to the COVID-19 pandemic though a physical sickness is not present anywhere in the game… quite the opposite
you play as atlas, a tired sophomore who’s ready to just leave school altogether. what’s crazy though is that you can’t leave. nobody can. you’ve all been on campus and its extended neighborhood for a year straight without any contact with the outside world. your college is floating in the sky, cut off from the outside world. it’s time to fix that.
it is based VERY heavily in paper mario style combat, and is heavily inspired by games like undertale and persona 5, i would go so far as to say i hope this is an appropriate love letter to those games!! if you enjoy making friends and avoiding class, you will love this game. we are trying a lot of new things outside these games’ scopes
ideally, we get the kickstarter launched sometime after having a workable demo in mid 2025. at the moment, the majority of the demo’s soundtrack is finished, the character designs are mostly complete, and the demo’s story is 90% done. though not programmed enough to have anything tangible, the combat system is 40% complete and the UI is about 5% done. the only reason i wouldn’t be like HERES THE DEMO SCRAPS is just because i hate reading devlogs where nothing happens 😭😭
there is a secret i cannot say, but it is the reason development isn’t as quick even though it’s a two person project. just know it’s a popular mechanic for indie games to do this lately and i’m wanting to take it to a logical extreme in the most intense way possible!!!!!! which is really challenging in Unreal Engine but it is possible!
the environments and such are extremely easy and not a concern because tbh most of that is free assets we have permission to edit mixed with my hand drawn or modeled things. unironically i’m really digging the amazing world of gumball style it gives the game. i’m a huge huge perfectionist and even refuse to answer texts unless i have a perfect response so i’m polishing things as i go and am really enjoying making it!
also, we’re going to apply for multiple scholarships dedicated to things like this— with what we have so far visually we actually have a shot maybe????!!!!! i dont have any good videos on hand but the paper style is PERFECT for my art and it’s really endearing to look at and play as
i wish i could be more specific but it’s such a novel idea and i told shems i can’t talk about it anywhere for a while ugh 😭 i can’t remember my login for here on the computer but when I post some of the soundtrack snippets I will tag you in them!! the music is coming along the best so far lol
here’s some screenshots of concept art tho!! theresa and anya. theresa is an HR management major and anya is an illustration major. we thought about Anya’s color changing when she performs certain skills but that’s up in the air rn
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us messing with the lighting in unreal lol (we’ve since changed the filter on it as well as making the textbox different)
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WOWZA WOWWIE I DID A GOOD REMASTER
YO! Whats up dawg? Nothing much.
Other day I uploaded an update for the Unreal Engine 5 version of one my favorite Asset packs. Originally released in 2021, I thought it was time for an update.
You can catch the details here
youtube
Basically, Mike has given a greater level of fidelity, more details, improved textures. New Props and even a whole new skeleton of which features 40 animations!
THATS A LOT OF ANIMATIONS! (The most I've ever done for a single asset pack)
And now hes running on Materials 3.1
The latest version of my material system, featuring hue shifting lights!
A change I've been wanting to add for a long time until I had an epiphany during THIS LIVE STREAM!
For previous owners of the Robot Pack 2, they'll recieve the update for free! Check it out on the Unreal Engine Marketplace! (my favorite material version are the prismatic ones in the back, and the cool pink and blue one upfront)
And on Sketchfab!
HE HE! COOL ROBOBOT!
#art#artist#ue4#ue5#animation#gamedev#b3d#wip#3d#blender#prismatic#animated#rigged#blender 3d#animator#modeler#robot#scifi art#textured#pbr#real time#render#Youtube
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You hear about video game development?
Well. I wouldn't say I expected such a catastrophic implosion from Unity.
Now, I can't say that I didn't laugh at the situation. It's a hilariously terrible case of bad management coming up with bad ideas in desperation. But it's also a somewhat scary indication of the sorry state of the industry.
Unity controls about 40% of the engine marketshare (according to a linkedin post I found anyway). Unity dominates the engine scene by a large margin, followed by Unreal at around 30% and Cryengine by around 5%. Unity forms such a large part of the entire game development industry, that it's difficult to really even understand just how much they control the concept of games as a whole!
Most people are jumping to some paid alternatives, like the aforementioned Unreal and, to a lesser extent, Game Maker, but my suggestion is this: don't!
Within the last decade, all-encompassing closed super game engines have become less of a side venture and more of an expectation. Back in the 2000s, there were a few engines like this, mostly amateur ones. Game engines were less creation stations and more of a loose collection of middleware and tools. Purchasing the rights to the engine meant that you also got the responsibility of also tying the engine into something resembling a game yourself. I feel like this art has been lost.
Game engines nowadays are more of a purchase of a passing right to use and incredibly specific, closed set of tools. You don't get to define the tools, and you don't get to really own the tools. It's yet another example of the tradition of the games industry fucking over the customers, and the customers just going with it. Because of this, while Unreal got some free dunks on Twitter for this, I can assure you Epic is planning something equally terrible as Unity's PR faux pas, and it'll come into to play in about 3 years when everyone's just accepted that Unity sometimes financially screws you over.
But, game developers are indeed developers. They know software, and they can learn to make new software.
If you're a game dev and still reading this, I'd recommend taking a peek beyond the curtains of corporate cockfighting, into the realm of DIY game engines. It's a… somewhat janky world full of strange characters with unusual ideas on how much time it's acceptable to spend not working on a game, but it's also a place where you're not being sat on by fatcats.
Just as game engines have progressed in the past 20 years, so have libraries, middleware and resources for independents. Making your own engine isn't just picking up ANSI C and toiling for a year in software rendering hell. Open tools like Pygame, Monogame, LÖVE and Cocos2D (among many, many others) are far beyond just simple rendering libraries and border on being game engines sometimes. The difference is, these tools are open source, and they do not restrict you with what you can do with them.
There are several games you may have played made using these frameworks. Streets of Rage 4 (MonoGame), Celeste (MonoGame), Fez (XNA, aka. MonoGame), Miitomo (Cocos2D), Geometry Dash (Cocos2D)… I got tired of looking up more. There are a lot of games.
The future which I hope to see for game developers is one where you have a large assortment of simple tools you can pick. Level editors, asset converters, entity systems, all small chunks of a game engine you could drop into your own project to slowly build up your own collection of workflows to make games your own way, completely independent of any larger forces on the market.
The support for these frameworks is still somewhat barren compared to Unity, but I believe, that if more people jump to alternatives like this, more tools, tutorials and middleware built for them would start showing up. This is how Unity also got its start, about 15 years ago. You also really don't need all the power in the world to make your simple 2D Megaman clones. The fog created by the monolithic engines we have now have obscured just how simple the building blocks for your favourite games can really be.
It just takes some bravery and willingness to learn a new way to approach making games, but I think the outcome is worth it, even just for you.
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This is more of a technical question, but what version of C++ is most used in AAA nowadays? Is it still very much C++11/14 or has it transitioned to C++17/20?
It's a pretty broad mix. Most devs are still using C++11/14 to my knowledge, with several ongoing legacy titles continuing to use C++03 to support them.
One of the biggest pillars of development is that the ability for devs to work (stability) is paramount. If we were to make a change like an engine or software upgrade (e.g. Unreal 4 to Unreal 5), a major tool switch (e.g. Max to Blender), or a C++ version (e.g. C++11 to C++17), we will render a large number of developers temporarily unable to work. This is because most upgrades or switches no longer support the things the previous software or version supported perfectly, and those small breakages require time to identify and time to fix - during which those devs who depend on that software to work can't.
This kind of time cost eats a portion of the budget - we won't get extra dev time added because we're upgrading our tools and need time to iron the resulting issues out. This is why the decision has to be made - are the benefits from making the switch worth the cost of fielding all of the issues that could be caused by it? This varies on a project-by-project basis. If the project is early in development or only has a small number of affected developers, the cost is much lower than if there are hundreds of devs affected or thousands of finished assets that could be affected.
Live games, especially old established live games, only make these kind of changes when absolutely necessary because they have tons of existing resources and assets already live and can't sacrifice the dev time to go back and bring them all up to spec. Many well-established MMOGs are still using C++03 for this reason - they just have too much built on it and can't afford the change. SWTOR is still using the licensed Hero engine and are still using the build from 2012.
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Completed my Second Game Jam!!
I completed Brackeys second game jam of 2024! The theme was Calm Before the Storm, and I was one of 1500 submissions!
I cannot fully express how happy I am to have finished my second game jam! The team I worked with were super amazing and I will go into their skills and what I appreciated later.
The game we made was a resource management, mobile defense, hack n' slash. While the submission build is not 100% functional, it still shows off some really cool systems and designs, and I'm very happy with how it turned out! I am continuing to do post-release updates and any new builds will be submitted to our Github while the Game Jam voting is ongoing.
Please check out Automik Breakers and submit your rating and thoughts if you can! All feedback is welcome because I may be fixing/completing it or need to know if it needs fixing.
Designing and programming this game was really fun! This was a week long game jam with a secret theme that was revealed on Day 1. Before the jam, I wasn't sure if I would work solo or as a team, so I drafted some ideas ahead of time for each theme that I was confident I could independently make systems for. Some of those ideas were an endless "swimmer", house break-in incremental horror, and helping neighbors with tasks around the neighborhood.
Ultimately, I decided to find a team. I'm still quite new to game jams and really enjoyed meeting people last time. I searched within Brackey's Discord server to find open teams looking for a programmer, either for Unity or Unreal Engine. I reached out to many cool people and ended up creating a team of my own! I made a Discord server for us to collaborate it, as well as the GitHub repo, Google Drive, and Miro. I focused a lot on making sure everyone was comfortable with one another and that everyone could contribute their skills to the project the way they wanted to.
Once the theme was announced, we started workshopping ideas day one. With team members in multiple time zones from NA to Europe, we met several times over the next two days to hammer out the main game genre, game loop, and systems. There were many ideas and possibilities, so talking through how we would implement each aspect of it and what assets would be needed for development helped us land on our chosen game. We made sure to keep the theme in mind throughout the development of systems, design, narrative, and artwork.
The biggest challenges for me as both a developer, designer, and team lead were managing scope and schedules. We knew what systems we wanted, but getting them to interact properly was already going to be a challenge, and we were essentially developing two "Game Modes" to function as one. As such, we were mindful to keep a list of minimum viable features and to knock additional features into "if we can" territory. When it comes to scope, to improve I would say I would start digital prototype development and systems design even a day sooner, and to build certain features one at a time until completion rather than bouncing around a bit (this is my experience). Using User Stories was especially helpful for helping me organize what the goals of development were, even more so then the task list I made for the team.
When it comes to scheduling, we have 9 team members in 5 different time zones, so making sure work and delegations were queued up for when I was offline and others were up was very important. Task lists as well as morning "hi-hello-today we will-" really helped with managing expectations and updating the whole team on development progress. It was really satisfying seeing the whole team interact and work together. I was actively learning from my fellow programmers, Spoon, Necron, and GraphicEdit, and I hope everyone else can say the same. Also, I think having a diverse time zoned team also helped us with maximizing production development without burning everyone out. Knowing something was being done around the clock without forcing anyone to crunch or sacrifice IRL activities was really nice.
Scope ultimately led to our game being less than 100% complete. We didn't have much time the last 2 days to tune the enemy strength, add greater significance to delivery items, attach power-ups to each resource item, or to fine-tune additional bugs. The story also wasn't able to iterate correctly, the random deliveries queue is still in-production, and the custom deliveries option could be more clear. I'm satisfied that these are aspects that I know can be improved and lead to a satisfying and complete game with replay value.
As for contributions, personally, I worked on a few different things throughout the jam. I managed onboarding team members, creating and updating team resources, and developing task lists for async development. I supported the team by reviewing sounds and music, artwork, and game systems. I developed the Cargo Controller ( the script that controls the movement and inventory of the cargo vehicle), the Hub Manager (the script that controls the inventory of the Hub during "Calm Mode", as well as the assignment of deliveries), and the Storm Mode Journey (which controlled the "Storm Mode"s game loop). With assistance from Spoon, I also worked on the Game Manager, making sure that it had access to both game modes and could keep track of persistent objects and values like our currency, story deliveries, and delivery items. With his assistance I also created the scriptable objects for the various resource and delivery items based on Spoons SO script.
I worked on the UI for the Hub, designing potential layouts, finding references, coordinating with the team on colors and fonts, and laying out the structure and prefabs using Unity's UI system. It was a bit of a headache but only because the nesting got so deep and the layout groups were a little unpredictable. Still, a much more satisfying and improved experience than my last game jam. Thank you to Rusty for the beautiful UI panel art!
Most days, I would start work off by connecting with the team, seeing what they needed to be successful, updating docs as necessary, all before digging into my code or UI responsibilities. My experience in project management really helped me succeed in this, as well as the dedication and talent of the team I was working with.
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Thank you to RatDrum for developing the music for this game, as well as additional sound effects. Thank you to JollyGoodFriend for developing sound effects, as well. Thank you to Rustyscreech for designing the UI art and backgrounds and the Cargo Cart, as well as the concept art for the characters. Thank you to Danieluxx for designing the character animations. Thank you to Necron for developing the enemy systems. Thank you to Spoon for developing the background pooling system, the Base Item scriptable objects, and the inventory system, and for helping to optimize my and Necron's code. Thank you to GraphicEdit for developing the main menu and pause menu UIs, for developing the for-now unutilized save system, and for supporting Github commits and troubleshooting. Thank you to SirSunstone for writing a captivating story for our game world, and integrating it piece-by-piece into the Story missions, as well as for coming up with a cool list of items for us to implement.
THANK YOU to our team! Could not have done this without you all!
I'm so excited for my next game jam and to see what else I can do!
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Game Software Development: From Concept to Code
Game software development is an intricate process that combines creativity, technical skill, and strategic planning to bring engaging virtual worlds to life. From the initial concept to the final lines of code, every step requires meticulous attention to detail. Whether you're an indie developer or part of a large studio, understanding the game software development process is crucial to creating a successful game. Let’s explore the journey from concept to code and the key steps involved in game software development.
1. Conceptualization and Planning
The journey of game software development begins with a concept. This is where the initial idea is born, often inspired by personal experiences, popular genres, or unique storytelling angles. During this stage, developers outline the core mechanics, gameplay elements, and overall theme of the game. A Game Design Document (GDD) is usually created, serving as the blueprint for the entire project. This document details the gameplay, characters, story, and technical requirements, ensuring that everyone on the team is aligned.
2. Designing the Game
Design is a critical phase in game software development where the concept starts taking shape visually. This stage involves creating sketches, storyboards, and prototypes to visualize the game's environment, characters, and user interface. Tools like Unity, Unreal Engine, and Godot are popular for building game prototypes that help developers test ideas quickly. Level design is also crucial, defining how the player will interact with the game world, navigate challenges, and experience the storyline.
3. Development and Coding
Once the design is finalized, the game moves into the development phase, where coding takes center stage. Developers use programming languages like C++, C#, or Python to build the game’s mechanics, controls, and AI behaviors. Game engines like Unity and Unreal Engine provide a solid framework, offering pre-built assets, physics, and lighting to streamline the coding process. Collaboration between developers, artists, and sound designers is key to integrating visuals, audio, and gameplay seamlessly.
4. Testing and Debugging
Testing is an ongoing process throughout game software development but becomes particularly intense as the game nears completion. Quality Assurance (QA) testers play through the game to identify bugs, glitches, and gameplay issues. Debugging involves refining the code to ensure the game runs smoothly and provides an enjoyable player experience. This phase is crucial for fixing performance issues, balancing gameplay, and polishing the final product.
5. Launch and Post-Release Support
After testing, the game is finally ready for launch. Developers release the game on chosen platforms, whether it’s PC, console, or mobile. However, the journey doesn’t end there—post-release support is essential for addressing player feedback, releasing updates, and fixing any remaining bugs.
Conclusion
Game software development is a complex but rewarding process that turns creative visions into interactive experiences. By following these stages, from initial concept to final code, developers can bring their ideas to life and create games that captivate players worldwide.
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Phantom Blade Zero “Year of the Dragon” special trailer: Rain and Blood
Phantom Blade Zero is in development for PlayStation 5 and PC. A release date has yet to be announced.
Message from Soulframe
It was over four years ago. I was working with Mr. Yang Tingmu, one of the top animators in China, to create video assets for our mobile games. We applied traditional Chinese painting styles to modern animation and invented a whole methodology of it. The legacy of our work is evident in Phantom Blade: Executioners, especially the cutscenes when you launch Overdrive moves.
Now, working on Phantom Blade Zero, a whole different beast backed by Unreal Engine 5, we feel it’s kind of a shame to simply abandon all the hard work we did over the years on 2D arts. A bit of repurposing would be nice.
We think it’s pretty cool to blend together the old and the new, the simplified and the complicated, the fast and the slow. If by any chance you’ =re an avid reader of Wuxia novels, especially those by Gu Long, this scene should feel dearly familiar—a confrontation, ominous atmosphere, the warriors size each other up, considering their available moves and possible consequences. Heavy suspense, suddenly someone makes the first move, and the fight is over the moment two blades clash.
The duel in this scene harkens back to the original Rainblood in 2008, the game at the root of the Phantom Blade universe. Two friends parted ways on a dark and stormy night, setting in motion a series of events with far-reaching consequences. This moment marks a beginning and an end. In the game universe—the death of adolescent innocence and the rise of adult ambitions and responsibilities. Outside the game, in the real-life universe—a transition from 2D to 3D, from mobile to console and PC, from local operation to worldwide publishing.
So! Here it is, a little something to kick start the Year of the Dragon. At the end of the trailer you will find new footage of Phantom Blade Zero—running on PlayStation 5. Yep, you read it right. The game is R-E-A-L real and we are actively working on it! Expect more reveals as well as a playable demo as we plunge deeper into 2024!
May you all have the grace and power of the dragon!
Soulframe Liang Founder of S-GAME Director of the Phantom Blade Franchise
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