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Hi, I'm Dhruv – a full-stack developer with over 3 years of experience in building web and mobile apps, and 6+ months of experience in game development. I’ve developed multiple 2D games and recently started working on 3D games as well. Portfolio: https://dhruv-g.framer.website/ About the Game I’m building a hoverboard…
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Well, if a game have 90% piracy (average number for a PC title) and everyone who bought that game cracked it to remove the DRM, the piracy is still 80%. As for the try-before-you-buy statistics, in one of the piracy articles linked earlier, a game company (don't remember the name) kept track of who on their scoreboards etc…
poopipe it's not in designer viewport only. Same in Painter viewport or Evee vs Cycles in Blender or any random game engine, Unity etc . When you try to test something having 0,7-0,8 roughness and the sun higher than 40 degree. Most common range of roughness for nature produced non-metal outdoor materials and a big chunk…
As i keep doing this art thing, I realize more and more that I'm not as interested in the art production as I am the game development stuff. TBH, my interest is in games as art.. creating something that interacts with the user. I'm actually spending more time focused on coding and psychology lately. The more i explore this…
Company: VSTEP Job type: Full-time, on location Location: Rotterdam, The Netherlands Company profile Since its foundation in 2002, Rotterdam based developer VSTEP has established itself as a leading European developer of Serious Games and has succesfully expanded its activities into the commercial games market with the hit…
As per request, here is how I made my camera system for my game. Place a player spawn somewhere on the map. Make a Tagpoint and snap it to the terrain, at the level where the players feet would be. Place a camera and move it to where you would like to the camera angle to be. Link the camera to the tagpoint with the link…
oh not this same conversation again. its the same guy, same topic. as everyone has said on this thread, and the other threads in which youve brought up the same discussion, nobody will pay you money for your stuff unless you are so good that you are already working at major film/game studios and have made a name for…
@Bibendum there are things that overlap and some that don't. unfortunately all of the bad practices that started in vfx spread to games. the business models for bidding in some vfx are not the same. but the trend is also happening is the large studios that do animated features with original ip such as dreamworks etc. in…