https://www.sparkypants.com/fxartist VFX ARTIST Sparkypants Studios is on the hunt for a talented VFX Artist to help create jaw-dropping visuals for our live digital CCG, The Elder Scrolls: Legends. This is a full-time, onsite position in our Baltimore, Maryland, USA studio. RESPONSIBILITIES: * Work in concert with…
Position filled! Thank you :) www.blubberbustersgame.com Hey guys! We're independent game developer Thar Be Monsters and we’re looking for a passionate, multi-talented Gameplay Programmer to join our team part-time for our sci-fi combat platformer - Blubber Busters! Specifically, we’re looking for someone awesome who is…
Hey guys! THIS ITALIAN MAN ON THE LEFT COULD BE YOU!! The mobile games studio I work at is looking for a new Lead Artist. We're a fairly small UK studio in the heart of London, and I can honestly say that it's a group of talented people that are tremendous fun to work with. The most sought after skill for this role is…
There was some activity with SDF at blender devtalk: https://devtalk.blender.org/t/sdf-functions/11055 and the "actual" development discusion is here: https://blenderartists.org/t/sdfs-system-for-blender/1524372 And there is an interesting thread about some (general) SDF tools and(/but also) blender SDF addons on:…
The questions are very context specific. There are different answers for a open world game to a top-down dungeon crawler to a closed circuit racing game and so on. What i would do is open up some free projects/games that have editor access and take a look at those. There are a few SDKs or mod kits on epics store and you…
I don't see why you need to world align the texture at all. Let it be UV dependent and just multiply it by a scale factor. World aligned would only help if you plan on having several meshes next to each other and want to prevent discontinuity between them. Very situational. A cheaper alternative is to use World Position…
If you're talking about BSP as in the Blocky Meshes they use to sketch out a stage, then no, no one uses those (unless you're sketching out basic level ideas and how they will work in realtime). However, people still use the Terrain system in UDK and it is used alot, I would have to see how someone would go about making a…
Hi, We do not have many dynamic lights in our scenes and as far as i know most racing games tend towards forward+ renderers because of this and the complex car surface materials. In contrast we use a deferred render approach. This is mainly because of the awesome feature of deferred decals which we use in our nature levels…
Well,I have no idea about environments.. As for characters, I guess the workflow of modelling and texturing is very similar to that you described. When it comes to a pre-rendered cinematic the major difference is that you can have Dynamic hair system Cloth simulation Subsurface scattering shader for skin, teeth and…
REPORT! I'm making a few changes to the switching system. Originally, you'd have the three combatant heroes and switch between them by 'scrolling' with two buttons. Now I'm assigning each hero to an arrow key (Or whatever buttons you want to set them to), meaning that there's a fourth space that Celeste can occupy. So…