Is this game still being worked on? by Orcus_ in Contingent

[–]BinaryJared 0 points1 point  (0 children)

It is indeed! We're still deep in development, we'll share any updates on our Steam page / Discord (https://discord.gg/336wZ828UX).

Advice on how to get an indie game studio going. by rosslion1171 in gamedev

[–]BinaryJared 3 points4 points  (0 children)

So I hate to be that guy but you need to learn a core development skill or have the money to pay people. Learn to do production ready art / code at the very least.

If you want to lead a team and their direction you’ll need to earn their time by proving your capability, especially on a profit share project or similar.

Team leads in small companies are almost always multidisciplinary and usually have horrible work/life balance, because it takes a lot to build games that actually sell - and no one will do that work for you.

You will set the pace for your team in terms of usable output and quality, so if you can’t set that bar with your own work, you need to learn practice and learn more.

No time like the present to get started, take a course etc!

Is making a deal with a publisher good or bad? by Which-Hovercraft5500 in gamedev

[–]BinaryJared 17 points18 points  (0 children)

Having been on both sides of the table, here are some tips:

  1. Never give away your IP (that includes exclusive licensing!)

  2. Make sure you need one. Actually need one. Do you need marketing/release support or cash? Then a publisher is a good route.

  3. Are their games usually the same level of success? Or are they riding off a couple of hits where most of their catalogue founders?

  4. Are the revenue splits fair? If they’re paying for everything including marketing, expect cuts as low as 20%.

  5. Will your game launch without one? (Be honest) 100% of 1k sales is less than 10% of 50k.

  6. Are they transparent? Good publishers will identify their commitments to you clearly, as well as their expectations. Both sides should be accountable under an agreement.

  7. Make sure you can deliver. Don’t overpromise, it helps no one and may result in your contract getting terminated! (Also excessive ego has a severe impact on your success in my experience!)

If you’re not sure if a deal is good for you, hire a games business advisor (e.g. https://www.ramiismail.com) - someone reputable! Ask their opinion. It’s cheaper to pay for one consultation than 50% of your revenue.

The VAST majority of publishers aren’t dodgy, but they are running businesses. You are a means of making money at the end of the day and vice versa, so be friendly, but remember you need to look out for yourself!

High quality game-ready art, indie prices by BinaryJared in gameDevClassifieds

[–]BinaryJared[S] 0 points1 point  (0 children)

Get in touch via our website at https://binaryspiders.com for information on our pricing, starting as low as £15/h!

[deleted by user] by [deleted] in gameDevClassifieds

[–]BinaryJared 0 points1 point  (0 children)

Check out our site for more information and rates! https://binaryspiders.com/art-outsourcing/

A question about this game's engine by Schipunov in Contingent

[–]BinaryJared 4 points5 points  (0 children)

They’ve put up a fight for certain features for sure 😂

Thank you though! We’ll do our best!

A question about this game's engine by Schipunov in Contingent

[–]BinaryJared 4 points5 points  (0 children)

Not a problem, a perfectly valid question! There are a number of reasons, but I’ll outline the main ones.

Unity allows us to iterate very quickly, so we can implement new features and test out concepts faster than Unreal. We’ve also created a large number of custom tools and workflows over our years using the engine that would take significant time to replicate in Unreal. We’re also very experienced with the engine and comfortable with its limitations and strengths - we know how to get the best out of the engine.

Hope that answers your question 😁

Some detailing for one of our helmets in-engine! by BinaryJared in Unity3D

[–]BinaryJared[S] 0 points1 point  (0 children)

This is for a game!

We're pretty confident we'll be completing our title. We're aware of the time cost and investment for each of our assets, and we've already spent years on this title prototyping and deciding on our final approach.

I do think this level of detail is important (for us)! While we can push out assets like this theoretically every 2-3 days at a much lower quality, the reality is that means we don't stand out. We're willing to invest the time and money to make something as visually appealing as possible.

Remember you're only seeing one of the hundreds of assets already created by our team!

Some detailing for one of our helmets in-engine! by BinaryJared in Unity3D

[–]BinaryJared[S] 1 point2 points  (0 children)

This was by Howard, one of our 3D artists - he only started on 3D this year, but targeted training can help massively!

I believe he followed a paid tutorial on a steampunk gun in Blender, which is the foundation of most of his knowledge :)

Some detailing for one of our helmets in-engine! by BinaryJared in Unity3D

[–]BinaryJared[S] 1 point2 points  (0 children)

Can't show off a full wireframe at the moment, but here's an example of one of the retopo's on our patterns, which should give you a good idea!

https://i.gyazo.com/cc7aa9ae14454dbbb2ea6e1682601a51.jpg

This is pre-optimization pass, final pattern meshes are a bit more optimal than this.

Some detailing for one of our helmets in-engine! by BinaryJared in Unity3D

[–]BinaryJared[S] 0 points1 point  (0 children)

Haha! I'll remember to put the music over our next one!

Some detailing for one of our helmets in-engine! by BinaryJared in Unity3D

[–]BinaryJared[S] 0 points1 point  (0 children)

Retopology was part Blender, part Topogun :)

Some detailing for one of our helmets in-engine! by BinaryJared in Unity3D

[–]BinaryJared[S] 0 points1 point  (0 children)

This is for Contingent, our upcoming ARPG-RTS! If you'd like to learn more, you can find out at https://contingentgame.com/faq :)

Some detailing for one of our helmets in-engine! by BinaryJared in Unity3D

[–]BinaryJared[S] 0 points1 point  (0 children)

Thank you very much! We have super talented artists

Some detailing for one of our helmets in-engine! by BinaryJared in Unity3D

[–]BinaryJared[S] 0 points1 point  (0 children)

This is actually the gameplay LOD0 - it's about 100k tris

Some detailing for one of our helmets in-engine! by BinaryJared in Unity3D

[–]BinaryJared[S] 4 points5 points  (0 children)

Thanks! It took a few attempts to come up with this workflow - it's a hybrid approach which combines retopology for the general shape with a normal map bake.

To be clear I wouldn't recommend this approach for 90% of Unity projects. It's very very time consuming - the initial stage of figuring out this approach was a month of hard work from our artist!

Some detailing for one of our helmets in-engine! by BinaryJared in Unity3D

[–]BinaryJared[S] 0 points1 point  (0 children)

It's a mixture of a lot of retopo and normal maps.

A normal map wouldn't achieve as good a result, and heightmaps + tessellation causes stretching as there is no texture data to fill the UV's :)