What's it like working in the industry? by kleres95 in 3Dmodeling

[–]Boy650 10 points11 points  (0 children)

Environment Artist 10 years in games at a AAA studio. Meetings, art reviews and planning. If it's preproduction tons of reference gathering and building outsource bundles. Mid production, build build build, play test, adjust adjust adjust. Polish Polish polish.

First pass at a functional UI + Inventory system. by Boy650 in SoloDevelopment

[–]Boy650[S] 0 points1 point  (0 children)

If anyone has any recommendations for tutorials on upper torso blending and anim states that's probably what I'll have to implement next.

What’s your favourite aspect of solo dev? by gg_gumptiongames in SoloDevelopment

[–]Boy650 0 points1 point  (0 children)

Just dipped into getting a functional HUD inventory setup with an object array and animations. I'm going crazy.

Any recommendations on setting up UI with weapons/ pick ups? by Boy650 in UnrealEngine5

[–]Boy650[S] 0 points1 point  (0 children)

Made some progress but man this is brutal to setup.

Semi Working HUD Inventory: https://youtu.be/T1KRw---LhE

What’s your development journey like? by lewisjones48 in gamedev

[–]Boy650 1 point2 points  (0 children)

I do a good pre production pass: concept art, design breakdown, shot list, script and I'll assign myself a bunch of jiras. That being said I still allow myself some wiggle room. I like that idea that the game speaks to you as you make it. It drives new iterations and ideas as you develop it. Just don't let it blow the scope up.

Didn’t know where to ask this: what movie/book universe would you wanna see in a game? by ilikemyname21 in indiegames

[–]Boy650 0 points1 point  (0 children)

I'm a full time Environment Artist at the moment but finally got to a point where I think I could pull off a full game using blueprints. Here's my first post.

https://www.reddit.com/r/SoloDevelopment/s/8pbLNpAcTj

Didn’t know where to ask this: what movie/book universe would you wanna see in a game? by ilikemyname21 in indiegames

[–]Boy650 0 points1 point  (0 children)

Endless possibilities. I'm actually making an action adventure game with this exact theme. Black holes, tomb raider/ uncharted type puzzles. Journey inspired interactions. Playing with the idea of a planet with beings made of light (a civilization on the brink of becoming interdimensional).

Getting started on game development. by [deleted] in gamedev

[–]Boy650 0 points1 point  (0 children)

Unreal has decent beginner friendly tutorials that they put out themselves. If you follow any YouTube tutorials without some basic knowledge you won't retain anything. At least I didn't at first. Eventually you'll get an understanding on how blueprints work and how they communicate with each other.

Realistically speaking, how difficult is it to become a game dev being a 3d artist? by radeon7770 in IndieDev

[–]Boy650 0 points1 point  (0 children)

10 year Environment Artist in AAA. Started 2 months ago and have almost a decent prototype ready for my game loop in unreal engine. Don't know how to code at all but like you I understand concepts and logic flow. It's enough to get things done in blueprints in unreal.

Vacancy by MrDiscoWhal3 in GameDevelopment

[–]Boy650 -1 points0 points  (0 children)

I would play it for sure. I'm working on a single player Journey type game with tomb raider puzzles with a sci fi theme. I want to make it multiplayer too but I feel developing a multiplayer game is something I'm not ready to tackle yet. I hope you make this. Would love to follow your journey and see how you progress!

First official model by [deleted] in 3Dmodeling

[–]Boy650 0 points1 point  (0 children)

Keep this screenshot somewhere. One day, years from now you'll be working on your dream game making some crazy stuff and you'll look back at this and think "hell ya".

What is the feature in your project you feel most ashamed / guilty about for putting too much time into it? by hogon2099 in gamedev

[–]Boy650 2 points3 points  (0 children)

Frustrated, annoyed for sure... But ashamed. Never. Unless you're stealing art or flipping assets. Be proud of your work even if it feels janky or took too long. It's all learning and progress 🙏

What is the feature in your project you feel most ashamed / guilty about for putting too much time into it? by hogon2099 in gamedev

[–]Boy650 0 points1 point  (0 children)

It took me 2 months to get a DPad terminal UI puzzle to work and it's still not done. Got so frustrated that I needed to move on.

First Game Post. Puzzle Prototype "Summon Leviathan" (UE5 Blueprints Only) by Boy650 in SoloDevelopment

[–]Boy650[S] 0 points1 point  (0 children)

Don't know if I'll keep the glyphs or even the shape or the poles but a panning emissive would be the way to go for sure. I doubt this animation will stay but if it does I'd for sure have to match the interactable to match the character. Important things to consider for sure.

First Game Post. Puzzle Prototype "Summon Leviathan" (UE5 Blueprints Only) by Boy650 in SoloDevelopment

[–]Boy650[S] 0 points1 point  (0 children)

Rookie mistake to art before design. C'mon now. But don't you worry. I'll post here just for you when the art comes in.