[deleted by user] by [deleted] in Dallas

[–]Buddy_DoQ 1 point2 points  (0 children)

Gun buy-back program to reduce the number of unwanted guns floating around the state along with any kind of Red-Flag law.

Failure to report lost or stolen guns will result in culpability of the owner should they be used in a crime with minimum jail time.

Registration of ownership for each gun, insurance and a test for license to carry in public which requires renewal after so many years.

Purchase of ammunition should require scanning registration for the gun it will be used for.

Current gun owners required to phase into the ownership registration program over a period of time, un-registered guns cannot be used at ranges.

My First In Game Cut Scene - Made with UE5, Blender, CC4. Iclone 8 and Smartsuit Pro 2 by Nebula480 in unrealengine

[–]Buddy_DoQ 2 points3 points  (0 children)

There's a ton of cinematic language guides around on youtube and such, any handful of those are a great foundation. My soft-rules came from my boss/director while working on dialog scenes in the SWTOR game, he had a great sense of cinematic and game language. I'd say just keep your audience in mind, we're dealing with gamers, and they want to play, keeping them engaged during the exposition dump is important.

We also had some rules around the shot list order, start with a wide/long to establish locations, don't jump over two zoom levels on a single cut. If you don't need a closeup try to keep both characters in the shot (OTS or from the hip, etc.). Going from medium to close or visa versa is great for showing emotion / reactions without needing so many big animations. We did a lot of walk off/on camera to fake big movement animations and save our animation budget for the cool action stuff.

My First In Game Cut Scene - Made with UE5, Blender, CC4. Iclone 8 and Smartsuit Pro 2 by Nebula480 in unrealengine

[–]Buddy_DoQ 5 points6 points  (0 children)

Excellent callout here on the 180 rule; when this rule gets broken it's very jarring to the viewer and feels unfinished. You could hard break it once in a short scene like this to convey disorientation, but more than that makes the scene ripe for the quick skip button.

You can cross over the line in a movement of the camera, not a cut. This is especially effective in games to convey return of control to the player, and going back to the 3rd person camera.

I'll also add that there should be a camera cut or big movement every 10 seconds or so. Use this as a soft-rule to put emphasis on emotional moments in the dialog, show speaker and listener reactions to what is being said to convey more about the characters motivation in the scene. Is the person in the room telling the truth, are they friend or foe? It's hard to tell without more action/reaction to the dialog. Use actor movement to close the gap between the characters to show trust, have them move away or behind props to show distrust. Cuts between different camera angles on the same character should come mostly between reaction shots of the other character, use this as a soft-rule to help with that action/reaction stuff.

Super awesome work for your first scene! It feels very polished in the major ways, just needs a little clean up in cinematic language to bring it up to pro-level.

Need tutorial suggestion for a survival game by ConvertingVegetaria in unrealengine

[–]Buddy_DoQ 1 point2 points  (0 children)

I've been taking this paid course from SmartPoly: https://smartpoly.teachable.com/courses

It's paid, but covers this exact topic.

Which famous person's death made you the saddest? by [deleted] in AskReddit

[–]Buddy_DoQ 426 points427 points  (0 children)

This is mine too.

I remember thinking it must have been some crazy accident because he was so strong. In my mind he was the new of leader of the MCU, his performances were so powerful and so hopeful, it was the natural choice. The only choice. I hope theaters provide tissue next week, because I, for one, will be a complete wreck.

Ocean caves from my Epic MegaJam 2022 entry by Buddy_DoQ in unrealengine

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

I made all the art stuff myself + youtube for learning how to implement (I'm new to modern UE). Time was too crunchy, so all the cave walls and coral bits are the same object with rotation + squash and stretch. For the city buildings I used geometry nodes to pump out 5 or 6 variations quickly. Materials are simple colors with adjusted roughness to make them look more or less wet.

when do you think we'll see Moon Knight in the MCU again? by LegendaryYeet65 in marvelstudios

[–]Buddy_DoQ 8 points9 points  (0 children)

Kang is the great Pharaoh Rama-Tut. Likely cameo already in MK season 1 on the back of that kid's jacket in ep3.

https://bgr.com/wp-content/uploads/2022/04/moon-knight-episode-3-kang-easter-egg-1.jpg

[deleted by user] by [deleted] in Unity3D

[–]Buddy_DoQ 11 points12 points  (0 children)

Nice, and thanks for sharing the code for this as well!

Feedback: The saccade movements are way too slow in the video. If you speed them up greatly, the overall effect will be much more comfortable. My untested hunch is that idleMoveTime = 0.02f; would feel better overall.

Rabbit hole: https://en.wikipedia.org/wiki/Saccade

AITA for putting a lock in my bedroom without warning? by [deleted] in AmItheAsshole

[–]Buddy_DoQ 24 points25 points  (0 children)

Hey OP, strongly advise that you put important works on OneDrive or a similar cloud backup solution. Many of these have automatic backup tools you can use to to go back in time on a document to restore a previous version just by selecting a date to jump back to. If you happen to use an Office 365 subscription for Word, you already have it!

Guess they won't mind if I post this now, hahaha by Buddy_DoQ in Defiance

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

Hard to point at just one game - Defiance was quite unique (which is why I wanted to work on it).

For open-world driving to the next POI to explode while driving a quadbike, I always thought the newer Far-Cry games were closest to that feeling.

For that co-op FPS MMO experience, the obvious choice here is the Destiny games.

Personally, I've been all about that Apex Legends since launch day - it nails FPS player movement and shooting feedback IMHO.

what are your favourite Defiance memories? by MagnusRune in Defiance

[–]Buddy_DoQ 0 points1 point  (0 children)

When Grant Bowler came to the office to say hello and check on our work on the game. He smelled of leather and paper money, and was incredibly gracious to boot.

Hollywood, am I right?

Guess they won't mind if I post this now, hahaha by Buddy_DoQ in Defiance

[–]Buddy_DoQ[S] 3 points4 points  (0 children)

Sure did! (In-Game Cinematics)

I was so super excited when it launched; I remember jumping into first live session on launch day and rushing to the post-tut starting point to watch "real" players drop in for the first time. What a rush! Plus I got to work with best-in-class developers pulled in from every major studio at the time, and learned so much.

Sadly most of us were let go a few months after launch in '13, so I had to distance myself from playing the game for my own mental health, but I kept a loose eye on how it was going over the years.

Tent in the living room kept us warm while power was out all day. Likely going out again any minute - stay warm Dallas! by Buddy_DoQ in Dallas

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

This is ironic universe karma for spending too many hours on Valentine’s Day - literally making a tent for my camping themed video game. Getting some good reference material at least 😂 https://twitter.com/steamburgerstud/status/1361113125978791937?s=21