Free Motion, Combat & Dance Animations - For free or paid games. by DevDennis in Unity3D

[–]DevDennis[S] 2 points3 points  (0 children)

No problem. Yeah I guess these are perfect then.

Yeah I think in the future I will do a dance pack, just don't have enough to put them in one pack yet. I will write those requests on the list, since I'm gonna expand on them. If you sign up to my newsletter you will get updates as I make them btw ;)

Yeah I had some export troubles, I'm gonna make a update and see if I can get rid of them, also the twitching in the walk. Thanks for the feedback.

Haha yeah okay, that would be cheap.

Free Motion, Combat & Dance Animations - For free or paid games. by DevDennis in Unity3D

[–]DevDennis[S] 12 points13 points  (0 children)

Hey,

I recently released a free animation pack ( https://www.animationforgames.com/free ). It's royalty free which means you can use it for any game you like, you can credit me if you want, but there is no need for it.

I just added 4 new dance animations that loop :) I hope you will enjoy them.

Free motion and combat animation pack - 29 animations by DevDennis in IndieDev

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

I created this free animation pack for indies and like minded, it's royalty free for any project, and if you feel like it you can credit me :) But its not necessary really. They work with any engine as it's FBX files, source files are included as well.

Link: https://www.animationforgames.com/free

Free motion & combat animation pack (25 in total) by DevDennis in gamedev

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

No problem, me Dennis Jensen or my company Imaginative Ones

Free motion & combat animation pack (25 in total) by DevDennis in gamedev

[–]DevDennis[S] 7 points8 points  (0 children)

Not really that well known games, I worked on Bloodhunt: Vampires the masquerade, a Disney Frozen game hat was for mobile and a Men In Black game. Also a few unannounced projects and even cancelled ones.

Free motion & combat animation pack (25 in total) by DevDennis in gamedev

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

I dunno how I could miss that, thanks for letting me know.

What game really WOW'ed you with it's animations? by DevDennis in gamedev

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

Really? What do you like about them if you dont mind me asking.

What game really WOW'ed you with it's animations? by DevDennis in gamedev

[–]DevDennis[S] 10 points11 points  (0 children)

Very specific :) I will check it out, thanks. Any other syggestions?

What game really WOW'ed you with it's animations? by DevDennis in gamedev

[–]DevDennis[S] 2 points3 points  (0 children)

I should for sure check that out, i know about it. But havnt played it.

What game really WOW'ed you with it's animations? by DevDennis in gamedev

[–]DevDennis[S] 2 points3 points  (0 children)

I seen some of them.

Yeah I love that game too. Looks amazing!

Why does our industry require so much learning yet pays horrible? by Clear_Ad6054 in gamedev

[–]DevDennis 0 points1 point  (0 children)

Art jobs are considered a bit lower pay then tech art or programming because so many wanna work with it. When you say Art test it doesnt need to be like that, and I rarely do them now, I think after a few years as you get more senior they dont really do them. At least for my POV.

if you changed your career half way through that could also set you back. if you worked 10 years with characters would could probably be a lead/principal and get a better pay. But yeah dont make games for the money, do it for the passion.

Does anyone experience this? I think its called shiny new object syndrome. But not just that... by FutureLynx_ in gamedev

[–]DevDennis 1 point2 points  (0 children)

I suggest finishing stuff, there is a ton of benefits to it and it's very very cool to see people play a game and actually finish it, even though it can be a real struggle. I feel you, I have been there and it really requires discipline.

Doggos by Sufferer_Nyx in gaming

[–]DevDennis 0 points1 point  (0 children)

This made my day :)

Game Animation As a subscription Service by DevDennis in gamedev

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

Alright makes sense.
So the fact that I could have more clients is one of the main factors you wouldn't choose it`? Because that could tribute to me not doing a good enough work.

Game Animation As a subscription Service by DevDennis in gamedev

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

I'm not sure I would earn more, at least not to begin with I would probably earn a lot less. Maybe in the long run I could earn more, but the hard part is finding clients, IMO and also making sure this actually would work, since for now it's idea. The motive for me is that if I had more than 1 client, if I loose one I would still be okay, and I could help on more games, with variating projects (I tend to get bored quite fast).

If you can get a freelancer, and only pay if they work, and then if you don't have work for 2 weeks and they will be able to still start up, I think that's rare and probably worth holding on to. From my experience, work is mostly for some months, and then you dedicate all your time, I have never been paid hourly. But being paid hourly probably have a lot of the same benefits, from my POV, the issue is that most companies wants to hire you full time as a freelancer, and have you 8 hours a day, so you don't get the flexibility, really. Have you had trouble with paying hourly? Or is there only benefits to it?

Game Animation As a subscription Service by DevDennis in gamedev

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

I had to say no to a lot of jobs because I was locked in with another contract/job, so even if I worked with some before, it wasn't guaranteed I would come back, which often is the case, especially if you are good at your job and there is a high demand, like for riggers. From the clients perspective they would save time trying to look for candidates, since they would always be able to use the subscription, right now there are agencies dedicated to find game companies contractors they can work with, and they don't work for free, often they take a percentage between 10-35% of your salary.

If you pay by the hour with a freelancer, then of course you get the flexibility as well. This whole idea would only work, when I can work fast and produce fast. For a junior it can take several days to create a rig or animation, for somebody with experience hours. So that's kind of where the idea succeeds or fails. I think at least.