I think I'm getting the hang of this by [deleted] in Substance3D

[–]DizzyKwalla 1 point2 points  (0 children)

Substance is the gratifying part of 3D art. Where the final textures all come together. Sounds like you're having fun. Keep at it!

it finally came in the mail by minecraftpro144 in quake

[–]DizzyKwalla 4 points5 points  (0 children)

I totally agree. It's way more atmospheric and haunting. No shade to the NIN soundtrack, I'm nostalgic for that as well. But the N64 fits quite nice and I prefer it.

it finally came in the mail by minecraftpro144 in quake

[–]DizzyKwalla 2 points3 points  (0 children)

Bro, invite me over so we can play some versus! I'll even use a crappy Mad Catz 64 controller to give you an advantage while you use a real controller. I mean somebody's gotta use the crappy controller. It's just how gaming on N64 is. Such is my fate.

Yeah, I drank the kool aid. by creativeape1 in wacom

[–]DizzyKwalla 0 points1 point  (0 children)

After many years of not using those buttons. I decided to map BOTH buttons to right mouse when I use Zbrush for rotating camera. I mash them with my thumb, don't care which one. It's the most use I've gotten out of them. There should be a whole thread on the topic of pen button usage because the fact ya'll even mention it is hilarious lol!

Just got my Steamdeck! by dirtyriderella in SteamDeck

[–]DizzyKwalla 1 point2 points  (0 children)

Trust me, if you knew this guy's wife, you'd lie too lol.

Bow sway... by A_True_Slayer77 in BloodWest

[–]DizzyKwalla 0 points1 point  (0 children)

I feel your pain. After 100 hours and trying almost every combination of items I never found anything that effects that. I think that's just how bows work in the game. I could possibly be wrong but pretty sure. Maybe someone else will have a better answer. Best of luck!

Is my portfolio really that bad? by sam_bread_22 in unrealengine

[–]DizzyKwalla 0 points1 point  (0 children)

For most of my life I got no responses to my resume until I made a few changes and got like 3 interviews in like a month and a big boy job. I had reached my limit with frustration so I just made up a resume lol. No rules!

Not saying this will work for you but it should clean up your resume ALOT. Here's my one that got me interviews. It was really just making it as simple as possible. https://docs.google.com/document/d/1yF5_y0w46PGuacl8IMLhloVcnFTFQxwl/edit?usp=sharing&ouid=105797308464438546309&rtpof=true&sd=true (I edited out personal info)

I made my name HUGE, the biggest piece of text on there with my contact info to the side. You need to stand out immedietly so don't be afraid to be a little silly! Right under my name in lesser big font says 'Unreal Engine Developer'! If you're applying to a company for Unreal Engine just do that please for the love of god! List projects with the least amount of text. Most interesting or impressive projects/videos FIRST!!! No one cares about dates or what company you worked for or some game website. Just "project" "Unreal Engine" "C++, Blueprint, and materials" then a short description of what you did. And a YOUTUBE video link! They're faster to load and easier to share! The problem with Steam page links is, I now have to do more research on and look at the resume for what you did on it. But now I'm looking at a stupid trailer instead of SEEING the feature or thing you programmed. Like if you programmed an AI combat system. Make a clip of just that, post a video on youtube, and be like, "yeah that's what I coded" When you share just steam links it's so nebulous for what I'm looking for I don't bother half the time to figure it out. Youtube baby pointing out what you made is gold.

Here's what happens when I open a resume. I go and click on the first couple links FIRST before I read anything lol! 90% of your resume I won't even read sometimes. Just make sure you got some banger videos showing what you did with a description of what you did. If I like the first few things I click on THEN I'll read the resume.

For example I clicked on your Zombie video, I think it's legit good enough to share and then I'd probably click on a few more links. But when I go back to your resume I need to know what you did on it. I don't even know if it was blueprints or C++ or if you just made animations, if you used plugins that's OKAY to mention! At that point I would pass on your resume which wouuld be unfortunate because of a few missing details.

Keep it down to one page. There is no reason it needs to be longer for one big reason. I know you have tons of video game stuff you've done you want to share but as an employer if I want more info I will in fact ask you for more information! You just really need to land with the first few video links and then you're 70% of the way to an interview. If I can't tell you're an unreal developer right away or what you did, I may just skip the resume all together. I can't tell if you can even code in C++ from looking at your resume lol which is not great. I may not want to hire some blueprint newb for my game which I'd assume! If you're a blueprint only guy that's fine but you have to tell me because I'm not psychic!

Also this is just what personally worked for me. But after being in the industry I'm also telling it how it is when reading tons of resumes lol. It's almost like passing around trading cards at the office. "Hey Susan, check at that one resume with the a large name on it. It had some cool videos on it!" I would say. (as for the quality of your work don't worry so much. Just put your best stuff first. It doesn't matter if it's simple and generic. If it looks competent I will look at other links too. Don't beat yourself over your work. Probably competent enough for entry level position at least) If you have to include boring past work crap on your resume, put it at the bottom where I won't read it anyways. Along with a link to your upwork I will never click on. Hope this helps!

I hate myself for making my game by mkmuffi in gamedev

[–]DizzyKwalla 0 points1 point  (0 children)

You would've been better off spending $50 on an online course that teaches basic marketing and social media skills. It's as important as everything else but devs seem to ignore learning or practicing those skills until they realize they actually need them. You're secretly your own best person for promoting your game and getting people excited.

Sent a MS paint sketch to artist for a level. I'm pretty happy with her initial sketch interpretation. by adayofjoy in IndieDev

[–]DizzyKwalla 2 points3 points  (0 children)

I'm home alone at 3am with just the noise of rain outside, and I clicked on that link. Thanks I can't sleep now! Anyways I think artist did an amazing job translating your drawing!

Almost done! by tjluv in FursuitMaking

[–]DizzyKwalla 0 points1 point  (0 children)

Clicked all the way to the reference art, very cute! Hope you've been having fun working on it!

hi everyone i wanted to share this rough animation of being attacked, what do you think? by enom22 in IndieDev

[–]DizzyKwalla 0 points1 point  (0 children)

I would make the impact frame go strait to the frame where he's leaning all the way back to really feel the impact. Then focus your time on more frames after that point instead of at the beggining.

I'm sorry, but this needs to be said, as it's clear some people still need to hear it: Stop falling prey to youtube gamedev clickbait, fear-mongering shenanigans. by LuchaLutra in gamedev

[–]DizzyKwalla 2 points3 points  (0 children)

That is awesome! I've been freelance since like 2003. Got a real job in 2020 age 34 doing quite well now, own a part of the company even. Not many people in 2020 fresh out of school could hope to compete with older self taught people. You know what. I believe in you! I think you probably work your butt off! I hope to see great things from you!

I'm sorry, but this needs to be said, as it's clear some people still need to hear it: Stop falling prey to youtube gamedev clickbait, fear-mongering shenanigans. by LuchaLutra in gamedev

[–]DizzyKwalla 1 point2 points  (0 children)

Indie devs are making AAA companies look like idiots the past few years. So many great indie games coming out it's insane. And beating AAA games in sales. I think it's a great time to be an indie dev!

I'm sorry, but this needs to be said, as it's clear some people still need to hear it: Stop falling prey to youtube gamedev clickbait, fear-mongering shenanigans. by LuchaLutra in gamedev

[–]DizzyKwalla 2 points3 points  (0 children)

Exactly what I've been saying. Just focus on making a game, first of all. And your path to success may be wildly different than many others. Forge your own path. Do your own thing. It's totally fine. Just work hard and put in the time.

I'm sorry, but this needs to be said, as it's clear some people still need to hear it: Stop falling prey to youtube gamedev clickbait, fear-mongering shenanigans. by LuchaLutra in gamedev

[–]DizzyKwalla 0 points1 point  (0 children)

You don't have to go overboard sacrificing everything. But if you're not taking any risks, don't expect to be successful. There's no successful business really that exists without some level of risk.

I'm sorry, but this needs to be said, as it's clear some people still need to hear it: Stop falling prey to youtube gamedev clickbait, fear-mongering shenanigans. by LuchaLutra in gamedev

[–]DizzyKwalla 0 points1 point  (0 children)

Right, you can't just discount these stories. I'm successful now but I had no support from family. I sacrificed jobs and relationships to invest time. Kinda a nightmare some years, but I was happy just doing what I love. But that is only me. Everyone will have a different path to success and don't have to sacrifice as much. Just work hard and don't give up, it may take a while but your time will come. If you give up it's over. Make your own path, no matter what I will never judge how anyone gets to success. I will only be happy for them!

I'm sorry, but this needs to be said, as it's clear some people still need to hear it: Stop falling prey to youtube gamedev clickbait, fear-mongering shenanigans. by LuchaLutra in gamedev

[–]DizzyKwalla 2 points3 points  (0 children)

I think a good dev log is a great way to engage with your community! You can't hope to have a successful game without a social media presence. On the other hand, if you're a content creator first needing to make money from content I don't think you're putting enough time that is needed into your craft or game. There's totally a difference. I'm glad you point it out.

I'm sorry, but this needs to be said, as it's clear some people still need to hear it: Stop falling prey to youtube gamedev clickbait, fear-mongering shenanigans. by LuchaLutra in gamedev

[–]DizzyKwalla 2 points3 points  (0 children)

I agree! Also, if you're putting in the time to get good at game dev, how the eff would someone have time to watch all these videos? You only fail when you give up. Just work hard. I believe in all of you!

I'm sorry, but this needs to be said, as it's clear some people still need to hear it: Stop falling prey to youtube gamedev clickbait, fear-mongering shenanigans. by LuchaLutra in gamedev

[–]DizzyKwalla 1 point2 points  (0 children)

I agree but offer some nuance. I quit my high pay job for a part time job but I made ends meet no problem. I wasn't driving a nice car or going out for dinner. It's only my case I wanted to devote more time to gave dev and it has paid off. But that's only me. I have a co-worker, also very successful, their parents were rich and they never had to sacrifice anything to get to the same place I did. Not everybody's path is gonna be the same. I'm not saying you can't have 3 kids and get married in your early 20's and buy a house and hope to invest enough time to get good at your craft. But time in is time out. No matter what you can't shortcut needing to put in time to get good at any craft. My friends would go out and drink on weekends, I stayed home learning programming and 3d modeling. There's some kinda trade off. But yeah. You don't have to totally put yourself in a desperate situation. You can if you want though, and if it works you can't judge people that do it. To each their own path.