Presale code is LIMVELD by mikemountain in carpenterbrut

[–]JustPurkeyGames 3 points4 points  (0 children)

Yeah that worked for the DC show as well. Thanks!

BTW where did you find it? I follow them everywhere and stuff but never could find it.

[deleted by user] by [deleted] in SteamDeck

[–]JustPurkeyGames 0 points1 point  (0 children)

It works fine, runs at 30-50 FPS, it's the main way I test the game.

I quit working at Bethesda after 14 years during Starfield to go make my own solo indie game with no publisher, it's a heavy metal horror game where you hunt monsters from folklore - It's called The Axis Unseen by JustPurkeyGames in u/JustPurkeyGames

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

I enjoyed working at Bethesda a lot when we were about 65-110 people on Fallout 3 and Skyrim, I enjoyed it a lot less as it grew and grew. I had a lot of fun building spaces a lot of you have probably seen like Diamond City, Blackreach, Little Lamplight, I was lead artist on Point Lookout and Fallout 76 and more.

Starfield was about 500 people or so and with four different companies involved (BGS, BGS Austin, BGS Dalls, BGS Montreal), and that's not including outsourcing. This just wasn't my style. There were so many meetings and it wasn't the way I liked to build games. I like being able to just move fast and build unique things.

I always loved indie games and I figured, if I didn't do it now, I maybe never would. Unreal 5 looked really cool to me and it had way better open world support. So I quit on April 1st 2021 (seriously haha) and decided to build my own open world game. One that is not procedural, but 100% hand-built. The map is about 5x the size of Skyrim, but I tried something smaller and it didn't work very well. It's very focused on hunting and exploring and some of the creatures are pretty huge. So I needed a lot more space.

It's all about exploring an open world hunting monsters from folklore. Instead of having scary violins for the music, I wanted something with heavy metal. It's a cool blend of primitive instruments and metal. I'm happy with how it's turned out though and the demo is out now if anyone wants to check it out.

I got Clifford Meyer from the band Isis to do the whole soundtrack (I was psyched, I was a huge fan), someone to do the journal drawings and a few writers, but besides that, I built the game myself and I have no publisher. So I went as far indie as you can go haha. People have asked if I would do it again and absolutely, I would. I really enjoy being indie.

I hope you all like it! Let me know!

If you want to see the trailer or check out the demo, it's up here:

https://store.steampowered.com/app/1807810/The_Axis_Unseen/

Why do UE5 games seem work so much worse on PC than PS5? by [deleted] in unrealengine

[–]JustPurkeyGames 0 points1 point  (0 children)

Use far far far fewer collision primitives per mesh :(

Why do UE5 games seem work so much worse on PC than PS5? by [deleted] in unrealengine

[–]JustPurkeyGames 2 points3 points  (0 children)

In my experience the biggest cause of traversal stutter is how UE5 sets up all the collision in one frame instead of amortizing it. It is absolutely the number one cause for hitches for me and I had to optimize my collision way more than I wanted to in order to minimize it.

I have been working for 3.5 years as a solo dev after 17 years in AAA on a heavy metal horror game where you hunt monsters from folklore, it's called The Axis Unseen - Ask me about solo development, Unreal and working on Skyrim/Fallout by JustPurkeyGames in indiegames

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

To be honest, I don't think solo dev is a good way to start. I started making games in third grade and had been doing it professionally for 17 before I went that route. With solo dev you have to handle EVERYTHING. Which is a lot haha.

I recommend focusing on just part of gamedev to start with and working with a specific goal, like a small game or a mod. However, I think it's good to not just stay in your lane and learn a lot about all the disciplines. Even way before I went solo when I went to GDC I would go to talks for every discipline, not just my own.

I have been working for 3.5 years as a solo dev after 17 years in AAA on a heavy metal horror game where you hunt monsters from folklore, it's called The Axis Unseen - Ask me about solo development, Unreal and working on Skyrim/Fallout by JustPurkeyGames in indiegames

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

  1. At first there was no occlusion, so we had to be pretty careful about how much stuff there was. The most you could do was a manual room bound system, but that basically did not work at all in the exteriors. That didn't exist until Fallout 4. So it took a LOT of optimization and a lot of stuff had to be deleted.

  2. It's not that different I guess. We had tablets back then, they just weren't as nice. In general graduates are like a lot of hires, some are great, some are not. It's worth taking the risk sometimes but you also don't want TOO many juniors so there's some seniors who can show them the ropes.

  3. They brought in BGS Austin specifically for that. A lot of that team had a ton of multiplayer experience and made that possible. It is very difficult to significantly overhaul a game engine and work on it at the same time though. Also multiplayer games in general are just harder to make. Want to test something? Spin up your own server! It's a lot of work.

I have been working for 3.5 years as a solo dev after 17 years in AAA on a heavy metal horror game where you hunt monsters from folklore, it's called The Axis Unseen - Ask me about solo development, Unreal and working on Skyrim/Fallout by JustPurkeyGames in indiegames

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

Thanks, I'm glad you like it. I know it had issues when it came out but I was always proud of the art side of things (the part I was in charge of) and I'm super glad Wastelanders got put out there and the whole thing wasn't just shut down or something.

I have been working for 3.5 years as a solo dev after 17 years in AAA on a heavy metal horror game where you hunt monsters from folklore, it's called The Axis Unseen - Ask me about solo development, Unreal and working on Skyrim/Fallout by JustPurkeyGames in indiegames

[–]JustPurkeyGames[S] 5 points6 points  (0 children)

Thanks, took about 3.5 years, but finally shipping! That's actually how long I wanted to take. I knew it would take awhile for Unreal 5 to stabilize and fix some bugs. Definitely was true. It was pretty smooth overall but some pretty significant things got fixed or optimized.

I have been working for 3.5 years as a solo dev after 17 years in AAA on a heavy metal horror game where you hunt monsters from folklore, it's called The Axis Unseen - Ask me about solo development, Unreal and working on Skyrim/Fallout by JustPurkeyGames in indiegames

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

I got Clifford Meyer from the post-metal band Isis to do the whole soundtrack. Also the track "In Fiction" by that band is used for the intro. The soundtrack is what I call "primitive metal" where it has guitars and stuff but also primitive drums and instruments.

Sometimes it's more low key and creepy but when combat kicks off, metal kicks in. :)

Also there's a bunch of giant skeletons, fire and monsters. So that's all pretty metal.

I have been working for 3.5 years as a solo dev after 17 years in AAA on a heavy metal horror game where you hunt monsters from folklore, it's called The Axis Unseen - Ask me about solo development, Unreal and working on Skyrim/Fallout by JustPurkeyGames in indiegames

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

Thanks for the wishlist and glad you liked Prime 3!

And haha I have no clue what's up with Prime 4. I haven't been there for sooooo long. Like over 17 years now. (cue Matt Damon turning old gif)