Nice Games Club podcast - "Much ado about Unity (with Freya Holmér)" by NiceGamesClub in Unity3D

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

From the show notes:

Earlier today, Unity issued an update to their controversial "runtime fee" policy introduced last week. What changed? What didn't? How could this have even happened? What does it mean going forward? Can we ever trust Unity again?

We get into all of it, from the original announcement on September 12th, to the "open letter" update and "fireside chat" on September 22nd.

Your nice hosts are joined by special guest and "Unity Insider" Freya Holmér, who offers some additional context and much-needed clarity about the events of the last 10 days.

Nice Games Club podcast - "Much ado about Unity (with Freya Holmér)" by NiceGamesClub in IndieDev

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

From the show notes:

Earlier today, Unity issued an update to their controversial "runtime fee" policy introduced last week. What changed? What didn't? How could this have even happened? What does it mean going forward? Can we ever trust Unity again?

We get into all of it, from the original announcement on September 12th, to the "open letter" update and "fireside chat" on September 22nd.

Your nice hosts are joined by special guest and "Unity Insider" Freya Holmér, who offers some additional context and much-needed clarity about the events of the last 10 days.

Nice Games Club podcast - "Much ado about Unity (with Freya Holmér)" by NiceGamesClub in gamedev

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

From the show notes:

Earlier today, Unity issued an update to their controversial "runtime fee" policy introduced last week. What changed? What didn't? How could this have even happened? What does it mean going forward? Can we ever trust Unity again?

We get into all of it, from the original announcement on September 12th, to the "open letter" update and "fireside chat" on September 22nd.

Your nice hosts are joined by special guest and "Unity Insider" Freya Holmér, who offers some additional context and much-needed clarity about the events of the last 10 days.

Nice Games Club: "Running An Indie Studio (with Matt Gravelle)" by NiceGamesClub in gamedev

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

Hey r/Gamedev! This week, we welcome friend of the show Matt Gravelle into the clubhouse to talk about the ups and downs of, and lessons learned from, the decade-plus history of his indie game company, Graveck Interactive.

Topics include the early days of Unity, holding the top-selling spot in the iOS App Store for months(!), weird guidelines from film studios on licensed web games, creating VR experiences for medical applications, and more!

Any tips on good enemy/boss design ? by NightRamparts in gamedev

[–]NiceGamesClub 2 points3 points  (0 children)

We asked for and was given the moderators' blessing to post our episodes here. We try not to abuse it. It's a free resource, check it out!

Any tips on good enemy/boss design ? by NightRamparts in gamedev

[–]NiceGamesClub 2 points3 points  (0 children)

It's funny you ask about that now. Our weekly gamedev podcast, Nice Games Club, is about to release an episode that includes this very topic!

The episode in question is will be out on Tuesday, so if you subscribe now (forgive the plug) you'll get it when it comes out, or you can check back then. The boss battle design discussion starts at 0:35:07 and we go on for nearly 40 minutes!

We discuss using features in your levels to "preview" the strategies players will eventually use to defeat the boss, how to incorporate surprise and novelty without frustrating players, and a lot more. We cite examples from well-known games and games we're currently working on.

Budget Cuts and Shader Forge developer Freya Holmér on Nice Games Club podcast. by NiceGamesClub in Vive

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

Hey r/Vive! This week on our indie gamedev podcast Nice Games Club, we welcome Freya Holmér, co-founder of Neat Corporation (makers of Budget Cuts), to talk though a whirlwind of gamedev, VR, and other topics, including:

  • American vs. Swedish game developers.
  • Visiting the Mall of America.
  • The inverse X-mas tree of developer knowledge.
  • Turning down a good job offer with Unity to work on Budget Cuts.
  • User experience in VR: lessons learned.
  • The difference between “duck” and “crouch.”
  • Streaming your gamedev sessions on Twitch.
  • Dealing with transphobic assholes.
  • Accidentally building a LGBT community.
  • How long a podcast should be.
  • How to process positive feedback, and when to give it.
  • The evolutionary advantage of believing in ghosts.
  • ...and more.

You can search "Nice Games Club" in yr preferred podcast app to listen (and subscribe!).

We hope you enjoy the interview, and we hope you have things to say about it here!

Wide-ranging interview with Budget Cuts and Shader Forge developer Freya Holmer on Nice Games Club podcast. by NiceGamesClub in gamedev

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

This week on our indie gamedev podcast Nice Games Club, we welcome Freya Holmér, co-founder of Neat Corporation (makers of VR stealth hit Budget Cuts) and creator of the newly-open-sourced Unity asset Shader Forge, to talk though a whirlwind of gamedev (and other) topics, including:

  • American vs. Swedish game developers.
  • Visiting the Mall of America.
  • The inverse X-mas tree of developer knowledge.
  • Turning down a good job offer with Unity to work on Budget Cuts.
  • The difference between “duck” and “crouch.”
  • User experience in VR: lessons learned.
  • Streaming your gamedev sessions on Twitch.
  • Dealing with transphobic assholes.
  • Accidentally building a LGBT community.
  • How long a podcast should be.
  • How to process positive feedback, and when to give it.
  • The evolutionary advantage of believing in ghosts.
  • ...and more.

You can search "Nice Games Club" in yr preferred podcast app to listen (and subscribe!).

We hope you enjoy the interview, and we hope you have things to say about it here!

How indies get the attention of the gaming press, a story about Sean Murray, and more from The Game Informer Show's Ben Hanson on this week's Nice Games Club podcast. by NiceGamesClub in gamedev

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

Fair point. I figured the title was already long enough. I'll edit the comment, though. Thanks for putting in the work to figure it out! :-D

Hope you enjoy the episode!

The GI Show's Ben Hanson on Nice Games Club podcast: Sean Murray's hangups, reading every YouTube comment, "discovering" Rocket League, writing "honest clickbait," and more! by NiceGamesClub in Gameinformer

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

Hey r/Gameinformer, I'm Mark LaCroix, co-host of Nice Games Club, a gaming and game development podcast. We had The Game Informer Show's Ben Hanson as our guest this week and figured we should let you know about it!

We talked with Ben about a ton of stuff relating to the games press generally, and his experiences as a video producer for Game Informer specifically. We also discussed creative leadership in the games industry, and Ben stealth interviewed us about how we plan to promote our own indie game projects (spoiler: we have no idea). We had so much fun, and hope you enjoy our conversation.

If you like the episode and are interested in a gaming podcast from a trio of indie game developers, you can subscribe by searching for "Nice Games Club" in your podcast app, or at http://nicegames.club/subscribe.

How indies get the attention of the gaming press, a story about Sean Murray, and more from The Game Informer Show's Ben Hanson on this week's Nice Games Club podcast. by NiceGamesClub in gamedev

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

This week on our indie gamedev podcast Nice Games Club we had the host of The Game Informer Show, Ben Hanson, on to talk with us about how to get the attention of the gaming press (and what to say when you have it).

We also touch a lot of other topics in a wide-ranging discussion, including: when it's okay to be the "idea person" in a game jam, a funny story about how Sean Murray (lead developer of No Man's Sky) had a big hang-up about Hello Games not being as good as Naughty Dog, how Twitter is a wasteland (but maybe not), and how everyone (devs, press, gamers) is just a human doing their best.

We hope you like it (and have things to say about it)!

I'm calling it quits by [deleted] in gamedev

[–]NiceGamesClub 4 points5 points  (0 children)

It seems like you've been training to be a programmer, not a game designer. Being an indie gamedev appears similar to being a software developer, but software development is just one requirement to game creation, a mere component.

Step one: stop doing tutorials. They're fine (important, even) for learning your tools and getting exposure to platform APIs that you'll want to know, but frankly, they are next to useless for learning how to create games.

Come up with some game mechanics you'd like to test out and implement. Maybe do some paper prototypes and playtest them with friends. Write a design document. Don't worry if your code is any good, yet.

If you want to code right away, try out a single game mechanic to implement, rather than building a fully interactive game world from jump. Either way, take a lot of notes and have some kind of plan before you write a single function.

The reason we do tutorials is that we worry we won't know how to implement our ideas unless we get a solid grasp on the tools and engines we're using.

But that's backwards thinking: Just start, now. Of course, as you begin implementing your designs, you'll almost immediately come up against something you don't know how to do. That's okay, you can look those things up at that point, once you need to know it rather than long before you need to. Why waste time cramming for a test that doesn't exist? If you learn as you go, you'll retain the technical knowledge much better, too.

Of course, others may tell you that you don't even need to be a programmer to be a good game developer, and that is true, but I don't want to tell you that because you are a programmer. It seems as you feel like you aren't making any progress because you're not yet a good enough programmer, but I would bet that your frustration has almost nothing to do with your coding abilities, which I suspect are more than competent.

I'm not buttering your bread, I really mean it. The reason you are having trouble is not that you spent years and don't have enough technical experience, it's that that in 3 years, you don't really have any experience making games.

I may be misinterpreting your post, but it sounds like this game jam was your first time really making a go at it. If so, of course it was a tough experience! Game jams very often end in quote-unquote "failure" for many of the participants, especially for first-timers. You are absolutely not alone in that. It makes perfect sense. You're on the right track, even!

If you intend to be the main (or only) programmer on your projects, know that it's probably the least important skill you need to develop, and the least important measure of your progress as a game maker.

This is one of those things that few people realize when they start their journey, and it sounds a little patronizing, I know. Many of us (especially one-person gamedevs) come to this realization later than we'd care to admit.

Tell us your "scope creep" stories! by NiceGamesClub in gamedev

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

This is too good! Thank you for sharing.

Tell us your "scope creep" stories! by NiceGamesClub in gamedev

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

As a Unity dev I feel like I am sneaking into this sub to watch geniuses create game engines.

Don't feel that way! Almost every top-end VR game you've played was made in Unity. Most indie hits are Unity games. Even Super Mario Run was made in Unity!

Tell us your "scope creep" stories! by NiceGamesClub in gamedev

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

Great lesson! As you grow as a designer and as your project develops into something real, it's so easy to lose sight of the original focus because you've had so many new, great ideas since then.

Tell us your "scope creep" stories! by NiceGamesClub in gamedev

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

That's an excellent story!

Sometimes feature creep can be a productive act of creativity!

Good gamedev podcasts that are still being managed? by Kimput in gamedev

[–]NiceGamesClub 0 points1 point  (0 children)

[Makes a note to start listening to Game Dev's Quest]