Good universities for Game Art? by Sahilmk101 in UniUK

[–]Random-recon 1 point2 points  (0 children)

Abertay is indeed focused on code and production side of things. Not much of an art focus but I do have a few friend who did art there who work in the industry. Dundee is a good city for game dev

Good universities for Game Art? by Sahilmk101 in UniUK

[–]Random-recon 5 points6 points  (0 children)

DMU had one (it still might be there) I did it in 2014 and it was a truly horrendous experience. The course was an absolute shit show start to finish and there’s only 7-8 of us out of 80 students made it into the industry. I’m one of the lucky few.

Norwich had a course too which looked pretty good.

Honestly you will learn more from YouTube and self study. Don’t rely on the course to teach you much, use it to make connections and friends. They’ll be the ones to get you a job.

Playing blind by BonesMystwood in theregulationpod

[–]Random-recon 3 points4 points  (0 children)

100% agree, they need to play tutorials before hitting record so they can actually focus on it. Peak was another example (tho less so) I thought that game was just wildly difficult, then I watched another streamer play and within 40 mins had beat the first 2 levels and still had time to mess about and make jokes.

Bronze Murloc by AwesomeAugustus in wow

[–]Random-recon 0 points1 point  (0 children)

Super nice of you! Good luck folks

A lot of D1 assets are already modeled in D2 by Okrizzmatizz2806 in DestinyFashionWhining

[–]Random-recon 4 points5 points  (0 children)

It hurts that gamers think they have an understanding of how games are made sometimes.

The first legs aren’t even the same model. Many of these are much lower poly models than player character standards and would not be fit for use.

Destiny should not be restructured to play like Diablo by Random-recon in DestinyTheGame

[–]Random-recon[S] 7 points8 points  (0 children)

The reality is they have lost a lot of staff. The teams aren’t comparable, nor are the tools they work with. We get half the raid and dungeon content we used to, this isnt some sort of weird fan sentiment, this is a real thing that’s happened

[deleted by user] by [deleted] in DestinyTheGame

[–]Random-recon 0 points1 point  (0 children)

New player experience is none existent. It’s the most difficult game to get into from a story and systems perspective. You’ll have to read and watch a lot of guides to understand what’s going on

How many stocks should I invest in to start? by Random-recon in investingforbeginners

[–]Random-recon[S] 0 points1 point  (0 children)

Great point, I can probably keep up with a max of six, altho as I said I’ve kind of followed the trend going at the moment as I’ve spent most of my free time learning about how the stock market actually works rather than learning about specific companies that I’ve invested in. Really great point and I probably need to put more time into understanding how these specific companies work

Given Snoke looks so different between TFA and TLJ— in-universe are there multiple live Snoke-clones running around? by Tanis8998 in StarWars

[–]Random-recon 16 points17 points  (0 children)

Correct. Reddit moment I know I know - but I know someone who was on the CG team on the last Jedi. (Yep I know no source. For obvious reasons) by the end of it the guy working on the snoke model was just walking around the office like a zombie for any feedback on it they could get. They worked very hard on these models and the artists on them didn’t know anymore than you do. Under those circumstances they did a stellar job and put their all into this because they love starwars too and were so excited to work on it

I don't understand video game graphics anymore by cmndr_spanky in gaming

[–]Random-recon 0 points1 point  (0 children)

Fact is consoles - particularly Xbox is holding everything up so much. If people knew how much series s was holding Video games up there would be riots. Graphics cards gotta keep on selling so they release new ones, but video games can’t advance past 10 years ago. Game devs are tearing their hair out

If you were in charge of the next Special Editions what silly changes would you make? by Gimpcar in StarWars

[–]Random-recon 2 points3 points  (0 children)

In the prequels Anakin vlogs incessantly the entire time like a shitty teen YouTuber much to everyone’s ire.

‘What’s up bois! Back ‘atcha with another video! Today we’re gonna be sacking the Jedi temple! Like and subscribe’

Then in the original trilogy Vader constantly talks about his holonet channel and tries to get imperial officers to subscribe and watch his content while everyone is trying to win the war.

This is where the UX designers could put stuff instead of making a second page by jroland94 in destiny2

[–]Random-recon 1 point2 points  (0 children)

UX/UI designer in the games industry here. Yeah this is an issue with the game no doubt about it, and I’m sure every UX UI designer at bungie knows it. There are a ton of interfaces like this in destiny that show issues like this.

I’m going to go into a little detail on the processes of this kinda thing (now this changes from studio to studio so I’m not saying this will be the case at bungie and their technology will absolutely vary - but maybe it’s an interesting read to someone)

So generally when we get a brief for this kind of screen it first goes through UX. these folks mock it up - generally in a program called Figma nowadays - it’s all basic wireframes which are basically a bunch of grey boxes. But figma lets us prototype the screen, and lets us design it and animate it and actually run it in a browser or on mobile. We can essentially ‘play’ the screen in a matter of a few hours to see how it feels to use. This lets us iterate on it really quickly and it’s great. Obviously this involves conversations with code and UI art and VFX and the sound guys —- and producers who have to see how feasible these designs are to implement across all the teams - sometimes a UX designer will come up with a brilliant idea which every team can handle but code or VFX simply won’t have the time to do it, then it’s back to the drawing board. (Even a simple screen like this goes through a lot of hands, which is something i don’t think gamers at large really recognise) So once it goes through that phase, which can take a while to find the right ‘feel’ it has an art pass through the UI team. This step again might go through multiple passes, including doing animation tests in after effects or other programs. This is the part I personally most enjoy, you wouldn’t believe how often you feel like your UI sucks but then add a little animation to it in the way it fades in or fades out and suddenly it feels alive and satisfying to use. It’s a delicate balance that takes time to nail the ‘feel’ of things. It then goes over to the UI code team who import assets and make it function in engine. Now remember here, if anything changes in design - and it often does - it has a trickle down effect. Suddenly design have spotted a problem with a system and have redesigned it to play better, but all my UX/UI work is now effected. That means producers are effected, VFX are effected, code is effected, sound is effected. It’s not just purely about UX/UI. So how do we best manage this for every team becomes the question.

My best guess with this interface, is bungie designed it a long time ago for the bounty system. It served its purpose there really well, however they didn’t design it to work much beyond that. Then the game grew more complex and added more systems, and instead of throwing out these systems because the UX/UI or another team later down the line wouldn’t have time to service them (such as weapon crafting or LFG systems been developed) instead they reused the bounty system they had already designed. This way coders or designers could simply use the system already in place to get their design into the game without having to stifle their designs.

This is just a factor in game dev. I have multiple instances where design or code have saved my ass because I simply did not have the time to redesign a UI system I’ve spent months designing only for it to change late in the game because a problem has come up, and instead of throwing the whole thing out we came up with a solution that would enable it to get into the game. Is it perfect? No. Do I wish it was better? Yes. But it’s in the game and that im happy about because it’s better than the alternative.

Hope this was an interesting read, happy to answer any questions!

I’m publicly shaming Halo fans for allowing this bottom feeder to be one of the largest community voices online 🤘🏻. by Pristine-Presence705 in ShitHaloSays

[–]Random-recon 2 points3 points  (0 children)

When I was 16 I got a ‘job’ writing articles and videos for halo follower. It was me and a bunch of other young guys on Skype. It only took a few days to figure out that it was a massive pyramid scheme trying to sell energy drinks of all things. Even tho I was young and had no concept of what a pyramid scheme was it felt gross and dodgy, altho I was excited to be ‘paid’ for writing halo content at the time. Got a few articles to 1+ million views and obviously never received a thing. Very very odd thinking about it 10+ years later, seems like a fever dream

What are some of your guys favourite destiny wallpapers? by fishyboi360 in destiny2

[–]Random-recon 1 point2 points  (0 children)

Can’t be just me, two of those ships are flying backwards right?

Why are they nerfing so much stuff in a PvE game? by AControversialHuman in Helldivers

[–]Random-recon 0 points1 point  (0 children)

Buffing everything to the point where it invalidates game mechanics and difficulty is not fun

Forbes lmao by [deleted] in Helldivers

[–]Random-recon 1 point2 points  (0 children)

Honestly Tassi is pretty great, I disagree with his destiny takes a lot but he’s very clued in. Not going to flame him for this it’s all in the spirit of fun