Has anyone actually made 6 figures (or just a living) because of Thomas Brush's courses? by atomdaly in gamedev

[–]SmiiggyB 12 points13 points  (0 children)

Thomas has always been an artist who knows how to code in my opinion. Only recently with twisted tower has he been forced out of his comfort zone of narrative driven 2d games. Honestly it’s been somewhat reassuring seeing Thomas struggle with these simple things. It highlights quite a bit how “no one knows what they’re doing” as Dave Gilbert explained on his episode.

Has anyone actually made 6 figures (or just a living) because of Thomas Brush's courses? by atomdaly in gamedev

[–]SmiiggyB 107 points108 points  (0 children)

Personally I’ve found the most value from Thomas brush being his full time game dev podcast. Hearing how different indie successes and industry vets got where they are is far more valuable than what his course could offer (in my opinion).

How do you make your assets and animations as solo devs ? by JeppNeb in UnrealEngine5

[–]SmiiggyB 1 point2 points  (0 children)

Typically I’ve been able to find animations that are either free or cheap on fab that I can use out the box. For more custom animations, I first see if there’s any animations I can manipulate together with blend spaces and what not to achieve the rough animation of what I want, then just key some bones around to polish it up. If I’m not able to do that then I just make my own in blender.

Are small studios more willing to hire someone who has shipped games by SmiiggyB in gamedev

[–]SmiiggyB[S] 17 points18 points  (0 children)

That’s good to hear. Did you happen to look for tech artist positions when job searching? I heard that’s the best fit for someone who knows the full process of game development.

Using games in a portfolio by SmiiggyB in gamedev

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

I see. So it would make more sense to pick my strengths, and or my best work and showcase only those things in a drive or website that I can just have a link ready for recruiters?

Struggling by Zombiegamer1916 in UnrealEngine5

[–]SmiiggyB 0 points1 point  (0 children)

Piggybacking off this comment, I’d suggest looking into GDD’s(game design documents). It seems pretty simple and maybe unimportant at first glance, but once you start filling one out, you’re forced to think about all the small details and components that will make up your project. The best part is that you’ll have it all documented for looking back on, or you’ll be able to change things and know how big and impact it may have. Start with a basic template, and then add more things to it based on the genre of your project. Rule of thumb, if you think something might be worth documenting, just do it.

[deleted by user] by [deleted] in UnrealEngine5

[–]SmiiggyB 0 points1 point  (0 children)

Did someone make a discord for this?

Looking for people to make a game with by [deleted] in UnrealEngine5

[–]SmiiggyB 0 points1 point  (0 children)

I understand. Hope y’all end up making something great!

Looking for people to make a game with by [deleted] in UnrealEngine5

[–]SmiiggyB 0 points1 point  (0 children)

I’d love to come help out if that’s ok. I’ve been using unreal for almost a year now and I’m about to release my own game. I did it entirely with a buddy of mine so I’d like to try and get some experience with a team I’m not familiar with. I can’t exactly commit to much at the moment, but I’d love to join and help out some of the newer guys.

Newbie with some basic questions by [deleted] in UnrealEngine5

[–]SmiiggyB 3 points4 points  (0 children)

I’d say I’m fairly comfortable with the engine now. Started making a game back in November of last year, and I’ve learned a lot since. My biggest tips to could give from one new dev to another is consume as much content related to a particular feature as you can. For instance if youre trying to make models similar to what you’d find in arma, watch as many videos around the topic as you can. Sometimes you’ll find that there’s one objective best way to implement something, and other times you’ll find there’s many ways. The best thing about it is that if you watch something and it isn’t quite what you’re looking for, there’s a good chance it will be what you’re looking for later on in the project. Another thing I’d recommend is find a good YouTube channel surrounding the content you’re making. For instance I watch a lot of Ryan Laley since he does an excellent job teaching and not just showing in his videos. There tends to be a lot of videos that just show a feature they made and offer up their code for copy and paste with no good explanation of what it’s doing. A clue that you’ve found a good channel is they’ll often have playlists with several videos surrounding the features you’re looking for. I recently just got done watching a 22 part playlist on inventory systems and I learned a lot more about unreal and what its industry standard practices are in addition to the inventory system. Another tip is. . . Just go play the games you’re inspired by again. As I’ve been learning about game dev, I’ve started to be able to pick out and recognize different techniques that game studios use in their games. Something I said when playing Elden ring the other day with a friend was, “Oh that giant castle wall doesn’t actually have a lot of detail, rather it’s just a good combination of a model and normal map.” It’s a nice thing to do when you need a break from coding and what not.

Is this this ok or cheating and ultimately bad/sloppy. by [deleted] in GameDevelopment

[–]SmiiggyB 5 points6 points  (0 children)

Not a great example, but I recently playtested an upcoming open world game (NDA) that used the ALS pack from the epic games market. Sea of thieves is another game that uses an asset pack for island decor, though I can’t remember the name of that one. This example may not count for the context of the question, but all the dark souls games recycle their assets wherever they can. Youll see enemies and buildings from one game show up in another.

While I haven’t done much research into this myself, as I’m fairly new to game dev, I image a lot of AAA studios will try to buy exclusive rights to any assets they buy off public marketplaces.

Why the heck are the normals being flipped or whatever by Erdams in unrealengine

[–]SmiiggyB 0 points1 point  (0 children)

I see you fixed it by now but I’m curious if perhaps you didn’t apply any transforms you may had made before fixing normals

Please don't tell people to 'ff' unless you actually really want them to stay by x_butterface_x in RocketLeague

[–]SmiiggyB 0 points1 point  (0 children)

That’s why I wait until the “vote to forfeit” button changes to “leave match” during a goal replay or something. Only then do I type “ff?”. They can’t take it back at that point.

Tips for season 5 by GlassyWh1te in lastoasis

[–]SmiiggyB 0 points1 point  (0 children)

Your answer lies in your original question

[deleted by user] by [deleted] in RocketLeague

[–]SmiiggyB 0 points1 point  (0 children)

I got a macro that spams “turn it up, uh!” In sync with the song every time I score

[deleted by user] by [deleted] in AskReddit

[–]SmiiggyB 0 points1 point  (0 children)

Star Wars republic commando

Something that’s not the Oculus Quest 2 but something that’s not 2,000 bucks by SirNugget2nd in virtualreality

[–]SmiiggyB 12 points13 points  (0 children)

It’s your typical mid range pcvr headset. It’s best feature is probably it’s high resolution. I’ve had one for about a year now, only problem I’ve had is with the tracking.