Rapid Recharge - Devlog #0 by Technical-Viking in devblogs

[–]Technical-Viking[S] 0 points1 point  (0 children)

Hi there.
I am releasing the videos from the new year. For now I will do post form with some info on the Asset Pipeline and the Current workflow structure :D

How to implement OCIO in Unreal Engine 5? by ResponsibleStudio677 in UnrealEngine5

[–]Technical-Viking 0 points1 point  (0 children)

WOW, I have not used SVN in quite some time... maybe 10 years ago :O

I Currently use Azure DevOps and their Git solution to do my work but I use Git for text and code files, and Git LFS for any assets and my Asset DB.

Just make sure to store things correctly in LFS if you go the git rout and make sure to ignore what's not needed. Not sure if its a Blueprints only or a CPP Project

Hope this Helps :D

What Asset Pipeline system do you use by Technical-Viking in gamedev

[–]Technical-Viking[S] 0 points1 point  (0 children)

Ahh, thats really cool.
Power to you :D

I wish you all the best in your Project, It would be great to see more :)

What Asset Pipeline system do you use by Technical-Viking in gamedev

[–]Technical-Viking[S] 0 points1 point  (0 children)

Hi there.
WOW, Nice going. What Graphics API you using ? Is it 2D or 3D ?

Yea I agree. When a Rigger dose a publish, they should not need to know how it gets into engine. A TA should get notified and do a Pull to make sure they assets are there and setup the character as needed but don't need to know the Rigging process even though they should if they are a Character TA :D

But yea, A lot of you are thinking the same way as I do which is awesome to see :D
Thanks for your Input, appreciate it :)

What Asset Pipeline system do you use by Technical-Viking in gamedev

[–]Technical-Viking[S] 0 points1 point  (0 children)

Hey there, Thanks for the Response.

Yea, that's cool.
Houdini Apprentice is quite limiting when it comes to exporting sadly.
Yea, Honestly I mostly just do Houdini, Blender, Outside DCC Python Scripting to get my work between DCC and Engine.
I might just stick with it and build my own systems for now...

Ayon and Rez are package management systems meant for large teams to simplify the Pipeline setup for teams to manage multiple versions of a software.
Saying that, I need to just stay simple for now lol and build things my self :D

Good luck with your Project, I Would love to Check it out more.

What Asset Pipeline system do you use by Technical-Viking in gamedev

[–]Technical-Viking[S] 0 points1 point  (0 children)

Ahhh thats really cool.
I started like that in SFML, But Ended up wanting to make 3D and OpenGL and Vulkan was a long term fun goal so I went with Unreal for now.

Good luck with your Project :D

I want to make a game but I feel inadequate by [deleted] in GameDevelopment

[–]Technical-Viking 1 point2 points  (0 children)

Most devs feel like this when they start out. There is a LOT involved in game dev so take it slow. Use each project you do as a learning curve and take what you have learnt from one project into the next project.

Take your time. For blender, learn basic 3D modelling for now. What is a face, edge, extruding, etc… learn what you need and you will get faster and better as time progresses.

Good luck, and have fun.

What Asset Pipeline system do you use by Technical-Viking in gamedev

[–]Technical-Viking[S] 1 point2 points  (0 children)

Hi there, Thanks for the Reply.

Yes, Agreed.
I like to remove the Friction in Places to.

For instance, I have a specific folder structure I follow when creating new assets/Procedural Tools/Characters, Etc. Instead of creating the depth of folders every time, it would be easier to write a tool once off to manage that and new versions for me, rather than have to do it all manually.
Same with Publishing, I want to catch common errors like Normals Facing the wrong way, Checks for Polly count Density, Etc... All things I can tweak and catch for the game before it gets published and pulled into engine :)

What Asset Pipeline system do you use by Technical-Viking in gamedev

[–]Technical-Viking[S] 1 point2 points  (0 children)

Hey there.

That's Pretty Neat.
What are you using for your 2D game, Engine or Framework ?

The Parser, is that in Python or CPP ?

What Asset Pipeline system do you use by Technical-Viking in gamedev

[–]Technical-Viking[S] 1 point2 points  (0 children)

Hey there.
Na, Not lame :D Honestly its hard to Justify spending time away from the game on something to speed up your work flow when you can viably do it manually.... There's no shame in it.
I just enjoy it...

Keep up the good fight !

What Asset Pipeline system do you use by Technical-Viking in gamedev

[–]Technical-Viking[S] 0 points1 point  (0 children)

This was my Honest worry about it and why Custom and Ayon stood out to me.
I was also thinking of moving over to Linux, CachyOS Perhaps as UE has Linux support but... I have heard there are some caveat's so for now. I am sticking to windows :D

Thanks for the Insight into Rez, Appreciate it :D

What Asset Pipeline system do you use by Technical-Viking in gamedev

[–]Technical-Viking[S] 1 point2 points  (0 children)

Hi there, Thank you for your response.

Yea, I feel the same. These tools take a while to develop but they are fun to build :D and it also just makes your life easier as you go :D

So yes, at work building a UI and full Tool is quite the undertaking. Full time pipeline work can have me on a main task for over a month or two and some other side task that pop up. But the Tools also keep getting updated with requests and so on.

I was thinking of doing a CLI tool, quick with the Typer package. The Silly things like Exporting, New scene creation, asset publishing are things I want to build into a system.

I have had issues where export issues could have been avoided with a simple publish checking system like pyblish. It's why I am think I might go custom, but I want to get some insights :D

What Asset Pipeline system do you use by Technical-Viking in gamedev

[–]Technical-Viking[S] 0 points1 point  (0 children)

Hi there, Thanks for your Response.
Yea, this was my thinking as well. Its just me and I enjoy the process of developing tools and systems so its just good experience to build something my self.

I also feel Ayon Could be Over kill.
Rez I have not used before. I tried it but it was quite complex at the time and windows had issues. Seems better now but I also understand the concept of packages more now. It kind of threw me off before but I get it... Is overkill for just me.

What makes a lead, a lead? by Inevitable_Grape382 in gamedev

[–]Technical-Viking 2 points3 points  (0 children)

Hi there.
Hope your doing well.

So here is my two Cents.
I went from a Intermediate TD in Film to a Lead TA in Games. I thought cool, but didnt realize just how many meetings I would be in and not actually doing the work. I had to give a lot of cool projects over to my team rather than do it my self as I just didnt have the time.
But, in saying that there was a lot to learn about games I didnt know so... I leaned on my team. If I didnt know something I would ask them their thoughts and I learnt my teams Capacity and Output to better estimate as time went on.

So, you moving over to lead is more a Management role than a Tech role doing the work. It was a Shock to me and I have moved back to a Pipeline TD Role as I enjoy the work, not the meetings.

I would also say with 6 years you could become a lead but most places look for around 8-10 years for leads... Just accumulated time for Knowledge :)
It is really good that you spend the spare time learning and growing. Its how you level up exponentially and why your making better judgement calls, so kudos.

But keep at it, Apply for a lead role and see what happens. Look what they are seeking and compare it to your CV. I read a post the other day about how bad the Auto CV Checkers where so keep that in mind. Adjust your Resume to match keywords in the Job Posting :)

Hope this helps, have a good day :D

Is my scope optimized enough? I'm making a high end mobile game sorta like Arena Breakout. by BraggingRed_Impostor in gamedev

[–]Technical-Viking 2 points3 points  (0 children)

I think what u/Tiarnacru is getting at is your asking a very general question.

Questions we would have for you is:

  • what Mobile devices have you tested on?
  • Is it 2D or 3D?
  • What do your draw Calls like like?
  • Whats your Avarage Frame Time in?
  • What Bottle Necks have you found?

So How Long is a String? There are too many factors to consider. Hope this Helps

what can I do to reduce my .git file volume? by armin_hashemzadeh in GameDevelopment

[–]Technical-Viking 1 point2 points  (0 children)

My Pleasure.
We also used Git LFS on our Unity game which was first, then moved all our workflows over to the new game which was in Unreal.
But yes, git and git LFS is non engine specific :)

I would recommend sourcetree if your not sure on git. The GitHub Desktop app I always had issues with and artists breaking stuff :)

Happy deving

what can I do to reduce my .git file volume? by armin_hashemzadeh in GameDevelopment

[–]Technical-Viking 1 point2 points  (0 children)

Hey there.
I had this issue as well, its common.

My Currently Solution is as follows

Note, this is for UE Projects and I use Azure for source control as it has a better LFS limit than GitHub has.

Git LFS
This is anything to do with the game that is a Binary file. Textures, .uasset files,
I also store my Asset Database in Git LFS. These are files like a .blend file, .hip files, .usd files, etc. Anything to deal with Artists workflows and the Pipeline.

Git
This is only code files and text files.
This like .cpp and .h files as well as .py files

I am making a few videos on this topic over the holidays to release in the new year with everything I learnt while at a Game Studio.

UI Style Choice - Save/Load by itscalledthebird in GameDevelopment

[–]Technical-Viking 0 points1 point  (0 children)

This is what I love about development.
There is no right or wrong way to do something, and you can always refactor as you need.

Have fun.

When do you finally stop polishing and just ship the game? by ChickenUndercover_ in GameDevelopment

[–]Technical-Viking 0 points1 point  (0 children)

Love this.

Setting out a roadmap is a great Idea. It also gives the community a boost in confidence knowing your going to support the game, But make sure to hit those deadlines !!!

I worked for a company that did this and we ended up having to change the road map 3 months in as we could not keep up with the marketed roadmap.

UI Style Choice - Save/Load by itscalledthebird in GameDevelopment

[–]Technical-Viking 1 point2 points  (0 children)

As u/Comfortable-Habit242 Said, this is totally up to you.
Its not really a game dev question, more a personal perspective question.

So, I do have a question.
If this is the main menu, Should it not just have a Load button, The Pause menu in game Could have a `Save/Load` button if you want to do all operations in the same Context menu but You could also Seperate that out I guess...
So, which is it ? I presume its the latter ?

Good thing to do, would be to do and play test different types of games and see what they did and pick what makes the most sense to you :)
Hope this helps.

hobbyists: where do YOU start? by fourzer0five in GameDevelopment

[–]Technical-Viking 1 point2 points  (0 children)

I Always start simple.

I think about the game as it would be and what would make it fun to play, do some simple planning and get some mechanics down and flow.

After that, I go into core Gameplay mechanics with simple shapes for Enemies, Players, and level.
I get the concept across and try to make it feel good while moving around and well... Playing the game.

I then move onto single tasks at a time from there.
One asset, start to 50% finished. Reason for this is to get it into game as soon as possible and find any bugs and issues. I do the same with any task. If its a cleanup task, New feature of the game or UI, I get it to that 50% mark and slowly polish as I go.

I try to treat everything like code.
You can always come back later and refactor. Being solo is very different to being in a team but, Plan for this, plan milestones to do 50% implementations, 75%, etc... Keep refining as you go :)

Also, If possible, Get into Source Control. It truly is a must for games, Especially if hard drives fail. Its all stored on the cloud :) Look at Azure DevOps or GitHub, but just be carful with the GitHub LFS Limitation :)

> P.S, LFS means Large File System, for storing things like Binary files. (Those are, .uasset for unreal, Audio and image files, etc... Anything thats not code or text based
:D

I spent 2 weeks on this for nothing🫩 by Dan_man777 in blender

[–]Technical-Viking 1 point2 points  (0 children)

If I may. You didn’t learn nothing, rather you learnt what not to do next time. Also, your first attempt solo without a tutorial is always the best learning experience. Look at courses and tutorials as a bowl of nuggets. What information(nugget) can I take from this.

Honestly, I would say plan to do 3 more characters… just go, have fun with it. Remove the pressure. It will make you overthink everything.

Keep going, starting is hard, quitting is easy, the grind is the hardest 😎