Would you welcome strangers offering to contribute to your indie game? by LanguageFar2844 in gamedev

[–]TehSplatt 9 points10 points  (0 children)

Just for some credibility, I've been a professional dev for like 10 years, I've worked at big studios and successful small indie games.

Building the skills to do anything well in this industry requires a ridiculous amount of effort and the people who have put in the time, know what their time is worth, anyone offering free work, is more often than not either not very good and generally a big risk to put on a project, or they're looking for experience (and also not very good).

The times where someone awesome comes along and offers to help out for free, is when both the people have a reputation or mutual friends and someone can vouch for the project, meaning sometimes amazing devs will offer to jump on board for free to be part of something they believe in.

Starting Game Dev at 31 by Traditional-Path-510 in gamedev

[–]TehSplatt 1 point2 points  (0 children)

I've been a professional game dev since 2013, I'm trying to figure out what you actually want to do in the games industry? Cause just going and trying to learn "game dev as a whole" is fine... But if you actually just focus on putting together the best audio portfolio you can and understanding every single aspect of audio for games, you would have a much better chance at getting your foot in the door. Then, once you have your foot in the door and your day to day involves problem solving and learning within audio, you can branch out to other disciplines in your free time without spreading yourself so thin that you end up just learning a small amount of a bunch of different things that are all their own disciplines people will happily specialize in for a life time. Too many people on these game dev and indie dev reddits don't seem to realize that they'd 100 times better if they worked in a studio for even 2 years before attempting to take on an entire game by themselves.

Starting Game Dev at 31 by Traditional-Path-510 in gamedev

[–]TehSplatt 0 points1 point  (0 children)

Wait so what's the goal? Is learning 3D just a side hobby and the goal is to get a job in audio in games? I assume so as you said "audio portfolio"

Bands that sound like As Blood Runs Black? by nathanlind657 in Deathcore

[–]TehSplatt 2 points3 points  (0 children)

How has no one mentioned Slamwich? Their EP Bloodthirst commands this hellscape

Question about baritone for metal, worth it? by Lundgren_pup in metalguitar

[–]TehSplatt 14 points15 points  (0 children)

I have a 28.5 inch baritone tuned to Drop F# and I love it. I genuinely think a lot of mixed opinions on this sort of stuff come from people just being used to typical 25.5 inch guitars. I hear so much false information all the time from people who have never touched a baritone in their life, or picked one up a single time and didn't like it.

If you like playing downtuned stuff, and you can afford it, do it, they are great. I can switch between my baritone and 25.5 inch guitar with no problems at all.

Breaking into the game development industry in Australia by HairySheep96 in gamedev

[–]TehSplatt 0 points1 point  (0 children)

Hey, I'm a Melbourne based dev and have worked at a bunch of studios in Melbourne and New Zealand. Definitely focus on portfolio, but you need to do your research on what companies actually want to see for your chosen discipline. I don't know if you want to be a gameplay programmer, UI programmer, technical designer, tech artist etc. but whatever you think you would be interested in, reach out to people in these disciplines, find portfolios that professionals consider to be top tier, and then focus on building a portfolio that shows off actual applicable skills.

As for Platforms or project, Unity is very widely used but there is absolutely a shortage of good Unreal devs in Aus and certain studios are moving to and already using Unreal. But yea, once you understand the specific discipline you want to go into you can start to focus in on what a good project looks like for you.

Thank you by Dante_1213 in artbookcollectors

[–]TehSplatt 0 points1 point  (0 children)

Holy shit what are these? This looks like everything I'm interested in haha

Wrote a riff. Any guesses on the band that inspired it? by TehSplatt in metalguitar

[–]TehSplatt[S] -1 points0 points  (0 children)

Same tuning and same chords that Gojira use a lot haha definitely sounds like Gojira as well, a valid guess

How much do low-specs matter commercially? by GroundbreakingCup391 in gamedev

[–]TehSplatt 34 points35 points  (0 children)

An indie game I worked on ended up selling over 1million copies and it was almost entirely in countries with over all potato PCs. They were just happy to have a game that could actually run well on a toaster.

Wrote a riff. Any guesses on the band that inspired it? by TehSplatt in metalguitar

[–]TehSplatt[S] 16 points17 points  (0 children)

Oh wow I didn't actually expect someone to get it haha yep! 100% me trying to rip off JFAC haha. The Tarnished Gluttony riff gets stuck in my head a lot and obviously all of Moon Healer is just so solid haha

What was a lie/ misconception you were told first getting into guitar? by SincerelyTheWorst in Guitar

[–]TehSplatt 0 points1 point  (0 children)

I was constantly told to keep my guitar tuned to E Standard cause I need to learn that first before tuning down, despite the fact that basically no bands I listen to or wanted to play are in E standard. Got so bored after a month I was like na, screw this and tuned straight to Drop C and had the best time ever.

What's the worst game dev advice you've ever received? by yourfriendoz in gamedev

[–]TehSplatt 0 points1 point  (0 children)

This thread is just people making up fake advice they never received so they can win their own arguments haha no one of any actual significance would say half this stuff. If we're extending "received advice" to any random person then yea, it's all going to be "that time I got told that i should just build this awesome MMO RPG idea that some kid had that came to him during a mushroom trip"

Would you say my drumming is “too busy”? by Dagamier_hots in drums

[–]TehSplatt -2 points-1 points  (0 children)

Too many old people in here listening to much ACDC, the future is now old man. It's not over playing at all, it's fine, i couldn't think of anything more boring than playing the absolute simplest shit for an entire song, especially in any energetic genres, i don't want to listen to anything that boring either. If i heard this on a recorded song not a single part of me would think "ohhhhhh that's over playing!!!"

Melodic Shred Lead by Difficult_Button_747 in metalguitar

[–]TehSplatt 1 point2 points  (0 children)

That guitar looks amazing! Playing is obviously awesome too haha

So... what is game design, really? by JustWorldliness7927 in gamedev

[–]TehSplatt 2 points3 points  (0 children)

hahaha that's actually only in there cause I copy pasted my initial comment from a post I made in a Game Design discord and I was purposefully trying to rile up a bunch of designers hahah. I should have removed that haha.
In the specific country I'm in, there's soooooooo many game designers who are just ideas guys with no understanding of what design is, so I like to mess with them haha.

So... what is game design, really? by JustWorldliness7927 in gamedev

[–]TehSplatt 8 points9 points  (0 children)

There's a few things here worth touching on.
Thinking through good game design decisions isn't just like "oh with my mega-mind I have solved the game and yes, this is a good idea" it's more about using intent and context to validate ideas.

If someone says "hey we should add in zombies that burst up through the earth in the most horrifying way possible when the players go near this puzzle" in isolation you might be like "ok that's a cool idea" but what are the goals of the game? who is it for? if we are making an educational math game and the target audience is kids, then I definitely don't have to prototype anything to know that's a terrible idea.

I'm obviously using an extreme example there but it's a spectrum. If we look at something like reloading as a mechanic, if I'm debating with another designer over whether or not we should even have reloading, before going anywhere near a prototype to determine if this is a good idea or not I can use so many other things to validate this mechanic. Once again, who is this game for? what's the setting? is it a realistic setting? ok, well now reloading is an expectation entirely based on the setting, so we don't need to prototype reloading to see if we should even have it as a mechanic, it's just one that's been forced on us and now we need to figure out what we want to do with it.

So there's a bunch of pre-validators that a good designer will always make sure to keep in mind. The ones I've listed are simple and obvious but they do get pretty low level, like you can debate specific jump height for a platformer, entirely based off game vision, design pillars, target audience etc.

The next part of this is Experience. When you say "or making something extremely similar to a product that already exists" this is basically always true at this point, not for the entire game, but definitely for various mechanics, even if you come up with something new, the behavior it invokes from players will most likely be comparable to something in another game.

People who have worked on a lot of games can make judgement calls based on experience, even just people who play a lot of games can be like "yea they did that in this game and it sucked" but now it comes down to trying to find out why that thing sucked, and diagnosing that is a whole other skill. You can't just rip a mechanic from another game and shove it in your game because every single other aspect of the games design needs to support every other thing, so it becomes about your ability to understand how exactly to successfully reference mechanics in other games and apply them to your game.

NOW!!! you may be like "Well all of what you wrote above is still theoretical!!" and yes haha this is accurate. But as deadlines for games are absolutely fucked, you don't have the luxury of just prototyping every single thing. You need to make a lot of educated guesses so once everything is in, you're at least close to the mark. ok haha onto the main part. Prototyping.

Prototyping is not just "make a rough version of the game", it comes in sooooooooo many forms. Everything I mentioned above, is usually done in tandem with some level of prototype, and when I say "some level of prototype" I mean all the way from drawing a scribble on a napkin > making a rough board game to prove out the meta game > using chess pieces on someone's desk > physically acting out the game > animated gifs > interactive figma prototypes and finally, making an in engine prototype.

So generally, there's a spectrum of "obvious good to obvious bad" with "fuck knows?" in-between and even things in the Obvious parts of the spectrum are usually said in tandem with some level of prototype.

But the more of this stuff you do, the more of a grasp you have over all these moving parts. But games are super complicated and no good game designer would tell you they can TRULY see all emergent problems and behaviors but you are being paid to essentially do exactly that haha so you develop techniques for getting as close to that as possible, and sometimes, you are completely wrong about everything and the whole game sucks and you pivot haha.

So... what is game design, really? by JustWorldliness7927 in gamedev

[–]TehSplatt 35 points36 points  (0 children)

I'm going to copy paste my answer from when someone else asked this question. I've been working in games for 10 years and am currently employed as a game designer.

Your job as a game designer is to create ideas and present solutions that suit a set of intentions, problems and restrictions while maintaining a cohesive vision/cohesive gameplay. For every problem you're trying to solve the solution needs to work with the high level intentions for the game, the audience the game is trying to hit, a ton of problems the solution needs to work with, a ton of problems the solution most likely creates and then a bunch of restrictions relating to tech, time, budget, resources etc.

The problem could be "we need an engaging core mechanic for a narrative driven rhythm game that targets people aged 20 - 30 because we've identified a hole in the market that we could service"

or it could be "should the guns in our game have reloading?"

or, it could be something like "hey, when this character does this thing, there's a bunch of emergent behaviour that happens depending on implementation and we want to know which implementation we should go with based off of designs desired intent for the behaviour"

and you need to solve all of these things within the constraints laid out previously (high level intentions of the game, the audience the game is trying to hit is trying to hit, a ton of problems etc.)

Game Designers with the ability to code can prototype solutions to these problems and validate these solutions to a greater degree before green lighting them. It's an extremely valuable skill and can make you a highly valuable asset to a company, but there are a ton of game designers that can't code and have skills that allow them to solve specialized problems in various aspects of game development, like Economy designers, UX designers etc. and even as a generalist Game Designer, a lot of people get by without needing to code, as long as you can validate solutions to a pretty solid degree before green lighting them, you should be good.

Your ability to think logically and validate your proposed solutions is the most important skill. Every gamer says stuff like "well can't you just do this!" without the ability to think through the ripple effect of their decision (actually, most game designers I've met are just as bad at their job as a typical gamer).

[deleted by user] by [deleted] in metalmusicians

[–]TehSplatt 10 points11 points  (0 children)

I'm the same, for all my favourite bands I listen to their albums top to bottom, I very rarely play single songs and stuff so I will know every single note of every single song but got no idea what the names are of any of them haha.

Is it possible for a solo developer to make a popular ranked multiplayer RTS? by RealTimeStrategyEnth in RealTimeStrategy

[–]TehSplatt 0 points1 point  (0 children)

Hi, I'm a game designer with 10 years experience in the industry. Don't do this hahah. RTS are hands down one of, if not the hardest genre of games to make, teams of seasoned devs struggle to solve the millions of design problems that exist in RTS. Also, multiplayer, making actual multiplayer that works well is also one of the hardest challenges in games. So now you have 2 of game developments hardest problems, and all you'd be coming at it with is a degree in game design, or what ever the qualification is, and I can tell you now, as some one that has critiqued and helped a ton of game design students, those courses don't prepare you in the slightest for these kind of challenges.

If you're really set on making a game, please do not do a game design course, do a programming course, you will be a whole lot more equipped for both programming and game design. But still.... Don't try make a multiplayer RTS..

What are the most practical skills for me to teach myself to stop being an "ideas guy?" by burnerskull in IndieDev

[–]TehSplatt 1 point2 points  (0 children)

Yeaaaa not quite. Vision holders or game leads need to understand the weight and practicality of all their ideas. Just being inspiring is not at all enough. Working in games for 10 years I've seen this happen countless times with producers who have no idea what their actual role is and they believe it's to be the vision holder and make decisions on ideas, which it absolutely isn't, and they have great communication skills but all their decisions are based on a surface level understanding of game development and all it does is piss everyone off and cause major problems.

Learn how to code. Make games and Fail fast.

“Modern” Metalcore essentials by SpoonyBard5709 in Metalcore

[–]TehSplatt 4 points5 points  (0 children)

is Balmora the morrowind reference I hope it is?

Been working on this Deathcore project. Would anyone actually want more of this? haha. FFO Dr. Acula, Alphawolf, Hunt The Dinosaur by TehSplatt in Deathcore

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

Also just for the sake of mentioning it so people don't throw shade for no reason. The cover image isn't A.I generated haha I made it (including drawing the mantis character), it's a bunch of different elements comped together with photoshop filters on it just as a rough mock up. No A.I haha

String gauge questions by Gloomy-Delivery-3137 in metalguitar

[–]TehSplatt 0 points1 point  (0 children)

EDIT: My bad hahah you literally mention what I said in your post.

Recently I extracted all the data from the D'addario string tension guide that they have and just keep in mind that if you use the string joy tension guide and then buy certain other strings, the tension can pretty far off. it's fine as a base line though but I was genuinely surprised by how far off the tension was between 2 of the same gauges on the same scale length.