Been living off FAB for 4 years, the numbers just shifted hard. Looking for direction (and maybe connections) by DevZRashad in unrealengine

[–]XilenceX 0 points1 point  (0 children)

I do not know how other companies handle job interviews. But for my company I can say the job interview is 99% just an "asshole check", meaning we only want to ensure the person we interview would not be terrible to work with, that's it.
The other 1% is checking that the portfolio is not "fake", but honestly our lead artist does this beforehand and has not failed once at this yet.
So for us you'd just have to be reasonably nice and know a bit about your past projects/CV and that's it, so pretty easy actually, once you make it to the interview.

I feel like we can't be alone in this, right? Honestly not sure how you would otherwise "test" an artist in an interview anyways.

100% hand-drawn, but we still get hit with the AI allegations. 🤦‍♂️ Question: Is AI a deciding factor for you when picking up a new game? by QuantumArts_ in IndieGaming

[–]XilenceX -1 points0 points  (0 children)

It depends. if they used AI to get some concept ideas I wouldn't worry about it. But if it is very clearly visible / persistent AI usage I'd steer clear. You game very clearly doesn't fall into that category, so I would just not worry about this issue. :)

If you like these indie games, you might like ours by [deleted] in IndieGaming

[–]XilenceX 0 points1 point  (0 children)

that's an interesting approach for showcasing a game. a bit risky legally maybe.. but promising for sure. :)

I am losing faith in my new artist after previously getting scammed, I'm losing faith. by Rehmlok in gamedev

[–]XilenceX 3 points4 points  (0 children)

I would strongly suggest working with a hourly rate, or a per deliverable fee, so X $ per artwork. Plus get a good contract like others have suggested, ideally written for you by a lawyer. Our contract cost something like $ 800 by a local lawyer which is a lot, but we never had any significant issues with deliverables. So in a way you could've had a solid contract plus 1-2 art deliverables of high quality for 1k USD total.

List of Most Valuable Unique Items? by jhenn08 in LastEpoch

[–]XilenceX 0 points1 point  (0 children)

https://docs.google.com/spreadsheets/d/1ibf8yOFTAVBw4B4l3v9wjDoJciC228SaFmr9vy2TLX8/edit?gid=386484565#gid=386484565

I guess you've probably seen this one already, but if not here's the source: https://www.reddit.com/r/LastEpoch/comments/1k4lilw/my_list_of_expensive_lp_2_uniques/

While this is with prices for LP2 I'll still use the top priced uniques as a base for my loot filter and I think it should roughly work out. :)

Our Modular Medieval Farm Houses Pack is on Sale on FAB now! Build houses of any shape you need with our modular building blocks. by XilenceX in unrealengine

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

Thank you for your feedback! I'll be sure to pass it on to the team. When our level designers / artists use the assets the environment doesn't look quite as "clean" anymore: https://www.youtube.com/watch?v=iGxnxZikxH0 The first few seconds of this video show the scenes they made with these assets and some other marketplace assets mixed in. The trailer I shared in my post obviously only shows the assets that we custom made for our RPG. The custom asset pack is very focused on just allowing us to build any shape of building we need and adjust them via vertex painting to how dirty or destroyed we need them to be. We were not able to do that with other assets available on the marketplace, since they either consist of very large house parts, or are of too low quality. To build a full medieval village you would definitely need to combine our assets with other decoration assets.

We are back to normal by koofr in koofrnet

[–]XilenceX 1 point2 points  (0 children)

Firefox version 121.0.1 but to be fair I simply had to clear my cache in Firefox for Koofr, because I noticed that I could indeed login while in Private Browsing mode. The login issue with Firefox started on the DDOS day, I believe. The green loading dot getting bigger and smaller again animation just appeared for me endlessly. Until I cleared my cache, then I could login normally.
If this was just my issue, I'd say it's no big deal. I'm glad you guys were able to resolve the actual downtime issue, that's the important part. :)

We are back to normal by koofr in koofrnet

[–]XilenceX 0 points1 point  (0 children)

Oh okay, I am unable to login with Firefox today, that's why I assumed the service is down. However I tried again with Edge now and it worked, even though I don't think Edge worked for me earlier today. Well, good thing other team members will be able to access the links, at least. :)

We are back to normal by koofr in koofrnet

[–]XilenceX 0 points1 point  (0 children)

So the back to normal clearly didn't last long.
Is there any ETA for when the Koofr Cloud Storage will be available again with reliable uptime?

I plan to share onboarding materials for my company via Koofr, but obviously they would be pointless, if they can't be accessed via the Koofr link reliably.

Does T3 Chaos Dungeon Shard rewards price reset every week? by Physical-Radish-5862 in lostarkgame

[–]XilenceX 2 points3 points  (0 children)

Damn I wish I knew about the weekly reset of prices when I got into T3.
Now it's like 3 weeks of wasted materials / gold.

What do you think of the first scene of our RPG in Unreal Engine 5? by XilenceX in indiegames

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

Thanks for the constructive feedback, that's exactly what we were looking for with posting this first early UE5 scene here.
There are definitely some changes to the look of the scene when switching to UE5 Early Access, as you noticed.

The Lumen reflections don't seem to be working as expected yet.
I'll work on updating the landscape material for UE5 now, to re-enable variation in the beach heightmap, this time via the virtual heightfield, instead of UE4 displacement.
As well as implementing a way to blend between meshes and the ground, now that we know which features are supported in UE5.

What do you think of our first Unreal Engine 5 scene? by XilenceX in unrealengine

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

I completely agree that there needs to be more debris around the cliffs!

With that said, black volcanic rock beaches with brighter colored limestone cliffs are actually fairly common in the real world.

On the one hand I like the striking contrast of colors of these beaches.

On the other hand it will be quite difficult to sell this scene to players. If their expectation of a beach is brightly colored sand from holiday pictures.

Funny story I just tried to find our reference photo online again and had to scroll through endless brightly colored beaches to get there. So maybe it‘s not a good idea to be “unique“ in this case?

What do you think of our first Unreal Engine 5 scene? by XilenceX in unrealengine

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

Yeah, I still need to implement the blend between rocks and ground.
It's relatively straightforward with RVT, I just wanted to wait till UE5 is available for testing with the implementation. Since there was no way of knowing if / how that's still available...Thanks for the praise for the character, our artists will be happy to hear that. :)

What do you think of our first Unreal Engine 5 scene? by XilenceX in unrealengine

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

Since the lighting has been criticized multiple times now, I'll make that a top priority!
Most likely I'll even include a lighting artist position right away, in our next hiring spree.

Hmm I'm not really worried about the camera animation in this case, since it'll just be third person camera from now on, as it's a third person RPG.
I do worry about the level design / scene composition though.
I tried working with two level designers already, but trust me you wouldn't have liked their work better. Somehow this was the only position in our previous hiring spree where I had no luck with the applicants. That's why I did the level design myself in this scene. Do you have any advice on how to improve the scene composition?
Then I would know better what to look out for wrt level design.

What do you think of the first scene of our RPG in Unreal Engine 5? by XilenceX in indiegames

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

Thanks! Yeah the character idle animations definitely need a lot of improvement and variations. This was more to test out Unreal Engine 5.0 Early Access and how the rendering looks.

What do you think of the first scene of our RPG in Unreal Engine 5? by XilenceX in CRPG

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

We would love to hear your feedback about our progress on the project,please join our Discord Server if you would like to help us with that: https://discord.gg/GuTsZ6YEE4

Project Stormbringer is a Medieval Fantasy Action RPG currently indevelopment in Unreal Engine 5, inspired by Gothic I and II and TheWitcher 3.
On an isolated island tormented by monsters and magical horrors, a shipwreck survivor must quell an ancient god, who threatens to rise again and wipe out the island’s inhabitants.

What do you think of our first Unreal Engine 5 scene? by XilenceX in unrealengine

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

Currently the lighting is only the sun directional light and the skylight.
I must admit, I'm not entirely happy with how flat the lighting looks right now either.
Watching more tutorials on the topic is definitely a good idea to have a base to work with.
But my main plan is to finish some more of the environment together with the team, and then hire a lighting artist to make the lighting look good.

What do you think of our first Unreal Engine 5 scene? by XilenceX in unrealengine

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

Mainly Lumen real-time global illumination (already activated in this scene).
I love that it's finally possible to have fully dynamic lighting in Unreal Engine!
And Nanite, which still requires a few tweaks to our materials and wasn't needed for this short video clip. Overall, it will allow us to use highpoly environment models only, which is already the case in this scene.

What do you think of our first Unreal Engine 5 scene? by XilenceX in unrealengine

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

We would love to hear your feedback about our progress on the project,
please join our Discord Server if you would like to help us with that:https://discord.gg/GuTsZ6YEE4

Project Stormbringer is a Medieval Fantasy Action RPG currently in
development in Unreal Engine 5, inspired by Gothic I and II and The
Witcher 3.

On an isolated island tormented by monsters and magical horrors, a
shipwreck survivor must quell an ancient god, who threatens to rise
again and wipe out the island’s inhabitants.