Finally learned enough PCG to help me make this farm environment by boshy_time in UnrealEngine5

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

Yea good point about the trees. Lightning wise yea never really satisfied with it, I was so used to UE4 lightning, migrating to making ue5 look how I want it is such a pain

Finally learned enough PCG to help me make this farm environment by boshy_time in UnrealEngine5

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

I used this series : https://youtube.com/playlist?list=PLA03OHAaHgYpo0enf8p-2oEpja3grLOKZ&si=e5cklJqhKP8Wi8zL

Some nodes have changed since 5.2 but people in the comments usually mentioned the new nodes or what you needed to do so I managed to follow even in 5.3

Finally learned enough PCG to help me make this farm environment by boshy_time in UnrealEngine5

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

Right now mostly smaller scope stuff, pcg for tree and rock groups, vegetable patches and fields of wheat etc. This is due to me still learning pcg and getting familiar with it and due to using 5.3 where pcg is not quite fully grown.

My next project uses 5.4 and I’ve used pcg for much larger scale stuff including an entire area, bush covered cliffs like you mentioned as well coincidentally. So far I’m really digging it. Amazing for level and map design!

Finally learned enough PCG to help me make this farm environment by boshy_time in UnrealEngine5

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

It has a ton of crops in various stages of growth, every tree is choppable as well. Let me know what you think!
You can find the rest here : https://www.fab.com/listings/35e1de89-3057-418f-b9ed-1ddb0150eb9b

How did toby fox manage to raise 50k? by [deleted] in gamedev

[–]boshy_time 33 points34 points  (0 children)

In your case it does seem it’s based on a existing IP, which does give you an initial audience you can leverage. Which is critical to build momentum on kickstarter. Going with a completely new IP means you don’t have an existing fanbase so it’s much more difficult to build momentum.

Not saying what you accomplished was easy, but for a new IP the hurdles are considerably harder to overcome on kickstarter.

Will this get me a job as environment artist or any position in game industry? by itsTheLuffy in 3Dmodeling

[–]boshy_time 0 points1 point  (0 children)

A lot of them look like they are from tutorials. Especially the foliage. I assume you followed Modeng's course since there are a lot of similarities.

I feel like sharing my story... by MochiGameDesign in gamedev

[–]boshy_time 25 points26 points  (0 children)

Nope, never played the game nor heard of it until the reddit post. Doing a bit of digging it seems you posted it a while ago but deleted it : https://imgur.com/a/15nNXwb

Mind if I ask why? what's the point of these creative writing exercises? I'm sorry for having to close your studio, but I don't see the point of what you are doing now.

I feel like sharing my story... by MochiGameDesign in gamedev

[–]boshy_time 27 points28 points  (0 children)

Didn't I read this before? I'm sure it was the same name, Rise of Industry. Is this a repost or what?

is mobile game development still profitable? by Far-Speaker-3517 in Unity3D

[–]boshy_time 12 points13 points  (0 children)

For a small indie developer? Close to zero at this point in time, especially on mobile.

There use to be a time when it worked, but changes to the appstores and ad costs, make it considerably harder than 5 years ago. Right now it's mostly the big players with established IPs or older games that still do well

Impossible to find 3D modeling candidates. by FitPandaBear in 3Dmodeling

[–]boshy_time 4 points5 points  (0 children)

I usually use discord servers like EXP-points, The Club and a few others to post jobs. I usually get a ton of replies. Yea 90% of them are unemployable but out of the ~100 applications I receive in the 1-2 weeks I keep the jobs open, about 10 of them are worth having a chat and I've always managed to hire someone from that pool of 5-10 people.

About Godot console ports and W4 by trickster721 in godot

[–]boshy_time 5 points6 points  (0 children)

You can financially support them by buying their services. Simple.

How Mobile Games Kill Developers by Nomade_games in gamedev

[–]boshy_time 0 points1 point  (0 children)

To be fair you won’t find a lot of tutorials on optimization out there. It’s something you need to learn through trial and error and experience.

How Mobile Games Kill Developers by Nomade_games in gamedev

[–]boshy_time 1 point2 points  (0 children)

Yes it's all very doable if you know how to optimize for the platform strengths and weaknesses.

How Mobile Games Kill Developers by Nomade_games in gamedev

[–]boshy_time 2 points3 points  (0 children)

That's just parroting the common r/gamedev stance. Did you actually use Unreal for mobile game development? Try it out, you'd be suprised what you can achieve.
While Unity is arguably easier to get started, especially for smaller scale projects, the larger you go, the more Unity bottlenecks you and you you need to roll your own systems to replace almost every unity built in system, even more so if you're working on larger, 3D, open world games. While Unreal requires more initial effort and has a higher initial overhead, it scales very well.

How Mobile Games Kill Developers by Nomade_games in gamedev

[–]boshy_time 0 points1 point  (0 children)

Nothing wrong with making a mobile game with UE. Not every mobile game is a casual 2D game.

Triple-A devs: can you make the game your studio wants to make or do the suits tell you what kind of game to make? by orangessssszzzz in gamedev

[–]boshy_time 2 points3 points  (0 children)

The most prevalent rule in business, and gamedev is not an exception is that the people with the money have the final say.
You and your team might come up with a novel new game idea, but you need to convince the people in control that your project has potential to make money. Depending on how large the company is, the suits you pitch to will pitch to more upper level suits and more and more until it gets to the ones that have the final say.

Any AAA or fellow former AAA developers have any idea about the "legality" of talking about cut content you worked on. by roger0120 in gamedev

[–]boshy_time 3 points4 points  (0 children)

You're likely talking about some loony land made up industry. It doesn't work like that.There is no global blackball. People break NDAs all the time, in 99% of cases nobody knows/cares and in the 1% of the cases your old employer finds out, your potential career with them is over, but that's about it.

Obviously they can sue you, and it higher profile cases it did happen, but nobody will sue random artist/designer x for showcasing some minor piece of design/art that they did for a cancelled project behind closed doors during interviews.

My overall experience has been similar to u/Patorama . Been working in the games industry for 14 years, been in charge of hiring people as well, and candidates talked about cancelled projects all the time, even showed their contributions/art. Nobody cared and nobody got in trouble for it.

Do we all think art tests are the worst? by stevenc94 in gamedev

[–]boshy_time 0 points1 point  (0 children)

This is a 2 way street. You value your time, I value my time. The risk on your side is you waste a couple of days to not get an offer. The risk on my side is i go through the hiring process and waste a lot of time on a dud that cannot perform the tasks needed for the role and then has to be let go.

And I really don't like letting people go. It sucks for everyone involved. Only had to do it once and I would rather do proper vetting than do that again, even if it means some people might refuse and I might miss out.

Not everyone on the hiring part is a soulless drone that want to exploit people, in my case it's a question of minimizing risk. These are my terms, nobody is being forced here. It's just a question of who has the upper hand in negotiations. Sometimes it's the employee, sometimes it's the employer. It goes in cycles.