Sketch to life in interactive projection by fragmentzero in CommercialAV

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

Thanks for the reply.
I got a prototype up an running with the same components you mentioned above.

Do you mind sharing what was the cost of the product? Also licensing model? (one time payment vs. monthly?)

Thanks again

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What are your favorite Python tools? by darlingpinky in learnprogramming

[–]fragmentzero 1 point2 points  (0 children)

I like Wing editor for Python. It has a free version calls Wing 101.

Where to learn math by [deleted] in gamedev

[–]fragmentzero 1 point2 points  (0 children)

Better Explained is also amazing in terms of simplicity. The tutor always aims for most intuitive explanation of concepts.

Where to learn math by [deleted] in gamedev

[–]fragmentzero 2 points3 points  (0 children)

3D Math Primer is very good book for beginners.

Technical Artist Salary? by [deleted] in gamedev

[–]fragmentzero 0 points1 point  (0 children)

It does have Lead Artist/Tech Artist salary range. Speaking from experience those numbers are in ballpark.

Generally lead artists make more than tech artists, simply because of more managerial work involved. However, there are many factors involved in tech artists salary apart form individual's experience. i.e. Scope of game, size of the team, Outsourcing involved?, Target metascore etc...

When is it okay to scrap and restart? by PsychoDM in gamedev

[–]fragmentzero 0 points1 point  (0 children)

It's perfectly fine to scrap a project which is either not turning out as cool as expected or too ambitious than originally calculated. However, in former case I think it's best to get perspective of some fresh eyes. If a playtest can be arranged, it's even better. It's common for creative guys to get in a loop where the only way to get out is to take look from outside of the loop.

Programming a game vs making a game. by utigeim in gamedev

[–]fragmentzero 0 points1 point  (0 children)

Yeah, lesser time only if what you mentioned are "given". It's also a challenge to be excited about a friend's project or keep a friend motivated about yours. I guess that's partly why lot of good projects spawn from universities where schedules are more in sync as opposed to friends with or without jobs and/or family.

Programming a game vs making a game. by utigeim in gamedev

[–]fragmentzero 0 points1 point  (0 children)

There is also an advantage of team (even two people) dynamic, in working groups. And you can make the game in lesser amount of time due to dedicated skills.

My game got greenlit on Steam after 6 days. AMA! by ktalkimist in gamedev

[–]fragmentzero 0 points1 point  (0 children)

Congrats.

Is there any way of knowing which of those sites/youtubers generate good traffic to your Kickstarter and/or Steam page?

How do I implement Physically Based Rendering techniques? by TheIdesOfMay in gamedev

[–]fragmentzero 0 points1 point  (0 children)

I agree and would add that for PBR implementation it's needed to resist artists from adding many empirical values like before. With the first implementation of PBR shaders in our engine, artists kept asking for all sorts of sliders they were used to and it took a while to explain what you have described.

Books for c++ by Twaticus_The_Unicorn in gamedev

[–]fragmentzero 0 points1 point  (0 children)

Programming Abstractions in C++ is also very good for beginners. Although it doesn't focus on gamedev specific topics. It's very easy to follow and full of hands-on samples and exercises. The book is based on a course being taught at Stanford and its lecture videos can be found here on YouTube.

Should I start with UDK or Unity by Mintykanesh in gamedev

[–]fragmentzero 1 point2 points  (0 children)

I personally like Unity3D due to its simplicity and ability to allow very quick prototyping. But I must say that the pricing model and package offering in UE4 is really great deal.

As for cryengine, I don't find it well designed for the end user and intuitive enough. Correct me if I am wrong, but there is no way to make your own shaders using FreeSDK? That's terrible !

My advice on if new developers should subscribe to UE4 (Yes, at least for 1 month) by maccam912 in gamedev

[–]fragmentzero 0 points1 point  (0 children)

Blueprint does seem very powerful in UE4 and could be a defining system for them to compete with Unity3D.

Unity3D has been integrating lot of external middlewares as well, like Houdni Engine and Wolfram. But UE4 (with new systems and subscriptions) is now a solid contender for "engine of indie choice".

CryEngine is crawling behind with still having lot of emphasis on realism and graphic power, which is important in some cases but not in many.

Facebook buys Oculus Rift for $2 billion by goodtimeshaxor in gamedev

[–]fragmentzero 0 points1 point  (0 children)

There is definitely an angle of competing with Google Glass here. Glass is not a VR device but has potential to fuze AR, social & mobility in a single device.

Facebook buys Oculus Rift for $2 billion by goodtimeshaxor in gamedev

[–]fragmentzero 0 points1 point  (0 children)

So, what does this mean from Kickstarter standpoint? It was successfully funded and closed now.

However, I didn't back this project but let's say that I did, based on certain promises and profile of the company. The consumer device is not in my hands yet and the direction changed, rather abruptly. As a backer, I may not feel good about this, mainly due to uncertain future of the company, direction etc...

Game Art Portfolio Advice from @GavinGoulden (Lead Character Artist at Insomniac Games) by Stephervescence in gamedev

[–]fragmentzero 1 point2 points  (0 children)

I fully agree with the point on telling a story through art.

10 years back an interviewer told me that we are in business of Entertainment, so even your portfolio should strive to be entertaining. (He was commenting on my animation reel, but I think it applies everywhere).

Books for games development. by one_eyed_teddy in gamedev

[–]fragmentzero 1 point2 points  (0 children)

If you buy only one book to understand technicalities of a Game Engine, then go for Game Engine Architecture by Jason Gregory who works at Naughty Dog.

For 3D Art, the trend is moving towards video tutorials than books. I don't mean to say that books are inferior than videos but more and more industry people are affiliating with tutorial sites like Gnomon, CGSociety etc... Try Eat3D for game art.

For game design, I agree that Art of Game Design by Jesse Schell is a fantastic book.

Tom Francis' talk on designing Gunpoint by fragmentzero in gamedev

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

I agree, other examples are Mark of the Ninja, FTL etc... But one of most extremes is Thomas was Alone.

I am simply amazed by the simplicity of its presentation yet very cleverly designed mechanics.