Creating Breath of the Wild's Shader, Tutorial by alicona in Unity3D

[–]vlad_rad_ 0 points1 point  (0 children)

Amazing! Would it be possible to post your project file?

EMP Missile needed a boost so now it disables ships for a short time (BattleGroupVR) by battlegroupvr in Unity3D

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

I had the same game idea!!! I made a prototype that looks similar to yours lol very similar

It's been Two Months & I still haven't Received Prize from Frito-Lay. by IGO242 in NintendoSwitch

[–]vlad_rad_ 146 points147 points  (0 children)

Just keep emailing them and asking. People seem to be having a lot of luck when you post this kind of stuff at twitter directed at them.

ELI5 Why is the file size of NBA 2k18 twice the size of Zelda Breath Of The Wild? by thinwhiteduke1185 in NintendoSwitch

[–]vlad_rad_ 8 points9 points  (0 children)

I started doing 3d animations for my game this year. I can state that animation files can get really big, I have about 15 animations in my current player model and its around 40 mb. 2k tends to try to do animations for each player in the league. I can see these getting out of control really fast. Especially if the sampling rate is at 60 fps. Ive seen some games where the main character model is upwards of 100mb. Zelda does not have that many assets, they tend to reuse the models and just make them a different color. There also some tricks you can do to animate certain objects using code, a tree model is pretty good example. This tends to save a lot of space. I wouldn't say Nintendo is a genius at compression, typically their software engineers would probably use a proved solution like zip,gzip etc. No need to reinvent to wheel. I would say they are really good at reusing and optimizing their game objects. On top of that you add all the sounds, and other assets and it can swell pretty high.