From news: RealityScan is now available not only on iOS, but also on Android, EVE Online has implemented support for Microsoft Excel spreadsheets, Epic Games has released a sample project Electric Dreams Environment, Defold has support for Sony PlayStation 4.
Of the interesting things: a documentary about Blasphemous, level boosters suck, about the development of an open world design in Zelda, modern mobile rendering, the Far Cry Dunia Engine shader pipeline.
RealityScan is now available not only on iOS, but also on Android
Allows create high quality 3D models of objects several pictures from the phone.
EVE Online introduces support for Microsoft Excel spreadsheets
Assistance in implementing the extension in the space simulator provided by Microsoft.
Online BattleBit Remastered on Steam exceeded 60 thousand people
amazing as an indie project was able to attract so much attention from the players. And, judging by the reviews, the game really came out worthy.
Epic Games has released a sample project Electric Dreams Environment
Earlier this year, Epic Games showed a demo and new engine features at GDC, and now everyone can poke project.
Defold now supports Sony PlayStation 4
Basic access to essential tools and documentation will be provided free of chargewhile full access to the source code is available at the paid membership level.
WN Media Group is preparing a marketplace for educational courses — WN Academy
In July the company Launches a new educational service — a marketplace of courses, webinars and tutorials for gaming professionals. At the start, the service will offer a course by Evgeny Sudak.
Results of the Open Source Contest with Gamedev.js Jam 2023
The article mentions 13 games. Sources of all attached.
14 ZBrush brushes by Pablo Munoz Gomez
Concept artist Pablo Muñoz Gomez (pablander) shared new pack of brushes.
Unreal Essentials Humble Bundle
New a large set of assets for UE. Some of them, in principle, can be used in other engines.
🇺🇸 Documentary about Blasphemous
Recently posted to the public. I always read / watch such things with interest, because they are about people and relationships + there are interesting details.
For example, I did not know that the studio as a whole was not so smooth. Initially, they were somehow interrupted by small orders. And even when they came out with this game on KS, the problems did not disappear.
They began to run out of money, asked the publisher to finance. Team17 agreed, but asked for a higher percentage in return. The team refused, as a result, the producer took out a loan.
Well, in general, there are a lot of such everyday and interpersonal things with raids on each other, etc. Under stress, this really intensifies very much (I remember from the last startup). One member of the team had panic attacks in general.
🇺🇸 Recreating the Phoenix from Harry Potter in ZBrush, Ornatrix and Substance 3D Painter
Ramon Tapia spoke about the Phoenix project, explainedhow grooming is done in Ornatrix and showed the texturing process.
5 free Blender addons – for modeling and generating objects
An overview of the tools that save time for 3D artists.
Denis Pozdnyakov – I bring history to games
CPO of the IThub games studio, teacher and one of the lucky ones who managed to work on the Heroes of Might and Magic series. Denis spoke about his path in the gaming industry, his love for Diablo and board games, and the influence of foreign corporations on Russian game development.
🇺🇸 Creating a stylized scene in Maya, Substance 3D Painter and UE5
Zaldom told about the creation of a new Crossroads project and talked about the stages of creating a stylized scene in Maya, Substance 3D and Unreal Engine 5.
🇺🇸 How to promote console and PC games in the mobile world
AppsFlyer spoke about the growth in the number of cross-platform games and why it’s adding console and desktop support to its marketing tools.
🇺🇸 Indie developer ansdor on creative control
Brazilian game developer shares his experience entering the industry and about not being able to work for someone.
Evolution from 2D to 3D. Path to release
Sometimes it seems that the finished game project is some kind of miracle, an accidental coincidence at a time when everything was against it. Everything that could go wrong went wrong: deadlines were missed and delayed, people disappeared and failed, there was simply no time left for key ideas and polishing.
indie developer tellshow it all started.
🇺🇸 Level boosters suck
Developers with such boosters break the progression of many players. In some games that are designed for the endgame, similar inaps are hindered, among other things, by some players, because they are slipped into the party by newcomers who just bought the level, but at the same time do not understand the game and its mechanics.
🇺🇸 Why is the coefficient between the number of followers and those who added the game to the wishlist important
You can get a general idea of the popularity of an unreleased Steam game from its top wishlist ranking, you can see the exact number of subscribers for each game, and sites like SteamDB have good historical subscriber charts. Not all games convert equally. But in gamediscover.co still thinkthat subscribers are very “indicative” of the general interest.
🇺🇸 Work culture and recruitment practices at ROCKFISH Games
Michael Schade, studio CEO, told about the organization of the company’s work and approaches to hiring, discussed the role of independence in culture and spoke about the peculiarities of the game development market in Hamburg.
🇺🇸 Model stylized characters for games with Ziva VFX and machine learning
The workflow demo shows how these tools can be used for simulation. These methods are also can be applied to any kind of character deformation, including photorealistic ones, and to linear content.
🇺🇸 3 hyper casual tips from an expert
Carlton Forrester, whose recent hit Tall Man Run ranked #1 on Android in the US and won the Supersonic Superstars contest, shares his three top tipshow to consistently come up with commercial concepts for hyper-casual games.
🇺🇸 About Diablo IV graphics
The developers wrote high level overview topics related to the graphical techniques of Diablo IV.
How and why to write a design document for a game
Although the video is from April, but why not publish it, given that I somehow managed to miss it.
🇺🇸 A look at game localization by Ark One Studios
Studio General Manager Christian Modesto told about the organization of work, explained how they hire new employees, and discussed the challenges of the video game localization industry.
🇺🇸 Modernization of rendering in Supercell
In a GDC 2023 talk, Timo Heinapurola talked about the process of implementing a new rendering framework at Supercell and walked through the stages of modifying their existing games.
🇺🇸 Modern mobile rendering
In the presentation, the author explains how he developed a new rendering architecture focused on mobile hardware.
Pretty tightly packed. materialand everything and to the point.
Translation of Mark Brown’s video about the development of open world design in Zelda
Kirill Buyanin (level designer at Remedy) did the translation and Russian dubbing of the video.
Well, you can on it twitter subscribe
🇺🇸 Far Cry Dunia Engine Shader Pipeline
A report on the history of the development of the Far Cry shader system. Shown how architecture has been improved many times to switch to D3D12.
🇺🇸 GPU Work Graphs in D3D12
Small overview of the new approach on working with shaders on the Microsoft blog.
A mesmerizing anime-style eye effect created in Blender
From Twitter. There is also a graph with nodes.
Interesting paper mechanics
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