Okay, so I haven't done a #gamedev tip in a while, and I have a little relaxation time for the next hour or so and feel like doing something. Do you have any questions? DMs open if you are embarrassed to ask.
Lemme just give some quickies whilst I am waiting.

1. For 3d artists, set a toggle key to toggle on subdivision. This allows you to see if a mesh has accidental overlapping topo, holes or other errors. In Maya hit the 3 key. In Modo, the tab. In max assign the NURMS toggle
2. Every material assignment, vertex color hard edge, uv seam or smoothing group hard edge actually splits the mesh under the hood- upping your effective vertex count.

This is why UV count is better than "polycount" to measure a meshes overhead.
3. You can use normal map blending nodes in shaders to apply very large scenery geometry with an overall baked normal map and a tiled, masked medium detail normal or two using a mask.

This gives the illusion of a high res normal map but at a fraction of the memory.
4. Rather than instantiating and destroying lots of objects like bullets, which requires memory garbage collection, make a finite pool of objects and when one is "destroyed" just hide it and reset it to reuse later - it stays in the same block of memory.
So you shoot 20 bullets and the casings fall to the floor, casing 001 lingers until all 20 have been used and when 21 is needed, the casing vanishes, repositions itself at the gun and falls again.

This is 'object pooling' and I never see it taught in basic courses.
5. LODs (level of detail) don't just reduce the polygons calculated at a distance, they can also cut back on shader complexity, the number of skin weights per bone and the number of bones.
6. An NDA is a non-disclosure agreement. This basically allows the company to sue you for damages if you leak information. It is vital you keep your mouth shut as you can damage marketing effectiveness, allow competitors to beat you to release on a feature or start hype...
...that may result in disappointment and negative press. This can damage studios and can cause financial instability, job losses and generally ruin your chances of being part of a hit.

Also you don't want to be known as someone who leaks.
7. If your core gameplay isn't enjoyable, nothing you bolt on will save your project.
If your game is about shooting demons in the face, no amount of levels or narrative will save you if shooting demons in the face isn't satisfying (slowly turns and glares at Doom III)
8. The more diverse your game, the wider your merch opportunities will be.
This is because people must cathect your characters and they are more likely to do that when they resonate with their own experience or idols.
9. A short, great experience always beats a long, dull one.
10. Don't become a game developer if your only hobby / coping strategy is games.
11. Don't just spend money to make a great game. Spend money to make a great IP.

Mario isn't just a game, it is an IP.

Angry Birds isn't just a game, it is an IP.

Minecraft? Mortal Kombat?

Identifiable, marketable items, characters and music is an investment
There are a bajillion diablo lookalikes on mobiles. But they are not IPs, and so they do not sell things beyond the game.

Aim for IP
The classic example is a broomstick.

That asshole TERF cannot make money off of a 'broomstick'. She makes money off of a "nimbus 2000".

Make your junk named and distinct and you can sell people that junk.
So it isn't a "brass sword" make it "Doobops Mr. Slashy" and imagine it in a box at Zing or Walmart.
Question: how do you maintain version numbers?

Source control apps. I use tortoise CVS. Don't use GIT for art assets.

Question: good naming conventions? Check unreal conventions, they are available online.

I recommend reverse naming like so...
Barrel_steel_large
Barrel_steel_large_broken
Barrel_wood_small
Barrel_wood_small_B

Rather than

WoodenBarrel
BrokenWoodenBarrel
SmallWoodBarrel

See what I mean?
(Group) (noun) (variant)

(Character) (Player) (Blue)
Question: how can companies claim IP on stuff done in your spare time?

Because it is in your contract.

If you EVER see this clause, demand a change or walk away.
Question: how to ensure texel density?

Set a density in pixels per unit. So a 1 meter unit may have 512x512 as the density.

If you use maya, you can find density tools under "scale" in UV. This lets you type in a texture size and scale and voila- all your shells match.
Blender plug ins do this too.

Generally texel density is set using the average wall module component.

So, I may set my walls to snap to a 2 meter grid horizontally and 2 high, so I want my basic wall textures to match this.
However it can be cheated using overlayed tiled textures to give the appearance of higher texel density than it actually is.
My advice is create your textures at least twice as large as you think you need them and scale and compress them in engine, allowing you to up the resolution if memory allows.
Question: should I be gay and do crimes?

Answer: yes.
Question: matching materials to substance painter.

The problem is substance painter uses HDRI image based lighting and your engine probably doesn't. The shaders are also different.

The best way is to set up your output to instantly update in engine.
IP stands for intellectual property. So, Batman is an IP owned by DC comics. Assassins Creed is an IP owned by Ubisoft.
Okay one more and I am gonna go do some lines of coffee or, yunno, boil it in some water and drink it.
Anyone?
Bueller?
Bueller?
Question: i have a problem

Me: I shall hand you over to Devo.

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More from @delaneykingrox

11 Jan
Detail acts a catch point for eyes, or can be general noise- texture. Placing details strategically to catch and lead the eye around. Think of it like a pinball game.
Details are musical. If you just put a tonne in you get hairbands just doing scales really fast- yawn.

You want to make details a journey for the eye, just like music is a journey for the ear. It can be pauses, redirections, focal points.
A good track needs bridges, hooks, melody, builds, breathing spaces etc

Details on designs are the same.
Read 25 tweets
11 Jan
Always imagine your character design is in motion as you design it. Imagine they are an actor at a costume fitting, talk to them about how the movement is, imagine them trying stuff.
You absolutely must imagine things in motion but also in context- imagine them moving through a room doing what they are supposed to do.
Form always follows function, and so the function is your priority.

What is needed from this thing?

Can you get inside? Does it become damaged? How should it make you feel? How many are on screen? What distance do you usually look at it from?
Read 4 tweets
10 Jan
Queen Amidala! I am Qui Gon and this is Obi Wan, we are here to warn you about the invasion.

*padme looks around and back to Qui Gon.*

Thanks?
The only way we could communicate with you was to board the invasion itself.

-oh plus we had to split up so we were less likely to be detected.

-doesn't that double the odds of being detected?

-they don't teach maths to younglings your majesty.
- so they don't know you are here?

- well they did know we were aboard their ship. We killed a LOT of their troops on their command ship.

- you were on the command ship?

-yes, just outside the command room.

-and you decided to...

-warn you. Yes.

[Padme look intensifies]
Read 26 tweets
10 Jan
Agatha Harkness is the hero of Wandavision. The show is therefore a tragedy.
1. Walks right into a massively dangerous magical anomaly never before seen.

2. Wears 80s spandex workout gear.

3. Goes into the super unstable, mind controlling entity's house and makes jokes.

4. Psychoanalytical approach to seeing if entity should have power.
5. Removes tampering agents from threat.

6. Decides to drain power from unstable entity as a last resort.

7. Is fucking murderously hot, holy shit omg I am so gay for her I could strangle sparky myself holy shit
Read 8 tweets
9 Jan
Can confirm, assets as NFTS cannot work and yield no benefit to either the customer or the developer.
Let's take an item such as Merman's corn cob sword for an example.

To use it in Mortal Kombat, it would need to have anchor points in the right places and orientation to attach it to the character's costume back, have the right hit boxes and have those call back to the character
Now let's move that over to Among Us. So, same sword, now utterly incorrect format. Not pixels, not cutesy style- and at the scale shown, the corn cobs would have to be simplified to show up, meaning it looks totally different too.
Read 24 tweets
9 Jan
Me writing Batman.

Panel 1: long shot of Wayne Manor, the sun crawling up casting golden light across the magnificent
windows.

Panel 2, 3, 4: the golden light creeps over the interior bedroom and finds Batman laying on a bed, snoring.
Pagw 2 Panel 1, 2: Batman snorts awake, winces at the light.

Panel 3: batman pulls his batmask down his bat face to cover his eyes.

Panel 4: the bat alarm goes off.

Panel 5: a batarang misses the alarm

Panel 6: another.

Panel 8: another.

Panel 9: a batglove hits it.
Page 3: panel 1 batman wakes up groaning
Panel 2,3,4,5: batman staggers to the shower, peeling off his bat mask, bat hood, bat undies

Panel 6: batpeen is hidden by Batarangs embedded in wall behind the clock.
Read 11 tweets

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