I don't think people are aware of just how much dicking around is required to do things in game development.

To get something to work you may have to dick around with the model, the shader code, the scripting, back to the model, then tweaking the material and repeat.
There is a lot of technical stuff that means a straightforward change may be... and this is a term you learn early on in your career... "non trivial".
One example is the client asked for a character to have much longer legs the day before a demo shipped.

No. No you can't.

Because that one change will require reauthoring of the animations, the model, the rig, the run speed, slowing and acceleration values, the collision...
A simple thing may require hours or even days of teamwork to implement, plus all the downstream things that occur as a result.

Sometimes tweaking a single number can break the game.
Even whe you are a pro- there is often a lot of dicking around to implement something.

Like, discovering a simple effect requires reauthoring the vertex colors of fifty objects, for example.
Making sure fifty things have just the right tag and then you discover that someone used overrides so you then need to hunt down every instance of the object and reset it.
Ticking the wrong box on an singke npc out of a hundred can cause a glitch where if you jump over it, your character's feet detect the npc as a walkable surface and IK your feet to their face.

One single mistake in a sea of information.

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More from @delaneykingrox

Mar 3
Today's #gamedev tip is for hand painted textures.

I have seen a lot of tutorials online where the artist starts painting each part bit by bit.

They will color the skirt, paint on it, then move onto the face, then hair then eyes. And... yunno, you do this. It does work.

But
A much better way is to start by creating a greyscale lighting pass on everything first.

This is like an "underpainting" in real world painting. A fast way to lay down the values and shading, work the composition and get a unified feel.
A modern way to do this (though we used to do something like this back in the early days) is using a high resolution model to bake lighting, cavity and ambient occlusion onto the game model.

Even if you aren't going to use PBR or normal maps, a bake model gets you great shading.
Read 10 tweets
Mar 3
One thing people need to understand about human biology is that your DNA carries all the instructions to make a human of any sex.
Most humans have 48 chromosomes- 23 pairs called autosomes and the two which you know called the sex chromosomes- X and Y.
Typically an XX develops into a woman, the XY into a man. So you may think that the "dude" instructions are all in the Y.

Actually, no.

The Y chromosome normally has a region called 'SRY'.

The SRY is like the order form for a boy. It just says "yo, gonads... make testes".
If you don't rock the SRY gene region, your gonads will shrug and keep on rocking- eventually developing into ovaries.

So by default, you get ovaries unless that SRY region show up.
Read 23 tweets
Mar 2
Gandalf: Do you still have the ring?

The Dude: what are you talking about man?

Donnie: what ring?

Gandalf: the ring. The one your uncle gave you.

Dude: OHH, that one.

Donnie: What ring dude?

Gandalf: shut up, fool of a Donnie! You are out of your depth.
Dude: Big G is talking about, yunno, the ring. My inheritance?

Gandalf: do you still have it!

Dude: you need to seriously take it down a notch man, like, you are so tense. I know the ring you are talking about. It's in my car.

Gandalf: fetch it at once!
*standing in shire bowling carpark*

Donnie: dude, wasn't your car parked right there?

Gandalf: You left The One Ring in your car?

Dude: shit man, my Creedence.
Read 20 tweets
Mar 2
A car crashed on our street and wiped out the power. So I made a coal fire grill and whipped up some burgers from scratch.

*pats own head* Image
I am feeling incredibly chuffed with myself.

They where freaking delicious.
*were
Read 29 tweets
Mar 1
Quick #gameart tip- you can mirror and share (overlap) UVs for parts of baked textures.
However, to stop baking issues, make a copy of your model and take any mirrored or shared uv islands, scale them down and move them to a bit of unused space. That way, the...
Bake renders those parts to a junk spot, rather than writing over the bit you want baked.

Then you just reload the model with the uvs in the right place and paint away.
Otherwise you are just rendering a bunch of triangles over each other with different data in each.
Read 5 tweets
Mar 1
Remember how The Fifth Element was pushed as a 'Star Wars Killer' at the time and we all watched it and went- this is ridiculous, no it isn't.... and then years later we all get it and it is the best damn film ever?
The problem was that it wasn't supposed to be a Star Wars killer. It was supposed to be your typical French science fiction graphic novel brought to life.

And it was. In spades.
It is like comparing Thor: Dark World to Thor: Ragnarok.
Read 4 tweets

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