Here is how big game companies work. Everyone doing the work get paid like regular jobs, they don't have shares in the profit.
So, once a product ships if you buy it or not doesn't "support" those developers.
They have already been paid. Many have already been laid off.
The money goes to investors, publishers and the IP owners.
If the project tanks because, I dunno, a huge amount of people don't want to support transphobia or bad working environments or politics, well that's a shame.
Because the companies can write off the loss for tax.
At worst, the fat cats around the shareholders meeting will get angry and some management will get shuffled around, meaning some rich bastard will get a golden parachute payout or be shuffled off to a less active role or be given a shitter project.
If you want to support the actual developers, indy development studios are more likely to be the people leaving AAA games because they realise they don't get a slice of the pie.
The arguements that transgender lives are somehow not as important as financially supporting some game developers you don't actually give a crap about is pretty telling in and of itself.
However buying a big studio game doesn't pay any of the actual developer's rent. Sorry.
Development studios broadly fall into two categories- ones with several projects staggered out so team members can move from finishing one to working on the other, (yay) and the usual format of expand the team to ship the game then lay them leaving just a core team for the next.
If your game is developed where people are desperate for jobs, great- you can be the latter and people will come back. Hell, you can fire them all and hire them back for less!
Oh yeah, that happens.
*turns and stares at Blizzard*
It is completely possible to separate the art and the artist, but is not possible to seperate paying to support a person who uses their funds to actively harm others.
The games industry is doing great during covid- because people need games to play and worlds to escape to.
Support good games made by good people. You can always find entertainment from many sources these days, so the only remaining question is your ethics.
I do not support Blizzard, CD Projekt Red or J.K. Rowling.
And somehow I still haven't played all the games in my library.
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So, in closing... the real question isn't which Doctor Who has fucked their respective incarnation of The Master/Missy, the question is which Doctor is the bottom in each incarnation.
Texture coordinates work from 0,0 (left,bottom) to 1,1 (right, top).
Note this is not based on texture resolution. So the middle of a 256x256 and the middle of a 1024x1024 image is the same... it's always (0.5, 0.5).
When you go outside of the zero to one space, what happens? Well, the default behaviour is called "tiling" the texture repeats off into infinity and beyond in all directions.
If you set your texture to "clamp" any UV that goes outside the zero to one space is black.
'Social justice' is ensuring our society has justice. 'Warrior' means you are fighting.
Pretty much every hero on TV or in comics fights for justice.
Social Justice Warrior just means hero.
When someone attacks you for being a social justice warrior, they are stating that you are fighting for a society they do not want. They are happy with the injustices, because they benefit from them.
Social justice warrior is a term used by people who fight for injustice.
As a game developer and someone with a social media platform, I am frequently attacked online.
Invariably it is from people who are angry that I oppose the privileges they benefit from. They feel attacked because they value that privilege, and think I want to remove it-
Quick #gamedev#gameart trick.
When you use the alpha clip method of transparency it is binary- on/off. You either render the pixel, or you skip it.
However, your alpha channel is not binary. It is a float from 0.0 to 1.0.
This gives you a nifty trick...
See, to convert the alpha channel to on/off you set a mask clipping value. A value of 0.5 basically says only draw a pixel if the alpha is 0.5 or higher.
What that means is you can assign different values for different parts of your texture, and use the mask clipping value to reveal them bit by bit, or randomise them.
Say, a short moustache, a long moustache, a goatee and a full beard, all using the same texture.
#gamedev#gameart advice. I see a lot of students making levels as one big mesh in 3d apps.
Environments are usually made up from what are usually called "kits" of modular pieces.
Here is some of the kits for Hitman taken from their talk (link shortly).
Learning to plan out and make modular kits is super important part of your skill set. Designing modules that are reusable and reskinnable makes a huge difference to your workflow.
You can buy various kits on asset stores that you can look at to get ideas.