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L96A1 Modeling

L96A1 Modeling

Dead End 3 Remake 2017 Weapons Modelling

In this video I show you how I model my L96A1 Rifle, Enjoy!

Nwtn tutorial

Nwtn tutorial

nwtn Other

Just a glance over the all of the controls, there shouldn't be anyone abandoned without an idea on how to play the game! Going through all the menus and...

Creating games with Unity. Work on the bugs in the Horde Attack

Creating games with Unity. Work on the bugs in the Horde Attack

Horde Attack Client Side Coding

The creation of the first game from beginning to early access on Steam. Subjective opinion about indie development on their own. Share personal experiences...

The Big Idea: Guidelines on How to Complete an Ambitious Project

The Big Idea: Guidelines on How to Complete an Ambitious Project

Other Tutorial 4 comments

Conventional wisdom states that solo developers should not make big games. Leave that for the more experienced teams ... I say no. Here are some guidelines...

Stage 3: Azaria - Development diary 4: Megascans

Stage 3: Azaria - Development diary 4: Megascans

Textures Tutorial

In this article, we are showing our process to create materials inside Unreal Engine using Quixel's Megascans. We will show you more about material libraries...

Hello Neighbor Modding Guide

Hello Neighbor Modding Guide

Hello Neighbor Starting a mod 32 comments

Learn how to get started making a mod for Hello Neighbor, using the Unreal Launcher Mod Kit.

How do you make a game for DOS in 2017?

How do you make a game for DOS in 2017?

Chuck Jones: Space Cop of the Future Client Side Coding

I've recently been getting some questions about my process such what tools I use or how I work. Seeing as I haven't written a super technical article...

Character Animation Workflow in The Iron Oath

Character Animation Workflow in The Iron Oath

The Iron Oath Animation 6 comments

A quick little guide on how I go about animating all of the characters in our dark tactical RPG The Iron Oath.

Work Manual

Work Manual

Lobotomy Corporation Other

Work Manual for beginners. We will add a tutorial later.

Skelattack - Character Design

Skelattack - Character Design

Skelattack Design/Concepts 1 comment

A quick rundown of what I need to focus on when designing characters for Skelattack. Examples and detailed tips included!

Unity 3D: How we optimized Ragdoll animation of death

Unity 3D: How we optimized Ragdoll animation of death

Slash Arena: Online Client Side Coding

To make the death looks more realistic we used usual ragdoll animation based on physics. And everything was good… in the beginning. When the number...

Paralycid - Implementing a virtual cursor with Unity

Paralycid - Implementing a virtual cursor with Unity

Paralycid UI/HUD

We have implemented a new virtual cursor for the in-game mobile phone in Paralycid.

Walking Animation - How To

Walking Animation - How To

Unlawful Animation 12 comments

One of the many ways to go about animating a character. In this case the main character of the game.

From Concept to Assets

From Concept to Assets

Unlawful Design/Concepts 4 comments

How we create assets by drawing on paper and then afterwards we create a pixel art asset with Pyxel Edit.

Creating a Custom Scripting Language For In-Game Events

Creating a Custom Scripting Language For In-Game Events

Chuck Jones: Space Cop of the Future Client Side Coding

Ever wanted to know what it takes to make a programming language, its often easier than you think!

Sound behind the wall

Sound behind the wall

Harvester of Dreams : Episode 1 Sound Effects

My approch of fading sound effects in Unity in an interior scenario.

Game Dev & Design - Combat Visual Scripting (part 2)

Game Dev & Design - Combat Visual Scripting (part 2)

BUCK: Saturday Morning Cartoon Apocalypse Animation

On this episode of "GDD" - Game Dev & Design Gal continues to demonstrate visual combat scripting in Unity.

"But you should go to the counter!" – Fixing A Bad Design

"But you should go to the counter!" – Fixing A Bad Design

The Tavern RPG Design/Concepts

We made a mistake in our design and we think it’s quite an interesting one, even if it’s rather small.

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.2

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.2

Horde Attack Client Side Coding

As promised, today I will devote to the technical development of the soldiers used in the alpha version. You can download the game by clicking on the...

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.1

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.1

Horde Attack PR

Development. Warriors. Today I will tell You about the soldiers. Combat units that perform basic tasks in the game, capture cities and fight on the battlefield...

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 2

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 2

Horde Attack Design/Concepts

Development. Player. Will start the Chapter on the development with the most important "Player". Now I will tell about how I developed management and...

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 1

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 1

Horde Attack PR 2 comments

For the first time to write articles and immediately began to strike a series of articles devoted to the development and promotion of their game Horde...

Nalia enters The Tavern – designing our first hero

Nalia enters The Tavern – designing our first hero

The Tavern RPG Design/Concepts

Moral Anxiety Studio is getting ready to release its first video game – The Tavern. While the beta tests are in progress and I try to polish the game’s...

Making Interesting Talking Sprite Animations

Making Interesting Talking Sprite Animations

The Siege and the Sandfox Animation 1 comment

Artist Ed Duke-Cox explains the development of our sprite talking animations, and how and why we went from static bodies with only mouth movement, to...

Game Dev & Design - Combat Visual Scripting (part 1)

Game Dev & Design - Combat Visual Scripting (part 1)

BUCK: Saturday Morning Cartoon Apocalypse Animation

On this episode of "GDD" - Game Dev & Design Gal demonstrates visual combat scripting in Unity.

Sprites

Sprites

balls and holes Textures

In this lesson, we will hold a sort of fast start - an introduction to the game creation in the fle game engine.

How I create the regions of my Myst-like game Boïnihi

How I create the regions of my Myst-like game Boïnihi

Level Design/Theory Tutorial 2 comments

In this short tutorial with a basic difficulty, I wanted to show the tools and method that I used to create the region of Ailhon Woods in my upcoming...

Game Dev & Design - Episode 1 | Options Menu, UI, Photoshop and Unity

Game Dev & Design - Episode 1 | Options Menu, UI, Photoshop and Unity

BUCK: Saturday Morning Cartoon Apocalypse UI/HUD

A new experimental segment called "GDD" - Game Dev & Design where Gal documents his work on BUCK as he adjusts the game through Early Access based on...

I am overburdened, miles of tiles

I am overburdened, miles of tiles

I Am Overburdened Textures

Short article, a bit tutorial-ish, about the tile graphics of I am overburdened.

I am overburdened, evolution of box-art

I am overburdened, evolution of box-art

I Am Overburdened Concept Art

Took most of last week off for vacation == no entries, sorry about that, but this week I'm going to make multiple videos and blog posts :) ! This first...

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