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@soulfulcode
Pretentious, punk, solo game dev & artist. +6y Unreal Engine user. Plus I'm French. • game/level design, art direction + 3D, programming, writing, planning • currently working on sci-fi survival horror/stealth game VOID HEALING linktr.ee/soulfulcode
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"CYCLIC OTHERWORLDLINESS"
Modeled with Blender, textured with Mixer, and rendered with Unreal Engine 5.
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I need your help! 🙏
If you think The Abbess Garden deserves more attention, it would mean the world to us if you could vote for us in the Devgamm award :)
You need to enter and verify your email, then type "abbess" to find us:
devgamm.fillout.com/community-vo...
Reposting is sweet 🌸
Thanks!!! 💖
If you're an indie developer, you should hang this screenshot on your wall and use it as inspiration to never give up
No joke, du côté de certains investisseurs et éditeurs naissants, c'est presque exactement ce que l'on nous demande de pitcher.
very direct evidence that video game piracy is important in the preservation of video games
"Evangelho da Carne" screenshot. It shows a giant head with a small character in his mouth
Another screenshot from "Evangelho da Carne", my punk-esoteric platformer inspired by Klonoa.
I'm not making levels yet, just drawing scenarios and testing the character walking on them.
#gamedev #indiedev #gamemaker #horror #indiebr #jogobr #indiegames
IMO there's a real reluctance among some to even engage w/the possibility that the limitations of earlier hardware generations might have contributed something valuable to our experiences with some games on them. Some simply must see technically more advanced graphics as an inherent, objective good.
I remeber seeing a game dev talk about "Everything you criticsize and game dev already brought up and thought of doing but couldn't due to money, time, cooperate oversight or all three"
Most (good) solutions are proposed not by newcomers, but by people who understand an issue deeply.
There are exceptions, of course, but generally, if a solution seems "obvious", it's because you don't understand the problem as well as you think. 🧵
Just going to repost this here, since I find it relevant. Especially in a time where misinformation and misconceptions also strike the public discourse around video game development.
I think people overestimate how much freedom and power game directors have in the industry (even well-known ones).
Contracts, shareholders, investors, publishers, outside of the folks working solo in their room, no one is truly independent in the field.
[bugs bunny looking quite dapper in a suit with a red flower-shaped lapel] i wish all INDIE GAME DEVS a very FINISH YOUR GAME
> starts direct by asking why gamedev is so hard
> say your game is basically mario kart
> beat the allegations
> elaborate for 45 minutes
> $10 cheaper than mario kart world
> leaves
Level design isn't valued nearly enough.
Looks really intriguing! Wishlisted!
À mes camarades français, un ami est actuellement en situation de précarité étudiante (avec notamment des galères logement, service social de la fac...), et a besoin d'aide pour subvenir à ses besoins.
Un ou deux euros sont déjà suffisants pour lui payer un repas Crous.
Je vous remercie d'avance !
My point is, it’s a strength to have heaps of hobbies when you’re creating. It’s a strength, as a dev, to give new things a go (especially if they don’t appear relevant to gamedev) — don’t discount how they might influence your work.
Games are better when they’re inspired by more than other games!
Take care of those around you.
Spread love and empathy.
Support your friends.
Keep each other going.
The world is brutal, but you don't have to be.
I think one underdiscussed reason that people are gravitating towards these games is because they ask so little of your life *going forward*, too.
Most of them don’t have XP, or battle passes.
For almost any larger multiplayer effort that’s coming out these days, who could claim the same?
Remember, anything can feel like a soulless obligation - even things you love - if you don't take breaks, refuel your creativity or do other things. You can't strong-arm creativity or hit your head against a wall hoping inspiration will happen. Stop. Reset. Love yourself. Repeat.
I took a deep breath. It's really hard to create when the world is literally burning. But, as with poetry, you just have to breathe and do something. And as always, it soothes me and makes me feel good.
Companies have decided that using the indie label is fine regardless of budget.
From that position, when using this invented 'indie' label, they are using said status to justify needing AI to see their vision completed.
Please, just stop.
"GOOD GOD!" 🤓👀
A great perspective and analysis of Kojima Productions' latest title, by @writingongames.bsky.social.
youtu.be/e4PNbtalwJI?...
Un long format d'une grande importance, signé @blast-info.fr.
À regarder et écouter avec beaucoup d'attention.
youtu.be/9-ebi4svw1k?...
When creators experience difficult times, they let it out by sharing it to the world through their creation.
I dedicate my game to people that are a only data on a spreadsheet, that are "difficult decisions to remain competitive"
I dedicate my game to the victims of capitalists
The DECIMA engine offers great possibilities, but it's just a tool. If it was made public, we'll also end up with badly optimized and buggy games.
The real star for Death Stranding 2's visuals, presentation and performances is Kojima Productions. They've always been art, tech & production wizards.