Assets in AAA games?

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  • Опубліковано 10 лип 2024
  • Can you use assets in AAA video games or only indie? | Game Architecture Course - bit.ly/3aWx9Ip
    Join the Group - unity3d.group

КОМЕНТАРІ • 119

  • @000Gua000
    @000Gua000 3 роки тому +72

    There's a specific carpet texture that I've seen in 10+ games including AAA and indie.

    • @RealGoOhm
      @RealGoOhm 3 роки тому +16

      Lots of early nintendo games used textures from Japanese texture CDs (made by photographers for digital artists, game designers ect). Dont remember what channel I saw the video on but it was something about a cobblestone texture that had been used in lots of games back then and all kinds of other matches people found in numerous games. Most of them had tinkered with the textures in some way to make them fit their scenes better but doing this is common in all artistic industries game dev as much as traditional painting. Picasso didnt start off painting obscure portraits he found his style after practising those of past artists. Theres been a few best selling games with 3rd party assets that I can think of, I believe PUBG was the biggest one where my friend instantly recognised a swing set that he had seen in Unreal's store, possibly even a free asset.

    • @000Gua000
      @000Gua000 3 роки тому +2

      @@pizzaface9213 I've seen some of those. But I specifically talking about this one textures.com/download/PersianCarpets0012/21993

  • @ewwitsantonio
    @ewwitsantonio 2 роки тому +17

    In freelance Unity work, I rely HEAVILY on assets/middleware. I've been hired to build a prototype very quickly as a the only engineer on the team. Sometimes people who contract you aren't aware of how involved their ask is - so when feature creep takes over, I can start moving into assets to keep the project on time and in budget.

  • @Unity3dCollege
    @Unity3dCollege  3 роки тому +22

    oops the premier functionality failed :) (or i failed w/ it, guess it's all live now :)

    • @JeffKomarow
      @JeffKomarow 3 роки тому

      You need an asset for that!

    • @justinwhite2725
      @justinwhite2725 3 роки тому +4

      Premier is pointless anyway. It's just a delay that frequently means I'll just forget to watch it later.

  • @dolusdirectu
    @dolusdirectu 3 роки тому +4

    Didn't expect to learn this much from this video. Thx for the great content.

  • @MrGooGone
    @MrGooGone 3 роки тому +5

    The fact I can buy an environment asset pack that's as high quality as a AAA Resident Evil game environment for only 80 to 200 bucks is phenomenal, and a blessing I don't deserve.

  • @nicolette1598
    @nicolette1598 2 роки тому +1

    Thank you so much for this! Literally helped me feel a lot better. I’ve spent a year making essentially triple A objects hundreds of them, huge landscapes and even though I work at lightening speeds the work was ENDLESS. I’m now using assets and then replacing them before release

  • @gianp33
    @gianp33 3 роки тому +50

    The A* pathfinding one you showed is great, there are also a few others that really should come baseline with Unity such as Odin inspector, Animancer, Graphy, Hierarchy 2, Microsplat, MapMagic2, Octave 3D, Playmode Save. These are assets that don't really make your game for you, they just make your life as a dev 200x easier

    • @rikrishshrestha5421
      @rikrishshrestha5421 3 роки тому +3

      The existence of Unity makes game dev even possible which would damn difficult starting from C++ . So, anything more than that , that makes dev 200x easier ,is being priced , It's fair imo.

    • @gianp33
      @gianp33 3 роки тому +3

      @@rikrishshrestha5421 most of these are free actually, and the priced ones are worth it

    • @justamanofculture12
      @justamanofculture12 2 роки тому +1

      @@gianp33 exactly. Like the scripting tool used for The last tree. It's always on top.

  • @rangounchained2892
    @rangounchained2892 3 роки тому +1

    Thanks, I'm learning level design in Unreal and did not know about speed tree, perfect for a project I'm working on!

  • @ibulgaria7768
    @ibulgaria7768 3 роки тому

    Another great video ! Thanks for share it !

  • @sbmhome2
    @sbmhome2 3 роки тому +4

    Great video and a reminder that its ok to use assets. I use them extensively in my game, but I use them to help me get the job done.

  • @cradle_of_chaos
    @cradle_of_chaos 3 роки тому +7

    You make an excellent point about pathfinding: Unity's NavMesh is very good, it's just a little tricky to use in specific scenarios. A* is still very good though and the package exposes a ton of APIs to the user.

  • @betterlifeexe4378
    @betterlifeexe4378 3 роки тому +11

    As a solo dev, I look for assets to do the majority of the work for me, or else I would never get to MVP (minimum viable product).

  • @markmccorkle25
    @markmccorkle25 2 роки тому +3

    As a relatively junior & part time indie game dev, I've built a couple of games based on assets and kits I've purchased from the asset store, and I always learn a ton when I'm in there. Unfortunately my experience has often been that when I use an asset that is more complex than a graphical asset (e.g. if you have to add a component, or tweak settings in inspector), then you had BETTER understand how that asset does its thing, because you are going to hit bugs that you can't explain or properly debug, and if you have more than one asset in your game, you aren't even sure where the bug is until you start diving deeply into the code with breakpoints and debug log statements.
    So what I'd prefer have is a bunch of assets that are designed to be *very* easily integrated (e.g. as close to zero-config as possible), easily debugged with custom debug widgets that visually tell me what's going on, and perhaps some way for me to better understand the interaction between assets so that when my spaceship randomizer asset keep getting errors when I only changed the character weapon inventory system.... you get the idea.
    Maybe its time I started my own youtube channel and yelled about these things there :-D

  • @toboramai2781
    @toboramai2781 2 роки тому +2

    Playing with assets from the asset store is a full time job

  • @blackcitadelstudios
    @blackcitadelstudios Рік тому +1

    As a solo indie game developer who just starting out, assets from the asset store definitely my go to. Thanks for the insights, this made me confident in using pre made assets from the store. ☺️

  • @DarkDax
    @DarkDax 3 роки тому +2

    This is a really good reminder to stop getting distracted or focusing on building systems just so you can build them (possibly) in the future or to just learn how to make them. If your game needs a system, do yourself a favour a find assets that do it already. If there aren't any, they're outside your budget, don't have a feature you need, or it's educational - then think about creating them from scratch.
    "Don't reinvent the wheel. Make me food instead"... I think that's how it went anyway...

  • @rykovanadis8155
    @rykovanadis8155 3 роки тому

    I'm new here and this stuff is super helpful, thanks!

  • @MarcoCapelli74
    @MarcoCapelli74 3 роки тому +1

    Love your contents. Very inspiring. As i always say: what saves time saves money.

  • @corriedotdev
    @corriedotdev Рік тому

    Quixel man 🤤 it's amazing. Frameworks from asset store.. all varies. Thanks for the vid. In a conundrum just now to release a title with cc license on models, ofc credit author but seems a disservice

  • @kiki-hb6go
    @kiki-hb6go 3 роки тому +2

    Wooow nice advice! If buying assets can save time and it is working well it will be great!!!!

  • @chaosmastermind
    @chaosmastermind 2 роки тому +1

    As a practical example of this, two of my favorite games, 7 Days to Die and Empyrion used to use assets for their creatures in the game.
    Things like dinosaurs, deer, wolves, chickens, boars, alien insect monsters, and etc.. even trees were all middleware assets previously.
    They've since spent money to hire artists to make custom HD creatures and zombies and aliens etc... but it started out with these as placeholders for several years in the early access builds.

  • @sandortoth5269
    @sandortoth5269 3 роки тому +3

    Im new to ur channel, and i must say i like ur room :) Maybe im gonna copy it.
    I subbed :)

  • @cb2818
    @cb2818 3 роки тому +2

    I always wondered about this. I see things like the HAVOC physics system in so many games.

    • @mandisaw
      @mandisaw 3 роки тому +1

      Physics (also netcode, billing/IAP, and sometimes user-account management), tends to be something very domain-specific, where it takes a lot of time & experience to get it right, and there's a high risk for getting it wrong. So things like that most projects definitely want to defer to the specialist experts, rather than DIY/roll-their-own.

  • @Andulvar
    @Andulvar 3 роки тому +6

    Most common assets used are audio I find. The amount of time it would take to find all of the audio you want and record it and stuff would take longer than developing the game itself.

    • @prod.royalsg1630
      @prod.royalsg1630 3 роки тому

      Absolutely not. Recording would take no where near as long but the first thing you said was true.

  • @burningflag3679
    @burningflag3679 2 роки тому +6

    Thanks for this. There is such a stigma in the UE dev community about using 3rd party assets. Said it before. There is a difference between using assets & building a whole game with assets.
    For me. I see no reason to reinvent the wheel every time I want to build something. If I can find assets that let me get to work faster. I'm going to use them.

  • @tmoneygamestudio
    @tmoneygamestudio 3 роки тому +2

    At a AAA studio I worked as an intern while in school, they wanted all their assets created in-house for the final game build. There was another studio I worked for that would use Unity's Asset store to put a prototype together for investors to secure funding for the game. Now it would really confuse some employees and investors that it looks nothing like what we were working on during the prototype, and nothing like you showed us to get investment capital during a round A funding.

    • @Azeez396
      @Azeez396 Рік тому +1

      AAA studios need Series A funding? 😮

  • @fordgt500ss
    @fordgt500ss 3 роки тому +10

    The worst part is if the asset is visual, people are quick to jump in and accuse a game as an asset flip.

    • @gamongames
      @gamongames 3 роки тому +5

      It makes some people feel smart.
      It's like those guys that always feel the need to point out willhem screams in movies.

    • @mandisaw
      @mandisaw 3 роки тому +5

      "Asset flip" really just applies to a game that has *no added value* from the creator(s), beyond whatever they picked up pre-made. But usually if there's no creative "spark" to a game, then it's a poor experience anyway, whether they built the visuals or not.
      Also, finishing/releasing a game >>> sitting around dreaming of a never-built game, because you don't wanna be accused of being an "asset flip".

    • @gamongames
      @gamongames 3 роки тому +4

      everytime someone has the audacity to dismiss a shipped, functional game as an asset flip, because "they just bough the assets", I get the urge to tell them to go and make one themselves, if its so fucking easy

    • @mandisaw
      @mandisaw 3 роки тому +1

      @@gamongames It's a faulty assumption that a really good game can be made entirely solo. Whether you're using non-exclusive assets to gain the benefit of "team members" without paying employees, or if you have a spouse/family/patrons who are supporting your livelihood while working on your game. Even folks going full DIY generally learn from tutorials, books, online forums, etc - that counts as support in my book.
      The myth of the truly solo-dev is a corrosive part of the indie space IMO

    • @TheZenytram
      @TheZenytram 3 роки тому +1

      change the colour a bit on PS, ppl are dumb dont even notice it.

  • @thimodev
    @thimodev 3 роки тому +1

    HurricaneVR, a Unity physics VR asset on the store that makes it easy to make VR games similar to boneworks and half life Alyx, for people working in VR its something I really recommend.

  • @kulak8548
    @kulak8548 3 роки тому +3

    4:11 This reminds me, I've noticed that a lot of really good indie games have around 10 years of development put into them. It makes me think that being able to work on a labor of love for that period of time is actually a really good scenario to get into for a game developer. Maybe that's worth doing a video on.

    • @human-ft3wk
      @human-ft3wk 2 роки тому +1

      What is a good indie game that had around 10 years of development put into it? From what I personally know, they usually max out at 5 years or so.

    • @elbuhdai605
      @elbuhdai605 Рік тому

      ​@@human-ft3wk Project Zomboid

  • @victoraurelius5334
    @victoraurelius5334 3 роки тому +7

    not really an asset, but the "Wilhelm scream" SFX is a nice easter egg I notice in a LOT of AAA titles

  • @KalponicGames
    @KalponicGames 3 роки тому

    The dialogue system,love or hate,quest machine by pixel crushers are really good, saves lot of time. Then smart lighting 2D is best for any 2D lighting system. Master Audio AAA solves lot of issues you may have. Editor console pro, Rainbow folders, A* Pathfinding/Node Canvas for AI, Odin/Naughty attributes for serialisation,Octave 3D /Default unity Pro builder ,Nani for Visual novels, Toony colours pro for NPR shaders if you want genshin impact kind of look.
    There are many more like that. No need to reinvent them. When there's a problem look solution. If that asset solves it and if it fits your budget grab it. Saving time is most important I believe. This way you can deliver your game faster and everything is win win here.

  • @dmansor2
    @dmansor2 3 роки тому

    Hey I love your videos man! was wondering if you could do a video on the advantages and disadvantages of have recursion code within classes/and or scripts. an example of this if my question isn't very clear; having only one start function for an entire game project and stemming out blocks of code within itself... diving deeper and deeper into code. is this something that is intensive on the computational side of things, or is it actually much easier for computers to process events that behave in the nature. idk this is a kind of a geeky or a stupid question, not sure if many people would find this interesting... but i just can't seem to find a good answer. i'm a relatively new self taught programmer. your thoughts on this would be greatly appreciated. thanks for the great content man, keep up the good work.

    • @TheAndrejP
      @TheAndrejP 3 роки тому

      Recursion is great to solve some problems like tree traversal etc., I'm pretty sure a lot of recursion is used in those game systems that use tree traversal. A typical example would be a quadtree or an octree.
      As for performance - it depends. Modern computers have a lot of processor cycles to spare and for some problems the added performance benefit is just not enough compared to the complications of an iterative solution. You certainly can implement an octree without using recursion, but the code of a recursive one is just easier and clearer.
      That said, and I don't know if I fully understand your question, but I'm assuming you mean this in the context of Unity, one start function for an entire game would be feasible - you could certainly set up everything you need in a single start function, particularly for a simple level, but that's not really recursion. You cannot really recurse through Start() in Unity because you don't call Start() yourself, it gets called by the engine.

  • @SoaringSimulator
    @SoaringSimulator 3 роки тому

    What do you think about exporting from Painter, Maya, or else in USD into "Omniverse" and from there to Unity?

  • @majibento
    @majibento 3 роки тому +2

    Why did I read the thumbnail like you were an angry yakuza going “aaa?” 😂

    • @dukemagus
      @dukemagus 3 роки тому +1

      Gamedev Mob Wars: Indie local gangs vs the EAKuza and Activision Trizzard. Now i want it to happen

  • @randall9667
    @randall9667 3 роки тому +1

    Hey there! Just wanted to say I love your content and I wish you'd make more and more haha. But I understand the time aspect of it. So I am definitely not an artist and I would prefer to not learn how to be an artist because I feel like it would take away from my development Learning. So my question is, is there a way that I can find an artist to pay for a specific model or asset? Like a search engine or website that I can find someone willing to work with me?

  • @diggerfdf
    @diggerfdf 3 роки тому

    I prefer the technical tools assets instead of the artistic ones. They always helped me with production like Rainbow folders and Rainbow hierarchy etc. If you get the nice Sinty Apocalipse, you will deal with the risk of someone releasing another game with the same visual assets.

  • @xSkyeHD
    @xSkyeHD 3 роки тому +1

    Hey Jason, I’ve been enjoying watching your videos a lot lately. Perhaps it’s only me, but it’s seems like your audio sounds very dull? Like the lower mids and lows are cut out

    • @kulak8548
      @kulak8548 3 роки тому

      Some low volume music can help a lot. Some light EQ probably wouldn't hurt either.

  • @Xfushion2
    @Xfushion2 3 роки тому

    Playmaker is probably the most used asset I've seen from Unity, it's even used in games like Hollow Knigh, Inside and even Hearstone. It's really handy.
    Bakery is a recent one I picked up, basically is a better and way WAY faster lightmapper than Unity's. The only downside is that only works with Nvidia cards.

  • @haulin_cube
    @haulin_cube 3 роки тому +20

    You can tell he doesn’t own a cat...all that background stuff would be on the floor

  • @salehamini2036
    @salehamini2036 3 роки тому +1

    They use Quixel too. Thats what I know.
    I used some of their assets too.

  • @digitalmouse3314
    @digitalmouse3314 3 роки тому

    Best world and environment tool ever Archimatix it works and if you work with a substance workflow it is awesome, You can stay in your node math based editor.

  • @Ryan-ww7un
    @Ryan-ww7un 3 роки тому +1

    I wonder how common prototyping with visual scripting tools is in AAA pre-development stages...

  • @kentheengineer592
    @kentheengineer592 2 роки тому

    And I'm A Game Director of a FF7 mod nice to meet you

  • @knl654
    @knl654 Рік тому

    even AAA game assets have slight problems sometimes (bad uv, bad normal, bad geometry), so if you are making your first asset and later see a small artefact don't feel bad about it, just learn from it and move on, happens even in big studios.

  • @Any1SL
    @Any1SL 3 роки тому +3

    Rayfire looks really awesome but couldn't bring myself to buy it because of cost.

    • @davidwilliford5908
      @davidwilliford5908 3 роки тому +1

      I believe there's at least a 50% off sale every year. Check every holiday too.

  • @dawidzyrek6481
    @dawidzyrek6481 3 роки тому +7

    3:05 That's how I look after a night spent looking for a bug that turns out to be missing '+'. >.

  • @renebaco2812
    @renebaco2812 Рік тому

    I like it

  • @SunSailor
    @SunSailor 3 роки тому +1

    And not to forget the tools, many would wonder, how important Blender is in game development these days, even in AAA. Tendency rising.

    • @vast634
      @vast634 2 роки тому

      Its also the payout of blender being free, and thus many artists started out with it. The more artists have experience with Blender, the more likely its getting adapted in professional workflows. Less retraining to Maya etc required.

  • @MrRedpearl
    @MrRedpearl 3 роки тому

    I strongly do not hate this content

  • @GuRuGeorge03
    @GuRuGeorge03 3 роки тому

    It's the same with music. Idea first and then look for a sample that fits to the idea. Don't look at samples first and try to find an idea based on the samples.

  • @TheBlackbirdii
    @TheBlackbirdii 3 роки тому

    even demon soul ps5 used assets from unreal market . PUBG used asset from both unity market and unreal , Bright Memory Infinite used also many assets i can name you more

  • @Grumbledookvid
    @Grumbledookvid 3 роки тому +1

    There's Quixel ferns in every fucking game

  • @Kinematicsoup
    @Kinematicsoup 3 роки тому +1

    If you don't use assets to solve the problems you don't need to, you're honestly doing yourself a disservice. IMO there are a lot of assets in the asset store that are vastly too undervalued for the time they save you. Rayfire is probably one that could easily be quite a bit more expensive than it currently is and it would still be well worth the money. Gaia is another great one.
    The flipside is that most asset creators make very little, most make almost nothing. So you may find some niche asset that does something you need, and then you may find it is buggy or incomplete. I've met a couple of asset creators who put their tools up, only to make less than $100 in total sales but still be contacted and expect to support the asset. This is something that I find unfortunate about the asset store - it became a race to the bottom and is full of assets that don't do the job, and never will because they are too niche and/or just don't generate enough revenue.

    • @TheZenytram
      @TheZenytram 3 роки тому +1

      fixing yourself a buggy asset you've bought sound like hell.

  • @white_meat_chicken
    @white_meat_chicken 3 роки тому +6

    Nothing you said was off-base. I teach newer game developers at a local community college and its extremely common for students to not want to use any sort of external assets to help them make their games. Part of it is asset-flip-Steam-game stigma, part of it is them wanting to learn to do it themselves, and probably the biggest part is them being afraid of the asset mucking up their own projects if they don't know how to use it exactly right (usually followed by, "in the time it take me to learn this, I could have learned to code it myself"). I usually try to explain that even the engine they're using is essentially one giant plug-in and if they're going to be picky, they better learn to mine the silicone to make their own computers. It's funny though - I was very much the same at their age and dev level, so I can't judge, but damn - these days, give me ALL the assets. If it fits, save me that time, baby!

    • @mandisaw
      @mandisaw 3 роки тому +1

      I think there's definitely an ego & maturity factor involved, and it's not limited to students (or games). How many indies/solo devs go around talking about writing their own engine, which could easily take years/decade+ before ever being able to get started on the actual game? Or folks who want to hand-design every tree, every blade of grass, for fear of offending some mythical online critic who will call them out Simpsons-style for not doing so?
      Being a producer (or an experienced project lead in other industries) means making the call on efficient allocation of resources. Will people remember tree#56648, or Danae the buxom chainmail'd goddess of war? Which gets more traction on Reddit? I know which one I'd be putting money & time into.

  • @dukemagus
    @dukemagus 3 роки тому

    for 3d, you can bet a lot of kitbashing assets come from asset packs costing less than $100,00

  • @cfljeff
    @cfljeff 3 роки тому

    I don't know.
    I want to build a Shoot them up and there is a whole shoot them up system, which quite literally includes EVERYTHING one would need to build a Shoot them up, in the assets store. (for $55 if I recall correctly)
    But if I uses that I will be skipping a good portion of the LEARNING part.
    It feels unhealthy.

    • @davidwilliford5908
      @davidwilliford5908 3 роки тому

      I came to the same crossroads, I asked myself what do I want more to learn or to make games? Do you want to make more than one of the same type of game and are you willing to remake the same systems over and over but quicker each time? This is just my thoughts and advice good luck ✌️

    • @mandisaw
      @mandisaw 3 роки тому +3

      1- What's your goal? If it's to learn, then using a template as a tutorial can be useful, especially if it's free/inexpensive. Unity has been creating Kit games in different genres to help with this for years.
      2- If your goal is to just test out your game idea, or make a quickie game-in-a-weekend for friends & family, then just use the template, and have some fun.
      3- If you want to do a commercial release, start making your own games professionally, or work in games at some point, then templates can be a crutch or straightjacket. By having everything pre-built, you're locked-in to how *they* decided to solve problems, and you also won't be as flexible or skilled at solving those problems yourself.

  • @drakrtar
    @drakrtar 3 роки тому

    to the 15 people that left a thumbs down and didn't comment. Ya'll need to follow instructions otherwise you are bots and youtube should remove these thumbsdowns like they do thumbsup

  • @adammed8667
    @adammed8667 3 роки тому

    the like number 900.

  • @siemasiemasiem
    @siemasiemasiem 3 роки тому +1

    is it just me or those lights behind Jason looks like little swastikas? o_0

    • @NukeCloudstalker
      @NukeCloudstalker 3 роки тому +1

      oh yea, they look really cool!

    • @Sparxeb
      @Sparxeb 2 роки тому

      Haha I was scrolling looking for this comment before I said something. I cannot unsee it.

  • @Steve-dd3pt
    @Steve-dd3pt 3 роки тому

    Using assets from store can have really bad reactions from customers players can say "hey! game its too expensive because this asset cost 10$ and game is 15$ " especially on graphic packages.

    • @gamongames
      @gamongames 3 роки тому +3

      And those are morons.

    • @mandisaw
      @mandisaw 3 роки тому

      Generally your playerbase is not entirely made up of other game-devs, or folks trolling through the Unity/Unreal Asset Stores (unless it's a hobby/for-fun game, game jam, etc). If those really are the bulk of your players, with those low numbers, then you have bigger issues to address with your game.

  • @DarinLawsonHosking
    @DarinLawsonHosking 3 роки тому

    The real question here, why is it if "mods" have been around for generations now, why are game engines still so complicated?
    Every game is terrain, "things", textures, lighting, sounds, navigation, camera, animation, a "lobby", network back end (coo-op or MMO), mechanics, and "quests/tasks". So why is it that no game engine that comes with at least the basic framework already in place so "game devs" can get a prototype up in 15 minutes? Then start working on customization, etc.
    I mean really just look at Bethesda game, for example, the mod community is huge and has been going for years and they have a mess of a development environment full of bugs and mass confusion.
    I would love to see a game engine with these in place, select a theme aka medieval, fantasy, horror, tech, Syfy, etc, select a player model, and then start working on mechanics, quests, locations, etc...
    Right now every "asset" in all the major engines take serious patching and rewriting just to get them to work together if I don't like where xyx camera asset is going or become problematic and I decide to use abc instead, I have to rewrite a ton of code and find bugs for months aftward. Yes, I know if it is all written from scratch every time you avoid this, but it takes 10 years and millions to put out an AA+ title.

    • @TheAndrejP
      @TheAndrejP 3 роки тому +1

      Well, there's project templates. You have that in Unreal. Unity has those sample project things, I forget what they call them, but essentially the same idea.

    • @plunntic
      @plunntic 3 роки тому +1

      Well, because then you get a game maker, not a game engine - entirely different tool. It's impossible for an engine to provide - for example - an inventory system implementation that suits all possible games. So you would end up being locked to someone's interpretation of what an inventory system should be, and you don't want that for your core gameplay systems like quests / inventory / spells / whatever. So even if they'd tried to implement all of that in the engine, no one would be using it anyway.

    • @DarinLawsonHosking
      @DarinLawsonHosking 3 роки тому

      @@plunntic I disagree, inventory is just a way to display "things" but "things" are items used in game.
      An object should have a standard defined data structure which would be in the realm of a game engine, how those are displayed in a UI is on the game developer,
      How that affects the player ie weight would be a mechanic (bag of holding or real world) again game developer vs actual weight should be defined in the game engine and asset developer.
      As a new game developer I should be able to harvest, pickup, drop, use by default.
      It would be up to me how I display/present that to the payer and how it affects gameplay ie too much weight slows down combat/movement or how it is equipt.

  • @impheris
    @impheris 3 роки тому +1

    too much noise reduction on your mic (i guess) sometimes i do not understand what you say

  • @seefoodxxv
    @seefoodxxv 3 роки тому

    Did you introduce yourself as if you were in an AA(A) meeting on purpose?

  • @kiki-hb6go
    @kiki-hb6go 3 роки тому +1

    I wish to make a game, I have beautiful ideas but still I am learning.
    I am 55years old, can I do it?!!!! 👊👍👌

    • @michaelcrowther3287
      @michaelcrowther3287 3 роки тому +1

      Well you have 40 years left

    • @sqwert654
      @sqwert654 3 роки тому +1

      57 here, long time coder though. But its taken 3 years part time to get to a stage where my skills are good enough to make all my own assets to an good quality.

    • @kiki-hb6go
      @kiki-hb6go 3 роки тому +1

      @@michaelcrowther3287 Grateful!

    • @kiki-hb6go
      @kiki-hb6go 3 роки тому +1

      @@sqwert654 Grateful!

  • @BastianHyldahlFilms
    @BastianHyldahlFilms 3 роки тому

    If there is ever gonna be a series or movie about Telltales The Walking Dead, I know I'd want this guy to play Kenny. Holy shit, he looks just like Kenny from Episode 2
    Only thing is that his voice is a bit more feminine than Kenny.
    Anyone else?

  • @benbechia3582
    @benbechia3582 3 роки тому

    First

  • @samdash3216
    @samdash3216 7 місяців тому +1

    jesus .... lower your microphone ... you punctured my eardrums

  • @bordel6121
    @bordel6121 3 роки тому

    You should write articles instead of making videos.

  • @snowsteward8340
    @snowsteward8340 Рік тому

    I will say assets in UNREAL can be used in your commercial game, UNITY you can't.

  • @user-qq6si7zv3t
    @user-qq6si7zv3t 3 роки тому

    Please stop begging for likes, a specially at the BEGINNING of the vide. Do your job first.

    • @ChernobogStudio
      @ChernobogStudio 3 роки тому +2

      Lmao the entitlement

    • @SufferDYT
      @SufferDYT 3 роки тому +2

      It's the world we live in, the videos wont be seen if people don't engage with them.

    • @jaspidice3204
      @jaspidice3204 3 роки тому +2

      He can ask for likes if its good content 🤷

    • @gamongames
      @gamongames 3 роки тому

      It's called "his fucking video, where he does whatever the fuck he wants"