Trent Polack's Expert Blogs
Mostly a development update on my indie game (Steel Hunters), some highlights, some budget low-low-low-low-lights (and publishing? maybe?), environment creation/iteration, gameplay this and that, MICROMORTS/Banana Equivalent Dose, and syyyystems design!
Details on the GitHub repository where I keep a variety of free game development resources: assets, UE4 content, git and OS scripts, experiments, UE4 C++ code, sample World Machine files/output, etc. So: here's all that and why/what it is.
A step-by-step breakdown of my final scene composition iteration process for environmental lighting, effects, clouds, atmospherics, and volumetrics in Steel Hunters (in Unreal Engine 4).
Part one of the Trent Polack origin story. This has absolutely no practical benefit other than hopefully providing people that want to get started in games in some form or another.
But, yeah, mostly me rambling.
Avoiding reliance on cooked/binary data for data-driven game elements and/or everyday workflow and using basic JSON files for data. And JSON is, of course, introduced by none other than Ethan Mars from Heavy Rain.
A brief guide on material usage in Unreal Engine 4 along with best practices and links to our open-source assets.
An analysis of systems-based, holistic game design and development and the difference between a "System Designer" and "Systems Designer".
A story of version control on a large Unreal Engine 4 project, working with the command line, and general tips/tricks for git and git-lfs.
Video games: let's mix the creative risks of mass media projects with technology that's work-in-progress alongside the game's production! What could go wrong? And why being indie and having freedom comes with a cost.
A tangent-free, short (for me) practical example of applied system design on a fundamental game element: projectiles.
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