game-jam

How to organise your own Game Jam?

Over the last years, Game Jams have become a great way to gain game development experience, meet other developers and most importantly have fun.

Don’t have a game jam in your area? No problem. With this simple guide you can organise your own jam in no time.

How to organise your own Game Jam? - Game jam participants in action
How to organise your own Game Jam? – Game jam participants in action

What is this “Game Jam” you’re talking about?


Simply put, a game jam is an event where people gather for a set amount of time with the goal of creating a playable game. The details are open to many creative variations: different lengths, held online or in a physical location, etc.

The most typical format that I know personally is a 48-hour game jam, which takes place in a physical location over a weekend, from Friday afternoon to Sunday evening.

This is the format of most game jams around the world, there are other formats larger or smaller down to one hour, like the One Hour Game Jam. They can also be local or remote, depending on how you want to deal with the logistics of setting it up. Feel free to consider other variations that may better suit your own needs.

How to organise your own Game Jam? - One Hour Game Jam
How to organise your own Game Jam? – One Hour Game Jam

A BRIEF HISTORY OF GAME JAMS


The year was 2002 and Chris Hecker and Sean Barrett founded the world’s first video game jam.

Indie Game Jam 0, as it was later called, officially launched on March 15. Only a select group of renowned designers and programmers were invited to the jam, with the challenge to create a game on a special engine in just four days.

A month later, the first virtual game jam was launched on a forum that may be familiar to today’s jammers: Ludum Dare (Latin for “Give a game as a gift”).

The Ludum Dare community proposed a game development contest based on theme rather than technological limitations, an idea that proved so popular that the community is still holding game jams more than 20 years later.

Two of today’s most popular annual game jams, Nordic Game Jam and Global Game Jam, joined the party in 2006 and 2009 respectively.

To play or not to play?


You might be thinking about organizing your own local/remote jam, but wondering if it’s worth all the time and effort (and don’t get me wrong, running a successful jam requires some time and effort/consistency). Here’s a quick list of potential benefits from game jams:

  • You are free to create games without external constraints.
  • It gives you the opportunity to network with other developers.
  • You can find potential collaborators for your projects.
  • You will practice your game making skills.
  • You can try out different roles in game making (artist, designer, programmer).
  • Get feedback on your game.
  • You can see how other gamemakers make games.
  • It’s a chance to socialise.
  • It’s an excuse to stay up late.
  • You’ll have fun.


Did we mentioned the fun factor?

Making games is a lot of fun. Whether you’re a novice toy maker wondering what all the fuss is about or a veteran who’s been making toys all your life, toy making can be a lot of fun. And making games at a game jam can be even more enjoyable because you’re doing it for the sheer joy of playing.

At a game jam, there’s no pressure to make something that will sell a million copies or make much sense to the general public. It’s a great way to get back in touch with game making and try out those odd projects you wouldn’t normally consider.

Ok, you probably think this is great for the participants, but what do I get as an organiser?

That’s a good question. As a game jam organizer, you not only get the same benefits as everyone else (mentioned above), you also get other benefits. First, you get the satisfaction of giving something back to the local gaming community.

If that’s not enough, you also have the opportunity to experiment with the flavour and outcomes of your game demo by defining themes and activities within the demo. Witnessing the games produced at the end of the jam is a fantastic experience. Even better to see the games born from the jam you have organised yourself.

WHICH ARE THE MOST POPULAR GAME JAMS?


Given the number of platforms and communities that host game jamborees, you’re almost sure to find a jamboree to join any day of the year.

While it’s impossible to list all the communities that host game jams, here’s a quick summary of the most popular ones:


Itch.io has a full calendar of game jams so you can keep track of the games happening right now.

When to organise the Game Jam


How to organise your own Game Jam?- Global Game Jam poster


Now that you’re looking forward to starting a game jam, the first question you should ask yourself is: When should I organise this madness? You might be eager to get started and announce next weekend’s game jam, but that would be unwise.

You need to allow yourself enough time, not only to plan and organise all the details, but also to let potential participants know that they can dedicate a weekend to making the game (which isn’t always easy when you have a family and other commitments). I suggest giving people at least a month’s notice and giving yourself more time to work out your plan of attack.

Since game tournaments are usually indoor activities, you can book your tournament at any time of the year. But be aware of certain special dates and book around them to ensure good attendance:

  • Highly celebrated holidays
  • Dates of other popular game jamborees
  • Dates of major gaming conventions
  • Dates of major sporting events (don’t laugh, try to book hotels when there are home games).

The location is important

How to organise your own Game Jam?- Location for Game Jam
How to organise your own Game Jam?- Location for Game Jam



Now that you’ve got the date, you’re probably wondering: where do I put the damn thing? Finding the right place for a game jam can be tricky. When choosing a venue, there are a few things to consider: the number of potential attendees, the budget for the event, 24-hour accessibility, etc.

One option is to work with educational institutions such as community colleges, universities or vocational schools. Find schools that have courses related to games – computer science, art, game design – and contact these schools directly and ask them to host a game jam. They are often willing to do this, but there may be requirements that they have to meet. For example, you may need to employ extra security guards if you want the premises to be accessible after working hours.

Other organisations to look out for are non-profit organisations involved in technology, arts or business. In the case of many game jams, sometype of partnership with a local organisation, interested in supporting the local technology sector, could be reached and improve the overall support to the event. They usually can donate space for the jam and help promote them in the area, give some prizes for the competitors. These organisations are usually easy to find with a little internet searching or by talking to people in the industry.

If there is no organisation nearby to work with, hotels can also be a good choice for toy jams. They usually have meeting or conference rooms large enough to accommodate a decent crowd, 24-hour availability, and rooms with beds if conscience is no longer an option. The downside is that they can cost a lot of money, especially in more luxurious locations.

waffle on white ceramic plate
How to organise your own Game Jam? – Recovering energies

Dealing with Bio needs of the participantes


Providing food is not a requirement for game jams, but if it’s in the budget, it’s a welcome option. At the very least, it’s a good idea to provide snacks and drinks. If outside dining is allowed on site, you can check your local grocery store for a ready-to-eat tray of cold cuts, cheeses, crackers, fresh fruit and the like – finger foods that aren’t too messy. It’s a good idea to try to minimise the amount of cleaning you have to do afterwards.

If you choose to eat whole foods, remember that you’ll probably eat two breakfasts, two lunches and three dinners in 48 hours, depending on how you schedule things. Remember that participants may have special dietary needs, so plan for gluten-free, vegetarian or similar options.

Warning: hotels often have a “No Eating Out” policy, so if you want to provide something for your guests, you’ll have to rely on in-house catering services. Catering can be quite expensive, often the same as the cost of a room rental, so be sure to factor this into your budget. I recommend that you try to make a deal with the hotel when you book your room so that you can get a discounted rate for catering. Most of the time, businesses will make you an offer, especially if you can guarantee a good rate, and it never hurts to ask.

Funding the game jam


You may be wondering how you’re going to pay for all this. Selling jam tickets is one way to cover the costs, but finding the right amount can be difficult. You need to make sure that you charge enough to cover some of the costs, but at the same time make it attractive to potential participants

If you charge too much, people won’t pay, but if you charge too little, they will think the jam is not worth it. You have to balance correctly and analyse other game jams in your geography.

Tip: Offering early booking bonuses, such as discounted tickets or prizes, is a good way to get an early idea of how many people will be attending your event. There are plenty of online tools that have the capacity to integrate those elements into the pricing of the jam. It is recommended doing some research on these and other sites to make sure you find the right one for your needs.

A good way to fund your event is to find sponsors.

Sponsorship can come from many different sources. Many jams receives funding from schools, local gaming companies and other non-gaming related businesses. In addition to money, companies can also donate space, hardware, game development software and prizes to the jam participantes.

In return, they usually just want to be listed as a sponsor of the event and have their logo prominently displayed.

But how do you find sponsors in the first place?

Sometimes it just takes getting the word out in the local game development community. If you’re involved in a local group and have attended a few gaming events and conferences and met people there, you should have a pretty good idea of who you should talk to.

Volunteers are your friends


Organising a game jam can be a lot of work, especially if you’re trying to do it all yourself. Why not spare your health and sanity and ask for help?

Often, others are happy to help in return for a free game jam entry and a little recognition. Some people are looking for volunteer experience to boost their CV.

Game James usually are in need of dozen volunteers helping out over the course of the jam period. At least two people work at the registration desk at the entrance most days, and at least one person works the night shift.

Others help with set-up and clean-up, food distribution and whatever else is needed. Thanks to their input, the whole event runs smoothly and is a lot more fun for everyone involved.

Special features to have in account in a game jamp

A panel of speakers at a game jam
How to organise your own Game Jam? A panel of speakers at a game jam



Let’s see, we have a venue for the game jam, some funding, some planned food and some volunteers to help out.

But what can you do to make it a great jam?

Game Jam Topic


You need to choose a unique theme for your jam. This can be anything you like, from one-word themes like ‘Preservation’ to more abstract ideas like ‘We don’t see things as they are, we see them as we are’. (Themes help to encourage creativity by providing constraints that can inspire and challenge teams to produce fun projects that incorporate these themes.

Game Jam Keynote speakers


At the beginning of the jam, it is a good idea to bring in someone to talk about game making and get participants interested. Think of someone you know who makes games and is a good speaker, and send them an invitation. Last time, Christer “McFunkypants” Kaitila was our keynote speaker and really got the party started.

Themed Panels


It’s helpful to give participants a break from time to time during the weekend to keep them fresh. A good way to do this is to schedule some events, one of which is a panel or talk with the game makers. Popular topics include game design tips, DIY game publishing and any other topic that strikes your fancy.

Note: it may not be worth scheduling anything for Sunday, as groups are usually too focused on getting the latest features before the big reveal.

These are just a few ideas you can adopt for your own jam. Remember that anything you add will require more organisation on your part, so make sure you don’t overload yourself.

The crescento of the ending

How to organise your own Game Jam? - Game demonstrations
How to organise your own Game Jam? – Game demonstrations


One of the best parts of the game jam is when everyone finally puts down their tools and gets ready to show off the results of their hard work. Each group should be introduced and then allowed to give a brief demonstration of their game, perhaps asking for volunteers from the audience to try out the game.

Most of the source codes are usually also published and can be a good source of learning:

Make sure you allow enough time for this as you don’t want people to feel rushed. Make sure attendees can relax, grab a bite to eat, have a beer/juice/coke, if they wanted, and watch the great games.

This is a great way to end a fun weekend.

In conclusion



So there you have it: everything you need to start your own game jam. If you have any further questions, there are plenty of resources on the internet, including established and well-known jam sites like Ludum Dare and One Hour Game Jam..

If you’re looking for a game jam to attend, we are attaching a list with the principal game jams arround the world.

Check our blog for more articles

considerations on signing publishing agreements with publishers

Twitter Thread:: Some Considerations on signing publishing agreements with publishers by @jakefriend_dev

We are continuing with our activity of archiving really interesting twitter threads. In this case one with Some considerations on signing publishing agreements with publishers by @jakefriend_dev, which can be very useful in case you are starting your journey on finding the right publisher for your game.

In this case, we are recommending also the reading of the original twitter thread as the recompilation is not able to reach the level of deepness of the thread and its different replies which are very rich in knowledge and that are a must for every game developer thinking in starting a relation with a publisher, or just wanting to know more about it.

We have already approached some other aspects on other articles about the process of making games with the right approach not only for self-publishing or to look for a games publisher.

Original Thread Some considerations on signing publishing agreements with publishers

Edited Thread Some considerations on signing publishing agreements with publishers

Hey #indiedev #gamedev, I turned down a pretty big publishing contract today for about half a million in total investment (I’m a solo dev). They genuinely wanted to work with me, but couldn’t see what was exploitative about the terms. I’m not under an NDA, wanna talk about it? 👀

Note that though nothing legally stops me, I'm not going to be naming the publisher – just imagine any indie PC/console publisher. It's the industry that's failing devs, not any one company.

So, everyone knows a business will protect its own interests, that’s fine. I wouldn’t expect someone to invest 6 figures in me without heavily mitigating risk. But the degree of control extended far past that, with insane breach penalizations for me – and zero for them.

considerations on signing publishing agreements with publishers - Some game publishers
considerations on signing publishing agreements with publishers – Some game publishers

Let's start with the heaviest stuff: If the business invokes the breach of contract clause, here's what happens:
– They keep the right to sell the game, and I lose my royalty (so, they keep 100% of revenue)
– I pay them back all money ever given to me, and…

– I also pay them *all development costs yet to come* for them to finish the game without me, with no limit to what that budget or cost is.

So, here's me, a 30-year-old solo dev, facing a consequence where if my game is be taken away from me I'm also *in debt*.

The debt would be anywhere from 1/4 to 1/2 a million dollars, and with no option for further income. Likely any funds I'd already received would be spent on cost of living, and I… don't *have* money like that, you know? So if this happens I'm in debt, *forever*.

This breach is *really easy* to trigger. I would never expect a producer to call for it – but if the business has a choice between paying for a game and getting >50% of revenue plus its money (eventually) back, or *not* paying for a game and getting 100% of revenue…

Obviously one is more blatantly self-benefitting, and even if unlikely, I can't accept that massive risk without protection against someone at the top deciding to cut me loose one day. All it takes is one misstep to have cause to invoke.

(Notably, milestone builds could take 30-60 or more days to approve – but you can technically be read as in breach if it's not approved 30 days past the due date, so there's comfortable room for a breach to be claimed on a technicality.)

Oh, what happens if *they* breach contract you ask? I get to keep my game 🙂 Isn't that nice? 🙂

Good luck proving it anyway: All publisher responsibilities total maybe 5 vague sentences that they must only try their "reasonable best" to do… any part of their entire job.

How about rev share? 50%/50% was on the high side for the funding I was seeking (5 figures, not 6), but still would've been very profitable for me. Except, pre-recoupment (ie. until they've been repaid about a quarter-mil), the terms are *100%/0%*.

Again: You will be due literally zero residual income from the moment the final build is approved until after around *24,000 copies* are sold.

And when I say "due" income by then, I don't mean that you'll be *receiving* it any time soon.

They don't have to start paying you your share until *30 days after the end of the QUARTER*, ie. up to 4 months past when it's *due*, and can withold "expected returns" up to 3 months more.

Keep in mind, there's also no legal obligation to show you any financial records.

Oh yeah – and your (eventual) share is also expected to cover all global sales tax. Why would *that* be a burden the party responsible for handling sales covers?

I'm an individual and they're a corporation – letting me earn literally any money pre-recoup doesn't affect the eventual full recoupment or hurt them in any way, at all, either as a business or as individuals.

Catch them underpaying you? There's no penalty clause (you're repaid only what was withheld), and you're going to pay for that auditor even if you DO prove fraud. For the Nth time, the exploitation is not just penalty-free but also PROFITABLE if I don't opt to gamble that cost.

Have a disagreement over being told to add advertising systems to your game, or over changing/adding content you don't agree with? Guess what – they can have a 3rd-party dev it anyway, and you're paying for it. (Also no defined budget/cost limit on this, as before)

When I voiced heavy concerns with the contract, they were surprised. Like, very honestly surprised.

Again, I don't think they *meant* harm or to exploit. But predatory behaviour has been normalized in the industry. I guess it just doesn't stand out anymore.

They responded by asserting the contract *couldn't* be exploitative b/c top lawyers in the industry wrote it 🙄 and b/c other devs have signed it. The fact that they still easily sign devs on this is a poor reflection on the industry, not a vote in favour of the practice.

Important context: They approached *me*. I wasn't looking for a publisher, and already had enough (barely, but enough) Kickstarter funds to go without them.

These were the terms offered with literally as much leverage as someone in my in my position can have.

If you're reading this hoping to find a publisher to take your small project to the next level: Get the contract. READ the contract. Skip to the terms of termination and check what happens if something goes wrong.

Check how often and how quickly you get paid, and what visibility you have into the accounting process. Check how disagreements are resolved, and what triggers penalization. Check that they actually have to launch your game. CHECK.

No matter what you're told conversationally, and regardless of if the people you're speaking with mean well (which they probably do), the legal terms are the ONLY guarantees you have as to how the business has to treat you – and a business will never put you first in a pinch.

You are a person. They are a business. Don't capitulate and don't indebt yourself.

Me, I'm going to make the damn game anyways, you know?

Be good to each other. Thanks for reading.

Some follow-up – can’t reply to all comments anymore.

No idea how to respond to all the positive support. Thank you #indiedev. I'm really glad this has sparked more conversation, and to to see a lot of comments from devs saying they'll approach publisher contracts a lot more cautiously now.

Some questions/answers/thoughts ITT:

The most important takeaway for anyone seeing this as a one off is to look at all the other indies sharing "yeah, I've seen these kind of terms before." It is not one predatory company, it's an industry that leverages us taking the 'one bad apple' mentality. This IS the norm.

> Half a mil is still half a mil, though!
Ignoring that I could be made to repay it & more, most of that was for marketing, plus console/localization support and a sound designer. I would have gotten around 65k, spread across two years. Again, that's assuming I got to keep it.

> They might have changed terms if you had pushed back…
To save time, I went to the most problematic part (the breach terms). They weren't willing to change that, and weren't willing to acknowledge any other points I made. Negotiations wouldn't have changed my risk from there.

> If you had an LLC you wouldn't have been liable for the debt!
Not a structure in Canada, unfortunately. I'm just a sole proprietor, which doesn't confer the same separation of business/human responsibility.

> Did you hire a lawyer?
I took about 8 hours to go through, make notes, and cross-reference to understand myself. Yes, I had planned to hire a lawyer before signing IF it got that far, but it was so bad that obviously wasn't necessary.

After a while there were so many red flags I stopped counting orange/yellow ones. I can imagine a lawyer would have been able to find way more than I did.

Here's some random bonuses from skimming my notes:

If *I* delay the project, I'm in breach and might have my life stripped away… but if *they* breach, I have the right to "seek" more time on milestones. The added time is not guaranteed and ofc not paid 😇

When I say breach of contract is easy, this is part of it too; they could delay things and choose not to extend milestone dates to put me in breach anyways. There's just so many levers of power that I would have to trust them not to lean on.

One clause technically approves them to make DLC without me. I don't think they would have, but it's a sign the legal team was given direction to stack the cards. These days devs "get to" keep their IP, but "keep" has so many clauses that it's in name only. They still control it.

There's also no timelines limiting me from any added unpaid work they can legally demand of me. Any time inside the 5-year license-renewing period I could be made to add DLC, or pay for them to make some.

The license period itself only starts from launch, but launch is only something they need to "reasonably try" to do within 3 months of the final build submission, so the ball's still in their court on that front too.

Marketing expenses are shared 50%/50%, which I don't think is great but is better than 100/0. The marketing expenses section is comically short compared to the rest: Two sentences, stating that A) expenses will exist and B) that I pay half. Nothing about their obligations.

There's plenty of small stuff I could have gotten changed, like the careful omission around their royalty record-keeping that doesn't actually say they have to *share* those records – there was just no point fighting that battle when the war was well-lost off the jump.

Another easy-breach clause: If they need me to confirm their treat the property as theirs in a legal battle, they can choose how long I have to respond. It literally says "a period deemed reasonable by the Publisher". Time periods NEED to be defined.

Oh, and in addition to having to provide all game materials and source code per milestone submission (which, idk, seems fine? so many other problems I didn't check with mutuals), I also have to host all the source code and git project on a server of their choosing (ie. their own)

> Lawyers are scum!!
No – lawyers are regular people. These ones did a good job. They are hired to write exactly what the client requests, which was clearly complete immunity from risk. Lawyers shouldn't be an easy target that lets publishers off the hook.

> They *definitely* knew they were screwing you!
The scouts might have (maybe?) – I don't think the producers did. Either way, they don't write the contracts, and they don't have that kind of leverage. They aren't the people who set out to create that toxic arrangement.

A few people made really good points ITT about how if the staff involved were replaced, I'd have no guarantee as to how the new people would treat me. That's really important. I think the producer I spoke the most with really wanted a fair deal for me – but it wasn't his call.

One last tangent. The way these contracts are written is partially confusing in nature, and partially confusing by design. The termination clause implications are NOT immediately obvious. It's broken up, not shown sequentially, and requires basically mapping out for yourself.

EG, 12.7b says they'd still have to pay all due royalties on termination – but a different clause elsewhere says no royalties would be due circumstantially, & there's different variations of clauses depending on circumstances that creates a matrix of outcomes under the surface.

Not sure what more to say; conversation's moving too fast for me to keep up with but I appreciate all of you helping get the word out. The industry will ONLY change if devs stick together and push back on these terms 🎬

(publishers DMing me that you’re glad you’re not like that – read the room!! not the time and place buckeroos)

Youtube video: You don´t need a F***ing Publisher

Game fund in Netherlands

Gaming Community

A Lawyer Reads…A Game Publishing Agreement

Article on Publishing Agreements for gamedevs

Some considerations on making your game right for publishers and game audiences

Originally tweeted by jakefriend (@jakefriend_dev) on August 14, 2021.

Originally tweeted by jakefriend (@jakefriend_dev) on August 13, 2021.

How to make roblox games

How to make Roblox games

Roblox is more than just a platform for playing various games, as it allows you to create your dream games for PC, Xbox and mobile.

Take your first step into Roblox Studio game development with these tips from game developers that have been already developing games for the platform. and learn How to make Roblox games.

How to make Roblox games
How to make Roblox games – Roblox Games


If you have kids in your life, you’ve probably heard of Roblox, a popular online platform where user-created games are played.

Most of the advices that we will be giving can actually be applied to generate games for any platform, and that basically the question “How to make games” can actually be applied and answered from most of the knowledge that we have tried to take into the article.

Table of contents How to make Roblox games

What is Roblox?

How to make Roblox games
How to make Roblox games – What is Robolox

Roblox is advertised as an “imagination platform” that allows users to develop or play millions of 3D games online. Launched in 2007, it has 64 million players per month, with an estimated 178 million accounts on the platform. It is available for download as an app for Android and iOS and is rated for ages 12+, parental supervision is recommended. Users can play the game on tablets, PC, XBox One or Amazon devices.

It is described as a site created by gamers for gamers. Another key feature of the platform is socialization, as users are encouraged to make friends with other online gamers. The site allows users to “imagine, socialize, chat, play, create, interact and connect with others in a variety of ways.” The Roblox suite allows players to create their own game or create a different world with friends or “virtual explorers.”

“As a user of the Roblox platform, you and your friends can collaborate to build, or simply get together and explore other users’ creations.”

How does Roblox work?


When registering on Roblox, users have to create a username that is not their real name. They are asked for their date of birth, whether they are male or female, and a password. Registration creates an account on the Roblox platform, which is similar to a social network.

In your profile, you can see the games you have played, post to a news feed, and see who your friends are, who you have followed, and who has followed you on the platform. It also shows the groups you belong to and the badges you have earned.

How to make Roblox games
How to make Roblox games – A platform for the imagination

You can also “chat and party” with anonymous friends added from your profile.

Roblox

Once you have created an account, you can choose from a large selection of games to play.
When you create an account, you can customize your avatar and start making friends.
You will receive a message from “Builderman, CEO of Roblox” telling you to “visit our forums, join or create a group, or invite others to play with you by sending them a chat message”.
Choose a game you want to play. A list of other players will appear in the upper right corner of the screen.
You can access the chat function at the top left of the page, which all players can use while you are playing. In the chat box you can click on their name to send private messages to other players.
Users are encouraged to use their imagination and role-play with other players.

Why do people (Adults and children) use Roblox?

How to make Roblox games
How to make Roblox games – Adults and Children

The platform hosts a huge collection of games. The platform allows you to keep track of the games you play, collect badges and create online universes. The platform resembles Minecraft and is modeled after Lego, although it is not affiliated with either. The multiplayer aspect of the game may appeal to some kids, as well as the fact that it can be played on multiple devices – XBox One, PC, Mac, Amazon devices, and has apps for IoS and Android.

Roblox also allows users to create their own games and have them played by real people. Roblox then lists the most popular games, regardless of whether they are created by users or developers. The site is therefore a creative and fun way to build or explore other 3D worlds online. There is also a builders club for premium members, which gives members access to limited items that can be collected or traded, and gives additional “perks” that come at a price.

What makes Roblox a good tool for game development?

How to make Roblox games - Roblox Studio
How to make Roblox games – Roblox Studio

Roblox isn’t just popular, it’s incredibly popular, with over 43 million active players every day.

What makes Roblox so appealing is that it all revolves around the mantra of “empowering the imagination.” Want to play as a pirate? Yes, you can. Want to be a gunslinger in the west? Yes you can. Want to drive a race car? Yes you can. And even better, you can make toys in Roblox. All you need is the free Roblox Studio app, patience and a little creativity.

Many people think Roblox is similar to Minecraft, but that’s a big mistake. Minecraft is a game; Roblox, on the other hand, is a platform that helps you create and play a wide variety of games, such as platformers, racing games and role-playing games, using the simple but powerful Lua scripting language.

So if someone were to ask you if you play Roblox, it would be the equivalent of asking you if you play Java (they would have to ask you what games you play on Roblox, such as Adopt Me! or Jailbreak). Simply put, Roblox and Minecraft offer a radically different experience.

What is Roblox and how to make games in Roblox

What is Roblox? Make games, earn money and more Srouce: Youtube


Roblox is a great place to learn how to make video games thanks to its versatile toolbox. Making a Super Mario Bros. style side-scrolling title, we’ll walk you through how to make a Roblox game. By following this tutorial, you can easily create your own experience.

Note that Roblox now refers to games as “experiences”, and for good reason. Games have specific rules and restrictions; this is not usually the case for Roblox titles. However, for simplicity’s sake, we will refer to both “games” and “experiences” in this guide.

Ready to create your first Roblox game? All you need is a computer with an Internet connection – go ahead!


Create and start your first Roblox game

How to make Roblox games
How to make Roblox games – Roblox Studio
  1. Start the free Roblox Studio.
  2. You can do this by going to Roblox.com and clicking the Create button, or by downloading Roblox Studio to your computer.
  3. Click on All Templates > Line Runner. Line Runner is a side-scrolling game in the style of Super Mario Brothers. Of course, you can also choose any other game style that suits your needs.
  4. Find and open the Line Runner template – Tada! You’ve made your first game! Seriously! This game template is ready to play.
  5. Click the Play icon or press F5 on your keyboard to start the game.
  6. The game will display your avatar and the text “Press the spacebar to start”. If you do so, your avatar will move around the screen.
  7. Press Space to jump over monsters and obstacles.
  8. If you die, your score will appear on the screen, along with the number of coins you have collected and your progress level.

Easy, isn’t it? Now it’s time to modify the objects and turn this template into something you can call your own.


Customize and adjust your Roblox game

How to make Roblox games – Roblox World


To keep this tutorial simple, we’ll simply modify a few objects and properties. However, if you want to dive down the rabbit hole of Lua programming, feel free to explore the game’s scripts in ServerScriptService. For now, we’ll modify the grass, ground and time of day of our game.

  1. Click Stop to return to the Roblox Studio main screen.
  2. Locate the Explorer window on the right. It will display a hierarchy of files.
  3. Navigate to the Workspace, the area where the game world is modified. Anything that does not appear in the workspace will not appear in the live game either.
  4. Click on any grass. A blue frame will appear around the grass, indicating that it is ready for modification.
  5. Click on the drop-down button just below the material heading. Select “Grass” and the color “Bright Green”.
  6. Click on the ground section and change “Material” to “Slate” and “Color” to “Reddish Brown”.
  7. To customize several parts of the grass or ground at once, hold down the CTRL key (CMD key on the Mac) and click on each part you want to change, remembering that you can always undo your changes by pressing CTRL + Z (CMD + Z on the Mac).
  8. To change the game world from day to night, go to Lighting.
  9. In the Properties window, scroll down to “Clock Time”; changing it to 20 will set it to 20:00. This gives the game world a dark and gloomy look.
  10. We now need to add a Start section to the game and adjust it to match the rest of the scene. This is the first platform that appears when you start the game and is not visible in the workspace; you can find it in ReplicatedStorage > PathModules > StartModule.
  11. Click Start and drag Start from the StartModule folder into the Workspace.
  12. Inside Start you will find two editable Path files. The top one represents grass and the bottom one represents soil. Making Changes
  13. When you are done editing, move Start back to its original location.
  14. Press the F5 key to test the game.

How ro Publish your Roblox game?


To publish your video game to the world, follow these simple steps

  1. Click File > Publish to Roblox.
  2. Give your game a catchy title and description.
  3. By default, the game will be available on PC, smartphones and tablets; if you want it to be available on Xbox, select the Console checkbox. Unfortunately, Roblox is not available for PlayStation and Switch.
  4. Click on the Create button.

The game is now public, but only you can access it, if you want to make it public then:

click File > Game Settings and change the game’s permissions from Private to Public.

Now you’re done. Your first game has been created and published. You can always go back to other Roblox Studio templates and try other experiences.

How to make games with Roblox Tutorials

We cannot actually say that the previous experience was actually a game, but rather just an appetizer to open your eyes about the opportunity that Roblox games can have for people.

If you want to learn more, than you have some resources that are actually very good to get you going:

 Roblox’s developers documentation

 AlvinBlox‘s youtube Channel

How to make a Roblox Game in 2022

0:00 Intro

0:19 Installing Roblox Studio

0:44 Parts

1:46 Properties

2:40 Toolbox, workspace, and spawning

3:52 Other commands

4:40 Scripting

5:42 Assembling the game

Have you ever wanted to make your own Roblox game? With this video, you’ll learn how to assemble a game and how to get it published for you and all of your friends to play.

Roblox Studio Download Link: https://www.roblox.com/create

How to make Roblox games in 2022

How To Make A Roblox Game – 2022 Beginner Tutorial!

Want to know how to make a Roblox game and make Robux? AlvinBlox will show you how to make a game on Roblox with scripting. Learn how to make a sword fighting battle royale game in this series, for any skill level. You don’t need any experience to get started with Roblox Studio! To take the code from this video, watch it entirely and copy it down

How to do sword animations:

https://devforum.roblox.com/t/re-writ…

Sword model: https://www.roblox.com/library/212032…

Next part: https://youtu.be/1MappXJ51Oo

How to make Roblox games beginners tutorial

ROBLOX HOW TO SCRIPT IN 15 MINUTES

Learn how to script on Roblox fast for beginners! Coding on Roblox is easy if you know how to do it! This tutorial covers the basics of scripting and takes you from a beginner to a pro fast!

The EASIEST Beginner Guide to Scripting (Roblox)

How to Make an HTML5 Game

How to Make an HTML5 Game

In this article we will cover the process and tools leverage on How to Make an HTML5 Game

Table of Contents How to Make an HTML5 Game

Introduction

Flash games are not part of the modern interactive games anymore. Although it is hard to predict what will replace the Internet as a medium for games, whether you play them or not, more games are every day being released by improved games such as Microsoft Flight Simulator X 2016, The Legend of Zelda: Breath of the Wild, or Wolfenstein: Youngblood.

The ongoing proliferation of chipsets and API’s allows the growth of html5 for games and game development to come in exponential rates. Thanks to the advancements of the technology and new frameworks, the HTML5 game delivery is starting to be considered a valid framework and tool, not only for mobiles or web, but also for for console and pc! With the mass spread of gaming on the browser, the genre of HTML5 is now been perceived as being just as viable as the video on its mobile counterparts.

If you enjoy the prospect of making your own games, then let’s begin this guide by looking at how games are made using HTML5. You can improve your game development skills by learning new ways to do it.

Interesting conceptualization of HTML5 game development : Source Paul Bakaus Flickr

How to make an HTML5 game

Even though Flash games are not in play anymore, they still continue to get made and their demand remains high. Whether we play them ourselves or not, they evolve, with more and more games being released every day. Keep reading to learn more about this trend.

This has already changed the landscape of HTML5 games and is dominating their format as a result. With features like 3D graphics and interactive objects, it is almost impossible to deny that HTML5 games are versatile! These days, many people are determined to make successful HTML5 games, and all thanks to the upgrade in technology.

You can design games manually using code, and you can do so with HTML5 game building tools. This article will give you the run-down to these building tools and give you many tricks of the trade! This will prove a fun and rewarding introduction to a topic guaranteed to lead fans down a wild path.

What is an HTML5 game?

If you are wondering what HTML5 is, that’s an easy question. Officially, it is “the latest version of HTML” and the more hyped version is all the “new” technologies that were developed on the backend and the user interface of the Internet.

For our purpose we will use a bit of each language, HTML5, HTML which features a whole bunch of cool features, and JavaScript which operates in the background, combining HTML, CSS, and JavaScript. HTML6 was the new iteration of HTML5 standard and was fully supported by Internet Explorer 9 onwards. By the introduction of new features, HTML 6

The ability to not only create a website, but also make HTML5 games allows us to play this particular type of game. These HTML5 games are some of the most popular ones on the web.

What are the drawbacks of HTML5 Advantages and Disadvantages

Before HTML5

As we have discussed, before HTML5 we were unable to play multimedia on our website without the help of flash players. We were also only capable of creating static web pages that do not contain any dynamic content or functionality. HTML was also not mobile-friendly.

Maintaining HTML code was also difficult because of its lengthy and complex syntaxes and the code offered no or poor security features. Client-side storage was also not there before HTML5.

Search engine optimisation was not supported in the earlier versions of HTML and has to be written manually for various browsers, just because it was browsers-specific.

How HTML5 solved those problems?

These tags made it possible to use multimedia (audio and video) within websites, and made them more and more dynamic.

HTML5, which portrays itself as highly secure, is more simply phrased than HTML4, and it is well fleshed out with smart and improved features. It also has temporary client-side data storage with the use of SQL which makes it possible for the browser to access insufficiently loaded content even while being offline.

HTML5 introduced semantic tags that are very helpful in designing webpages, and are very useful search engine optimization.

HTML5 is cross-platform, meaning that there is no need to write different code for various browsers, and thus saved significant time and cost. Furthermore, HTML5 is also multiple devices friendly, to the extent that its code “renders” well in diverse electronic formats including smart watches,

Challenges faced with HTML5.

HTML5 is relatively new to the Web, so it can only run on modern browsers like Chrome (Version 61 or above) and on older browsers, like Internet Explorer, that will have trouble when loading HTML5 contents. Its flexibility to run on different sets of devices makes it easy handling the responsiveness of websites on different displays. Still, it is not implemented on all devices and can also slow a user’

While the code may be fully loaded in the browser, the major parts of it is already cached so it becomes easy for users to see and work with entire code. Using local storage of critical information is not a good idea because it is available and accessible at all times.

HTML5 is expected to support a variety of video formats, and as such you have to include a variety of potential video formats in the process. In contrast, this will lead to an increase in media licensing fees.

Let’s summarize the advantages and disadvantages of HTML5 briefly and in quick tips

Advantages

  • Multimedia support
  • Short and simple syntax
  • Improved security features
  • Include semantic tags
  • Cross-platform support

Disadvantages

  • Less performant
  • Less optimized code due to the stack of the different modules needed to enable HTML5
  • Rendered inside of a branch: client-side rendering
  • Local storage is less secure
  • Media licensing cost
  • Different video supports for different browsers
  • Doesn’t support old browsers
  • Difficulty with responsiveness on the range of devices

HTML5 is a better version of HTML by combining HTML and HMTL in order to improvise and provide additional features, such as multimedia compatibility or multi-platform compatibility. To learn more about the differences, visit the website mentioned.

Even though HTML5 has some problems, since HTML is constantly evolving, these problems will be fixed in the future anyway. Few of these situations actually reflect editing for plagiarism. While all of those scenarios may appear similar

Building blocks

How to Make an HTML5 Game
How to Make an HTML5 Game

The elements you have chosen are those of a web page; Arduino Javascript, Flex and JSON configuration,

– HTML

– CSS

– JavaScript

Similarly to what CSS4 or HTML5 made possible, technological advances can be thought about in an analog question: “What’s the newest thing?” In a practical way we also rely on these hype terms to refer to the latest and greatest version of CSS or HTML. However, when I think of these terms it also means I’m forgetting more about the modern technology than is buried in the hype citing. CSS will be with us as long as websites are made, and so would HTML

HTML5 (JavaScript API’s)

– CSS3

With this you can use awesome web games that run on modern web browsers on smartphones and desktops, but some games might demand more features, thus offering you more building blocks to add to them. <|endoftext|>

For instance, you might want to develop 3D games. One way of dedicating a computer to web-based programs is to use WebGL, which is a JavaScript API powered by the GPU.

Server side

If you want applications to store data remotely or across application servers and databases, you’ll first need to develop a server-side for your game. You’re probably going to need a server in this case.

  • – JavaScript (NodeJS)
  • – PHP
  • – Java
  • – Python
  • – Ruby

Or you can use a third-party Backend-as-a-Service provider such as Firebase. Some have free versions you can use and they’ll start charging you once you surpass certain limits. Some of these providers are particularly focused on games, some are mostly conceived for mobile apps but can be used for games too.

How to distribute a HTML5 game

How to Make an HTML5 Game
How to Make an HTML5 Game – An Example of game made in HTML 5

The easiest way to create a website similar to the HTML5 “document” is simply to publish it. It can be embedded in a page. Just like that. Cut at the end of part 1

If you want to distribute it as a bundle on a desktop, you must create your game wrapper. That means that a native app is designed so that your games can “play” inside the app like a web browser would do.

The browser application known as NW.js allows for tutorials to create HTML5 games on desktop-like devices such as Windows, Mac, or Linux.

We can only cover the basics here, but we encourage you join our more in-depth, daily advice about funding your game projects.

HTML5 game frameworks

Almost all game developers strive to focus on the actual game itself, and not to create an abstraction layer that surrounds the page (Game Frameworks). It is, therefore, advised you use a game framework as this will lead to fewer issues and errors in your page’s code.

Tools for creating HTML5 games. HTML5 game frameworks are Open Source applications that are used to create entire games. In many cases, they are created by a developer who found a game engine that worked well and wanted to give more people the opportunity to use it. After realizing other people would like to use it but maintain it themselves, they released the game framework. Wish the programmers could do the same thing with silent meditation apps.

Choose a game engine wisely, so be sure to do proper research starting yesterday. Make sure you want to have effective communication with its code, whatever engine you ultimately choose.

  • How can help you when it comes to your choice?
  • Can your game be played on the desktop, mobile or both?
  • Do they have a functional community?

You can see that there are a lot of people using the framework now.

Hoping to maintain its status or its GitHub page looks like an abandoned town

Some examples of comparing algorithms are analyzing the same driving game, using different languages. The project compares different engines by making “exact” break out games.

Some popular free frameworks include:

Not directly in HTML5

HTML5 game development courses

Compared to watching videos on YouTube, courses and tutorials can be both more structured and more effective. A good course has a clear goal that builds on step by step. A good course is often organized into units and lessons. The courses in this section are those that cover HTML or other game development and creation technologies. They contain step-by-step tutorials and classes from Zenva, which lets you learn to develop games with minimal effort and reduce potential costs.


Simple HTML5 Game Development


HTML5 Game Development: 2D Platform Game Fundamentals

Game Development in JS – The Complete Guide (w/ Phaser 3)

HTML5 game tutorials

Below is listed some of the best tutorials on Youtube.

HTML5 Game Development by Udemy

How to Make an HTML5 Game Udemy HTML 5 Game Development

HTML5 Canvas and JavaScript Game Tutorial

How to Make an HTML5 Game HTML5 Canvas and JavaScript Game Tutorial

HTML5 Game Development Tutorial

How to Make an HTML5 Game – HTML5 Game Development Tutorial

JavaScript HTML Game Development Tutorial

How to Make an HTML5 Game -JavaScript HTML Game Development Tutorial

HTML5 Game Development Mini-Degree

How to Make an HTML5 Game – ZENVA HTML5 Game Development Mini-Degree

Some Interesting tutorials available on game development websites.

HTML5 gamedev communities

pexels-photo-209728.jpeg
How to Make an HTML5 Game – Communities

If you are interested in a career in game development there are plenty of active communities and communities focused on HTML5 development from gamedev

Web:

Facebook:

Other Communities:

Mechanics Dynamics Aesthetics

Framework Mechanics Dynamics Aesthetics (MDA): The Theory Behind Game Design

In the following article with will cover some basic overview of that is the Mechanics Dynamics Aesthetics (MDA) Framework and how it could help you make better games.

Mechanics Dynamics Aesthetics (MDA) is an approach to understanding game design and game development that has been used for some years now (2004), and that specifies a very clear framework on how to approach game design as a whole.

Mechanics Dynamics Aesthetics mds
Importance of elements of game by gender – Source ResearchGate


Why Mechanics, Dynamics, and Aesthetics?

Because Mechanics, Dynamics, and Aesthetics allows you to break down a game into three basic categories and work through each category until you have the perfect game.

Introduction to Mechanics, Dynamics, and Aesthetics


One of the main concepts to understand is that developers create games and players consume games.

This led to the following approach

Mechanics, Dynamics, and Aesthetics mda


The player receives the game and begins to play. The game phase can be divided into three simple phases from the player’s perspective


The player understands the rules, interacts with the system, and begins to have fun.

From the developer’s point of view, this leads to three main components of the MDA Framework:

Mechanics, Dynamics, and Aesthetics.

  • Mechanics: Mechanics describes the “hidden” parts of the game. Mechanics are the rules and interactions described by algorithms and data structures.
  • Dynamics: Dynamics is the part of the mechanics that the player can actually see. It describes what happens when a player presses a button or, more generally, sends input to the game.
  • Aesthetics: Aesthetics describe the desired emotional response of the player when he or she interacts with the game system.

Looking at this from the player’s and developer’s perspective in the MDA framework, we arrive at the following situation.

MDA Player perspective Mechanics Dynamics Aesthetics
Mechanics Dynamics Aesthetics – Source: Github

The player begins the experience with the aesthetic part of the game.

The player can interact with the mechanics, but not with the dynamics. Since this is the person who creates the game, the designer starts with the mechanics and only then gets to the dynamic aspect of the game.

When working on a game, it is very useful to consider the perspectives of both the designer and the player, and to try to provide the best possible experience for the player. It is also useful to observe how small changes in one layer affect other layers and the game as a whole.

Mechanics Dynamics Aesthetics
Mechanics Dynamics Aesthetics – Aesthetics


Aesthetics


Aesthetics describe the desired emotional response evoked in the player.

when interacting with the game system.
When describing aesthetics, we avoid words such as “fun” and “gameplay” and use a more restrained vocabulary. This includes, but is not limited to, the taxonomy listed here

  • Perception: play as sensory enjoyment.
  • Fantasy: play as imagination.
  • Narrative: play as drama.
  • Challenge: play as obstacle race.
  • Community: “play” as a social framework
  • Exploration: play as uncharted territory
  • Expression: Play as self-discovery
  • Contribution: Play as entertainment

Take games such as Quake, Final Fantasy, and The Sims, for example. They are all interesting, but they all have very different aesthetic elements.

  • Quake: Fantasy: challenge, excitement, competition, fantasy.
  • The Sims: exploration, fantasy, expression, narrative.
  • Final Fantasy: fantasy, narrative, expression, discovery, challenge, obedience.


Thus, each game expresses multiple aesthetic goals to varying degrees.

Dynamics


Dynamics addresses the creation of aesthetic experiences. For example, time pressure and opponent play create a sense of challenge. Sharing information with individual members (teams) in the game and providing victory conditions that are difficult to achieve alone (e.g., taking the enemy’s base) can energize the community.

Dynamics, along with aesthetics, are vehicles that drive users to desirable experiences and are often used to emphasize aesthetic feelings.

Dynamics are based on mechanics.

Mechanics Dynamics Aesthetics - Mechanics
Mechanics Dynamics Aesthetics – Mechanics Source: researchgate


Mechanics


Mechanics are the various behaviors, behaviors, and manipulation mechanisms given to the player in a game. Along with game content (levels, tools, etc.), mechanics support the overall dynamics of the game.
For example, card game mechanics include shuffling, trick-taking, betting, and other dynamics such as bluffing.

Further Reading on the Mechanics Dynamics Aesthetics

The original Concept from 2004

The Framework of a game design (2022)

Aesthetics of Play – Redefining Genres in Gaming – Extra Credits

Aesthetics of Play – Redefining Genres in Gaming – Extra Credits

Conclusion


Mechanics, dynamics, and aesthetics are useful methods to better understand how to categorize games and, in particular, to predict how changes will affect aspects of the framework and the resulting design/implementation.


Furthermore, by understanding how formal decisions about a game affect the end-user experience, this experience can be better dissected and applied to new design, research, and critique, respectively.

Narrative Pipelines GDC Talk

Twitter Thread:: Narrative Pipelines: From Conception to Release & Beyond by @ellalowgen

A very interesting thread about Narrative Pipelines: From Conception to Release & Beyond that has been taken from a GDC talk from the same authors and that introduces a very interesting concept for narrative design.

Original Thread Narrative Pipelines: From Conception to Release & Beyond.

Edited Thread Narrative Pipelines: From Conception to Release & Beyond.

Narrative Pipelines: From Conception to Release & Beyond.
AKA, how narrative pipelines can improve your stories, processes and production schedules, a thread.🧵✍️
(Information pulled from a talk at #NZGDC22 with @MelissaKoven & thanks to @swordsnarrative.)
#gamedev #indiedev

Narrative Pipelines GDC Talk
Narrative Pipelines Talk Title

Many studios may not have been exposed to narrative pipelines before, and that's okay! The best time to get invested is now. When we say narrative pipelines we mean milestones and production schedules planned from the beginning to the end of a development cycle.

What are Narrative Pipelines?
What are Narrative Pipelines?

Narrative pipelines greatly benefit the quality and integration of your narrative. We love narrative pipelines because we believe they create high-quality games, facilitate more accurate timelines & increase collaboration between disciplines.

Quality goals of  Narrative Pipelines
Quality goals of Narrative Pipelines

More accurate estimations lead to tighter production schedules, and increased cross-disciplinary collaborations lead to a stronger story that is deeply integrated within a game.

Before we get to the sexy flow charts we have some ground to cover first. There are several high level considerations that must be taken into account prior to planning out your narrative pipeline.

Narrative Pipelines GDC Talk High Level Considerations
Narrative Pipelines GDC Talk High Level Considerations

Depending on your publishing/release model your project will have different narrative approval processes. Some are front heavy while others are back heavy. Make sure you understand how your pipelines will be impacted by your model.

Generally, original IP projects will be able to iterate more rapidly early on, while working with existing IPs will require a more rigorous approvals process throughout production.

Next you have to break down your narrative team composition. Who is doing what? Do you have multiple people spread across tasks? Or do you have one narrative designer who will not only be writing but implementing the narrative in engine?

Narrative Pipelines GDC Talk
Team Composition

Once that is figured out you need to decide on what tools you are using. Are you making your own? Using third party? Are they supported? How easy are they to teach? What is the liklihood or bugs or failure?

It’s nearly time for sexy flow charts! Each stage will be broken down below.

Here is a rough break down of what a narrative pipeline can entail in the planning stage.

Narrative Pipelines GDC Talk Planning
Planning

In pre-production there is often a lot of circling back as things are refined and clarified. (This benefits the whole team down the track.)

Narrative Pipelines GDC Talk Pre Production
Pre Production

Production is where a lot of companies start trying to bring in narrative pipelines before realising they need to make up for the work that wasn't done in planning and pre-production.
Production is also the time a majority of the writing will be produced.

Narrative Pipelines GDC Talk Production
Production

Make sure to take the time to celebrate your victories! If you've made it to release, congratulations! You've made and shipped a game! This is a huge accomplishment and you should be proud of your work.

Narrative Pipelines GDC Talk Release
Release

And then if you will be offering DLC or are making a live service title you'll get right back to it.

Narrative Pipelines GDC Talk Post Production
Post Production

Something important to remember during this process is how narrative will crossover with other disciplines. There is a fiction often found in our industry that writers sequester themselves from the rest of a dev team and then pop out a narrative. 🤦🤦🤦

Narrative Pipelines GDC Talk Post
Post Production

This is not ideal! In fact, narrative touches many disciplines in a myriad of ways. (Not pictured here are community and marketing because we were running out of space, but you can bet narrative crosses over with them too!) Give room/time for this crossover in your pipelines.

Narrative Pipelines GDC Talk Discipline Interaction
Discipline Interaction

And that’s all she wrote! Narrative pipelines will greatly benefit any game that wants to include a story. What’s not to love?


If you would like to see the slides in their entirety they can be found here: https://bit.ly/3AOrjWD


Thank you!✍️✍️✍️

Narrative Pipelines GDC Talk Key Takeaways
Narrative Pipelines GDC Talk Key Takeaways

Originally tweeted by Ella ‘Salty’ Lowgren (@ellalowgren) on August 26, 2022.

For More twitter threads Click below

Thread Hair Animation based on wind Direction for Godot Engine

Hair Animation based on wind Direction for Godot Engine by @antourenein

Very interesting twitter thread with an overview on how to perform Hair Animation based on wind Direction for Godot Engine.

Original Thread Hair Animation based on wind Direction for Godot Engine

Edited Thread Hair Animation based on wind Direction for Godot Engine

Some people seemed interested in a breakdown of this little system, so here’s a thread on how it works. 🧵

#GodotEngine #gamedev #indiedev

There is some preparation needed on the hair mesh for the in-engine hair shader, so, first I vertex painted the tips of the strands that come out of the solid base in white, while leaving the rest black.

Then I unwrapped a second set of UVs, with a small cut on a part of the surface that is usually hidden. It looks really messy and distorted, but it’s fine for this purpose.

I also have a rig for the hair, along with the character rig, so I posed the extremes of each wind direction in one frame and made them into separate animations.

After this, I animated a bit of wind intensity by hand in blender. This will later be blended with a more randomized vertex shader animation.

In Godot, I created a vertex shader that runs a noise texture through the UV2 and multiplies its influence by the vertex colors, so it only offsets the tip vertices.

Then it was just a matter of creating an AnimationTree and blend a BlendSpace2D containing the direction animations with the intensity animation and adjust the shader material values.

Note: remember to filter the animation blending to the hair bones only!

And there you have it! An interestingly functional solid hair mesh.

For those who are curious, this is Claire, a character from an original game I am creating. Her design is not final right now, but if you are interested in seeing more, please leave a follow!

Originally tweeted by antourenein 🍇 (@antourenein) on September 1, 2022.

For More twitter threads Click below

Getting the most out of your grayscale noise textures

Twitter Thread:: Getting the most out of your grayscale noise textures by @tech_art_tyler

A very interesting twitter thread on Getting the most out of your grayscale noise textures by @tech_art_tyler and which can be a very good source of reference for all those who will have to use it in their games.

Original Getting the most out of your grayscale noise textures

Edited Getting the most out of your grayscale noise textures

Getting the most out of your grayscale noise textures.

A series of threads that will include technical information, workflow best practices, evaluation techniques, and free files.

Thread 1 – Consistency

[1/10]

#vfx #techart #gamedev #indiedev #realtimevfx @polycount

I hope this thread helps shed some light on the subject of building grayscale texture libraries that aid in game development workflows. It’s important to note that I make a lot of generalizations about how these types of textures are utilized, and your needs may differ.

[2/10]

For games, we commonly rely on 8-bit texture formats. 16-bit formats are recommended when building source files, but require additional consideration when being utilized at runtime. For now we’ll be focusing on 8-bit.

[3/10]

One of the most essential things to understand about 8-bit grayscale textures is that they only support 256 unique values, from 0.0(black) – 1.0(white)

[4/10]

One potentially useful way to imagine this is if you create an 8-bit 1024×1024 linear-gradient grayscale texture, it can only provide you with 256 values. Meaning each value will have to repeat 4 times horizontally to fill the texture. (256×4=1024)

[5/10]
Getting the most out of your grayscale noise textures
Getting the most out of your grayscale noise textures

With this in mind, it can be greatly beneficial to utilize the full range of value in your textures. Not just for the sake of quality but also to trust that your textures are consistent across any desired implementations from project to project and person to person.

[6/10]

A library of consistent noise textures can greatly improve the process of artistic exploration while you are looking to formulate new visuals.

[7/10]

For example: If you build a material that references a texture storing a full range of values, you can make confident decisions about how to interact with those values from 0.0-1.0, and swap it with other full range textures knowing that they will all function equally.

[8/10]

On the flip side, if you were to have built that same material with a texture that is 80% of the full range, you may have to introduce additional logic to support that single texture. This can risk increasing shader cost, limit potential workflows, and cause confusion.

[9/10]

Here are two examples of non-ideal textures, both of which only use a fraction of the full 8-bit range. Even though they look similar in pattern, their resulting interaction with material logic would be different and error prone without manual effort to adjust for each.

[10/10]

Here is a link to download an 8-bit 2048×2048 version of this noise that follows the principals discussed so far:

https://www.dropbox.com/s/a9qq0u8b7if1f4n/TylerWalters_Noise_00.tga?dl=0

[Bonus]
Getting the most out of your grayscale noise textures – Bonus Noise Texture

Sneak peak into next thread where I will start covering tools and techniques to quickly test the quality and consistency of your textures.

Originally tweeted by Tyler Walters (@tech_art_tyler) on September 4, 2022.

For More twitter threads Click below

Writing an Effective Press Release for Indie Game Developers

9 tips On Writing an Effective Press Release for Indie Game Developers


No matter how good an indie game is, without a solid game marketing plan, it will never reach the press, influencers and content creators. An important part of marketing a game, especially an indie game, is distributing press releases. In this article we will cover 9 tips On Writing an Effective Press Release for Indie Game Developers.

For indie game studios and individual developers, hiring a game marketing or PR firm can be a significant budgetary burden. In addition, hiring a writer to produce content for an expensive press release distribution service can cost time and money that could be spent on actual game development.

Writing an Effective Press Release for Indie Game Developers
Writing an Effective Press Release for Indie Game Developers

Table of contents Writing an Effective Press Release for Indie Game Developers

Making a difference to the masses

Writing an Effective Press Release for Indie Game Developers - People
Writing an Effective Press Release for Indie Game Developers


In our experience promoting our games, we’ve prepared a lot of indie game press releases, and we’ve seen a lot of indie game press releases from other game developers, that were not only very good, but also very good for game development.

The media and press that write news and reviews about indie games are bombarded with emails every day from indie game studios, publishers and PR companies. We want to attract readers and keep them coming back.

If the press release is full of typos, formatting errors, or doesn’t present the game properly, it will almost certainly be ignored. A good press release will highlight the game’s unique selling points and include a call to action, such as encouraging players to buy an indie game or inviting the press to play a demo at a convention.

We are going to talk about press releases. While we don’t think it should be the only way to go to the media and spread the word about your game, and a lot of people think that press releases are dead, we actually think that they are still a very important tool.

During our evolution process, we have been asked ourselves over and over again how to write a press release that could effectively reach and grab media outlets/people attention.

Journalists and marketing professionals are usually good with words, or at least they should be. It is very easy to find things that others are not good at. Writing well is not always useful advice, since “writing well” is obvious and “easier said than done. But there are other things that are easy once you know them, so let’s take a quick look at some tips on how to write a good and effective press release.

9 tips on Writing an Effective Press Release for Indie Game Developers

0. On Going Infinite heavy process

We were actually not sure if listing this point at the beginning or at the end of the article, because most of the people are not aware that “Launching” a press release is actually very different that Reaching your objective audience of medias and journalists or other outlets.

To be able to launch a Press Release, you need either to go through a Press Release Distribution service that will usually send your press release to an internal list of contacts, or Distributing it yourself, which in this case, will imply that you will already have gathered and validated a huge list of contacts to be used. You can see that we have used gathered and validated in the same sentence. Having an email is not equal to make sure that the destination will actually get it. There are a lot of factors like:

  • Obsolete emails ( non existing, Error reaching it, etc…)
  • General email accounts, where are the emails are sent to a large general mailbox where probably they will never leave it.
  • Wrong People at the right email.

To avoid, you will have to constantly be checking to get new emails and to validate it. On top, to avoid the cold door problem, we will probably have to be trying to engage and create some rapport months ahead of actually starting to send the press releases. This a very huge and intense work with incredible schedules as the world press never sleeps.

Press Releases distribution will probably giving you some protection, but in our experience, the problem is that their list is not segmented and you have your game press release sent to a news media about Cooking… 🙁

1. State clearly your objectives and timeline

One of the biggest mistakes that is usually done by people and companies with Press Releases is to actually no having a clear plan about how to deal with them within the boundaries of the marketing plan. You need to be very aware of why you want to send a Press Release and when to send them to maximize the impact and the benefits that you could achieve from them. This also means that the process should start early in development as to be able to plan and execute correctly.

2. Identify your most important target audience.

This is a very important point, a mass approach will not work with games related press releases. Trying to send a press release about a casual game to a journalist that is only writing about Real Time Strategy games will not get you anywhere, only to the recycle bin of the mailbox.

Press releases are more effective with those who are interested in their content. It is not practical to keep track of hundreds or thousands of press contacts, but if you know in advance who you want to read your work, you can focus on them.

Do a little research on relevant media and journalists. Specialized sites for your chosen platform, writers who love the genre…. Mention previous articles and reviews written by those people and get them to like your game. This is always more effective than sending a generic email to 100’s of COO’s.

3. Pick your battles Is this really press release material?

Take the time to decide if you want to send this as a press release. For one thing, the purpose of a press release is to get the media to write news or articles about you, so your press release must be newsworthy. If you keep sending out press releases for trivial things, people will look at you like you’ve cried wolf too many times, and they may not even notice if you send them important information. On the other hand, sending out press releases is a lot harder work than you might think, as you will soon find out. Save your energy for the real battle. Development diaries, blog posts and guest authorship, social media, posters…. You have a lot of tools at your disposal.

4. Spend a reasonable amount of time on your press release.

Don’t just write a few lines and send it out. It is important not only for the information, but also for what it says about you and your brand. That said, I am obviously not a native English speaker, but I proofread my writing very carefully. Use images and screenshots with sufficient resolution and don’t make them so heavy that they clutter someone’s inbox.

5. Structure your information.

Writing an Effective Press Release for Indie Game Developers
Writing an Effective Press Release for Indie Game Developers

Remember that you will often be sending news scripts, so structure them as such. Put the most important information – what the press release is about – in the first paragraph. This is very important as probably this will be the only part of the press that will actually have a chance to be read.

For example, if you are releasing an expansion for your game on April 28; in the second or third paragraph, you can contextualize it by saying, “Your game will be released on April 28 20XX for PC, priced at X Dollars, and the content is this and this. That way you can quote good reviews and talk about the studio. It is very useful to keep in mind how journalists think and structure information.

Although you are not a journalist, one of your goals should be to Make it read like good journalism
The more your press release stay close to basic journalistic standards, the less work the journalist will have to do to turn your story into a publishable one and the more professionality you will be transmitting. One of the techniques that are used by media professionals is classic Five W’s:

  • Who
  • What
  • Where
  • When
  • Why

Your ending, as described in tip 7, should approach the “how” element of your story. It should suggest how the story is relevant to your audience by placing it in context and illuminating why they should be interested by your announcement. Depending on who you are writing to, your press release ending should drive home the human interest angle of your story.

6. Make the journalist’s life easier.

Journalists may receive dozens or even more than a hundred e-mails every single day.So their timespan to discover interesting Stories is very short which results in being very hard to get noticed with all that noise generated from other games competing for the same space, so we need to make it at least a little easier.

If the journalist have to do a Google search to find out more about you, your company and your game, then very probably, your chances are very low because they will just not have the time to do so.

You must Include in the Press Release the link to a press kit with all the relevant information about the game (release date, platform, price, etc.), visuals and studio details; Vlambeer’s Presskit() is a toolkit that can used as a template (although using your own customized material will (always looks better) and that as become of some kind of standard throughout the games industry..

7. End on the right note

Press releases traditionally end are as important as the beginning, because they can demonstrate how professional the studio is, and start to leverage on building a sound image about your game studio.

Ideally, the ending of a press release should include the following elements.

  • Hone your brand’s/game’s message
  • connect with with readers
  • Reinforce the predetermined goal and set in the first paragraph

8. Don’t feel bad that they don’t respond or post anything.

Again, journalists receive dozens and dozens of emails a day.

It is not possible to cover or respond to everything, even personal follow-up inquiries. Some magazines do not respond back to journalists, whether it is an internal rule for efficiency or not.

This is not a personal problem and you should not be bitter or resentful toward them for this. There are thousands and thousands of games to be played. For reference, Mailchimp’s average open rate in the gaming industry is 20.10% (our average open rate is much, much higher).

IndustryAverage Open RateAverage Click RateHard BounceSoft BounceUnsubscribe Rate
All non-labeled accounts22.71%2.91%0.40%0.61%0.25%
Agriculture and Food Services23.31%2.94%0.32%0.50%0.28%
Architecture and Construction22.51%2.51%0.73%1.18%0.32%
Arts and Artists26.27%2.95%0.30%0.51%0.28%
Beauty and Personal Care16.65%1.92%0.26%0.33%0.30%
Business and Finance21.56%2.72%0.43%0.55%0.20%
Computers and Electronics19.29%2.08%0.47%0.79%0.27%
Construction21.77%2.26%0.86%1.28%0.39%
Consulting20.13%2.49%0.50%0.79%0.27%
Creative Services/Agency21.39%2.66%0.58%0.93%0.35%
Daily Deals/E-Coupons15.06%2.23%0.07%0.13%0.10%
E-Commerce15.68%2.01%0.19%0.26%0.27%
Education and Training23.42%2.90%0.32%0.51%0.21%
Entertainment and Events20.51%2.36%0.28%0.43%0.26%
Gambling21.62%3.30%0.42%0.38%0.15%
Games21.10%3.66%0.37%0.44%0.25%
Government28.77%3.99%0.33%0.50%0.13%
Health and Fitness21.48%2.69%0.30%0.40%0.40%
Hobbies27.74%5.01%0.18%0.31%0.23%
Home and Garden21.60%3.03%0.32%0.52%0.35%
Insurance21.36%2.13%0.67%0.71%0.25%
Legal22.00%2.81%0.52%0.66%0.22%
Manufacturing19.82%2.18%0.72%1.18%0.31%
Marketing and Advertising17.38%2.04%0.44%0.68%0.27%
Media and Publishing22.15%4.62%0.14%0.27%0.12%
Medical, Dental, and Healthcare21.72%2.49%0.51%0.63%0.28%
Mobile19.29%2.27%0.48%0.58%0.37%
Music and Musicians21.88%2.94%0.28%0.48%0.26%
Non-Profit25.17%2.79%0.33%0.49%0.20%
Pharmaceuticals18.58%2.25%0.39%0.53%0.17%
Photo and Video23.24%3.23%0.43%0.65%0.40%
Politics22.94%2.37%0.28%0.41%0.21%
Professional Services21.94%2.55%0.56%0.83%0.31%
Public Relations21.02%1.98%0.45%0.71%0.17%
Real Estate19.17%1.77%0.38%0.56%0.27%
Recruitment and Staffing21.14%2.53%0.45%0.53%0.30%
Religion27.62%3.16%0.17%0.25%0.15%
Restaurant19.77%1.34%0.37%0.50%0.28%
Restaurant and Venue20.39%1.40%0.32%0.45%0.39%
Retail18.39%2.25%0.22%0.32%0.25%
Social Networks and Online Communities21.06%3.32%0.20%0.34%0.22%
Software and Web App21.29%2.45%0.65%0.97%0.37%
Sports24.57%3.09%0.26%0.39%0.28%
Telecommunications20.92%2.27%0.63%0.87%0.23%
Travel and Transportation20.44%2.25%0.31%0.51%0.24%
Vitamin Supplements15.03%1.62%0.23%0.36%0.27%
Average Totals21.33%2.62%0.40%0.58%0.26%
Mailchimp’s open ratios by industry source: mailchimp https://mailchimp.com/en/resources/email-marketing-benchmarks/

If after a couple of days (There is no set time frame for follow-up, but a good rule of thumb is to wait two to three days) you still don´t have and answer, then Sending them a direct e-mail to see if they have seen the press release and politely asking if they plan to write anything about it is usually a good tactic as it will allow also to try to create the relationship.

Your chances can be higher if your are able to use the Press Releases to establish a recurring relationship with the journalist. This is a point where being a game developer or being a publisher is very different, as, as game developers we get to send one Press Release per year at most, while publishers are reaching the media several times per year.

Conclusions

PR requires tireless effort, meticulousness, and patience to get your brand and product noticed. It takes talent, hard work, and a little luck. But you have to be there when the luck comes.

The above is a general introduction to how to use and send a press release, but in the future we will go into more detail on how to write a press release to make it more attractive. We hope you find it useful in your public relations efforts. If you would like to comment on our tips or suggest a topic for a future article, feel free to join us in our comments section or ping us on our social media.

Flax engine tutorials

New Flax Engine 1.4 relesead !!

Finally after a couple of Months of wait, Flax Engine 1.4 has been released and ready to be tested.

This version adds many cool new features, including real-time global illumination, better licensing, mass navigation, big world support, and much more.

Together with our contributors, we have created over 643 commits and merged 23 Pull Requests into the Flax repository for this update. Thank you for your support.

As always, here is a quick checklist of new features and highlights. For more information, please see the official release notes.

Flax Engine 1.4 Highlights


Real-time Global Illumination

Real-time global illumination is now available in Flax! This was one of the most requested features and is now available for games and architectural visualization projects. You can see it in action in the video above, implemented using the DDGI algorithm, scrolling a probe volume around the camera with our proprietary software ray tracing solution that works on all modern GPUs, even those that are not RTX-capable. Instead, we added Signed Distant Fields support to the model and rasterized it into a global volume that can be raytraced by shaders on the GPU. Combined with the global surface cache, the GI effect can be simulated in dynamic environments where lighting conditions are constantly changing with time of day.

For more information, see the Realtime GI documentation.

The Tech Tutorial

Flax Engine 1.4 Tech Demo 2022 with Realtime GI
Flax Engine 1.4 Tech Demo 2022 with Realtime GI


To demonstrate the capabilities of the new Global Illumination rendering, we have created a small demo showing an ArchVis scene with dynamic lighting, dynamic objects, and time of day adjustments. This is a small sandbox where you can try out how GI looks and works in a real production project. Download it now from our servers or wait for its official release on Steam.

In the demo, you can control the camera with the mouse and keyboard or play with the gamepad; you can rotate the sun with the D-pad or UHJK keys and play with the time of day in the scene to see how it affects the dynamic lighting.

License Changes


With the huge amount of new features added to Flax in this update, we wanted to do even more. That’s why we have updated our license terms by raising the minimum revenue threshold from $25,000 to $250,000. Going forward, Flax will be free to use as long as its games and products generate less than $250,000 in revenue in a calendar quarter. For revenues above that, we will continue to use the same 4% revenue share as before. For example, if your game generates $300,000 in sales, you will pay $20,000, or 4% of the $50,000 above the new threshold.

We believe this change will make the engine more affordable for smaller developers. This change will be effective this calendar quarter (Q3 2022).

64-bit world coordinates

Flax Engine 1.4 64-bit world coordinates
Flax Engine 1.4 64-bit world coordinates


The Flax Engine has a variety of features for creating large, rich worlds, including asynchronous data streaming, different content tools (leaves and terrain), and an optimized multi-threaded runtime. In this update, support for 64-bit precision in world coordinates makes it possible to build even larger worlds. Together with camera relative rendering and physics scene origin switching, large worlds can be simulated and rendered efficiently to create large game scenes, such as entire solar systems, while maintaining quality and accuracy.

By default, the engine still uses 32-bit floating point precision, but can be extended to 64-bit with Custom Build. For more information, please see the documentation.

Global SDF

Flax Engine 1.4  Global Signature Far View
Flax Engine 1.4 Global Signature Far View



To implement real-time GI, a way to track the scene was needed to simulate diffuse reflections and specular light transport due to glare. Today, hardware ray tracing is the norm, limited to high-end GPUs. We decided to use a signed range field that could track rays efficiently. To achieve this, we rasterized the SDF model into an array of volume textures (called global SDF) and achieved an accuracy of up to 10 cm at distances greater than 200 m near the camera. This gives a rough approximation of the scene geometry and can be used for software ray tracing.

For more information, see the Global SDF documentation.

Global SDF content

Full scene particle collision with global SDF
Flax Engine 1.4 Particles Global SDF collision
Flax Engine 1.4 Particles Global SDF collision



An additional advantage of maintaining global SDF for the whole scene is that you can use it in materials, particles and shading. For materials and particles, new Sample Global SDF and Sample Global SDF Gradient nodes have been added, allowing you to sample the SDF at any location. The particle emitter also includes new modules for Global SDF collision and Global SDF forces to create realistic VFX simulations.

Flax Engine 1.4 Particles sampling from the Global SDF Particles sampling from the Global SDF
Flax Engine 1.4 Particles sampling from the Global SDF



Crowd Navigation

BeforeAfter
Flax Engine 1.4 Nav Cloud Before Nav Cloud After


For game projects using AI for NavMesh-based navigation, a new NavCrowd system has been added that can effectively simulate pathfinding and evasion against swarms of agents. Above, two simple NavMesh agent swarms are shown colliding with each other; NavCrowd is a navigation maneuvering behavior system for agent swarms. It handles avoidance between agents using adaptive RVO sampling computations. Navmesh can be used to implement automatic avoidance and movement of a swarm of agents, and supports asynchronous computations that can be performed by our work system (shown in the documentation).

Rich text formatting

Flax Engine 1.4 Rich text box style



In this release we have enhanced the Rich Text Box GUI controls and added HTML tag formatting with style, layout and inline image support. This makes it easier to style text in the user interface and create more elegant content. Our simple HTML parser is very extensible and allows the use of custom tags (e.g. those defined by plugins). Follow the documentation to find out which tags are supported and how to use them in your projects.

Visual scripting enhancements

Flax Engine 1.4   Visual script dictionary
Flax Engine 1.4 Visual script dictionary



Each update brings new features and improvements for Visual Scripting users. Our goal is to make it a highly scalable and easy to use solution for creating gameplay scripts. This time we have added support for dictionaries, new editing features to make script editing easier, and a Finder tool. The new Finder tool allows you to quickly search for any script in a graph or project (Ctrl+F in any graph editor). It can also be used to search for something in all materials, particles and animation graphs of an entire project (for example, to search for the use of a specific texture or method).

Finally, the redirection node has been made more user-friendly and can be easily linked to other nodes with multiple inputs/outputs (depending on the type). This improves the reuse of graph parts and helps to organise visual scripts and material graphs.

Screen Space Reflections for transparency

Flax Engine 1.4 SSR transparency


Transparent materials have a new option that performs per-pixel depth-buffer ray tracing to render reflections to improve the realism of water surfaces such as puddles. Transparent materials can also try out a new global illumination and use an omnidirectional illumination mode, which is useful for creating smoke, fog and dust particles (see below).

Flax Engine 1.4 Volumetric particle lighting


Animations

Flax Engine 1.4  - Animations
Flax Engine 1.4 – Animations



Animations can be nested to create sub-clips or composites (also known as montages). This makes it easier to reuse existing animation assets (e.g., duplicate a single reload gun animation three times, one for each projectile).

Noise utilities

Flax Engine 1.4  . Material noise nodes
Flax Engine 1.4 – Material noise nodes



Flax includes utilities for various noise features, such as Perlin, Simplex, Worley, Voronoi and Custom. These can be accessed through scripts in the FlaxEngine.Utilities.Noise static class and used to enrich procedurally generated worlds and content.

Flax Engine 1.4 - Noise Utilities
Flax Engine 1.4 – Noise Utilities


All visual graphs (materials, particles, animations) can take noise functions on both the CPU and GPU to enrich content. All noise functions return normalized results in the range 0-1; some return multiple noise components, such as Voronoi noise, with X=minDistToCell, Y=randomColour and Z=minEdgeDistance. Depending on the context, only one or all components can be used. For a description of each node, see the tooltip.

We have opened a thread on our newly created forums, why don´t you share your opinions about the engine.

Check also our tutorials on the Flax Engine.