Showing posts with label Video Game Development. Show all posts
Showing posts with label Video Game Development. Show all posts

Wednesday, June 25, 2014

Crysis in Crytek 2

So what realy hapens in Crytek happens in every other company in the game industry:

There is absolutely no advocacy for developers as the supply of naive, fresh out of university, 20-somethings is quick to fill whatever ranks are depleted by burned-out veterans with actual experience.

This is a problem that far transcends one studio and is a cancer killing the industry. No one enters into a game developer role expecting to retire at a studio, let alone stick around for more than a few years (at best). You want a family, or even a long-term relationship? Good luck.

Crytek's "bureaucratic environment" is born from the rampant cronyism that places ill-equipped managers into roles they have no business being in while also artificially promoting allied cronies with no experience. I can count several instances where I've witnessed the people that actually made positive contributions losing their jobs in layoff rounds as the dead weight remains unaffected due to their immunity cards gleaned from corporate BS.

This lack of focus on talent retention is why studios collapse: inept management/leadership and poor planning lords over the development process while the few "nerds" are surrounded by the "jock" majorities who only keep their positions because of political maneuvering. The result is a small band of overworked actual workers that end up producing sub-par (and bug-ridden) products while the majority of the team posts photos of their latest alcoholic beverages to Facebook. The ensuing layoffs end up culling the actual workers even further while the parasitic cronies cling for dear life (and/or establish additional social "networks" in anticipation of golden-parachute deployment as the eventual studio closure occurs).

There is absolutely NO reason for unpaid labor in this day and age but, because the supply of workers far exceeds their demand, unscrupulous and predatory employers can afford to continually play their crony-collection games while millions of game developers are forced into an itinerant lifestyle that would make an army brat's childhood look stable.

I really hope a reform comes to this industry because, the last decade of my life has really made me question why I even bother anymore: game design doesn't really exist these days anyways —in mobile development, you're more of a statistician or economist than an actual game designer and AAA game development is so risk-adverse that it's more about copying already existing systems and features than actually designing new ones or refining existing conventions.

Crytek's anti-employee practices are just par for the course and this really needs to stop if this industry ever hopes to deviate from the mediocrity train it's riding toward a certain New Mexican landfill.

Friday, January 31, 2014

The Next Great Starship - Episode 1

Here is the first episode of The Next Great Starship from Star Citizen.

The Next Great Starship, the modding competition that gives fans a chance to create a space ship for Chris Roberts' upcoming epic space sim game, Star Citizen™, is about to get real for 24 teams!

https://www.youtube.com/watch?v=CIb4rTrP_9w

Roberts Space Industries is a spacecraft manufacturer within the persistent-world game "Star Citizen" and its companion single-player spaceflight sim, "Squadron 42." RSI is also your portal for information, updates, and purchases of your very own spacecraft with which to trade, plunder, and protect the citizens of Star Citizen.

Monday, October 14, 2013

Design Spaceship for Star Citizen and win 30 000 USD

There was more than 1 reason why I backed up Star Citizen. I will cover that in some future post, but one of the reasons was the possibility to design my own spaceship, make it in 3D program and have it in the game. May be even sell it to other Star Citizens for ingame money. I was expecting such opportunity to be available after the game is released, but I was surprised to see that one year after the announcement of Star Citizen and 18 to 24 months before the release of the game there is modding competition to design, model and rig a spaceship. Registration opens October 31st and ends on December 31st 2013. I will try to find some time to try to enter the competition.

ABOUT THE CONTEST

Creating ultra-detailed spaceships is the heart of Star Citizen’s development.

From concept to final texturing, a ship can take teams of expert designers months to create
the level of graphical fidelity and detail that have become hallmarks of the Star Citizen universe. Now Chris Roberts and his team of visual designers are looking to the community for the next great team of ship designs.

16 Finalist teams exit one by one until there is one Grand Prize winner honored with the addition of their spaceship into Chris Roberts’ new space epic, Star Citizen. Not to mention a $30,000 cash prize, a swag of other goodies and the first winning ships off the production press for each team members’ Hangar!

Whether or not you participate, subscribe to RSI’s YouTube channel to watch the drama unfold and see who can build Star Citizen’s Next Great Starship.

The weekly webcast show will kick off with sixteen finalist teams at 11am PST on January 31st 2014, which is when the specs will be released to each team for the main challenge; The Next Great Spaceship!

These sixteen teams of finalists will have to conceptualize, design, model, animate and rig their model while submitting their progress for weekly review by a panel of science fiction’s leading concept artists, designers and celebrities, along with the man himself, Chris Roberts.

Each successful challenge, takes you one step closer to the grand prize. Failure means you go ‘home’. In the end, the last two teams will be flown to Los Angeles to compete live in front of the judges and the community on June 8 2014, for the grand prize: $30,000, their ship incorporated into the Star Citizen universe, cool swag, and the title of...

The Next Great Starship.



DETAILS

To join the contest you will need A team of up to 3 citizens including yourself. You will be tested on Concept, Design, 3D realization and Game integration. For that you will need to master CryEngine 3 which you can download for free at CryTek.

Teams will be allowed to register from October 31st to December 31st 2013, and will need to attach a 3-4 minute video to their application before registrations close.

Your video must include about 1 minute of introduction of your team name, team mates names, cities you live in, roles in the team/creation of the weapon and your excitement for this competition. This should then be followed by 30-45 seconds of your modeled weapon of choice (See Specifications below).

WEAPON OF CHOICE

The UEE is looking for a few good weapon designers! The Sakura Sun Corporation is preparing to unveil their new line of wave particle cannons and we want you to decide what they look like!

Read the design specifications below and choose a weapon from the Sakura Sun lineup to prototype. In addition, you should design a logo for the corporation to give us a feel for its place in the Star Citizen universe. Artists should design both the weapon and the ammunition effect. Submit a video showing your workflow (how you went from concept to final design) and be sure to include the finished design as part of your video.

Applicants will be judged for both creativity and the ability to adhere to the required specifications (ie, don’t build a missile instead of a cannon!)

DESIGN SPECIFICATION

Sakura Sun Corporation

Sakura Sun is an Earth-based corporation. Sakura is a recently incorporated organization with a drive to build weapons that are visually distinct from the more utilitarian fare created by companies like Klaus & Werner and Behring. Sakura has a high-level technology trading agreement with the Xi’an, and incorporates Xi’an technology into their weapons when possible. Sakura Sun weapons have a crafted, elegant quality that counters their destructive nature.

Multi-Particle Wave Cannon (MPWC)

The Multi-Particle Wave Cannon is a Gatling cannon which fires energy bolts from a miniaturized multi-particle accelerator ray. It fires a barrage of bosons at the target in the form of a wave of particles occupying the same quantum state. They collapse into particles on impact with energy shielding to cause significant damage, but are largely ineffective against solid armor. The MPWC is based on alien technology, and the Xi’an influence should be visible! Construction should reflect the high-science nature and multiple accelerator aspect of the weapon.

Size: Available in size 1-5

Hardpoints: Class 1 and 2

Inspiration: the A-10 Warthog’s GAU-8/A Avenger
Weapon options

Breezefire EX: A small (size 1) MPWC; think the “budget” model.

Breezefire DX: A larger size 1 weapon with higher quality components.

Windfire EX: The larger model of MWPC (size 2.) This is the most advance version on the market.

TEAM FINALIST SELECTION PROCESS

The selection process begins after midnight PST December 31st, 2013 (once all the preliminary submissions are in) and ends with the announcement of the 16 team finalists noon PST on January 31st 2014. 15 teams will be selected by the judges and then from 8 pre-vetted teams the backers of the Star Citizen community will be able to vote on the 16th finalist team. (Please note: only backers of Star Citizen can vote although everyone can watch). This will be the ‘Wild Card’ vote and voting for this will begin at noon PST January 24th, 2014. The selection will be based on the video submission from each team including their fully designed ‘Weapon of Choice’. Before the announcement of the 16 finalist teams, extra filming maybe need to be done to polish your video submission. This will be up to one half day requirement in your own city. We will contact your team in which case via the email you provide with your video submission.

ELIMINATION PROCESS AND SELECTION OF THE GRAND PRIZE WINNER

Finalists will be required to submit WIP on a weekly basis for airing on the weekly show (airing each Friday 11am PST, barring the Grand Final on Sunday evening June 8 2014). Finalists will need to be comfortable on camera to work with the judges and mentors. Filming will be done at a convenient time for camera crew and competition finalists. There will be 19 episodes total with the live Grand Final held on Sunday June 8 2014 in Los Angeles California. The two finalist teams will be flown into Los Angeles for this event.

2014 Dates for the show to air at 11am PST will be;

January 31

Feb 7 14 21 28

Mar 7 14 21 28

Apr 4 11 18 25

May 2 9 16 23 30

Jun 8

PRIZES

GRAND PRIZE:

$30,000 in cash for the team members. Your Great Starship is included in Star Citizen and each member of your team receives the first production models off the press! As well as; Autodesk Entertainment Creation Suite, Maya Premium and one high-end AMD based system with Radeon R9 290X (for each team member).

SECOND PLACE:

$10,000 in cash for the team members. Alienware laptop, Autodesk Maya 2014, AMD Radeon R9 290X (for each team member).

THIRD PLACE:

$5,000 in cash for the team members. Autodesk Maya LT, AMD Radeon R9 290X (for each team member).

SPECIALTY PRIZE :

(to the most valuable player out of the remaining contestants among the final three teams voted on by the judging panel): One Cintiq Companion, the new Windows 8 “Make the World your Studio” tablet from Wacom.

FINALIST TEAMS 4 THROUGH 16

$250 in RSI Credits (non-transferable/non-refundable)

WHO CAN ENTER

To be able to enter the competition, you need to :

- Be at least 18 years of age ;

- Have your own Roberts Space Industries account (although you don't need to be a backer) ;

- Not be an employee or direct parent of an employee of Cloud Imperium Games or one of the competition's sponsors : YouTube, AlienWare, CryTek, Autodesk, Wacom, Cologne Game Lab or AMD.

WHAT YOU WILL NEED

A TEAM OF UP TO THREE CITIZENS

Choose your friends, choose your enemies, or choose strangers, it’s up to you, but choose wisely as your team will need to excel at a variety of disciplines to excel at the various challenges you will face. Entries can be submitted as soon as noon PST October 31st 2013, so get your team together now!

The following skills will be tested:

1.CONCEPT & DESIGN

The foundation of an idea. By traditional or digital methods, you need to put the vision in your head into a form for your team and the judges to discuss.

2.3D REALIZATION

You will need to build that concept into a working 3D model, complete with animations, rigging and textures.

3.GAME INTEGRATION

You need to export your weapon into the game engine, review and tweak materials, and complete the animation to prepare it for use.

THE CRYENGINE SDK

You’ll need mastery over CryEngine 3 to complete all the tasks that will be required of your team. Get it for free from Crytek

DOWNLOAD THE SDK

AUTODESK MAYA LT

Download a 15-day trial of Autodesk Maya LT to model and animate your assets. Download a trial of Maya LT at http://www.autodesk.com/products/maya-lt/free-trial.

COMPLETE THE PRELIMINARY CHALLENGE

In your 3-4 minute YouTube Video Submission each team will need to include a fully designed weapon. This will help to show off your skills and enable our judges and community to select the final 16 teams. See ‘Weapon of Choice’ details below.

SUBMIT YOUR YOUTUBE VIDEO FOR TEAM FINALS AND SHOW SELECTION

Submit a 3-4 minute video with the following details:

~1 minute introduction of your name, city you live in, role in the team/creation of the weapon and your excitement for this competition.

30-45 second video of your modeled weapon of choice.

FREQUENTLY ASKED QUESTIONS

How do I enter the competition?

The details will be made clear when registrations open on October 31st, but you will need to provide information for each member of your team. Click on the Details button on this page to get the specifications for the Weapon to be built and submitted as the first challenge. This submission will also need to be submitted in the form of a video so ‘Get Ready for your Close up!’.

Do I need to be a Star Citizen backer to enter the competition?

No, but you will need to have an RSI account , so you can agree to our Terms and Services as well as provide contact information to enter.

I’m not interested in competing but I’m still interested in the show, is there any way to participate?

If you are currently a backer of Star Citizen, you will able to vote for the wild card entrant into the competition along with special polls during the competition itself.

Am I allowed to use people outside of my team members for my submission?

No, part of the challenge is putting together a team that can handle the variety of tasks needed to produce a well-designed space ship. Teams who utilize anyone outside of listed team members will be disqualified.

What deliverables are required for my submission package?

You will need to provide a final model as well as WIP’s (Work-In-Progress) that include descriptions of the methods and techniques you used to prove that the work is indeed your own.

What programs am I allowed to use?

You are allowed to use any program that allows delivery in the specified requirements. Please consult the Entry Page for information regarding trial software deals.

Can I have multiple entries?

Sure. You can enter multiple times, but, in our experience, one polished well-thought-out entry is better than a handful of half-realized ones. Keep in mind that in the end, you can only be part of one and only one of the 16 finalist teams.

Are we allowed to use web downloaded textures?

Yes, but you must credit everything you use and it must be in the public domain and freely usable for commercial use. Anyone caught not crediting material, contributors or inspirational works will be disqualified.

How can I get out of this competition?

If you decide to withdraw your entry into the competition, please send an email immediately to support@cloudimperiumgames.com

Can I upload my WIP (Work-In-Progress) images to my own server? Is that counted?

No. Please use the RSI site facility to upload your WIP. It allows us to track the entries properly, and guarantee continued hosting of all images.

Can I get trial or educational versions of the 3D software required for the challenge?

Yes. Compliments of Autodesk you can download a free 15-day trial of Maya LT to submit using FPS.

How do you organize the shooting schedule for me to be filmed with the judges?

Depending on location some teams will be filmed by local crew. Depending on your set-up you may also be able to video-conference your WIP with the judges. A mentor will also be assigned to the final 8 teams. The series will air every Friday from January 31st 2014 to June 8th 2014 with no show on June 6th 2014.

I still have questions. Who can I talk to?

If you have additional questions or comments, please email support.

Saturday, March 2, 2013

Learn to code interactively for free

I just found this site where you can learn to code interactively for free. If you are interested in that chek it out.



Tuesday, February 12, 2013

Selling 3D models on Asset Store

I was looking at different ways to start a carrier in making games and realizing you can’t just start from day one to work for big companies and make games like Entropia Universe. You must learn few years first and slowly move to more complex projects and probably make more money with your work. No one will hire complete noob, so you have to start working as freelancer making some small projects for some smaller games or movies.

Even if you spent 10 years making game better let’s say than Diablo 3 can you afford the servers, the marketing and actually make sure no one will pirate the game and steal all your profit. Or can you leave your current job and fly to another country hoping to find a job as game designer there. Most probably not.

If you want to start making games in your free time after work and in Sundays you need something like Google Web store for apps where they share revenue with you. After looking at different options I found that there is such place. Do you remember the 3D engine Unity 3D that was not as good as CryEngine, but a lot cheaper? They have Asset Store where you can sell 3D models, Textures and Materials, Audio, Complete Projects, Editor Extensions, Scripts, Particle Systems, Services, Animations and so on. Where you take 70% of the selling price and 30% goes to the web store. You can even use the free Blender to make your 3D Models and then export them to Unity 3D and sell them on Asset Store.

Monday, October 29, 2012

Quick map I made with CryEngine 3 SDK

I was playing with CryEngine 3 SDK and for few minutes I made a quick map. It looks easy to make it because everything is premade by CryTek and I just place it on the map. CryEngine 3 SDK is free of charge if you use it for non-commercial purposes. You can use CryEngine 3 for free in educational facilities, even if you are charging tuition. And if you want to make a game and make money with it you will have to pay 20% of your revenue to Crytek.


Sunday, October 28, 2012

CryEngine vs Unity

I was wondering what is better CryEngine or Unity and here is a post that answered my question:

I have been busy with CryEngine 3 (CE3) last days, after all these thread here covering other AAA engines. I have digged quite a bit into the C++ code of CE3 right now and so far I have to withdraw my previous statement about it being crappy. It is cumbersome, but so far it is one of the best pieces of API code I have ever seen (that is probably also the reason why it has almost not changed for 10 years now). I am going to port my "half" Unity game to CE3 right now, this will take quite some time but this post covers the reasons. This is no flame thread or anything, so if you really want to know an objective, but technical, view on CE3, from a person who really likes Unity (at least for what it was made for), you will get it. It took me quite a while to write this, so I would appreciate constructive feedback and don't convert this in a flaming thread please, we have enough of them about this subject already.

First, let me tell when you don't need to bother about CE3, so you don't waste time in this thread:
1) You want to create mobile games or games for low-end hardware
2) You are not going to create FPS like games with some sense of certain realism, say Crysis or Age Of Conan. Though one sure can with CryEngine, it gets nasty, just like with UDK, maybe even more.
3) You have no in-depth programming skills in C++ or can accept the limitations of Lua, the scripting language of CE3 (for now)
4) You have no good models to put into your game anyway, in that case CE3 makes only limited sense, even though you might still want to use it, see more below ^^
5) You want Mac/Webplayer support ^^. CE3 does not support it, because of driver limitations on apples site; and as for the webplayer, well ^^ its quite obvious here I guess (a decent level makes up to gigabytes of data). But CE3 (to my surprise) supports Linux!
6) You are new to gamedev! Use Unity first, understand it, push it to its limit, then switch to CE3 if you think you need it. If you don't master Unity, you have no chance with even simple things in CE3, I promise you...
7) You just don't miss anything in Unity. In that case you might still wanna read on...

### A DROP IN COLD WATER

So now some eye-candy videos to bring us all on the same line about what kind of graphic we are talking about, they are all more than worth watching I can't even recommend one in particular:

Realtime Radiosity
DirectX 11 & CryEngine
CryEngine Promotion
Another Good Promotion

So you might come up with "But these are all just promotion videos, you can't take them seriously!". No, you can! This is what impressed me most (and convinced me finally) of all when I first started the CE3 Sandbox editor. It just looks damn awesome, without doing anything. Just pick some AAA models, stuff them in and enjoy. This is something I have never seen before. In UDK you would have to twist your brain to come even close to what Unity Pro is capable of, while UDK is capable of the same things as CE3 but most people have no chance in unleashing this power... But what you get with CE3 by "default" is just beyond measure, and I am not kidding. Of course this has its price. CE3 only runs on recent hardware, but the fact that it runs on these crappy consoles already proves that it can't be that bad. At least it doesn't even start on my 2010 notebook (damn Intel HD). What is also impressive is that the "empty" default scene in CE3 already has 200k polygons of interactive water. That is quite funny because this very scene would already come in a range close to what Unity can do at all, but it is a god damn empty default scene in CE3. And also if you look at the second video, you can see that there is NO point at all comparing CE3 with Unity. These are different worlds for different audience! It's you who has to decide which audience he wants to/can please.

### WHAT EXACTLY DOES UNITY LACK BESIDES VISUAL QUALITY?

Of course, the visual aspects are not worth mentioning, because these two engines do not and cannot even compete in the market. So what could still make you choose CE3 instead of Unity, even if you are happy with the visuals of Unity Pro?!

1) You want a dynamic environment. Forget it with Unity! Even if you can workaround some of the many issues that will arise, you won't get any decent look due to lack of global illumination (and in fact much more), which is only provided by the static Beast Lightmapping. And more importantly, no dynamic occlusion culling and that is killing! You just can't work with that. And even the static one is bugged to the teeth and a pain to work with already when your scene is not dynamic at all.

2) You want a destructible environment. You can do it, to some extends, I did it with about 10k fragments flying around with PhysX support (using a hand crafted "Adaptive-Octree-Dynamic-Batching" algorithm I developed precisely for this purpose as well as highly optimized shaders to minimize CPU overhead on mesh update; not to mention the fancy polygonal fragmentation algorithm). Looks nice but is already the limit. Builtin dynamic batching doesn't work for anything but mobile. CE3 batches almost everything automatically in deferred MSAA HDR scenes. So much about that. It supports automatic realtime destruction/fragmentation (not only prebaked). CryTek has seen what I have seen, no destructible dynamic worlds without throwing anything prebaked over board. They simple have nothing prebaked, though you sure can use it (for explicit optimizations), but you don't have to and you don't by default. And that is one reason why it looks so good; most other engines have to prebake, prebake, prebake, hours and hours on UDK "Swarm" server farms until a static scene looks somewhat near "decent" (hopefully). CE3 does it in realtime...

3) You want decent Posteffects, like HDR, Bokeh-DoF, analytic SSOA. CE3 has them all builtin (the fancy stuff soon) and they excel in every respect. Especially the little things like "SSOA shining through particle effects or transparent objects", "no MSAA in deferred rendering", "no scalable particle systems" add up pretty quickly in Unity and make most of the "nice" stuff unusable in real world situation and pretty much only useful for showcases. What I have learned is "No good look without excellent post-effects" which means no good look at all in Unity (always compared to CE3). New fancy stuff is on the way, like Image-Based-Reflections (and all the other stuff seen in the UDK Samaritian Demo, just that with CE3 you won't need five GTX 590 for this) which is quite jaw-dropping. I am sure I don't need to mention tessellated displacement mapping as seen in the second video, HDR lighting, transparent colored shadows, the list is endless...

4)You want a real-life sky with day-time support (realistic sunset, atmospheric scattering etc.) , weather (rain, snow), weather occluders (that is quite helpful and a pain in Unity ... again), wind on all objects with much more sophisticated influences, dynamic clouds, etc (and not only on these crappy terrain surfaces)... Just all the stuff that create some kind of "immersion" for the player. You can buy most of this stuff in the asset store, but to be honest, it costs quite a bunch and it does by no means compete with the corresponding CE3 effects and additionally, the Unity versions are much slower and will finally make your game unplayable ^^. You can just keep stuffing all that into CE3 without noticeable FPS drops...

5) You want interactive, realistic water. No chance with Unity! The lack of advanced shader support makes most of these attempts quite useless. While Unity has decent looking "Pro" water from the top down, it is like with everything else in Unity. It seems more like a marketing strategy, because it is just of not help in practice. There is no decent "underwater" effect and even if there would, the water4 has no "height at" function to properly decided the "underwater" property (one could do that himself, as with everything in Unity). But if you look at the CE3 water effects, you will see that this is far away from anything you have ever seen in Unity and probably couldn't even do in Unity efficiently. Additionally it supports interaction (automatically) which means creating waves by just walking into it, or shooting into it. This is pretty slick, and couldn't be done efficiently in Unity I suppose (due to lack of shader support). The CE3 water is FFT based and supports (of course) DX11 tessellation (again automatically) which really makes it look like movie water. CE3 comes with three different amazing water surfaces made for different occasions (ocean, in-door, river).

6) You want to make your game moddable. Use Unity Pro and AssetBundles! No wait... How can you create an AssetBundle? Yes, with Unity Pro, so how will your players mod your game? Not at all I suppose. Sure you could again build a solution yourself like using Unity free and making a custom "FBX to Mine" converter and load that stuff, have fun! What about animations? How to read them out and how to load/store them? What about sounds? They don't layer when imported with WWW. What about textures? They are stored as PNG if modded, and have to be converted to DXT on every, single, restart! The PNG decoding alone is far too much for any decent use case. CE3 was built from the ground up (since 2001) to be highly moddable and hell it is! There are Maya/Max exporters for any occasion and custom file format for anything you can just load at runtime in script code and most importantly, load them efficiently! You can even change the entire game code and scripts without any "hacks".

7) You want to create procedural content. This is quite possible with Unity using the skinned mesh or the usual mesh. But hell, it is inefficient! CE3 gives you C++ access to the raw rendering pipeline. You can stuff in DX10 instancing matrix streams as well as utilize all other streaming capabilities; you can update vertex/index buffers partially (which is a great thing and really not too much to ask for?! ). Combined with the up to 10 times faster execution of C++ code compared to C#, especially for such raw array manipulation, this is something you can't miss. And another thing is you can dump this out in the usual CE3 mesh format "CGF" and read it back in later. And since nothing is prebaked in CE3, you get realtime radiosity, dynamic occlusion, as well as fragmentation for mesh destruction...
Additionally CE3 supports a lot of things I couldn't figure out right now, like advanced AI, superior networking, ...

### CONCLUSIONS

So what this comes down to is that Unity has a lot of stuff to some degree. But that very degree is just high enough to make it suitable for proper advertisement while it will do you no good in a productive environment. Anything in Unity requires SO MUCH work to get it working PROPERLY and that is the key-word. As long as you just want to stuff some prefabs together it might look quite nice. But if you really want everything in a complex scene fit together, you have a hell of a mess in front you and it will take a lot of back-breaking work to get it right and then still it is just static. Unity doesn't provide tools to control this mess, UDK does and it still sucks... And this is the very reason why I am switching to CE3. For now I have omitted all that stuff and this was a good decision. A lot code can be reused in CE3 since I focused on gameplay and not so much on rendering (since I had the hope that Unity would catch up until I am done but now I doubt it; or let's say I can't wait anymore). But more importantly is what would lie in front of me when sticking with Unity:

1) Writing (and failing because of lacking shader/C++ support) a dynamic occlusion solution, without this ANY real shooter or 3D game in general is doomed to fail.

2) Creating/Implementing most of the stuff I talked about in the previous "chapter". Especially the modding part as well as weather effects, the particle problems, the list is again... endless!

3) Buying a lot of stuff like: RAIN{One} AI, Voxelform, various weather effects and rendering packages, which totals almost to a Unity license in itself... And besides buying, also implement these things. Like Voxelform, which comes similarly in a AAA incarnation in the CE3 Sandbox editor and allows for cave and overhang creation and much more. It is even accessible from C++ and that is just amazing as well. The CE3 Sandbox editor is ingenious and well I don't find any words for it!

4) Implementing an AI, and only god knows how in a dynamic environment, since even the commercial assets are mostly static even if some try to claim some support for dynamic waypoint/navmesh hybrid approaches, but it sounds rather suspicious. I'd rather trust CE3 to be honest...

5) Coding all the game logic stuff for a typical FPS like picking up items, shooting weapons, reloading and you know it all ^^. Well again, this comes builtin into CE3 ^^. The simple demo scene "Forest" already combines a lot of effects that are unmatched when compared even to vivid commercial Unity titles... As long as you want to use a typical FPS game logic, CE3 has it all! From the easiest thing to complex multiplayer match setups and proper synchronization of item pickups, shooting and stuff. To be precise: You get access to a major portion of the Crysis 2 script code and C++ game logic (there are "alien" and "nano-suit" code comments all over the place, even in deep C++ call trees).

6) Multiplayer mode. What is builtin into CE3, you have to code yourself in Unity, again... Yes it provides a network layer but that is pretty much it. With CE3 you get a lot of high-level networking along with the native pipeline, like map-voting, chatting, and different kinds of prefabed match types, not to mention all the well tested Crysis networking code.

7) Buy a lot of assets, like cue sound effects and other stuff that is already right in front of me in CE3, but I can't use it in Unity!

8) Not to speak of character animation. It's just deadly in Unity. At these times I really praise weapon socketing, vehicle system, integrated support for using mounted guns on vehicles ^^, default character animations with reloading, swimming (it even comes with a bunch of different swimming techniques), realtime motion capture application (as seen in one of the videos) using Kinect and IPiSoft, procedural locomotion and AI for climbing ^^...

9) Anti-Cheat. CE3 also has anti-cheat build in (PunkBuster) and a lot of places to hook in your own solutions.

Well probably there is much more, since I was only talking about non-editor related stuff. And finally, looking at the still unsatisfying results due to lack of dynamic radiosity and proper overall rendering quality! The amount of code that would be required to get my game anywhere near "release" is extraordinary, and I already have coded about 20000 lines ^^. I doubt that this project would succeed anywhere below 60k and probably at least 3k USD of additional budget. Much more than I would ever need in CE3 even if I would write it entirely in C++, but I am not going to. CE3 is free and requires a 30% revenue share. Frankly, I can live with that! If the game is really a burner, I will just move the headquarter into a tax paradise, so I would just pay taxes to CryTek, so to speak. Or at least I would never go beyond 50% and that is almost what we have in our country already! And to be honest, 30% revenue share for all you get from CE3?! I mean I would proudly give them the 30%, as well as to UT if they would fix all these issues, but they won't! And for people who say that this is worse for Indies ^^. What could be worse than 3k USD of upfront payment? I sure could find better things to do with it than wasting it for some "virtual" license crap; so screw it. This way you only have to pay CryTek if your game brings in money, and this is the way to go for Indie...
Also I have to correct my statement about these engines not being suitable for indies. For UDK this still applies, for CE3 it doesn't. What you need are excellent programming skills and a lot of dedication and the power to defer "knowledge", which means to accept that you don't understand jack about the engine you are working with; otherwise you get lost, I can tell you that! CE3 is a real monster and even the sole include headers for C++ you can use make up a high 5 digit amount of lines... The C++ reference manual is over 4000 pages filled just with types and methods, without much comments but sure better to navigate than crappy IntelliSense... But the power and assets you get with CE3 also because of the large existing Crysis code portions, the impressive out of the box rendering quality, and all the stuff I talked about make it even better for Indie than Unity, proper skills provided. You will get a game done much faster if you use CE3 correctly, and will look and feel way better; not to mention the fact that it scales with your success. If your game succeeds you already have everything in the right engine to make it a real AAA title over time... If your game succeeds in Unity you will have to port it, which basically means recreate it...
So far the only thing CE3 seems to suck at is full-screen detection as for the funniest code comment ever directly in the main Crysis GameDLL: "// ghetto fullscreen detection, because renderer does not provide any kind of listener". And this also the only deficiency I found so far in their API design.

After all, even if you are not shipping a game with CE3, you will learn so much about AAA game development, and you will probably be shocked how much features Unity really lacks and never come back. I don't know ^^. I will remember Unity if I ever create a mobile game it is sure excellent at this one...

Oh one last thing of medium importance. The free version of CE3 does NOT support custom shaders. The good thing is that you won't need them anyway since CE3 has a large asset database and you can reuse all the stuff in the net. And in contrast to Unity, you neither need to optimize anything in CE3 nor could most poeple. It is all perfect...

CE3 supports C++ debugging in Visual Studio 2010 and for Lua scripts. You can even start the engine from within C++ so to speak, it gets sort of a client for you to use.

I could go on for a while but I tried to find an end, and here it is, also because I am falling asleep right now it takes so damn long to write... There is no way I am turned around on this subject and that is not the point here. But you still are welcome to comment on all this.

Saturday, October 27, 2012

Video Game Development Links

Engines:

CryEngine - free for non-commercial use.

Unity - Cheper then CryEngine, but not so good. Good for independent videogame developers. Can export to many platforms.

3D Software:

SketchUp - free 3D software. FZD use it. Work on Planet Cyrene.

ZBrush -  free 3D software. FZD use it. Work on Planet Cyrene.

Blender - free 3D software. Can export to CryEngine 3

Blender Artists Community - Video Tutorial for Blender, forum and sections for volunteer and paid work for 3D artists.

Maya - 3D animation software. Can export to CryEngine 3

3ds Max - 3D modeling, animation and rendering software. Can export to CryEngine 3

Video Tutorials:

http://www.youtube.com/user/CryDevPortal

http://www.youtube.com/user/1Richmar

http://www.youtube.com/user/CyberGameArts

http://www.youtube.com/user/WorldofLevelDesign

http://www.youtube.com/user/FZDSCHOOL

http://www.youtube.com/user/Sycra

Other Interesting Links:

Planet Postmoderna - Not yet funded project to make MMO, probably planet in Entropia Universe.

--

Friday, October 26, 2012

Work for MindArk

Career

At MindArk, we develop the Entropia Platform which is the underlying technology to Entropia Universe.

MindArk is looking for skilled individuals to join us in expanding our virtual universe for online entertainment, social networking and ecommerce. Working with the latest technology and coming up with creative solutions requires talented people.

MindArk operates on the global market and some positions offer the possibility for working abroad.

Let's invent the future together!


Application Information

Thank you for your interest in working at MindArk!

Before sending your job application to us, please make sure to follow below guidelines:

  • Swedish or English. Only applications written in English or Swedish are handled.
  • E-mail your application. Send your application via e-mail to jobs@mindark.com. Make sure to include an appropriate subject line.
  • Text document formats. Use standard Word or PDF formats for attached text documents.
  • Complete CV. Always include a complete CV, listing your address and contact information, education and work experience.
  • Cover letter. Include a cover letter explaining why you are the best candidate for the position.
  • Digital show reels. When digital show reels are required, send only digital ones, e.g. a link to your online portfolio or samples attached to your e-mail. The maximum size for attached work samples is 1 MB. For larger samples, please provide us with a website or FTP server where we can access them.
  • Graphic formats. Please only use the following formats: JPG, BMP, MOV, and AVI using standard codec's (e.g. divx, MPEG1) for attached or linked work samples.

NOTE: Please do not call our office phone to enquire about your application. We will be unable to answer your questions by phone.


Current Positions

C++ programmer

You’re a C++ wizard and you know it.
Now you’re ready for a whole new game.

MindArk is looking for a top-notch C++ programmer – quite possibly someone with a passion for games. We need some special wizardry to further enhance our massively multi-player online game platform based on cutting-edge technology.

Does that sound like a job for you?

MindArk created Entropia Universe 10 years ago. Today, it’s the No. 1 real-cash economy MMO platform. It’s a secure entertainment and e-business platform that allows numerous partners to build their own unique planets – all differently themed but seamlessly connected inside Entropia Universe.

Entropia is a 3D virtual internet environment with stunning graphics. It has one million registered user accounts and handles over $400 million per year in user-to-user transactions. But at MindArk we’re not resting on our laurels. By the end of 2013, we aim to double the number of users. And with your help we’ll succeed.

You’ll become a senior member of the Entropia Universe development team. There you’ll be implementing exciting new features, in close cooperation with our designers. And you’ll be developing new partner tools, to help them create great game designs and enrich the user experience. (All development is done using Visual Studio and Scrum.)

Here’s who we think you are:

You’re an MSc or BSc in computer science (or similar), with 5+ years of professional experience. You have excellent knowledge of C++, STL and boost libraries, along with a strong background in SW architecture and proven analytical and trouble-shooting skills. You’re a highly motivated and focused individual who sets high personal targets and assumes responsibility for results.

MindArk is based in Gothenburg, Sweden, with a subsidiary in Playa del Carmen, Mexico. Here you’ll find an open, inspiring and creative environment, where you can see your own ideas deployed in the ever-changing Entropia Universe. You’ll be working closely with the company founder, whose technical and commercial visions continue to inspire all of us.

Please email your application (cover letter and CV) to jobs@mindark.com and state “C++ programmer” as subject. If you have any questions, feel free to contact Klas Moreau at klas.moreau@mindark.com. For more information about MindArk, please visit www.mindark.com or www.entropiauniverse.com


3D Graphics Artists

You’re a magical 3D-graphics artist.
It’s time you became our top player.

MindArk is looking for a new Head of Art – quite possibly someone with a passion for games. We need your special magic to keep upgrading the visual attraction of Entropia Universe, our massively multi-user online game platform.

MindArk created Entropia Universe 10 years ago. Today, it’s the No. 1 real-cash economy MMO platform. It’s a secure entertainment and e-business platform that allows numerous partners to build their own unique planets – all differently themed but seamlessly connected inside Entropia Universe.

Entropia is a 3D virtual internet environment with stunning graphics. It has one million registered user accounts and handles over $400 million per year in user-to-user transactions.

As Head of Art you become one of the most crucial persons on our development team. You inspire and drive the visualization process – from ideas and concepts to fully operating prototypes and guidelines for our planet partners.

In other words: you’re responsible for making Entropia Universe appealing, fun – and simply irresistible for users. For that we expect you to push the boundaries of visual expression and quality within the vision of Entropia.

You’ll be managing our art production and documentation pipeline. This means making the most productive use of our art team and making sure that everyone’s style and quality remains consistent. It also means producing material every so often, to troubleshoot and help find new solutions.

Here’s who we think you are:

You’re a strong art director with solid experience of developing and producing 3D graphics. You therefore know the ins and outs of 3D Studio Max and Photoshop. Most likely, you’ve already completed two or more video games showing that the quality of your work is on par with the very best. And you have a track record of working with an established AAA game house.

Last but not least, you know how to communicate effectively with senior executives on a broad range of topics – technical, commercial and creative.

MindArk is based in Gothenburg, Sweden, with a subsidiary in Playa del Carmen, Mexico. Here you’ll find an open, inspiring and creative environment, where you can see your own ideas deployed in the ever-changing Entropia Universe. You’ll be working closely with the company founder, whose technical and commercial visions continue to inspire all of us.

Please email your application (cover letter and CV) to jobs@mindark.com and state “Head of Art” as subject. If you have any questions, feel free to contact Klas Moreau at klas.moreau@mindark.com. For more information about MindArk, please visit www.mindark.com or www.entropiauniverse.com


Senior Web Developer

You’re a web developer at the top of your game.
Maybe you should try ours.

MindArk is looking for a senior web developer – quite possibly someone with a passion for games. We need your skills and experience to design and build the business-critical web applications surrounding our massively multi-player online game platform, Entropia Universe.

MindArk created Entropia Universe 10 years ago. Today, it’s the No. 1 real-cash economy MMO platform. It’s a secure entertainment and e-business platform that allows numerous partners to build their own unique planets – all differently themed but seamlessly connected inside Entropia Universe.

Entropia is a 3D virtual internet environment with stunning graphics. It has one million registered user accounts and handles over $400 million per year in user-to-user transactions.

Web applications are central in the future of Entropia Universe. They help users get more out of the time they spend in our Universe and manage their accounts and transactions. In a time when everything is going mobile the web services provide an important and secure integration point. Also our web and supporting systems are central in understanding our customer needs and expectations. We will continue to improve these systems in order to provide the best Entropia Universe experience.

We need your help developing these services and making them as useful, secure and enjoyable as possible. We also want you to manage and be responsible for your web projects.

Here’s who we think you are:

You’re an experienced web developer with team leader skills. With a broad CMS and open-standards background, you’re comfortable with HTML, CSS, Javascript, Linux, SQL, Photoshop and Flash. You know how to integrate social media like Facebook, Twitter and YouTube in your web solutions. You also have an interest in gathering user statistics with tools like Google Analytics, Adwords, marketing providers and thru direct adds/surveys, and make the most use out of it.

As a team leader you’ll need a sense of responsibility, good communication skills and the ability to motivate others.

MindArk is based in Gothenburg, Sweden, with a subsidiary in Playa del Carmen, Mexico. Here you’ll find an open, inspiring and creative environment, where you can see your own ideas deployed in and around the ever-changing Entropia Universe. You’ll be working closely with the company founder, whose technical and commercial visions continue to inspire all of us.

Please email your application (cover letter and CV) to jobs@mindark.com and state “Web developer” as subject. If you have any questions, feel free to contact Klas Moreau at klas.moreau@mindark.com. For more information about MindArk, please visit www.mindark.com or www.entropiauniverse.com