unc0nnected

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About unc0nnected

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  1. Organising Yourself

    I can't believe I forgot about www.box.com We did a 6 month evaluation of all cloud storage solutions and at the end of it Box was ahead of the competition by such a huge margin it wasn't even funny. If you are collaborating with others this tool is invaluable and it forms the backbone of our entire company now both for content management and 90% of our communications. Couldn't live with it
  2. Where to Find Game Assets (Audio/Textures/Models/Etc)

    www.jamendo.com - I think these are free for non-commercial use.. It's an absolutely gigantic repository of artists and music covered under the creative commons license
  3. Stealing

    http://everythingisaremix.info/watch-the-series/ - relevant to the discussion about why some of what you described isn't really a bad thing, it's just the way the world works and improves upon itself
  4. What are your go-to must-have Unity plugins/Shaders

    I've seen it but I'm a bit of chickenshit when it comes to anything node-based. It just always ends up turning into a giant spaghetti factory by the time I'm done. That's one of the reasons I've stayed away from Shaderforge. No doubt to my detriment as I know how awesome node-based stuff is but my heart trembles at the thought of it
  5. Hey guys, just thought that it would be a good idea to share some of the unity plugins or shaders that you couldn't imagine living without as there's so many gems in the asset store that some gems really get lost in the noise. When we were using Unity 4, Alloy and Amplify Color were two that we rarely made levels without although now in Unity 5 we find the native tools to be enough to replace amplify but we still stick with Alloy as our PBR shader just because of how much more control you get over the materials. uTomate was another one that I've had for a while but never had enough time to work it into our pipeline but remember getting super excited about. What about everyone else?
  6. The Big VR Thread

    That is incredible.. It's stuff like this that starts to really get me excited about VR. An entire VR tourism industry rising up
  7. Thanks for answering the question thumbs, pretty much what I had in mind but a good point about getting worked up to limit myself to the only possible outcome of this being her having a horrible experience. Although the fact that she can't even walk to her work now without getting harassed leaves me jaded some days It is a tremendous gift that I can now play the end of this episode after I've chatted more about this with her(if she doesn't here it first listening to you guys on her way to work) and we can bring you all in on the conversation. Big ups!
  8. New people: Read this, say hi.

    Bah, shows how much I pay attention. Missed this thread before I started posting but I'm here now to say hai!
  9. Not terribly excited for the game itself as I think my tastes have moved away from this kind of game, but I'm super excited that the guys who brought us a lot of the Gold box games are kickstarting their next game: https://www.kickstarter.com/projects/537511454/seven-dragon-saga-by-tactical-simulations-interact
  10. Artists

    Hell if you're asking us to flog our services then I wont' turn that down. I, as well as some other fine folks, represent Ironbelly Studios - www.ironbellystudios.com We're a tight knit collective of awesome who have been providing 2D, 3D, Animation, Programming, VFX, Level design and every other service under the sun. I won't bloat the thread with images or vids but feel free to head over to the site to check out our work
  11. Organising Yourself

    As I mentioned in that article, espresso and changing my environment was also a big help. Getting out of the house, working in a cafe on the laptop meant that I couldnt' go to youtube or anywhere else out of respect for the limited bandwidth of the cafe and because I don't like people watching me surf facebook/youtube over my shoulder. I use scrumboards to organize just about everything else in life including projects which is a huge help
  12. Unreal Engine 4 Thread

    totes mcgroates voted, lucky #50!
  13. Unreal Engine 4 Thread

    I'll admit that blueprints are a leaner and better system for heavier usage for sure, but out on the projects we've worked on that were of any weight the developers all came to the same solution and that's that a large complex project composed entirely of blueprints will eventually get crushed under their cumulative weight. Little systems here and there aren't going to make a difference on their own but when we get into 100's of blueprinted systems or 1000's they all add up to a noticeable hit on performance and stability. Simple projects or proof of concept demos I would encourage people to use them whole heartedly but if you are making something complex like a full fledged FPS or particularly an RPG then I would steer people away from it. I imagine it's something that epic is working hard to improve and may have already gotten them up to the point but I remember one of our clients getting about 9 months in of heavy development just to realize they would have to go back and rip out all of the major blueprinted systems and redo them with C++ as the project reached a certain size, the only thing would want to say here would be to mitigate that risk and be selective on what you blueprint and what you do in C++
  14. Forum specific RSS feeds

    Sorry if this has been asked before but I couldn't find it in my searches.. Is there a way to pull up the RSS for specific forums, the 38-game-development forum in specific? I like to setup feeds in my netvibes reader that are forum specific to do a bit of filtering. Thanks!
  15. The Big VR Thread

    I'm excited as hell at VR from a personal level but I have no excited from a game dev perspective for the immediate future as the hardware requirements to get a solid 75FPS at the graphic quality that gamers expect these days is still 2-3 years away from being mainstream which means we're really 2-3 years out from even knowing if VR is going to even be adopted by the mainstream. Does anyone have any info on when the Vive Dev kit will be available?