Welcome to the Game Dev Show! Throughout this series we'll have several Microsoft Technical Evangelists, as well as some guests, to introduce you to the concepts behind game development from a number of angles, including the programming, art, and business aspects of game production.
In this episode, Tech Evangelist Amanda Lange visits Plas.Md, a startup in Camden, to check out Bionautica, the game/app they are developing with Microsoft Band integration. Using the Microsoft Band, they take input from a user's heart rate and use that as the input in a free-running Parkour game made in Unity 3D! Vance Souders and Steven Gussman from Plas.Md explain how it works and the architecture behind this experience.
[00:25] - Overview
[03:40] - Demo
[07:35] - Running on Xbox One
[08:40] - Running on a Treadmill
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How do you deal with large files, using Git?
Before, you had to deal with bloated repos and mixing multiple version control systems. Now, you don't have to, you can use Git-LFS!
Exactly what is Git-LFS, and how do you use it? Tobiah Zarlez, Game Evangelist at Microsoft, will explain to you what you need to know!
Useful links:
Video highlights:
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Check out my blog: www.TobiahZ.com
Indie Game Dev Podcast: www.BeIndieNow.com
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Ever wonder how motion capture is used in games and movies? There's extremely expensive equipment available (I've heard of million dollar systems) which clearly makes them out of the reach of the vast majority of game devs out there. There are however some awesome cheaper tools available.
In part 1 of Motion Capture, we look at an off-the-shelf solutions from Noitom (Perception Neuron) and Reallusion (iClone) to create a powerful workflow. We continue working with our beloved 'Virtual made somewhat in the likeness of Adam but definitely cooler" Adam (we'll call him 00Adam pronounced 'Double 0 Adam') that we created in this video on creating 2D & 3D facial animations. Adam walks you through the MoCap aspect creating some basic 'action' animations and bringing them into Unity. James Martin (from MobaCap) then takes this animation data and maps it to our virtual character in iClone, to create a James Bond influenced character and simple but effective cinematic effects.
[02:10] Capturing the animation
[03:22] Axis Neuron overview
[05:44] Streaming to iClone for capture
[09:09] iClone workflow for applying animations and smoothing
[33:01] Unity FBX Import
[37:24] Bringing in 00Adam from iClone to Unity
[44:12] Creating cinematic effects
[51:56] Closing
Keep an eye on both James's website mobacap.com and Adam's blog adamtuliper.com
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This episode of the Game Dev Show brings you the second session of Adam's Intro to Physics in Unity. Physics in Unity can be a bit tricky to understand the components and how they fit together. This session builds upon the lessons in Part 1 Introduction to Physics in Unity. We'll look at some of the cooler building blocks of Physics in Unity that can really help polish your experience, such as using Interpolation on a rigidbody and using ragdolls for character effects.
In this presentation we'll explore
[00:40] Kinemetic Rigidbodies
[16:12] Interpolate (Rigidbody)
[17:31] Collision Detection Modes
[20:35] Raycasting
[21:25] Ragdolls
[42:21] Physics Materials
[46:44] Effectors
[51:19] Joints
[59:07] Closing
For the raycasting portion of the talk using the ZombieController, you can find that source code at this repository.Keep an eye on future subjects on over at Adam's Garage and adamtuliper.com and of course, check out the Unity Building Blocks free two hour course on Microsoft Virtual Academy.
In this episode of the Game Dev Show, I introduce you to Win2D – a powerful and easy-to-use Open Source library for immediate mode 2D graphics rendering with GPU acceleration. It is available to C# and C++ developers writing Universal apps and games for Windows 10 (UWP) - including Xbox One - and also Windows Runtime apps for Windows & Windows Phone 8.1. It utilizes the power of Direct2D, and integrates seamlessly with XAML and CoreWindow.Win2D (http://microsoft.github.io/Win2D) lets Visual Studio developers tap into hardware accelerated graphics without the need to call low-level DirectX APIs. Win2D is implemented as a layer on top of Direct2D, and supports interop in both directions. In this episode, I show you how to get started with Win2D, then integrate Win2D graphics within a XAML UI canvas, and show you how to draw shapes & primitives.Win2D is a powerful framework for app and 2D game developers alike, come learn how to get started and get involved.Here is an outline of this episode:[00:00] - Teaser[00:32] - Recap of the Universal Windows Platform (UWP)[04:00] - Approaches to build games for Windows 10[06:56] - Introduction to Win2D graphics library[07:43] - DEMO - Win2D Examples Gallery[10:35] - Why use Win2D?[12:18] - DEMO - Building a game with Win2D[24:16] - Wrapping-up and reference linksReference LinksNuget: https://www.nuget.org/packages/Win2D
Documentation: http://microsoft.github.io/Win2D
GitHub: https://github.com/Microsoft/Win2D | File an issue
Blog: https://blogs.msdn.com/b/win2d | Email us
Win2D Example Gallery: Windows StoreSlide deck: http://www.slideshare.net/ActiveNick/building-a-windows-10-game-with-c-xaml-and-win2dWatch the Win2D session from BUILD 2015 with Simon Tao:
Introducing Win2D: DirectX-Powered Drawing in C#https://channel9.msdn.com/Events/Build/2015/2-631Follow Shawn Hargreaves on Twitter, original Win2D creator and key contributor:
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In this episode, we walk you through understanding 3D and 2D physics in Unity. Unity uses Box2D and Nvidia's PhysX engine for 2D & 3D physics. To understand how Unity works, we'll take a tour of the various components used in physics such as colliders, triggers, rigidbodies, FixedUpdate(), and more to help you understand physics in Unity.
Executive Producer of 343 Industries, Kiki Wolfkill, shares her story at the Women in Data Bootcamp during the 2016 International Space Apps Challenge. With over 20 years in games, Kiki's mission at 343 Industries is to tell stories through merchandise and keep people engaged in the Halo universe. Kiki shares her background in art and video production and what ultimately led her to and allowed her to thrive in the games industry.
@DaveVoyles
Do you ever watch people on Twitch.tv or YouTube livestream themselves playing a game, or put together really professional videos about "how to" do something? Well it's not limited to just professionals anymore -- you can do it to.
It's not limited to people playing games either. Livestreaming your game dev or programming work is a valuable way to build an audience and share your work. Handmade Hero is an excellent example of a developer who has a huge following, largely due to his programming tutorials that he streams on twitch.
In this video, I show you the various pieces of software and hardware that you'll need to start your own livestreaming channel as well as how to upload the content to YouTube and share it with the world.
You can find my Twitch stream at Twitch.tv/DaveVoyles
Bro, do you even Unity? Have you heard how awesome building games with Unity is only to open the editor and realize you have no clue what you're doing? Well never fear, because this video is for you! Learn that building games with Unity is super fun, and in the process, you'll walk away with your very own game!
@DaveVoyles
@Keadin
I caught up with Justin Amirkhani, one of the developers behind Sometimes Always Monsters, a sequel to 2014's Always Sometimes Monsters. We discuss RPG Maker, advice for indies who want to showcase at PAX, and experiences as a game developer.
@DaveVoyles
I catch up with Torstein Vien, a programmer at Antagonist, the team behind Through the Woods, a third-person psychological horror experience about how far a mother would go to save her son.
@DaveVoyles
At PAX East I had a chance to catch up with Gary Porter of Dan and Garry Games about Super Daryl Deluxe,which they launched on Kickstarter some time ago. Even better, they were the winners of 2015's Imagine Cup in the gaming competition!
@DaveVoyles
@RetrotainmentHQ
NES game development is alive and well, as Retrotainment games illustrates in this interview with Zachary Curl. Retrotainment games is based out of Pittsburgh, PA, and working on an NES cart which is written in 6502 Assembly -- none of that fancy middleware! Their previous title, Haunted Halloween '85 is already released and can be purchased on their website.
The team currently has a Kickstarter going on for this Haunted Halloween '86, which is their second NES title in this franchise!
@Second_Truth
@DaveVoyles
In this episode, we talk with Will Brierly, creator of the soda drinking simulator Soda Drinker Pro. We talk about the long process of creating such an odd game, what it's like to develop a game within a game, and the journey to Xbox One!
Check out the official trailer for Soda Drinker Pro on YouTube!
@Second_Truth
@DaveVoyles
In this interview we talked with Ash Monif, one of the creators of Dragon Fin Soup! He talks about the new changes to the game for its upcoming release crossplatform, and what it's been like porting the game to Windows 10 and Xbox One!
Check out Dragon Fin Soup - Extra Chunky Edition at http://dragonfinsoup.com/
@Second_Truth
@DaveVoyles
@avashly
We caught up with Ashley Alicea, who works at Unity as an Event Coordinator for the Americas. Even more, Ashley was previously a MSP, or Student Partner, for Microsoft. During the interview they talk about how she got started in game development, how her experience as an MSP assisted with landing a role at Unity, and advice for others looking to get into games.
@Second_Truth
@DaveVoyles
@TheJessFloyd
In this episode, we talk with Jess Floyd, one of the coordinators for the PAX Indie Megabooth! She talks about the Megabooth process, how the Megabooth got started, and how volunteer work turned into a full time job working with games and highlighting the titles that indies are working on!
@Second_Truth
@DaveVoyles
In this episode, we talk with Chad Moldenhauer of Studio MDHR, the makers of Cuphead! Cuphead is a highly anticipated game coming out for Xbox One with design based on 1930s cartoons. We talk about their inspirations and the process of creating the game!
See the trailer and more at http://cupheadgame.com/
@Second_Truth
@DaveVoyles
In this interview Amanda is talking with Colin Dwan, one of the developers of the game Knee Deep! He talks about the game and his team, and what it's like for a developer to present at a big show like PAX!
For the past 5 to 10 years, pixel art and retro style have been mainstay features of indie video games. Has 8-bit become a lazy cliché, or are there new directions for this old-school style? Rachel Weil describes the benefits and pitfalls of retro aesthetics and demonstrates how a technical understanding of vintage game hardware can help designers and artists make informed development decisions.
Every gamer knows "it's dangerous to go alone", but how do you actually get others to help you create your game?
The process can be more complicated than you think! There is a lot you need to know. From finding the right talent, estimating cost, researching what kind of contracts you might need, to tax implications.
Tobiah Zarlez, Game Evangelist at Microsoft, has hired dozens of independent contractors over his professional career and will share some general advise on what you may need to know and where you can get started when hiring others to work with for or with you on a game.
Places to hire people:
Video highlights:
Follow @TobiahZarlez
Check out my blog: www.TobiahZ.com
Indie Game Dev Podcast: www.BeIndieNow.com
Gaming and education is a broad title. In this episode of the Game Dev Show, whether or not you're an educator, gamer, or just want to teach people your skills, this video will have content for you!
Follow Adina Shanholtz on twitter: @FeyTechnologist
Examples of Intro Videos
-Intro to Construct2 (video)
-Construct2 Game Design Curriculum
-Choose to Code
Game development tools
-Construct2
-Unity3D
-Twine
Coding tools
-Visual Studio (Windows only)
-Visual Studio Code (Cross platform) Getting Started with VS Code
-Dreamspark
Timeline
Intro [00:00]
Designing a Game Curriculum [00:52]
Unity Workshop [04:29]
Dreamspark [06:16]
Tools: Construct2 [06:59]
Tools: Unity [09:50]
This is a basic video walkthrough of the beginning steps of the animation process of rigging and skinning a 3D model in Maya, then importing to Unity. Here is a link to the mannequin model used in the video.
[00:28] - 1.) Identifying where joints will be placed.
[00:52] - Start rigging a skeleton
[01:23] - 2.) Placing the Joints.
[01:54] - a. Resizing Bones
[02:07] - b. Moving Joints
[02:17] - c. X-Ray Joints View
[02:40] - d. Labeling Joints
[03:02] - e. Center of Gravity
[03:26] - f. How to Mirror Joints
[03:54] - g. Connect Skeleton Together
[05:38] - 3.) Using IK Handles.
[06:46] - 4.) Skinning to the Mesh.
[07:11] - Selecting Mesh & Skinning to Joints
[08:15] - 5.) Basics of Animation.
[09:52] - a. Maya Animation Logic, In-Between Keys
[11:25] - b. Animation Controls/Settings
[12:13] - c. Cycle Looping Animations (for video games)
[13:31] - d. Dance
[14:49] - Conclusion of the Basics
[14:57] - Import from Maya to Unity
[15:16] - 6.) Closing statements.
Thank you Josh Smith, 3D artist. Thank you AffinityChris for Post-Production work.
In this episode of the Game Dev Show, Amanda Lange will explain the basic pipeline to create your own assets using 3D Studio Max and Unity 3D. This is a basic overview of art creation for someone who might be intimidated by the process. We'll look at modeling, texturing, UV setup, and the (very simple!) export pipeline for Unity. Then we'll add some collision to the model. Custom art is a great way to make a game stand out and with the right tools, it's less intimidating than it seems!
[01:50] - Making a box
[08:05] - Forming it into a crate
[12:10] - Editing UV layout for texturing
[17:50] - 3DS Max Material Editor
[19:30] - Photoshop paint a texture
[27:05] - Test texture on the object
[30:00] - Put your crate in Unity
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Marketing isn't just for developers with money! For any company to succeed they have to make as many people as possible aware of their product. But is there anything you can do if you don't have a budget or any staff? Turns out, yes there is!
In this video Tobiah Zarlez, Game Evangelist at Microsoft will give you 9 ways you can market your app as a developer for free!
Here are the 9 tips:
Follow @TobiahZarlez
Check out my blog: www.TobiahZ.com
Indie Game Dev Podcast: www.BeIndieNow.com