Game Developers Conference 2023: What I Learned, part 2
Less swag, more business than part 1. I’m pulling details from a variety of talks I went to, both at GDC and at a Microsoft Reactor Community Clubhouse event, and combining various topics as needed, so I’d like to thank Kellen Voyer (Voyer Law), Michelle Lega (Armor Games Studios), Ida-Emilia Kaukonen (Varjo), Petri Lehtinen (Small…

Game Developers Conference 2023: What I Learned, part 1
Creative Scotland gave our indie studio (Bearhammer Games) a Go See Share grant to send two people to the Game Developers Conference in San Francisco in March 2023. We’re incredibly grateful! I’m Tracey S. Rosenberg, and I came on board at BearHammer to work on administration and grant applications. The other BearHammer attendee was Rachel…

Go See Share fund: Vista creation in God of War Ragnarök
My name is Rachel Cassandro and I am an environment artist for BearHammer Games. I attended Abertay university for 3D art where I received a masters in games Development and have been working on environment art for BearHammer since September 2022. Thanks to Creative Scotland, I got the chance to attend the Games Developer conference…

Adventure Fitness VR Drone Documentation
Overview The base drone model is a skeletal mesh with two material slots, 10 bones and 4 sockets. It is located at “/Content/AssetCollection/AF_Ltd_objects/SK_Drone”. All Drone animations can be found in “Content/AssetCollection/AF_Ltd_objects/Animations/Drone” and all material vatiations in “Content/AssetCollection/AF_Ltd_objects/Materials/DroneMaterial/NewDroneMaterialVariations/Materials Materials There are two drone material variations for the drone body. The main one is “MI_DirtyDroneGreen” which is…
Adventure Fitness VR Archery System
An overview of the archery system that is implemented on our upcoming game Adventure Fitness VR.
Preview of Upcoming Norway Map
We released a youtube video showing a preview of gameplay from our upcoming Norway map! It features some intense new obstacle types that will present a unique challenge and amp up the heart rate of those trying out the course. Check it out here!
Using ‘Hierarchical Levels Of Detail’ to Optimize Game Environments
Levels Of Detail or HLOD is a method of combining multiple static meshes into a larger, simpler proxy mesh that will display at distances far away from the camera.
Clearing Space On Perforce
I reached that dreaded moment where our perforce server hit its maximum limit. Even when trying to obliterate some directories from our depot, I was getting hit with the reply: The filesystem ‘P4ROOT’ has only 2G free, but the server configuration requires at least 2G available. P4Configure to change this file size requirement did not…
TargetSpawner – scripting spawning patterns of actors
TargetSpawner is a set-up for spawning scripted patterns of actors, for use in challenges or other gameplay. TargetSpawner is an abstraction – it doesn’t specify the type of actor that is spawned and could be used make various types of gameplay with a common scripting format. BP_TargetSpawner is the blueprint class used for this, but…
Handprint highlight material and component
BP_HandprintComponent, MPC_Handprint and MF_Handprint are the main elements of the hand location highlighting sytem. BP_HandprintComponent BP_HandprintComponent is a scene component that should be added as a child to each hand of the player pawn. It has an editable bool parameter called IsLeft, which should be true for the left hand and false for the right.…
Loading…
Something went wrong. Please refresh the page and/or try again.
Follow My Blog
Get new content delivered directly to your inbox.