Make a Box

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Case in point: the way earliest footage of Sea of Thieves where they were just tictacs with mustaches

zalanmarkus
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This is exactly how Splatoon was developed. They didn't have anything other than some basic shapes that they used to develop what became the core mechanics of the game. After that, they then developed the setting, characters, and everything else after the fact. I think it's a great way to approach game design and not burden yourself with details that aren't important at that stage.

NervXT
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Think outside the box ❌
Think inside the box ❌
Think about the box ☑️🫡

dibidus
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"We build a piece of shit, and cover it in paint"

Landlords been living by this advice for a long time 💀

Wulf-Edits
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"We build a piece of sh!t"
"And we cover it in paint"
💀

debroop
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“The enemy of a good plan is the idea of a perfect one”

MrMcGee-izjv
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When learning 3D graphics my teacher said that basically "Everything starts as one cube."

StealthMarmot_
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Im making a game with a friend at the moment, and neither of us is thinking is, "Why doesn't it look nice?", it's "why isn't it working?"😂

eman
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It's worth remembering that every sculpture and every cathedral started as piece of rock.

crusaderanimation
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I feel like I am being taught how to be a proper Jedi by Master Yoda

ninjaknight
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This applies to all development outside of the data layer

adotinthecosmos
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Well said! It's vital to take things one step at a time and understand it's a process towards your goals. You're never going to be perfect on your first attempt of everything _and that's ok._

Back when I first started 3D modeling, I went straight into trying to make a complex character and I struggled to get anything done right. It took me so long to make any progress and it didn't work out as intended. I didn't even know how to get good edge flow for the mesh and yet I was trying to UV unwrap and rig a mess of polygons.

So, I slowed down and got down to the basics. I learned how to block out my model so it has all the right shapes I want, I learned how to take that and refine it with sculpting so I could add finer details, I learned how to retopologize so my model can deform in the right ways, and so on. NOW I'm going to learn how to UV unwrap things nicely, then it's on to texturing. I'm looking forward to discovering the power of shape keys after that.

By taking things one step at a time I have become immensely comfortable and confident in what I'm doing, so much so that the mistakes don't make me Alt F4 out of Blender in frustration.... I instead quickly interpret what needs to be done to fix things. I can't count how many times I retried the retopology of a character's paws, but it got better each time and then I was happy with it. Now, do I know everything about all the things I just mentioned? Am I a master of retopology? Perfect with my shape usage? A sculpter of the ages? Hell no, I'm still learning, and always will be... But I embrace mistakes as a chance to learn how to make better stuff.

To the individual responsible for the TTS, I wish them all the best in their game dev journey. <3

Just_a_commenter
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The Author of Thomas Was Alone just stopped at boxes.

avery_atleast
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This advice applies to everything. It’s an iterative process.

EpicWolverine
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I swear, in like 5 years, theres gonna be like 15 new absolutely amazing indie games and all of them will have thor in the credits for these shorts oml

DeXyfero
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Him eyeing DE at the start is such a tease dude

JayTohab
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"Perfect is the enemy of good."
That's the mantra I'm using to design the TTRPG I'm working on. I'm taking it one chunk at a time, and going from there.
Playable, and complete, are two very different things.

quintonclothier
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Bro I don't even need to make a game for living but he makes me want to make game

Justdoingsometing
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And that’s why Thor draws a bunch of nondescript boxes whenever he explains something.

johndevlin
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“Thor, how make game?”

Thor: “BOX SIMULATOR!”

Dinosaurman