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SpaceJohnnie

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A member registered Aug 03, 2025

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Hi Charles,

During team meetings thank you for taking into consideration of how the asset pipeline is made and making sure I would have a reasonable amount of time to create the models. Also having the asset list categorized into priority helps me manage my time and also approximate my time in how long I want to dedicate creating an asset from the list. 

As your role as team producer, setting deadlines and schedules are important but is there any backup plan if things would start to lose momentum or if our teammates got injured or burnt out?

I think Kaimana needs to be cautious if we are to get busy and have a backup plan to cover each other in terms of an emergency. That way we are not waiting on each other to start different work. For example if a level designer is waiting on assets in order to complete their work. 

Here is a video dedicated to burnouts and how to avoid/fix it:

It is a long video and the video is created by a Harvard graduate and gamer therapist named Dr. K. I recommend watching it if you are interested in knowing how to facilitate burnouts better even for your personal practices. 

As always, thank you for being the backbone of the team, Charles. 

Hi Shaun,

The prototype was great, the camera movement was very smooth and the character (cube). Personally I believe the Unreal prototype had a smoother looking movement compared to the Unity prototype. 

What was it like going from Unity's C# to Unreal Engine's blueprint? Have you explored Unreal Engine's C++ as well? What is the downside or upside to using the blueprint feature? 

Personally I believe Unreal Engine's blueprints can look overwhelming at first due to all the nodes and features. What helped me in the past was comparing the blueprints to the nodes in Blender when creating different materials. I know that Unreal Engine documentation is easier to read and find compared to Unity's documentation. 

Here is a Youtube video that you might find helpful that explains different variables: