Everyone who wants to become a member of a large gamedev family has many questions about the first steps in the industry. We will answer all of them! Well, not really, but we will share our insights and talk about some tips and tricks on how to start this amazing journey.
Starting to create a 3D object in Blender, which will then be an Asset in Unity, very important is the right pipeline, which consists of proper preparation of Low and High Poly objects, proper burning of all maps in Substance Painter, and proper import of the object into Unity. Without making mistakes, at the above-mentioned stages, we can be sure that our 3D object will look good and will be properly optimized, which will always positively affect the appropriate graphic performance in our project.
This knowledge, in addition to 3D designers, should also have programmers, devs, who will know what an appropriately prepared Asset in Unity should look like. Presented knowledge will be useful to both 3D designers and programmers who want to optimize or improve the graphics pipeline in their teams.
Game interface is always an unique challenge for the programming team. It's close to traditional bussiness applications with layers, views and models but also very different - it needs to be dynamic, responsive and appealing. UI-heavy games need a complex UI system that can handle timing, responsivness and eye candies while being versatile enough to cope with ever-changing design. Structurizing UI implementation always speed up the process of adding and removing its' elements. This talk will present typical UI problems, patterns and solutions forged during the development of Frostpunk
Books, blogs, foras, conferences - everywhere we can read and learn how important it is to follow software development practices, rules and laws.
And yet, there are many projects with code that would be hard to be described as readable, descriptive or easy to maintain. There're many projects without tests. Or with tests that purpose is only to satisfy some coverage statistics. There are many projects where developers does not follow any good principles. Projects that are still changed and developed. Projects we still work on.
If that’s the case, maybe we should ask ourselves do we really need to follow all those so called good practices? Maybe we should focus on writing a code instead of thinking how to make it "clean" and satisfy all those unclear and unnamed quality criterias?
During the talk I will show what pitfalls and obstacles waits for those who want to apply good principles and practices.
I will do my best to convince you to stop following them always and ever.