Leote 🐦⚙️
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leoters.bsky.social
Leote 🐦⚙️
@leoters.bsky.social
🎓ETIC Algarve - VJ 24/26
Aspiring VFX wizard and Tech Art magician
it seems that's Unity functioning that is hard set in stone, no API workarounds. Either make a new data type and build a Gradient tool around it, or settle for other things...
A feature that is severely outdated </3
December 31, 2025 at 5:00 PM
Reposted by Leote 🐦⚙️
anyway flow state as something addictive -> capitalist exploitation of addiction is something that game designers need to reckon with across the board because the work we create is NOT harmless!!
March 9, 2025 at 6:48 PM
spot on :// and especially true for people monetizing their passion projects. Sometimes you'll have to play it safe in some areas and in others you will really have to diversify and cash in on your unique idea (if that game does have one....)
March 5, 2025 at 11:57 AM
not naming names, but jesus christ, the amount of people announcing either the same cookie cutter cozy game, or Witcher 3 meets Elden Ring meets bla bla bla "ambitious" slop is insane. I think everyone should make the games they want, but on the marketing side, those markets are HARD to break into
March 5, 2025 at 11:43 AM
Unity and Unreal have very efficient ways to generate them based on the meshes, so I wouldn't worry about it :) for people who have a need for more complex collision data, they're probably configuring their own meshes themselves
February 15, 2025 at 1:57 PM
and learning how to work with others is KEY above else. To make a game in a team is a question of understanding, agility, democratic principle, and trust. It can be hard, but above all, a good game developer is not just good at his specific area, but is good at what it entails for everyone else!
February 3, 2025 at 7:22 PM
Overall though, it was especially important as a beginning game developer to undertake such a demanding task. I honed several programming and prototyping methods (although I too learned to LOVE actually proper organized and efficient code, from seeing this end result)
February 3, 2025 at 7:20 PM
we were fortunate to work with a great person who sent us a dynamically changing cutesy soundtrack to fit in with the core game mechanic! She too delivered on the SFX side, but as we were reaching the deadline, there simply wasn't enough time to implement those :/
February 3, 2025 at 7:18 PM
on the musical side, if there's any tip I can give others, is to not skimp on music and SFX! No matter how small the game, this is an audiovisual medium, which means truly great experiences do their best to make visuals AND sound stand out.
February 3, 2025 at 7:17 PM
On the art side, we were fortunate to have 2 great individuals around for it, who quickly delivered iterations on characters, and that developed a tileset and several backgrounds for it! Unfortunately tileset integration was sloppy on my end, as I had never used them up until now
February 3, 2025 at 7:15 PM
I also did very light VFX work, and due to the time constraint, that only meant critical indicator things like the Bomber enemy's ticking, or the player's invincibility. I did manage to have fun with some other bubbles though :) And it helped practice lightning-fast particle system usage in Unity.
February 3, 2025 at 7:12 PM
and while I was admitiddely hesitant with our initial brainstorming, we found a way to ration it between our two programmers (myself & Rafa) and isolated level mechanics so we could secure one playable level and then see if we had time to expand on it.
February 3, 2025 at 7:10 PM
(if interested, check it out on my itch.io, link in profile!)
Seeing as it is a 48-hour jam, it was critical to have a manageable game scope to work it, because nerves would definitely be flourishing later on, and too much scope could mean nothing would get completed
February 3, 2025 at 7:07 PM
asked bcuz I need one for my college's final work, and I have yet to figure it out game-wise
December 27, 2024 at 9:23 PM
awesome!! how'd you do the procedural voice??
December 27, 2024 at 12:26 PM