New stuff, News and Cool stuff!

Hey Everyone!

So, Lots of new stuff, Like, Tomorrow I’m getting my haircut by my barber and buddy Matt Savage so that I can look good for my KICKSTARTER video which I’m Filming with another friend Mike!

I also just got my All Access Pass for GDC 2014! so lets meet up! email me or tweet @barrymcollins me to make it happen.  If you’re game media, I want to buy you a beer… for real, and if you just like my game, then hey, maybe you’ll buy me one?

I also just got my official #streamteam page setup over at the content hub of IndieGameMag where you can watch me broadcast all my gamedev nonsense from  twitch.tv!

I also tossed one of my sculpting sessions streamed on twitch over to YouTube where you can watch me work on one of the new feeder designs, particularly working on the forearm wrinkles.

I plan on getting a Webcam and Mic and doing more interactive Twitch streams – Live Question and Answer videos and all that fun stuff so Please feel free to follow me on twitch, My IndieGamingMag page @barrymcollins on twitter or the Ashen Rift Facebook page to stay up to date about if/when I’m streaming.
So on the Feeder front, obviously I’ve got some new designs in the works, I’ve actually got a number of WIP shots for you.  I did in fact conceptualize them in zbrush so there is no concept art for these guys sadly.
Here they are, Let me know what you think so far.

I’ve also been working on a brand new build of the game, from the ground up – totally abandoned the setup from before… I did this because I was so new to Unity that I kinda made a mess of things, This time around things are much better organized and I’m able to build things in a much more optimized manner.  This has also given me the opportunity to really re-think a lot of things… Which is good…

The design has changed so much since the demo thanks to all of the feedback, my goals are clear, simple and exciting and to achieve this, again, I really did need to start from the ground up and focus on getting the core elements in place… Without the basics I cannot even begin to plan out a level.
For starters, I’ve got real time destructible terrain and real time fracturing of objects.  This is going to play into how the game is made and played very much so…
Here are some screenshots from the new terrain setup and destruction.

As you can see, I’ve got Height blending and other cool fancy shaders working well and fully real-time destructible terrain with height blending! Super thrilling!

Oh, and in true Barry fashion, here’s some other random-run-on news!  Ashen Rift was Featured in a popular (As evidenced by my spike in views and followers) Turkish gaming news show called Bağımsız. This truly made my day, They apparently say something about it being a unique game if the dynamic with the dog is done correctly, Check it out, Ashen Rift is at 14 Min or so.

TurkishTV

And last but not least, I’ve finally got some of the concept art back for some of the story elements… Here is a preview of when Bounder and the player encounter a decrepit building which has been split in two due to a massive shift in the land.

Radio Silence.

Been quiet! because I’ve been busy workin on the game! sorry about that. Feel free to add me on twitter @BarryMCollins or like the Grey Matter Candy facebook page for slightly more frequent (daily) updates 🙂

Environmental progress

Environmental progress

Environmental progress

Environmental progress

Environmental progress

Environmental progress

Almost more happening than I can even talk about at this hour (4 AM)… I’ve named the game Ashen Rift and will be Recording a video in the next day or two, launching  a website and submitting to Steam Greenlight.

The AI has taken major steps in the right direction and gameplay as well.  It is really feeling like a complete game, So thrilled with my progress on the pre-alpha demo so far.

Wont be  long! 6 days?

Stay tuned!

Barry.

Weapons: Part One

Hey everyone!

I’ve got two things of good news!

One! I will be presenting the game in person at the East Side Games office in Vancouver BC on the same day as the contest deadline, the 8th of October. So come on down and play it! let me know what you think!!

Two! I just finished the Double Barreled Shotgun!

It is the third weapon you will pick up in the game and its pretty gnarly!

Double Barreled Shotgun In Game

Double Barreled Shotgun In Game

Double Barreled Shotgun In Game

Double Barreled Shotgun In Game

Let me know what you think!

I look forward to meeting you guys down at ESG on the 8th! Come check it out!

Cheers!

Barry.

Royalty Free Assets VS Googling: The right way and the wrong way.

Hello everyone.
In this post I would really like to focus everyone’s attention to the almost universal act of Googling for content you will eventually use in a game, Be it a photo for overlays, a mesh from some web site. Which can be fine – if Google leads you to a reputable site like CG Textures or Turbo Squid, but other than that, you need to be careful!

I love googling for gold as much as the next person and there are millions of amazing things on the internet to get inspired by as well as millions of quality royalty free assets and images laying around for free and or relatively cheap! Meaning you have no excuse for using some random persons artwork / photo which you do not have permission to use.
There is so much stuff out there that people allow you to use! all the way from scripts to photos for overlays to actual 3D assets and effects! So why steal? Do yourself a favor, if you need to do this, do it the right way!

You can’t just grab any ole asset and slap it in your game, or copy/paste work from another artist simply because you “found it on Google”… There is a lot of things to consider when yoinking things off of the intertubes! Such as: Is the person who posted it actually okay with you using it? If so, how do you know? and how do you know that they did not just steal that from somebody else? This is tricky business! Here is a breakdown of all the good/bad, fun/terrible things that can happen!

Now keep in mind that I am specifically referring to the direct use of any part (Whole or individual elements) of content found online, as opposed to using anything found online / anywhere as reference / inspiration. Go ahead, Plaster your second monitor with 40 pictures of art from everyone who floats your boat, just don’t even think about copying even a single pixel off of that Q3A texture or that WOW painting, that’s just wrong.

This is all _very_ important because in the video game industry, I am going to say that _every_ artist at the very least uses Google to grab overlays, and if they do not do this on a regular basis, they have at some point! (I know you have a friend who takes all his own photo reff… But I bet even he has used Google once or twice! and if he says otherwise, hes a liar… maybe.)

So read carefully! and If you have any experiences, thoughts, gripes, links or ideas to share that I may have missed, Please post a comment and I can update the article.

* Do not steal, not even a single pixel from anybody, make that pixel yourself damnit.
Are you just too lazy to reproduce what you see? Afraid to learn how to do it yourself? bah!

* Using Royalty free overlays / 3D models / Unity store assets is okay! this is why and how!
Why would you spend two weeks making a Harley Davidson engine or a whole damn train when somebody else made one, and is giving it to you to use, for free or dirt cheap? No shame in saving time and making progress, Grab whats out there! BUT do not just grab any ole picture or model you find on Google! here is why!
* It may belong to somebody who does not allow / want it to be used in this way. Respect that person, they deserve it.
* It may be stolen or plagiarized itself!
* It may simply be somebody elses art intended purely for showcasing.
* It may be intended for resale.

Remember! if the author does not expressly give you permission to use it then move along!

* seek royalty free 2D art and Textures.
If you find yourself googling for “leather overlay” and “grunge texture”, do you click to view the site and read it in context? Is this some dudes vacation photos? or is it a website where somebody is proudly showing off some art they created? If so, Think twice about using these, in fact, just don’t! Why? A) Its strange and awkward. B) Its not your art! so back off, respect that and maybe send them a message telling them they should watermark their art!

There are tons of great websites with FREE stock photos, And tons with really high quality stock photos which are well worth every penny!
One great site I found after two seconds of googling is TextureKing… There, you have NO excuse! stop using other peoples photos without their permission! This site is free! and do this guy a solid and tell everyone how rad you think TextureKing is while your at it.

Need Normal maps and Unity shaders already set up? Easy!! Check out the Unity Asset store! Plenty of great cheap/free assets to get you started, like this Forest Ground Texture Package , Download it, Use it, love it, update it, send it back to the creator with all your updates/changes along with a thank you note! let him do whatever he wants with it, It’s the least you could do.

* seek royalty free 3D assets.
Do the same thing for 3D assets as well! there are tons of models of an AK47 out there, most of them are free and in all honesty, several of them are _AMAZING_ quality, so why would you spend days modeling one when you could download it for free? Save yourself some time! Make sure to check the sources and _READ_ the readme files included with the file, Double check that the creator is actually okay with you using it commercially/personally/educationally. Most important of all, do _not_ claim this work as your own, rather you should thank profusely the person who gave it to you for free.
Check out TF3DM and TurboSquid as mighty fine examples of websites which provide free and pay 3D assets.
Again, be sure to check to the best of your ability that the asset is not stolen and that the author is in fact giving you permission to use that asset in the context which you intend to.

Remember that by not finding royalty free assets or paying for assets you are STEALING.

* Stealing is terrible terrible practice, and it is a lie.
First of all, Do not steal, Like ever. And second of all, do yourself a favor and do not make employers or clients to think that you can produce something you actually cannot, or you will be forced to continue to hack your way through the rest of your career, while risking your job and credibility. Only do what you know how to do, and if that is not cutting it anymore then learn new things!

* Do not copy and paste from others into your art… Ever, Not even privately.
Don’t even begin to give this a try, Do not even temporally use somebody else’s work, As you do not _ever_ want to become accustomed to stealing art. Do yourself a HUGE favor and re-produce it as best you can if you must. You will likely end up with wildly different results in the process and better yet, you will have learned something new.

* Potential Legal issues.
By stealing you are opening up a huge legal can of worms! Imagine if your theft gets sniffed out and you wind up getting your employer in deep legal / financial troubles! It can happen, and you will lose your job as well as earn a huge black mark among the people you depend on for work, and all of their friends, and their friends friends, and that right there is the entire industry.

* Credit Asset Sources.
Do this, Always, Even if the author says  “its fine, you don’t have to credit me”… Do it anyway, because you are such a good person.

* Credit Inspiration.
Why not? The artist who inspired you put their work out there, why not make their day and let them know that it made a difference! chances are they get trolled more than they get complimented, so pat them on the back because you are such a good person.

*Appropriate and Inappropriate times to use royalty free assets
Go ahead, use royalty free stuff on your own personal projects/games! But try not to use them when working for a client, they hired you to create things for them, not download them!  Unless they specifically ask you to for whatever reason, In which case keep track of those who created the initial assets and make sure they get the credit that is due!

As an example of totally inappropriate use: In the case of 3D assets it would be highly inappropriate if you were a freelancer that received an assignment to sculpt a 6 shooter pistol and just download one, acting as if you made it! Not only would this be immoral but illegal! Check your contract again, find the line where it says you are not allowed to use content which was not created by yourself and then reevaluate your life choices.

* Watermark your own content to make people think twice.
Help solve this problem by adding a watermark to your images, this should stop the average person who thinks nothing of using Googled images.

* How not to improve.
Stealing.

* How to improve.
Find what inspires you and what you love in other artists, imitate it in your own work!
Maybe its J.C. LEYENDECKER‘s amazing painting style, Maybe its Kenneth Scott‘s stunning sculpting style,  you just need to try it for yourself! learn to do what they do by doing studies of their art.
Do your self a favor and do not just reproduce a shape Ken made, or a brush stroke J.C made, rather you should attempt to make the things you think they would in the context of your study and ideally somewhere along the way you will learn something.

So lets try and do this the right way because with Google it has become very easy to be a low down dirty thief and that is no good! Save yourself some legal trouble and have a clean conscience by seeking out proper asset vendors.

On a final note, Please be aware that I do in fact have a number of Royalty Free assets within my Unity game, which I will be explaining in a later post, as well as giving full and appropriate credit to! I also plan on returning my modifications of the assets to the initial authors for them to do whatever they want with, after all, its only fair.

Thanks for reading!

Barry Michael Collins.

Jon Jones and Ground Textures!

About a week ago I actually managed to bang out 5 new ground texture sculpts In Zbrush within about 2 hours, After that I found time here and there to bake the textures while doing other things, like cooking or sleeping, Resulting in 5 rad textures which should blend together quite well!

repeating terrain tiles

Repeating Texture Tiles

That was what I thought anyway… I quickly ran into a strange problem (which many others seemed to have run into, with no known solution), my textures were blurry only when applied to the terrain itself! this seriously ate up a ton of time…

Soon after I lost all hope, I found out that Jon Jones , one of my best friends ever was coming to town, and that I was picking him up from YVR! I had to leave the terrain as it was for the duration of his stay so I could get the most out of my time with Jon!

Jon works at Avalanche Studios in NYC was in town for XDSummit, he was one of the speakers. During his time in town Jon introduced me to all kinds of amazing people from all around the world, and he also play tested my game! This officially makes Jon Jones the first play tester ever!

His reactions were very reassuring and he seemed to respond well to my overall goal for this project! I like to think he enjoyed it, even tho it really is quite basic overall…  The thing that stood out to me the most about his reaction to playing it was that he had not noticed that I was using the free version of unity, thus I have no shadows and very few lights available to me, hopefully it was my art that distracted him from noticing the lack of cast shadows.

Jon Jones

Good guy Jon Jones eats sushi In Vancouver, I have Proof.

Jon eventually had to leave town, and life went back to normal, soon after I found myself attempting to fix the blurry texture issue, banging my head against a wall, wasting time and wondering “WHAT AM I DOING WRONG?!” until I FINALLY figured out what was at the root of the problem!

Turns out I had to replace the standard Unity terrain shader with the Advanced Terrain Shaders V2. The instant I imported this package to unity my textures displayed properly. Without this shader my 2048×2048 textures rendered out as 32×32 or 16×16, the texture was so blurry I could barely tell which texture was which.  I am so pleased that somebody had a replacement package that fixed everything for me! This is just one of the many reasons I love Unity and the Unity Asset store.

After sorting that out, it took me some time to figure out how to define a new shader for the terrain itself, which would enable diffuse/bump, but finally got it, and the results are fantastic!

WIP Unity Editor Terrain View

WIP Unity Editor Terrain View

Now to actually take the textures beyond a simple Normal map and Ambient Occlusion Bake! Soon this will look much better (I hope anyway).

Also I would be happy to walk anyone through fixing the blurry terrain problem if you’re still struggling with it, just leave me a message and I’ll help ya out.

For more Information on Jon Jones please visit http://www.jonjones.com/