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    Basic: Realistic Eye Movement
    Yves "Jack" Albuquerque
    • 8 de ago. de 2018
    • 1 min

    Basic: Realistic Eye Movement

    Eyes are the most important part of human facial expression. Eye movement and blink can deliver a very natural feedback from your character. You can also add some secondary movements to get more natural result. At this example, I've used the Realistic Eye Movements asset from Asset Store to do that. On the example below I've just created a small target and added as a Point Of Interest. Head, eyes and facial movements are all procedural. As this character is from Mixamo, I`ve
    128 visualizações0 comentário
    Basic: Animation Layer & Avatar Mask
    Yves "Jack" Albuquerque
    • 1 de ago. de 2018
    • 1 min

    Basic: Animation Layer & Avatar Mask

    With animation Layer we can override or add an entire animation set over other one. You can mask your layer so it only affect part of the body by using an Avatar Mask. At this example, we've create an additive layer for breathing. Stamina is consumed as the player moves. When stamina is low, player's breath is faster then in rest. A script updates stamina value into Animator using based on "Forward" and "Right" parameter. #Unity #Mecanim #Movement #Animation #Animator
    51 visualizações0 comentário
    Basic: Unity Timeline 101
    Yves "Jack" Albuquerque
    • 4 de jul. de 2018
    • 1 min

    Basic: Unity Timeline 101

    Unity's Timeline is a powerful system to create real time cinematics. However, the uses of the Timeline goes much beyond that. Timeline links a scene element to an asset through a Playable Director. You can handle anything that deals with time by implementing as a Playable. You can even mix Playables in a customized way. Notice: - An Animator is required in order to use a Timeline. (Unity ask to add an animator if the object don't have one) - You can create Track Groups to ma
    44 visualizações0 comentário
    Basic: Root Based Movement
    Yves "Jack" Albuquerque
    • 28 de jun. de 2018
    • 2 min

    Basic: Root Based Movement

    Some people ask me for this example. This is a very very very basic movement system: Just forward-backward and right-left strafe. No rotation included. Steps: .Import animations that actually moves around the space (AKA: root animated). .The tricky part here is to setup the imported content. Check if your root animation is consistent. On my case, all animations have a small rotation over time so I've select "Bake Into Pose" on Root Transform Rotation so they don't rotate anym
    88 visualizações0 comentário
    Basic: Match Target
    Yves "Jack" Albuquerque
    • 20 de jun. de 2018
    • 2 min

    Basic: Match Target

    I use root motion to move my characters. In that way we avoid the terrible sliding effect that occurs when a character animation don't match a character movement. Sometimes, however, we need to turn it off in order to play animation maintaining our root where it is. There's several cases that this is used. The most usual case scenario is during aerial movements since the trajectory of our character don't change according to his movement (on most cases). However, a third case
    762 visualizações0 comentário
    Basic: Unity Animator Built-In Record/Playback System
    Yves "Jack" Albuquerque
    • 14 de jun. de 2018
    • 1 min

    Basic: Unity Animator Built-In Record/Playback System

    Animator recording system is an obscure feature that you find when playing with the Mecanim System. The idea is to create something like a replay. Record and Playback. Simple, easy and... well, not that easy. How to use: Start Record, Stop Record, Start Playback and... nothing work because you really need to manage the playback timeline your own. For that, I`ve created a small piece of code that you can download here. The idea is: - Play using Time.deltatime as parameter. - P
    234 visualizações0 comentário
    Basic: Unity IK
    Yves "Jack" Albuquerque
    • 6 de jun. de 2018
    • 2 min

    Basic: Unity IK

    IK (Inverse Kinematic) is an animation technique. Using IK, an animator moves the end-effector bone based in a desired position instead of rotate each bone individually as used on FK (Forward Kinematic). All intermediary bones are dynamically adapted in order to achieve this goal. There's nothing new in IK, actually is an old technique primary used in robotics. In 1998, Jurassic Park: Trespasser, brings IK to Real Time. IK involves some processing power, what explains why thi
    442 visualizações0 comentário
    (Unity) Game Architecture
    Yves "Jack" Albuquerque
    • 7 de mar. de 2017
    • 4 min

    (Unity) Game Architecture

    I have a very specific way to organize my code. I love to think in architectural terms and my code is always evolving. And that's my current approach: I like to say that my programming is the Unity-way. Not because I like the way the things work at Unity but because I'm working using Unity for a while and coherence is something very important in programming so, for sure, using other Engine, my way to solve the things will probably suffer a huge change. And what is the Unity-w
    1.328 visualizações0 comentário
    Unity-Tizen
    Yves "Jack" Albuquerque
    • 12 de jul. de 2016
    • 2 min

    Unity-Tizen

    Not popular as Android, iOS Windows or Linux, Tizen is the next big thing. Probably you never heard about Tizen, but, believe-me when I say that you will. Tizen is an open-source multi-platform SO, but please, don't think about Linux here. There's nothing like Linux on Tizen. Tizen is already used on mobiles, smartwatch and smartTVs but I can assure you that this is only the beginning. Usually, new platforms presents an interesting ROI and this is no different on Tizen. So th
    27 visualizações0 comentário
    Post Mortem: Home Riders - Escape From Coliseum
    Yves "Jack" Albuquerque
    • 14 de mai. de 2016
    • 9 min

    Post Mortem: Home Riders - Escape From Coliseum

    Home Riders was chosen as Game Design of the day on 01/05/2016 by Behance. In order to celebrate this highlight, I'm publishing the Post Mortem from this project below. Post Mortem: Home Riders - Escape From Coliseum By Yves J. Albuquerque The Project Home Riders was the first 3d game for Samsung SmartTV made in Unity. For any experienced developers this first sentence smells like problems but with about 90 days to complete the project this was far from being our primary obst
    32 visualizações0 comentário
    Unity 2D shader for mobile/TV
    Yves "Jack" Albuquerque
    • 1 de mai. de 2015
    • 4 min

    Unity 2D shader for mobile/TV

    Unity is really smart in several stuffs. Unity is awesome in choose a good compression format, it works by analising what channels are available and then taking the "most compatible" format for that target platform. Most guys just use the default importing settings and have good results. However, this also can lead to some undesirable result. The surprise comes when someone figure out the huge size of the compiled file some months after the project starts. Sometimes the amon
    133 visualizações0 comentário
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