This is what 2.5 years of game dev looks like !
My friend and I thought that it would take us 6 months to do a Physics based platformer ... It took us 2.5 years in the end !
My friend and I thought that it would take us 6 months to do a Physics based platformer ... It took us 2.5 years in the end !
Hello!
Never posted on here before but thought I might ask help.
I'm currently making a 3D platformer game and I have spent the last few days adjusting the camera for it to feel nice.
However I have been working on it on our outdoor level, as the game is mostly going to be outdoors. When I switched to the indoor level it started to become very uncomfortable, tight angles made it bounce, it overlaps some geometry and when it doesn't it feels glitchy.
I feel like I could:
-Modify the Indoor level to be more spacious to avoid these conflicts
-Have a camera specially just for the indoor level
-Or adjust the camera in general to fit both levels.
I really like how the camera is feeling outdoors so I'm hesitant to change that one, but willing if we think its best. I'm not too in love with any of my three ideas, so thought Id come here to ask if you have any tips?
Added a short video with the example from my game to add context.





Hey guys!
Just wanted to share what I’ve been working on - a physically accurate film emulation plugin for Unreal Engine 5.
It’s a full real-time film pipeline: proper color response from real film stocks. I made spectral LUTs based on physical scan data of film stocks. And got it working +/- similar to oldschool analog aesthetics. Beside color correction,also tried to make realistic analog effects and artefacts such as halation and film grain.
It’s turning out pretty damn nice and atmospheric.
Would love to hear your thoughts.

In this lesson, we improve the forest by adding rocks and grass while learning how to avoid overlapping assets and optimise the PCG graph properly.
I already uploaded the fresh build on steam so u can try to find the costumes in the demo >> [https://store.steampowered.com/app/2823980/Travel\_Knight\_Adventure\_Demo/]
For context I’m making a 3D Platformer and I have been working with my game camera to polish it a bit and I have noticed this effect while referencing where, it’s almost like the camera slowly positions itself where it wants you to see whenever your not doing any hard inputs on it.
I will walk around hallways and it will slowly adjust to a comfortable view without needing me to move the camera.
Is this a thing or am I seeing stuff because I’ve been working to much on this?
If it is a thing is there a node or a way to do it? I haven’t been able to find much about it

Hey,guys, adding finish touches to my Film Emulation plugin for Unreal engine.
What do you think ?


this what i currently have after restarting the project.
**LAPTOP QUESTIONNAIRE**
* **Total budget (in local currency) and country of purchase. Please do not use USD unless purchasing in the US:
UK, £2100
* **Are you open to refurbs/used?**
yes
* **How would you prioritize form factor (ultrabook, 2-in-1, etc.), build quality, performance, and battery life?**
mobility is my highest priority so good battery life is a must
* **How important is weight and thinness to you?**
very important, I'm a student and spend up to 9 hours on campus a day also carrying an ipad pro
* **Do you have a preferred screen size? If indifferent, put N/A.**
14" but im flexible on going bigger as long as it’s still easy to carry.
* **Are you doing any CAD/video editing/photo editing/gaming? List which programs/games you desire to run.**
I'm studying 3d animation & vfx for games so I need to be able to run unreal engine. i use maya, zbrush and substance painter for assets but I have a desktop at home/lab access for rendering so i really only need maya to run well in the viewport.
* **If you're gaming, do you have certain games you want to play? At what settings and FPS do you want?**
not gaming for leisure but as mentioned I need engines to run well for testing, im leaning toward the technical artist route so i will spend a signifcant amount of time in the engine working alongside the programmers at my school.
* **Any specific requirements such as good keyboard, reliable build quality, touch-screen, finger-print reader, optical drive or good input devices (keyboard/touchpad)?**
a good touchpad would be heavily preferred since finding effective spaces to use a mouse on campus isn’t always easy.
* **Leave any finishing thoughts here that you may feel are necessary and beneficial to the discussion.**
if I didn't need to use unreal extensively I'd probably be getting a 14" MBP as I use apple's ecosystem heavily with my iPad in my concept art process so that's the kind of size and weight im looking for.
I need this to last until I graduate in 2028!
**Feel free to join our Discord server at: https://discordapp.com/invite/pes68JM for a faster response!**
You play as a dog searching for your missing owner.
No combat, just exploration.
Uncover the story as you explore.
Made a small trailer.
I want to know your thoughts on this.
What do you think. What I should improve.
Please give me feed back.



Hi, I am basically having to recreate what i have in blender to unreal engine for work, and I cannot figure out how to make the hair have color like i did in blender. This hair shader works with id map, alpha and normal map, it doesn't have a base color, so I need to set a color in unreal engine somehow. I would be very grateful for some insight on this. Thank you

I am literally going insane trying to find a way to go into the nodes of these material instances, I seriously appreciate the help



Hey, guys!
My team and I have been working on post-apocalyptic vehicles, and recently created a new truck. It is a large monstrocity for roaming wastelands and obliterating everything in your path.
What we made:
You can find the model here:
https://www.fab.com/listings/190cbe40-2fd5-4c21-b67d-a0d9b24fd163
And if you have any questions or just want to talk with a community of fellow developers, we will be waiting for you in our Discord.
And please, share your thoughts in the comments! We will be glad to hear your feedback 🙌
Here's some more information about my latest project. I'm working on it alone. It's going to be a role-playing game with roguelike elements. It features a special shooting system, a buff and debuff system, as well as non-persistent locations and NPCs that will attack the player.
Shooting in the game is made quite simple, but it also complicates the gameplay. To shoot, you just need to hold down the button. The longer you hold it, the more diverse and powerful the damage becomes, but the character becomes slower and more vulnerable.
The game's skill and progression system is based on the idea that each skill has an opposite skill. For example, if you improve a skill that speeds up your shooting, the negative side of that skill may affect your health. Additionally, the combinations of these skills will be randomly generated.
In addition to the perks, the locations will also change. For example, on one of them, you won't be able to use a shield, on another, you won't be able to use hand-to-hand combat, or you won't be able to fly if I implement such an option.
https://reddit.com/link/1sbbj1w/video/fcsjnb65sysg1/player
Last few months I was burning my free time studying the futuristic art of Syd Mead and how that shaped 'Futurism' in Cinema. And was fascinated about how Neon Noir was implemented in Bladerunner movies. And wanted to visualise how that world will be if the world was imagined as Mead's Neon Noir art style. It was quiet a journey to build breathe and live in this city for a good 4 months. Enjoyed every sleepless nights staring at the Neons.
Dumped all the lessons into a UE scene and made a cinematic while keeping it closer to the original art. My usual jam is photoreal environment with muted secondary colours and I am always scared about using saturated colours in my personal works. This was a perfect opportunity to explore a rich colour pallet and overcome the fear.
Took the full advantage of Movie render graphs of UE. Rendered in layers to composite them back in Nuke and brought some of those flaws of lenses. Graded in Davinci.
Assets are Kitbashed, reworked and reshaded from Big Medium Small Cyberpunk pack, a few packs from Fab and of course a lot of Quixel Megascans Assets and shaders.
This is Los Angelopolis,
This is the Future.
More frames from the World : ArtStation - Los Angelopolis
Made in Unreal Engine with a lots of love.
Just wanted to share a quick demo of a DBZ-style aura shader I’ve been working on
I tried to capture that classic energy vibe with animated noise, glow, and some distortion to give it that “powering up” feel. Still tweaking a few things (especially the intensity and color transitions), but I’m pretty happy with how it’s turning out so far.
Would love to hear your feedback or any ideas to push it further
If you’re interested in more stuff like this, feel free to follow me.
If you want the free asset go to my fab: Simplest Aura Anime shader | Fab
(Tech details: real-time shader, procedural animation, no textures)
Thanks for checking it out!

WIP UPDATE PART 4 for Opal, my upcoming 3D cinematic short in u/unrealengine this week, I’ve placed in the MetaHumans and started cleaning up the body animation. I’m also introducing props and using the Snapper tool to keep both hands moving in sync without manual keyframing. Next update coming next week!
is it better to do events in the beginplay?
like.. make as much stuff custom events/functions etc, then put them in the beginplay, or do i just do that for repeatable instances?
i’m trying to keep my graphs as clean as possible