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  1. <?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Inevitable Studios]]></title><description><![CDATA[Inevitable Studios]]></description><link>https://www.inevitablestudios.com/blog</link><generator>RSS for Node</generator><lastBuildDate>Sun, 05 May 2024 20:17:52 GMT</lastBuildDate><atom:link href="https://www.inevitablestudios.com/blog-feed.xml" rel="self" type="application/rss+xml"/><item><title><![CDATA[How We Compete]]></title><description><![CDATA[This is a deliberation on perfection, and whether it has a place in what our game studio hopes to achieve. When I see glossy new...]]></description><link>https://www.inevitablestudios.com/post/how-we-compete</link><guid isPermaLink="false">65dbc0cc0f10e821eaf4468a</guid><pubDate>Sun, 17 Mar 2024 07:23:52 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_e525bf5aef4a4e89b4d9973795a3381b~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<p>This is a deliberation on perfection, and whether it has a place in what our game studio hopes to achieve. </p>
  2. <p><br /></p>
  3. <figure><img src="https://static.wixstatic.com/media/7f775d_e525bf5aef4a4e89b4d9973795a3381b~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  4. <p><br /></p>
  5. <p>When I see glossy new trailers, showcasing insane draw distances, photo realistic graphics, awe-inspiring moments rendered in 8K fidelity, it can be daunting. It can make me downright sad; it’s easy to look at <u><a href="https://www.youtube.com/watch?v=1WhElI2KGDk" rel="noreferrer" target="_blank">those well-manicured assets</a></u> and think “wow, we’ll never compete with that.”</p>
  6. <p><br /></p>
  7. <p>In the face of multi-million dollar productions, it seems self-evident that we&apos;ll fall shy of the detail levels, content variety, and hyper-realized graphics showcased on the massive screens powered by the deep pockets of AAA publishers and 1st parties during each major press event.</p>
  8. <p><br /></p>
  9. <p>I watch, transfixed, and without fail, a brief moment of doubt occurs in which my imposter syndrome informs me that we are hopelessly outgunned and out-manned, and then poses the question: &quot;What could possibly be the point of continuing down this path?&quot;</p>
  10. <p><br /></p>
  11. <figure><img src="https://static.wixstatic.com/media/7f775d_e76e900d3f8d4a6ea0e5d1753cb429cf~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  12. <p><br /></p>
  13. <p>And that&apos;s when I lead my imposter syndrome over to a nice comfy chair, sit down across from it, and gently remind it that <em>the point is </em>we have <u><a href="https://youtu.be/Dq-xOL8Qjpw" rel="noreferrer" target="_blank">a different kind of answer to what gamers are looking for</a></u>. The point is we have the wherewithal to lean into artistry, and emotion, and unique solutions to improperly-solved problems.</p>
  14. <p><br /></p>
  15. <p>When conceiving the studio, I set out to approach game development differently, to remove geographic limitations, respect time with family, ensure allowances for additional artistic pursuits, and promote a focus on creative collaboration across disciplines.</p>
  16. <p><br /></p>
  17. <figure><img src="https://static.wixstatic.com/media/7f775d_5ff3242a7b3a4192bfe71aa220ebdcf2~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  18. <p><br /></p>
  19. <p>The goal was to create a team that could achieve something unlikely, something fresh and new and beautiful. By coupling <u><a href="https://www.gamesradar.com/i-woke-up-and-destroyed-my-heartstrings-with-the-psychonauts-esque-steam-next-fest-demo-for-this-surreal-puzzle-platformer-about-family/" rel="noreferrer" target="_blank">light action with heavy narrative</a></u>, we would blend organic fun with meaningful metaphor.</p>
  20. <p><br /></p>
  21. <p>Today, AI gives us a timely topic within a timeless story about family connections. By overcoming seemingly impossible odds through a combination of intuition and empathy, Teddy comes to better understand who he is within the context of both his family and life situation. And that self-realization makes him a fitting and humble hero for our era.</p>
  22. <p><br /></p>
  23. <figure><img src="https://static.wixstatic.com/media/7f775d_03af2e7ef61d4149b2fd8465550dea0a~mv2.jpg/v1/fit/w_1000,h_705,al_c,q_80/file.png"></figure>
  24. <p><br /></p>
  25. <p>Story drives our production, and it’s always been at the heart of our prototyping process. We want meaningful moments embedded with fun. And while we aim to achieve beauty, we aren’t interested in winning the visual arms race or chasing arbitrary trends. This story was conceived outside of that context 5 years ago, and we work hard to respect and sustain its purity.</p>
  26. <p><br /></p>
  27. <p>Because of our unique approach, <u><a href="https://store.steampowered.com/app/2156950/Always_in_Mind/" rel="noreferrer" target="_blank">Always in Mind</a></u> is as much an emotional plea as a commercial one, conceived to connect with like-minded consumers who wish to join us on this unorthodox game development journey.</p>
  28. <p><br /></p>
  29. <p>If that&apos;s you, come help us build a game world that has impact, a game that not only stands out in the indie space, but also resonates with gamers and non-gamers alike through its positive themes, memorable characters, and unbelievable setting.</p>
  30. <p><br /></p>
  31. <figure><img src="https://static.wixstatic.com/media/7f775d_5195c21a403c40f7afd1b90f6ddc09ee~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  32. <p><br /></p>
  33. <p>Our superpower is purpose; building experiences that connect with our players, inspiring empathy in a world where boundless fun is coupled with meaningful actions. We are on the cusp of achieving these goals. And with the support of fun-loving story-savvy gamers everywhere, our success is... inevitable.</p>
  34. <p><br /></p>
  35. <figure><img src="https://static.wixstatic.com/media/7f775d_95b311f98c024fe7940cf9fcc63cff42~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  36. <p><br /></p>]]></content:encoded></item><item><title><![CDATA[Last Fest, A Next Fest Post-Mortem]]></title><description><![CDATA[First things first, if you were one of the thousands of Steam users to download our demo recently, thank you. The demo represents many...]]></description><link>https://www.inevitablestudios.com/post/last-fest-a-next-fest-post-mortem</link><guid isPermaLink="false">65dbb8deeecc1c9cbf5a3d3e</guid><category><![CDATA[Game Development]]></category><category><![CDATA[Narrative Games]]></category><category><![CDATA[Video Games]]></category><category><![CDATA[Game Industry]]></category><category><![CDATA[Steam Next Fest]]></category><category><![CDATA[Demo]]></category><pubDate>Sun, 25 Feb 2024 22:28:35 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_2160c104c9ec48b6a046d3d4531a5db9~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<p>First things first, if you were one of the thousands of Steam users to <u><a href="https://store.steampowered.com/app/2156950/Always_in_Mind/" target="_blank">download our demo</a></u> recently, thank you. The demo represents many months of hard work, and we were humbled by the positive response, enlightened by <u><a href="https://www.gamesradar.com/i-woke-up-and-destroyed-my-heartstrings-with-the-psychonauts-esque-steam-next-fest-demo-for-this-surreal-puzzle-platformer-about-family/" rel="noreferrer" target="_blank">the critical feedback</a></u>, and delighted to witness the story’s emotional impact.</p>
  37. <p><br /></p>
  38. <figure><img src="https://static.wixstatic.com/media/7f775d_2160c104c9ec48b6a046d3d4531a5db9~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  39. <p><br /></p>
  40. <p>With no announced release date, minimal marketing, and <u><a href="https://discord.gg/gkGNMyPdrx" target="_blank">a community</a></u> still in its infancy, we still managed to amass over 1500 wishlists for a game whose genre is often overlooked by Steam users.</p>
  41. <p><br /></p>
  42. <p>That said, the event—and the many technical issues that plagued it—brought to light some hard truths and revelations about Steam as a home for Always in Mind.</p>
  43. <p><br /></p>
  44. <p><strong>One of Thousands</strong></p>
  45. <p>On a normal day, the sheer quantity of titles available on Steam can be daunting for users—and potentially debilitating for devs. The deluge of demos promoted within Next Fest meant that even highly-motivated users would only play a fraction of the content available. As ours is a somewhat niche tittle, we attempted to amplify awareness among the press and influencers via a pre-event press release, early access to demo Steam keys, a modest Lurkit campaign, aggressive social outreach, and <u><a href="https://www.youtube.com/watch?v=7OCn2IT7qHE" rel="noreferrer" target="_blank">a sponsored livestream with the team at Second Wind</a></u>.</p>
  46. <p><br /></p>
  47. <figure><img src="https://static.wixstatic.com/media/7f775d_a9db136653fb4ea18639e712c989279a~mv2.png/v1/fit/w_1000,h_622,al_c,q_80/file.png"></figure>
  48. <p><br /></p>
  49. <p>We were moderately successful in generating awareness through these efforts, but admittedly came up a bit shy of the wishlist and discord new member numbers we desired. But where we lacked quantity, we enjoyed quality, with a burgeoning <u><a href="https://discord.gg/gkGNMyPdrx" target="_blank">Discord community</a></u> that has engaged with us and shared excellent feedback.</p>
  50. <p><br /></p>
  51. <p><strong>Rich Get Richer</strong></p>
  52. <p>The layout of the Next Fest page prioritizes live streams, stacking them based on current viewer count, highest at the top. In this way, streams that attract huge viewership remain high on the list, drawing in fresh eyes simply based on their top-of-page placement. </p>
  53. <p><br /></p>
  54. <p>Official broadcast slots add additional visibility with their own dedicated “schedule” section and a “now broadcasting” list. Due to technical issues within Steam’s broadcasting system, many developers experienced interrupted streams, their capsules receiving no “live” status labeling while live streaming, and failed to appear on the “now broadcasting” list during their official slots (each dev was allowed two). </p>
  55. <p><br /></p>
  56. <p>Rubbing salt in the wounds of those affected, other devs managed to have two separate stream capsules in the list simultaneously, others were able to schedule numerous official slots, and all in all intermittent issues plagued the entire Next Fest from Tuesday until Thursday. </p>
  57. <p><br /></p>
  58. <p>This left many small devs with far less visibility than they expected, leaving most of them to employ desperate attempts to make up ground from Friday until Monday once Steam began offering additional official broadcast spots as a makegood. </p>
  59. <p><br /></p>
  60. <p>In our experience, this was too little too late since wishlists had already plummeted from Tuesday to Thursday due to limited visibility. Although we managed to slow the decline with a livestream on Friday evening and Saturday afternoon, our overall presence during Next Fest was nearly half of what we expected.</p>
  61. <p><br /></p>
  62. <p>With regards to event visibility, Next Fest had limited presence on the Steam home page, sharing space with the Lunar New Year Sale, only showing up every few refreshes. Overall viewership seems to have been half of previous Next Fests, with top live streams attracting upwards of 6K viewers compared to 12K during previous events. </p>
  63. <p><br /></p>
  64. <p><strong>Console Mentality</strong></p>
  65. <p>Perhaps the biggest takeaway from Next Fest was our understanding of our audience and where they play. Since its inception, we&apos;ve built Always in Mind with console sensibilities. Our goal was to deliver intuitive action for players of all skill levels, and tell a deep &amp; meaningful story whose appeal transcended age.</p>
  66. <p>Although we know there are potentially lots of players on Steam who would take interest in Always in Mind, the majority of its audience seems to prefer genres other than action platformers.</p>
  67. <p><br /></p>
  68. <figure><img src="https://static.wixstatic.com/media/7f775d_60e29447adf0418396c83f4d63f2ba8b~mv2.gif/v1/fit/w_720,h_220,al_c,q_80/file.png"></figure>
  69. <p><br /></p>
  70. <p>In addition to re-thinking our approach to porting, and our timeline with regards to release, we also plan to expand our audience to cozy gamers, puzzle gamers, and anyone who appreciates wholesome games. </p>
  71. <p><br /></p>
  72. <p>Properly exploring sub-genres and specific gamer groups opens many avenues for our eventual release as well as <u><a href="https://discord.gg/gkGNMyPdrx" target="_blank">our growing community</a></u>.</p>
  73. <p><br /></p>
  74. <p><strong>Conclusion</strong></p>
  75. <p>We are thankful to have been a part of Next Fest, and we certainly learned a lot in the process. Feedback on the demo has been extremely informative across all facets of the project. From performance and compatibility issues to game mechanics and narrative, we have received wonderfully-detailed feedback that has already helped us improve the game in many ways.</p>
  76. <p><br /></p>
  77. <p>We consider the demo as our calling card, and our discord as home base. We hope more people will <u><a href="https://store.steampowered.com/app/2156950/Always_in_Mind/" target="_blank">give the demo a try</a></u>, join our burgeoning <u><a href="https://discord.gg/gkGNMyPdrx" target="_blank">community</a></u>, and follow our journey as we continue making a game within the mind and from the heart.</p>]]></content:encoded></item><item><title><![CDATA[The Big Reveal]]></title><description><![CDATA[What does it mean to finally "announce" a game that's been years in the making? Anticipating our first game's big reveal, allow me to...]]></description><link>https://www.inevitablestudios.com/post/the-big-reveal</link><guid isPermaLink="false">65448ce287d31f3cedfad34e</guid><category><![CDATA[Game Development]]></category><category><![CDATA[Video Games]]></category><category><![CDATA[Personal]]></category><category><![CDATA[Uplifting]]></category><category><![CDATA[Game Industry]]></category><pubDate>Mon, 06 Nov 2023 15:47:54 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_af376b2d71594644a10a1213f17b5ca0~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<p><br /></p>
  78. <figure><img src="https://static.wixstatic.com/media/7f775d_af376b2d71594644a10a1213f17b5ca0~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  79. <p>What does it mean to finally &quot;announce&quot; a game that&apos;s been years in the making? Anticipating our first game&apos;s big reveal, allow me to ponder...</p>
  80. <p><br /></p>
  81. <p>I&apos;ve spent years now thinking about these characters and this world, pondering how to build a gaming experience that revels in exploration and fun while culminating into a timeless tale about hope. </p>
  82. <p><br /></p>
  83. <p>There&apos;s nothing I&apos;ve created that hasn&apos;t been heavily revised or cast aside to allow Teddy &amp; Proxy&apos;s journey to evolve into what IT wanted to become. I&apos;ve excitedly shared this concept with strangers the world over, inviting them to contribute their talents, pull and stretch the fabric of this game into new shapes and patterns and sometimes send it barreling down unpredictable new paths.</p>
  84. <figure><img src="https://static.wixstatic.com/media/7f775d_325b257e35b74ebd9593b31ff50f7756~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  85. <p>I&apos;ve met an incredible number of potential contributors throughout 2023. Most of which are patient souls willing to let me ramble on about the studio&apos;s culture, the game&apos;s intentions, our basic philosophies, good intentions, and honorable pursuits. </p>
  86. <p><br /></p>
  87. <p>Their enthusiastic responses lifted me, rejuvenated my efforts, instilled in me a confidence to keep working towards a vision I had no way of realizing on my own. </p>
  88. <p><br /></p>
  89. <p>Building this game has proven more demanding than I ever imagined, but the challenges are less daunting when you have a supportive team. Outside of fatherhood, I&apos;ve never given more of myself to any other endeavor throughout my entire life. But there is no quit.</p>
  90. <figure><img src="https://static.wixstatic.com/media/7f775d_9567671df7b4496c99ef4987d788b497~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  91. <p>Given that investment, you might think I&apos;d be worried about the reaction to the game, hesitant to release our studio&apos;s &quot;baby&quot; out into the big bad opinionated world...</p>
  92. <p><br /></p>
  93. <p>But I only feel excitement and a great amount of pride.  I am prepared to celebrate EVERY reaction--compliment or criticism--to our humble creation. </p>
  94. <p><br /></p>
  95. <p>The team and I are dedicated to improving every aspect of the game we can afford to improve, adapting our approach in whatever way the project demands, and releasing the best version of Always in Mind we can possibly build.</p>
  96. <p><br /></p>
  97. <p>To all who take interest in this game and studio, who weigh in with comments, share the updates, discuss the materials... I want to thank you for being a part of our journey. Please know that--much like the amazing people who have contributed to the project directly and my close friends and family--you lift me high enough to carry on and see this vision through.</p>]]></content:encoded></item><item><title><![CDATA[Best Practices for Pitching a Game: And Why We Didn't Use Them]]></title><description><![CDATA[If you're wondering about the lack of updates here on the blog, the reason is simple: for the past five months, we've been prepping to...]]></description><link>https://www.inevitablestudios.com/post/best-practices-for-pitching-a-game</link><guid isPermaLink="false">636be0495df79b02092d6c2f</guid><category><![CDATA[Game Development]]></category><category><![CDATA[Narrative Games]]></category><category><![CDATA[Video Games]]></category><category><![CDATA[Motivation]]></category><category><![CDATA[Uplifting]]></category><category><![CDATA[Game Industry]]></category><category><![CDATA[Gaming Trends]]></category><pubDate>Wed, 09 Nov 2022 20:27:53 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_bb6830c5395b47a69c46cacffc7b2704~mv2.png/v1/fit/w_1000,h_988,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<p>If you&apos;re wondering about the lack of updates here on the blog, the reason is simple: for the past five months, we&apos;ve been prepping to pitch.</p>
  98. <p><br /></p>
  99. <p>Pitching can be a roller-coaster ride, but aligning the goals of the pitch with the completion of key facets of our first game helped keep motivation high, even as the pressure mounted. </p>
  100. <p><br /></p>
  101. <figure><img src="https://static.wixstatic.com/media/7f775d_bb6830c5395b47a69c46cacffc7b2704~mv2.png/v1/fit/w_1000,h_988,al_c,q_80/file.png"></figure>
  102. <p><br /></p>
  103. <p>The end result included a 25-minute playable spanning the bulk of the game&apos;s opening levels, a professionally-produced trailer, and a 35-page presentation.</p>
  104. <p><br /></p>
  105. <p>During the same process, the project was activated on Steamworks, the website was updated, and we conducted thorough play-testing, asset reviews, and engaged in countless discussions about pitch strategy.</p>
  106. <p><br /></p>
  107. <p>While there&apos;s no singular way to &quot;pitch&quot; a game, there seem to be well-established best practices. I&apos;ll admit we didn&apos;t abide by many of them. </p>
  108. <p><br /></p>
  109. <figure><img src="https://static.wixstatic.com/media/7f775d_bafb8a5bf2c64fb2b82d9f807fa93bbc~mv2.png/v1/fit/w_1000,h_988,al_c,q_80/file.png"></figure>
  110. <p><br /></p>
  111. <p>THE PLAYABLE SHOULD BE VERY SHORT AND EXTREMELY WELL-POLISHED: Our goal was to demonstrate the bond between our two primary characters, and allow the player time to explore multiple areas of their mind, culminating in a major example of unique story-telling directly intertwined with gameplay.</p>
  112. <p><br /></p>
  113. <p>The actual duration was about 5 times longer than what was recommended, and we were warned that publishers probably wouldn&apos;t play past the 5-minute mark. Yet, with early playables and video playthroughs, most participants revealed they were extremely compelled to continue playing or watching just to see what would happen next.</p>
  114. <p><br /></p>
  115. <figure><img src="https://static.wixstatic.com/media/7f775d_511e4d2b221c4abea79785c73c49f964~mv2.png/v1/fit/w_1000,h_988,al_c,q_80/file.png"></figure>
  116. <p><br /></p>
  117. <p>THE DECK SHOULD BE A MAXIMUM OF 10 PAGES: I admit I am often pegged as a &quot;verbose&quot; person, and am fully aware that I have a tendency to ramble on, especially when my words are filled with passion. But I&apos;m also a veteran presenter with a penchant for strong visuals and a welcoming high-energy style. </p>
  118. <p><br /></p>
  119. <p>The deck stands at 35 pages, and can be presented in about 25 minutes. That&apos;s not ideal if someone&apos;s only giving you 10 minutes to explain yourself. And even with a 30-minute meeting structure, it gives little room for discussion. But for an hour discussion among key stakeholders, it&apos;s a thorough overview of the &quot;what, why, how, and when&quot; that hopefully generates consideration over confusion.</p>
  120. <p><br /></p>
  121. <figure><img src="https://static.wixstatic.com/media/7f775d_a53b03fb792d459da4c8dfe3cfbe4bb6~mv2.png/v1/fit/w_1000,h_988,al_c,q_80/file.png"></figure>
  122. <p><br /></p>
  123. <p>Creating a short version of the deck is now in motion, so we&apos;re prepared for any opportunity, and fully capable of generating concentrated &quot;wow&quot; in the shortest time possible.</p>
  124. <p><br /></p>
  125. <p>PITCH TO EVERYONE YOU CAN: There&apos;s some good wisdom in this advice, but time is finite for indie developers, and we still have a game that needs to be made--whether we take on a partner or not. </p>
  126. <p><br /></p>
  127. <p>So, while we&apos;ve opened up our list of publishers we&apos;d consider working with, we won&apos;t just be chasing any company with a wallet or pursuing placement in a portfolio where we&apos;re a total genre mismatch. </p>
  128. <p><br /></p>
  129. <p>It&apos;s important that we engage in conversations with those who are most likely to take interest. By contrast, we are fortunate to have a vast network of contacts within the industry, and we&apos;ve freely shared the trailer with them as you never know who they might recommend as a good fit.</p>
  130. <p><br /></p>
  131. <p>New companies form every day, and publishers often chase uncharted paths, so we remain open to new suggestions and new opportunities delivered to us by trusted friends.</p>
  132. <figure><img src="https://static.wixstatic.com/media/7f775d_3a677040d5684ff08c87d5d77d617c16~mv2.png/v1/fit/w_1000,h_720,al_c,q_80/file.png"></figure>
  133. <p><br /></p>
  134. <p>It&apos;s important I take this opportunity to thank everyone who provided advice and feedback at every phase up until now. In spite of our deviation from general wisdom, we acted on so many of the comments given to us, and our materials are far better for it. </p>
  135. <p><br /></p>
  136. <p>This phase is likely to last for 3-6 months, and there&apos;s no certainty as to the outcome. If we don&apos;t find the right home for this project, we could very well return to a self-publishing strategy. Yet we would not consider any of the time and energy invested into the pitch as simply &quot;wasted.&quot;</p>
  137. <p><br /></p>
  138. <p>On the contrary, the entire process has yielded a far better understanding of what we are building, how it fits into the ever-changing market, and how we can not only complete the project, but also build the best game possible. </p>
  139. <p><br /></p>
  140. <p>It has been essential work, and milestones such as these give projects and studios the sense of identity and confidence needed to power on and overcome the innumerable challenges that lie ahead. </p>
  141. <p><br /></p>
  142. <p>Wish us luck!</p>]]></content:encoded></item><item><title><![CDATA[Games As A Disservice]]></title><description><![CDATA[The Gamble With Playing For Free A friend recently likened his experience with free loot shooters as walking the floor of a casino....]]></description><link>https://www.inevitablestudios.com/post/games-as-a-disservice</link><guid isPermaLink="false">625035d84ce8401023ec7ad4</guid><category><![CDATA[Game Development]]></category><category><![CDATA[Video Games]]></category><category><![CDATA[Personal]]></category><category><![CDATA[Game Industry]]></category><category><![CDATA[Gaming Trends]]></category><pubDate>Sat, 25 Jun 2022 17:54:21 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_0c844ffe6e114220b0046de16460ca32~mv2.jpg/v1/fit/w_960,h_1000,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<h2>The Gamble With Playing For Free</h2>
  143. <figure><img src="https://static.wixstatic.com/media/7f775d_0c844ffe6e114220b0046de16460ca32~mv2.jpg/v1/fit/w_960,h_1000,al_c,q_80/file.png"></figure>
  144. <p><br /></p>
  145. <p>A friend recently likened his experience with free loot shooters as walking the floor of a casino. Everywhere he turned, there was an opportunity to spend real-life money to potentially have more fun. But he wasn’t having fun. He didn’t want to be in Vegas. He was just looking for a great multiplayer shooter experience devoid of superfluous distractions or blatant up-sell tactics.</p>
  146. <h2></h2>
  147. <h2>Necessary Evil</h2>
  148. <p><br /></p>
  149. <p>I’ve definitely felt his pain. But while I don’t love being bombarded with ads for micro-transactions, I also accept that this sales-focused environment is par for the course when a game&apos;s core content is provided to players free-of-charge.</p>
  150. <figure><img src="https://static.wixstatic.com/media/7f775d_67477e480c3c45879b88ec86331ee33c~mv2.jpg/v1/fit/w_960,h_1000,al_c,q_80/file.png"></figure>
  151. <p>Technically speaking, the tactic is nothing new. Can you think of any form of media that hasn&apos;t utilized ads or an up-sell model at one point in their evolution?</p>
  152. <p><br /></p>
  153. <p>Like it or not, entertainment is a business--and radio, television, web content, and interactive games are all platforms for monetizing clicks, listens, and views.</p>
  154. <p><br /></p>
  155. <p>Whether the consumer is spending their attention or actual money, a transaction happens, and profits are made.</p>
  156. <p><br /></p>
  157. <p><br /></p>
  158. <h2>Understanding the Psychology</h2>
  159. <p><br /></p>
  160. <p>While some might debate the ethics behind these tactics, I abide by the &quot;consumer beware&quot; model. I feel it&apos;s up to us to educate ourselves and our families about products in order to make intelligent decisions. Although I believe better advertising standards need to be put in place for the Wild West of mobile game ads targeting children; as a gamer, I feel my family and I can steer clear of the perils of the free-to-play scene if we so choose...
  161.  
  162. ...or participate in it with discipline.</p>
  163. <p><br /></p>
  164. <p>I&apos;ve enjoyed titles like <u><a href="https://www.rocketleague.com/" target="_blank">Rocket League</a></u> and Apex Legends for years at a time with little to no financial investment. Which, in all honesty, doesn&apos;t seem fair to the hard-working developers. For games that I love, I like to give back to the studios and vote with my wallet. Ironically, I&apos;m not one for trinkets, so outside of purchasing a Season Pass, I find it extremely difficult to justify spending real-life money on any singular asset.
  165. </p>
  166. <figure><img src="https://static.wixstatic.com/media/7f775d_904d99c21b8a414c96a79fe681ba3899~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  167. <p>But one-off purchases are exactly what most publishers and developers are banking on each player doing at least once during their active engagement with the game. Their business model relies on players succumbing to the enticement of just the right shiny <u><a href="https://www.inevitablestudios.com/post/a-few-more-unity-asset-store-gems" target="_blank">new asset</a></u> or bundle or special offer.</p>
  168. <p><br /></p>
  169. <p>As a player, you&apos;re constantly bombarded with these offers because they exist where you play. Because of the nature of game menus and digital inventories, it can be difficult to manage your self-control and refrain from making a spontaneous purchase, especially when most transactions are as easy as pressing a button.
  170. </p>
  171. <h2>Building Awareness in a &quot;Sea of Free&quot;</h2>
  172. <p>
  173. Beyond dealing with this phenomenon as a consumer, it&apos;s important to note the impact it can have on indie developers.</p>
  174. <p><br /></p>
  175. <figure><img src="https://static.wixstatic.com/media/7f775d_85e4a8ae23704c01a79408f137590a54~mv2.jpg/v1/fit/w_960,h_1000,al_c,q_80/file.png"></figure>
  176. <p>When a juggernaut funnels millions of dollars into development and marketing, and then offers that title for free, it has a major effect on the market as a whole. Consumers are now confronted with the conundrum of spending their time with a free AAA offering or spending money upfront to enjoy games built on the classic business model.
  177.  
  178. As an indie, generating awareness for your title can be a daunting task--and that&apos;s just awareness, not actual sales.</p>
  179. <p><br /></p>
  180. <p>Consider for a moment just how many hours are poured into titles like War Zone, <u><a href="https://www.ea.com/games/apex-legends" target="_blank">Apex Legends</a></u>, Warframe, and Lost Ark. That’s time NOT spent on purchasing and playing indie titles.</p>
  181. <p><br /></p>
  182. <p>Any moderately competent free content can make paid content appear too expensive by direct comparison.</p>
  183. <p><br /></p>
  184. <h2>Different Strokes For Different Folks</h2>
  185. <p><br /></p>
  186. <p>For those consumers who aren&apos;t concerned about trends, or who put a premium on playing and supporting original games, the free-to-play scene may have little impact. And they’re the consumers we hope to target first.
  187. </p>
  188. <figure><img src="https://static.wixstatic.com/media/7f775d_bd22da1e80ec41618188d4d89d8a68cd~mv2.png/v1/fit/w_1000,h_995,al_c,q_80/file.png"></figure>
  189. <p><br /></p>
  190. <p>At Inevitable Studios, we’re building games for savvy consumers who are seeking original content combining unorthodox stories with <u><a href="https://www.inevitablestudios.com/algernon" target="_blank">fresh gameplay</a></u> in worlds worthy of their time and effort. It’s not that we purposefully buck trends or don’t respect that running a successful studio requires us to treat our enterprise as a business—but we didn’t arrive here chasing the mighty dollar. After many years of accumulating experience in this great industry, we now have the luxury of crafting the types of games that inspire us most.</p>
  191. <p><br /></p>
  192. <p>Instead of building games as a service, we work in service of you. So our primary goal is to inspire you too!</p>]]></content:encoded></item><item><title><![CDATA[Game Dev's Emotional Journey]]></title><description><![CDATA[The Ride of Your Life Making games can be a real roller coaster ride. After two decades of working across different sections of the...]]></description><link>https://www.inevitablestudios.com/post/game-dev-s-emotional-journey</link><guid isPermaLink="false">62744b0fd2a9571eef825817</guid><category><![CDATA[Game Development]]></category><category><![CDATA[Personal]]></category><category><![CDATA[Motivation]]></category><category><![CDATA[Uplifting]]></category><category><![CDATA[Video Games]]></category><pubDate>Thu, 12 May 2022 03:47:39 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_dfcdbfeb2b7646e4a33198bea537ae25~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<p>The Ride of Your Life</p>
  193. <p><br /></p>
  194. <figure><img src="https://static.wixstatic.com/media/7f775d_dfcdbfeb2b7646e4a33198bea537ae25~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  195. <p><br /></p>
  196. <p>Making games can be a real roller coaster ride. After two decades of working across different sections of the industry, the decision to start a studio and dig deep into design work has brought with it a host of unexpected twists and turns. Fully aware of my extreme privilege to tackle this endeavor in my late 40s, I try to take even the most challenging days in stride. To give you some perspective, here are just a few of the highs and lows I’ve experienced thus far:</p>
  197. <p><br /></p>
  198. <p>Basking in the Big Blue Sky</p>
  199. <p><br /></p>
  200. <p>When building the foundation of what would become Inevitable Studios, I set out to create a few game concepts to test the waters among my inner circle. Part design practice, part recruitment strategy, and part marketing exercise, the development of these concepts consumed me for months. I sought inspiration everywhere, collecting reference imagery, conducting research, creating mock-ups whenever possible. It was highly enjoyable work, and even though a self-imposed deadline to share my results created a modest amount of stress, the freedom to pursue new ideas every day was rejuvenating.</p>
  201. <p><br /></p>
  202. <figure><img src="https://static.wixstatic.com/media/7f775d_b98a4114415343cda236cb85e36fe1ab~mv2.jpg/v1/fit/w_1000,h_934,al_c,q_80/file.png"alt="Algernon Early Concept Reference"></figure>
  203. <p><br /></p>
  204. <p>Is There a Tutorial On Rage?</p>
  205. <p><br /></p>
  206. <p>After receiving feedback on the concepts, it was apparent I needed to lead by example and actually prototype the most compelling ideas in-engine. Game engines are both highly capable and extremely complex. Even if you&apos;re well-versed in a host of creative software, the learning curve for engines like Unity or Unreal can be daunting. For anyone who&apos;s taken the plunge, wrapping one&apos;s head around the basics can take considerable time, especially if you&apos;re working in a 3D interface for the first time. </p>
  207. <p><br /></p>
  208. <figure><img src="https://static.wixstatic.com/media/7f775d_b13a109a36ac411eb04e18f8f839e43a~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"alt="Script Errors Make Me Rage Quit"></figure>
  209. <p><br /></p>
  210. <p>Although there are tutorials for almost every facet of development, and guidance is typically only a google search away, you&apos;re bound to run into opaque concepts you don&apos;t intuitively understand, experience content incompatibility issues, and encounter crippling script errors that bring your creative work to a veritable stand-still. Until working in Unity, I&apos;d never experienced the professional equivalent of wanting to rage quit. But I’ve learned that patience is a virtue, and overcoming seemingly insurmountable problems is all part of the journey.</p>
  211. <p><br /></p>
  212. <p>The Joy of Creation</p>
  213. <p><br /></p>
  214. <p>Contrasting the anger and frustration of technical setbacks, there is a huge tangible upside to learning a game engine. It tends to manifest when your mastery of the basics--and your competency with learning new tools--allows you to confidently tackle the immediate exploration of new ideas. Being able to prototype on a whim seems almost god-like, and it opens up new avenues of creativity that are simply impossible to explore outside of an interactive simulation. I have very fond memories of the creation of moments that surpassed my expectations in how they affected me emotionally, and I especially enjoyed the pride I felt at using the tech <u><a href="https://www.inevitablestudios.com/post/why-good-headphones-significantly-enhance-your-game" target="_blank">to share positive sentiments tangential to my ongoing projects.</a></u> </p>
  215. <p><br /></p>
  216. <p>Being Precious with Baby</p>
  217. <p><br /></p>
  218. <p>As you invest time into the development of your best ideas, it&apos;s highly likely that you&apos;ll become defensive of them. Even when your gameplay isn&apos;t much fun or your level isn&apos;t very pretty, the work you&apos;ve put in can blind you to its shortcomings. It is your child after all. </p>
  219. <p><br /></p>
  220. <p>Overcoming technical hurdles can also inflate the value of your work, making you defensive when fielding feedback (&quot;you don&apos;t know how long this took me!&quot;) and preventing you from acting on great advice (&quot;that addition to the mechanic would take way too much time without more code help.&quot;).</p>
  221. <p><br /></p>
  222. <figure><img src="https://static.wixstatic.com/media/7f775d_89f30cb0cc444f7793cdcb2ffa1ff5a7~mv2.jpeg/v1/fit/w_1000,h_752,al_c,q_80/file.png"alt="Projecting Your Own Childhood"></figure>
  223. <p><br /></p>
  224. <p>It&apos;s important to step away and see your game for what it is, as opposed to how hard you&apos;ve worked to create it. Development is a very long road, and I have to constantly remind myself that it is absolutely critical that I avoid servicing my pride when I should be servicing the project.</p>
  225. <p><br /></p>
  226. <p>Adrift and Overwhelmed</p>
  227. <p><br /></p>
  228. <p>As you gain momentum on any project, the areas requiring actual work increase dramatically. Your gameplay-focused prototype gives way to actual levels that require polished visuals, UI, UX, animation, physics, optimization, particle effects, lighting, terrain refinements, AI behaviors, etc. </p>
  229. <p><br /></p>
  230. <p>Many of these elements affect one another, and all of them have an impact on performance, flow, and moment-to-moment gratification.</p>
  231. <p><br /></p>
  232. <p>Whether you&apos;re running solo or have a small team, juggling every aspect of development can quickly overwhelm you.</p>
  233. <p><br /></p>
  234. <figure><img src="https://static.wixstatic.com/media/7f775d_abd48d4204bd4b13850f2b08651a4665~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"alt="Overwhelmed in Recurring Dream"></figure>
  235. <p><br /></p>
  236. <p>When you add business responsibilities, marketing, community, and pitch preparation to the mix, your bandwidth can become paper thin, and stress can replace whatever joy you once felt as a developer. Worse yet, being pulled in so many different directions can make accomplishing anything of note seem practically impossible.</p>
  237. <p><br /></p>
  238. <p>Compiling Brings Clarity</p>
  239. <p><br /></p>
  240. <p>Fortunately, juggling is an art-form, and anyone persistent enough to chase game development as a career is likely resilient enough to see things through and find the help they need to better manage their countless tasks.</p>
  241. <p><br /></p>
  242. <p>When things click, the combining of so many dynamic elements into a single cohesive experience can be absolutely intoxicating.</p>
  243. <p><br /></p>
  244. <figure><img src="https://static.wixstatic.com/media/7f775d_5b450de65c984978a1c9cf79ef0f6cd4~mv2.jpeg/v1/fit/w_1000,h_989,al_c,q_80/file.png"alt="A Compiled Algernon Build"></figure>
  245. <p><br /></p>
  246. <p>Having a working build that delivers on fun factor and visual fidelity is such a rush--and it also serves as a tangible representation of all the hard work that&apos;s gone into the project up until that point. I’ve found that conducting internal reviews and external playtests will organically create a roadmap for what to address next, bringing confidence and clarity to the equation. </p>
  247. <p><br /></p>
  248. <p>Imposter Syndrome Sets In</p>
  249. <p><br /></p>
  250. <p>With a number of design unknowns having turned into wins and the project humming along, you inevitably start letting the darkness creep in: &quot;What am I doing pretending to make a game that people actually want? I am living a lie and everyone must be too polite to tell me I&apos;m on a fool&apos;s errand. I have no business pretending to run a game studio.&quot; It&apos;s natural. Imposter syndrome runs rampant in this industry, and with so many incredible releases each week, month, and year, comparing yourself to the accomplishments of a massive high-functioning team can really take the wind out of your sails. And if you&apos;re not careful, you begin to...</p>
  251. <p><br /></p>
  252. <p>Start Questioning Everything</p>
  253. <p><br /></p>
  254. <p>&quot;Is this game worth making? Did I choose the right platform? Does this mechanic need to be scrapped for a better one? Is my protagonist borderline offensive? Should I have even bothered recruiting this team?&quot;</p>
  255. <p><br /></p>
  256. <p>It&apos;s actually quite healthy during key milestones to ask yourself hard questions about your project, but you should do so with a rational and objective frame of mind.</p>
  257. <p><br /></p>
  258. <figure><img src="https://static.wixstatic.com/media/7f775d_f7b8904f9bea4fc8b2f01fc215076b8f~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"alt="Recurring Nightmares Require a Work-Around"></figure>
  259. <p><br /></p>
  260. <p>Spiraling into unbridled doubt can derail your best intentions, encourage changes that fail to push the needle, and corrupt the enthusiastic goodwill of your team.</p>
  261. <p><br /></p>
  262. <p>So shake it off, and find your footing.</p>
  263. <p><br /></p>
  264. <p><u><a href="https://www.inevitablestudios.com/post/seeking-inspiration" target="_blank">Get some inspiration.</a></u></p>
  265. <p><br /></p>
  266. <p>Take stock in what you&apos;ve accomplished. And look for ways to parlay the best elements of your project, the key talents of your team, and the biggest opportunities in the market to better guide your ship.</p>
  267. <p><br /></p>
  268. <p>After all, there&apos;s likely another crisis heading your way, especially if you&apos;ve kept your head so far down in development that you&apos;ve neglected to really think about where your project will exist in the market--but we&apos;ll talk about that impending Brand Identity Crisis in another blog.</p>
  269. <p><br /></p>
  270. <p><br /></p>
  271. <p><br /></p>
  272. <p><br /></p>]]></content:encoded></item><item><title><![CDATA[How We Developed "Glide"]]></title><description><![CDATA[From very early in its concept phase, Algernon had a need for a unique "glide" mechanic that would allow the player to move effortlessly...]]></description><link>https://www.inevitablestudios.com/post/how-we-developed-glide</link><guid isPermaLink="false">624f45193783f73a84a57fbe</guid><category><![CDATA[Game Development]]></category><category><![CDATA[Prototyping]]></category><category><![CDATA[Video Games]]></category><pubDate>Wed, 13 Apr 2022 21:16:32 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_8a6192ea65e14a628bb94df2e4b4bca9~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<p>From very early in its concept phase, <u><a href="https://www.inevitablestudios.com/algernon" target="_blank">Algernon</a></u> had a need for a unique &quot;glide&quot; mechanic that would allow the player to move effortlessly through the world of its protagonist&apos;s mind.</p>
  273. <figure><img src="https://static.wixstatic.com/media/7f775d_8a6192ea65e14a628bb94df2e4b4bca9~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"alt="Glide mechanic"></figure>
  274. <h2>Choosing the Right Vehicle</h2>
  275. <p>Without real-world limitations, we defaulted to a wooden sled for the purposes of prototyping, and used a vehicle controller whose handling functions operate separately from its visual components. This meant we can eventually accommodate everything from bicycles &amp; cars to surfboards &amp; hoverboards.</p>
  276. <p><br /></p>
  277. <figure><img src="https://static.wixstatic.com/media/7f775d_2d6fc2135a97437b8f55ab58f8591668~mv2.jpg/v1/fit/w_1000,h_995,al_c,q_80/file.png"alt="video game car controller"></figure>
  278. <p>Working with the car controller involved some humble beginnings. Tuning the movement for sliding and gliding as opposed to driving took some experimentation. The utility and feel of acceleration, turning, traction, and collisions demanded constant iteration. We were happy to exploit the example scene from the <u><a href="https://www.inevitablestudios.com/post/a-few-more-unity-asset-store-gems" target="_blank">Tiny Car Controller</a></u> to facilitate our experiments, even though it meant testing from an isometric view.</p>
  279. <figure><img src="https://static.wixstatic.com/media/7f775d_913c6c6132124ab09cf2443e02edf6c1~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"alt="video game mechanics "></figure>
  280. <h2>Advanced Prototyping</h2>
  281. <p>Before long, we had graduated to testing with a proper third-person camera in a much larger world thanks to a collection of low poly assets. With car capabilities limited to only turn, throttle, and boost, we incorporated inclines, ramps, and big drops to see what felt &quot;fun.&quot; We also added rudimentary collectibles to enhance player engagement. And we ultimately incorporated cinemachine into the project to improve the look and feel through dynamic cameras.</p>
  282. <p><br /></p>
  283. <figure><img src="https://static.wixstatic.com/media/7f775d_4f50206319184186b6924242ca751ac4~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"alt="dynamic cameras"></figure>
  284. <p>Admittedly, gliding &quot;felt&quot; good, but we knew we were still shy of our vision. It wasn&apos;t until we added proper air control and the ability to jump that the mechanic began to show tangible signs of its true potential.</p>
  285. <p><br /></p>
  286. <h2>Visual Explorations</h2>
  287. <p>In the meantime, we&apos;d already begun experiments using Curved World and Move Set shaders to achieve visual distinction for various locations.</p>
  288. <p><br /></p>
  289. <p>With Move Set, we could create the illusion of objects in the world moving into position as you approached--and even staying in place, which gave the act of exploration a sort of world-building feel.</p>
  290. <figure><img src="https://static.wixstatic.com/media/7f775d_97ac396587924e1aa911bd34c6d82c30~mv2.jpg/v1/fit/w_1000,h_995,al_c,q_80/file.png"alt="Move Set shaders"></figure>
  291. <p>Utilizing Curved World shaders was partly motivated by early gameplay concerns. Bending the world ahead of the player resulted in more time for them to react to obstacles. This allowed for higher top-speeds and bigger thrills without impeding the execution of smart pathing and creative stunting.</p>
  292. <figure><img src="https://static.wixstatic.com/media/7f775d_b86456254d184717b02c0b96225bc3f7~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"alt="video game Curved World"></figure>
  293. <h2>Narrative Tools</h2>
  294. <p>To achieve our goal of integrating story moments without removing player agency, we tested another key piece of tech: a projector simulator.</p>
  295. <figure><img src="https://static.wixstatic.com/media/7f775d_fad684ee52b84d8485de846c1c0dc482~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"alt="gaming landscape"></figure>
  296. <p>This gave us the ability to blanket the landscape in video or still images tracked to the player&apos;s movements. And these powerful images were then reinforced through epic music tracks and thoughtful narration / VO.</p>
  297. <p><br /></p>
  298. <h2>Building The Full Experience</h2>
  299. <p>With so many dependable tools at our disposal, work turned towards refinement of the vehicle itself. We continued to tune each parameter in hopes of improving control and accentuating the fun. This, in conjunction with some very thorough level design, set the foundation for custom objectives like chasing your companion through a stunt-laden small town.</p>
  300. <figure><img src="https://static.wixstatic.com/media/7f775d_f21b1b84a71d4136a32b5a3d9196bbda~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"alt="music visualization in games"></figure>
  301. <p>A lot of work went into pathing, micro population, music visualization, and visual effects to create an experience that motivated players to not only explore the space, but also experiment with the incredible capabilities of their unique vehicle. And, in order to be true to the larger game vision, to do so without the stress of timers, other competitors, or being constrained to a road.</p>
  302. <p><br /></p>
  303. <p>if you’d like more information on some of the tech used to achieve these results, check out <u><a href="https://www.inevitablestudios.com/post/a-few-more-unity-asset-store-gems" target="_blank">this post listing a few of our favorite assets</a></u>. </p>
  304. <p><br /></p>]]></content:encoded></item><item><title><![CDATA[Seeking Inspiration]]></title><description><![CDATA[Game Development is difficult. These talented individuals inspire us to never give up.]]></description><link>https://www.inevitablestudios.com/post/seeking-inspiration</link><guid isPermaLink="false">620bdbc15998b7c1b7d01115</guid><category><![CDATA[Game Development]]></category><category><![CDATA[Video Games]]></category><category><![CDATA[Personal]]></category><category><![CDATA[Motivation]]></category><category><![CDATA[Uplifting]]></category><pubDate>Sat, 19 Feb 2022 20:01:44 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_713627368c484f348794204f50ed8ade~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<p>Even for a group of industry veterans with decades of experience, going independent comes with an assortment of unique challenges. Whether it’s managing the creative process, penetrating today’s hyper-competitive market, or battling bouts of imposter syndrome, the path to release can be daunting.</p>
  305. <p><br /></p>
  306. <figure><img src="https://static.wixstatic.com/media/7f775d_713627368c484f348794204f50ed8ade~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"alt="Nothing Can Stop Us Text image "></figure>
  307. <p>Fortunately, this amazing industry is not without its share of supportive individuals, helpful online forums, <u><a href="https://www.inevitablestudios.com/post/our-editor-s-picks-10-gaming-gadgets-that-every-gamer-needs-to-own" target="_blank">well-vetted tools and assets</a></u> and a wealth of motivational content to help you keep your head up while driving your most ambitious projects forward.</p>
  308. <figure><img src="https://static.wixstatic.com/media/7f775d_a9b81d9c84d04b27b6228c0b39aa613e~mv2.jpg/v1/fit/w_1000,h_398,al_c,q_80/file.png"alt="Motivation"></figure>
  309. <p>Below I’ve listed a few remarkable motivators for whom I have a ton of respect.</p>
  310. <h4>
  311. <u><a href="https://www.instagram.com/thomasbrushdev/" target="_blank">Thomas Brush</a></u></h4>
  312. <p><br /></p>
  313. <p>Humble, personable, and a true inspiration, Thomas somehow balances game development, video production, the teaching of multiple online courses, an aggressive fitness routine, AND film directing with the needs of his family and fans. Should you be tempted to compare your life to his, you&apos;ll be happy to find that--in spite of his outlandish accomplishments and constant content creation--he too has doubts, makes mistakes, and once struggled to find his way.</p>
  314. <figure><img src="https://static.wixstatic.com/media/7f775d_33b16d171fbd4b7c8f4205f7a28e0a3a~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"alt="Thomas Brush Info Graphic"></figure>
  315. <p>For evidence of his humor and humility, check out any one of the many dev streams for his new 3D game, <u><a href="https://store.steampowered.com/app/1575990/Father/" target="_blank"><em>Father</em></a></u>, or investigate one of his courses like <u><a href="https://www.fulltimegamedev.com/" target="_blank">Full Time Game Dev</a></u>. His <u><a href="https://www.youtube.com/channel/UCuHVjteDW9tCb8QqMrtGvwQ" target="_blank">YouTube channel</a></u> is full of great content, featuring straight-talk you won&apos;t get from other developers, and some wildly entertaining explorations transforming popular 3D games into 2D.</p>
  316. <h4>
  317. <u><a href="https://www.youtube.com/channel/UCqJ-Xo29CKyLTjn6z2XwYAw" target="_blank">Mark Brown</a></u> </h4>
  318. <p><br /></p>
  319. <p>Best known as the creator of the game design video series &quot;Game Maker&apos;s Toolkit,&quot; Mark has recently embarked on a unique game development journey, diving into Unity to bring his magnetic puzzle platformer to life in a series called &quot;Developing.&quot;
  320. </p>
  321. <p>If his design deep-dives and excellent game reviews weren&apos;t enough to draw you in, his insightful approach to game development--and the potential pitfalls of over-extending one&apos;s self--are sure to win you over.</p>
  322. <figure><img src="https://static.wixstatic.com/media/7f775d_3f595a1562cc44db902a953911d5b217~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"title="Photo of Mark Brown "></figure>
  323. <p>Whether you&apos;re looking for thoughtful design discussion, a supportive community of game makers and players, or some excellent recommendations as to what new games might be worth your time, you&apos;ll want to check out the channel.
  324. </p>
  325. <p>And if you&apos;d like to support Mark on Patreon (and get exclusive content like playable builds of his ongoing project), you&apos;ll find him right <u><a href="https://www.patreon.com/GameMakersToolkit/posts" target="_blank">here</a></u>.
  326. </p>
  327. <h4><u><a href="https://www.youtube.com/c/SebastianLague" target="_blank">Sebastian Lague</a></u> </h4>
  328. <p>
  329. If you&apos;ve ever likened programmers to magicians or sat in awe of the universe and its intricate workings, you will undoubtedly find worth and motivation in Sebastian&apos;s ability to transform the most technical abstraction into game development gold.</p>
  330. <p><br /></p>
  331. <p>With his calming voice, unwavering optimism, and gorgeous animations of highly technical concepts, Sebastian produces videos unlike anything else you&apos;re likely to find on the subject matter. Whether you know anything whatsoever about code or scripting, you can&apos;t help but absorb and appreciate the high-level concepts and mathematical miracles on display.</p>
  332. <figure><img src="https://static.wixstatic.com/media/7f775d_db7b19a9eb164cbda410a0bd7a380167~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"alt="Sebastian Lague"></figure>
  333. <p>And if you happen to be a Unity developer, you can support Seb&apos;s efforts on <a href="https://www.patreon.com/SebastianLague/posts" target="_blank">Patreon</a> to get access to full project files and really see how the proverbial sausage is made. Toying with the inner workings of his various projects is bound to inspire you, and could very well lead you down a new path for your own creations. It&apos;s a shame Mr. Lague is one-of-a-kind because the world could use more magicians these days.</p>
  334. <p><br /></p>
  335. <p>There&apos;s undoubtedly someone amazing out there that inspires you. Write to us and tell us all about them.</p>
  336. <p><br /></p>
  337. <p>If you&apos;re a Unity developer yourself, be sure to check out Volume <u><a href="https://www.inevitablestudios.com/post/our-editor-s-picks-10-gaming-gadgets-that-every-gamer-needs-to-own" target="_blank">1</a></u> &amp; <u><a href="https://www.inevitablestudios.com/post/cooperative-gaming-do-s-and-don-ts" target="_blank">2</a></u> of our Top Asset Recommendations. And--for motivation of a different kind--you can check out our own humble motivational projects <u><a href="https://www.inevitablestudios.com/post/why-good-headphones-significantly-enhance-your-game" target="_blank">here</a></u>.</p>]]></content:encoded></item><item><title><![CDATA[Let’s Talk About Narrative Games - Volume 1]]></title><description><![CDATA[Modern advances in gaming have ushered in an era of incredible story-telling that rivals and often surpasses the best Hollywood has to...]]></description><link>https://www.inevitablestudios.com/post/let-s-talk-about-narrative-games-volume-1</link><guid isPermaLink="false">61da45fb106765001618e96d</guid><category><![CDATA[Narrative Games]]></category><category><![CDATA[Horror]]></category><category><![CDATA[Video Games]]></category><pubDate>Thu, 13 Jan 2022 02:16:02 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_2d99abe183064437bc217b52929794e4~mv2.jpg/v1/fit/w_640,h_325,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<p>Modern advances in gaming have ushered in an era of incredible story-telling that rivals and often surpasses the best Hollywood has to offer us. If you’re like me, you jump at the chance to immerse yourself in any new narrative adventure. Why not discuss a few old and new?</p>
  338. <figure><img src="https://static.wixstatic.com/media/7f775d_2d99abe183064437bc217b52929794e4~mv2.jpg/v1/fit/w_640,h_325,al_c,q_80/file.png"></figure>
  339. <p>I still consider <u><a href="https://www.youtube.com/watch?v=3NcF7EOnjow" target="_blank">&quot;Until Dawn&quot;</a></u> the best game that Supermassive has produced. In spite of jumping at the chance to play nearly every subsequent release, none has affected me--or entertained--in quite the same way. Blending so many tropes and stereotypes into one cohesive user-influenced horror thrill ride was such a huge accomplishment. In lesser hands, such a task would have produced laughable results. But, instead, Supermassive pushed boundaries for both horror and the interactive narrative genre.</p>
  340. <figure><img src="https://static.wixstatic.com/media/7f775d_62acd5222e2a467cbd1386e06952b9e6~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  341. <p>Anyone familiar with the established &quot;Life is Strange&quot; mechanics and pacing will be instantly at home with this outing, but I want to applaud the accomplishment in how it so masterfully crafts its sense of place. Although this tiny Colorado town is rendered in loving detail, it&apos;s not just those visual details that build the immersion. Rather, it&apos;s the carefully crafted characters and their genuine acts and words that gradually build a &quot;home&quot; for not only the protagonist but the player as well. Chapter One was a masterwork imho, and the range of emotions it successfully evoked in me (and my wife) was testament to the power of the medium and the prowess of this team. I don&apos;t think the story arc ended as strongly as it started--and I felt the DLC was more of an experiment than must-play--but this entry sits high atop the list of best interactive narrative games yet produced, and it is likely Deck Nine will out-do themselves with their next project.</p>
  342. <figure><img src="https://static.wixstatic.com/media/7f775d_e979153626474791bbab5c429ad060f6~mv2.jpg/v1/fit/w_639,h_361,al_c,q_80/file.png"></figure>
  343. <p>What a remarkable indie gem. <u><a href="https://www.youtube.com/watch?v=KEBkjL31Avw" target="_blank">&quot;Road 96&quot;</a></u> only arrived on my radar when the demo dropped, and after playing it, I quickly became a vocal evangelist. Some complain that its story is simplistic or juvenile in places, but I felt that it touched on relevant themes without losing its sense of escapism and thrilling adventure. The use of branching paths along a series of road trips--all with different starting points but the same end goal--is ingenious. The team managed to capitalize on the procedural structure without sacrificing any major narrative pay-offs, turning a technical innovation into a huge creative win. My mind reeled at the possibility of using the same mechanics and structure and applying them to other themes. Imagine a war story in which nameless &quot;soldiers&quot; began their respective journeys into No Man&apos;s Land from different waypoints, all with the goal of surviving regardless of their allegiance, degree of patriotism, or personal desires. After Valiant Hearts, Memories Retold, and Road 96, it seems appropriate to continue expecting strong narrative outings from this team well into the future.  </p>
  344. <figure><img src="https://static.wixstatic.com/media/7f775d_43b19038612c43a29f86ddd382a3c34f~mv2.jpg/v1/fit/w_1000,h_694,al_c,q_80/file.png"></figure>
  345. <p>The thing that surprised me the most about &quot;What Remains of Edith Finch&quot; was how much it exceeded my lofty expectations. Even for a team with such a strong artistic track record, successfully crafting and collecting so many incredible stories without the game feeling like an uneven experimental anthology was a huge accomplishment. I admit that while I haven&apos;t played the game front-to-end but the once, I have many times revisited the incredible stories of Barbara, Lewis, and Gregory, drawing inspiration from how Ian Dallas and his team let the game organically evolve into something beautiful while publicly admitting the journey was sometimes a messy, ugly, and many times a chicken-and-egg process.</p>
  346. <figure><img src="https://static.wixstatic.com/media/7f775d_77001c65e7a8438a802a11fcc2a7f977~mv2.jpg/v1/fit/w_1000,h_844,al_c,q_80/file.png"></figure>
  347. <p>Even if it didn&apos;t hold my interest long-term or leave me feeling it had changed the face of narrative games forever, I feel a real need to tip my hat to the many innovative and well-executed accomplishments of &quot;Twelve Minutes.&quot; Had it not fumbled a few critical elements within its tiny sandbox of creative logic, I believe I would have remained as mesmerized and entranced as I was in the first half hour of learning its ropes. The bold perspective, original controls, and intimate story are solid indicators that Luis Antonio is going to absolutely crush his sophomore effort.</p>]]></content:encoded></item><item><title><![CDATA[A Few More Unity Asset Store Gems]]></title><description><![CDATA[When switching up projects and transitioning to 3rd-person, it was important to find the right tools to quickly prototype new ideas and...]]></description><link>https://www.inevitablestudios.com/post/a-few-more-unity-asset-store-gems</link><guid isPermaLink="false">61d9f5331192a50016ccc220</guid><category><![CDATA[Unity Asset Store]]></category><category><![CDATA[Game Development]]></category><category><![CDATA[Game Dev Tools]]></category><pubDate>Sun, 09 Jan 2022 03:10:34 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_b6526ae3ff074bf493c26945917a0f00~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<p>When switching up projects and transitioning to 3rd-person, it was important to find the right tools to quickly prototype new ideas and bring a more emotional story to life.</p>
  348. <figure><img src="https://static.wixstatic.com/media/7f775d_b6526ae3ff074bf493c26945917a0f00~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  349. <p>First up on the list of needs was a new character controller, but why settle for a simple controller when you can utilize an entire kit bursting at the seams with more bells &amp; whistles than one project could ever need. Enter the <u><a href="https://assetstore.unity.com/packages/templates/systems/game-kit-controller-40995" target="_blank">Game Kit Controller</a></u>, and the most helpful asset creator on the Unity Asset Store, Santi.</p>
  350. <figure><img src="https://static.wixstatic.com/media/7f775d_65cf2ca5a63e428cb227b73be4f86b85~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  351. <p>What began as an attempt to prototype in style soon became a full-blown obsession with low poly assets. This ultimate pack has enough variety to accommodate an endless supply of your craziest ideas, and the quality is consistently high. Mix and match as you like!</p>
  352. <figure><img src="https://static.wixstatic.com/media/7f775d_3a98df80d79549348ef26ace769e4247~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  353. <p>This wasn’t my first time using a <u><a href="https://assetstore.unity.com/packages/vfx/shaders/brute-force-grass-shader-192388" target="_blank">dynamic grass shader</a></u>, but I needed something performance-friendly that would react to the player no matter the speed. This Unity asset by Brute Force delivered great results that are both performant and extremely gratifying. Huge bonus: the creator, Matthieu, is whip-smart, responsive, and kind. He&apos;s recently come through with some amazing shader modifications that further improved the project.</p>
  354. <figure><img src="https://static.wixstatic.com/media/7f775d_8494b3939f7a468abe6457176720633e~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"></figure>
  355. <p>When I discovered this asset, I wasn’t sure exactly how I’d utilize it within the project, but it now fuels some of the best “wow moments” in the game. Never underestimate the possibilities of any visual tool. With the right tech, you are limited only by your imagination! </p>
  356. <figure><img src="https://static.wixstatic.com/media/7f775d_2ed1ffbe7ebd4c0fbb6271c59cd6a979~mv2.jpg/v1/fit/w_420,h_280,al_c,q_80/file.png"></figure>
  357. <p>Last but not least is this “tiny” unassuming gem. Packed with intuitive tuning parameters and built to support endless cosmetic possibilities, this controller proved integral to building one of the project’s most unique means of traversal, and made prototyping a total blast. Its creator, David, has gone above and beyond to support our needs, recently updating the asset to allow us to customize individual collisions with the vehicle.</p>]]></content:encoded></item><item><title><![CDATA[Now That We're All Remote]]></title><description><![CDATA[When the idea for this game studio was first conceived, the idea of working remotely seemed an exotic proposition. The intent was to...]]></description><link>https://www.inevitablestudios.com/post/now-that-we-re-all-remote</link><guid isPermaLink="false">5f6e18a92bf81e0018b43cf2</guid><category><![CDATA[Personal]]></category><category><![CDATA[Game Development]]></category><category><![CDATA[Video Games]]></category><pubDate>Sat, 08 Jan 2022 21:40:07 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_24e37dfd498941218a3da47d1bf1772b~mv2.png/v1/fit/w_1000,h_994,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<p>When the idea for this <u><a href="https://www.inevitablestudios.com/" target="_blank">game studio</a></u> was first conceived, the idea of working remotely seemed an exotic proposition. The intent was to remove the geographical barriers, and allow contributors to retain their way of life, minimizing the disruption to their family and friends.</p>
  358. <figure><img src="https://static.wixstatic.com/media/7f775d_24e37dfd498941218a3da47d1bf1772b~mv2.png/v1/fit/w_1000,h_994,al_c,q_80/file.png"title="A Scene from "Algernon""></figure>
  359. <p>These days, working from home has become almost ubiquitous with working in our industry, and most everyone I know has gotten into the groove of balancing the demands of work with the lack of physical separation from their household.</p>
  360. <p><br /></p>
  361. <p>Personally, I see so many benefits to getting extra time with our dog and our children, but household responsibilities can also create a litany of distractions. One&apos;s productivity and focus while digging deep into narrative paths or terrain work or audio creation can be completely dismantled every time a child cries or the dog begs to be let out. </p>
  362. <figure><img src="https://static.wixstatic.com/media/7f775d_a0714e923ccc40aaa716814c812567ec~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"title="Teaser Images for "Algernon""></figure>
  363. <p>&quot;Can&apos;t you just wait until I finish tuning this vehicle, dog? Would it kill you to align your pee breaks with a long video conversion or while I bake this level&apos;s lighting?&quot;</p>
  364. <p><br /></p>
  365. <p>There were a few months that I really thought getting a puppy was going to be a long-term detriment to developing a game and building this studio. But then we had a baby! And any qualms I had about balancing time between solving bugs and picking up poop completely evaporated, replaced with learning to function on only a few hours sleep.</p>
  366. <p><br /></p>
  367. <p>Fatherhood opened my eyes to so many revelations about myself, love, and life. I&apos;d never fathomed how much I could love another human being, or how much of myself and my own wants I would so gladly sacrifice for another human&apos;s needs.</p>
  368. <p><br /></p>
  369. <p>My wife, who had not only carried our child but also gathered everything we would need to care for him, again led the charge, expertly guiding my journey into diaper-changing, swaddling, and preparing bottles. After long days of tag-teaming constant child care, I would sometimes stay up late as others slept so I could bask in the productive hours of a quiet house.</p>
  370. <figure><img src="https://static.wixstatic.com/media/7f775d_7651f75fcb1c40beb02d76aeb314e867~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"title="A few pivotal locations in "Algernon""></figure>
  371. <p>It&apos;s no surprise that this habit would quickly prove to be unsustainable.</p>
  372. <p> </p>
  373. <p>The onset of the pandemic only one month before our child&apos;s birth would have many repercussions, not the least of which was a near total lack of outside child care. Neither my wife nor I had much issue with that given how much we enjoyed our time with baby Max, but this meant we were both burning the candle at both ends to tend to family, continue working, and let&apos;s not forget about that needy dog...</p>
  374. <p><br /></p>
  375. <p>Do we regret it? Of course not. It&apos;s been an unforgettable whirlwind full of joy and wonder. Taking inspiration from watching my son marvel at the world around him, I even decided to pivot development to &quot;Algernon,&quot; a story I&apos;d been wanting to tell since my first early concept explorations.</p>
  376. <p><br /></p>
  377. <p><u><a href="https://www.inevitablestudios.com/algernon" target="_blank">Algernon</a></u> is a story about the importance of connections, family, and taking care of one&apos;s self. A story about self-discovery as guided by empathy and hope. It&apos;s a game about an unlikely companion with an impossible link to the past. And it&apos;s a project that I&apos;ll be proud to share with my son someday. </p>
  378. <p><br /></p>
  379. <p>Having seen much of the early prototyping, the world of Algernon seems to have captured the imagination of my entire family, and their support has helped it evolve in all the right ways. If you&apos;d like to know more about the project or feel compelled to contribute, I&apos;d love to hear from you.</p>
  380. <p><br /></p>]]></content:encoded></item><item><title><![CDATA[Experimenting with Positivity]]></title><description><![CDATA[When given the opportunity (or drawn there through a decent sale), I love browsing the Unity Asset Store for hidden gems and innovative...]]></description><link>https://www.inevitablestudios.com/post/why-good-headphones-significantly-enhance-your-game</link><guid isPermaLink="false">5f6e05ff4989520017c8de30</guid><category><![CDATA[Personal]]></category><category><![CDATA[Game Dev Tools]]></category><category><![CDATA[Prototyping]]></category><pubDate>Fri, 25 Sep 2020 15:00:15 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_25c3cc4a22c34a52904f1796039ff637~mv2.jpg/v1/fit/w_1000,h_870,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<p>When given the opportunity (or drawn there through a decent sale), I love browsing the Unity Asset Store for hidden gems and innovative tech. Using new tools for the first time is both challenging and fun—especially when applying someone else’s code to existing scenarios and ongoing gameplay experiments.</p>
  381. <p><br /></p>
  382. <p>Many times, the excitement from working with these new <u><a href="https://www.inevitablestudios.com/post/our-editor-s-picks-10-gaming-gadgets-that-every-gamer-needs-to-own" target="_blank">Unity assets</a></u> leads to the experimental corners of a scene becoming something more than a mere tech demo. by adding a few visual effects and some inspirational music, there is usually a message to be shared, a metaphor to explore, or a beautiful distraction to be created.</p>
  383. <p><br /></p>
  384. <h3>Cooped Up</h3>
  385. <p><br /></p>
  386. <p>The pandemic has caused a lot of fear, worries, and hardships across the globe. Kept apart from family &amp; friends, I find that I am sometimes overwhelmed with empathy. Recognizing the hardships of others, I often feel responsible for paying forward the freedoms and opportunities I uniquely enjoy as an independent developer.</p>
  387. <figure><img src="https://static.wixstatic.com/media/7f775d_25c3cc4a22c34a52904f1796039ff637~mv2.jpg/v1/fit/w_1000,h_870,al_c,q_80/file.png"alt="Destructive Tech Beauty"></figure>
  388. <p>I believe that crafting overt reminders that we are not alone is important. Because one of the studio’s current game projects is a mixture of dark themes (with only brief glimmers of surreal bliss), I appreciate any opportunity to create short experiences that radiate positivity.</p>
  389. <p><br /></p>
  390. <p>The inspiration for &quot;Cooped Up&quot; was derived directly from the destructive wall tech featured in the short video. Dropping their grid-like test arena into a previously-built nature scene set the stage for a sort of deconstructive bliss. As luck would have it, some particularly catch background music was already active in the scene, inspiring the destructive choreography. </p>
  391. <h3></h3>
  392. <h3>Where There Is Hope</h3>
  393. <h3></h3>
  394. <p>In the early throes of the pandemic, I toyed with the idea of collecting radiant spheres that could be launched to become stars in the sky. Riffing off this concept led to what essentially boiled down to an inspiration music video.</p>
  395. <p> </p>
  396. <p>Using a dissolve shader, I was able to simulate a population disappearing upon contact, only to reappear after the player launches a single star into an empty cloudless sky. It was a simple concept with a moving piece of music, as bolstered by the sentimental reminders to connect with those you know and love.</p>
  397. <figure><img src="https://static.wixstatic.com/media/7f775d_115c6f4c948a4719bd3c2134d4aed4eb~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"alt="Experiments in Positivity"></figure>
  398. <p>Whether launching stars into the sky or blasting apart the walls that separate us, these brief experiments provided much-needed escapes from other more serious development. Intended as productive diversions, both also wound up inspiring major moments in the larger commercial projects. Here’s hoping future creative experimentation leads to similar results!
  399. </p>
  400. <p>If the importance of positivity speaks to you, check out <u><a href="https://www.inevitablestudios.com/post/seeking-inspiration" target="_blank">this list of industry motivators </a></u>who inspire us daily to do our best work.</p>]]></content:encoded></item><item><title><![CDATA[Top 10 Unity Asset Store Gems - Volume 1]]></title><description><![CDATA[Around here, we rely on well-vetted tools and assets to accelerate our prototyping and give us an edge wherever possible. The Unity Asset...]]></description><link>https://www.inevitablestudios.com/post/our-editor-s-picks-10-gaming-gadgets-that-every-gamer-needs-to-own</link><guid isPermaLink="false">5f6e05ff4989520017c8de2f</guid><category><![CDATA[Unity Asset Store]]></category><category><![CDATA[Game Development]]></category><category><![CDATA[Game Dev Tools]]></category><pubDate>Fri, 25 Sep 2020 15:00:15 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_abadb4ee38fb4546a888ea853c352990~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<p>Around here, we rely on well-vetted tools and assets to accelerate our prototyping and give us an edge wherever possible. The Unity Asset Store is jam-packed with offerings, but not all assets are created equal. Here are some of the best assets we&apos;ve found, and a bit of context as to how we&apos;ve used them:</p>
  401. <p><br /></p>
  402. <p>10. Scalable VFX - There are a number of options for this type of tool offered within the store, and they&apos;re all low cost, so don&apos;t hesitate to snag one. Particle effects don&apos;t scale like typical assets, but this asset makes it easy to modify them to any size and retain their full glory. We&apos;ve found it to be essential to create grand moments and layered intensity with both large-scale explosions and weather events.</p>
  403. <p><br /></p>
  404. <p>9. <u><a href="https://assetstore.unity.com/packages/tools/utilities/gameobject-cloner-138246" target="_blank">Game Object Cloner</a></u> - What a game-changer this tool can be when used properly, especially if you&apos;re laying out custom walls, fencing, towers, or flooring. For prototyping, it saves a huge amount of time, and includes a handy undo in case you get your axes confused. Plus it&apos;s totally free!</p>
  405. <p><br /></p>
  406. <p>8. <u><a href="https://assetstore.unity.com/packages/vfx/shaders/volumetric-light-beam-99888" target="_blank">Volumetric Lightbeam</a></u> - This plug-in can make your flashlight, searchlights, and floodlights so much more tangible and gratifying. With intuitive settings and the ability to couple or decouple them from the light&apos;s settings, you can achieve just the look you need. We initially implemented it to enhance our flashlight, but eventually even used on our UFOs.</p>
  407. <figure><img src="https://static.wixstatic.com/media/7f775d_abadb4ee38fb4546a888ea853c352990~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"title=""Recurring Dream" Warehouse Scene"></figure>
  408. <p>7. <u><a href="https://assetstore.unity.com/packages/tools/particles-effects/perceptlut-example-based-color-grading-110727" target="_blank">PerceptLUT</a></u> - You can lose yourself for hours with this tool, which generates a custom color grade LUT (look up table) based on any image you provide it. Say you love a particular scene in the latest Blade Runner movie, drag a screengrab into this tool and your entire scene will reflect those color values. Save the LUT and use it anywhere with your own post effects to attain a similar look. Genius.</p>
  409. <p><br /></p>
  410. <figure><img src="https://static.wixstatic.com/media/7f775d_4da9f5041692467b843e30484bf233bd~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"title="Experimenting with PerceptLUT"></figure>
  411. <p><br /></p>
  412. <p>6. <u><a href="https://assetstore.unity.com/packages/3d/characters/animals/birds/bird-flock-bundle-25576" target="_blank">Bird Flock Bundle</a></u> - Unluck Software offers a number of flocking packages, but it&apos;s worth picking up the bundle for the variety within. There is tremendous value in adding meaningful animation to your world, and whether you have flocks of crows flying overhead on a dark foreboding night or dolphins swimming past you as you dip into the ocean, the emotional impact of these assets cannot be denied.</p>
  413. <p><br /></p>
  414. <p>5. <u><a href="https://assetstore.unity.com/packages/tools/game-toolkits/rayfire-for-unity-148690" target="_blank">RayFire</a></u> - This is a new edition to our arsenal, and one of the most impressive tools we&apos;ve found on the store. If you&apos;re not comfortable bringing assets into Blendr to &quot;pre-cut&quot; them for destruction, let RayFire do the work for you in-engine. Watch any demonstration of this tool and you&apos;ll see the immediate power and utility of having this fidelity of destruction at your fingertips. Yes, it&apos;s expensive. But you&apos;ll quick see why it is worth the big bucks.</p>
  415. <p><br /></p>
  416. <p>4. <u><a href="https://assetstore.unity.com/packages/vfx/shaders/grassflow-dx11-grass-shader-142736" target="_blank">GrassFlow</a></u> - Adding even the default settings to your terrain or ground mesh is immediately gratifying. With easy parameter editing (density, height, color), and great performance, it&apos;s a no-brain if your art style allows for it. We use it in our dreamier levels to add to the beauty and calm.</p>
  417. <p><br /></p>
  418. <figure><img src="https://static.wixstatic.com/media/7f775d_9bd795eec69b4ba4841ac03140adc021~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"title="GrassFlow Demo Scene"></figure>
  419. <p><br /></p>
  420. <p>3. <u><a href="https://assetstore.unity.com/packages/tools/utilities/peek-editor-toolkit-149410" target="_blank">Peek</a></u> - What a joy it is to upgrade your editor with so many quality-of-life enhancements. Peek is full of amazing shortcuts, features full-screen editing, and makes things like grouping and mass replacement unbelievably easy. We&apos;d have paid the price for grouping alone.</p>
  421. <p><br /></p>
  422. <p>2. <u><a href="https://assetstore.unity.com/packages/tools/utilities/meshkit-mesh-decimation-separation-combining-and-editing-tools-39794" target="_blank">Mesh Kit</a></u> - This tool works wonders if you&apos;re looking to optimize, combine, or re-build meshes and don&apos;t have the time or experience to do it outside Unity. Although it has limitations compared to a dedicated 3D modeling application, you&apos;ll find all sorts of uses for it, and its interface couldn&apos;t be easier.</p>
  423. <p><br /></p>
  424. <p>1. <u><a href="https://assetstore.unity.com/packages/templates/systems/horror-fps-kit-82643" target="_blank">Horror FPS Kit</a></u> - Possibly the best value on the store, and an absolutely brilliant starting asset for anyone looking to learn Unity and the ins and outs of development. There are so many well-designed systems and assets included in this package, and the possibilities are endless with regards to what you can build. Don&apos;t let the genre label fool you, this package can help you build almost any time of 1st or 3rd-person experience. Buy it now.</p>
  425. <p><br /></p>
  426. <figure><img src="https://static.wixstatic.com/media/7f775d_12675f23ef4f459d967c88560891386b~mv2.jpg/v1/fit/w_1000,h_1000,al_c,q_80/file.png"title="HFPS Promo Image"></figure>
  427. <p>For more Unity Asset Store recommendations, be sure to check out <u><a href="https://www.inevitablestudios.com/post/cooperative-gaming-do-s-and-don-ts" target="_blank">Top Ten Unity Asset Store Gems - Volume 2.</a></u> </p>]]></content:encoded></item><item><title><![CDATA[Top 10 Unity Asset Store Gems - Volume 2]]></title><description><![CDATA[We're back again to list out some of the Unity assets that have been pivotal in our prototyping phase. If you use Unity or have been...]]></description><link>https://www.inevitablestudios.com/post/cooperative-gaming-do-s-and-don-ts</link><guid isPermaLink="false">5f6e05ff4989520017c8de2e</guid><category><![CDATA[Unity Asset Store]]></category><category><![CDATA[Game Development]]></category><category><![CDATA[Game Dev Tools]]></category><pubDate>Fri, 25 Sep 2020 15:00:15 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/7f775d_8634ea716eed4d67aeae52547601d06b~mv2.png/v1/fit/w_1000,h_919,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>cordsmith6</dc:creator><content:encoded><![CDATA[<p>We&apos;re back again to list out some of the <u><a href="https://www.inevitablestudios.com/post/our-editor-s-picks-10-gaming-gadgets-that-every-gamer-needs-to-own" target="_blank">Unity assets</a></u> that have been pivotal in our prototyping phase. If you use <u><a href="https://assetstore.unity.com/" target="_blank">Unity</a></u> or have been waiting for an excuse to dive in and start learning a game engine, some of the tools below could greatly improve your experience and expedite your learning. And if you&apos;re already developing, feel free to share your own asset store hidden gems!</p>
  428. <p><br /></p>
  429. <p>10. <u><a href="https://assetstore.unity.com/packages/3d/characters/ujet-jetpack-controller-46027" target="_blank">Universal Jetpack Controller</a></u> - A simple asset with limited functionality, but a great way to add humanoid flight into your prototype. If you&apos;re able to add a curve function or cool down to the thrusting mechanic, you&apos;ll be well on your way to exploring your scene in vertical style.</p>
  430. <p><br /></p>
  431. <p>9. <u><a href="https://assetstore.unity.com/packages/tools/hovercraft-controller-68558" target="_blank">Hover Craft Controller</a></u> - We coupled this tool with the jetpack asset above to amplify the feel of dream flight by preventing the player from ever really touching down. When tuned properly, it creates realistic momentum and a wonderful buoyancy to traversal.</p>
  432. <figure><img src="https://static.wixstatic.com/media/7f775d_9757f79cfefc4cadbfaf1aaba5d58787~mv2.png/v1/fit/w_1000,h_956,al_c,q_80/file.png"title="Experimenting with Hover Craft Controller"></figure>
  433. <p>8. <u><a href="https://assetstore.unity.com/packages/vfx/shaders/curved-world-2020-173251" target="_blank">Curved World 2020</a></u> - This incredibly powerful tool can turn the most mundane experience into something beyond imagination. With multiple ways to curve and twist the world, it uses shaders to alter the rendering of assets in the scene. Whether you&apos;re making an endless runner feel fresh or putting a surreal spin on open world exploration, you owe it to yourself to give this one a try.</p>
  434. <p><br /></p>
  435. <p>7. <u><a href="https://assetstore.unity.com/packages/vfx/shaders/shader-control-74817" target="_blank">Shader Control</a></u> - With so many visual assets in our project, this too became essential to tackling Unity&apos;s bizarre and debilitating approach to shader keywords. Without it, we would have been stopped dead in our tracks months ago, but with it, we were able to tame the global keyword beast and continue development.</p>
  436. <p><br /></p>
  437. <p>6. <u><a href="https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/massive-clouds-screen-space-volumetric-clouds-131898" target="_blank">Massive Clouds</a></u> - One of the simplest assets to implement with the biggest visual return, this asset will take your skybox to new levels by introducing an animated cloud layer of almost any type imaginable. It&apos;s beautiful, hypnotic, and super fun to tune and tweak. There&apos;s no reason not to use it if you care about your visuals and want a more immersive scene.</p>
  438. <p><br /></p>
  439. <p>5. <u><a href="https://assetstore.unity.com/packages/tools/particles-effects/overcloud-137742" target="_blank">Overcloud</a></u> - A more serious approach to volumetric clouds, this asset is powerful enough to fuel flight simulator visuals as you can enter the clouds from any direction and they remain believable. It also includes a powerful time-of-day and weather system that will bring your scenes to a whole new level of fidelity. We implemented as a test, and were thrilled when we watched day turn to night and a group of point lights we had forgotten were in the scene slowly illuminated over what now looked to be a magical island.</p>
  440. <p><br /></p>
  441. <p>4. <u><a href="https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/pixel-nostalgia-63909" target="_blank">Pixel Nostalgia</a></u> - The retro visual trend hasn&apos;t slowed down much, and there&apos;s a reason why old school visuals retain so much appeal. This tool allows you to simulate almost any era at any resolution, which affords you some slick tricks for tapping into nostalgia. As a post effect, it&apos;s easy to place this in a volume, so you can pass into and out of the era, adding a sense of time travel to any scene.</p>
  442. <p><br /></p>
  443. <figure><img src="https://static.wixstatic.com/media/7f775d_8634ea716eed4d67aeae52547601d06b~mv2.png/v1/fit/w_1000,h_919,al_c,q_80/file.png"title="Using Pixel Nostalgia in an original "Barcade" scene"></figure>
  444. <p><br /></p>
  445. <p>3. <u><a href="https://assetstore.unity.com/packages/vfx/shaders/volumetric-lights-164149" target="_blank">Volumetric Lights</a></u> - This amazing asset is less about creating tangible light beams, and more for what many would call &quot;god rays.&quot; When used on directional lights, it can give your entire scene amazing depth, and add beauty or suspense depending on your purpose. We&apos;ve used in massive surreal landscapes as well as creepy cornfields to great effect!</p>
  446. <figure><img src="https://static.wixstatic.com/media/7f775d_fbed9a307b324c06ab280f4a0349b640~mv2.png/v1/fit/w_1000,h_1000,al_c,q_80/file.png"title="Experimenting with Volumetric Lights"></figure>
  447. <p><br /></p>
  448. <p>2. <u><a href="https://assetstore.unity.com/packages/tools/particles-effects/aquas-2020-138749" target="_blank">Aquas</a></u> - With caustics (underwater light textures), underwater post effects, animated waves, and easy implementation, Aquas is the definitive water tool, and helped us add both oceans and lakes to our scenes. Couple it with a coral package and some fish flocking systems for an even more convincing underwater ecosystem.</p>
  449. <p><br /></p>
  450. <p>1. <u><a href="https://assetstore.unity.com/packages/tools/game-toolkits/enhanced-trigger-box-72826" target="_blank">Enhanced Trigger Box</a></u> - We had to put this at number one because of how essential an asset it has become for us. When visual scripting isn&apos;t an option or you just need to quickly implement logic-based action-reaction sequences, ETB offers all the utility you need to pull off some wildly complex interactions with ease. There&apos;s not a single trigger in our game that doesn&apos;t have ETB as a component. It&apos;s that awesome.</p>
  451. <figure><img src="https://static.wixstatic.com/media/7f775d_cac55950b7474f12b31c072807b57dc6~mv2.jpg/v1/fit/w_516,h_389,al_c,q_80/file.png"title="ETB - An Essential Asset"></figure>
  452. <p><br /></p>]]></content:encoded></item></channel></rss>

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