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Here you can find every video, article, tutorial, and everything else educationally related to Game Development, that we Highly Recommend. Enjoy!

To return to the "Links and Recommendations" page, click the header.


Gamer to Game Developer - How to make a game series

If you are looking to get into developing games, specifically in Unity I always recommend you check out these tutorials. Even if you have previous programming experience these will really help you learn most of Unity's functions.

When I first started Unity these were some of the first tutorials I watched. His code is nice and clean, and he teaches you how to do things properly which is the most important.

He has a whole series on how to make a full game, and he keeps updating it all the time. If you already have some coding experience then by the time you get to episode 50 or so you should be fairly fluent with Unity's API, and by this point should be able to go off and do anything you choose.

So whether you are a total beginner or experienced with other engines, this is the best place to start if you want to learn Unity.



The CG Tutorial

CG, what is CG? CG is computer graphics right? Well yes, but in this case its actually a language similar to C for graphics. CG is actually C for Graphics. Its a shader language which can be used for Open GL and Direct X. The other big language is HLSL, which is very very similar, but will only work with direct X. Whether you are writing your own engine, or using Unity or Unreal, CG is the language your probably going to want to know. The great benefit of CG is that it works with both OpenGL and DirectX, and that means you only have to write your shader once, which is really helpful especially when you plan to support multiple platforms, or are selling your shaders on something like the Unity Asset Store.

So here is a book that I just recently started to read. Its called the CG Tutorial and it teaches you how to write shaders. While YouTube is a great place to learn, there is a lot of people who post tutorials who just leave out a lot of extra info, and while you may be able to learn how to do a certain thing, you are left wondering why it actually does those certain things, and what's actually happening under the hood. Luckily this book can teach you, and its free! Kind of, you can either read it online, or buy it from somewhere like amazon. If you want my advice on whether to learn from YouTube or this book, I'd say learn from both. YouTube can help you learn things you might not find in this book, but at least you'll be able to understand what its actually doing because of this book. You have to remember this book is from 2003 so its getting a bit old, I wouldn't say its out dated, it just doesn't include some of the new things you can do with DirectX11 and such.

If you are someone who mods Halo Custom Edition and uses Open Sauce, you are going to want to learn HLSL, that's the language Kornmann decided to use for the Post Process effects.

On another note, if you had downloaded the VS Shader Lab plugin I posted a while back, I found a much MUCH better one.

Well I'm going to end this here, I'm pretty tired, my wrist hurts from working all day. and my writing is honestly quite shit right now.

But before I go, here is another cool tutorial teaching you how to create geometry with a shader. (Its a grass tutorial)

Go to the actual YouTube video and look at the description for the tutorial. Addios!


Blender Guru - Why you can't afford to be a Cheap Artist

This video I liked so much, and I dropped what I was doing to post this up here, I was actually waiting for files to transfer from a hard drive, it wouldn't have taken that long.

Now if you know me at all, you will know that I do not use Blender. Sometimes I wonder if I made the right decision, 3ds max is very expensive, and Blender really is an amazing program, plus its free. So even though I am happy with 3ds max and don't plan to make the switch, from time to time I like to watch the Blender Guru.

So by being a cheap artist, he does not mean using Blender over 3ds max is being a cheap artist, although it is kind of along the lines of that, just not that scenario. He goes into the topic of spending money on tutorials made by professionals in the industry vs free tutorials on YouTube, where in some cases going the "Freebie Freddy" route could be the right thing to do, but when you are dealing with very specialized types of work flows. When you are dealing with these specialized cases, it is actually cost effective to bite the bullet, and make the investment. Taking the Freebie Freddy route can actually harm your harm your career, with unskilled teachers or where the videos just cover older outdated workflows that end up teaching you the wrong ways of doing things. There is a lot more reasons that he talks about, so its probably best you watch the video.

I found it to be a very informative video, and will definitely be using the info I gained to change the way I make my future tutorials. On that note, I'm in the middle of Part 2 of the Motion Capture tutorial, its coming along well, and will be going more in-depth on how to clean up the animations for production. I will be doing it a couple different ways, using 3ds Max, Motion Builder, and I'm even going to try showing you how do it in Blender, cause I know a lot of you can't afford 3ds Max. Just don't count on it, if I don't feel happy with the quality I won't be including it.

Anyways, I'm sure most of you highly experienced or not, will enjoy the video.

Keep on makin' those video games!



GDC Talks - The Future of Art Production in Games

Here is a talk that is a little bit less educational, but interesting none the less. The timing was right on track with when I discovered Remake, being the day after.

He basically talks about what has happened time and time again, where we get new tools and pipelines, which cause a bunch of old workflows to then become obsolete.

Will jobs be lost? Or will their be more jobs with more competition?

When you listen to a lot of GDC talks, you probably know you constantly hear people saying how many games are released a year, and its hard to get noticed. Which can be very true, but you also have to remember that tons of those games are all for mobile, and/or free to play games.

So it kind of is scary to think about, we might start having the games coming out every year double, and a lot of people move from mobile to PC or console just because it has now become easier and more cost effective to make full blown games.

I guess we will just have to wait and see.