⭐️ Working from home can be difficult. You will miss the little things from everyday interactions with other people. A smile in the morning, someone saying "bless you" after a sneeze, gathering at the water cooler, the awkward shuffle in narrow walking space.
📌 One of the many challenges from working or being at home is figuring out how to have a positive and productive mindset. Your attitude, productivity, and ethic are now all on you. There is no one around to impress or to offend.
📌 You must become self-aware, be honest with yourself, and learn how to measure your happiness and productivity throughout the day. Measure this and transform your home into a wonderful workspace.
⬇️ **Tips** ⬇️
📌 Face time. Opt for calls with video and audio, don't jump on slack or zoom with your webcam off. Face time is important!
📌 Before or after work, video call your friends and family. Go to lunch with someone, schedule yourself to get real people time.
📌 Hide the unhealthy snacks. It's common to take breaks and roam your kitchen while working from home. Hide the unhealthy snacks so you forget them while work is still on your mind.
📌 Wake up early for some "Me" time before work or responsibilities. Try 5:00am. Run, walk, read, or perform yoga on the floor in silence. Relax.
📌 Eliminate distractions. Turn off the TV, keep your smartphone in a separate room, or put on some noise-canceling headphones. No Tiger King 🐅 while working.
📌 Engage in positive posts using social media. Don't trash people on twitter. Find positive people and start/add to a conversation. Don't have internet friends? Then reach out and make some.
📌 Define a work schedule. Whether it's 9am-5pm or 6am-5pm, have a clear time that you are working and a clear time you don't have to think about it at all.
🎮 I'm Miller from @mefirstgames
🔥 Check out my YOUTUBE, link in my bio ➡️ https://buff.ly/2KR21MF
💬 What are some other good tips? Comment below ⬇️
⭐️ Game Developers come in many shapes in sizes and it's possible for YOU to become a game developer very easily in today's age.
📌 You can become a game developer without paying for a special course or acquiring a college degree specifically for game development. I'm living proof 😁. Follow @mefirstgames on instagram, go to my Youtube, Subscribe, and start learning today!
📌 Making games is awesome, but in reality, the Game Industry is much like any other software industry. There are various roles for people with different skills, intelligence, work ethics, and personality. You can be a backend/client programmer, Q/A tester, producer, program manager, concept artist, modeling artist, texture artist, animator, tech artist, or a jack of all trades.
📌 There is no static variable in the ever growing field of game development. Start learning today, because game development requires constant learning due to rapidly advancing technology. Just look at Augmented Reality, Virtual Reality, and every changing consoles and mobile devices.
📌 Game engines have had major advances over the last several years, with affordable / free licensing fees, a vast suite of tools, and ever growing online community of tutorials and how to's, the game developer world is at your finger tips. Do not miss your opportunity to start your game developer life, and follow @mefirstgames today!
📌 Lastly, if you want to become a game developer, start building games. Not tomorrow, not next week, but today. There are no excuses when it comes to making video games. If you have the will, you will become a great game developer 💪. 🎮 I'm Miller from @mefirstgames and we make games for me and you
🔥 Become a MeGamer⭐️ and SHARE this post in your story.
🔥 Check out my YOUTUBE, link in my bio ➡️ https://youtu.be/zIWbxHpQFvo
👨👩👧 Show my sister in law VR in the photo: @laura.mendoza.twds
💬 Why did you or want to become a game dev? Comment down below ⬇️
Inspired by Donkey Kong, project Cannon Shot is a level-based puzzle game where the player blasts themself across the map using cannons. Skill is involved, but also a casual puzzle element: an element that gives the player choices and problems to solve. Moving barrels, enemies, and physics based objects give the player choice and freedom to explore the levels.
Hi Me Gamers,
I have started preparing assets for marketing Star Impact. This is a market splash screen I'll be using to hopefully 'hook' people. It uses sweet gravitational lensing effects I made to distort the screen like a black hole. Comment, Subscribe, and Enjoy.
Hi Me Gamers,
We have been working hard to balance the FTE (First Time Experience) of Star Impact. All ages have play tested at this point: five year olds, teenagers, adults, Grandma. The early game still needs some balancing, some people have claimed it's a tad too easy at the beginning. We'll be tweaking the difficulty in the early game over the next couple of weeks. Of course, we have to be careful and not over correct. This who process is a balancing act, an act that generates a lot of fun for us and our play testers.
What is your favorite part of this teaser?
While developing the concept for Star Impact, I had a deep urge to use gravitational lensing in the game. If the rare material Red Matter can warp the fabric of space-time to create the first interstellar spaceship, then player should be able to see it. i.e. gravitational lensing: "ooooo ahhh, cool."
Gravitational lensing is really just a simple distortion effect, and distortion effects are not unheard of in games, however they tend to be one-time post processing magic affecting the entire screen. Perhaps the the player gets hit, or it is a water level (gross). Red Matter is different, it can have multiple Red Matter collectibles on the screen at once. And, gravitational lensing needs to occur at every collectible on screen. Potentially, that is 20 collectibles, 20 intense calculations, and 20 passes on a post processing shader attempting to run 60 fps on mobile. A recipe for failure.
I needed a way to resolve this, and I will admit, I was stumped at first. But with time, anything can be solved, and the answer soon became clear. In games, we have light maps: a pre-rendered texture that describes how lighting should be applied a scene or object. This speeds up things, because the lighting at a location can now be calculated with only a simple lookup in your lighting texture. Maybe I could create a... wait for it, a distortion map...
Yes, a distortion map. That is, a texture that describes how pixels should be distorted (moved) on the screen. If it works, I should be able to render these distortion textures all over the screen and write some shader voodoo magic to interpret these distortion pixels and apply them in a one pass post-processing shader. Yes, the insanity is real and it works. *pats self on the back*
The encoding of the distortion map is simple, essentially it is uses RGB values to determine how many pixels a color should be shifted on the x and y axis. This can be optimized into more efficient encoding, but the principal stands: Pre-render distortion equations to distortion maps, draw distortion maps to a render texture at runtime, and use a single pass post-processing shader to bring it to life.
As a developer, and more importantly a problem solver, I find problems likes these a great part of making games. They start with a simple desire or dream, and although they may cause much initial pain and confusion, the persistence and creativity of the developer can lead to innovative and unexpected solutions. Plus gravitational lensing: "ooooo ahhh, cool."
See video below to see the distortion in motion, beautiful.
Red Matter is a 2D adventure platformer set in the distant future just after invention of the first interstellar spaceships. You play as lone pilot with the mission to find the mysterious "Red Matter," the only known material to warp the space time continuum. You are at the mercy of space exploration and the dangers of the new frontier. Using the power to warp space and time, it is the only advantage you have against the ever lurking dangers you will face.
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