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BlackShinobi956 Game Dev
United States
เข้าร่วมเมื่อ 30 ก.ย. 2020
Helping you make games.
I've been developing in Unreal Engine for about 10 years, and I've learned a lot of valuable lessons through trial and error. This channel is dedicated to passing that knowledge on to others =)
Grace and peace fam!
Black Shinobi Streams Channel : th-cam.com/channels/ZoPqsupqO5QiCX6LHgQONA.htmlfeatured
Twitch : www.twitch.tv/blackshinobi956
Twitter : BlackShinobi956
IG : blackshinobi956
TT : www.tiktok.com/@blackshinobi956
1274
I've been developing in Unreal Engine for about 10 years, and I've learned a lot of valuable lessons through trial and error. This channel is dedicated to passing that knowledge on to others =)
Grace and peace fam!
Black Shinobi Streams Channel : th-cam.com/channels/ZoPqsupqO5QiCX6LHgQONA.htmlfeatured
Twitch : www.twitch.tv/blackshinobi956
Twitter : BlackShinobi956
IG : blackshinobi956
TT : www.tiktok.com/@blackshinobi956
1274
10 Years of Game Dev in Unreal Engine...
Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #levelInstances #gamedesign #ue5
Timestamps:
0:00 - Intro
0:42 - Lesson 1
1:40 - Lesson 2
2:39 - Lesson 3
3:03 - Lesson 4
3:43 - Lesson 5
4:30 - Lesson 6
4:55 - Lesson 7
5:13 - Lesson 8
5:55 - Lesson 9
6:34 - Lesson 10
Links:
🎮 Itch : blackshinobi956.itch.io
🕹 Twitch - twitch.tv/blackshinobi956
Music : Purrfect Vibes - allmylinks.com/Purrfect
Tags:
game dev,game development,indie game dev,indie game devlog,devlog,indie game developer,game devlog,gamedev,dev log,unreal engine 5,solo game dev,BlackShinobi956,unreal engine 5 tutorial,unreal engine tutorial,learning game development,learn ue5 blueprints,Learn Game dev,ue5 beginner tutorial,ue5 tutorial
Timestamps:
0:00 - Intro
0:42 - Lesson 1
1:40 - Lesson 2
2:39 - Lesson 3
3:03 - Lesson 4
3:43 - Lesson 5
4:30 - Lesson 6
4:55 - Lesson 7
5:13 - Lesson 8
5:55 - Lesson 9
6:34 - Lesson 10
Links:
🎮 Itch : blackshinobi956.itch.io
🕹 Twitch - twitch.tv/blackshinobi956
Music : Purrfect Vibes - allmylinks.com/Purrfect
Tags:
game dev,game development,indie game dev,indie game devlog,devlog,indie game developer,game devlog,gamedev,dev log,unreal engine 5,solo game dev,BlackShinobi956,unreal engine 5 tutorial,unreal engine tutorial,learning game development,learn ue5 blueprints,Learn Game dev,ue5 beginner tutorial,ue5 tutorial
มุมมอง: 2 264
วีดีโอ
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I had to start my project over 2 years ago because of the same reason, and dealing with it now, I been telling myself to switch to SSD but I'm a procrastinator
version control 😳
Heh your life sounds like mine. Family with 2 kids, 2 jobs and end day time for dev. First game is up on Steam dough! It sucks! BUT ITS MINE :D
What game?
Right! At least you did it lol
@@calebpagan2226 I am a bit torn now must admit. I don't want to self-promote on someone's channel - and its a free indie game so you know, who gives a fluff - but the channel owner also liked your comment so now I don't see the reason not to tell you. Its called ETO and it exist only for me to learn game dev (the whole journey from the fist letter to publishing). You are free to check it out if you like when it comes out and judge/comment/suggest/whatever. Bare in mind that I am aware of soo much issues that need to be fixed but like @blackshinobi956 have a swamped life with 2 kids and 2 jobs. There is just not enough time for me to burry myself into polishing and fixing all because then I will be working on this single blunder of a game for decades. XD
I just got started with UE5 a while ago with no coding or game dev background at all and I have to say it's more than just amazing. And while I do have a day job, I always look forward where I have full days off, weekends and holidays alike. Sure - and that's my opinion as a beginner - quitting the day job and giving up your whole life so to say isn't a good idea or even a good suggestion. However, when new to game dev, such as in my case, I appreciate it to have as much time at hand as possible. For a simple example: I want to do some level design and add a new mesh to the scene that makes me think "Hmm, wouldn't it look awesome when it would look like <that>?" and an hour later I am still fiddling around with materials or textures. In any way, UE5 feels like a drug to me. On days off I get up, do the usual things I do in the morning (like feeding the cats or brushing teeth) and as soon all that is done -> start my project, continue working on it. And what goes for tutorials in my opinion: Yes, if you follow them without the plan to understand them sooner or later, those will be just tutorials. However, and I am speaking from my own experience, over time and with a bit of a dedication and interest in all that stuff, you'll find out what the heck you were doing and what was once "a tutorial to follow" becomes a "wow, NOW I get what that means/that is for/what I was doing/etc". Having understood BPi's and event dispatchers so far, the thing I currently struggle the most with understanding is line/sphere/whatever trace to implement things such as foot step sounds on/in different surfaces. Besides all that: Nice video, appreciate it. Very grounded, motivating and inspiring. Thumb up and sub left.
Thanks for sharing you're experience as a new dev. I can relate to everything you said. Keep working and enjoying the journey!
good video Lesson 11 take breaks no one works everyday
oh you are not an hokage. you are still a man, enough here.
Lesson #6: Acquire Skills - definitely a key to success.
Love how real you are bro. Don't over sensationalize your stuff or make it seem dramatic or crazy. it just is what it is. I really appreciate that type of content creator.
I appreciate that, thanks for watching!
Great lessons! I also absolutely agree with not quitting your job just to make games. The grass is always greener on the other side and you might imagine that you're gonna get more done with the pesky day job out of the way. But not having the safety net of a steady income cause a lot of anxiety and having too much pressure to make money can lead you down the wrong path. Not having a job anymore also isn't gonna magically make you more disciplined or motivated either and you'll have to be really good at managing yourself.
Definitely, I'm still trying to figure out how to be more disciplined with this 😆 I appreciate your input!
@@blackshinobi956 You're doing great :) Wasn't directed at you specifically but I meant it in the general sense talking about our human nature. In my case I thought I'd get much more done after becoming self employed and quitting my day job, but in the end it doesn't feel all that different. Most days I end up disappointed that I wasn't even able to finish half of the things I had on my task list.
Thanks for the encouragement Cobra! I definitely fantasize about being self employed, but its good to know the same issues still exist. I appreciate the realism
Not trying to brag but I'm pretty sure I am the world record holder for the game at 6:04
World record holder by a long shot lolol
You make a great point on the take a course route. There are a lot of great youtubers that put out great content but nobody can learn a system in unreal in 20 minutes. You'll need 1hour minimum to scratch and get a general idea of what a system is. Courses allow for that polish and time to be taken to properly learn things. Coba Code makes a ton of great 2d/2.5d courses that are on Udemy.
Definitely! 20 minutes is rarely enough time. I still need to check out Cobra Codes Udemy courses
Honestly, I think doing game development while also having a job is actually the preferable option. Because, yes if you're full time game dev, you'll get more done. But unless you have plenty saved up on the side to sustain your daily life, eventually you're gonna run out of savings to continue that full time dev life. At least that's been my experience so far.
Great point, thanks for pointing that out!
I got the answer at the beginning of the video right!!!! ..... pure luck though lol
i dont know why but the breakpoints doesn't work at all for me ! kinda sad about it (i'm using unreal 5.4.4)
alright it worked, i just needed to enable the debugger viewer
I heard that fighting games like street fighter and strive can only run on C++ from unreal
Great presentation style and nice pace. I'm on UE5.5 and all worked OK apart from the functions in STT_MoveTO, the override drop down now creates an event so the tick one is different. So instead I repeated the Move custom event to get the char to go from one to another. Or maybe I did something wrong? btw - I like the magnifying glass!
My take is make both. Make your dream game and when that gets hard, make smaller games. Get good with smaller games, then try again.
My problem with many folk I seen argue to indie devs on how "they should quit working on dream games, and work on small games instead!" that it is way to broad a statement, and kinda feels weirdly aggressive as if they want devs to stop working on stuff "they actually care about" just so randos can get more games quickly. While taking small steps to work up to bigger projects is a good idea... but one thing some folk don't understand is that not everybody are simply happy making "just any game," because some creators are only attached to certain concepts. For example for me it is my characters, I can't be bothered to work on any project if it doesn't involve characters that matter to me. We all have our own reasons for creation.
Definitely, not everyone is gonna love making small games!
@@blackshinobi956 For the record I don't think working on smaller games is a terrible idea. However there is different ways to handle a creator's growth, and making small games isn't the only way... In fact I seen it said multiple times that working on smaller games doesn't properly prepare a creator to work on bigger games as they have a different work flow. Also personally speaking I already had worked on smaller games for few years in the past, and got many of my dev skills to a decent level... my problem nowadays is getting all my character designs & stories to a point i am happy with them, I am extremely picky in that area, and tons of programming & level design skills won't fix that for a dev. Haha~
Thanks!
thanks
I appreciate your dives into state trees. I suspect I will be diving into them. I only know behavior trees and want to get more familiar with the new method for working with AI. Excited, but also daunted. Looking forward to hanging out with you more through your videos!
thank you king
With everything you start small . Just start building !
Definitely!
Thanks for the link to this. I have spoken with a lead animator friend and he told me that for experience points, animators should focus on ABP. I am not disagreeing with either of you. I am trying to find a path that will allow me to keep being marketable as an animator.
Thanks for checking out this video too! I'd definitely take your friend's advice, it sounds like they know what they're talking about
Thanks for putting out these videos. I am an animator not a programmer. So I have had to rely on tutorials to get my animations in UE and test them in various actions. I am interested in getting an NPC to do certain behaviors in a level when I am moving the player character. I did a simple behavior tree to get the NPC to roam and then follow me when it detects me. However, I have read that behavior trees are not the true development way of doing this Ai behavior. I'm interested in knowing how to use state trees to do this instead. Do you have any suggestions for the best places to get a tutorial. No, I have not looked at all of yours yet. Any suggestion would be appreciated.
Glad you found this video helpful! This video might be what you're looking for : th-cam.com/video/29Z92II84PE/w-d-xo.html Thanks for watching!
I’ve ended up spending more time building up generic frameworks for the type of games want to make. It’s kinda like making small games in the context of the game I want to make. I think getting reps in is what we all need while throwing ourselves a few challenges along the way.
I like this approach. Thanks!
(This is coming from someone whose been in games for 24ish years) I think it's good to think about what you want. You said you want to work at a studio (which, with the way jobs have been is really hard, and my mentees have had a hard time getting in). Do you want to be a jack of all trades, or what would you like to focus on? If you just want a job, Tech artist/UI UX are THE main ways to get into a company. But still, folks will want to see a portfolio with examples. So you could just do that, make examples. You could also combine multiple small games into a bigger game to understand project size needs, and then work on some sort of specialty to show "hey I made this game, but I focused heavily on X", which would show that you can do multiple things, but have a specialty.
I'm still unsure about what I want to focus on but I think I'm leaning towards programming which has lead me to picking up c++ again. I like the idea of combining smaller projects into something I could use in a portfolio. Thanks for the guidance!
Making games is super easy now. Too easy. Make your dream game now before everyone makes their own.
Yo that's a hot take but I respect it lol. I didn't regret starting out with my dream game so yeah I get it
Good to see you're back at it.
Thanks! It's good to be back
Hey I work in the industry. I'm a 3D artist and I must say that being a generalist vs a specialist really depends on the type of studio you're aiming for. For example If you are a 3D artist and apply for a 3D artist hard surface role for a big studio, all you'll be doing is hard surface stuff and nothing else (Bungiee for example). But If you go for smaller studios that employ maybe 20-40 peopole, being a generalist really helps as often there's just as much to do as in a bigger studio, but only a quarter of people to do it, so a broad understanding of the whole "branch" really helps
Thanks for pointing this out, good point!
So you're just saying now instead of doing something bigger and better, instead just work on the same small games you did before. I guess that's fine for some people, especially if you're looking for a job in the "industry".
Yup, it definitely won't be for everyone
I don't like the idea that making small games helps you create games, because what I see is that people who make smaller games get stuck only making smaller games and have difficulty managing slightly larger projects, because the development dynamics are different. Smaller games are ready faster and require less effort than larger games, which means that when you switch to a slightly larger project, you get the feeling that the project isn't moving forward, it takes too long, you start to struggle more with its development and end up giving up and going back to smaller games. I believe that the best way to learn how to create games is through a medium-sized project, which makes you get used to longer development times, and the creation of prototypes and mechanics as a side-project, as a way to test whether any of your ideas would work in your main game or are fun, before being implemented directly in the main project.
I think this makes sense. When I started making a large project I didn't have a grasp on how much work and time the project would take. I don't think making small projects has helped me understand that either. Thanks!
I really like hearing your ideology on game dev! Can we get some B roll clips of you working in UE? Would love to see some stuff you are working on while you speak. God bless, bro.
I always forget to record my development work, but I'll definitely do it for the next video. Thanks for watching!
This is an awesome idea! I see so many people creating new games to improve themselves but returning to old games can be just as good. I definitely think that a specialism is great for gaining a foothold in the industry and then being a generalist will help you get projects over the line faster. Good luck!
Thanks!
I hate my current state. i know EXACTLY what my game is supposed to look like, i even had most of it done in Unreal Engine Blueprints but the performance got very poor very quick. And that was just with 1/4 players spawning bullets, so now i need to learn C++ and how to create an Object Pool. This wall hit so hard, i havent touched UE5 in months..
Don't be too focused on the whole c++ = faster thing. While this is technically true, a lot of the time performance issues do not come from the language used (Blueprint vs C++ for example) and instead come from just simply inefficient programming. I'm not meaning that as a derogatorily, I'm just saying I would be very surprised if you weren't able to make your current game performant in Blueprints by just being a bit more clever with how you program certain systems. My guess is if you ported all of your blueprint code to c++, you might only gain a couple of FPS (Blueprint is damn near as fast as C++)
@@Mukna132 thanks man, hearing that kinda motivates me. Means a lot <3
XD stay away from the tick. :D. Good luck.
Oof that's tough, but I agree with what Mukna said. C++ isn't always the answer to performance issues. Keep working at it!
I pivoted recently from one small game to an even smaller game. I couldn’t figure out the enemies but then I realized I had made enough traps and what not to make a game without enemies. What took months of research and testing in the first game took days of setting up in the new one. Whether you go small or big, the thing to remember is the first game is about learning. So I think small is best at first to get your bearings. Then once you have all the mechanics down, make that big game. As for jobs in the industry. It’s all about who you know. I never got in. Actually my first and only 3D job not counting freelancing was at an insurance company. And I’m pretty sure they only hired me cuz I was the only 3D artist in town. Lol. But I saw a video recently from someone in the industry saying that 90% of the people in the industry got their job through a recommendation. Family, friends or harassing companies at cons. Lol. It is a real tough industry to get into. But once you get your name know, they come to you. Super hard to get in but super easy to stay in I guess.
I completely agree the first game is all about learning. 90% of games jobs hiring by networking is crazy 🤯
@ If I ever find that video again I’ll link it. But there is so much put on TH-cam these days that I doubt I will. Yeah I forget the exact number the guy gave but it was defiantly 80-90% cuz it angered me to hear it. As someone who isn’t very social. Lol. Still I can see that being the case. Anecdotal evidence altert but I instantly got an in person interview with one job cuz of a friend’s recommendation vs the thousands of automated rejections or just silence of all my other attempts. Glad I wasn’t hired there though cuz later that year the boss made a mistake with a client then blamed it on and fired my friend to save face. Not cool. But in general, part of hiring someone is seeing if they would be nice to work with. You gotta see these people every day so you will probably want a less talented person you get along with than a more talented person you don’t. So friends and family are a better gamble on that front. I really don’t want to believe the 90% statistic. But the more stories I hear of people getting in, the more I do. Its rare to find someone who got in all on his/her own. And most people who do that do it by creating an indie game which leads to an indie company which leads to just becoming part of the industry rather than having someone invite them in. Or the indie game gets noticed by the right person and you get invited in through that. The main advice I am hearing these days is to make a game cuz that shows skills and the ability to apply those skills. So indie game dev might be the best way to go cuz you either flop or succeed or flop but get noticed and succeed later.
Just wanted to say thanks for this! I have such a hard time following overly technical, or overly complicated instructions on stuff that I'm brand new at. So having tutorials like this really help me get quickly started enough to mess around with settings until I'm comfortable enough to start trying to learn the longer more technically in depth information.
Glad you found it helpful!
Love your vids, cheers dude
Much appreciated
I think you are spot on, or rather that I have the same philosophy. I actually published a few small mobile games with Unity before looking for a job in the industry. 8 years later I work on a very big game in Unreal. I learned a lot with each new game I made. I think you would be able to find a job at any company with your skill sets btw, knowing a bit of everything is useful in indie studios but also as a specialist (you can specialize on the job too). The state of the industry is not great though, so a lot of competition for those positions.
Thank you for sharing your experience! It's always encouraging to hear how people get into the industry
pretty much all the details needed to learn. Thank you :)
Glad it was helpful!
Hey, i’m stuck on this question since few weeks cause I’m afraid to take the wrong path and get stuck later, but you helped me take my decision, Blueprint it will be ahahah. Thanks for sharing about this
Glad it helped, keep it up!
thx
Your kid is cute, but yeah 6 months is all touching things, looking at distinct shapes, colorful stuff, etc. A big key to making better games is to make games. Making small games just to make them is most important early on, not target audience. I found this out by doing game jams with 48 hour time spans, because just finishing something and letting people play it, and seeing their reactions is one way to make better games. Also as an aside, the examples of Star Wars/Xbone, etc were probably workshopped with focus groups, as bigger companies tend to do, and the issue is that even trying to reach a target audience you may fail to succeed. Also sometimes *target audience* is something you have to create with millions of dollars. Not doing exactly what fans demand is also not a wrong thing to do, because fans don't know what can be done. If fans want a new KOTOR, that's cool, but that's also just wishful thinking, especially since Bioware is doing other things. So is Obsidian. RPGs on their own are a perilous pursuit as is, and there's no telling that a new Star Wars RPG would do well. I used to work at Rockstar, and if you read game forums when Rockstar was releasing GTA San Andreas, you'd think they were mad to do it (because many racists showed up and said they just liked "organized" crime better, and don't like rap and other things associated with GTA:SA) However SA was the most successful GTA by a mile because they aimed for an internal metric, making a fun game that let people change stats, get haircuts, etc. That was a goal internally, that they thought people would rock with, and they were right. The biggest reasons of AAA issues these days aren't Target Audience, they are overscope, long time tables, etc. which are the opposite of what anyone at the beginning should be thinking about. Make some games over a few weeks, and gradually grow. Even some bigger companies do internal game jams to get creativity going because long projects *suck* tbh.
I appreciate you sharing your perspective, especially the insight you have from working at Rockstar. That's really awesome. Thanks for mentioning that if you're at the beginning just making small games is the best way to learn quickly. I should've mentioned that this isn't for people just starting out. I'm somewhere in the middle of learning all this stuff. I've come to the point where I need to consider why my small projects don't turn out as well as I think they will instead of just jumping into the next one like I was doing. Taking the time to consider who would even want to play these games is a small thing that has helped me figure out how to do that. I definitely wouldn't encourage anyone to just do what fans want, games would boring if that's all devs did. Plus like you said with GTA:SA sometimes people don't know they want something until its shown to them. Do you mind if I ask what you did at Rockstar? I'm genuinely curious and may have more questions
For some reason, the send state it's not working, it continues in same state and ignore my order. I did the same as all tutorials, but it never changes state, State Transition Node is complete ignored, it’s just keeping patrolling. It’s confirmed to being executed, it just not works. Edit: I’m using UE 5.4.4 and StateTree Component (not StateTreeAI Component) Edit2: I found out, Event just triggers if the AI is current on the State that has the Event.
I heard that dynamic behavior tree and state tree is a prefect combination.However,i heard that if there is frequent switching in complex ai behaviors or in scenarios with a large number of AIs.Dynamic behavior tree execution can be very performance-intensive.Im not sure if I should use dynamic behavior trees.
I haven't had to use dynamic state trees yet, but if I were in your situation I would see how far I can get with Behavior Trees and adjust when needed. Sorry I wish I had a definite answer for you
@@blackshinobi956 Thanks for the response, that’s indeed a good approach. Currently, there isn’t much information available online about this, so I’ll just have to give it a try
Thanks!
How do you get that debugger from the beginning to show up?
From the state tree file Window > Debugger I think you may need to be using UE5.4 to use it Visual aid @ 2:50 in this video th-cam.com/video/JbSKpOomisU/w-d-xo.html
Hey man, love it! Making a game with my son RN!
that’s pretty cool bro
How do you set a state tree when spawning a new character class? For blackboard, you can use the Spawn AI From Class node, but I can't get state trees to work when spawning during run time
I was able to make it work using this as a reference with the "Add state tree component" node : forums.unrealengine.com/t/changing-component-at-runtime/690470/4 I upload a video on it this week if I can. I think a lot of people have had the same problem
your daugter is too cute! and I love that you made a game for her.
Thanks!