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Are you a US-based with a complete or nearly complete PC game?

We're excited to have partnered with Intel to bring you a contest with awesome prizes including marketing, a distribution and publishing meeting, hardware, and more!

Check out the full details:
gamedev.net/contests/rgoiconte

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Here's my first rough take on Zone of Influence open world design:

youtu.be/2-qoa6GFdss

#gamedesign #leveldesign #openworld

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Model organic shapes (such as creatures) quickly and easily with the Skin Modifier in Blender:
gamedev.io/yhG9N

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@Tak @SciFiGameDev Understandable. I used to feel the same way. Between widely available version control and seeing what happens when analysis paralysis sets in, I've learned to go the way I've outlined.

But! That's only if you're in that paralysis. If you're spending 3 days because you're continually making improvements, cool. That can be a good reason to wait. But even then I find at some point you'll need benchmarks. Theorising only gets so far.

As @SciFiGameDev, it's highly situational. :)

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@Tak @SciFiGameDev IDK. At least that person got some code done, and even if it's bad, you can refactor. I feel for OP, but I had to break myself out of that habit and just write something, and then revisit it or even scrap it later if I need to. Getting something done and working is usually more important.

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Looking for a good explanation of quaternions? Check out this great explanation and examples:

eater.net/quaternions

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