Game Jam Resources – [Game Engines, MagicaVoxel and Blender]


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Hey everyone! In this video I go through engines, resources, voxel art, 3D modelling and sound resources. I hope you enjoy the video and are excited for the upcoming game jam! Remember the 3D art stuff that I show in this video works no matter what 3D game engine you use, I’m just demonstrating integration using Unreal Engine 4.

Itch.IO Game jam link: https://itch.io/jam/mirrorgamejam

Brackeys: https://www.youtube.com/user/Brackeys
Unreal Engine 4: https://www.unrealengine.com/en-US/blog
Unity: https://unity3d.com/
GameMaker: https://www.yoyogames.com/
Blender: https://www.blender.org/
MagicaVoxel: https://ephtracy.github.io/
OpenGameArt: https://opengameart.org/
BFXR: http://www.bfxr.net/

Social media:
My Blog: https://www.matthewpalaje.com/development-blog/
Twitter: https://twitter.com/Matthew_Palaje
Instagram: https://www.instagram.com/matthewpalaje/
My Android game: https://play.google.com/store/apps/details?id=com.MatthewPalaje.Unknown&hl=en
Website: http://matthewpalaje.com/

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24 responses to “Game Jam Resources – [Game Engines, MagicaVoxel and Blender]”

  1. Hey everyone! So this video is designed to give you some resources regarding game engines + music and walk through MagicaVoxel + Blender for game jams. I hope you enjoy it! Make sure to check the description for links to everything I talk about in this video.

  2. Great video! Nicelly explained, I cant wait to start on making my own assets! Thank you so much for the amazing tutorial! But there´s something I miss: Rigging and animating. Just for simple animations to use as place holders. I hope you can make a video about it 😀 Thanks for all

  3. I feel like I've learned and will retain more actually applicable things in this short video than I have in hours and hours of trying to learn 3D modeling and game development over my lifetime
    Really nice work my dude, thanks

  4. Obj export of voxel data can end up creating a massive amount of polygons. If you are going that route, it is best to simplify the resulting meshes were possible to reduce poly count.

  5. Hey Matthew can you make a video about creating a character in Magicavoxel and show us how to give it a skeleton? i cant find any decent video about this and i know you can make a solution about this if your reading this Thanks and you deserve way more Subs then you have now

  6. Hey Matthew, nice vid, but I have a problem here. You see, assets from MagicaVoxel just don't reflect lighting in any way after building it up in Unreal. They are just black. I guess it's because they don't have a proper lightmap or something. Can you guys come with some ideas of how to fix it? Thanks

  7. Was completely stumped for any original ideas but just thought about making a game based around the archimedes death ray. Now i'm excited and probably going to start working on in it when I should be going to sleep lol 🙂

  8. I have to say that you put out some of the best tutorials I have seen bar none. Thank you ever so much for sharing your knowledge and gifts it is appreciated.
    One minor suggestion. you might consider getting an on screen keyboard display for use in your vids, to show what keys you are pressing. its just a thought and even if you don't for the love of pete! keep making these vids!

  9. this is the shit!!! more of this. Awesome. Also, you have the same style of wallpaper like me, what the fuck. I have "The way to do is to be" and in red square "Lao Tzu". I made it myself. How is this possible 😀

  10. When using assets from magicavoxel, it's best if you pick a single scale amount and stick with it. If your character is designed to be 16 voxels high, then your wall with a door frame hole might be 20 voxels high, and you import them into the engine with a scale of 30 for the character and 20 for the wall, then the character might not even fit through the hole in the door frame.

    Even when working with 3D art assets in general, pick a scale and stick with it. That way you wont end up with 20km long rooms and your character takes 5 hours to get from one side of the room to another, or the toilet might be too large, etc etc. Best practice I've found is to make a box with the dimensions of the character you plan to use, then you can quickly just import that box into your other 3D files so you can see if the scale is right for the table you're modeling, or the wall isn't too high, or stuff like that.

    Thanks for the video dude, this stuff is great!

  11. Another great work and inspiration for other people :D.
    And sometimes, we must begin from the Start to learn how make it better or like another engine works ;).
    See you Matthew and i hope my [coming] music can give
    an amazing person like you more inspiration,
    your SCIFU7E d^^bV

    ps
    And for all people it's equal how good other looks or sounds! I've heard great music of not professional people, who have great atmosphere.
    That's why no one should surrender, if it don't looks or sounds "big" like another ♥d. Make always, what make you happy and maybe other people find yours and they like/love it 😉
    And i think, that Matthew think even so ^^v

  12. Can't thank you enough. Downloaded MagicaVoxel and bookmarked Opengameart. I love BFXR, I used it to make all the sounds for a TD earlier this year.

    Any recommended resources for making music and creating character animations? (I need something quite specific).

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