just dont make games with a "girl" with very ugly big pointy man chin and a curly mop head. lol. especially if its just ripping off starwars force powers.
Gotta be 100% honest, that whole framing trick with the composition lines really blew my mind. I would consider myself to be relatively savvy to what game designers are trying to do, but never once did I actively question why I would look in a certain direction, like with that screenshot of Inside. Bravo.
When I watched this video for the first time: "Wow, that's nice! But also... Obvious?" When I re-watched it again: "Damn, there were so many things me from the past didn't understand at all." This is a gem, really. These advice are simple, but if you remember and apply them regularly - they will do magic for you.
One thing I find very important is making the design consistent. So finding a style and than using it for everything instead of having different styled assets in your Game
I’d say the one thing left unfixed would be the pushable block. It looks just like the environment, and it wasn’t obvious enough that it could be moved.
Please can we spam these videos for another lighting tutorial all the lighting tutorials are two three years old and so much has changed please can we have a newer tutorial as your last one was 2017
@@sirdoosh5935 Agreed. They've been doing too many C# tutorials that are already covered in depth by hundreds, if not thousands, of other sources. Meanwhile, many of their tutorials about actually useful things are aging out due to changes. Sadly, even Unity themselves have this issue. Many of their docs/tutorials are also years out of date. Fingers crossed.
This dude helped me a lot! I started game development with his videos and made a game that downloaded more than 50.000.000!!! Love you man, appropriated!
Patelniczek . It is an mobile game called draw car! We published that one with voodoo and it went huge! My first video is about that game check it out!
😥 Brackeys is my most favourite youtube channel ever. I was going to take photo with you in brackeys studio some day. Good bye man! You really hit my heart as a teacher.
12:17 Nice a blender guru shoutout! I've always wanted you 2 to do a collab together because the master of blender and the master of unity could really make some cool stuff together!
Love the details in this video. Color is especially hard to get right. My problem with the box being the same color as the background is that I didn’t know it was interactive. Even a subtle difference would go a long way.
Funny how I was thinking of making a script of sorts as to why I love the color wheel. This video really helps and is indeed entertaining & good to look at! Nice job!
I am a little sad that I did not find out earlier about your videos. But still so thankful for keeping them up! They are incredible learning resources!
IDK I'm the opposite. When he added that jagged ceiling, I just felt claustrophobic. My attention wasn't really brought to the box (it was still on the coins) and if I played this level, I'd have not realized it was a box until I accidentally pushed it.
Another way that I make color pallettes is I find my favorite game that creates the type of emotion that I want, I screenshot it, I open a paint program called paint (dot) net, Aesprite, or any program with the eyedropper tool; I get the eyedropper tool, I abstract the general COLORS of the scene, and then use those colors; not the items, but I use those COLORS to create my sprites, etc. Even though I make my own sprites, the colors I use conveys the same emotion that my favorite game conveys. I might make my own tutorial about this where I explain this is in more detail.
Starts like a video of good-looking games and finishes treating topics of how to conveying goals, roles and meanings in the level. Just awesome dude, high quality👌💯💯
We need a unity particle system tutorial like this one. Thanks a lot for this video Brackeys! i have been struggling with making my games look aesthetic for a long time
Brackeys I really want to say thank you cuz me and my team were really trying to make a game called Neon Abyss and you were the one who helped us with alll of this and now we have a game called Neon Abyss it is already out
And the main gameplay element, aka the moving crate, is still ground color... Adding a light that barely changes anything (green in jungle) can be a perf hog. Dont get me wrong, I liked the video. It's just that in all the audience, someone might forget that *all* gameplay elements should have a highlight and that in game development, you can't add lights just for the principle.
the other reason that the guide lines emphesize the box is because the playable space is narrow enough that you cannot move your eyes through it without noticing the box. the big empty ceiling allowed the box to look like floor, but the cramped hallway made it clear that the box was anomalous.
Great tutorial! I would also add that the cube is still not looking interactible and is blending with the environment. I would add a simple texture on to the cube just to make it clear it can move, something like a cracked rock texture.
Hey brackeys, I started off learning unity last month due to the free time i got from this whole pandemic situation, and your videos have been soo helpful! Thank you for this!!
Adobe color is a godsend, you know how many times I looked up complimentary colors and manually checked how they looked next to each other? Can't believe it never came up once when I was searching around.
Just some lil tipps, allways keep your vision for the game in mind, only a few art styles can work for your game for example but only one can convey the emotions you wanna create inside of the players mind. So pick/create the artstyle, which works for your game. But at the same time keep artistic vision vs. playablility in mind. The more experimental you go, the more likely you'll come up with an artstyle not that nice for the eyes or bad for the gameplay. Of course this depends on your game genre and the type of players playing it. But especially people with glasses or any other vision problem will have a hard time enjoying your game when the artstyle is just a mess of distortion or so. Allways think as the player and the gamedev when making the asthetics. And less is more so come with with a handful of core concepts for the artstyle and just add some lil details, keep things simple.
Did you add the green light with a light component on a gameobject? Wouldn't it make more sense to tint the ambient light a little bit green? I mean if you're in the jungle, green-tinted light is coming from everywhere.
really good video. and the adobe colors is a huge tip. i already created colors i like for my prototype, by feel. i will play around more soon. thank you
Light is underrated in my opinion. There's 4 kinds of light in my opinion that are most important for any game: Real time lighting. Baked lighting. Colored lighting. and Light probes. There's scenes with static lights where baked lighting is best, looks great and saves performance, what's not to love. Real time should be scarce and not as detailed but it moves so yay. There's also pre calculated baked lighting which is a simulated moving light, though you still can't pre bake lighting and shadows from leafs going up and down. Colored lighting is a peeve of mine. Imagine an artwork or movie where the streets are grey but in the shade of the night they turn blue. Or a blue dark road turns purple. It affects the setting a lot, though I have trouble figuring out how to make these blends or how to make them work in a game well. Finally light probes. Want objects and the player to take in detailed light effects bouncing from the surroundings but you can't use real time lighting? Light probes. Small balls that collect data from their surroundings and when the player comes into the area then the data is used to simulate the lighting effects. Emission is pre baked and sadly it looks so good. But you most likely, i'm not sure. But you should be able to use light probes to still get the effect to work on the player and other moving objects even though they are exclusively made for static objects as baked lighting.
Great tips, lights and composition are topics that are always underestimated and you explained them in the simplest way possible from the game developer's point of view 👏👏👏
^ What Paraic said. Use a game object with an "Audio Source" component attached to it. In your script, create a reference to the audio source. either by dragging the audio source component over the reference box in inspector, or doing something like audiosource = GetComponent(); Then in your script type audiosource.Play(); and it will play the sound effect on queue with the code.
"..you can't always control.."
*shows a clip from Control
This is the level of quality i'm looking out for.
Lol, exactly when I was reading this comment he said this
@@felixgeorgescu2230 I get this so often it's starting to get creepy
@@4g3v ye me too, its the youtube algorithm that is watching us
Yes
just dont make games with a "girl" with very ugly big pointy man chin and a curly mop head. lol. especially if its just ripping off starwars force powers.
Brackeys ever know what I need at the moment.
It's the subtle brainwashing, don't worry about it
I agree
Ever? Do you mean never?
@@AN-ou6qu I think he means always, but it's not really clear
F
Things that slowly float up and down in a small space tend to say "collect meee" in my mind
Self-procalimed "Free Thinkers" when an object floats up and down in a small space:
Gotta be 100% honest, that whole framing trick with the composition lines really blew my mind.
I would consider myself to be relatively savvy to what game designers are trying to do, but never once did I actively question why I would look in a certain direction, like with that screenshot of Inside.
Bravo.
When I watched this video for the first time: "Wow, that's nice! But also... Obvious?"
When I re-watched it again: "Damn, there were so many things me from the past didn't understand at all."
This is a gem, really. These advice are simple, but if you remember and apply them regularly - they will do magic for you.
One thing I find very important is making the design consistent. So finding a style and than using it for everything instead of having different styled assets in your Game
I love that the example is literally just you iterating towards Thomas Was Alone. That game somehow looks incredible with a really simple art style.
Mario Maker level creators be like
"Put an arrow pointing at the box"
Brackeys: How to make a game look good
Me: UNITY'S PARTICLE SYSTEM
YA BONERS
👍🥛☠️ (milk good, boners!)
Dani
*Dani joined the chat*
Is it just me or is UNITY'S PARTICLE SYSTEM LOOKIN KINDA THICC
I’d say the one thing left unfixed would be the pushable block. It looks just like the environment, and it wasn’t obvious enough that it could be moved.
Can you make a 2D lighting tutorial like 5:35
I'd like to see how its done
He already made one dude
@@hm4266
Can u give me the link then?
ruclips.net/video/nkgGyO9VG54/видео.html
Just add Shadow Caster component to the object you want to have shadows
My cubes look so hyperrealistic that I've sold pictures of it to people online!
XD
How much are you making, bro? I want to get in on this gig.
*hold up*
*S T O N K S*
@nio2edward looks like u didnt get the joke
Yesss I just looked this up yesterday!
Meanwhile 10PM here... :D
And you saw Thomas brush’s tutorial.
Please can we spam these videos for another lighting tutorial all the lighting tutorials are two three years old and so much has changed please can we have a newer tutorial as your last one was 2017
@@sirdoosh5935 Agreed. They've been doing too many C# tutorials that are already covered in depth by hundreds, if not thousands, of other sources. Meanwhile, many of their tutorials about actually useful things are aging out due to changes. Sadly, even Unity themselves have this issue. Many of their docs/tutorials are also years out of date. Fingers crossed.
Wow
It's amazing how you turned such a bland level into something so engaging yet natural
Wdym you baked the lights? I tried baking some lights in my oven and they just exploded
no he meant there’s a bake lights button in unity, press it
do NOT r/woooosh me, I get the joke and replied ironically
@@PotatoTheProgrammer r/wOoOOsH lmao jk
d d dani meme or noo
I have watched this video 3 to 4 times and i still find something new that helps me in game dev. Nice job Brackeys!
just talked with a friend how to polish a game and now this came out :3
This dude helped me a lot! I started game development with his videos and made a game that downloaded more than 50.000.000!!! Love you man, appropriated!
What is your Game?
Patelniczek . It is an mobile game called draw car! We published that one with voodoo and it went huge! My first video is about that game check it out!
@@crxe7251 With VOODOO?! Oh god you should be more popular!
😥 Brackeys is my most favourite youtube channel ever. I was going to take photo with you in brackeys studio some day. Good bye man! You really hit my heart as a teacher.
the vignette thing, as an artist its a tool i use is pretty much every art i do, it just does something subcontiously that makes it look better
How to make your game look good,
Brackeys: Detailed 13 Minute Video.
Dani: *Post Processing, Unity's Particle System*
YA BONERS 👍
Waait polarsaurusrex?
It's very important to click random buttons for post processing
The : strikes again
Am I rite *B O N E R S*
For years - YEARs I've been reading comments about people saying they wanted this info and you just made it, but now I finally understand.
12:17 Nice a blender guru shoutout!
I've always wanted you 2 to do a collab together because the master of blender and the master of unity could really make some cool stuff together!
Brackeys I really appreciate what you do, you help out the game dev community so much. You also never give up and are just amazing.
"how to make a game look good"
milk and unity's particle system
Also bloom meter go brrrrrr
this is going on dani’s redet
Oh, you don't know what Karlson is?
@Stratdan Well, it's just a little game i'm working on, which is currently the most 20th wishlisted game on Steam, so smash wishlist now, gamers!
@@ItsZedK fake, not enough distortion
I really needed this, I am starting to get into coding and I needed the answer to this question. Thank you
If you are starting, dont try to make a game look good. Make it work, then put the graphics on top
red ghost 101 bro, not related, but id suggest to improve your thumbnails
@@David-vz4yk I know, Me too lazy, I just put it up there cos why not
Adobe Color is my new favorite tool - thanks for that! :D
Brackeys: One of the best to ever do game development tutorials. Period.
Love the details in this video. Color is especially hard to get right. My problem with the box being the same color as the background is that I didn’t know it was interactive. Even a subtle difference would go a long way.
Thanks for the tips, this gave me ideas on how to create great visuals in my levels!
Brackeys always pushing out tutorials exactly when we need them
Funny how I was thinking of making a script of sorts as to why I love the color wheel. This video really helps and is indeed entertaining & good to look at! Nice job!
My favorite unity guy endorses my favorite blender guy's channel
I am a little sad that I did not find out earlier about your videos. But still so thankful for keeping them up! They are incredible learning resources!
yo so im kinda high rn, but when he drew those jagged ceiling pieces, and the entire scene changed to focus on the box, my brain imploded.
IDK I'm the opposite. When he added that jagged ceiling, I just felt claustrophobic. My attention wasn't really brought to the box (it was still on the coins) and if I played this level, I'd have not realized it was a box until I accidentally pushed it.
me : has massive problems in a game and abiut to give up
brackeys : Hold my tea.....
i wont use core untill brackeys make a tutorial with core
It sucks people don't like Lua because their arrays start with one and not 0
*atleast thats how counting works*
Lol i think core is using Unreal Not Unity.
@@ac-js5fz Quiet, you! You have *one* idea what you are talking about.
@@jsonzu3277 core is core what do you mean
@@richiebee33 damn bruh just wow 😅 i didnt mean like that😅😅😅
How to make a game look good
Me : *raises post processing effects to max*
*Bloom Settings:*
Intensity: ALL OF IT
@@Unelith yes please
@@Unelith motion blur :
Sample count : *360*
tru
thank you Brackys, you give me the spirit to make games more interesting to look, thank you
Never have thought about how design influence the gameplay. Thanks for changing my mind!
Just one video and a lot of things to learn. He is not only a great developer but also a great explainer.
I think this is the best tutorial I've ever seen for any subject, in any field. Wonderful. Thank you!
I knew composition in art because of andrew's videos, but i haven't knew that it can be also applied to games.
Great Video!
Plz make more c# Tutorial you have been one of the big reasons why I can do basic c# I love your channel ❤ 💖
u don't have enough likes and views and your channel is very slow but you will stay in our hearts as the greatest game development teacher
Can you make a tutorial on how to make a crosshair flash on a selectable item?
Another way that I make color pallettes is I find my favorite game that creates the type of emotion that I want, I screenshot it, I open a paint program called paint (dot) net, Aesprite, or any program with the eyedropper tool; I get the eyedropper tool, I abstract the general COLORS of the scene, and then use those colors; not the items, but I use those COLORS to create my sprites, etc. Even though I make my own sprites, the colors I use conveys the same emotion that my favorite game conveys. I might make my own tutorial about this where I explain this is in more detail.
It's interesting how significant some fine art concepts are in game design. I mean it makes sense, but it's still interesting.
How to make a game look cool?
Me an intellectual: *unity's particle system*
Is it me or that Cube looks kinda..... T H I C C ?
T H I C C
this is going on redet
Dani approves
ive been looking for a video like this. i love low poly, and seeing Brackeys explain how to make games look good is a dream come true. thanks man
all this for free, this channel is a blessling in my life
Starts like a video of good-looking games and finishes treating topics of how to conveying goals, roles and meanings in the level. Just awesome dude, high quality👌💯💯
We need a unity particle system tutorial like this one. Thanks a lot for this video Brackeys! i have been struggling with making my games look aesthetic for a long time
legit watched this for core specifically haha
The cabailities of Unity is endless... Stunning.
We miss you Brackeys
This was incredibly useful, thank you.
Brackeys I really want to say thank you cuz me and my team were really trying to make a game called Neon Abyss and you were the one who helped us with alll of this and now we have a game called Neon Abyss it is already out
Me: My games are looking kinda dull how can make them look better
Brackeys: Don't worry mate I got you covered
the : strikes again
And now.. your games are looking kinda...
*T H I C C*
@@Yazan_Majdalawi Everywhere I go I see it....
T H I C K...
😂😂
Holy shit. Awesome tips for free! Thanks so much.
That leaf village castle really got me excited 😂
excuse you how did you make that spotlight shadow effect?
And the main gameplay element, aka the moving crate, is still ground color...
Adding a light that barely changes anything (green in jungle) can be a perf hog.
Dont get me wrong, I liked the video. It's just that in all the audience, someone might forget that *all* gameplay elements should have a highlight and that in game development, you can't add lights just for the principle.
the other reason that the guide lines emphesize the box is because the playable space is narrow enough that you cannot move your eyes through it without noticing the box. the big empty ceiling allowed the box to look like floor, but the cramped hallway made it clear that the box was anomalous.
Thanks your the best keep it up!
Great tutorial! I would also add that the cube is still not looking interactible and is blending with the environment. I would add a simple texture on to the cube just to make it clear it can move, something like a cracked rock texture.
Hey brackeys, I started off learning unity last month due to the free time i got from this whole pandemic situation, and your videos have been soo helpful! Thank you for this!!
Keep going bro, make some cool games for us
@@thiagoh2005 Thanks! Sure thing 😄✌️
Thanks For Brackeys Game Jam. 😊😃
This video shows that game design is actually a real science
How did you add the lighting. I need to know. I NEED TO KNOW.
Adobe color is a godsend, you know how many times I looked up complimentary colors and manually checked how they looked next to each other?
Can't believe it never came up once when I was searching around.
Just some lil tipps, allways keep your vision for the game in mind, only a few art styles can work for your game for example but only one can convey the emotions you wanna create inside of the players mind. So pick/create the artstyle, which works for your game. But at the same time keep artistic vision vs. playablility in mind. The more experimental you go, the more likely you'll come up with an artstyle not that nice for the eyes or bad for the gameplay. Of course this depends on your game genre and the type of players playing it. But especially people with glasses or any other vision problem will have a hard time enjoying your game when the artstyle is just a mess of distortion or so. Allways think as the player and the gamedev when making the asthetics. And less is more so come with with a handful of core concepts for the artstyle and just add some lil details, keep things simple.
Did you add the green light with a light component on a gameobject? Wouldn't it make more sense to tint the ambient light a little bit green? I mean if you're in the jungle, green-tinted light is coming from everywhere.
Thanks for wonderful tips regarding game design, bro.
really good video. and the adobe colors is a huge tip. i already created colors i like for my prototype, by feel. i will play around more soon. thank you
Hey this is the dani 2020 game jam
The theme is : THICC
What does this have to do with the Brackeys video?
the : strikes again
Why is this in a breckeys video?
Is it me or this Comment is looking kinda ,,, T H I C K ,,,
Awesome video!!!! Thank you Brakeys!
Awesome, very informative! That adobe color looks very useful!
Light is underrated in my opinion. There's 4 kinds of light in my opinion that are most important for any game:
Real time lighting.
Baked lighting.
Colored lighting.
and Light probes.
There's scenes with static lights where baked lighting is best, looks great and saves performance, what's not to love. Real time should be scarce and not as detailed but it moves so yay.
There's also pre calculated baked lighting which is a simulated moving light, though you still can't pre bake lighting and shadows from leafs going up and down.
Colored lighting is a peeve of mine. Imagine an artwork or movie where the streets are grey but in the shade of the night they turn blue.
Or a blue dark road turns purple. It affects the setting a lot, though I have trouble figuring out how to make these blends or how to make them work in a game well.
Finally light probes. Want objects and the player to take in detailed light effects bouncing from the surroundings but you can't use real time lighting? Light probes.
Small balls that collect data from their surroundings and when the player comes into the area then the data is used to simulate the lighting effects.
Emission is pre baked and sadly it looks so good. But you most likely, i'm not sure. But you should be able to use light probes to still get the effect to work on the player and other moving objects even though they are exclusively made for static objects as baked lighting.
Fantastic video. You really know how to get points across. :)
Can you please make a tutorial on how to make those 2d "lights" the ones where they're completely blocked if there's an object there?
11:50 I would recomend adding some light pulsing on the torch just to make the scene more alive.
Thank you very much. Can you make a video of combo player attack on one button ?
Wow this is excellent. Simple and informative. Thanks!
How have you made the effect of the light that interacts with objects and modifies the shape of the light?
Wow dude adobe color is the GOAT, thanks brackeys!
Great tips, lights and composition are topics that are always underestimated and you explained them in the simplest way possible from the game developer's point of view 👏👏👏
one thing i will remember for sure: Adobe colors. Thanks a lot for that!
that ceiling trick kinda blew my mind lol
1,post processing
2.unitys particles system
3.post processing
How did you make that 2D lights? Is it possible to do that using URP?
Yay old brackeys BACK
9:17 "So let's add some animation to *him* aswell"
Shape Game lore?!?!
12:54 That awww.
This is incredible man, really really helpful thank you!
I love your videos! They inspire to become a game programmer in the future😁👍
you're blessed my man, your gamedev knowledge is sick
Finally they are back
Brackeys make a video "how to put sound effects on each character in simple and easy way"
use Audio Sources
^ What Paraic said.
Use a game object with an "Audio Source" component attached to it.
In your script, create a reference to the audio source.
either by dragging the audio source component over the reference box in inspector,
or doing something like
audiosource = GetComponent();
Then in your script type audiosource.Play();
and it will play the sound effect on queue with the code.
This is a great tutorial. Thanks!