If in doubt, contact the artist directly (and privately) and get them to sign a release agreement, and negotiate the license terms as needed. You shouldn't really need a lawyer for that as there are viable templates available online.
I see 2 options for the aspiring "idea-guys" (exclusively designers):- Either also be the cash-guy and fund the project - or have enough coding skills to do playable mockups (even just something like Clickteam Fusion) AND also be a decent concept artist and writer.
Ideally, it takes multiple people with relatively dedicated skills to make a game and each one of those team members are designers in their own right. In the AAA industry, someone with the title of designer has worked their way up over years and has dedicated skills with a list of published titles under their belt. For indies, that's impossible, everyone must pull their weight.
Nice. I absolutely agree that all 3D artists should learn about this stuff and learn how to collaborate together to minimise batches and drawcalls throughout the project.
Having said that, there are plenty of things programmers can do that will make the framerate plummet also.
Hopefully you can fix it soon, even if it's a false positive it's something you need to take care of if you want people installing it and checking it out.
Good designers are people who can collaborate in a team of people and accept constructive criticism. In my experience, that's less common among programmers than other disciplines.
If in doubt, contact the artist directly (and privately) and get them to sign a release agreement, and negotiate the license terms as needed. You shouldn't really need a lawyer for that as there are viable templates available online.
Really nice material! Thanks for sharing.
I suddenly have the urge to play some Battletoads.
I've made a list of free software and resources you might find useful:-
www.violationentertainment.com/forum/viewtopic.php?f=27&t=414
www.violationentertainment.com/wiki/tiki-index.php?page=Free
I see 2 options for the aspiring "idea-guys" (exclusively designers):-
Either also be the cash-guy and fund the project - or have enough coding skills to do playable mockups (even just something like Clickteam Fusion) AND also be a decent concept artist and writer.
Ideally, it takes multiple people with relatively dedicated skills to make a game and each one of those team members are designers in their own right. In the AAA industry, someone with the title of designer has worked their way up over years and has dedicated skills with a list of published titles under their belt. For indies, that's impossible, everyone must pull their weight.
Nice. I absolutely agree that all 3D artists should learn about this stuff and learn how to collaborate together to minimise batches and drawcalls throughout the project.
Having said that, there are plenty of things programmers can do that will make the framerate plummet also.
Getting the same report:-
https://metadefender.opswat.com/results#!/file/30aab171d6e3bd3858977b3ad...
Hopefully you can fix it soon, even if it's a false positive it's something you need to take care of if you want people installing it and checking it out.
Uh oh:-
Good designers are people who can collaborate in a team of people and accept constructive criticism. In my experience, that's less common among programmers than other disciplines.
I keep thinking this is some obscure 4-player Atari2600 controller.
Pages