Note: The max texture size can also be applied as a build setting. But this allows you to say set 99% of you texture max sizes to like 512, while setting a handful higher .
It depends on your projects needs. I built a music visualizer in Unity, and have no idea how I would of done this in Unreal. It was a small project, and I'm already using it to make videos. My biggest issue with Unreal is how hard anything is outside of Blueprints. C++ is much harder than C#, for my project I both load audio files locally ( you select your own music to play), and download some from a server. I'm pretty sure this is impossible without writing code.
If Unreal allowed for Python scripting that would make it much more appealing. I've never worked on a big project in Unity, I'm not sure what issues arise then.
Again, it depends on your needs. I do think most people are better off learning to program with C# over using Blueprints. Ether way your going to need to invest a significant amount of time learning. If you learn C# you'll be able to easily get a job even if it's not in gaming( this is what I did, and it's worked very well for me). I'm not sure what job learning Blueprints will get you.
Hard disagree, it's easier now to build cool stuff out. You can download Unity and get something nice going within a couple of months. But it's on you to find what you want to do here, if you're waiting for some form of guide to point you in the right direction, you'll be waiting for a while.
I'm in the process of combining my two hobbies, my love of music, and my love of game design. Here's a music visualizer I'm working on.
https://youtu.be/2dv2cjJIh2s
Yes and no, I'm working on a music visualizer in my spare time and I don't like spending too much time promoting it.
Many years ago, I worked on a previous iteration of this and I wasted a ton of time putting up a ghost blog, and trying to document my process. No one really has the attention span to read all that. Promoting the blog is much harder than just sharing what you actually made.
Much of the fun with this thing has just been learning new tricks with Unity. The new Unity UI system is leaps and bounds easier to use, I've had to dig deep into some sparsely documented APIs to do what I want. I only know how to program because I wanted to make games. And these small projects are still where I do the vast majority of my learning.
The feeling of accomplishment when you struggle for 3 hours to get something working, only to find the solution somewhere deep on stack overflow.
At this point I just love the process, first I make a beat, then I make a visualization using it. It's been a great way to combine my two passions. But again, I try not to spend too much time on promotion.
Once I clean it up a bit ( figuring out a video recording solution in Unity would be great), I plan to release it.
Here's an example with a custom Ready Player Me avatar.
I've been working on a racing game for about 18 months. It's insanely fun just designing the levels. I plan on releasing what I have for free and then if it's popular working on a full version.
A company would probably not give you the time of day, but there are hordes of garage hackers with the equipment and knowhow that you could hire on a consulting basis and get some PCBs made and stuffed with parts.
$10,000 sounds like a nice tidy price if you're trying to get a small quantity of boards built and shipped.
You didn't mention how much you have designed so far. Is this just an idea, or are you all the way to a schematic with bill of materials? The closer you are to the latter the cheaper it gets. And if you DO have a gerber/BOM, there are turnkey services that can build the boards for you outright, like PCBWay.
https://github.com/Mylab6/PiBluetoothMidSetup