#best 2d and 3d game development company
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im not excited for pokemon z because i have zero faith in gamefreak, as we all should at this point, but i do hope it is good. i do hope it’s another chance for kalos to really wow people. i remember getting Y back when it came out, and it was. Fine. the most Fine pokemon game i’ve ever played, then and now. it had the unfortunate fate of being a follow up to black/white 2 (some of the best pokemon games ever made) and being the mainline transition to 3D (something they’re still struggling with tbh.) they suffer a lot from those growing pains, a lot of x/y feels underdeveloped or bland. but i really hope this game gives the region new life because all the pieces were there.
#pokemon company bring back the 2d games im no longer asking#the 3d games are ugly!!! can we all admit this!!! they look like dogshit!!! they run like dogshit!!! it isnt worth it to have them in 3D!!!#god at least go to 2.5D or something. the team clearly isnt big enough or skilled in making 3D games!!! esp under the time crunch they#usually get stuck in!!!#(which is not a knock against the people who actually have to make these games. these are very difficult products to develop.)#like. not to be nostalgic or anything. actually no fuck that i will be. because im nostalgic For 3D games too. i played pokepark. its a#gorgeous game for the wii. it really is. its also much smaller in scope.#but anyway. i miss the spritework. for the trainers for the locations for the pokemon. the visuals really did peak with black/white + 2.#those are some damn gorgeous games. they really are. and while pokemon *has* had some pretty moments since. they’re vastly outnumbered by#the game looking. boring at best. or bad at worst.#sorry im up on my soapbox. we deserve better pokemon games. most companies would be embarrassed to have that shit outline effect in the#caves that arceus had to be in their betas. pokemon put it in the final release of the game.
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In this post, we will certainly discover the myriad reasons you're complying with video game needs to accept VR Game Development Company's modern technology.
#best 3d game development company in us#best nft game development company in us#game design and development company in us#game development company in usa#nft game development company in usa#online games#3d games#metaverse avatar development services in us#across the spiderverse#top 2d game development company in us
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BelthaInfotech: Leading Game Development Company in Auckland, New Zealand | Unity 3D, Android & Web 3 Games
Discover BelthaInfotech, the most trusted mobile game development company in Auckland, New Zealand. Specializing in Android game app development, 2D & 3D game development, and Unity game development services. Elevate your gaming experience with the best Unity game development company in Auckland. Hire our expert 2D/3D Unity game development company today!
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On the topic of game reception, what are your thoughts on the current state of pokemon?
OK THIS ASK WAS SENT BEFORE THE HUGE LEAK LOL but I have a lot to say:
I watched VHS tapes, played the games, and owned merch since a young age so the series is very special to me. But I don't like the current direction at all and it's not because of the designs or nostalgia. The quality and game performance plummeted so how can I enjoy playing when there's mad lag or low frame rate that hinders my progress and worsen the experience??
It took too many years for them to realize they need to put quality over quantity after the SWSH mess, seeing that they can get away with pretty much ANYTHING and still make huge profit. You see people say that Pokemon should've never went 3D and stay 2D but tbh, it's a series that improves it's graphics as technology advances so it's not a surprise for them to finally go 3D and personally I think that's fine but just keep it looking good and fun (though I would love a 2D/3D hybrid). XY introduced a lot of new features but still lacked in some aspects that still haven't really been solved or added.
Reusing assets is common in the industry but only to a certain extent. They claimed that SWSH was taking a while to make because they were making brand new models which turned out to be a lie and they look like bootleg figures with the new lighting. The 3DS models were ripped from Pokepark, including some animations, but a lot of them still barely have any character. They have their own in-house team (Creatures Inc) so they made the decision NOT to have pokemon properly animated or look alive.... Also they made spin-offs like Ranger, Colosseum, Pokepark, and Pokken which look AMAZING
FRLG took only one year while HGSS was being developed at the same time as Platinum and took 3 years to finish that turned into one of the best games and remakes ever made. As the franchise expands, the team also needs to add more manpower but Game Freak can definitely afford to get more resources to help them?? They can't continue having a ragtag team of like 20 people to make a game back then and do the same now then expect good results... Hire more people who know how create with current gen consoles IT'S COMMON SENSE PLS also I can't believe they had a different company create BDSP knowing how beloved and groundbreaking DPPT was?? No redesigns like the previous remakes and thought it was a good idea to keep it looking a carbon copy to the DS style...
Also it's shocking to see how fan reception can change how the devs direct the next gen ESPECIALLY when it's not even real constructive criticism?? When Unova came out, I remember seeing all the online outcry about "OH THEY HAVE AN ICE CREAM CONE POKEMON AND A TRASH BAG, THEY'RE RUNNING OUT OF IDEAS EW" then actually hear it being repeated at school.... I WAS TRYING TO SURVIVE SINCE DAY 1 IN THE TRENCHES DEFENDING THIS GAME IT WAS ALWAYS GOOD AND DIDN'T NEED 10 YEARS TO AGE WELL. It's crazy how these are the same people who want another Kanto when Trubbish is Grimer (garbage waste) and Vanillite is Voltorb (based on literal items) then you could not catch any other pokemon from different regions in the main game. And the leak confirmed that the disgruntled hate from the west made the devs not release new pokemon in B2W2 and move them over to XY instead AND NOT GIVE A SINGLE GEN 5 MEGA EVOLUTION. So we were robbed because of genwunners who were fixated on the wrong things and ignored all the great content Unova brought us. It's strange how players keep complaining they want a different and fresh game, but want it to continue being super formulaic and binary like wtf do you want make up your mind
None of the switch titles really got me invested and I always end up replaying the older games but hopefully PLZA will break the curse and finally give us a nice game. Also why don't we have more spin-offs on the switch if there's so many of them floating around like the DS had a bunch??? STOP BEING COWARDS I WANT A POKEMON NINTENDOGS GAME OR THAT FIRE EMBLEM CROSSOVER WE WERE SUPPOSED TO GET. I JUST WANT TO HAVE FUN AGAIN ;w;
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Sega Saturn - Thunder Force V Special Pack
Title: Thunder Force V Special Pack / サンダーフォースV Special Pack
Developer/Publisher: Technosoft
Release date: 11 July 1997
Catalogue No.: T-1812G
Genre: 2.5D Horizontal Shooting
Good old Technosoft who have now disappeared from the public eye ever since their acquisition by Pachinko enterprise Twenty-one Company have always been popular with Sega fans with their Mega Drive Thunder Force games and other excellent titles such as Elemental Master, Herzog Zwei, and Devil Crash MD. Now they've brought their excellent Thunder Force series to the Saturn. It's just a shame that their planned Thunder Force 6 for Dreamcast never got released. (Thunder Force 6 was released on the PlayStation 2 in 2008 but it was developed and published by Sega CS3 this time.)
This version of Thunder Force V is the limited Special Pack as written on the front. The game is the same as the standard version (as far as I could tell) but comes with a great music CD titled "Best of Thunder Force" which features remixes from Thunder Force 2 to 4. (Thunder Force 1 does not belong since some of the ports only play William Tell Overture.)
Thunder Force V is a mix of traditional 2D shooting action mixed with some very nice 3D action. Technosoft has produced one fine game here on the Saturn with using the hardware very well. TFV features such "Saturn can't do" effects as colored light sourcing, 3-level transparencies, and some amazing uses of polygons mixed with 2D sprites. TFV was also released on the PS1 - the PS1 version saw an American release thanks to Working Designs and their SPAZ label - but believe it or not, the Saturn version is much better. It's faster, has more transparency (YES THIS IS NOT A MISTAKE!!), and has faster loading that you can't really notice. The PS1 does have smoother textures but I'd go for the Saturn version any day.
The disc print on the Special Pack is also different than the normal version of Thunder Force V as you can see below along with the music CD. All the sounds of the Best of Thunder Force CD can be accessed here.
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Squideo’s Favourites: Toy Story
Pixar Animation Studios arrived with a bang when its first feature-length film, Toy Story, was released in 1995. What would follow was a franchise beloved by children, spawning multiple spin-offs, theme park rides, video games and merchandise. Nominated for 4 Academy Awards, Toy Story is now considered one of the best animated films of all time.
Toy Story is credited with opening up the world of 3D computer animated films, which still rules the industry to this day. With the sponsorship of Disney, Pixar used this technology to create a film that visually stood apart from everything else at the box office and helped complete Pixar’s journey from a small computer division at Lucasfilm to an award-winning studio that has produced some of the best animated films of the past thirty years.
We’re diving into the production behind this animated film, exploring the style and techniques which came together to create this compelling story. In the meantime, if you have an idea for an animated video of your own get in touch with the Squideo team.
Creating a Story
To any fan of animation, Buzz Lightyear and Woody are well-known characters. Yet without Tinny, who reached nowhere near as much fame, they may never have graced our screens.
Pixar Animation Studios had produced a number of animated shorts before it ventured into feature length production, starting with Luxo Jr. (which introduced Pixar’s mascot). Red’s Dream followed, but it was Tin Toy that caught Disney’s attention. Financed by Steve Jobs, Tin Toy was a five-minute short created and directed by John Lasseter. Seen through the perspective of a toy running away from a destructive infant, Tin Toy laid down the groundwork for Toy Story – another Lasseter creation.
Disney had only recently allowed films to be made outside its own production company, starting with Tim Burton’s Nightmare Before Christmas (1993).
In a 2011 interview with Entertainment Weekly, [John Lasseter] said: "Disney kept trying to hire me back after each of the short films I had made. I kept saying, 'Let me make a film for you up here.” They always said, 'No, a Disney animated film will always be made at Disney.' They had no interest in doing an outside project." Lasseter continued: "What changed their mind was Tim Burton. Tim and I went to college together, and he had developed a feature idea called 'The Nightmare Before Christmas.' He went on to become a successful live-action director and was trying to buy 'Nightmare' back from Disney. And they said, 'Why don’t you just make it for us?' That opened the door for Disney to think of these niche animated films that could be done. They said, 'Okay, we’re willing to talk with you. We’ve got puppet animation going [with Tim Burton] and now we’ll be willing to develop the computer animation.' They said to come back when we had an idea. So we started thinking…" John Lasseter
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3D computer animation developed alongside CGI in the 1970s, but a fully created computer animation television show or film didn’t debut until the 1990s. Yet animation companies, including Disney, had already played with the new technology before then. The Great Mouse Detective (1988) was the first Disney film to extensively use CGI: creating a two-minute sequence which was heavily promoted in the film’s marketing.
Their CGI was developed in cooperation with Pixar, the two companies coming together to make CAPS, the Computer Animation Production System which was relied upon heavily during the Disney Renaissance.
The technology was new, which put giant animation studios at a disadvantage. Their artists were trained in 2D animation techniques, leaving a void for computer companies who had the expertise to utilise this new technology.
Animation Style
The use of this new technology resulted in a film that looked vastly different from everything that predated it. Not only did 3D computer animation provide greater realism, but the independence of these early animators also meant they were not constrained by an existing “style” favoured by a company.
To this day, animated characters start life at Disney as 2D concept drawings which influences the style once it is converted to 3D. Pixar on the other hand is at home in that format, and their animators create greater complexities and detailed textures in their work.
“There are differences between Pixar and Disney. If you reduced Pixar to a phrase it would be: ‘Wouldn’t it be cool if?’ Like if a kid was looking at their toy: What if the toy could talk? All their films are like this. If you reduced the Disney films it would be: ‘Once upon a time…’.” Glen Keane
The filmmakers designed the minor characters using memories of their childhood toys, but the two leads were a different story. Woody and Buzz Lightyear went through several redesigns, along with the addition and removal of multiple human characters. Thankfully, Disney brought Joss Whedon onboard as a co-writer after reviewing the initial drafts. Now best known for directing and writing Marvel’s The Avengers (2012), Firefly (2002) and Buffy the Vampire Slayer (1997-2003), Toy Story was his first hit for which Whedon shared an Academy Award for Best Original Screenplay.
Because 3D computer animation was so new, even the lead actors didn’t know what the film would look like. Tom Hanks, who voiced Woody, said: “The shading and the light and its starting to look crisp and clean it looks surreal and real, it had a really neat 3-D quality to it without that fuzzy eyeball stuff.”
While Tim Allen, who voiced Buzz Lightyear, said: “When I first saw it I thought, 'I don't know if kids are gonna buy this, adults especially not, it's too high tech, it looks too much like a video game. And they got the second generation, third generation, it started looking slicker and slicker and then they finally finished with a shot of the soldiers going 'one, two, three, let's go!' and they went down the rope, wow! What a view!”
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Pixar’s software was key to the animation of Toy Story. From RenderMan to Menv, the latter of which has since been replaced at Pixar by Presto, it took over 400 computer models to make the film. And it was worth every second of development. Toy Story showed the world that – not only was Pixar the new kid on the animation block – but that they also held the key to the future of animated film.
Get Started With Your Video
Inspired to create a unique animated video of your own? Watch the video below to get a better understanding of how Squideo can help promote your business, then get in touch with us to find out more!
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#toy story#pixar animation studios#pixar#disney#walt disney animation studios#3d computer animation#3d animation#computer animation#buzz lightyear#woody#tin toy#tinny#steve jobs#john lasseter#tim burton#nightmare before christmas#CAPS#computer animation production system#glen keane#joss whedon#tom hanks#tim allen#renderman#menv#presto#youtube#2d animation#animation#small business on tumblr#small business
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Cannon Dancer Osman - Not so random review - Vol.3
Format: PlayStation 4 (Reviewed) Also on PC, Nintendo Switch, PlayStation 5, Xbox One & Xbox Series X/S Publisher: United Games Entertainment (ININ Games / Strictly Limited Games) Developer: Mitchell Corporation (Port by Ratalaika Games S.L.) Release year: 2023 (1996 Original Arcade Release) Genre: Platformer Official Website: https://www.iningames.com/games/cannon-dancer-en
Randomised Gaming reviewed the PlayStation 4 digital download version of Cannon Dancer, the code was provided to us by PR Hound to cover the game.
Over the last few years we've had a real renaissance in older games from the 80s, 90s and 00s getting long overdue re-releases. Mitchell Corporation was one such company whose games have largely remained lost to time, best remembered for the PANG series of games they did with Capcom. In 1996 the designer of the Capcom arcade platformer Strider, Kouichi “Isuke” Yotsui decided it was time to make a sequel to the game and so set about at Mitchell to make his version of Strider 2.
With Capcom owning the rights to Strider, there had to be a few changes, but aside from the look of the hero and the name of the game. This really is a true sequel to Strider in all but name. Unfortunately this was a 2D game released in 1996 when 3D was becoming all the rage in arcades and that's not mentioning the fact its 2D visuals look very dated compared to rival arcade games like Marvel Super Heroes and Metal Slug which came out around the same time period.
Cannon Dancer as it was called in Japan and Osman in the rest of the world, didn't do that well. Selling okay in Japan and flopping overseas, the arcade is rare to say the least and to date I have never seen the raw PCB board in action. For most people emulators like MAME are most likely the place where they played this first, which is true of myself.
I always had a soft spot for Capcom's Strider even if the game was somewhat messy in places. So finally in 2023 United Games Entertainment have teamed up once again with Ratalaika Games to bring you a near perfect version of Cannon Dancer and its first ever home release. I say near perfect as Ratalaika Games have made an error in not allowing users to access the game's dipswitch / options menu at present hidden in the service test mode . Which massively reduces the replay value of the game as it means you can't set the difficulty, change the number of lives, set the size of your starting life bar or change the extend settings or even turn the gore on or off. Certain enemy attack moves only appear on the harder settings as well.
That major issue over, which hopefully United Games Entertainment and Ratalaika Games will patch fairly quickly in the future and I'll be sure to update this review as and when they do, if they do. Is the only issue I really have with the port as the emulation here is the best to date of the game.
The missing options as shown in the arcade's service test mode via MAME.
As you would expect from former Capcom staff Cannon Dancer is a superbly crafted action platformer, if somewhat unforgiving. The first few times you play Cannon Dancer you will lose a credit on the first stage and even more on the later stages. It does take awhile to learn the stage layout and design, but once you spend some time practising you can really master each stage and your opponents. The starting level of difficulty certainly would have put off arcade players in the 90s, many players would have likely turned their back on it after one go, but give it a chance and there is a true gem here.
Osman kicks and climbs his way through each stage and has a decent selection of moves in his arsenal, even if the air suplex, rolling throw and running from slide moves aren't detailed in the game and a moves list would have been very welcome. There's also the super bomb attack which is limited to 3 uses per life and acts a a screen clearing move and deal heavy damage to bosses.
Gameplay wise the controls are spot on with Osman using his kicks to attack. Each time you grab a power up orb you get a shadow Osman that will appear and remain in place for a few seconds. Up to a maximum of four with the last upgrade also giving you a kick limited super long range kick that deals out heavy damage. What makes this game tough is any damage you take, reduces your attack by one level and the super kick only lasts for 20 kick attacks, this limit increases each time you collect the super kick, so long as you don't ever take damage.
The 2D pixel visuals are first class, but they look more on par with arcade games from 1993 not 1996. Each stage has a very different visual theme and look. The city feel of the first stage, which clearly homages Strider is very different to the sunken desert of stage three and the submarine of the sea on the forth. The bosses are also a vibrant cast of characters, from machines made of trash and metals, a flaming man, huge monsters, rival assassins and a dark goddess that wants to enslave the world.
The plot is just bonkers and doesn't make much sense, most of the English text in Osman is best described as Engrish at best and a better translation of the text would have been welcome. Not that the plot in the game matters, as you are trying to take down all the enemies around you. The only real average area of the game is the music and sound effects, which don't really standout from the crowd.
This home port comes with both revisions of the arcade that's Cannon Dancer and Osman. It also features a standard mode, which lets you play with any number of all new extras and bonus features turned on or off, to help make the game easier. These extras included a much needed double jump, various invulnerable moves and attacks along with auto fire. Many of them help give Cannon Dancer a new lease of life and improve the quality of the game.
Sadly one extra I would have liked to have seen, would have been to allow the player to remain in the final super kick upgrade state until they take a hit, as the fact it runs out so quickly after you obtain it, is really annoying. Also the fact the super attack (Bomb) uses don't reset after you clear a stage is another downer and one a perk to address this issue would have been most welcome also.
Adding to the gameplay is the new challenge mode, which allows players to take up to two of the extra perks to try and beat the game with and unlock the included trophies and achievements. As the game will take you to the cleaner the first time you play it you will have to get in some practice in order to overcome slaver and her forces. It took me a good couple of hours of practise and I ended up using the invulnerable attack and 4 credits perk to beat the game. The challenge mode adds in a lot of fun and the perks help to make it a far better game. Common place features like rewind and save state which you expect with these types of modern emulation releases are also included.
While overall the game is very well designed there are a few bits that are just insanely hard. The sudden introduction of reset points on the last stage is one. Forcing you to restart various boss fights on death results in a few frustrating moments and one that will cause you just to spam your super attack lots. While I can clear the last stage without issue now, I still end up using multiple lives clearing the last five bosses back to back. The fake Osman fight is very hard to avoid damage on. As are the three assassins together as Cannon's robot makes it impossible in some parts to avoid hits from the other two, making that fight more luck than skill.
Finally the lack of bonus content is somewhat disappointing, there isn't anything like an art gallery, sprite viewers, moves list or sound test in sight. Considering I was able to find the original arcade flyers and instruction manual detailing all the moves on the internet, it would have been nice to see this content included in this release.
Arcade flyer and instructions taken from the arcade-museum and arcade flyers websites.
In the end Cannon Dancer is a challenging cult arcade game from 1996 that perfectly captures the spirit and gameplay of its predecessor. This is everything you would expect from an arcade title developed by a seasoned veteran of the industry. This version is only hampered by the lack of extra content and the missing dipswitch options, which needs patching in. The emulation has improvements over what is seen in MAME right now, making this the best way to play the game.
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Pros + First home release since 1996 + Superb 90s arcade gameplay + Responsive and tight controls + Great stage design and enemy visuals + Strider 2 in all bar name
Cons - Dipswitches are all missing - No extra content, arcade flyers, sound test, moves list, etc.. - Music and audio is very average
Review by Random Gamer Riven. Twitter: RDGamerRiven Email: [email protected]
Follow Randomised Gaming on Tumblr, for video game, art, reviews, features, videos and more. You can also find us on YouTube, Twitch & Twitter for even more gaming & video content! Buy us a tea on Ko-fi
#Cannon Dancer#Osman Arcade#inin games#strictly limited games#1996#2023#Mitchell Corporation#Kouichi “Isuke” Yotsui#game key provided to randomised gaming#Nintendo Switch#PlayStation4#Xbox#PlayStation5#arcade#Youtube
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Key Benefits of Using Unity for Game Developement
Unity game development allows all types of developers to create full-fledged version games without having to pay costs of any kind. Now let’s take a peek into what makes Unity Game Development a preferable choice.
1. free to use Platform
Unity provides both a free and a paid version, each with its own set of features. To begin your experience, select the free version and have access to the primary game features highlights. When you're ready to take it to the next level, employ different focal points with the pro-version to create games with high-end features like sound channel, 3D composition booster, feature playback, and so on.
2. Advantages of Using Several Platforms
That is undeniably one of the primary reasons why Unity is the preferred platform for all game developers. It enables developers to construct, manage, and deliver cross-platform games, which means they may render the game on numerous devices, including mobile, PC, console, television, and, most recently, AR and VR.
3. Community of Unity Developers
Creating a game needs a lot of ideation and imagination, but it may also be difficult. At times, an extra brain is required to negotiate the challenges, and a developer community can aid far more effectively. This is an additional benefit of adopting Unity game development; it provides continuous support and assistance through the Unity Developer Community.
4. The Asset Storage Facility
Unity provides game creators with a massive asset marketplace where they can locate all of their gaming needs. It enables creators to construct games without getting stuck while developing characters, backgrounds, and buildings.
5. The several Renderings
Unity game development is best recognized for creating 3D games. Yet, it is a powerful framework for creating entertaining 2D games for mobile devices, PCs, and even gaming consoles. In fact, Unity 4.3 has an implicit 2D motor that assists game creators in creating engaging 2D games.
6. Multiplayer Online Games
Games with two or more players are popular in the industry. It creates a competitive and interesting platform for users while providing a big number of downloads for developers. To create multiplayer games, the Unity game development engine provides a configurable, quicker, more scalable platform.
7. Analytics by Unity
Each game developer or client can use the built-in analytics within the Unity game development engine's editor section. It aids in gaining insight into the game and identifying opportunities for improvement. It aids in the development of a better platform and the implementation of modifications to provide an exceptional experience for the players.
8. Simple to Use
The Unity engine is thought to be a challenging machinery tool for game production based on its name and powerful capabilities. Surprisingly, even without a supervisor, Unity game development is fairly simple to utilize.
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As someone who was a part of a company (and was contracted to do tons of AI work as a developer, myself), I was fully against AI Art.
In fact, our contract with Disney was nearly cut because we actually spent time with people going over the intricacies of AI (about how the data would be used) and paid them for their time to be trained upon.
I feel what you just said is probably the best articulation of why I am against it now but not against it in the future.
So many times I have seen people argue, from the abstract perspective you mentioned, of "well if we lived in a perfectly sane world, it would be a great tool" or "you're not against automation in other industries" or "it's progress, so being against it means being anti-technology". I'm sorry, we don't live in that world, we can work towards it but using it as a justification because you like the pretty pictures AI makes does not override human suffering.
If we did live outside of capitalism then using a little chatbot to answer questions about the world, writing some code to make a game, or generating some cool looking art would be awesome!
It would drive creativity but people seem to have weaponised that idea to justify its existence in a world where creativity is the most valuable component of humans under capitalism. You make something new, people enjoy it, you make lots of money, rinse and repeat. AI has essentially become another aspect of hustle culture where you get an AI to do something cheaply then sell that thing as a service with a markup to other people until a massive tech company buys you out.
Does it learn like a human, does it think like a human, are neural networks in TPUs the same as human brains, have we made an artificial brain even?? Maybe! And if we didn't oppress and force humans to live under capitalism we could all enjoy and learn about this technological marvel. Unfortunately, the people currently living on the streets don't get to partake in this progress because the end goal of capitalism is to devalue humans completely.
The best comparison I can draw to this situation is the use of Virtual Production (my industry) and 3D VFX in favour of 2D and practical sets. Wonder why everyone moved over in recent years despite practical sets and 2D animation still holding up today? Fun fact, it's because 2D animators and set designers (among others) unionised whereas a large part of 3D VFX work and Virtual Production (basically just CGI) is not unionised and therefore cheaper. The BBC people worked 9-5, no exceptions, whereas we worked 7-7, with no pay for overtime because the show "needed to happen tonight".
I remember my dad told me practical sets were called "old" and "outdated" and that a lot of the work of set designers could be "automated with virtual scenes" so CGI needed to be embraced as the new technology to optimise TV show and movie making.
You want practical sets because the original Star Wars still holds up today because of it? You're not anti-CGI are you? You're not anti-Toy Story are you?
It's the same arguments but this time with different buzz words.
So here's the thing about AI art, and why it seems to be connected to a bunch of unethical scumbags despite being an ethically neutral technology on its own. After the readmore, cause long. Tl;dr: capitalism
The problem is competition. More generally, the problem is capitalism.
So the kind of AI art we're seeing these days is based on something called "deep learning", a type of machine learning based on neural networks. How they work exactly isn't important, but one aspect in general is: they have to be trained.
The way it works is that if you want your AI to be able to generate X, you have to be able to train it on a lot of X. The more, the better. It gets better and better at generating something the more it has seen it. Too small a training dataset and it will do a bad job of generating it.
So you need to feed your hungry AI as much as you can. Now, say you've got two AI projects starting up:
Project A wants to do this ethically. They generate their own content to train the AI on, and they seek out datasets that allow them to be used in AI training systems. They avoid misusing any public data that doesn't explicitly give consent for the data to be used for AI training.
Meanwhile, Project B has no interest in the ethics of what they're doing, so long as it makes them money. So they don't shy away from scraping entire websites of user-submitted content and stuffing it into their AI. DeviantArt, Flickr, Tumblr? It's all the same to them. Shove it in!
Now let's fast forward a couple months of these two projects doing this. They both go to demo their project to potential investors and the public art large.
Which one do you think has a better-trained AI? the one with the smaller, ethically-obtained dataset? Or the one with the much larger dataset that they "found" somewhere after it fell off a truck?
It's gonna be the second one, every time. So they get the money, they get the attention, they get to keep growing as more and more data gets stuffed into it.
And this has a follow-on effect: we've just pre-selected AI projects for being run by amoral bastards, remember. So when someone is like "hey can we use this AI to make NFTs?" or "Hey can your AI help us detect illegal immigrants by scanning Facebook selfies?", of course they're gonna say "yeah, if you pay us enough".
So while the technology is not, in itself, immoral or unethical, the situations around how it gets used in capitalism definitely are. That external influence heavily affects how it gets used, and who "wins" in this field. And it won't be the good guys.
An important follow-up: this is focusing on the production side of AI, but obviously even if you had an AI art generator trained on entirely ethically sourced data, it could still be used unethically: it could put artists out of work, by replacing their labor with cheaper machine labor. Again, this is not a problem of the technology itself: it's a problem of capitalism. If artists weren't competing to survive, the existence of cheap AI art would not be a threat.
I just feel it's important to point this out, because I sometimes see people defending the existence of AI Art from a sort of abstract perspective. Yes, if you separate it completely from the society we live in, it's a neutral or even good technology. Unfortunately, we still live in a world ruled by capitalism, and it only makes sense to analyze AI Art from a perspective of having to continue to live in capitalism alongside it.
If you want ideologically pure AI Art, feel free to rise up, lose your chains, overthrow the bourgeoisie, and all that. But it's naive to defend it as just a neutral technology like any other when it's being wielded in capitalism; ie overwhelmingly negatively in impact.
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The Blender Open Movies
youtube
What you're looking at is a playlist of the Blender Open Movies, a series of projects which have been one part technical demonstration, one part weird Dutch arthouse cinema, and one part live QA test. And as this is tumblr, I would like to yell at you about it for a while.
Blender and its Foundation
Fifteen years ago, Blender was not nearly so well known as it is now, and it was a far quirkier, far more baffling program to use. To give you some sense of the weirdness, it used to open with a top-down view that made it hard to tell what exactly what you were looking at, you selected objects with right click, and to whatever extent you might think of there being graphical elements that show you what you can do at any point, were absent. Instead you had keyboard shortcuts, and the wiki. The software was obtuse as hell, painful to use, and ridiculously confusing.
Those of you saying "nothing's changed then", I want you to imagine everything you hate about Blender's UX and multiply it by a thousand. It was that bad.
But the developers behind Blender, a group of Dutch software developers who had bought Blender from their own parent company through a fundraising campaign, made two crucial decisions:
First, rather than becoming a conventional software company and competing with Maya and C4D directly, they made the project Open Source, permanently free to use by anyone, under a legal framework that makes it legally impossible for them to ever charge anyone for it.
Second, and in my view the real secret sauce of Blender's success: the Blender Open Movies.
Build the Bike Underneath Yourself
The developers of Blender use a "content driven development" model, meaning that like Pixar, they are always making animations, and also like Pixar, they are using what they learn to make the software better.
This means that the Blender Foundation doesn't just hire programmers, it hires 3D artists. And then it puts them in the same building with the software developers, and the two groups cooperate to get the software to do as much as it can.
The result is that you start with something kind of dreadful-looking like The Elephant's Dream and end up with gorgeous shorts like Spring. It also means that the interface has been improving year over year for all fifteen of those years, and it shows. Blender still has some pitfalls in its interface, but at this point, more than half of them are caused by the fact that creating 3D art is just hard.
In addition to becoming (less) user-hostile, Blender has become spectacularly, game-breakingly powerful. Unlike most other 3D software, Blender contains everything you need to make 3D animations, inside the software itself. Some tools are not the best in the business, but everything at least exists and can get the job done.
This format has even inspired other studios to become contributing members of the project. One such studio in Spain created Hero, and along with it a collection of mods which eventually became the official tool, Grease Pencil, a way to merge 3D and 2D art styles in the same workspace.
Weird Dutch Animation
One thing you'll notice about the Blender Open Movies is that they are often weird, dark, and quirky. Some of them could frankly use some content warnings. The 3D artists that make up the Blender Studio are an odd bunch, and any time one comes out I think "ok is this going to be one I can show people and tell them they should try this software or am I going to have to stick with Spring for now" because in a general audience, these aren't always great narrative first impressions.
Stories from these films have included stuff like (this paragraph will just be a litany of the dark shit in the movies so you can skip it if you like, or use it to get a sense of what you're in for...) ambiguously fatal head trauma, a dragon getting knifed and blood going everywhere, a sheep trying to hang himself (and the voice acting is pretty upsetting tbh), campers getting murdered by smurf knockoffs, you get the picture.
These days the studio has been trying to keep its offerings a little easier to pass around in mixed company, but every now and then they make something like Sprite Fright and I think "ahhhh, there we go, that's my Dark Blender Studio..."
And as much as I sometimes wish I could pass around this playlist without caveats, I do feel there's value in the art they're doing-- a lot of the weirder films are, despite existing in large part as a tool to make 3D software better, the sort of thing that wouldn't get made by other means. And indeed, they light the way for yet more animation that wouldn't exist without Blender.
The Barrier Has Never Been Lower
What still excites me about Blender to this day is that it keeps proving its value by being the underlying framework that independent artists use to go far beyond what they would be able to afford to do otherwise. Ian Hubert makes live-action films with CGI that reads as only a few steps back from Marvel, This Guy is making a whole weird universe of hard to look at but weirdly impressive monsters, and 87render is making some of the most gorgeous Transformers fan film I've ever seen.
Because Blender is free, and cannot be made un-free, artists can trust it to be there tomorrow. And with stability comes dedication, and with dedication, you get what we have now, an entire ecosystem of creatives making things that just wouldn't happen otherwise.
I felt like a call to action at the end of this would read as annoying, but I do think it's worth a try, even if you tried it a few years ago and it didn't click. It keeps changing, and it keeps getting better. The Blender Open Movies have made sure of that.
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The top iOS game developer in India is Knick Global, one of the top software development firms in the nation. With a group of extremely talented and knowledgeable developers, Knick Global has carved out a place for itself in the gaming sector. The company's specialty is creating intriguing and interesting iOS games that captivate players for extended periods. To create excellent gaming experiences, the Knick Global team blends creative thought with technical competence.
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BelthaInfotech: Leading Game Development Company in Auckland, New Zealand | Unity 3D, Android & Web 3 Games
Discover BelthaInfotech, the most trusted mobile game development company in Auckland, New Zealand. Specializing in Android game app development, 2D & 3D game development, and Unity game development services. Elevate your gaming experience with the best Unity game development company in Auckland. Hire our expert 2D/3D Unity game development company today!
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Cross-posting from Twitter to remind people that every classic Nintendo landmark release stands on the shoulders of a myriad of other games. That the impression of Nintendo as the stewards of game history has a lot to do with their aggressive marketing and with the fact that many of the games they were directly iterating on did not see a release in the US. Even when they did release in the US, they often did not have the same notoriety due to indirectly competing with the marketing might of Nintendo of America.
So if you're sick of this bullshit but you love Nintendo games, here's a list of games to try that will expand your world outside of that company:
If you like Pokémon
If you ask for a consensus of what RPG videogame is the best, Dragon Quest V will very likely be the answer if you're asking Japan specifically. It very directly inspired Pokémon. The DS version looks and plays amazingly and was the first time the game got localized in the West. Prior to DQ5 though, the mechanics of "monster taming" that DQ5 and Pokémon uses actually find their origin in the Megami Tensei series, of which Persona is a spin-off of. Other than those, there's Digimon Story Cybersleuth, the Monster Rancher games, and of course, DQ5 spawned a whole monster raising spin-off with the Dragon Quest Monsters series.
If you like 2D Mario
Super Mario Bros. was definitely a huge deal, and nearly all platformers after it were directly or indirectly inspired by its weight. However, games like Pac-Land and Ghouls'n Ghosts actually preceeded it, so it's not like scrolling platformers began their existence with Mario! With games released after Mario, there's the Sonic series, Klonoa: Door to Phantomile (pictured), Klonoa 2: Lunatea's Veil, Rocket Knight Adventures, Dynamite Headdy, Ristar, Rayman Legends, the Megaman and Castlevania games, and the technical platformer masterpieces Gimmick! and the Umihara Kawase series.
If you like 3D Mario
Jumping Flash! is a 3D platformer pioneer released a whole 2 years before Super Mario 64 and I honestly like it better! Jumping Flash! 2, the Ape Escape games (pictured), Penny's Big Breakaway, Chameleon Twist 1 and 2, the Ratchet & Clank games and Sackboy: A Big Adventure are all superb too.
If you like 3D Zelda
Megaman Legends is a fantastic 3D action and dungeon exploring game and actually released before Ocarina of Time, too. You also have the Ys series (started 2D back in 1987 but has a ton of fantastic 3D entries to this day!), Okami, the dot Hack series, Tail Concerto and Solatorobo.
If you like 2D Zelda
There's absolutely no shortage of great games in this category. Beyond the early Ys games: Beyond Oasis (pictured) is a beautiful top-down action RPG with beat'em up mechanics made by Ancient, the developers of Streets of Rage 2, and the company of legendary composer Yuzo Koshiro. It also had a sequel on the Saturn, with Legend of Oasis. There's also the Mana series (the first game, Final Fantasy Adventure on the Game Boy, I like better than Link's Awakening), Unsighted (developed by two brazillian trans women!), Crusader of Centy, Linkle Liver Story, Soul Blazer, Terranigma, Illusion of Gaia, Sylvan Tale and Alundra.
So there, please try some of these games out. I've not touched a Nintendo game in 10 months and I've cleared over 35 wonderful classic games in that meantime, some of which are listed here. Don't let the one company colonize your mind into believing that's where all the games you like come from, because they're the most well-known in the US, because Nintendo of America indoctrinated whole generations into mostly only consuming their stuff. My focus is on classic games because that's what I like, and also, because it feels like people remember less and less games from a decade+ ago that were not Nintendo.
Yuzu Pays $2.4 Million to End Nintendo Lawsuit
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Top 10 Best Storyboarding Software of 2024
Storyboarding is an important tool that animators, filmmakers, and creators use to prepare their concepts visually before the actual production process. Since 2024, there are numerous storyboarding software options with varied features that simplify the creative process and help organize it. Listed below are the top 10 storyboarding tools for every artist this year.
"The correct storyboarding software enhances creative ideas and simplifies production work. It's just a matter of finding the right mix of features and simplicity."
What is a Storyboard?
A storyboard is a series of drawings that illustrate the essential parts of a story or project. Each drawing, called a "frame," illustrates a key moment including what's happening, where, and who is involved.
Storyboards are like a movie or animation's rough draft, but it allows filmmakers or animators to show how their ideas are going to look when filmed or animated before they start filming or animating. This gives them a way of planning their story, a means of ensuring everyone knows the idea, and finding issues early.
Top 10 Best Storyboarding Software of 2024
Here are the top 10 storyboarding software tools of 2024, each designed to help you transform your ideas into clear, engaging visuals.
1. Toon Boom Storyboard Pro
Best for: Professionals and Animation Companies
Toon Boom Storyboard Pro is a popular tool used by top animation studios. It has a user-friendly design with strong features to make clear, high-quality storyboards. You can easily sketch, draw, and edit frames, it even makes organizing all scenes straightforward with its timeline feature. It also supports advanced features like camera movements, sound syncing, and special effects, making it an excellent choice for animators.
Key Features: ⦁ Advanced drawing and sketching tools ⦁ Full timeline integration for animation ⦁ Support for 2D and 3D cameras ⦁ Collaboration tools for team-based projects
2. Storyboard That
Best for: Beginners and Educators
Storyboard That is a simple tool for making a storyboard. It's made for beginners and educators. It offers templates, drag-and-drop features, and a variety of pre-made characters, backgrounds, and props, making it simple to create professional-looking storyboards quickly. It’s ideal for educational purposes due to its simplicity and affordability.
Key Features: ⦁ Pre-made templates and character assets ⦁ Simple drag-and-drop interface ⦁ Easy interaction with additional devices, including Google Drive ⦁ Perfect for educational and non-professional use
3. Celtx
Best for: Scriptwriting and Pre-production
Celtx is a fully comprehensive set in pre-production with the integrated feature of storyboarding, scriptwriting, and a scheduling set, ideal for filmmakers, animators, or game developers, as it is a complete solution. Celtx helps turn your script into a visual storyboard so that scenes and shots can be easily arranged. It is a cloud-based product where teams can work on it in real-time.
Key Features: ⦁ Script-to-storyboard conversion ⦁ Cloud-based for team collaboration ⦁ Integrated shot lists and production scheduling ⦁ Available on multiple devices
4. FrameForge
Best for: Cinematic Storyboarding
FrameForge is powerful storyboarding software designed for filmmakers, especially those who are complex in camera angles and lighting in movement. The library of 3D virtual sets, characters, and props would let you see scenes clearly and show off your film cinematography in real shots.
Key Features: ⦁ 3D scene creation for accurate visualization ⦁ Controls for camera angle and lighting ⦁ Tools that help position characters in detail ⦁ Interactive storyboard editing
5. ShotPro
Best for: Mobile Storyboarding
ShotPro is a flexible storyboarding application that's perfect for traveling filmmakers and animators who'd like the storyboarding experience on the go. The usability of ShotPro is just easy to use; this mobile device will actually allow the user to create, edit and share storyboards directly from their mobile devices.
Key Features: ⦁ Mobile-first design for on-the-go storyboarding ⦁ Full camera, lighting, and character management ⦁ Easy sharing and collaboration options ⦁ Affordable and user-friendly interface
6. Boords
Best for: Collaborative Storyboarding
Boords is an online storyboarding platform with collaborative functionality. It's well-suited for project teams working on big projects because users can develop, edit, and even provide comments on storyboards in real-time. It's great for both professionals and beginners, offering feature-rich templates and easy drag-and-drop functionality.
Key Features: ⦁ Real-time collaboration and feedback ⦁ Customizable storyboard templates ⦁ Easy drag-and-drop interface ⦁ Cloud-based for easy access and sharing
7. Storyboarder
Best for: Free and Open Source
Storyboarder is free and open-source software that lets anyone make storyboards. It offers powerful features like a sketching tool, scene management, and the ability to import scripts directly. It also works well with tools like Photoshop for easy workflow.
Key Features: ⦁ Free and open-source software ⦁ Easy script importing and scene management ⦁ Integration with Photoshop for advanced editing ⦁ Lightweight and fast performance
8. Plot
Best for: Quick, Simple Storyboarding
Plot is just a simple and clean storyboarding tool good for making rapid-fire, easy, and quick storyboards. It's ideal for small projects or perhaps a very small team working on the baselines of storytelling without having complicated features. Its user-friendly interface makes it accessible for beginners as well as experts.
Key Features: ⦁ Rapid and simple storyboard creation ⦁ User-friendly Interface ⦁ Cloud-based with sharing options ⦁ Best for quick planning before production
9. TVPaint Animation
Best for: Traditional Animation Storyboarding
TVPaint Animation is designed for traditional animators who prefer hand-drawn storyboards. It offers powerful drawing tools and a customizable timeline for planning scenes frame-by-frame. This software is ideal for those who want a more organic, traditional approach while enjoying digital conveniences.
Key Features: ⦁ Traditional animation tools with digital convenience ⦁ Frame-based timeline management ⦁ Many drawing tools and brushes ⦁ Supports 2D and 3D animation integration
10. StudioBinder
Best for: Filmmakers and Production Teams
StudioBinder is an all-around platform for film production management, coming with storyboarding among its tools. Storyboarding will facilitate the handling of pre-production tasks that would include scheduling, casting, and shot lists among others. Its user-friendly drag-and-drop interface and teamwork capabilities have made StudioBinder a popular choice for large-scale projects.
Key Features: ⦁ Integrated production management tools ⦁ Drag-and-drop storyboard creation ⦁ Collaboration and feedback tools ⦁ Cloud-based with mobile accessibility
Best Free and Paid Storyboarding Tools of 2024
Storyboarding software is a crucial tool in creating films and animations. There are so many tools that one can use in 2024 from free tools to paid options. This guide will look at the very best free and paid tools for 2024.
Premium Software Options
Great premium tools are Storyboard Pro, Toon Boom Storyboard Pro, and StudioBinder. They have great drawing tools, work well with video editing, and help teams collaborate on the film. These attributes make them perfect for professional animation studios.
Free Options for Newbies
If you are just starting, there are many free tools. Storyboard, Pixton, and Plotagon Story are good for beginners. They are simple to use and help you begin with storyboarding.
Cloud-Based Solutions
With cloud-based applications, the way teams collaborate has changed dramatically. It is possible to work from anywhere with Frameforge, Boords, and Storyboard Pro Online. This solution makes it easy to collaborate as well as track change history. It's great for distributed collaboration.
Some of the latest storyboard software to consider includes:
⦁ Canva: Canva is popularly known for ease of use in designing. It also has functionalities now for simple storyboard creation. This can be useful for new starters or someone looking for a pretty quick and neat solution.
⦁ Power Production Software: This professional software is quite comprehensive in storyboard creation work by providing all tools for timeline management, script-to-storyboard features, and advanced editing tools just suitable for filmmakers.
⦁ Adobe Photoshop: A long-time favorite for artists, Photoshop’s powerful drawing and editing tools make it a top choice for creating detailed, hand-drawn storyboards, especially for animators and illustrators.
⦁ OpenToonz: OpenToonz is an open-source animation software that offers storyboarding tools with advanced features for animators by allotting customizable brushes and using frame-by-frame management. OpenToonz is suitable for people seeking free but powerful tools in the production of animation.
Conclusion
Choosing the right storyboarding software is important for turning your creative ideas into reality, whether you're just starting or a professional. In 2024, there are many options, from easy tools like Canva and Plot for quick projects, to more advanced ones like Toon Boom Storyboard Pro and StudioBinder for detailed work. Free tools like Storyboarder and OpenToonz are great for beginners, while cloud-based apps like Boords and ShotPro make it easy to work together with others. With so many choices, you can find the right software to help you plan your projects smoothly and create great visuals.
Don't forget to share this post!
#animation#sketching artist#art#artist#drawing#digital art#digital drawing#artists on tumblr#animator#storyboard#animatic#animatic storyboard#storytelling
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Discover the Best Game Development Company: Virtualize Technologies
When it come to finding the best game development company, look no further than
virtualize technologies. With a proven track record of delivering high-quality mobile games, our team combines creativity and technical expertise to create unforgettable gaming experiences. In this blog, we’ll explore why Virtualize Technologies stands out in the competitive landscape of game development.
Why Choose Virtualize Technologies?
1. Expertise in Android Game Development
As a premier game development company, we specialize in Android game development. Our talented developers are well-versed in the latest tools and technologies, ensuring that your game is not only visually stunning but also optimized for performance across various devices. From concept to launch, we work closely with you to create a game that resonates with your target audience.
2. Creative Animation Services
At Virtualize Technologies, we understand that compelling visuals are key to engaging players. Our animation team excels in both 2D and 3D animation, creating characters and environments that leap off the screen. Whether you need animations for a mobile game or marketing materials, our creative solutions will elevate your project.
3. Pioneers in AR and VR Development
As the gaming industry evolves, so do we. Virtualize Technologies is at the forefront of augmented reality (AR) and virtual reality (VR) development. We create immersive experiences that transport players to new worlds, making gameplay more engaging and interactive. Our AR and VR solutions cater to a variety of applications, from gaming to training simulations.
4. Innovators in the Metaverse
The metaverse is rapidly gaining popularity, merging social interactions with gaming in exciting new ways. At Virtualize Technologies, we are passionate about exploring this innovative frontier. We develop metaverse applications that allow users to connect and collaborate in virtual environments, enhancing their gaming experience and opening up new possibilities for engagement.
5. Commitment to Quality and Customer Satisfaction
What sets Virtualize Technologies apart as the best game development company is our unwavering commitment to quality and customer satisfaction. We believe in transparent communication and collaboration throughout the development process. Your vision is our priority, and we strive to exceed your expectations at every stage of your project.
Our Development Process
Conceptualization: We start by understanding your vision and goals, ensuring that we align our development process with your expectations.
Design: Our design team crafts unique art and gameplay mechanics that capture players' attention.
Development: Utilizing cutting-edge technologies, we bring your game to life with high-quality graphics and smooth gameplay.
Testing: Rigorous testing ensures that your game runs seamlessly and is free of bugs before launch.
Launch and Support: We assist you in launching your game and provide ongoing support to ensure its success in the market.
Get Started Today!
If you’re searching for the best game development company to bring your gaming ideas to life, look no further than Virtualize Technologies. Our expertise in game development, animation, AR, VR, and the metaverse makes us the ideal partner for your project.
Contact us today to discuss your game development needs and discover how we can turn your vision into reality. With Virtualize Technologies, the possibilities are endless!
Stay tuned for more updates and insights from Virtualize Technologies, your trusted partner in the world of game development!
#game development#animation#2d animation#3d animation#metaverse#augmented reality#virtual reality#game developers
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Hire Game Developers: Building Exceptional Gaming Experiences
The gaming industry has never been healthier, and demand to hire game developers with specialized skills has never been greater. For startups seeking to develop a highly unique mobile game or more established companies creating a full-scale console title, it is pretty essential to get the right game developers on board. What differentiates game developers is the creativity along with technical skills and the thorough understanding of game mechanics in creating appealing experiences for the users so that they would keep on coming back to the place. Here is what you must know while hiring the best game developers for your project.
Key Skills to Keep an Eye Out for in Game Developers
Game Engine Know-how:
Good knowledge of famous game engines such as Unity and Unreal.
Godot is also known as a platform for 2D gaming.
Custom-built engine support if necessary.
Programming languages are also a must.
Experience in C++, C#, and JavaScript.
Understanding in scripting languages for managing game event and mechanics.
Ability of AI programming for the creation of NPCs and games
3D Modeling and Animation Abilities
Creates complex models and animates fluidly.
Skills in Blender, Autodesk Maya, or 3ds Max
Knowledge of how to rig and animate to make the characters move and make the environmental dynamics.
Problem Solving and Debugging:
Strong debugging skills to help optimize the performance of the game.
Has knowledge of what bugs to expect in game development and how to get rid of them.
Capability to add feedback loops continuously for continuous testing and development.
There are different types of game developers:
Front-end game developers: They handle tasks like gameplay mechanics, interface, and user interaction
Backend game developers: They take care of the server-side coding that assists with multi-player interaction, data storage, and much more
Full-Stack game developers: One is great at both aspects; thus, they are pretty viable for full-fledged work.
Game Designers VS Game Developers: Game designers will come up with their concept, but the work done by game developers actually turns those concepts into codes and graphics.
Benefits of Hiring Game Developers
Customization: Features in accordance with what you wish your game will be.
Innovation: Developers bringing in new innovative ideas of how to elevate the game.
Optimized Performance: The developers improve the code, making game play as silky smooth as possible, with the rapidity as needed.
Scalability: You can rapidly scale features for your games with the help of expert developers.
Finding and Hiring Game Developers
1. Define Your Game’s Needs
Identify your target platform: PC, mobile, or console.
Specify the kind of gameplay, graphics, and features you want.
2. Select the Right Hiring Model
Freelancers: For small-scale or a specific short-term project, freelancers are great options.
In-House Team: Hire them in-house if it is long-term or an extensive one.
Outsourcing Studios: All-in-one deal with an experienced team having a strong background in developing games.
3. Review Portfolios and Experience
Check out the people you hire to see if they have any similar game experience.
Analyzing previous work for quality, creativity, and engagement
4. Conduct Technical Interviews
Testing for proficiency in relevant languages and tools.
Use problem-solving skills assessment via scenario-based questions.
Ask for sample projects or coding tests if possible.
Cost of Hired Game Developers
Freelancers: They normally request it on an hourly or a project basis. Their price depends on experience, location, and complexity.
In-House Developers: That is a long-term investment: salary, benefits, and equipment.
Outsourced Teams: Their cost is determined by the skills involved and the location of the teams.
Advantages and Disadvantages of hiring Freelancers vs. In-House Game Developers
Freelancers
Pros: Cheap, flexible, and diverse expertise.
Cons: Lack of control on work hours, less responsibility.
In-House Developers
Pros: Predictable work, easier collaboration, and smooth timelines.
Cons: Higher long-term costs, especially on benefits and overhead.
Maximizing ROI When Hiring Game Developers
Communication:
Updates are frequent to ensure that the work is done as per your vision.
Use project management tools to track deadlines and deliverables.
Quality Assurance:
Proper testing stages are done to detect bugs early.
Get player feedback to keep improving gameplay.
Post-Launch Support:
Ensure bugs are fixed and updates are made based on reviews from the players.
Seasonal content or expansions can be used to keep players engaged.
Conclusion
It’s concluded that the most crucial element in developing appealing and platform-independent games is the recruitment of experienced game developers. AIS Technolabs brings the technical expertise combined with creative insight from its experienced team of developers to provide high-end game development solutions. At AIS Technolabs, we focus on smooth project execution, quick troubleshooting, and a user-centric approach to bring your game vision to life. Ready to take your game project to the next level? Contact us today to support your goals with professional, innovative game development services.
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