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PC Games Suitable for Children: A Detailed Guide
contact us for any type of game development
Today, parents are taking more serious interest in fun games for their kids that will be entertaining and educational. The PC development of games landscape has grown considerably over the years to now provide various genres to promote creativity, strategic thinking, and even develop some social skills, like building architecture, puzzle-solving activity, or enjoying adventures in the…
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#app ideas to make money#game ideas to make#gaming#hiring a game developer#ideas for a game#mobile-game-development#outsourced game development#unity3d game development companies#video-games
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Exploring the World of Game Testing Services - Ensuring Seamless Gaming Experiences
In the fast-evolving landscape of the gaming industry, where creativity knows no bounds and innovation never rests, delivering a flawless gaming experience to players is paramount. Game developers pour their hearts and souls into crafting intricate worlds, engaging narratives, and captivating gameplay mechanics. However, even the most brilliant ideas can be marred by technical glitches, bugs, and performance issues that slip through the development process. This is where game testing services step onto the stage, playing a crucial role in refining and perfecting games before they reach the eager hands of players.
The Essence of Game Testing Services
Game testing services are a vital component of game development that involves the systematic evaluation of games to identify and rectify any issues that could hinder the player's experience. This process encompasses a wide range of activities, from ensuring gameplay mechanics are smooth to guaranteeing that graphical elements are visually appealing and glitch-free. In essence, game testing services strive to enhance overall gameplay quality, optimize performance, and mitigate potential frustrations that players might encounter.
The Dimensions of Game Testing
Game testing is a multi-faceted endeavor that encompasses various dimensions, each contributing to the overall quality of the final product. Some of the primary dimensions of game testing services include:
1. Functionality Testing:
This type of testing focuses on the core functionality of the game. Testers meticulously go through the game, examining every interaction, feature, and mechanic to ensure they work as intended. From combat systems to user interfaces, functionality testing aims to catch any inconsistencies or malfunctions that could disrupt the gameplay experience.
2. Compatibility Testing:
Games are played on a diverse array of platforms and hardware configurations. Compatibility testing ensures that the game performs consistently across different devices, operating systems, and screen resolutions. This ensures that players across various platforms can enjoy a seamless experience.
3. Performance Testing:
Performance testing evaluates the game's performance under various conditions, such as high player loads, complex scenes, or resource-intensive scenarios. Testers analyze frame rates, loading times, and other performance metrics to identify bottlenecks and areas for optimization.
4. Usability Testing:
Usability testing focuses on the player's perspective. Testers assess the game's user interface, controls, tutorials, and overall ease of use. This helps in identifying areas where the game might confuse or frustrate players, leading to improvements in user experience.
5. Localization Testing:
For games with a global audience, localization testing ensures that the game's text, audio, and visual elements are properly translated and culturally adapted. This prevents awkward translations or cultural misunderstandings that could detract from the immersive experience.
6. Regression Testing:
As games are developed and updated, new features and fixes can inadvertently introduce new issues. Regression testing involves retesting the game after changes to ensure that previously resolved problems haven't resurfaced and that new issues haven't emerged.
7. Security and Compliance Testing:
In an era of online and multiplayer gaming, security is paramount. Testers assess the game's vulnerability to hacks, cheats, and other security breaches. Additionally, compliance testing ensures that the game adheres to industry regulations and guidelines.
The Role of Game Testers
Game testers are the unsung heroes of the gaming industry. They are individuals who possess a keen eye for detail, a passion for gaming, and the patience to meticulously analyze every nook and cranny of a game. Their job is to push the game to its limits, intentionally trying to break it in ways that players might. Through this process, they uncover issues that might have gone unnoticed during development.
Testers meticulously document their findings, detailing the steps to reproduce each bug and providing insights into the potential causes. This information is then relayed to the development team, who can use it to pinpoint and rectify the problems.
The Evolution of Game Testing Services
Over the years, game testing services have evolved significantly. Initially, many game developers relied on in-house testing teams, but as games grew in complexity and global reach, the demand for specialized testing services skyrocketed. Today, there are dedicated game testing companies and freelance testers who offer their expertise to developers across the world.
With the rise of remote work and cloud-based testing platforms, game testing has become more flexible and accessible. Testers can now assess games on various devices and configurations without being physically present at the development studio. This has not only expanded the talent pool but also expedited the testing process.
The Future of Game Testing
As technology continues to advance, so too will the landscape of game testing services. With the advent of virtual reality (VR), augmented reality (AR), and cloud gaming, new dimensions of testing will emerge. Testers will need to assess how games perform in these immersive environments and how well they adapt to various network conditions.
Moreover, as AI and machine learning find their way into gaming, there's potential for automated testing tools that can quickly identify common issues and even predict potential problems based on past data.
In Conclusion
Game testing services are the unsung champions of the gaming world, ensuring that the products of countless hours of development and creativity reach players in the best possible shape. Their meticulous work guarantees that gamers can immerse themselves in worlds of wonder without the interruptions of glitches and bugs. As the gaming industry evolves, so too will the methods and tools of game testing, ultimately shaping a future where gaming experiences are as seamless and immersive as possible.
#game testing services#game testing online#game testing services india#mobile game testing services#game testing company#android game testing#online game tester#game tester online#game functionality testing#online game testing#game testing platforms#vr game tester#game qa testing service provider#game testing as a service#game qa services#game testing outsource
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Hello! Welcome to the official Double Dead Studio Tumblr, the solodev behind Reanimated Heart, Another Rose in His Garden, and Pygmalion's Folly.
Reanimated Heart is a character-driven horror romance visual novel about finding love in a mysterious small town. There are three monstrous love interests with their own unique personalities and storylines.
Another Rose in His Garden is an 18+ erotic Omegaverse BL visual novel. Abel Valencia is an Omega who's hidden his secondary sex his entire life. Life's alright, until he meets the wealthy tycoon, Mars Rosales, and the two get embroiled in a sexual affair that changes his life forever.
Pygmalion's Folly is a survival murdersim where you play as Roxham Police Department's star detective, hellbent on finding your sister's killer... until he finds you.
Content Warning: All my games are 18+! They contains dark subject matter such as violence and sexual content. Player discretion is advised.
This blog is ran by Jack, the creator.
Itch | Link Tree | Patreon | Twitter
Guidelines
My policy for fanwork is that anything goes in fiction, but respect my authority and copyright outside it. This means normal fan activity like taking screencaps, posting playthroughs, and making fanart/fanfiction is completely allowed, but selling this game or its assets isn't allowed (selling fanwork of it is fine, though). You are also not allowed to feed any of my assets to AI bots, period, even if it's free.
Do not use my stuff for illegal or hateful content.
Also, I expect everyone to respect the Content Warnings on the page. I'm old and do not tolerate fandom wank.
F.A.Q.
Who are the main Love Interests in Reanimated Heart?
Read their character profiles here!!
Who's the team?
Jack (creator, writer, artist), mostly. I closely work with Exodus (main programmer) and Claira (music composer). My husband edits the drafts.
For Reanimated Heart, my friend Bonny makes art assets. I've also gotten help from outsiders like Sleepy (prologue music + vfx) and my friend Gumjamin (main menu heart animation).
For Reanimated Heart's VOs, Alex Ross voices Crux, Devin McLaughlin voices Vincenzo, Christian Cruz voices Black, Maganda Marie voices Grete, and Zoe D. Lee voices Missy.
Basically, it's mostly just me & outsourcing stuff to my friends and professionals.
How can I support Double Dead Studio productions?
You can pay for the game, or join our monthly Patreon! If you don't have any money, just giving it a nice rating and recommending it to a friend is already good enough. :)
Where do the funds go to?
Almost 100% gets poured back into the game. More voice acting, more music, more trailers, more art, etc. I also like to give my programmer a monthly tip for helping me.
This game is really my insane passion project, and I want to make it better with community support.
I live in the Philippines and the purchasing power of php is not high, especially since many of the people I outsource to prefer USD. (One time I spent P10k of my own money in one month just to get things.) I'll probably still do that, even if no money comes in, until I'm in danger of getting kicked out the street… but maybe even then? (jk)
What platforms will Reanimated Heart be released in?
Itch and then Steam when it's fully finished. Still looking into other options, as I hear both are getting bad.
Will Reanimated Heart be free?
Chapter 1 will be free. The rest will be updated on Patreon exclusively until full release.
Are you doing a mobile version?
Yeah. Just Android for now, but it's in the works.
Where can I listen to Reanimated Heart's OST?
It is currently up on YouTube, Spotify, and Bandcamp!
Why didn't you answer my ask?
A number of things! Two big ones that keep coming up are Spoilers (as in, you asked something that will be put in an update) or it's already been asked. If you're really dying to know, check the character tags or the meta commentary. You might find what you're looking for there. :)
Will there be a sequel to Pygmalion's Folly?
It's not my first concern right now, but I am planning on it.
Tag List for Navigation
Just click the tags to get to where you wanna go!
#reanimated heart#updates#asks#official art#crux hertz#black lumaban#vincenzo maria fontana#grete braun#townies#fanwork#additional content#aesthetic#spoilers#lore#meta commentary#memes#horror visual novel#romance visual novel#yandere OC#prompts#another rose in his garden#abel valencia#mars rosales#florentin blanchett#pygmalion's folly
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Wake Up Call - Nintendo Alarmo
All through Summer 2024 the Nintendo fandom had been in a fervor. The Nintendo Switch’s reign had eclipsed its seven year apex: the time had come for a new flagship piece of hardware to take its place. The stage seemed to be set: the game releases were thinning, the Nintendo Directs sparse, and the major game releases clearly smaller, outsourced, and not the main focus of development. Nintendo had already acknowledged the new machine’s existence with an assurance of it being announced within the fiscal year, followed by a continuous promise below each and every announcement stream that there “will be no mention of the Nintendo Switch successor during [...] these presentations.”
As the dog days passed by, during the fleeting few weeks of Fall that still existed between the ever widening record-high Summers and devastating Winter storms, it seemed undeniable that the stage was being set. Nintendo filed new patents for motion sensor technology. Word got out that they were filming a commercial for a new piece of hardware. They flew out content creators to demo something kept under wraps. And on October 9th, 2024, fans awoke to a flurry of notifications, an early morning unheralded announcement shaking the very foundations of what was thought possible for the gaming giant:
Alarmo.
Nintendo’s smart alarm clock. A touchscreen device with a sleek interface, loaded with 35 themes inspired by 5 games (and more to come), and a $100 price tag. Their patented motion sensing technology made for a hands-free experience. Set the alarm once and from then on, each and every morning, your eyes would flutter open to a jazzy Mario tune, and your triumphant rise from bed would be rewarded with a victory jingle, a “Lets-A-Go!”, and a shot of nostalgic dopamine.
But is nostalgic the right word? The motion sensor only works with a very specific set-up: most notably being limited to one person, a small bed, and a room that will remain otherwise empty through the night. No spouses, no pets, no roommates. It was clear this was intended for a child’s room. So no, it wasn’t nostalgic. At least not yet. It was designed to create new nostalgia.
Nintendo Alarmo, along with the similarly aimed Pokemon Sleep, are part of Nintendo’s long-running obsession with intentionally forming habits and responses. From the scheduled broadcasts of the Satellaview to the daily-task centric Animal Crossing series, and especially the predatory practices of their mobile game releases, Nintendo had a penchant for designing parasites that attached themselves to your waking (and non-waking) cycle.
Today I’ll be sharing excerpts from interviews with people who received Alarmos as children, and uncover the shocking effects of waking each morning to a pavlovian coin-get jingle. But first, speaking of coin-getting, a word from today’s sponsor: LoanFast. Is payday just a—
God what a waste of time. Shit’s always so negative these days. These nostalgia-grab video essays used to be pleasant. Here’s an old-school animated movie you haven’t seen since the DVD bargain bin! Top ten cartoons of the 2010s! The misunderstood genius of the Wii U! But nah, now time has crept past the optimistic millennials. We’re struggling to find the diamonds in the rough patch that was the 2020s, to salvage anything from that fucking trash heap of a decade. God, no wait. Now I sound like them. I grew up with that age of media. I love that age of media. It’s just so easy to let the zeitgeist of doomerism– Okay stop. It’s way too easy to let these things override my brain. I had to mentally backspace the phrase “easily impressionable” right there too. I watch these videos with their big words and their gloomy ways of lookin at life and I feel it all start to seep into me.
Millennials will convince you that the 00s were the peak of human creation. That the 10s were the last big push of creativity. But that's just not true! My cartoons were way better! Our video games are just objectively cooler and bigger! Adults get stuck on trying to make fun of my generation for the same few bullshit things, if I hear one more Skibidi Rizz I’m gonna– Shouldn’t think like that. I’m 24 now. That’s an adult. I’m an adult. I keep saying that and it doesn’t sound any more true. It happened so fast. It took so much time but it happened so fast. I was just a kid, playing Super Mario Odyssey on an old LCD, and then I was a teenager and a lot happened, so much happened, and now I’m an adult playing Super Mario Odyssey on an old LCD and nothing happens, nothing ever happens. I am an adult and it is Christmas Eve and I am alone.
It was Christmas Eve then too. Back when Christmas felt like Christmas. I was 12 years old when I got the Nintendo Alarmo. December 24th, 2024 when I tore open my first present of the year. It was tradition to get one present the night before, usually something to pass the time until I was more tired than I was excited for the next morning. You wouldn’t think a clock would keep me busy but I spent the whole evening fiddling with the options, looking at every theme, resetting the time to hear the top-of-the-hour jingles for each game. I remember dad helping me put in the wi-fi password, I remember mom’s hurried trip to whatever convenience store was still open on the holiday because the damned thing didn’t come with an AC adapter. She brought back a package of Reese’s and one of those juice drinks with a plastic toy on it. It was… a Spongebob one? Yeah, and I set it on the shelf and it fell off during all the unwrapping the next day and it rolled underneath the shelf and it was down there for months and I’m remembering every single time I was sitting on the floor playing Mario and Luigi Brothership after getting it the next day and every single time I could see the Spongebob juice topper below the tv smiling at me and I never thought to get it I never put any thought into it being there it was just there until a day my mom must have swept and it wasn’t there and I didn’t think about it not being there. Until right now.
Why didn’t that thing come with an AC adapter, god that’s so stupid.
I think about all that and I don’t think about everything that happened afterwards. I’m 12 years old and it’s Christmas Eve 2024 and I’m getting the Nintendo Alarmo and now I’m 24 years old and it’s Christmas Eve 2036 and I look over at the window sill next to my bed and the Nintendo Alarmo is still there, still ticking. The AC adapter has been replaced a couple times and it’s a bit dinged up but it’s still ticking. So much happened all the while that clock kept ticking. I’m still ticking. I’ve gotten so worked up over this fucking video and I’ve been scrolling my home page this whole time. I try to actually read the titles my eyes are glossing over: “The Untold Story of Minecraft’s 1.50 Disaster”, “What Went Wrong With Forza 2030”, “Does Sony Regret Dropping Out of Consoles?” and I almost click the last one to see which retired executive guy they’re interviewing and personifying the whole company onto this time and I stop myself. It just takes one god damn clickbait title to manufacture curiosity like that and I’ll be watching another two hour video about job layoffs and feeling like shit again. I’m so sick of feeling like shit. It’s getting harder and harder to find content that makes me feel good.
I decide to just turn the damn thing off. I sit there in the dark for a minute, as a dim light comes from across the room: it's 11:00pm and my Nintendo Alarmo is displaying a top-of-the-hour animation. Mario runs into view, bumps a block 11 times. I hear the little coin-collection jingle 11 times, and then the screen defaults back to its calmer darker state.
I google for a day calculator on my phone and punch in that Christmas Eve and this one.
4,383 days. If you take into the fact that after the Animal Crossing theme releases I swapped to that for Halloween and Christmas mornings, that’s 22 Animal Crossing mornings, and 4,360 Super Mario mornings, and 1 Mario Kart morning that I hated. Who the fuck wants to wake up to tires screeching? And the “FIRST PLACE VICTORY!” out-of-bed message was a bit patronizing even for me. But yeah, 4,360 Super Mario wake up calls. 4,360 times I have heard the Super Mario Bros. theme song as the very first sound of the day. Through thick and thin, from one side of the country to the other, through every school morning from 2024 onward and every single day of every job I’ve worked, it's remained constant. A morning without that jingle is just not conceivable to me, it's as natural a part of life as anything else. As sure as I’ll eat food and as sure as I’ll take a crap and as sure as I’ll turn my computer on and as sure as I’ll sleep again the next night is as sure as I will hear that jingle. Speaking of, sleep.
I brush my teeth with Scooby Doo bubblegum toothpaste and a toothbrush that I avoid looking too closely at because its got Spongebob on it and I’m too tired to let myself start back down that path of thinking about the things I took for granted. I can feel on my teeth that the brush is awfully frayed. I’ve been putting off buying a new one for months. I don’t know why. I could just grab one at the store and swap it out and it would make me feel so much better and be so much better for me, but I just don’t do it, I just never think to get it while I’m there and that just happens everyday and I blink and it's been months and my toothbrush is still frayed. 4,360 times. 4,360 times.
I catch my brain multi-track drifting and decide I can’t sleep without a distraction. I open Youtube on my phone and start scrolling for something to play while I sleep. I crawl into bed and I just barely remember it's Christmas tomorrow. I grab the Nintendo Alarmo and thumb through the settings, swiping through menus.
When I wake up tomorrow I’ll think that maybe I was just too tired, maybe I just got other shit on my mind, and that maybe these old LCD touchscreens are just over-sensitive pieces of shit or that maybe just maybe I am. But tomorrow my eyes will open at the time they’re used to opening anyway and I’ll be ready to hear the special Animal Crossing Toy Day Jingle that I was so certain I set it to, and I’ll hear the horrible screeching of tires on pavement and something will snap in me and I’ll hear the “FIRST PLACE VICTORY” and think about the empty platitudes and the 12 years I can barely remember and the four thousand wake-up calls that accompanied me as I kept sleep-walking through them and I’ll wake up and something will shatter and I’ll spend Christmas morning cleaning up the shards.
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still really just jaw on the floor that gearbox is outsourcing a risk of rain gacha game (Risk of Rain: Hostile Worlds) to a studio (Frima Studio) that has smash hits with names such as "nun attack", "young thor", "the build-a-bear workshop mobile app" and "family guy: stewie 2.0"
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Cardfight Vanguard Rant because I want to love this series so bad but life apparently doesn't want me to.
For reference I live in Ireland for some geographical context.
I feel like cardfight vanguard is one of the hardest shit to get into without spending like a lot of money on it unless I'm just being dumb which I hope is the case honestly cuz I love this series.
Like I spent over an hour looking for somewhere to read the original manga and I can't find anywhere that has above the 5th chapter translated which doesn't make any sense because there's an official translated print of the manga which I can still buy but I don't have 120 euro to drop on a manga series rn lol.
Also like I know bushiroad is struggling as a company but who was gonna tell me they closed the servers for vanguard zero last year????? Now there's no mobile game coverage for the series at all which I feel like is a big blow to people that might not have a huge vanguard community to play with as that was probably their only way to get some acc playtime in. Now there is the overdress game which I do actually really wanna get some time but it's like 80 euros and that's not amount I can jus pull out of my ass either.
Having the anime for overdress readily available on YouTube is huge honestly and probably a big part of why I haven't dropped the series yet as a whole lmao so that's great but I feel like that's the only good thing theyve done for it in the last while.
Now idk I could be wrong I know vanguard has never been a popular card game in my area it's always struggled none of my local card shops stock vanguard anymore (which again adds to the cost as I need to outsource all my cards) and I haven't met a single soul id be able to play with around here but if other people's experience with it is different I'd love to hear it.
Vanguard is a series that's always had a very permanent place in my heart I still remember being at my freinds house and stumbling onto the series by accident while doom scrolling through crunchy roll trying to find something to watch and immediately fell in love with the series, i still have all my original starter decks which are probably extremely obsolete now lmao but I love looking at them all the same. Out of the new products I have the danji starter deck for overdress I love the vibes of dark states. But yeah if anyone has tips on how to get more into the scene or has had a similar experience with it id love to talk about it and make some friends who're also into vanguard! Gonna be honest my limit of vanguard above base level is really limited because of the on and offness with which I approached the series for the above reasons but I wanna COMMMITTTT I WANNA LEARNNNNN. Or even if I'm just doing stuff wrong and looking in the wrong places like pls let me know.
Anyways cardfight blogs pls interact I love y'all 💖💖💖
#cardfight vanguard#cardfight vanguard overdress#tcg#cardfight vanguard anime#cardfight vanguard manga#cardfight!! vanguard
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Are these obviously outsourced mobile game ads just actively competing to see who can make the most disgusting and unpleasant incelbait possible?
Every time I have the misfortune of seeing one, it's some new variety of misogynistic or deliberately gross fetish material.
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my headcanon iterator designs! finally, in one place and rendered out nicely!!! get ready for the rambling under the cut i have many ideas
okay i love the simplistic design of rainworld creatures but i also love weird alien wacky designs so thats what i tried to go for here; a mix of strange alien bio-robots but aesthetically pleasing enough to look friendly. i think the iterator puppets arent the entirety of the iterator; they are also their can, of course, but the puppet is the "face" of the structure, as well as an important part of the biological aspect of iterators.
i think the puppets arent completely artificial. i think they are highly derived, highly modified purposed organisms made to fulfill a few requirements; be a friendly and relatable design for the citizens to be able to interact with the iterator, personify the iterator as a real living being and not just a box, and, most importantly, to house the biological brain that allows the supercomputer to be actually truly alive.
the brain inside the puppet is the part that gives the entire structure personality, intelligence, emotion, and everything else a biological brain can do that a computer cannot. almost the entirety of the brains ability to process information and think logically is outsourced to the structure via the umbilical wires. the neural cortex we see in game is the computer brain that is capable of all those calculations and simulations and all the amazing things iterators can. these two brains interact via the umbilical in a feedback loop of continuous information, working as one mind.
without the umbilical wire, the puppet is reduced to a normal beings brain; which is to say, they can speak and think, but lose access to their long term memory storage, their advanced logical processing power, and pretty much everything that makes them a god-like supercomputer. the only connection left in that case is through the neurons, which can interface between the puppet and structure as a lose tether of information(which is why moon is able to interact with her structure post rivulet even though the umbilical is still severed. the neurons each keep a copy of the iterators information to backup and pass though the structure, like a living usb, and moon can use them to access a smaller scale version of her former computational power).
the arm of the puppet acts both as a mobility device though low gravity and feeds nutrients to the puppet body as an outsourced digestive and circulatory system. the puppet itself does not have a complete digestive and circulatory system because of this.
i think the iterators should be like bugs, and so they are! they have a hard exoskeleton made of chitin and an open circulatory system. most of their interior is muscle and electronics to support the puppet's systems. various sensors to monitor health, gyroscopes to stay upright, electronics to read pearls and receive broadcasts (i think their antenna are both ears for sound and ears for electromagnetic waves). they have compound eyes for extremely good vision and a voice modulator allows them to speak.
one thing that always bothered me about the puppet design is that they have legs, and yet live in no gravity and are attached to a mobile arm. why would they need to walk? i decided that the people who built them decided to keep the legs for aesthetic reasons, but made them functionally useless. the legs are atrophied and could not actually support the puppet's weight. earlier generations, like moon, have more normal proportions and less atrophied legs; later generations get more and more stylized and streamlined, as we can see with pebble's more extreme proportions and extremely thin legs. you can also see a thick audio cable on the older models that pebbles doesnt have, and visible joints that are smoothly covered on pebbles.
the production of iterators may have been somewhat standardized, but we do know that different iterators can have different designs based on their creators taste. frankly, i love headcanoning NSH as being big and chunky while pebbles is a little twig. i plan to draw my interpretations for suns, inno, and wind too in the future.
so, yea! puppets! theyre fucked up and would struggle to survive detached from their structure completely because they are pugs and cannot survive outside of their domesticated lives.
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i’m replaying totk and i forgot how bland of a character rauru is right from the get-go. first time i played the game i really thought he was being set up as a twist villain because i figured there’s no way they would write a character to be this boring and one-note… and yet! anyways have you heard the murmurings that totk’s main scenario was outsourced & written by a studio that makes mobile games
Funny you should say that anon, I'm also replaying TOTK! And yeah, from the start I was always like "oh yeah, this is all waaay too simple, they've gotta be building up to a twist". And then it just... never came. Like, the Zelda dragon thing wasn't even a shock to me honestly; I only realized there was a new dragon in the sky when I snapped a picture of it from a distance for the compendium, and then the second I read the entry I knew Zelda had somehow become that damn dragon. The game cannot stop obsessively licking Zelda's boots whenever she comes up, so the compendium entry fawning over how much I must adore the Light Dragon was all I needed to figure out it had to be Zelda. It was all so, so bad.
As for the script issues, I could totally believe that... but I could also believe that a bunch of managers at Nintendo micromanaged the ever loving shit out of the script to try and make it as Broadly Appealing as possible, and the end result was this fucking garbage. I mean god damn, have you seen Disney's latest movie? They were making a big deal about their 100 year anniversary, but their victory lap of a movie is getting slammed in reviews for being boring, poorly written, and blatantly designed to fit an equation of what the executives think makes money. Huge companies can absolutely make their own garbage these days, considering that most of them are terrified of making anything that may not test 100% well with the focus audiences.
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Lisette Titre (June 21, 1977) is a video game artist and designer known for her work as an artist for Electronic Arts. She graduated magna cum laude from the Miami International University of Art and Design with a BS in Computer Animation. She was employed by Page 44 Studios, where she worked as a character artist for the PlayStation 2 games Freekstyle and Gretzky NHL 2005, creating both concept art and models.
She joined Electronic Arts. She was employed as a senior character artist, creating models, textures, and special effects while overseeing outsourced art direction. She worked on games such as Tiger Woods PGA Tour 06, The Simpsons Game, The Godfather II, and Dante’s Inferno.
She became the lead artist for Backbone Entertainment, while working on the games Zombie Apocalypse: Never Die Alone, and Midway Arcade Origins. She was on the cover of Black Enterprise as part of their “Women in STEM” feature story.
She returned to EA to manage the outsourcing division; she contributed to Dance Central 3 and The Sims 4. She moved to the Japanese mobile gaming company, DeNA, for whom she worked on Transformers: Age of Extinction.
She became a manager at the San Francisco division of Ubisoft. She was involved in oversight, mentorship, and planning. Her work appeared in the 2017 title South Park: The Fractured but Whole. She joined Double Fine Productions, in August of 2017.
She has taken an active role in promoting diversity in the video game industry. She was a keynote speaker at separate events hosted by NASA and Intel. She has worked with Black Girls Code and Girls Who Code. She taught video game design to young adults in partnership with Youth UpRising. She serves on the board of directors of Gameheads. She is a member of the Department of State’s Speaker’s Bureau which allows her to speak overseas about opportunities for women and people of color in the game industry. She is considered one of the most powerful women in tech by Business Insider magazine.
She lives with her husband Marcus Montgomery, who is a video game designer and diversity advocate. #africanhistory365 #africanexcellence
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On the topic of cutscenes, do you think we will get to the point where fully pre-rendered cutscenes will be phased out entirely? Are there any other advantages to having a cutscene be pre-rendered rather than in engine besides the cutscene being “prettier” than the base graphics?
I don't think that we'll ever see pre-rendered cutscenes go away permanently. As in-engine rendering improves, AAA games will likely move away from pre-rendered cutscenes but AAA games are far from the only games that use cutscenes and have engines that can render high quality cinematic visuals (e.g. high resolution high quality character models performing high quality animations and visual effects).
Smaller budget titles and/or titles with smaller teams will still likely lean on pre-rendered cutscenes (e.g. mobile, consoles with weaker hardware specs, indie games) for important parts. Certain genres of games (e.g. those with engines that aren't designed to render and animate high quality humanoid character models) will also probably stick to pre-rendered cutscenes like 4X/strategy games, card games, simulation games (e.g. Flight Simulator), rhythm games, puzzle games, and so on. It isn't impossible and exceptions to rules certainly exist, but the need for in-engine cinematic support in these kinds of titles is generally much lower. It's much easier to outsource to a studio like Blur to do it for you than build engine support for it without adding a very expensive story mode to the game.
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How to Make Money Using Digital Marketing in 2024?
Introduction:
In today's fast-paced world, digital marketing has emerged as a game-changer, offering countless opportunities to individuals and businesses alike. With the ever-growing online landscape, 2024 holds incredible potential for those looking to harness the power of digital marketing to generate income and create a promising future. In this blog post, we'll explore how you can make money using digital marketing in 2024 and how Seven Boats Academy can help you embark on this exciting journey.
The Digital Marketing Landscape in 2024:
As we step into 2024, the digital marketing landscape is more dynamic and expansive than ever before. Here are some key trends and opportunities to keep in mind:
E-commerce Boom: The growth of online shopping continues to skyrocket. Learn how to optimize e-commerce websites, create compelling product listings, and use digital marketing techniques to drive sales for businesses.
Content Reigns Supreme: High-quality, engaging content is the cornerstone of digital marketing. Master content creation, SEO, and content marketing to attract and retain an online audience.
Social Media Dominance: Social media platforms remain central to digital marketing strategies. Discover the art of social media advertising, influencer collaborations, and community building to reach a global audience.
Data-Driven Decision Making: Data analytics and insights drive successful digital campaigns. Learn how to interpret data, make informed decisions, and optimize your marketing efforts for maximum returns.
Mobile Marketing: As mobile device usage continues to grow, understanding mobile marketing strategies is crucial. Ensure your digital marketing efforts are mobile-friendly and accessible.
How to Make Money Using Digital Marketing in 2024:
Now, let's delve into some actionable steps to start making money through digital marketing in 2024:
Education and Training: To succeed in the digital marketing landscape, it's essential to acquire the right skills and knowledge. Consider enrolling in courses like those offered at Seven Boats Academy. Their comprehensive programs cover various aspects of digital marketing and provide you with the expertise you need to excel.
Specialize: Digital marketing encompasses various niches, including SEO, content marketing, social media, and more. Identify your passion and strengths, then specialize in a specific area to stand out in the industry.
Build an Online Presence: Establish a strong online presence through your website and social media profiles. This not only showcases your skills but also serves as a portfolio for potential clients or employers.
Networking: Connect with professionals in the digital marketing field through networking events, social media, and industry forums. Building a network can open up opportunities for collaboration and career growth.
Freelancing and Consulting: Many businesses are looking to outsource their digital marketing needs. Consider freelancing or offering consulting services to help businesses grow their online presence.
Start Your Own Digital Marketing Agency: If you're ambitious and experienced, consider starting your own digital marketing agency. This allows you to take on clients and build a sustainable income stream.
Conclusion:
The world of digital marketing is full of opportunities waiting to be seized in 2024 and beyond. Whether you're looking to make extra income, launch a new career, or start your own agency, the key is to invest in education, specialize in your area of interest, and continuously adapt to the evolving digital landscape.
Ready to embark on your journey towards financial success through digital marketing in 2024? Look no further! Seven Boats Academy, recognized as the top digital marketing institute in India, offers an array of cutting-edge courses that will equip you with the skills and knowledge needed to thrive in the digital marketing landscape. Whether you're a beginner looking to kickstart your career or a seasoned professional aiming to stay ahead of the game, Seven Boats Academy has tailored programs designed just for you. Don't miss out on this golden opportunity to learn from industry experts and be part of a vibrant community of digital marketing enthusiasts. Take the first step towards a brighter future by checking out Seven Boats Academy today!
#digital marketing#digital marketing trends#marketing digital#marketing online#marketing#marketing strategy
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Wait what happened?
New Hellboy game's coming out this year. It looks like a shitty cash-grab that looked more like an early 2000s movie tie-in game.
Avatar: the Last Airbender game just dropped. It's a shitty cash-grab that looks more like an early 2000s movie tie-in game.
We're about to get an Avatar (blue cat people) game that is shaping up to be a shitty cash-grab that looks more like an early 2000s movie tie-in game.
My thing is... the shitty cash-grab movie tie-in market died in terms of Triple-A game development; most cases, you'll have a marketing team outsource their latest IP to some desolate shell-company in the Baltics or S. Korea to make a crappy mobile game to drain people's pockets over the course of a few months and then move on.
Why are we going backwards?
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Game Development Cost in Bangalore
In the bustling tech hub of Bangalore, the cost of game development has become a topic of keen interest for startups, entrepreneurs, and established companies alike.
As the city cements its position as a leading center for innovation and technology in India, understanding the financial implications of game development projects is crucial for anyone looking to enter or expand within this dynamic sector.
Game development, a multidisciplinary endeavor that merges creativity with technology, encompasses various stages including concept development, design, coding, testing, and launch.
The cost associated with bringing a game from an idea to a market-ready product can vary widely, influenced by a myriad of factors such as game complexity, platform, development time, team size, and the specific services required.
In Bangalore, the heart of India's tech revolution, the cost of developing a game can range from a few lakh rupees for a simple mobile game developed by a small team, to several crore rupees for a high-end game designed for consoles or PCs, developed by a larger, more experienced game developers. This wide range reflects the diverse nature of the gaming industry, where independent developers can make a significant impact with innovative ideas, while larger studios may invest heavily in blockbuster titles.
One of the key factors influencing game development cost is the choice of platform. Mobile games, for example, are generally less expensive to develop than console or PC games due to the simpler graphics and mechanics involved.
However, developing a game that runs smoothly across different devices and operating systems can add complexity and, therefore, cost.
Another crucial component is the game's complexity. A game with intricate gameplay mechanics, high-quality graphics, and multiplayer features requires more resources and time to develop, driving up the cost.
The choice of technology and tools also plays a role; utilizing cutting-edge game engines or incorporating virtual reality (VR) or augmented reality (AR) experiences can enhance the game but also adds to the development budget.
The development team's size and expertise are also pivotal in determining the overall cost. A larger team with specialized skills in areas such as graphic design, coding, and audio production can deliver a more polished product, but also increases labor costs.
In Bangalore, where there is a vast pool of talented developers, game development companies have the advantage of accessing skilled professionals, but must also compete in a market that values talent highly.
Outsourcing certain aspects of the game development process to specialized studios, such as Juego Studios, can be a cost-effective strategy. Juego Studios, with its extensive experience in game development, offers a range of services from concept art and design to development and post-launch support. Partnering with such studios allows companies to leverage expertise and technology that might be too expensive or time-consuming to develop in-house, potentially reducing overall project costs while ensuring high-quality results.
Moreover, the marketing and distribution of the game represent additional costs that must be considered. In today's digital age, creating a game that stands out in a crowded market requires effective marketing strategies and platforms, which can significantly affect the total investment required for a game's success.
In conclusion, the cost of game development in Bangalore, as in other major tech hubs, is influenced by a complex interplay of factors including the game's scope, platform, development timeline, team expertise, and marketing efforts. For those looking to navigate this exciting but challenging field, understanding these cost drivers and exploring partnerships with established game development services like Juego Studios can provide a solid foundation for success. As the gaming industry continues to evolve, so too will the strategies for developing and launching games in a cost-effective manner, making it an ongoing journey of innovation and financial planning.
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Hi hi!! Just so say in advance but for some reason i cant write questionmarks so ive just put them in brackets of where they go lmao. I wanted to shoot you a message and so I hope you dont mind but I was wondering what sort of portfolio you submitted to be able to work on Unicorn Warriors Eternal, I currently am an animator who has been struggling on getting a 2d animation job for a few years now and I was wondering if you would have any advice for someone who feels like they are struggling to get into the industry (Questionmark) Your animation for the show is amazing and I love the little bit of fanart that you made of melinda and edred too!! Once again, sorry if this is a bother but I figured that I would atleast try to ask :)
Heya! No worries at all!
I still feel super lucky honestly and I've only ever been at this one studio so far, so I don't know how helpful this is gonna be but I'll give it my best shot haha
This was my old showreel straight from the end of university which I had on my portfolio site when I applied:
https://youtu.be/42ubnrPGx2Y
I was lucky in the fact that the main thing I enjoyed doing during uni was animation clean-up in TVPaint, aaaand then I saw the job listing looking for... animation clean-up in TVPaint! I'm still not the best at rough animation, but as you can see my reel had lots and lots of clean-up examples, and that was exactly what Studio Zmei was looking for.
So, first tip: Focus your showreel on what you want to get a job for! If you're applying for rough traditional animation, show your roughs vs the final thing, or a clean-up heavy reel like mine if you wanna do clean-up, or a reel just for ToonBoom rigged animation if that's what you're applying for.
Second? Tip? Look for more obscure studios, or ask around your local studios (if you have any) if they offer internships or even junior level jobs? Studios are often really biased towards local people, and I was lucky that Zmei just happened to be situated in my home city. We often get interns not from any listings but just from people showing interest in an email. But I also know that's a bit unusual and a lot of studios are more closed off?? And going back to the more obscure studios part: The more well known a studio is, the more insane the competition to get a spot is, hence why usually it's not so much your portfolio's fault rather than the huge influx of candidates. This is where looking at general animation job listings sites can help a lot, and I even found Zmei's listing here in the first place:
https://animatedjobs.com/
aaand there's one for games too: https://gamejobs.work/
Lots of studios use these and they also have twitter/instagram pages to keep you updated as well. If a job is listed as remote, go for it! A lot of smaller studios that handle outsource animation are often starved for animators. (a lot of those do 2D rigged animation in ToonBoom or Adobe too, so it's def worth making a fresh reel for that if it's up your alley) Following a lot of studios on social media and especially LinkedIn helps too, as some of them post listings there exclusively.
And, third tip - there's no shame in starting small. I constantly get spammed by studios looking for mobile game animators or educational video animators on LinkedIn. Sure not all of those are gonna be worth looking into, but a lot of my friends started off like that. Every little bit of experience counts and builds up your CV. It's really hard to jump straight into being a rough animator, or a designer, or a storyboarder. Even my role of doing clean-up is considered more junior, and we had lots of people who did only coloring and shading too. And the more entry level version of a storyboard artist would be a storyboard revisionist. Everyone starts somewhere!
Other things like putting a direct link or linktree to your portfolio site or showreel easily accessible on all of your social medias could also help, as recruiters often have no time to dig for that stuff. (altho I'll be honest I've only ever been approached once (1) by a local studio on just instagram, so that's a really rare occurrence. still helps to be prepared though!)
I hope this was somewhat helpful haha. Good luck!!!
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