Tuesday 20 November 2018

GAME ART OUTSOURCING: 5 PRINCIPAL REASONS WHY GAMING INDUSTRY NEEDS IT

Gaming has emerged as one of the most lucrative options to earn money and the two most obvious reasons for this are the evolution and integration of technologies like augmented reality and of course, proliferation of devices. The consistent performance of gaming applications is remarkable. No wonder opportunists of tech industries are turning their heads towards game development. But, while opportunists have lots of reasons to look towards gaming, they have yet more reasons to look towards game art outsourcing.
One cannot overlook the fact that development of an appealing game is not a cakewalk, and if you are thinking of your own set-up, then you better conduct a survey of the amount of investment it requires. Well, if that is not good enough, then why not take a glance at the six principal reasons which consolidate the need of outsourcing in the thriving gaming industry.

1. Cost

It might not cost you an arm and a leg to have an in-house development team that you can call your own. But, if you are not a player of this industry, then putting your money on it can be equivalent to gambling. Outsourcing this task can save money, and at the same time, with a little bit of homework from your side, you can be well assured that this venture is not going to be disastrous.

2. It Works as Catalyst

When people (especially layman) hear the term ‘development’, they get stuck at one word – programming. But, only developers know that this whole process, starting right from conception of ideas to final testing, is actually a Herculean task. There is character designing, scripting, animating, testing and much more. There are companies that do provide outsourcing services for specific tasks.
This acts as catalyst for those opportunists who are in a hurry to watch their game come alive on screen. While you engage your in-house team of experts in animation, you can outsource illustration to a renowned game development company so that your game receives more precision in less time.

3. Time is Money

These three words get implemented in true sense when you go on to hire game art outsourcing companies. Just think about all the time you need to invest in screening and training the candidates to get your work done. On the other hand, when you hire outsourcing services, you get an entire team of skilled professionals on your platter. No hassles of hiring process, no time-consuming training sessions – you save time, you make money.

4. Stay Updated with the Latest Trends

Apart from getting a highly skilled workforce, outsourcing game development task provides you with an added advantage of keeping up with the latest industry trends. While you might not be able to grab the updates, good companies ensure that they use and integrate modern technologies, which means you get state-of-art work and true value of your money.

5. More Resources in Low Budget

Who doesn’t wish to have a little more with little money? With game art outsourcing, this is exactly what you get. Setting up your own team will restrict you to their salaries. You will have to think twice before hiring an extra employee. But, this constraint gets converted into opportunity when you hire outsourcing services. Nowadays, most companies have flexible hiring structures under which you can have more resources within your budget.
The outsourcing trend shows a promising growth and without a doubt, it has immense potential. Though there are few unseen risks in it, its benefits put its risks in the shade. So, you can put aside your fears and give a green signal to that long-awaited ‘gaming application’ dream of yours through game art outsourcing services.

Tuesday 13 November 2018

ONE OF ‘DESTINY’S MOST ICONIC ABILITIES WON’T BE COMING BACK

At its massive unveiling event in LA, Bungie showed off three new subclasses that will appear in Destiny 2: The Dawnblade Warlock, with a flaming sword; the Arcstrider Hunter, wielding an electric staff; and the Sentinel Titan, flinging a glowing purple Captain America shield. The Defender Titan and Sunsinger Warlock were conspicuously absent from those announcements, aside from the bubble shield popped by one non-playable character in a cutscene. And that’s because they’re not in the game, Destiny 2 World Lead Steve Cotton confirmed in an interview.
“Super” abilities in Destiny 2 are meant to be more offensive than tactical or defensive. The three new classes, as well as the Destiny 1 classes that are confirmed to be returning (Striker, Gunslinger, and Voidwalker), are focused on causing large amounts of damage as quickly as possible. “The super is for when you want to go to town,” Cotton said.

Those types of tactical abilities aren’t gone — they’re just not your super anymore.
Don’t panic, though. Yes, the Defender’s bubble shield is one of Destiny’s most iconic abilities. And the Sunsinger’s self-res has caused more clutch saves than all the others combined. But those types of tactical abilities aren’t gone — they’re just not your super anymore.
Now, Warlocks, Titans, and Hunters have their own distinctive “class abilities” that augment their loadouts with more tactical powers, several of them fulfilling similar roles to the bubble shield in the first Destiny. Titans, for example, can periodically deploy front-facing shields of various sizes, while Warlocks can deploy a “rift” that powers up or heals players within a small area. These abilities have their own cooldowns, much like grenades and melee attacks. By themselves they aren’t as impactful as a Titan bubble is now, but they can be used more frequently, and Destiny 2 players will no doubt find creative ways to combine them. Titan mains will no doubt miss their bubbles, but Cotton said the changes are for the best.
It’s to create a fantasy that you really understand about your character — what Warlocks are all about, what Hunters are all about, and what Titans are all about,” he said. “Instead of just being a flat list of ‘here’s all the things that you can choose,’ [the subclass menu now has] paths for you to choose. And the goal there was to make it so you can’t make a bad choice. It’s like, you go this path, you’re going to become this fantasy; you go this path, you’re going to become that fantasy. And you always have those abilities sitting there for you to use.”
So what’s the point of supers in Destiny 2, besides “going to town”? If they’re all about causing damage, what differentiates them? Cotton laid out some of the distinctions among Titans, Warlocks, and Hunters in general, like the fact that Titans are now more focused on defense, while Hunters are all about acrobatics and dodging. But for now there doesn’t seem to be a satisfying answer to the question of what separates a flaming sword from an electric staff or a glowing Captain America shield. They’re all great for bashing aliens in the face, but whether there’s more to these abilities than that remains to be seen.
There are a lot more big changes in store in Destiny 2. Weapon slots have been re-jiggered so you now get two primaries and one “power” weapon, which includes shotguns, snipers, fusion rifles, rocket launchers, grenade launchers, and swords. (Cotton said heavy ammo will drop more often to compensate.)
There are new social features, including integrated clan support and a form of matchmaking Bungie is calling “guided games,” which matches solo players up with compatible clans. And Destiny 2 has the biggest and most detailed open world areas yet — Cotton said the new European Dead Zone is larger and far more dense than the current game’s Cosmodrome, even including the Plaguelands area added on in the “Rise of Iron” expansion last year. And that’s just one of four confirmed new areas.
Destiny’s journey from Bungie’s imagination to players’ screens over the last few years has been tumultuous. Change is hard — no one knows that better than those who make and play Destiny. But sometimes it can be for the best, too. We’ll find out if that’s the case this time when Destiny 2 launches on PS4 and Xbox One Sept. 8, and PC some time later.
Mike Rougeau is a freelance journalist who lives in Los Angeles with his girlfriend and two dogs.

Rade More : http://www.gameyan.com

Thursday 18 October 2018

‘POKÉMON GO’ IS HOLDING A WEEKLONG ‘ADVENTURE’ EVENT

1. More rock-type Pokémon.

All rock-type Pokémon — such as Omantye, Kabuto, Aerodactyl, Onix, and Sudowoodo — will spawn more frequently during the event.
Niantic list the specific Pokémon mentioned above as their examples, but the implication is that every Pokémon that’s rock-type will be more common (including, we can only hope, Larvitar).

2. More items from PokéStops.

Throughout Adventure Week “more items will be available at each PokéStop to help Trainers stock up for their adventure”.

3. Faster buddy candy.

This is a nice one. The distance you have to walk with your buddy Pokémon to find a candy will be quartered during the Adventure Week event (it’ll be the perfect time to start walking your newly-captured Larvitar, in other words).

4. A brand new hat.

Last but by no means least, there will be a brand new Adventurer’s Hat item in the avatar wardrobe (because what good is going on an adventure if you can’t do it in style, eh?).

Monday 15 October 2018

THESE SUPERHEROES GIVE CHILDREN WITH DISABILITIES THE REPRESENTATION THEY DESERVE

“I wanted to create characters with an amazing, compelling story that was also cool enough to where the kids could not only relate to these characters but also like and appreciate them,” Leonard writes on his website.
The main character of Team Supreme is an autistic boy named Zeek, who has the power to slow time down to a snail’s pace. His superpower is inspired by “splinter skills,” which allow some autistic people to retain large amounts of information in no time at all.
Leonard says this skill has always struck him as a real-life superpower.
Other members of Team Supreme include Thumper, who was born prematurely and has hearing loss; Shock, who was hit by a car and lost his arm; Li, who was born blind; Red, who lives with albinism; and Mech, who became paralyzed after surviving polio.

Each member of the team has a particular skill that hinges on their experience with their respective disability identity. Li, for example, has the power of supersonic hearing, though no eyesight. And Shock has a prosthetic arm that transforms into different tools to help him take on even the toughest of villains.
Though Leonard doesn’t have a disability himself, he says he’s tapped into the community to ensure he’s accurately representing children with a wide range of disability identities. He drew inspiration for Team Supreme from those same children of his friends — kids who live with conditions like autism and albinism, who aren’t usually represented in cartoons or TV.
Leonard says he spent time with these children, as well as adults with disabilities, in order to observe and note unique aspects of their lives and mannerisms that related to their disabilities. These meticulous notes, individual to each disability identity, have made their way into Leonard’s early-stage animations and character concepts.
“When I would take notes of different people, [people with the same disability] would all have at least one of the same traits,” he says. “Those are the characteristics I would choose to focus on to make my characters as true as possible.”

Leonard is still in concept stages of the show, creating initial animations to imagine each character’s movements. He’s done all this work between his full-time job and going to school for animation.
But he hopes to shop the concept around in the near future, and hopefully get some big names interested in the value of inclusion.
Leonard plans to launch a Kickstarter at the end of May, with a goal of raising $25,000 to create an episode of Team Supreme, and pitch it to Netflix.

Rade More : http://www.gameyan.com/game-art-outsourcing.html

Wednesday 7 March 2018

NEVER-RELEASED NES GAME ‘MYSTERY WORLD DIZZY’ RELEASED FOR FREE


There’s a new Dizzy game that’s actually quite old: it was originally supposed to be released in 1993, for NES.
Never heard of Dizzy? That’s OK. It just means you probably didn’t grow up gaming in Europe during the ’80s and ’90s. It was a big series at the time, starting in 1987 with Dizzy — The Ultimate Cartoon Adventure.
That first game was released for the ZX Spectrum, Amstrad PC, and Commodore 64 — remember any of those? It was created by Philip and Andrew Oliver — known as the Oliver Twins — and published by their early collaborator, the U.K.-based Codemasters.
The Dizzy series follows a smiling, egg-shaped creature who leaps around — avoiding hazards and solving puzzles — as he tries to keep his people, the Yolkfolk, safe from an evil wizard called Zaks. Like many popular games from the era, it takes cues from Nintendo platformers like Mario.
The Oliver Twins (and later, Big Red Software) created a string of Dizzy games, spin-offs, and compilations between 1987 and 1994. Some of that stuff never got released at the time, but has trickled out since.
Such is the case with Mystery World Dizzy, a browser-based port of a game that was originally intended for an NES release in 1993. In its original form, Mystery World is technically just a spiffed up remake of Fantasy World Dizzy, the third game in the series and perhaps the best-known of the bunch.
The 2017 port comes from the Oliver Twins, who announced the release on Twitter.

This actually isn’t the first old-made-new-again port from the Oliver Twins. Back in 2015, the sibling game makers delivered a similarly never-before-released port of Wonderland Dizzy, an NES version of the series’ sixth game, Magicland Dizzy.

Several years earlier, the Olivers attempted to revive the series with a proper sequel, called Dizzy Returns. They brought the effort to Kickstarter in 2012, but ultimately fell far short of the £350,000 funding target, with only £25,620 pledged.

Sunday 25 February 2018

3D Character Modeling Showreel - Demo Reel 2017


Video Description: 3D Character Modelling Show-reel 2017 consist of 3d human character, soldier, army, fighter, creature, animal, cyborg, fantasy, fancy, cartoon, realistic an many more game and movie characters we develop. Company Introduction: GameYan is movie and game art outsourcing studio in India provide 2d and 3d model, texture, shading, rig and animation for all games for mobile, PS, Xbox, Desktop, video, PSVR, Facebook and feature movie film animation, cartoon series, TV commercial. Go to out art outsourcing website @ www.gameyan.com Connect With Us Find me on Facebook ☛ https://www.facebook.com/gameyanstudio Find me on Twitter ☛ https://twitter.com/gameyanstudio Find me on Google+ ☛ https://plus.google.com/+GameYanStudio Find me on Pinterest ☛ https://www.pinterest.com/gameyan/ Contact Person : Ruturaj Desai India: + 91-9909705001 USA: 1-408-705-2225 UK: 44-2030020886 Place: United States Designer: GameYan Studio Url: http://www.gameyan.com/




Tuesday 23 January 2018