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

Sunday, 24 December 2017

NINTENDO BRINGS A WILD IRL TWIST TO THE ‘SPLATOON 2’ STORY


Whatever happens in Splatoon 2’s story, it’ll be a product of the game’s community.
Nintendo recently added a new section to the upcoming sequel’s website, called “Squid Sisters Stories.” That’s a reference to Marie and Callie, the pop idol duo at the center of Splatoon’s in-game “Splatfest” events.
Before we get to the site update and how the original game will influence the sequel, it’s important to understand what Splatfests are.
Splatoon is a competitive multiplayer game, and Splatfests were limited time events in which players chose between two sides. It was always something simple: Cats vs. Dogs, Art vs. Science, Messy vs. Tidy.
The labels ultimately didn’t matter inside the game, beyond giving the community competing banners to unite under. At the end of each Splatfest, each team earned a score based on a combination of overall popularity (i.e. how many players flocked to each banner) and win percentage, with the higher score nabbing a win.
In every Splatfest, Marie and Callie split up to represent each team. But for the final Splatfest, the Squid Sisters were the banners players flocked to: it was Marie vs. Callie. The event ended on July 22, 2016 and Marie was crowned the winner.
That was the end. Or so it seemed.
Now, the newly updated Splatoon 2 website features an all-text “Prologue” that directly references the result of that final Marie vs. Callie Splatfest. Here’s the relevant bit:

The showdown of Callie versus Marie ended in victory for Marie, but there was no ill will between the two. The girls left the studio arm in arm, smiling and laughing as they always had. The bond between them would continue, unbroken, for years to come.
There’s one more line after that: “Or so it seemed at the time….”
This prologue is obviously setting up the story in Splatoon 2. What’s surprising is the way the final Splatfest, a real-life event, is woven into the fictional story. I can’t think of any other case where a game featuring live elements used the results of an in-game event to influence the continuing story.
To see this coming from Nintendo, a company that has traditionally been slower to embrace industry trends — in this case, live games — is even more surprising. There’s plenty more to be revealed about Splatoon 2, but this very cool twist should go a long way toward keeping fans of the first game invested in the sequel.

Saturday, 16 December 2017

RISK OF RAIN 2 REVEALED, MAKES JUMP TO 3D

Much-loved indie game Risk of Rain is getting a sequel, developer Hopoo announced today, and the follow-up will make the leap from 2D to 3D.
“Risk of Rain 2 is our first fully 3D project,” the company revealed in a blog post. “We think that 3D allows for much deeper design spaces and more possibilities for cool gameplay. Feelings of scale and atmosphere are also much stronger. We are really happy with the core of Risk of Rain–and we’re finding it plays even better in 3D. It just won’t crash anymore.”
You can take a look at a short clip of the game in action above, though Hopoo did warn that the build shown off is “very, very early in development,” and that “none of the systems, art styles, assets, or game design choices will necessarily translate to the final game.” The company says it’s been working on the sequel “for about 6 months,” and it did not announce pricing, a release window, or what platforms the game might come to.
The original Risk of Rain launched on PC in 2013 following a successful Kickstarter campaign, before later coming to both PlayStation 4 and PS Vita.
“Risk of Rain is highly enjoyable,” said critic Cameron Woolsey in our review. “And with constant rewards of new items and character classes, it’s hard to put down once you start. Even as I watched the last of the end credits roll by, I wiped the sweat from my brow and jumped back into the fray: I have an item log that still needs to be filled.