#Game Design Course
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gamedevelopmentcourse1 · 1 month ago
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Game Design Courses That Teach You to Launch Your Own Indie Game
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Breaking into the indie game scene takes more than a great idea—it requires technical skills, creative vision, and a strong understanding of the game development process. That’s where game design courses come in. These courses not only teach the fundamentals of game mechanics, level design, and storytelling, but also focus on the practical steps needed to launch a successful indie game.
From using professional tools like Unity and Unreal Engine to learning about budgeting, marketing, and distribution, game design courses equip aspiring indie developers with the skills to take a game from concept to market. Many programs also include hands-on projects, portfolio building, and feedback from industry professionals—critical components for anyone looking to stand out.
If you're serious about creating and publishing your own indie title, game design courses are the smartest first move. Start building your dream game today with Gamer2Maker.
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moopledunlop · 4 months ago
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The gaming industry is booming, and the demand for skilled game designers is at an all-time high. If you have a passion for gaming and want to turn it into a career, enrolling in a game design course near Dunlop is a great decision.
Moople Institute Dunlop offers a top-notch Game Art Design course that helps students build strong skills in game development, animation, and 3D modeling. This course is perfect for anyone who wants to create game characters, design immersive environments, or bring creative ideas to life.
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animationdelhincr · 5 months ago
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Why Game Design Courses in Delhi Are the Key to Your Future
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In today's digital world, the gaming industry has emerged as one of the most lucrative and creative fields. If you have a passion for games and wish to build a successful career in game design, enrolling in a game design course in Delhi can be a pivotal step towards achieving your dreams.
Why Game Design is a Thriving Career Choice
The gaming industry is rapidly expanding, and with it, the demand for skilled game designers is at an all-time high. A career in game design offers various opportunities to work with leading companies, create innovative gameplay, and develop visually captivating worlds. A game design course equips you with the skills needed to excel in this dynamic field, including an understanding of game mechanics, interactive media, programming, and 3D modeling.
Skills Gained in a Game Design Course
A professional game design course provides comprehensive knowledge about different aspects of game development, from storytelling and user interface design to coding and game testing. You will gain expertise in using industry-standard tools and technologies, which will be crucial in building games that are both engaging and functional.
The Scope of Game Designing
With the rise of mobile, virtual reality (VR), and augmented reality (AR) games, there are endless career opportunities for talented game designers. Game designers can find work in gaming studios, as freelancers, or even start their own game development companies.
Taking a game design course in Delhi will open doors to numerous career prospects in the ever-growing gaming industry. If you are passionate about games and want to turn that passion into a rewarding career, this is the perfect opportunity to kick-start your journey.
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maacsatara · 7 months ago
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wirewitchviolet · 2 months ago
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Sudokuvania: Digits of Despair is one of the most impressive works of pure game design I have ever seen.
Before I say anything else, I am going to be talking about a game that is VERY new and has pretty terrible search optimization, so in case this blog post somehow came up near the top of results for someone, here is the as-of-this-writing-current 1.02 release, and for good measure, here is the official FAQ page with the full version history, any future patches, and an FAQ for some of the more confusingly worded stuff that crops up later into the game. Now on with the praise-heaping!
So... Sudokuvania pretty much exactly what the name implies. It's a -vania, that is, a Metroidvania, and specifically one styled after one of the ones that's actually in the latter Castlevania series so that naming convention actually makes sense. Exploring a big castle, fighting bosses, getting various items letting you explore more areas, maybe breaking out of the borders of the map to find cool secrets here and there.
Also, it's a variant of sudoku. And I don't mean someone sat down with some videogame designing toolkit and made a videogame where some of the gameplay is solving logic puzzles on a grid you fill with numbers (I mean, I guess technically I do). I mean that link to the game I posted takes you to a website with a little built in standard app for solving sudoku puzzles and weird variations thereof, and the particular puzzle it's pointing to, somehow, manages to have a big map to explore, boss fights, special items that give you new powers, NPCs, and for good measure, fog of war. It is, again, an absolutely amazing hacky thing and I'm flabbergasted at how well executed it is. Now you're probably wondering how that even works, and that's why I'm writing this big gushy blog post. Here's what you see when you first load it up:
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You're going to notice there is some absurdly small and kind of important text you can't possibly read, and that's because again, this is kind of a hacky thing this site so was not designed for. So it's kind of annoying but if you access this through the proper introduction page, it'll explain that the first thing you need to do is click the little gear icon in the floating tool palette, toggle on Visuals: Draw arrows above lines and Disable emoji replacement, then scroll all the way down to Experimental and turn on Test Large Puzzle UI. That enables you to zoom in and out with the scroll wheel, and right-click drag to pan around. It's... a little clunky because again, this website was NOT built for this, but tada, now you can zoom in, read the text, and start solving at a reasonable size. Then there's a couple gameplay concepts it does its best to explain, but... most people I've shown it to myself included needed extra explanation of a couple important early concepts. So let me just do a little color coding here to make this easier to get...
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The map is not, in fact, one great big grid. It's 9 squares (and one rectangle that's not quite square over on the east side). Each of these is its own 9x9 Sudoku grid (well, the starting one is 6x6 and has those mutant 2x3 cells instead of the usual 3x3, and there's that weird eastern mutant). If you're solving stuff in one square, you completely ignore everything outside that square, except for where they overlap, in which case the numbers you're placing have to fit for both puzzles. So if we look at the light grey/green intersection on the left, those three overlap cells respectively can't be 4 6 or 5 (and whatever use you deduce in the grey box, but the pure green cells completely ignore all that, you're just focusing on the green 9x9 (which is going to have the overlap as a starting point, naturally).
The next bit that through me off a ton is the way fog of war works. Let me reasonably zoom in and do a little solving here. One second...
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Here's the whole starting area all marked up to hell like you do when you're kinda bad at Sudoku and don't know how to spot a starting point. Penciling in little numbers in the corners. You'll also notice a that... most of the map is covered in this dark grey fog of war. A lot of in-game stuff mentions that you shouldn't go clicking out into the fog of war, because it'll show you names of later areas and preview certain special rules and all, but that's talking about clicking WAY off from what you can see. You are 100% allowed to solve stuff out in the fog of war, and it's pretty stingy about de-fogging. Don't go blindly guessing because then you can maybe end up sequence breaking but... yeah. Sorry I'm spoiling the Front Gate, it's basically the tutorial though. Anyway, first move is obvious, only one place we can put that 6, and suddenly...
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Tada, important space so it rewarded us with a little fog clearing. You can also see that this will handily point out stuff in your pencil notes that can't be true, but only if A- it's untrue for standard sudoku reasons not special stuff, and B- it's not in the fog of war (or on the other side of some. You also maybe noticed that weird green thing under that first hint 6? That's something we need a tool for, you don't worry about it until you have that tool. Solving this out some more...
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Little more de-fogging, both of the puzzle area and the margins where we're getting new information on playing the game in general. Now right here if you're observant, you'll see that bottom right corner has to be a 6. It's out in the fog of war, but you can mark it if you know what it is. And...
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I was cropping it out before but the big purple number pad is always floating off to the side there, and the green text box over it, which among other things has an area name and flavor text for whatever grid you're in. This won't ALWAYS happen when you place numbers in fog of war, but there was a trigger on this 6 to load in a little piece of the first real area, and oh hey, we unlocked "Guide THERMO!" That's our first tool, and it's described up in the upper left.
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So tada, from here out in addition to standard sudoku stuff, you've got these "bronze Guide THERMOs" that show up here and there and have this extra rule. You basically never get free numbers in the grid past the Front Gate, it's all slow-marching into new areas using what you're bringing in plus some easy starting examples of how your new tools work, plowing on from there. The fog of war is pretty stingy but it keeps you focused. You'll also notice the rules here mention bosses, all the 9x9 ones have one. It's clearly marked, and you should PROBABLY expose it from the fog first, but any time you're in the area really you, if you scroll around in that green text box or hit the rules button when in a grid, there's a link you can click to go fight it. The boss fights are all separate puzzles (site's good about auto-saving so don't freak out if it takes over your tab and you have to hit back after). These are very themey, sometimes VERY evil (especially boss #1, feels a bit overtuned) self-contained 9x9 puzzles, probably using the same tools their area is themed around, and I don't think there's a single pre-placed number in any of them. Beat the boss puzzle, it gives you some flavor text and a number to place in its cell back in the main castle puzzle, plug that in and you're always going to unlock something cool. Usually a new item, sometimes other weird stuff, and it just goes on like that.
Don't expect to be able to fully solve a given grid in one go. It's a Metroidvania, backtracking is expected. Even if you've fully de-fogged a grid, later stuff might reward you by straight up adding new symbols you couldn't see before or doing weird stuff with fog. It IS all solvable with pure logic... but there ARE a few places that do that thing I hate in tougher sudokus where you just kinda have to pencil in in a different faction and explore 2 possible futures for a bit to see which eventually contradicts itself. And of course the last couple of grids do some really evil mind-bendy stuff.
But yeah aside from a couple gripes where the way a tool works could maybe be a lot more grammatically clear, that first boss being a lot to deal with as you're first getting your feet wet, and a particularly cruel twist later on, I don't really have any complaints. Well, it might need a cool soundtrack. Maybe play some Castlevania music. Maybe switch it up for some real proper boss music when you're nearing victory.
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Again I am just completely blown away that someone made something so meaty in a standard sudoku site's normal UI, and really managed to make it feel so much like playing a DS Castlevania. Some real proof of game design being an art form here. And now you too can just completely lose a day or two to it!
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animationinstitute · 2 years ago
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Transform your gaming obsession into profession. We tell you how
Game addiction is still a matter of worry for many parents. They still wonder if investing time in video games takes a toll on studies and finally career development. Computer games have progressed rapidly and brought a massive shift in the way youths perceive video games. From desktops and laptops, video games have now occupied an integral space in mobile apps, social media platforms, and consoles. Games can be installed anywhere and played anytime.
Addiction to video games may not always be harmful. At times, this addiction can turn into a profession. Playing computer games, as one of the scopes for recreational exercises, has taken over as an individual’s principal method of adapting to life. Online games hold numerous attractions for gamers- intuitive, social, and focused. There are numerous youngsters who have already started securing their lives as professionals in the gaming industry.
To meet the demands of the gaming enthusiasts, several media institutes have introduced game designing course in their program offerings. This definitely has a number of benefits. Game Art experts are in demand across the globe. And with too many youths shifting their interest from regular courses to vocational ones, gaming courses have taken a front seat in the education industry. The story is the same in India and abroad. This has created a redistributing centre point for global gaming organisations to recruit youth.
Profession choices in the gaming business extend from Game Animation to Game Art Creation in 3D and 2D, Game Design, Game Testing, Game Programming, and Project Management. Those who are considering a career in gaming, can join Game Design course at MAAC and get complete training on gaming by experts. The experts at MAAC give hands-on training on gaming tools and software and equip students with the skills required to be a part of the gaming industry.
The game Designing program gives key preparation and introduction to everyone who wishes to make a successful career in the industry. This gives them a progressively careful comprehension of what abilities are required to work in this industry.
Masterful capacity is a key pre-imperative for a profession in Game Art creation, one has to be talented to use computerized devices like Maya, Max, Photoshop, Z Brush, Substance Designer and so forth. They also need to have a simple comprehension of how game motors, for example, Unreal or Unity work. And all these are made possible by the experts at MAAC.
To be the ruler of the industry, one just not need to be technically sound, but also need to understand the procedures and strategies associated with the creation of computerised resources for games. Energy for gaming becomes an add-on! Interested to be a professional game designer? Fill in the form here.
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reksink · 6 months ago
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A Gaggle of Masks
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gummi-ships · 1 year ago
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Kingdom Hearts 3 - Nobodies
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b6d11f · 8 months ago
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at my best, I'm a sacrificial lamb at my best, I am something you could handle
#anya mouthwashing#daisuke mouthwashing#swansea mouthwashing#curly mouthwashing#mouthwashing#mouthwashing game#art#//#spoilers#image lyrics: pressed - alvvays#top left refers to anyas trouble sleeping and inability to share what shes going through with anyone. also quilt stitching. curious#nobody can hear you scream in space and all you can do when your planes going down is try to breathe#daisuke my beloved youre surrounded by people who kept letting you down. then back up as a saintlike character in death. you must be dizzy#but wait. newspaper clippings in the background theyre totalllly talking about you dude. look theres streamers and foam and everything#on heavily overexposed film all you can make out are the darkest parts . or it could become a beautiful nuanced grey. isnt that great curly#i modelled his eye here in the shape of the first photo of a black hole. why wont anyone but jimmy look him in the eyes?#hi swanseas palpable guilt. i guess if you stop biting the hook he'll get bored and finally end this game of cat and mouse#the whole piece is haunted by jimmy btw . notice how the yellow arrows zero in on the Real Problems to him#this next part i wrote after watching a video on the board game in mouthwashing because i spent a lot of time choosing editions#daisuke: toys r us edition with his piece already in the home row so winning by just 1#(the lowered expectations towards him + the safety net his family provides... which would not actually matter much after the crash...)#swansea: the royal edition#standard used on the tulpar + theres a move where you can form a blockade with 2 pieces and nothing can move forward or break it#even your other pieces (they changed this to be more lenient on everyone else after the crash i mean in the newer editions)#anya: homemade fabric board with influences from diane allison-stroud. the one i used is called the reader#(an artist who recreates boards from the 18-1900s and designs new pieces many of which are decided to memories from her childhood#she often pays homage to her mother/grandmothers textile arts)#i swear i had inspo for curly too but i cant seem to find the one with rounded edges encroaching on the middle like i drew#little distinguishing his part from the board itself (jimmy) but of course those two are Very different and itd be wrong to mix them up#how could i forget jimmys fear of -itys and stubborn menu options of leave and do nothing. finally all the stars become the tulpar logo :)
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bunnieswithknives · 1 month ago
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Do you have any plans on drawing twice-cursed Lyle in your "things that crawl? au? If he does indeed get twice-cursed?
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Nnnot entirely sure if this is the final design I'll stick with but heres something
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boiledprawn99 · 8 months ago
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sebastian I need to tell you about this game called bloodborne and- dude I know your wife is missing but you gotta check this out dude you fight like werewolves and eldritch alien monsters n shit it’s awesome
(human seb designs)
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gamedevelopmentcourse1 · 1 month ago
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Game Design Course with Unity Game Development
In today’s fast-evolving digital world, game design is more than just creating visuals—it’s about crafting engaging experiences, interactive systems, and stories that resonate with players. A structured game design course with a focus on Unity game development is the perfect way to break into this exciting industry, whether you're an aspiring developer, designer, or hobbyist.
Unity is one of the most powerful and widely used game engines in the world. From indie titles to AAA projects, Unity powers games across PC, console, mobile, and even AR/VR platforms. Learning to design and develop games in Unity gives you a versatile skill set that’s in high demand across the gaming, education, architecture, and simulation industries.
A quality game design course that integrates Unity doesn’t just teach you how to use a tool—it teaches you how to think like a designer. You’ll learn how to conceptualize ideas, build mechanics, design levels, create compelling characters, and test user experience. Combined with Unity’s robust engine, this knowledge enables you to bring your game ideas to life, from prototype to publishable product.
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Most Unity-focused courses begin by teaching the basics of game design theory: player psychology, goal-setting, feedback loops, and balancing. Once you understand the foundations, you’ll dive into the practical side of Unity game development, learning C# scripting, object-oriented programming, 2D and 3D asset integration, animations, physics, audio, and UI/UX elements. With hands-on projects, you’ll build real, playable games—perfect for your professional portfolio.
What sets a Unity-powered game design course apart is its emphasis on creativity backed by technical skill. You'll not only design but also develop games, giving you full creative control. By the end of the course, you’ll have a strong foundation in Unity, understand what makes a game fun and engaging, and have the tools to either build your own titles or join a professional game development team.
Whether your goal is to release your first indie game, work for a game studio, or simply explore a creative passion, a course in Unity game development provides you with the practical and theoretical knowledge needed to succeed.
Start your journey with Gamer2Maker, where our expert-led game design course with Unity is crafted to guide beginners and aspiring developers toward success. Learn by doing, build real games, and transform your passion into a career. Enroll now with Gamer2Maker and bring your game ideas to life!
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moopledunlop · 4 months ago
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Gaming is one of the fastest-growing industries worldwide, offering exciting career opportunities. If you’re looking for the best gaming course near Barrackpore, Moople Institute Barrackpore is your go-to destination. With expert faculty, hands-on training, and an industry-relevant curriculum, this game design course near Barrackpore prepares you for a successful career in game design.
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animationdelhincr · 7 months ago
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4 Benefits of Enrolling Yourself in a Game Designing Course
Enrolling in a game designing course can offer numerous benefits. It provides an in-depth understanding of the game development process and equips individuals with the necessary skills and knowledge to excel in this field. If you want to learn more about the benefits of game designing courses, read further.
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halequin · 3 months ago
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The Shorekeeper — The Beginning of our Story "The beginning... of our story. I understand now, I exist because of you."
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heartorbit · 11 months ago
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i just wanted to draw the ave mujica outfits .
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