#Game Development Studios
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Explore the Power of Unity Engine in Game Development | Top Unity Game Development Company WebMobril Inc
Discover why Unity Engine stands as a game-changer in the industry, empowering developers to create visually stunning and immersive games. From seamless cross-platform integration to a robust community, Unity redefines game development. Explore exceptional games like Cuphead, Escape from Tarkov, and Pokémon Go, all crafted using Unity.
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Delayed but Dedicated: The Current Status of “Something’s Wrong with Sunny Day Jack”
SWWSDJ’s release is delayed due to unexpected team and tech challenges. We're dedicated to delivering a quality experience—thank you for your patience and support! ❤️💙💛
Check out our Patreon post for more details.
EDIT TO ADDRESS CONCERNS & CONFUSION 10/31/2024
Due to our concern regarding the rampant insurgence of minors attempting to sneak into our community and spaces, we reached out to Patreon for guidance. In our direct correspondence with Patreon support staff, we were explicitly informed that as creators of 18+/NSFW content, all posts—regardless of whether they contain SFW content—had to be and should have always been behind a paywall. We were previously unaware of this requirement, as it is not clearly stated in their policies and guidelines on their website. In response, we placed all Patreon posts behind at least the $1 USD A Nibble tier. Regarding the comparison of our situation to other NSFW/18+ content creators, it brings to mind the age-old question: "If your friends jump off a cliff, are you going to jump off a cliff too?" What other content creators are willing to do or the risks they take with the possibility of having their pages removed is their concern. Our primary concern is ensuring that we properly adhere to Patreon guidelines and protect the adults within our community and provide a space free from as many minors as possible, a paywall is one of the few barriers we have to bar entry, until Patreon incorporates more robust features to verify the ages of its members.
As for the lack of communication, the studio head had been ill with the flu for a few weeks leading up to this day, and the IP creator was also grappling with their own mental health struggles, compounded by their computers and drives crashing, which did not help their mental health in the slightest. Very few people have access to or the authority to speak in their stead, so it was decided that it was best to allow both of them to recover enough to ensure a proper announcement could be made.
The primary understanding we wanted to get across to everyone is that we are changing how we operate from now on so that we can be able to better pace and accommodate ourselves and as a result communicate with you all more transparently and frequently.
#somethings wrong with sunny day jack#swwsdj#sunny day jack#sdj#snaccpop studios#snaccpop#game development#vndev#minors dni
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i have a problem
really long rambling in tags
#ive always liked him but i was in denial about it until i read the myspace stuff#it was then i realized i wasnt a fool for liking the stereotypical character#because he was rather prominent back in the day#he was one of the only when pizzas attack debutants important enough to be named. he had a myspace account.#in the development of pizzeria he was almost going to have something that people assume was similar to the blue ribbons#but as the focused shifted to gamerias his entire thing kind of became The Food Guy#to the point where theres a joke on the official blog posts about cupcakeria and donuteria of him wanting to order 4 cupcakes and 6 donuts#which is double the maximum amount#i don't really hate that hes The Food Guy (because i relate)#but some people are really mean spirited about it.#and i always used to think#there was no way to justify how upset that made me#because that was just how he is in the games. it was “true”#but like... some people think that's all he is and its not true at all#even if the gamerias make it seem like it is#god if i had a nickel for every time i liked a stereotypical character who had interesting details about them that no one knew about#bc most of the fandom refused to see them as anything but that stereotype#id have two nickels#i would like it to stay at that amount. anyways. id like to tag this properly now#papa louie#flipline studios#flipline big pauly#bluebay art
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Garden Hose is now complete!!! You can play it nowwww!!
Special thanks once again to @narcissistcookbook for allowing us to use their music and for being such a huge inspiration throughout this whole project honestly
Link to the game below :)
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full body + outfit breakdown for my little lad
#now to make shitpost redraws!!!!!!!!!#for character development yknow#touchstarved#touchstarved game#touchstarved oc#touchstarved mc#red spring studios#my art#my oc#touchstarved original character#isra oc
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#Concord#Sony#Firewalk Studios#video game development#game shutdown#Star Wars franchise#gaming industry#game development costs#game reviews#game sales#video games
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What bothers me about a lot of the takes I see comparing Veilguard to bg3, both in the vein of "Give DA to Larian" and "Larian could never because bg3 was just as flawed" is that both of these sentiments kinda miss the point.
Like, sure, bg3 is a very flawed game, most notably when it comes to the main story. Does that mean the writers at Larian are incapable of telling a better one? Of course not. To declare so would be a vast misunderstanding of how writing, art, or game development as a whole works.
And yes, let's say, hypothetically, miraculously, EA gave up the DA IP and Larian was the one that picked it up (there's quite frankly so little chance of this actually happening that this is purely the realm of thought experiment). Would Larian then create the perfect DA game, the one that we all envisioned while we waited for DA4? No. Larian is a different studio, with different writers who have different creative urges. Whatever they might have made would be as different from each previous DA game as each of them were from each other, at the very least.
But the key thing that I think people miss out on when comparing the two studios is this: Larian is a company that supports its developers, that invests proper time and resources in its writers, that doesn't lay off veterans at the drop of a hat, and that we haven't (as of yet, anyway) heard reports on about crunch, burnout, or mismanagement.
Would a hypothetical Larian DA game be perfect? Almost certainly not. Would it be better than Veilguard? Most likely, yes. Better working conditions with happier, healthier devs create better games, in the long run. And despite how flawed bg3 can be, there's a passion beneath it that is largely absent from Veilguard. Because you can't strip resources from your writers, change direction multiple times, fire all the studio veterans, and still expect a good game in the end.
#saw a take the other day along the lines of 'bg3 is all the flaws of vg but dressed up in better writing'#which made me ???? because yeah#putting better writing in your game makes for a better game#and writing is part of the design of the game. you can't separate that out from the rest of the experience#that's like... game design 101#dragon age#dragon age the veilguard#datv#veilguard critical#bioware critical#bg3#larian studios#game development
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Meet Marix, Xivo's counterpart. Whereas Xivo can create beginnings where there are none, Marix sees the destination of all things. This Goddess lacks the ability to create, but her clairvoyance allows her the wisdom to know where things should go.
Despite their differences, they adore one another.
So what part did the Goddess of Order play in Xivo's lament? Find out in Tears of Xivo.
Bonus: Her and Xivo, before the creation of the universe.
#Marix ToX#I love the idea of her just gently nudging planets and stars to where they should be#small detail: Xivo floats while Marix stands and sits#I went through a billion different hairstyles for her; y'all don't even know#the other styles didn't really fit the black and white look I wanted but with this one I wasn't feeling it at first#but after batting around; so to speak; I came back to this one and it grew on me#As you can imagine she was less chaotic to design than Xivo#she also renders faster because of this#Tears of Xivo#indie dev#indie games#game development#game developers#visual novel#3d artwork#daz 3d studio
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here's some art i've made for my upcoming custom slugcat mod for rain world, the corrosive!
if you're interested in learning more about it and in seeing in-game footage, keep reading under the dropdown! i'm hoping to release this very soon, so keep an eye out!
the corrosive is mainly carnivorous, but ISN'T able to use spears - instead, you have to bait predators into biting you! by being bitten, you'll release a deadly poison into your assailant, allowing you to eat it instead once it stuns it! however, you need to manipulate them very tactically, as being bitten by a creature while you're still recovering from another bite will always kill you. being taken into a den will also always kill, as usual, so you need to lead them into a spot where you know they won't reach their destination in time.
while lizards may be less of a threat due to your poison, you still need to watch out for other environmental hazards! notably, water kills you. if you're in water for more than a few seconds, even if you're not holding your breath, your poisons will wash away out of your body and into the water. luckily, the corrosive's campaign takes place before the collapse of the waterfront facility, so you'll be seeing far less water in your travels. it's also before the collapse of the garbage wastes, which is your home; you can swim in its dangerous acid just like any other slugcat can in water.
additionally, you can also craft using your bodily chemicals! if you swallow a piece of rubbish, it'll be dissolved and congealed into a slimeball. you can stick slimeballs onto a wall to climb up it, making up for your inability to use spears for traversal. you can also stick slimeballs onto creatures to slow down their movement, potentially buying you more time before you get taken into a creature's den. be careful with these as well - once you spit them up, you can't swallow them again, and they melt in water in the same way that you do.
how will you turn the tables on the world?
thanks for reading! if you're interested in playing this once it releases, i'll be posting the steam workshop link here on tumblr very soon. i'll also soon be needing playtesters, so if you're interested, send me a message!
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hm. dont even know why i expected da4 to be good when sims 4 was the worst entry in the series as well
#mass removal of lore/story; repetitive and unexciting from a gameplay standpoint; visually unappealing; shall i go on....#they literally put out an unfinished game with no repercussions. which game? i shant elaborate. i hope the electronic arts studio burns.#free my developers from the shackles of mismanagement!!#KRUSTY KRAB IS UNFAIR! MR KRABS IS IN THERE! STANDING AT THE CONCESSION! PLOTTING HIS OPPRESSION!#datv critical#veilguard critical
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Unlocking the Secrets of Game Development: A Journey from Concept to Creation
Explore the intricate stages of pre-production, production, and post-production. Elevate your gaming experience with our cutting-edge game development services.
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Something's Wrong with Sunny Day Jack - 2.0 Demo ( V.0.3 )
Another minor update, as we creep to 1/2 of the original script+!
Now with SEVERAL additional and new scenes!
The Patreon post with the download link is available for all paying Patreon members now! ❤️💙💛
We ask all fans to remember that this is a temporary, unoptimized build. It's being built at no additional cost to show off improved graphics/new story content-- but it is a modified build of the original demo.
This demo in no way reflects the capability/file size/etc.. of our current private build, and should be considered more of a content sample!
KNOWN ISSUES:
CGs absent
Windows only - TEMPORARY
File size, unoptimized
Temporary Build, not in final engine
AfterLife mode non-functional
FUTURE GOALS:
MAC BUILD
Updated CGs ( The longest taking task-- )
EXIT MAIN MENU FUNCTIONS
Extended Nick Scene
Additional AfterLife Mode episode
#somethings wrong with sunny day jack#swwsdj#sunny day jack#sdj#snaccpop studios#snaccpop#game development#visual novel#vndev#minors dni
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HEY! YOU! LOOK AT THIS!
Cavern Cafe is a game development project that I am at the head of, currently being designed & developed by my game studio. This post contains a lot of info we have about it!
You play as Nova, a nonbinary protagonist, who has just moved into a new town and opened up their cafe with their brother, Nate. In the move, you discovered your parent's old spellbook. Using the spells contained inside, you discover a pocket dimension of infinite and constantly shifting cave tunnels, filled with magical ingredients and creatures.
The game is a cafe management simulator, with roguelite and horror elements. Dive into the caves to gather ingredients, and then go back to the cafe to increase relationships with your customers. As you explore further into the caves, you come across different biomes. Most of the names are self-explanatory. Green Grotto (Mossy and full of life) Dried Delves (Sandy, Desolate) Ravined Rivers (Full of water and marine life) Frostbite Fissures (Ice and snow everywhere) Magma Mineshafts (Lava, Magma, etc.) Crystal Chasms (...Yeah this is the most self-explanatory.) Toxic Tunnels (Rivers, flora, and fauna; all of which can kill you with poison or venom.) Vexing Void (Breaking the laws of physics and reality, nothing here is logical. Fish swim in the air. Deal with it.) The Inbetween (We'll get back to this later...) Each biome contains new ingredients! There are a few different kinds (Fish, Fruit, Fungi, Grain, Misc. Plants, Sweeteners, Seasoning, Vegetables, Meat, & "Standard" Ingredients). Meat is obtained from killing different monsters, and Standard Ingredients are from the surface, not the caves. But every other kind has a unique ingredient for each biome (or several ingredients per biome!) There is not a single repeat ingredient. But a stupid thing that we started, which has caught on, is that every single ingredient name alliterates. (Ex. Sizzling Salmon, Aerial Anchovies, Restless Rhubarb, Overgrown Octopi). There is NO repeat ingredients, and NO repeat description words. The player has to get creative with how they prep the ingredients, leading to wild and zany dishes; but they also have to be careful of the customer's personal tastes and allergies. This is a fantasy world, and some species are harmed by different ingredients. What may be poisonous to a human might not be for a dwarf. There will be hundreds of customers, each with their own unique personality and story you can explore through dialogue at the cafe. Each one will have a taste profile, with favorite/least favorite ingredients. As you progress further into the caves, you start to notice... are those eyes? But the moment you look at them, they disappear. Must've been your imagination... or so you think. A creature known as the Stoneheart lurks in the deep layers of the caves, biding its time to try and escape. You can find ruins and scrolls throughout the caves that tell you the story of why the pocket dimension was created; and what the Stoneheart really is. Just be careful to not let it break out... (Foreshadowing? Maybe. Why am I writing like this, I feel so cringy) This is most of what we have thus far! We have some more details on story, design, and potential other projects, but I'll be slowly talking about those here as they become more solid. If you're interested in supporting the development of this project, share this post; or if you have money to spare, consider supporting our Patreon! There are perks, although admittedly there won't be a lot right now, as we are broke teens working with hopes and dreams. But we'll get it done one day! If you read this far, have a cookie :3
#cavern cafe#flaming dahlia studios#cc#fds#game development#game dev#game design#video games#indie game#queer video game
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I think I feel confident enough in my progress to present these sketches <3!
I'm working on a visual novel called Abyssal Zone Tour for this year's Road Trip Jam!
A secret whirlpool connects the land of the living to the land of the dead, and our three travelers feel the abyss calling.
Looking to release the VN towards the end of April <33!!
#clip studio paint#oc tag#original character#my ocs#character art#character design#clip studio art#game jam#roadtripjam2025#visual novel#vn#game development#concept art
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I understand that some ppl are upset and criticism is necessary for products to be successful and appealing to boarder audience but being a dev working on a passionate project part-time and with minimal wage is stressful enough, the devs are a young small team so they lack experience in some aspects, it's ok for people to make mistakes, as a fandom when that happens we should inform them IN A CIVILIZED WAY to help them through their problems and explore the solutions , otherwise the aggressive unacceptable behavior of some of the fandom is going to push them too far, they'll lose their passion and they'll become too stressed, then both of us will be at great loss :they'll make more mistakes, lose the fun of the experience and the product comes out bad
So please behave and guide them through their hard times instead of chasing them with pitchforks
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