#Hire Unreal Engine Game Developer
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devstreeca · 1 year ago
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Unleashing the Power of Play-to-Earn Gaming: NFTs, Blockchain, and the Unreal Engine Advantage
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In the ever-evolving gaming industry, the rise of 'play-to-earn' games fueled by blockchain and NFT technology has transformed the landscape. Blockchain ensures transparency and security, empowering gamers to monetize their activities. Unreal Engine emerges as the premier choice for crafting these immersive experiences, offering customizability, streamlined taxation, stunning graphics, and ease-of-use. As the gaming industry continues to evolve, Unreal Engine remains at the forefront of innovation, driving the exciting realm of 'play-to-earn' gaming forward.
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developers31 · 12 days ago
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Uplers offers a fast and reliable way to hire top Unreal Engine developers from India. Their platform connects you with the top 3.5% of AI-vetted UE4/UE5 talent in just 48 hours, making it ideal for game development, AR/VR, simulations, and architectural visualization projects.
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For companies seeking skilled, affordable, and timezone-matched Unreal Engine developers, Uplers offers a complete hiring solution.
👉 Learn more: Hire Unreal Engine Developer & Programmers in June 2025 (Within 48Hours)
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q99studio · 5 months ago
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The Most Powerful Divide: Unity vs. Unreal Engine in Mobile Game Development
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Choosing between Unity and Unreal Engine depends on your project’s needs. Unity is ideal for mobile games with its ease of use, cross-platform compatibility, and vast Asset Store, making it perfect for beginners and 2D games. On the other hand, Unreal Engine excels in creating visually stunning 3D games, offering advanced graphics, performance optimization, and multiplayer support. For developers seeking top game development expertise, Q99 Studio provides proficiency in both engines, helping you select the best fit for your project. Whether for 2D or complex 3D games, Q99 ensures your game reaches its highest potential.
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lunatic-harness · 1 year ago
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a brief and informal history of unofficial team fortress
inspired by a reply i made explaining that fortress forever was developed during the interim between team fortress classic and team fortress 2.
so after the quakeworld team fortress (qwtf) devs got hired by valve, fans took it into their own hands to expand on the original team fortress formula. this post provides a brief summary of various notable TF mods for other games over the past two decades, from the first quakeworld tf mods to modern revivals of the old team fortress formula.
Mega Team Fortress (Quakeworld)
mostly an expansion of qwtf. scout has flashbangs and a jetpack, most classes can lay traps, sniper can call down airstrikes (jesus fucking christ), engineer has a mini sentry, and so on. admittedly had a hard time finding info on this one
Custom Team Fortress (Quakeworld)
each player gets cash (a la counter-strike) to customize their class with weapons, armor, and special abilities. abilities are pretty crazy like being able to summon quake enemies, give nearby teammates quad damage, and disarm enemy players.
Weapons Factory series (various games, initial version Quake 2)
as mentioned above, since the original TF team was busy working at valve, it was up to fans to continue TF into quake 2. weapons factory for quake 2 was pretty big at the time, even showing up in a french gaming magazine.
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this one deviates a lot more from qwtf because it wasn't intended to be team fortress at all; it began as a simple CTF with classes mod, but later updates bumped up the class count until there were 9 of them that vaguely followed the TF class setup. the cool thing about this one is that everyone has a grappling hook.
anyways look at these class names lol it's like dollar store team fortress.
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(while the analogues of which WF class is which TF class is kinda obvious, the cyborg is actually more like a mix of soldier and demo with a tf2 sapper)
weapons factory got sequels/ports for quake 3, quake 4, unreal tournament, and even half-life 2.
Quake 3 Fortress (Quake 3) and Enemy Territory Fortress (Wolfenstein: Enemy Territory)
while weapons factory was enough for people to get their tf fix in quake 2 and 3, and team fortress classic came out in 1999, some people decided to make a proper team fortress for quake 3 anyways. behold, at the turn of the millennium: q3f. all the classes play similarly to their qwtf counterparts, though quake 3's physics does change the gameplay a bit.
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the developers of quake 3 fortress formed splash damage in 2001, a studio that went on to work on the multiplayer components of various games like batman: arkham origins, halo mcc, and gears 5.
enemy territory fortress is a 2005 port of q3f to enemy territory wolfenstein, which ran on a heavily modified quake 3 engine. not much to say about it since it doesn't do anything particularly different from q3f.
Unreal Fortress (Unreal Tournament '99)
also coming in at the turn of the millennium was unreal fortress. abbreviated to "UnF" like the sound doomguy makes when he interacts with a wall. what stands out about unf is that engineer (sorry, "armourer") can attach a rocket launcher or flamethrower to his sentries, and non-armourer teammates could apply class-specific upgrades to them such as snipers improving sentry aim and spies adding enemy spy detection.
Quake 4 Fortress (Quake 4)
hey look, it's 2fort
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there's not a lot of info about this once since it didn't have much of an audience - feels like a mod nobody asked for for a game nobody asked for. mostly takes after qwtf with extra stuff like scout having flashbangs. quake 4 fortress was abandoned in development and released in an early state with full source code.
Attackers Go Red (Quakeworld)
released in 2006, attackers go red is a qwtf mod built around one team always being on the offensive and one team always on the defensive. it also carries over some abilities from custom tf.
in the days of qwtf capture the flag a common way to play was for one team to always be attacking and the other defending (known as o/d) -- this was great because the typical push and pull of symmetrical ctf didnt really work in qwtf, so it ensured constant action for both teams involved. problem is, there was nothing enforcing this: if the "attacking" team decides to go on the defensive the gameplay slows to a crawl because now both teams are turtling instead of fighting each other, and additionally there's nothing stopping a "defending" player from going behind the other team's back and stealing their flag what with them being occupied with offense.
attackers go red solves this problem by enforcing the attack/defend split: red gets points for capturing flags, blue gets points for defending for a certain amount of time.
Fortress Forever
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the thing that separates fortress forever from all the other games just mentioned is that fortress forever takes more from team fortress classic than qwtf.
didn't last very long because tf2 managed to stop being vaporware in the middle of its development and even released before fortress forever did, but it still found a small niche as a continuation of tfc's gameplay style in the source engine. has new features like scout being able to build jump pads, spy being able to turn enemy sentries against its team, and pyro being able to use their flamethrower as an improvised jetpack.
i really like the industrial aesthetic it has going on. ff demoman looking like a white tf2 demoman is a hilarious coincidence -- he's styled after the old team fortress classic demoman. menu theme is a banger.
section break: everything from this line onwards came out after team fortress 2
Doom Fortress (Doom)
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it's team fortress 2 for doom (specifically, the zandronum source port)! all it actually brings over is the classes; not a difficult task since zandronum already provides a class system and some gamemodes. uses assets from other 90s fps games. i love how heavy is just the doom 2 chaingunner and pyro is just doom 64 doomguy. here's germanpeter's video on it and here's an abandoned attempt to update it from 2018
FortressOne (Quakeworld)
the latest revival of oldskool team fortress, as a result fortressone has a little bit of everything. you have to reload weapons like tf2/tfc; pyro has airblast and scout has double jump from tf2; most class loadouts are closer to tfc than qwtf; tfc and fortress forever maps are available. has a small but active community on discord and is still being actively worked on. check it out here
Typical Colors 2 (Roblox)
this one's just a tf2 clone in roblox. also includes some unofficial gamemodes like versus saxton hale and randomizer
TF2 Classic
based on the tf2 beta, team fortress classic brings back features that didn't see the light of day like scout's nailgun and demoman's dynamite bundle. tf2c is more well known for its custom weapon support though: the most popular servers have hundreds of custom weapons bundled in, most of which are unbalanced in a pretty fun way. check it out here
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sapphybandit · 1 year ago
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wait u do both AAA and indie game dev work? are you doing freelance stuff or is the AAA company space more lenient than I thought in terms of your creations outside of work hours? (i'm planning on going into the industry and this is smth I'm curious to hear from more ppl about)
I work remotely full time for a major studio as a Gameplay Engineer, though I can't say where at. The reason I'm on Tumblr so much is that I'm often waiting for builds or code reviews lol My indie dev work is working with my partner @koboldfactory to make queer furry games with a lot of heart. At the moment its just us two working on the project, so we both wear a lot of hats and cover multiple aspects of development. With most AAA companies I've worked for, they only care if you are working on a product that could compete with their own. If, for example, my full time job was for a Multiplayer First Person Shooter on the Unreal engine, then I'm free to work on a pixely adventure game made in Godot. The engine may not matter, but it helps with additional separation from my job, since I'm not using the same skills & knowledge that I'm being paid for. Any personal project work needs to be done on my own hardware too.
Additionally, most companies I've worked for have a sheet you can fill out when you're hired to list personal projects. I'm a bit fuzzy on the specifics of it, but I believe the intent is, should you have a project that has aspects shared with the company's project, then by listing it, they can't claim it as their property. But that obviously doesn't give you free reign on copying features & implementation from the company's project. I think it's mostly for them to know if you're being paid for anything that could potentially compete with them, since they are paying you & investing in your skill growth to make their own project succeed. I haven't personally had any of my personal projects conflict with my industry projects, so I'm not sure what happens if there does end up being an overlap. I hope that answers your question!
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sapphoandthepoets · 1 year ago
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When an ancient being recruits them to stop an even more ancient evil, a college pop band must choose between their music careers and saving the world.
I've mostly been posting these guys on my dedicated instagram account (https://www.instagram.com/sappho_and_the_poets/) but it's not so good for the text-heavy info posts so I thought i'd start a blog here!
This is the 2024 lineup for the main characters of my dream project.
R'afa is a bull shark mermaid and is the drummer for the band. They're also Sappho's sibling
Sappho is a sphynx and she's the bass guitarist and namesake of their band. She's Raf's sibling
Frey is a werewolf and the lead guitarist
Katlete is the keytarist and lead vocalist!
I'll have much more to post here as I develop the story!
FAQ for the project below!
Q: What medium is the project?
A: I'm writing Sappho and the Poets to be a third-person adventure game made in unreal engine. You'll be able to play as either Sappho, Katlete, R'afa, or Frey. The overall story will largely remain the same, but there will be different opportunities and choices depending on who you choose to play as.
Q: What is each character's play style?
A: Sappho is close-range combat, Frey is a long range archer, R'afa is the shield-bearer and tank, and Katlete is support as a healer, but also has many low-damage AOE spells
Q: When will the project be finished?
A: As of 3/25/2024 I'm unsure. I anticipate the project taking about 3-4 years.
Q: Will you be crowdfunding the game?
A: not directly! I plan to post devlogs and offer previews on ko-fi, but I don't believe a campaign on a site like kickstarter would be something I consider unless I reach a point where I need to hire a developer to help
Q: What is the story about?
A: there are many themes, both overall and individual to each character such as loss of faith, uncovering systemic lies, the shut out feeling that comes with being mixed race. Overall the story is about four college students who are dragged into a prophecy that forces them to choose between the perceived end of the world and their own safety and future.
Q: What platform will the game be on?
A: my goal is to release it on Steam or itch.io to be played on PC and Mac with controller support. Ideally I can also create a console patch, but it's very much a "we'll get there if we get there" situation!
If you have any other questions, feel free to ask them in my inbox!
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digitalabhishekgupta · 2 months ago
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Reliance Animation Academy Andheri – Why the BSc Degree in Animation Is Redefining Creative Education in 2025
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1. Introduction: Why Reliance Animation Academy Andheri Is the First Choice for Creatives
As the demand for skilled creators in film, games, and digital media continues to grow, Reliance Animation Academy Andheri is shaping the future of animation education with its specialized BSc Degree in Animation.
Unlike traditional degrees, this program offers a dynamic and immersive learning environment where students develop real-world skills that directly translate into jobs. With the rise of OTT platforms, AR/VR tech, and digital storytelling, creative professionals are now more essential than ever.
If you’re a student looking to build a future in visual media, this course is designed for you.
2. The Shift from Traditional Degrees to Skill-Driven Learning
Conventional courses like B.A., B.Com, or B.Sc. offer a theoretical foundation, but they often leave students underprepared for modern industry demands. The limitations include:
Outdated syllabi
Minimal practical training
Lack of exposure to professional software
Weak placement outcomes
In contrast, animation courses in Andheri now offer a smarter choice—built around practical experience, cutting-edge tools, and portfolio development.
3. Inside the BSc Degree in Animation: Learn Like a Professional
The BSc Degree in Animation isn’t just about drawing or editing—it’s a complete professional training experience that covers:
Concept art and character design
2D/3D animation production
Digital filmmaking and cinematography
Game environment creation
AR/VR and immersive storytelling
Motion graphics and VFX fundamentals
Students use industry-standard software like Maya, Blender, Photoshop, After Effects, and Unreal Engine, placing this course among the most advanced animation classes in Andheri.
4. Career Outcomes: Where Can a BSc Degree in Animation Take You?
Graduates of this program are equipped for roles in diverse creative industries including:
3D Animator
VFX Artist
Motion Graphics Designer
Game Designer
AR/VR Content Developer
Storyboard Artist
Digital Illustrator
Graphic Designer
The curriculum is aligned with hiring needs in entertainment, marketing, gaming, education, and tech—placing students on a fast track to career success.
5. Studio Training and Internships: Experience That Sets You Apart
One of the biggest advantages at Reliance Animation Academy Andheri is its studio-based internship program. Students work on real projects, follow professional timelines, and receive feedback from industry mentors.
This type of experience is rare in academic institutions and offers a huge edge in competitive job markets—especially for those exploring vfx courses in Andheri or multimedia design careers.
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The skills learned in this program go beyond borders. With the explosion of digital media and freelancing platforms, students can:
Work remotely for international studios
Launch careers in gaming, OTT, and mobile content
Build global portfolios from right here in Mumbai
This global reach, paired with hands-on studio experience, makes this course ideal for aspiring creators who want flexible, location-independent careers.
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Mentorship from working professionals
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It’s not just education—it’s a launchpad to a successful creative career.
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Apply today for the BSc Degree in Animation and take the first step toward a creative career with global potential.
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thessalian · 4 months ago
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Thess vs How Things Work
When I was a kid, I used to take things apart to see if I could figure out how they worked. I was successful at the former, not so successful at the latter, but I did get the idea quite early that technology was not something so simple as "press the button and Thing Happens".
Which is why I am probably more surprised and frustrated than I should be when it feels like someone taks how things work for granted in entitled ways.
It's been a thing for ... well, at least it's been louder since Veilguard came out ... where people are talking about wanting a Legendary Edition of the Dragon Age games "like Mass Effect got". Usually with, "At least give the Hero of Ferelden a voice!" tacked on. And none of them seem to understand or even consider how fucking hard that would be. Whereas I have at least some idea, looking at the games' development from the ground up.
First of all, Origins and DA2 run on a different engine than Inquisition and Veilguard. While the Mass Effect games were all made with Unreal Engine 3, the first two Dragon Age games were made with Eclipse, while Inquisition and Veilguard were made with Frostbite when it became the in-house engine in 2014. To have a full-on Legendary Edition, you'd have to have versions of Origins and DA2 that were compatible with Frostbite, which means remaking them from the ground up.
Even if that were not the case, you would still have to remake DA2 from the ground up, because of the maps. Or lack thereof. Some of the cave maps could still be recycled, since you do go to the same places at times (the three separate Bone Pit caves, the three caves near the Dalish encampment, the slaver tunnels), each of those needs a map of its own, not using the same exact map layout and cutting off some bits as needed.
As for Origins, there are so many moving parts involved that you'd probably have to remake the whole game from scratch anyway. Mostly I'm thinking mages. You had such a lot of spells at your disposal as a mage in Origins, and Frostbite seems to work best with a more streamlined skill tree. They'd probably have to rework the entire skill and ability system for that, so it's unlikely to be the same game anymore at that point anyway.
Then there's the issues involved in adding a voice to the various Heroes of Ferelden. First of all, the models. You'd need to have mouths that move for the Hero of Ferelden. Doable, but only because, again, having to build it from the ground up in Frostbite. Then there's hiring the voice actors for every line of dialogue a Hero of Ferelden can 'say' in the course of the game. With a minimum of two voice actors required to do it justice (the minimum that DA2 had, but probably they'd want to go with four like Inquisition and Veilguard had), that's a lot of money going to voice actors. Who are worth it, but ... the companies don't seem to think so.
Given how expensive all of this is, if the corporate bods did greenlight this with a limited budget, there would have to be some cuts made. Where do they make those that won't piss off the fans they're trying so hard to reclaim? Streamline the Hero of Ferelden dialogue? When a lack of nuance and the ability to be an asshole is one of the major complaints of Veilguard? Plus the entire writing team for the games is gone now, so you'd get strangers doing it. That seldom ends well. So maybe they make the cuts to skills and abilities (which they might have to anyway - see above) and risk getting the older fans whining about how we don't have tactics and nuance to the combat anymore.
See, I don't really know that much about how video games are made. I apparently have more of an idea than most. I imagine making the LE of Mass Effect wasn't easy, but at least they were dealing with the same engine throughout, and not trying to add things that weren't there at the start. Those things add so much time and money to a project. Thinking about all that, I come to the conclusion that the CEO that said "Veilguard failed because it wasn't a MMO like we wanted it to be" is not going to sign off on that amount of time and money for a franchise they've pretty obviously left for dead. Even if they were willing, somehow, they couldn't - they got rid of almost all the staff.
So in summary, I get wanting a Legendary Edition of Dragon Age. I get wanting Origins with Veilguard graphics. What I don't get is demanding those things, and I really don't get people treating it like it would be something easy or cheap to do. Yes, it would be lovely. However, it would not be possible without completely redoing the first two games at minimum, and then those two would probably not quite be the games we know and love.
...Also, thinking about it, having three reasonably contained gaming experience with the open world bloatfest that was Inquisition sandwiched between them would kind of be tonal and mechanical whiplash in a compilation anyway.
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gamecrio · 6 months ago
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 Hire Game Developers | Unity | Unreal Engine Game Developers for Hire
Hire Unity & Unreal Engine Game Developers to transform gaming ideas into reality. We have 8+ years of experienced game developers. Schedule interview.
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mizukagami-takamagahara · 1 year ago
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Key Visuals for Mori's first game since BlazBlue, an as-of-yet untitled "action game" by Studio Flare
I don't know how much I will be following the coverage of this game on this blog. I've got no idea how relevant it will be to the BlazBlue series. Character designs we've seen lead me to believe it could be a spiritual sequel, but I could be proven wrong.
In another post I might take a closer look at these images and make some speculation. For today, I'd like to go over what we know about this upcoming game from the following articles:
Automaton Media
Gamer
Game Watch
Most interesting among these sources, in my opinion, was an interview with Mori himself discussing the ideology of Studio Flare as a game studio. I really like the way he and the team want to approach game design. As a creator myself, I share the same thoughts. I definitely recommend reading it if you're able.
Now, for the information we have from the above sources!
Mori describes it as a 2.5D "action game" with an anime style. Combat will not be turn based. The game will utilize the Unreal Engine.
At this time Studio Flare is still working to hire people for the game's team. They're hiring in several positions, but it seems like what they need most right now is more programmers.
The people at Studio Flare seem to want to be pretty transparent about their development process as they go through it. They want people to be able to share in the excitement of what they're creating. Ultimately, they want Studio Flare to approach all their games this way: regularly engaging with audiences about their projects, sharing the creation process, balancing listening to fan feedback and sharing their own visions. Mori describes this ideal method as similar to showing a friend a game you like, and asking them what they think about it.
In an interview, Mori teased that they may start sharing character designs and full game models as soon as they are finished and finalized.
The mystery Rachelface character from Mori's Twitter header image and his previous story concept post features in all of these images, indicating she may be the game's protagonist- though her outfit is drastically different, so this may be a different character.
Mori is actually the vice president of Studio Flare, as well as the head of Development/head Producer. The president of the company is Toshinori Aoki, known for his work on Muramasa: The Demon Blade and Daemon X Machina.
Studio Flare is being funded by NetEase, a company known for games like Identity V, Diablo Immortal, and Cyber Hunter.
Mori claims the goal of Studio Flare is to focus on making interesting, fun games, prioritizing creativity and passion above "making money."
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linuxgamenews · 11 months ago
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Experience the Open World of Promise Mascot Agency
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Promise Mascot Agency is an open world mascot management crime drama game is coming to Linux and Steam Deck via Windows PC. Thanks to the brilliant creativity of Kaizen Game Works. Due to make its way onto Steam. Kaizen Game Works, the award winning studio behind Paradise Killer, just released a gameplay deep dive video for their new release, Promise Mascot Agency. And as stated, this title is an open world mascot management crime drama – the first of its kind. Promise Mascot Agency is a unique experience, and it deserves some explanation. The new video covers the backstory of our hero Michi, the process of hiring mascots, the dangers of the job, and the mystery of a deadly curse. Plus, if you pay close attention, you might spot some new mascots and characters. Plus we also have details for Linux:
Lnux is not completely out of the question for the future... However, we do know that the game runs well via proton and we actively use the Steam Deck as a test device.
Kaizen's email mentions they're using Unreal Engine for development. This explains why Proton support works so well on Linux via Steam Deck. A native build isn't off the table either, so with good sales, we may see a native port after all. In the title, the locals of Kaso-Machi are there to help you out with Hero Cards. These cards represent different town residents who have your back. Heroes like Captain Sign (the only road sign-based superhero in Japan, as far as we know) and Mama-San (the local bar owner who's big into latex) are ready to assist you – once you befriend them, of course.
Promise Mascot Agency - Gameplay Deep Dive
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The deep dive video is narrated by a voice that might sound familiar to fans. Maybe it's worth a bit of detective work to figure out who it is? Kaizen has been thrilled with the positive reaction to the April reveal trailer for Promise Mascot Agency. Many people said things like, "I don't know what I'm looking at, but it looks awesome!" So, today's video aims to clear up some confusion, but not too much. There's still plenty of strangeness and mystery to uncover when it releases. Oli Clarke Smith, the title Director, shared his excitement: "We’re so happy with the response to our announcement and we’ve been itching to show you more. Promise Mascot Agency is a unique title and there is so much to see and do. This video shows you just the tip of the iceberg. There are many more mascots to meet, people to help, and FORBIDDEN MYSTERIES to uncover. This game rocks ass." Promise Mascot Agency open world mascot management crime drama is due to release on Linux and Steam Deck via Windows in 2025. So be sure to Wishlist it on Steam. For more info, check out their official website. Developed with financial help from Kowloon Nights and the UK Global Screen Fund, financed by the UK Government's Department for Culture, Media and Sport and administered by the BFI. Kaizen is incredibly grateful to both. If you’re into unique titles with lots of characters and mysteries, keep an eye on Promise Mascot Agency. It’s shaping up to be something special!
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mobileappdevelopments · 1 year ago
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Unity is the most popular game engine that allows developers to create a wide range of games. That’s why companies choose to hire Unity developers for their game development. In this blog, we have provided 15 reasons why companies should hire Unity developers. We have also provided a list of skills they need to look for while hiring. To understand Unity game development, let’s first look at the definition and why you should choose Unity over Unreal game engine for game development.
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q99studio · 5 months ago
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How to Build a Game with Unreal Engine
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nreal Engine is a powerful platform for game development, offering stunning graphics, robust physics, and versatile features. It’s used to create everything from AAA titles to indie games. To develop a game using Unreal Engine, start by conceptualizing your idea, learning the engine's basics, and developing assets. Use scripting tools like Blueprint or C++ for programming mechanics, and then test and optimize the game for smooth performance across devices. If you're looking to create a high-quality game, hiring skilled Unreal game developers is essential. Q99 Studio offers expert Unreal game development services to bring your vision to life.
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chasing-illusions-studio · 14 days ago
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3D Walkthrough Real Estate Company
Imagine a potential buyer exploring every corner of a luxury villa, from its marble-floored living room to its private rooftop garden, all from the comfort of their home. In India’s fast-paced real estate market, where competition is fierce, 3D real estate walkthroughs are transforming how properties are marketed.
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These virtual tours offer a vivid, interactive experience that static photos or floor plans simply can’t match. At Chasing Illusions Studio in Delhi, we create stunning 3D animations that help developers, builders, and real estate agents showcase properties with unmatched clarity and appeal.
In this blog, we’ll dive into what makes 3D walkthroughs a must-have for property marketing, how they’re created, their benefits, and why partnering with a top-tier studio like ours can elevate your real estate business.
What Is a 3D Real Estate Walkthrough?
A 3D real estate walkthrough is a virtual tour that brings a property to life using advanced animation techniques. Unlike traditional videos or images, these walkthroughs let buyers “walk” through a property, exploring its layout, design, and features in a fully immersive way.
Whether it’s a cozy apartment in Mumbai, a sprawling commercial complex in Bangalore, or a yet-to-be-built resort in Goa, our animations at Chasing Illusions Studio showcase every detail, down to the texture of the walls, the gleam of natural light, and the view from the balcony. Using industry-leading tools like Autodesk 3ds Max, Lumion, and Unreal Engine, we create photorealistic visuals that make buyers feel like they’re already home.
These walkthroughs are perfect for pre-construction projects, allowing developers to market properties before a single brick is laid. They also work wonders for finished properties, giving buyers a realistic sense of space without needing an in-person visit. From residential homes to retail malls, our animations highlight everything from interior aesthetics to surrounding amenities like parks, pools, or parking areas.
Why 3D Walkthroughs Are a Game-Changer for Real Estate
In a market where buyers have endless options, standing out is critical. Here’s why 3D real estate walkthroughs are reshaping property marketing in India:
Boost Engagement Like Never Before: A well-crafted 3D walkthrough grabs attention and keeps it. Research shows that properties with virtual tours get 87% more views than those with static images. Buyers can explore kitchens, bedrooms, or office spaces at their own pace, creating an emotional connection that drives interest.
Close Deals Faster: By offering a clear, realistic view of a property, walkthroughs reduce buyer hesitation. For instance, one of our clients, a Delhi-based developer, pre-sold 75% of a residential project’s units using our 3D walkthrough, as buyers could visualize their future homes before construction.
Save Time and Money: Staging a physical show flat or hosting multiple site visits can cost lakhs. A 3D walkthrough eliminates these expenses, offering a virtual alternative that’s just as effective. Industry data suggests virtual tours can cut marketing costs by up to 30%.
Reach Global Buyers: With India’s real estate market attracting international investors, our walkthroughs include multilingual voiceovers and subtitles to appeal to buyers in the UAE, US, or Europe. A virtual tour lets someone in Dubai explore a Mumbai penthouse with ease.
Elevate Your Brand: High-quality animations scream professionalism. Our work with clients like Tata Technologies and TCS shows we deliver visuals that make your brand stand out as innovative and trustworthy.
Our Step-by-Step Process for Creating 3D Walkthroughs
Creating a 3D real estate walkthrough is like directing a movie—you need a vision, a plan, and the right tools. Here’s how we do it at Chasing Illusions Studio:
Discovery and Planning: We start by sitting down with you (virtually or in our Delhi office) to understand your project. What’s the property type? Who’s the target audience—first-time buyers, luxury investors, or commercial tenants? We review blueprints, mood boards, or design concepts to align with your vision.
Storyboarding: Next, we create a detailed storyboard, mapping out the flow of the walkthrough. Want to highlight the open-plan kitchen or the rooftop infinity pool? We plan camera angles and transitions to showcase your property’s best features.
3D Modeling and Animation: Using tools like Lumion and Unreal Engine, our artists build photorealistic 3D models. We add textures (think hardwood floors or marble countertops), realistic lighting, and furnishings to make the space feel lived-in.
Rendering and Editing: High-definition rendering brings the animation to life. We polish it with smooth transitions, background music, and professional voiceovers to narrate key features like “spacious walk-in closets” or “panoramic city views.”
Delivery: We deliver the final walkthrough optimized for your needs—whether it’s for your website, social media, or a VR headset for an immersive experience. Typical turnaround is 6-10 days, with expedited options available.
Curious about the results? Watch this sample 3D walkthrough of a luxury apartment complex we created for a client in Gurgaon:
Case Study: Transforming a Pre-Construction Project
Last year, a prominent real estate developer in Bangalore approached us to market a pre-construction shopping mall. With construction yet to begin, they needed a way to attract retailers and investors. Our team created a 3D walkthrough showcasing the mall’s vibrant layout, from escalators and retail stores to a sprawling food court.
The animation highlighted amenities like ample parking and green spaces, all rendered in stunning detail. The result? The developer secured 70% of lease agreements before groundbreaking, crediting our walkthrough for bringing their vision to life and building buyer confidence.
Types of 3D Walkthroughs We Offer
At Chasing Illusions Studio, we tailor our 3D walkthroughs to suit various property types:
Residential Walkthroughs: Showcase apartments, villas, or townhouses with cozy interiors and scenic views. Perfect for homebuyers or investors.
Commercial Walkthroughs: Highlight office spaces, retail stores, or malls, emphasizing functionality and brand appeal for businesses.
Luxury Resort Walkthroughs: Transport viewers to paradise with animations of private pools, lush gardens, and exclusive amenities.
Hospital Walkthroughs: Visualize healthcare facilities, from patient rooms to operating theaters, for investors or medical boards.
Theme Park Walkthroughs: Create immersive tours of amusement parks, showcasing thrilling rides and family-friendly spaces.
Tools We Use for Stunning Walkthroughs
Our team leverages cutting-edge software to deliver photorealistic results:
Unreal Engine: For real-time, interactive walkthroughs with VR/AR compatibility.
Lumion: Fast rendering for architectural visualizations with lifelike environments.
Autodesk 3ds Max: Detailed modeling for intricate designs and textures.
Twinmotion: User-friendly real-time rendering for quick, high-quality outputs.
Blender: Versatile, open-source tool for custom animations.
These tools allow us to create walkthroughs that range from budget-friendly to ultra-premium, depending on your needs.
How Much Does a 3D Walkthrough Cost in India?
The cost of a 3D walkthrough depends on factors like project complexity, animation length, and features (e.g., VR integration). Basic walkthroughs start at ₹20,000 for a 30-second animation, while high-end projects with detailed interiors and exteriors can range from ₹1 lakh to ₹5 lakh. At Chasing Illusions, we offer transparent pricing tailored to your budget, ensuring premium quality without breaking the bank. Want a custom quote? Reach out today!
Why Choose Chasing Illusions Studio?
Here’s why we’re a trusted partner for real estate visualization in India:
Proven Track Record: We’ve worked with industry giants like Tata Technologies, TCS, and Airtel, delivering animations that drive results.
Custom Approach: Every walkthrough is tailored to your property’s unique story, from cozy flats to sprawling malls.
Cutting-Edge Technology: We use VR/AR and real-time rendering to create immersive experiences.
Delhi-Based, Global Reach: Our local expertise meets international standards, serving clients worldwide.
Quick Delivery: Most projects are completed in 6-10 days, with rush options available.
Frequently Asked Questions (FAQs)
How long does it take to create a 3D walkthrough?
Most projects take 6-10 days, depending on complexity. We offer expedited delivery for urgent needs.
Can 3D walkthroughs be used for unbuilt properties?
Absolutely! Our animations are perfect for pre-construction marketing, letting buyers explore properties before they’re built.
What’s the cost of a 3D walkthrough?
Prices start at ₹20,000 for basic animations and go up to ₹5 lakh for premium, VR-ready tours. Contact us for a tailored quote.
Do you offer VR or AR walkthroughs?
Yes, we create interactive 360-degree tours and AR experiences for cutting-edge marketing.
Ready to Transform Your Property Marketing?
Don’t let flat images hold back your real estate business. With Chasing Illusions Studio, you can create 3D walkthroughs that captivate buyers, speed up sales, and set your brand apart. Based in Delhi, we’re ready to bring your properties to life with stunning animations.
Contact us today for a free quote and let’s make your next project a success!
Get a Free Quote Now
Client Testimonials
“Chasing Illusions turned our pre-construction mall into a vivid reality with their 3D walkthrough. We secured 70% of leases before construction began!” – Bangalore Developer
“Their virtual tour of our luxury villas attracted buyers from Dubai and London. The quality was unmatched!” – Real Estate Agent
CONTACT NOW
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thehiddencontroller · 24 days ago
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Atlantis Studio Emerges with Devs from Ubisoft, Ready At Dawn & More
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A brand-new wave of game development is on the horizon 🌊
Atlantis Studio has officially launched, bringing together top-tier talent from Ubisoft, Ready At Dawn, and Midgar Studios. Based in the South of France, the studio is co-founded by Ru Weerasuriya (of The Order: 1886 and Echo VR) and Nico Augusto. Their mission? To build immersive, next-gen games using Unreal Engine 5.
The team is already hiring and teasing a debut project reveal “soon,” with Summer Game Fest being the most likely stage. With such a stacked lineup of devs and a commitment to creativity, Atlantis could quickly become one of the industry’s most exciting new studios.
🎮 Read the full breakdown here: https://shorturl.at/rYlkt
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howardallison · 1 month ago
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Behind the Pixels: How an AAA Game Art Outsourcing Studio Powers Blockbusters
Behind the Pixels: How an AAA Game Art Outsourcing Studio Powers Blockbusters
After over a decade running an art outsourcing studio for AAA games, I can tell you this: creating the visuals for the world’s biggest titles is equal parts art, tech, and hustle. Our team crafts everything from hulking mechs to misty forests, all while juggling tight deadlines and sky-high expectations. But what really goes on in an AAA art outsourcing studio? Let’s break down our world—how we fuel AAA game development, the obstacles we dodge, and how we keep the magic flowing.
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What We Do in an AAA Art Outsourcing Studio
Think of us as the visual architects for AAA games. Developers come to us with a vision—a gritty cyberpunk city, a fantasy realm, or a post-apocalyptic wasteland—and we turn it into reality. That means churning out 3D models, rigging animations, painting textures, or designing UI, all tailored to fit the game’s style and engine. We’re not just hired hands; we’re problem-solvers who bridge the gap between a game’s ambition and its deadline, letting in-house teams focus on gameplay and story.
Why AAA Studios Need Us
AAA games are beasts—massive budgets, global audiences, and zero room for error. Here’s why developers lean on outsourcing studios like ours:
Niche Expertise: Our artists are laser-focused specialists, whether it’s sculpting hyper-realistic faces or building modular environments.
Time and Cost Savings: We deliver high-quality work faster and cheaper than expanding an in-house team, especially for one-off tasks.
Global Firepower: With artists across continents, we work around the clock, hitting milestones while clients sleep.
Tech Savvy: We’re fluent in tools like Maya, Blender, and game engines like Unreal, ensuring assets slide into pipelines like a glove.
The Real Challenges We Face
Delivering AAA art isn’t a walk in the park. Every project throws curveballs, and we’ve learned to swing:
Reading the Client’s Mind: Some briefs are as clear as mud, or priorities shift mid-stream. We dig deep to pin down the vibe early.
Syncing Across Borders: Working with teams in different time zones means mastering async communication and late-night check-ins.
Pipeline Precision: A single misstep—like a mismatched file format or UV map—can grind integration to a halt. We obsess over details to avoid it.
Keeping Secrets Safe: AAA games are closely guarded. We use encrypted workflows and bulletproof NDAs to lock down sensitive assets.
How We Make It Work
Success in this game comes down to process, trust, and a touch of creativity. Here’s our recipe for delivering AAA art that shines:
Start Strong: We kick off with deep-dive meetings to absorb the client’s vision, from color palettes to lore. No detail is too small.
Show, Don’t Tell: We share rough drafts and prototypes fast, using platforms like Figma or Perforce for feedback loops that keep us on track.
Stay Nimble: Tools like Trello and Slack help us pivot when a client tweaks their direction or a deadline looms.
Invest in People: Our artists aren’t cogs—they’re creators. We fuel their growth with training and space to experiment.
Master the Tech: We stay ahead of the curve, adopting tools like Houdini for procedural assets or AI for rapid iteration.
Where AAA Art Outsourcing Is Headed
The AAA space is evolving, and we’re evolving with it. AI is shaking things up, automating repetitive tasks like UV unwrapping while leaving the soul of the art to us. Real-time collaboration tools are shrinking the world, letting us work side-by-side with clients via the cloud. And as games balloon in scope—think seamless worlds or VR epics—outsourcing studios will be the ones scaling the mountain, delivering the volume and quality to match. But at our core, we’ll always be about one thing: making games look unforgettable.
Running an AAA art outsourcing studio is a wild ride, but every time a player gasps at a vista we built, it’s worth it. We’re the unsung artists behind the curtain, and we wouldn’t have it any other way.
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