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Design career: Designers types, Role and Salary
The design field has become an exciting and popular career choice, combining creativity, innovation, and practicality. Designers shape the world around us, from digital interfaces and brand identities to physical products that make life easier. Their work balances beauty and functionality, making them valuable in many industries.
In this blog, we’ll look at the different types of design careers, what each role involves, and the potential salaries for these creative jobs. Whether you’re starting out or thinking about a career change, this guide will give you a clear picture of the opportunities in the design world.
Types of Designers
1. Graphic Designers
Graphic designers are experts in visual communication, crafting designs that deliver clear messages and evoke emotions. They create designs for a variety of mediums, including print (brochures, posters, and business cards), digital media (social media graphics, banner ads), and branding (logos, brand guidelines).
Responsibilities
Make creative designs for print and digital platforms.
Work on branding, like logos and business cards.
Collaborate with clients and teams to bring ideas to life.
Tools: Adobe Photoshop, Illustrator, InDesign.
2. UX/UI Designers
UX (User Experience) and UI (User Interface) designers focus on creating seamless and engaging experiences for digital users. While UX designers ensure the product is functional and user-friendly, UI designers concentrate on its visual appeal and interface.
Responsibilities
Plan layouts and user journeys for websites and apps.
Test how easy it is to use the product.
Create designs that look good and feel smooth.
Tools: Figma, Sketch, Adobe XD.
3. Product Designers
Product designers focus on the design and development of physical goods, from everyday items like furniture to advanced tools and machinery. They balance functionality, ergonomics, and aesthetics, often working closely with material specialists, prototyping experts, UI/UX Designers,Quality analyst and market researchers to create user-friendly and innovative products.
Responsibilities
Design and prototype products.
Work with engineers to make sure designs can be produced.
Choose materials and test the product’s functionality.
Tools: AutoCAD, SolidWorks, Fusion 360.
4. Web Designers
Web designers specialize in the visual aspects of websites, focusing on user-friendly layouts, cohesive color schemes, and responsive designs. They ensure websites are both functional and visually appealing.
Responsibilities
Design website layouts and navigation.
Make sure websites work on phones and tablets.
Collaborate with developers to build functional websites.
Skills and Tools
Tools: Adobe XD, Figma, Canva,CMS.
Basics of HTML, CSS, and JavaScript.
5. Game Designers
Game designers create the concepts, storylines, and mechanics that make video games engaging. They work on designing immersive gameplay experiences, collaborating with developers and artists.
Responsibilities
Create game concepts, characters, and levels.
Plan how the game will work and look.
Test and improve gameplay.
Tools: Unity, Unreal Engine, Maya, Blender.
6. Motion Graphic Designers
Motion graphic designers specialize in creating animated visuals and effects that enhance storytelling and communication. Their work is commonly used in advertisements, films, and social media content.
Responsibilities
Designing animations and video effects for multimedia projects.
Collaborating with video editors and producers.
Bringing static graphics to life through movement and transitions.
Tools: Adobe After Effects, Cinema 4D, Premiere Pro, and Final Cut Pro.
7. Fashion Designers
Fashion designers create clothing and accessories that blend style with functionality. Their work involves conceptualizing designs, selecting fabrics, and overseeing production.
Responsibilities
Designing clothing collections and accessories.
Sketching and creating prototypes.
Collaborating with textile manufacturers and pattern makers.
Tools: Adobe Illustrator, CLO 3D, or Browzwear.
8. Interior Designers
Interior designers enhance indoor spaces, focusing on aesthetics, functionality, and safety. They design homes, offices, retail spaces, and more, often collaborating with architects and builders.
Responsibilities
Developing floor plans, layouts, and mood boards.
Selecting furniture, fixtures, and color palettes.
Using design tools to create 3D visualizations of spaces.
Tools: AutoCAD, SketchUp, Revit, and 3ds Max.
Roles of Designers
Concept Development: Translating ideas into visual or practical concepts.
Collaboration: Working with clients, teams, or other stakeholders to align designs with objectives.
Problem-Solving: Addressing challenges through creative and functional solutions.
Prototyping: Creating models or samples to test and refine designs.
Presentation: Showcasing designs to clients or stakeholders for feedback and approval.
Salary For Designers (IN INR)
Salaries for design professionals depend on factors like experience, location, and industry.
1. Graphic Designer
Entry-Level 2,00,000–4,00,000
Mid-Level 4,00,000–8,00,000
Experienced 8,00,000–15,00,000
2. UI/UX Designer
Entry-Level 3,00,000–6,00,000
Mid-Level 6,00,000–12,00,000
Experienced 12,00,000–20,00,000
3. Product Designer
Entry-Level 3,00,000–6,00,000
Mid-Level 6,00,000–12,00,000
Experienced 12,00,000–22,00,000
4. Web Designer
Entry-Level 2,50,000–5,00,000
Mid-Level 5,00,000–10,00,000
Experienced 10,00,000–18,00,000
5. Game Designer
Entry-Level 3,00,000–7,00,000
Mid-Level 7,00,000–15,00,000
Experienced 15,00,000–25,00,000
6. Motion Graphic Designer
Entry-Level 3,00,000–6,00,000
Mid-Level 6,00,000–12,00,000
Experienced 12,00,000–20,00,000
7. Fashion Designer
Entry-Level 2,00,000–4,00,000
Mid-Level 4,00,000–8,00,000
Experienced 8,00,000–15,00,000
8. Interior Designer
Entry-Level 2,50,000–5,00,000
Mid-Level 5,00,000–10,00,000
Experienced 10,00,000–18,00,000
A career in design offers many opportunities in areas like graphic design, UI/UX, product design, web design, game design, motion graphics, fashion, and interior design. Each area has its own role, requiring a mix of creativity, technical skills, and problem-solving abilities. Designers help shape the world around us by creating visuals, user-friendly experiences, and innovative products.
If you’re thinking about a career in design, it’s important to understand the different roles, the skills needed, and the salary range. Whether you’re just starting or looking to grow, the design industry offers many opportunities for success.
#Types of designers#Roles and responsibilities of designers#salary for ui/ux designers#salary for web developers
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What is the Role of an App Development Company?
Apps are not only successful because of the development team. Many factors contribute to the success or failure of a mobile application. These include the business idea, the look and feel, the user journeys and algorithms, the architecture, risk management, and security. This is where an app development team comes into play. To achieve all of the above, team composition is crucial. Therefore, it is advisable to create an application development team before venturing out. App development can sound like black art to many. So many strange words and technical phrases can be difficult to pronounce. You may also get confused if you are not a tech person.
Visit us:
#Role of an App Development Company#blockchain application development#ios app development#website development company#website design services#iot development services#ui and ux design service
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“My Dream Is Still Alive Despite the Rubble”


My dream has always been to become a UX/UI designer and a web developer. This dream has been my compass toward a better future for me and my family, giving my life meaning and hope despite the challenges.


But the war in Gaza turned our lives upside down. We lost our home, my university, and even the laptop I relied on for learning and work. We were displaced to the southern part of Gaza, where we suffer daily from power outages and limited internet access. Despite these circumstances, my heart still clings to hope, and I refuse to give up on my dream.
I am not just asking for support to acquire equipment; I am asking for a chance to rebuild my future—not just for myself, but for my family as well. I believe that every challenge holds an opportunity, and I am determined to turn this hardship into a story of success.
Why Do I Need Your Support?
To continue my education and pursue my dream, I need some essential tools to help me learn and work under these harsh conditions:
• Laptop: $2,000
• Solar Panel: $2,000
• Power Inverter: $1,000
• 100Ah Battery: $1,000
Total Cost: $6,000.
So far, I’ve managed to raise €975 through my GoFundMe campaign, but I need to reach €7,000 to cover all costs.

My Vision for the Future:
My ambition is not just to complete my studies but also to use my skills to support my community in Gaza. I aim to train young people in programming and design so we can contribute to building a better future despite the challenges we face.


Why Your Contribution Matters:
Your donation is not just helping me personally but is an investment in a young man determined to empower his community. I aspire to become a role model for Palestinian youth, showing that resilience and creativity can overcome any obstacle.


A Heartfelt Thank You:
I live under difficult conditions, but I believe that goodness exists everywhere. Every person who contributes to my dream brings hope back into my life and gives me the strength to keep going.
How You Can Help:
1. Donate to the campaign:
GoFundMe
OR USDT

TLns8czyFHsJQWkaAEeza3of5cgEH7vi3n
2. Share my story with your friends and family. It might reach someone who can help.
3. Offer advice or opportunities that could help me develop my skills and achieve my dream.
Finally:
I promise to share every step of my journey with you—from acquiring the equipment to completing my education and realizing my dream. You are part of this story, and your support is the light I need right now.
“In the darkest times, there is always a ray of light. That light is you and your support, which gives me the strength to carry on.”
Special Thanks:
I would like to extend my heartfelt gratitude to everyone who has supported me so far. A special thanks to:
@gaza-evacuation-funds @gaza-relief-fund @wellwaterhysteria @ayeshjourney @nabulsi @catnapdreams @vetted-gaza-funds @vetted
#gaza#free gaza#save gaza#palestine#free palatine#save palestine#help my family#ui ux design#programming#web development#web design#vetted fundraiser#vetted#university#figma#design#gaza gofundme#palestine gofundme#gofundme#gfm#palestine gfm#gaza gfm#vetted gfm#gaza fundraiser#palestine fundraiser#fundraiser#help gaza#help#please help#christmas
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Have you ever wondered how the Life Series would look like as a videogame?
Then I bring to you…
Project LUMEN: APPLICATIONS OPEN!!
Ever wanted to relive the stories woven by the Watchers, exceeding the limits of what Minecraft is able to offer? How about venturing in a perilous journey full of twists and turns, and most importantly, loooooooooooore?
Well, why hello there! To kick off the start of 2025, Kori, Arto and Pinkie here, and we are proud to present “Project LUMEN”! Our newest scheme to conceptualize and develop a video game based off the traffic-colored hearts we are all so familiar with. An ambitious project, that’s for sure, and that is why we are opening applications to join our little team, right on time to welcome the new year! :]
(way more info under the cut, get ready)
Once a pile of jumbled, senseless ideas, Project LUMEN has evolved into a more fleshed-out collection of story beats and mechanics. An RPG-like game revolving around the tales within the Life Series, a collection of death games ran by the mysterious deities that call themselves Watchers. The player takes on the role of the Watcher Child (affectionately referred to as WC), following and guiding the Champions chosen by the Watchers themselves through challenges and enemies. Featuring unique leveling systems, DnD inspired classes, and, most importantly, the ability to impact the story with the choices you make… because, after experiencing all the Life Series seasons from both the Watcher and the Player side, maybe you’ll have a change of mind. After all is said and done and seen, the world is yours to shape, Watcher Child.
Right, so that’s a basic summary of the concept we have, now here’s a little preview of what we have written for the prologue :3
Chapter 0: ‘The Watcher’s Apprentice’
The player takes the form of a Watcher in training, an ageless child, the Watcher Child. The most powerful and ancient Watchers, unexplained cryptic creatures that live up to their name by watching all, talk about a new series of experiments they have been running, called “The Life Series”.
The only rundown that the WC was given was that a carefully selected group of talented players were asked to test their little Life game for them, where they each have only three lives. Whoever survives last, wins. There were no rules as to how they could play the games. The Watchers then add that they, along other WCs, will be observing from the viewpoint and thoughts of one of the players. This is so the WC can get an idea of the Watchers' work. Of course, our little WC was ecstatic and ever so curious about this new idea.
Fast-forward (and after a couple of tutorials showing off the bare basics of the battle mechanics in the actual game), now our WC was standing in a circle with other apprentices just like them. The Watchers then hold a deck of mystic cards in front of each of them, and everyone picks one. When the cards are revealed, our WC sees a glowing, red card with a person on it. The card simply said, "THE SUN".
Huh, I wonder who could that be…
Now, we get into the thick of it: who are we searching for to join our team? Well, there are some requirements that the potential members should fulfill, here’s a comprehensive list of key points:
We are mainly looking for artists to help us with designs, sprites, backgrounds and UI. Although, we also welcome any writers willing to help us with developing concepts and adding more ideas!
Every person who applies should be involved with the Life Series fandom, we want to build a team with people as passionate about this Minecraft series as we are!
When answering the Application Form, please type in your favorite type of flower (in case you do not have one, just write 'sunflower') in the "Anything else to add?" part, this is only to ensure you've read the announcement :]
Welp, glad you asked. The current plan is, while the applications go on for a week or two, constantly post pieces of concept art and just story bits on this blog, then all the people selected to join the team will be added to the blog as members. We plan to post updates, concept art, sprites and small lore drops periodically on that blog to hopefully garner an audience, and it will also be open for asks and suggestions so that, even if some users aren’t part of the team, they can still help bring this absolute beast of a game to life. Ideally we will work on a small demo experience first with placeholders and stuff to just get the mechanics right and get some testers, and after that, use all feedback, polish the art, deliver a beta version for playtesting, then fix the last details and then release the full version on itch.io, that’s our roadmap. :D (there's the possibility to also publish a browser version to Newgrounds with mobile compatibility tho, so mobile users do not fear!)
Well, Project LUMEN is a very, very hefty task, a big plan to undertake, and, in all honesty, too much work for only three people. Also, talking from experience, having other person involved in development has helped LUMEN to give gigantic steps, helping to ground ideas and give inspiration, now, imagine how far we could go if we had more people in this squad. We are not only looking for artists, we are looking for people whom we can brainstorm with and throw concepts around to polish them and grow the game even more. However, we also wish to keep the team directly working on the game fairly reduced, we are thinking 3–5 people more, but depending on the amount of responses we have, we might consider expanding that number.
The spirit of the game is to be made by the community for the community, we want to offer a quality game, and, by working together, we will be able to make Project LUMEN the best it can be. Though, you need to be aware that this project is solely fueled by the passion we have for the Life Series, and we will not profit off it at all. Please, take into account that this is likely going to be a months-long project, and only apply if you are willing to put in the effort in the long-run, that’s all we ask for.
On the bright side though, by joining in the developing of the game, you’ll be able to contribute to it as much as you’d like, change anything, add anything! You’ll have your rightful spot in the credits and probably a cameo in-game, the team may be small, but we know that, with the right people, we will be able to get it done (cleo is in the storyline too dw).
Application Form!
#trafficblr#life series#mcytblr#third life#last life#double life#limited life#secret life#wild life#looking for applications#help needed#help wanted#wild life smp#3rd life#3rd life smp#third life smp#last life smp#double life smp#limited life smp#life series smp#secret life smp#wild life series#real time smp#bdubs#bdoubleo100#bigb#bigbst4tz2#etho#ethoslab#mcytblrsource
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I would super like to know more about your job, because I'be been slowly upskilling/portfolio building to make myself viable for my own dream career, and almost every time I learn something new I see a post on your Tumblr about it.
My day job is one of those ill-defined roles encompassing app development, server and database administration, UI design, technical writing, general consulting, and teaching people how to use the VLOOKUP function in Microsoft Excel. The job title on my business cards just says "wizard", which literally no-one has ever questioned.
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My sincere Black Myth: Wukong review
Full disclosure! This is from a recent but earnest fan of JTTW as the original novel, as well as all the social, cultural and religious layers of it. I've seen my fair share of adaptations and derivative media, from shlocky to silly to grimdark to cutesy. I'm a bachelor in visual arts, with an interest in the field of game development since high school. I am also, white and brazillian, and have talked with other jttw fans, both Chinese and not, on this game. If any of these are for some reason motive to not read further, then fair enough. Hope you have fun and continue to enjoy the game, do not let me or my opinion stop you!
Now to the review proper <3
First things first, let the obvious not remain unsaid. This game, is supremely gorgeous. In every sense of the word, and I mean this fully, it's a work of art. The sound design, the character concepts and execution, the animations, the voice acting, the visual effects, the UI design, the cinematography, the 3D scanning of actual historical artofacts and heritage sites throughout China, and everything beyond and between, are phenomenal, full stop.
This was never a debate, I'm sure, but I don't think I can in good conscience not praise them for their work. It's no news that Asian talent, not just in China either, have been often hired to supplement projects on the West, and we can all agree it's about time they got to shine in their own AAA project. My issues with the international game industry notwithstanding, I hope this brings some much needed acknowledgment and appreciation for Chinese culture and arts, both traditional and modern!
Now, from this point on, THERE WILL BE SPOILERS, so proceed with caution!
(word count: +1.8k)
I also deeply enjoy their choices in arcs to revisit. Some like the Flaming Mountain arc are classic picks to adapt but still a very good match to the whole Six Senses throughline. I don't think you can do a JTTW 2 electric bogaloo without bringing up Niumowang and his family in some way (um, put a pin on that), but the other arcs like Yellowbrow or Black Wind Mountain aren't as explored imo, so it's nice to see them being given a bit of a spotlight.
(speaking of the Yellow Ridge arc, whoever made the executive decision of Lingji Bodhisattva being a Xaanxi singer is, genius!!)
I'm also kind of in love?? with Bajie's design and role in the story overall?? Gameplay wise he sticks around just enough to not feel lonely, but not too long to be a nuisance or overstay his welcome. He's no Atreus (GoW) or Ellie (TLoU) of course, but he doesn't need to be, and most importantly, he isn't trying to be, which I feel is admirable of the devs. Given the visible inspirations from the recent God of War games, it would have been easy to lean a bit too hard on it, but I'm glad they didn't overreach.
Him having a more complex love life is also a nice touch imo. It explores more his womanizer ways in an interesting way, and I appreciate it. I love when people complicate the pig! Also, the way he treats Xiaosheng (Destined One) like a nephew?? The scene on the Huaguoshan throne??? I'M GONNA CRY!!!
I think, I've run out of positive things to say.... time for the spicy takes.
I, kind of detest the premise by default. I'm not a big fan of "Superman is Dead" plots, cus it's usually either done for shock value, or taken so lightly that the weight is totally lost. I have such a love-hate situationship with the introduction cutscene because of this. On one hand, it's phenomenal cinema, and seeing Wukong stand up to the Heavenly armies in glorious 4K high fidelity graphics is delicious. On the other hand, the whole debate they are having has me going "?????", not because I don't get it but just, why?? Why did this have to be the premise?? (put another pin on that)
Also the set up and call to adventure is kind of blergh.
Now is as good a time as any to talk about the gameplay. It's, okay. If you enjoy trying to figure out the most stylish combos, or to mash buttons, then you'll definitely have fun. I was sorely disappointed that I pretty much have been going through the bosses rather easily. Chapter 1 it was mostly the struggle of learning the controls, but I never stuck to a boss for longer than seven tries (Whiteclad Noble, the snakeman that you are). Chapter 2 I only struggled on Tiger Vanguard, because I was sorely underleveled and had missed a pathway to explore before him. After that I second tried him. Chapter 3, I have and I'm not joking, gotten halfway through first or second trying every boss.
Mind you, this is not being some godtier gamer or whatever, I'm pretty average and only a recent player of soulslike games too (maybe playing Lies of P made too OP, but I sincerely doubt it lol). No, this is me saying that if you do explore the game and not rush through it, you won't struggle nearly as much as some people have and still are. Most of the final chapter bosses can be trivialized with the chapter's Obsession Realm gimmick artifact, which isn't in itself a bad thing, just feels like an odd choice personally.
Which leads me to, the level design. So far? Preeeeetty lame! It's very pretty and fancy, but so chockful of invisible walls that it feels stiffling and discourages exploration. I can never tell what is meant to be a path or just fancy scenery, and I never know when a jump will get walled or send me to my death by fall damage. When it's not being confusing, the level design is either a bunch of looping circles, or straight lines. And so far, besides a few interactables and loot, there is not much else to look at. That is, bad level design, plain and simple.
Also, the animations are glorious, but what is the point if I can't see the enemy?? That camera is my true nemesis, and I mean that. the fact that a boss can be beyond my field of vision at ANY POINT when I'm locked on and it strifes sideways, is dreadful. GameScience, FIX IT. It is also, very hard to tell what parts of a boss will damage me if I collide with them or not. The Kang-Jin Long fight was baffling on a design point of view, same for Captain Lotus-Vision. Some clearer hitboxes would be swell.
This is the point where I say my main issue with the game lies: it's very pretty, and adoringly crafted, but it lacks substance design wise. I feel like it needed to cook more, the level design polished more so I wouldn't get lost every five minutes, and clearer.... well, everything. Mechanic explanations, level progression, gimmicks, etc. It all needed to be less murky and convoluted to understand.
It also needed more meat in between bosses. I have yet to run into common enemies that give me actual trouble, so it ends up being just a jolly waltz from boss to boss. Boss rushes are fun and great, but not as the base game experience (for me at least). I had to stop one boss away from completing Chapter 1 cus I was just so exhausted. And I had been playing for like, an hour and a half?? That left a sour taste in my mouth, I'll be honest.
Okay, I'm gonna pick open those pins now.
#1 the Flaming Mountain Arc. I'm gonna be very real here chat, that was so cringe. What do you MEAN, Red Son wasn't Demon Bull King's biological son, and Princess Iron Fan was forced to drink from the Childbearing River??? And Red Son hates him????When I watched that cutscene, I had to pause and walk away for a moment, legitimately. This plotbeat is SO WILD to me, I got nothing to say. Just, why??Soooo bizarre. And that the Flaming Mountain Keeper has such a presence in Iron Fan's life is also, weird?? Not bad weird, just Weird, but that's like a nitpick more than an actual criticism. Ping Ping is fine though, I like that Bull has a daughter with Princess Fair Fox, that's cute and interesting. Wish she was in a better plot and adaptation but lol
And #2, the premise. Now we are getting to the meat of it all.
The underlying premise of the whole plot, including the true ending, is flawed by default. The premise runs on what is sometimes called as a "conspiracy theory plot", as in, "what if the gods were bad actually??". It's reddit movie theory content in very short terms, and while it had a place during the 00s grimdark years pre-Marvel, it's become quite a jaded and boring take nowadays. Now you may say that it comes from a genuine desire to show distrust and critique to insitutions and the powers than be, and I can see that.
There is a hiccup in that though.
In JTTW, Wukong is the Mind Monkey because of the religious text and subtext of the stories. Its interwoven in the whole thing, and makes it cohesive. It still offer critique and mockery to institutions, without entirely invalidating their foundations. Not only for genuine fear of prosecution, but because, shockingly, religion and belief is a major component of human society in general. But going back to my point, JTTW is *already* a critique of institutions and the power that be. Adding further layers into it feel like angst and edginess just for the sake of it, and that feels hollow to me.
To go further, this intent also clashes with their own plot. See, they bring up that Wukong's Mind, his Sixth Sense, died. Thus they need another Mind to guide his other senses and reform him, so that he may be reborn.
For one, that is such a convoluted way to do a reincarnation plot, it feels complicated just for novelty sake. Secondly, Wukong being the Mind Monkey, as I said, implies a tie to the underlying themes of the Journey as a person's path to enlightenment. If enlightenment itself is flawed because the gods are flawed/evil, then both themes are clashing. By making a "what if the gods were evil all along" plot while also going by the laws and order of said gods, then what are we even fighting against? What is the point of this whole rebellion between Erlang and Wukong??
my friend @ryin-silverfish said it best a while back, and I'm paraphrasing here (do pitch in or correct me if needed! <3), but the issue with these conspiracy narratives is the inherent anti-religion of them. They don't believe in anything, and thus they cannot properly retell the story of JTTW through a postmodern lense, because they refuse to engage with the religiosity that runs throughout the story.
It also leaves a sour taste in my mouth, because this game will likely be many people's first genuine experience with the JTTW mythos and story, and I tend to be concerned for how much this will "sour the pot" in the conversation. The novels are sadly innacessible enough as it is; the sheer size of them scare many people away, not even to mention the amount of underlying cultural context you'll miss out without proper footnotes and commentary. Most people will not engage with them directly, and certainly not most gamers.
While the narrative of someone embodying Wukong's spirit is not new in itself, I do find that it coexisting with such a poor premise and spin on it will be a sore first experience for new fans, and I can only hope that them meeting fans of the OG novels won't cause much friction in the fandom (we have enough as it is imo).
It also concerns me that, sadly, people and gamers in particular, get too swept up in the ooh-aah beauty of flashy sfx and highly detailed graphics, and fail to notice some of the underlying issues in game design. As I said, this game is a work of art, but it has flaws, and I don't think people are speaking of them enough. No, the issue is not "lack of diversity" or whatever the hell.
It runs deeper than that, and it's an issue I've come to see in recent movies as well. I'm aware it might just be different cultural expectations of the pacing and span of a story, and it may as well be! But I think if there was more care given to the bones of a media, it would bring much needed longevity and weight to these wonderful artworks.
All this said, I wanna see what acolades this game gets and see what the devs are cooking up with the DLCs (they said at one point the game was supposed to have 12 chapters and my god, that game would be TOO LONG. So glad it didn't get like that!), and further more see how this ripples in the eastern game dev scene. While this is a flawed game with a flawed story, it can be the first on a genuinely wonderful wave of new creations, not just by GameScience, and overall I'm hopeful for what might come next!
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Gt mecha ideas that aren’t morally bankrupt please enjoy
Hello everyone it’s come to my attention that there’s a cunt in the community and as such I am creating this series where I post ideas for gt mecha AUs that 1) aren’t GTMS bc why would anyone fucking do that (CASTS A WITHERING GAZE TOWARDS NORA) and 2) are entirely free to use.
I have like more than a few ideas abt gt mecha. Because I think about gt mecha every damn day I’m always on that gt mecha grind and unlike some people I’m normal about it
1. Huge mecha built from seafaring vessels in a post apocalyptic giant ocean monsters setting that sync so well with their human pilots that they can sometimes develop their own consciousness built off of the brains of said pilots, especially during and directly after traumatic events that hurt or kill the pilots. In the case that a pilot is killed oftentimes these mechs retain an uploaded intelligence and oftentimes this goes completely unbeknownst to Fucking Everyone. Anyway this brings up a bunch of super fun subscenarios like
a) what sort of feelings might someone who remembers their own death in vivid detail have about it now that they’re trapped in the body of a 400 ton robot?
b) do they need to grapple every day with whether or not they should reveal themselves to the humans around them?
c) would the humans accept them? Do the people in charge of the mech program know that their technology can do this?
d) what would a new human pilot feel like in their system now that they are a fully formed UI? Is it a struggle being hooked up to another separate brain?
2. MASSIVE planet-sized mecha that has tons of drones ranging from huge maintenance ones to smaller minigiant-sized drones meant to interact with organic life is just sitting in disrepair floating thru space like a freaking idiot. Until a scavenger comes along looking for parts! Many possibilities here.
a) Does the scavenger know what they’re looking at or are they just like cool! Now I have TONS of parts to sell
b) is the robot so damaged that not even it knows what’s up with its internals and it just uses one of its drones to be like Repairs Needed. Please.
c) would the scavenger bring others to help take the vessel apart? What if they figured out it was sentient and still alive somewhat after bringing others in?
d) what if the robot is more conscious than just broadcasting SOS and its need for repairs and tries to assign its drones different personalities so the scavenger just thinks they’re competing with other robotic scavengers until the ehe. Big reveal?
3. Minigiant mech built to protect a small human outpost on a previously uninhabited moon dealing with the daily humdrum of human researcher life after being an active combat fighter for a very long time. Much to discuss. Such as.
a) Robot PTSD.
b) Can robot and human ever truly be friends when they both fought in,,,,,,The War™️. jk they become lovers.
c) what if some aliens showed up. Wouldn’t that be fucked.
d) What are the humans researching and does it have ramifications for the robot ?
4. Whatever the hell bang bravern had going on.
a) please
b) please
c) please
d) it would be so funny
5. Small robot built to be companion to larger organic species witnesses the end of that species and comes across a cosmic entity that offers to take them away from the hollow shell of the planet they once knew to be home
a) robot ptsd (again!)
b) was home good? Was home ever good? Did they resent their creators?
c) are they reluctant to go? Do they think maybe if they wander the scorched and barren world they could maybe find another survivor like them?
d) what does the cosmic entity think about all this? Are they normally a passive observer? Did something motivate them to step out of that role? What are their fucking intentions?
6. Robots that was originally a huge war mech gets repurposed into a smaller model meant for educational playtime or whatever by the enemy. Fun things can occur here like
a) teaching kids about how to sabotage supply chains in subspace.
b) getting much more invested in the kid’s imaginary playtime world than they thought they would
c) adoption. That’s the robot’s organic freak of a child now.
d) how to teach your baby warmonger advanced robotics.
Feel free to take these and run with them in any direction you see fit, if u wanna @ me abt it that would be cool!
#giant/tiny#bestie I’m so sorry they’d do you like this#g/t idea#g/t#g/t writing#I guess?#anyway we need more gt mecha that’s not. Yknow. Like That.#niting#please enjoy my robot brainrot on full fucking display#I should draw some giant robots later
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youtube
FINAL FANTASY TACTICS - The Ivalice Chronicles | Announcement Trailer
youtube
Japanese version
youtube
The Ivalice Chronicles: What You Need To Know
Final Fantasy Tactics: The Ivalice Chronicles will launch for PlayStation 5, Xbox Series X|S, Nintendo Switch 2, PlayStation 4, Nintendo Switch, and PC (Steam) on September 30, 2025.

Players who pre-order will receive the following bonuses:
White Equipment for Ramza
Weapon: Mythril Knife
Accessory: Spiked Boots (Increase a unit’s Jump attribute while equipped)
Consumable items: High Potion x10
Consumable items: Ether x10
Players who pre-order the Deluxe Edition will receive the following bonuses, including a valuable accessory that increases the speed at which characters can learn abilities:
Weapon: Akademy Blade (Raises a unit’s speed attribute slightly while equipped)
Headwear: Akademy Beret (Prevents the Charmed status while equipped)
Combat Garb: Akademy Tunic (Grants Shell while equipped)
Accessory: Ring of Aptitude (Boosts JP earned while equipped)
Consumable Items: Phoenix Down x10
Black Equipment for Ramza
Red Equipment for Ramza

Title logo

Key visual


Box art





















Screenshots
Overview
About
The dramatic tale of ambition, betrayal, and honor will come to life with an updated and enriched script with fully voiced dialogue, alongside improved graphics that bring a new level of immersion and playability to the battlefield. Additionally, the enhanced version brings quality-of-life updates like new difficulties, a revamped UI, auto save, and more that make the game more accessible to newcomers. The game features strategic, turn-based combat and an elaborate character progression system that makes every battle exhilarating and filled with unexpected twists.
Hailed as one of gaming’s greatest stories, in this standalone game, players will step into the Kingdom of Ivalice—a medieval world steeped in political conflict—in which players uncover the truth behind the young noble Ramza Beoulve, whose role on history’s stage has been buried from view.
The new key art of Ramza and Delita, the two heroes of this story, is drawn by Akihiko Yoshida. The art depicts the complex relationship of the two individuals—whether they stand together to protect one another, or the start of a departure as they walk divergent paths. Above them, Ovelia and Alma, both of whom have strong ties to Ramza and Delita, solemnly look into the distance, foreshadowing the direction that fate will lead them.
Legendary developers from the original game will make their return in Final Fantasy Tactics: The Ivalice Chronicles, including Kazutoyo Maehiro (director), Hiroshi Minagawa (art director), and Yasumi Matsuno (original script, scenario writer and editor).
Final Fantasy Tactics: The Ivalice Chronicles will include both enhanced and classic versions of the game. The enhanced version features modern upgrades and quality-of-life changes, including fully voiced characters, a ground-up graphical overhaul and an updated user interface that make Final Fantasy Tactics: The Ivalice Chronicles the perfect entry point to the tactical RPG classic for new players. The classic version is a nostalgic recreation of the game, developed for players who want to experience the original Final Fantasy Tactics from 1997.
Final Fantasy Tactics: The Ivalice Chronicles‘ voice cast featuring an all-star lineup of new and returning Final Fantasy cast members, including Joe Pitts (Ramza), Gregg Lowe (Delita), Hannah Melbourn (Agrias), Timothy Watson (Cidolfus), Harry McEntire (Mustadio), Ben Starr (Dycedarg), and cameos by Cody Christian (Cloud Strife from Final Fantasy VII Remake series) and Briana White (Aerith Gainsborough from Final Fantasy VII Remake series).
Key Features
Challenging, Tactical Turn-Based Battles – Experience the addictive tactical turn-based combat and deep character progression system that made the game an instant tactical RPG classic. Players will test their battle acumen against a host of powerful enemies, and use the various terrains, characters and customizations, as well as their strategic thinking, to achieve victory.
Customizable Job System with Dynamic Character Progression – Players can master a robust roster of over 20 jobs—including black mage, dragoon, geomancer (who can use the environment against foes), summoner (who can call forth the iconic Final Fantasy moogle and other espers), time mage (who uses time magick), thief, and more—and over 300 character abilities to strategically build endless party combinations.
Enhanced Gameplay Features and a Faithful Classic Version – The enhanced version features a revised script and fully voiced dialogue, offering a new level of enjoyment to this classic story. Additionally, a brand-new user interface, improved graphics, as well as additional character conversations and dialogue create a new level of immersion. Additionally, many new features have been added to make the game even more approachable including the ability to confirm unit turn order with the press of a button, scout the battlefield from afar with the tactical view feature, speed up battles with fast forward, auto save during battles, adjust game difficulty to match your play style, and more. The classic version faithfully recreates the 1997 release of Final Fantasy Tactics alongside the acclaimed War of the Lions translation—perfect for fans who wish to relive the original experience.
#Final Fantasy Tactics#Final Fantasy Tactics The Ivalice Chronicles#Final Fantasy#Square Enix#video game#PS5#Xbox Series#Xbox Series X#Xbox Series S#Nintendo Switch 2#PS4#Nintendo Switch#PC#Steam#long post#Youtube
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The Speaker
The lights in the lecture theatre are more yellow than white, and the floor is carpeted with thin grey material. It makes the space in front of the seats feel more like a sparse living room than one of the largest halls on campus.
The lectern’s surface is a simple rectangle of wood, but does have enough space for his laptop to rest on. Connected to the screen, he’s free to move away from it with his Bluetooth clicker in hand. Resting on his cane with each alternate step, he makes his way over to the chair that rests alone at the front of the room, and sits. The cane hooks over its arm, and he props his leg out in front of him.
Gone are the days when he could claim only to have a bad ankle. Physio and surgery are behind him, and while the pain is lesser, it has spread as he’s aged. The years of compensating have left its mark on his knees, hips and back. He has never delivered a full lecture standing, and he probably never will.
He waits there, patient, as the students filter in. He likes this lecture hall for the lighting, but its main appeal is that the doors are on the sides instead of at the front, to one side of the projector screen. It allows him to observe as people enter.
This lecture is an annual event, and always attracts a range of attendees. Mostly he sees second- and third-year teens, and a rare keen first-year, still exploring their options and interested to learn. Occasionally he picks out an older student, although mostly it is impossible to tell whether they are undergraduates or higher up in the academic ladder.
Every year, the audience has more female and gender-nonconforming students. He enjoys seeing the shift and broaden of his field. Although there will always be a high proportion of nerd-aligned young men before him, he relates to both sides. Even now, he keeps his hair long enough to pass his shoulders, and wears a smart cardigan instead of a blazer.
Last of all to enter, forgivable because she also helped him set up, is Doctor Lee. She is probably the only student of astrophysics in the room, but she’s the one who asked him to start this yearly talk for Careers Week, so she’s honour-bound to attend. She wears a blazer, and it suits her well.
The students must never, ever know that they are not just friends, but exes.
He waits patiently for the room to settle, being careful to keep his shoulders relaxed. Then, he flicks the mic on.
For a moment he is gripped, as he often is, by the memory of a version of himself that could never have done this. He was, once, someone who couldn’t even speak aloud to a loved one in a private room. Raising his head, hair tied back, showing his face to the two or three hundred students in the seats…
Iz has climbed the central staircase and is sitting halfway to the top, right in the centre, as she always does. His eyes find her when they need a place to rest. His voice comes loose without a conscious effort.
“Good morning, everyone, and thank you for joining me. My name is Ellis Reece, and I’m a freelance full-stack web developer. I’m here to talk to you today about my field, and the careers and skills that relate to it.”
Another voice flickers in. Rule five.
He ignores it. “Let me start by telling you about what I do, before we explore related roles. I’ve been working as a freelancer on and off for twenty years. I started as a front-end developer, and quickly expanded to back-end, so I could pick up more work.”
He taps the clicker to progress to the next slide, which shows examples of his recent sites and clients. It stands in place of what other speakers usually give, which is more like a CV extract showing roles and skills undertaken. He prefers to let his work speak for himself, and always has.
Besides, those slides are often year by year, and his has a noticeable gap, near the beginning that would only distract them.
“I have also worked in some corporate positions,” he acknowledges, “and spent some time on software and UI teams. I will touch on those in a moment. For the majority of my career, I have been a solo developer, responsible for every aspect of a site design and implementation.”
Nic played a big part in writing his lines, although he knows them by heart these days. Self-promotion was never his strong suit. But facts are facts, after all.
Another comment from a voice. I don’t know what’s real. Nobody is close enough to have said it.
“I will be happy to answer questions about any of these experiences,” he adds. “As it is, my day consists of the technical work you would expect, alongside conversations with clients, collaboration with branding teams and other stakeholders, self-development and training courses, and, I’m sorry to admit, self-assessment tax returns.”
There is a reliable murmur of chuckling at the gentle quip.
He no longer admits, for me, the hardest aspect is the boundaries.
“Self-employment requires you to have knowledge in your chosen profession, but also administrative skills. The perks,” as the slide now shows, “include setting your own wage, taking holidays when you want them, more control over the work you do, and flexibility in where and when you work. The downsides…” He brings them on screen. A few of the quicker readers in the room grant him another soft laugh. “…are exactly the same. The boundaries, motivation, creativity and discipline all come from you and you alone.”
You don’t get boundaries, pet.
It’s no longer true.
Instead, as he often does, he pauses for early questions on self-employment, and then moves on to an additional point that draws non-compsci students to his talk year on year.
“Another underrated benefit of self-employment is how well it combines with self-advocacy. For example, my capacity for work fluctuates depending on my level of pain and how suitable my work environment can be made.” He moves his free hand to gently encircle the chair, cane and clicker. “When I worked as an employee in a team, I benefitted from their support, the structures of policies and HR, and accessible workplace wellbeing measures, including a useful occupational health referral. However, I made the decision to return to freelance and consulting to regain the ability to refuse work that would be detrimental to my health.”
The students before him will be picturing high workloads, horrible offices and inflexible bosses, and mostly, that is exactly what he means. They have no reason to think any different.
Another university reached out to him once to do this talk, and he declined. He told them he only did it at all as a personal favour, which was true. Their old economics guest lecturer was ancient history.
“This includes when work is offered to me, but also during the course of a project. I am fortunate to be in a position where I can, if needed, walk away from an employer who does not treat me as I deserve.”
It’s been years since he felt a flutter of nerves at saying those words. Instead, now, as he often does, he smiles with pride.
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Watchers and wanderers,
we are now RECRUITING with a brand-new Recruitment Form!
Please read below for more info and access to the forms.
We're looking to greatly boost our team size to handle the scope of the project, so we say it's the best time for applying - even if you've already applied in a previous form.
The form will remain open for an indefinite amount of time, during which we'll view and review applications and recruit new team members periodically.
Check below which team roles we are looking to fill and their respective forms. If you believe you fit more than one role, apply to them all!
Disclaimers:
Pantheon of the Discarded is a non-profit passion project. There is no remuneration involved in the development of this fangame.
The Wandering Makers will not tolerate bigotry, leaking, or any form of disreputable behavior or public unethical activity for team members within the development environment. In order to uphold this, we may perform background checks on applicants' social media presence.
The Wandering Makers reserve the right to utilize your submitted works exclusively for private evaluation, and will not use them in current or future projects nor disclose them to public view. Exceptions will be thoroughly discussed with respective authors, if applied.
CONCEPT DESIGN
Visual art to explore and solidify designs, fundament spritework, and improve upon ideas. We especially welcome 3D models and/or promotional artwork for our accounts, but it's not a requirement.
SPRITEWORK
Static or animated pixel sprites for characters, backgrounds & environments, tilesets, UI, VFX, or what more. We also value 3D models, as well as the ability to reproduce other pixel art styles (namely DELTARUNE's).
WRITING
Lore and narrative details - entails writing and revising scripts and ideas with directors as well as proposing some of your own. We appreciate an understanding of Toby's writing, but WM also values different angles into writing a story.
COMPOSING & MIXING
Assembly of the game's soundtrack and SFX, either mixing songs and/or sounds, or actively helping with them. We value both reproducing Toby's style of composition and blending your own style into the mix.
PROGRAMMING
Construction of the game's code with implementation of scripts, sprites, and songs, as well as assembling cutscenes, attacks, and gameplay features. Pantheon of the Discarded is developed in the Kristal engine with the Lua programming language. We want to install a strong coding foundation for the game, and are open to any and all direct help.
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This is The Surgeon. It lives around the can of Unparalleled innocence. Due to their tribe and neiboring tribes’ separation from the slugcats we see in game, they have developed into a new race.
Slugcats from this race develop flaps and folds of skin which strongly resemble fur. They are not however, fur, but do fullfill a similar role. You see, the temperature fluctuates a lot around UI’s can due to varying machinery and the seasons, so these flaps of skin help to regulate their body temperature.
Unfortunately the separation from other slugcats resulted in some inbreeding, and so there are plenty of negative traits which are more common in the population now. For example, a lot of them have really terrible eyes which degrades as they age, aswell as very weak arm muscles which make spear throwing difficult. (Note: not all of them, and having both these traits together is the minority, most only have either or.)
The Surgeon has both of these genes, so yea, gameplay wise, the screen would be blurred/obscured, with things growing into focus as you approach them. Additionally, instead of throwing your spear, you can press either the eat button of the special ability button in order to poke things with your spear. Over all this would force the player to get far more up close and personal if they want to kill something with a spear.
Now, these are some pretty big limitations, what could the pros possibly be?
Well let me tell you! You are a particularly curious slugcat who has gone off on your own to try and learn more about the world. In particular, you are specifically curious about the local fauna, and what’s inside them.
You have the ability to harvest the organs of different creatures when they are dead and use those organs to help you in your quest for knowledge. Additionally, your bag lets you hold extra 1-2 items as storage (depending on the size). You start off with one item already in the bag. It’s a shortened spear which you can use as a scalpel for organ harvesting. (note that you can make new ones. Haven’t figured out how yet though)
Here are some of the organs and abilities I’ve thought about:
Vulture packs: let you gain a momentary boost into the air or a specific direction. Requires two hands to hold.
Long Legs Tentacle: let’s you grab creatures from a distance and pull them closer to you
Miros Bird Eye: it’s a mechanical lens, and so by removing it you can use it like a telescope, not only to see offscreen, but also what’s around you considering your poor vision.
Centipede Shell: this allows you to block attacks to the side of the hand that’s holding it, aswell as gives you some resistance to centipede shocks based on what kind of centipede it’s from (ie orange causes it to just stun you, while red gives you immunity from oranges and causes red to stun you instead)
Lantern mouse core: a small round organ which glows for a while before fading. Once it’s faded you can eat it.
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DEVLOG: AUGUST 2024 🦇

It's already time for the August wrap-up??
Demo Progress
It seems no matter how much we get done, there is always more work to do haha! That said, August has been a good month and we have made a lot of exciting progress on the demo for BURN THE MIDNIGHT OIL. :)
Programming
Please welcome Renbie to the team as our lead programmer! 🙌
The past week have been spent prepping sprites and setting things up in Ren'py. Although we still have a long way to go, the game feels more real than ever now which is both exciting and scary!
If you followed the development of Trouble Comes Twice, you might already know that programming was a big hurdle for us and a major source of frustration. ;( Now that we've got some more experience under the belt thanks to Trouble Comes Twice, we already feel a lot more confident but having a dedicated programmer on the team is going to be a massive help both time and quality-wise. As a bonus: Renbie's also super lovely to work with, so we're super happy to have her onboard!
Art
We mostly made progress on promotional assets. We decided on a sketch for our key art (check out a little sneak peek at the top of this post) and received the first sketches for some of our merch designs! They're looking super cute!
Writing
With the demo script done and dusted, most of August was spent outlining the main game's six romance routes. The routes (subject to change) have five chapters each and various longer endings and shorter 'bad/death' ends based on your decisions.
BURN THE MIDNIGHT OIL has dual protagonists, so similarly to Trouble Comes Twice, we're two writers in charge of one MC each (and the MC's respective three routes). Unlike Trouble Comes Twice though, the cast here is a lot larger and not as (directly) connected.
So, how do we outline our routes? First, we wrote shorter summaries of each route - including important themes, character motivations, etc - which we then go over together. Although the plots of the two protagonists are very different, we have to make sure we keep the same 'themes and vibes'. We also need to be careful that the pacing and the scopes of the routes aren't too wildly different!
With the feedback from the shorter summaries, we move on to write the detailed outlines. (Here, we regularly reach out to each other and get feedback on minor elements and sometimes run brainstorming sessions when one of us runs into a wall.) Once these are done, we're going to have another review and write as many drafts as it takes until the routes are ready to enter the writing phase!
We're super excited about a lot of these scenes we've got planned and though you guys don't know much about the project yet, we think you're going to love the ideas we've got once it's time to learn more! We learned so much from Trouble Comes Twice that we can't wait to apply to this game! 🖤
Goals for September
There's too many little goals to count! But the major ones are:
Start looking for music composers, item artist, visual effects artist - we're not doing a public post for these, but if you or someone you know might be interested in one of these roles, shoot us a DM! ;)
Making as much progress as possible on the remaining UI screens
Making as much progress as possible on the merch designs
Continue working on the detailed outlines
Continue programming yay
Fingers crossed, we can get the key art done and dusted!
There's still so much to do, but we really look forward to the next couple of months!
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'ello! thought: what would goku's equivalent to "blue evolution" be? disqualifying kaio-ken on top of blue. like, I know kaio-ken is meant to be goku's equivalent in the anime, or rather the other way around. but blue evolution was meant to be vegeta's response to a great breakthrough of goku's that he couldn't match. an evolution of the strength he had that, while paling in comparison to goku's new achievements, was a step forward for HIM. his own form of limit breaking based on who he is as a character. executed very differently in the manga and anime, but the IDEA is the same. kaio-ken is something that was already very established as a mechanic in the anime, and sorta-kinda came back for like half a minute in the manga too. so, supposing the script were flipped and vegeta gained some crazy ability that he didn't understand during the tournament of power (and still couldn't defeat jiren with), and goku's "journey" through the tournament was of trying to find his own footing upon deciding that he wouldn't be able (and didn't want to) mimick vegeta's new skill for whatever reason. i don't know what this vegeta breakthrough would be, it's not really important to this thought experiment. like. what would goku feel, if he were so backed into a corner by jiren's power with no new ground to cover. like, i know he wouldn't really care if vegeta were stronger than him, but it would still end up being his problem to solve as well. if he were forced to try and invent or push into something new, right on the spot, formed out of what he knew up to that point, what would he come up with? what emotions would he draw upon? it could be his passion for unending self improvement in his martial arts, it could be his deep (but currently impossible) desire to move on from his role as earth's chief protector so someone else can take his place. what parts of his training would he draw on? heaven knows the man's got options. I don't have an answer ready personally. just thought the concept was interesting to share. i've been toying with it for a while. i know the obvious answers are ultra instinct or just the same form vegeta found, but ui invalidates the entire premise of this thought(?) and the second answer is just very boring. I know i've talked about it primarily in terms of the anime but I mean, the manga is an option too I guess. it's sort of easier to work with in the manga's continuity, just because the blue kaio-ken isn't nearly as prevalent in the manga. i'unno. i've gotten nowhere. i know how you feel about how transformations have been handled, and i agree for the most part. but it is sorta interesting to think about, right? i think it's an interesting position for a character to be in. a breakthrough all their own, but... it isn't enough. it doesn't push them far enough. it's like a half answer to the question. getting closer but not reaching the goal. you've molded something great out of your experiences so far, done it purposefully even, but it might not even matter. i kind of like jiren for that reason. he's really mediocre as an antagonist but the pressure he puts on a character through being a featureless stone wall is delightful. any thoughts? you don't have to like, design a transformation. i just think it's an interesting concept to play with on a character and thematic level. especially since goku would probably be thrilled to have vegeta's position. he would LOVE for somebody to show him up all the time, just by a little bit.
I don't think Goku would necessarily have an equivalent. His art isn't driven by others in the way that Vegeta's is. Even when Vegeta is trying not to walk Goku's road, he's still driven by Goku; even in DBS, Vegeta doing things like refusing to use teleportation because it's a Goku technique and demanding an equal equivalency to Ultra Instinct so that he doesn't have to walk the same road as Goku, is all Vegeta letting Goku define the course of his art's development.
But Goku doesn't do that.
Goku doesn't go, "Ew, the Taiyoken is Tenshinhan's move. I would never use Tenshinhan's move! My moves have to be 100% Goku originals, so I'm going to develop an art that is everything opposite of what Tenshinhan's doing!"
Goku, assuming we're talking about how he was written in his prime and not Stupid Super Goku, would assess Vegeta's new form with unbiased fairness and make a decision about whether he wants to incorporate it into his own art. He may even choose to take elements from it and leave out the others to create his own variation better suited to his style.
Or he might just decide it sucks and never touch it. In which case, he wouldn't really have his own equivalent; He would just do something else, advancing his art in his own way. We saw exactly that with the Graded Super Saiyan forms.
But he wouldn't really have a response to Vegeta's form, because Goku doesn't let his rivals decide where his art should go next.
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PROJECT LUMEN ANNOUNCES….
APPLICATION ROUND 2’S OPENING!
As you have all been waiting for, today (as of this post), is the 30th of april! We have our application round open from now until the 20th of May, so make sure you apply before then! We wish you all the best luck on your applications!
We are delighted to present to you:
The background and UI artist application form:
(More info about the role of Background Artists is here, and info about the role of UI Artists is here)
The Writer application form:
(more information about the Writer role is here)
Common questions (and their answers):
How many applicants will you be taking?
Background artist - 6-8, but flexible in that it depends on how many applications we have.
Script writers - 6-8, also flexible like background artists.
UI artists - 1-2.
Will there also be applications for character artists/programmers/voice actors/item-prop artist?
Nope!
Character artists - As of now, we have character artists for each of the Lifers. However, if one of the artists drops out, we will most likely re-open a smaller application for them. But it seems unlikely.
Programmers - We already have programming covered at this point in the project.
Voice actors - We will also not be taking any Voice Actors, as that would be way too much trouble for multiple reasons.
Item/prop artists - We are still early in development, and so we are not exactly sure what objects/items we would include. While the answer to needing item artists is most definitely a rotund yes, it might be a little while before opening applications for them, so, you might want to stick around for when that time comes.
What is required in the Background Artist portfolio?
We require 3-5 pieces of art, but are pretty flexible if you have more you think we need to see. The pieces themselves preferably contain works that show your skills in composition, detail, and colour. Not all of the pieces need to be backgrounds, some may be character art or something else, but they still all need to show your skill to the best of your ability. You also do not only have to have mcyt art in your portfolio.
What needs to be in the writer’s portfolio?
For Writers, while we do need to see a few of your pieces as well as a link to your ao3, we mostly need your willingness to collaborate with other Writers! What we will be looking for in your works isn’t skill in prose, but characterisation and dialogue. Maybe a tiny bit of scene handling.
Can we have examples of the style UI is going to be in, and what we need for the portfolio?
You can see examples of the pixel art style here.
We'd like to see UI artists are capable of doing pixel art, knowing the principles, and having a good grasp on the style (aka: keeping shapes readable and knowing how to shade). When submitting examples, we'd like to see pieces you are proud of and you believe capture your pixel expertise best, whether they be full illustrations or smaller sprites, anything goes! Also be sure to include pixel animation examples!
You also do NOT need coding experience, you will not be doing that side of UI.
If you have any queries in the application process that we have not already answered send us an ask! There are more already answered questions that you can check under #projectlumenasks !
#trafficblr#mcytblrsource#projectlumen#mcytblr#life series#third life smp#last life smp#limited life#3rd life#double life#life series smp#wild life smp#traffic smp#wild life#secret life#third life#last life#looking for applications#applications
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Recently, Jason Schreier revealed some bts talks with Blizzard devs who told him that they were trying for an RTS for years but were denied by execs. I understand that execs weigh risk/reward in terms of profitability but from the consumer side, these sorts of reveals makes it seem like innovation is being stifled and shifted to the indie scene like the nothing but superhero movies. What's it look like from the dev and creative side?
Creatives want to be creative, so they pitch creative stuff. Executives care about the bottom line and return on investment. Unfortunately, the real story in the AAA space is that experimental and niche games like RTS games don't have as much of a potential market anymore. The biggest RTS in the world was Starcraft 2, and [Starcraft 2: Wings of Liberty didn't earn as much as the glowy mount in World of Warcraft] at the time.
"But why not just form smaller teams?" you might ask. The problem here is that the game development specialties don't typically lend themselves to being evenly distributed between smaller projects and larger ones - every project needs at least a tech artist, an engine programmer, a strong generalist programmer, etc. just to get off the ground. These kind of roles are rare and highly sought-after in the industry, while the others - character modelers, environment artists, level designers, gameplay programmers, AI programmers, texture artists, UI artists (and so on) aren't needed in the same numbers on small or big projects. If the studio doesn't have a good distribution of work for these devs to do, that inevitably leads to layoffs.
We want to make these games, but the feasibility of such at a studio with a large headcount of varying discipline distribution is a numbers balancing optimization game. The incentives and needs are more than just "we want to do this" - the biggest question is "Can we make this game idea work financially within the studio constraints?". Some studios have tried to make it work - Double Fine focused their development on smaller titles, Crystal Dynamics tried some smaller Tomb Raider titles, my own studio is currently trying to get approval for a new game, and so on, but it is a much more complex problem than "we want to do it but the executives don't want to".
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Hi there, Love your work! I'm also doing stuff in Unreal and it feels like it's rarer to find other indie devs using it. I love how clean all your UI feels, and UI is something I seem to really struggle with.
Do you have any recommendations for workflows / tips / sources etc for getting better at UI?
Also I'd love to know more about the material / shader workflow for your latest post if you have more information anywhere.
Thanks :)
Hello there! Thank you!! I hope you don't mind me answering publicly as I feel like some people might be interested in the answer!
I really appreciate your UI (User Interface for those not knowing the acronym) compliment as it's something I've spent a long time working on and specializing in, in my career as a software engineer. UI/UX often goes completely unacknowledged or taken for granted even though it takes a lot of time and hard work to create and develop. In the engineering world I frequently had to advocate for and explain user experiences to those who didn't have as deep of an appreciation for UI or a very sophisticated understanding of why a good, visually appealing user experience makes, or on the flip side, can break everything. I think it's a very challenging, overwhelming topic to grasp and communicate, but just by being interested in it you're already way ahead!
There's a lot going on with UI. From visuals to knowing common design elements to successfully conveying a story to the user to implementation to testing to designing for accessibility to animation and I probably didn't cover everything with that run-on sentence. There's frontend engineers out there whose role is solely to maintain and improve UI component libraries for companies. And that's without throwing games, whose UIs are all uniquely visually tailored to their experiences, into the mix... I could keep going on about this honestly, but I'll get to what I think you can do personally! 1. Learn about common design patterns. What's a toast? What's pagination? What's a card? Little things like that. These apply to all software UI/UX, including video games- and knowing these off the top of your head will make it so much easier for you to invent your own UI designs and patterns.
2. Study the UI in the everyday applications you interact with. Step through menus and think about how you got from point A to point B. Take a moment to think about the why someone put a button where they did. Study the UI in your favorite video games, too! Take a lot of notes on what you think works really well and what you think doesn't. And also there's online resources that are great for inspiration. I personally spend a lot of time on the Game UI Database. - https://dribbble.com/ - https://www.gameuidatabase.com/ 3. Don't be afraid to start with basic sketches or even just simply representing everything with grey boxes. All my UI starts out as really crappy sketches on paper, or tablet sketches on top of screenshots. Visualize your ideas and then keep iterating on them until you've got something. For example, I went from this:
To this. (And come to think of it I might actually still want to make those cooler looking buttons in my sketch) 4. Break everything out into pieces and individual components. A good UI is made up of building blocks that you can reuse all over the place. That's how it stays consistent and also saves you a lot of stress when you need to go in and update components. Instead of a million different looking UI pieces, you just have to update the one! These individual components will make up your very own UI Component Library, which will be the standardized design system and source of reusable components for your project. This also applies to your visual elements that don't do anything (like I personally have a whole mini library of diamond and star shapes that I reuse everywhere).
For reference, here's a breakdown I made of my Inventory UI. On the right, I've labeled most of the individual components, and you might be able to see how I'm reusing them over and over again in multiple places.
5. Spend some time listening to designers talk, maybe befriend some designers! Many of them have an unique, interesting view of the world and how we interact with it even beyond just software. Their perspectives will inform yours.
6. Test your UI on users whenever you can. Get feedback from others. This is the best way for you to see what works and what doesn't. As game devs we spend so much time with our games it's easy for us to lose sight of the full picture.
7. Be patient and don't give up. Continue to be open to expanding your knowledge. These UI skills take time to develop. I personally am still learning even after like 10 years of doing it. Coming up with the visual elements is very challenging for me and I spend a lot of time rearranging things in photoshop before I actually start coding anything at all in Unreal.
Whew, that was a lot, but I hope that gives you some thoughts and a place to start!
I don't have any posts out there about Blender/Unreal shader workflows right now, but I'll consider making another post sometime soonish. I appreciate you asking and you're welcome! :)
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