#gaming software developers
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funfusionstudio · 1 month ago
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https://www.funfusionstudio.com/2025/03/11/key-skills-every-aspiring-gaming-software-developers-should-master/
Master key skills for Gaming Software Developers —coding, AI, UX & more. Build your career in game dev with expert insights. Read now!
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mobzway0 · 2 years ago
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Creating the Perfect Hand: Casino Game Software Development Unleashed
In the realm of online gambling, casino game software development reigns supreme, crafting captivating virtual experiences that leave players on the edge of their seats. The fusion of cutting-edge technology and imaginative creativity gives birth to a mesmerizing collection of games that bring the thrill of the casino straight to your fingertips.
With a keen focus on innovation, casino game software development introduces groundbreaking features, stunning graphics, and immersive gameplay, ensuring an unparalleled gaming experience. From classic table games like blackjack and roulette to the excitement of slot machines and poker, these software developers masterfully create virtual worlds that transport players to the glitz and glamour of Las Vegas.
Embark on a thrilling adventure as the expertise of casino game software developers is harnessed to deliver games that are not only visually stunning but also fair, secure, and highly entertaining. So, get ready to spin the roulette wheel, place your bets, and experience the adrenaline rush of winning big with the incredible world of casino game software development.
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omeletcat · 11 months ago
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i got an old laptop from my grandpa and was googling about it, and the wikipedia page for the micro-soft acer aspire has an image of the acer aspire with the wikipedia page, containing the image of the acer aspire with the wikipedia page, containing the image of the acer aspire with the wikipedia page, containing the image of the acer aspire with the wikipedia page, containing the image of the acer aspire with the wikipedia page, containing the image of the acer aspire with the wikipedia page, containing the image of the acer aspire with the wikipedia page....
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arcadebroke · 11 days ago
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sillygarlicbrind · 2 months ago
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IM COOKING SO HARD RN, IT FEELS LIKE IM GONNA BE DONE IN TIME, HOLY SHIT
This is my first time doing genuine pixel art istg. OBV ITS NOT DONE YET BUT LIKE???
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gh0stofstarman · 2 months ago
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HELP WANTED: LITTLEBIGPLANET FAN MOVEMENT
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For the past year or so I’ve been working on a fan movement to revitalize interest in LittleBigPlanet on Sony’s terms. Think it comparable to Operation Moonfall, a fan movement for revitalizing interest in The Legend of Zelda: Majora’s Mask, which eventually led to its 3D Remake.
While I can’t promise the plan I’ve set out is guaranteed to result in a new LBP game, I do believe that it is also the best opportunity for one to be made. However, as I’ve worked behind the scenes I’ve found it impossible to maintain on my own. Therefore I must ask for help.
Operation Mushroom Tree, as it is tentatively titled, involves the creation of a professional pitch for a new LittleBigPlanet entry for modern consoles. This pitch would provide a basic outline of what a new entry would entail, and prove why the franchise would still be popular.
The goal is not to make a wishlist nor a whole new installment on our own, but a feasible design concept for a new game that the community can rally behind. While this exact pitch may not be directly used by Sony Interactive Entertainment, Operation Mushroom Tree would be a template to guide development of a new game. The design document at the forefront would show the best way to make a new installment in a way that would be enticing to shareholders and employees of Sony Interactive Entertainment, the current rights holders.
The document has been mainly continuously written by me. However, I am just beginning my journey into game development, and this project would be unsustainable on my own. I need concept artists and render artists to create mockups of believable illustrations of the game Operation Mushroom Tree provides. As well, I’d sincerely love the second opinions of other game designers who are passionate about the LBP franchise. Finally, I have only a very rudimentary idea of how LBP works on a programming and hardware level, and thus this project would benefit from an expert on such.
To be precise, I am looking for:
- 3D Modeling or Photoshop Artists to create renders and mock-ups of gameplay mechanics.
- Individuals with history in Game Design and have a fondness for the LittleBigPlanet Franchise, mainly to help write and guide the main design document.
- Individuals who have intimate knowledge of the LittleBigPlanet franchise on a hardware and software level, and can evaluate the feasibility of certain features on modern hardware.
If you or anyone you know falls into these categories, please contact me through Tumblr. If you are not in these categories, but are interested and believe you are able to help with this campaign, please contact me as well, and hopefully we can find a way to work together still. Do please provide some evidence of your past work and knowledge with your message.
I know that many out there currently are disappointed with the treatment of the LBP franchise after 2024, as am I. However, I do believe that LittleBigPlanet could thrive in today’s landscape, and would be beneficial to the games industry as a whole. Therefore, I am willing to embark on this journey, not only to entertain fans, but to help support up-and-coming developers get their first steps, as LBP did for me.
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dabossgobbuk · 9 months ago
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Gonna work on this.
with Benny.
It's about 3PM British time.
2 hours.
Time me gentlemen.
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retrocgads · 8 months ago
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UK 1998
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mvfm-25 · 1 year ago
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" Scaling the cabal : VALVe's design process for creating Half-Life 2! "
Game Developer Magazine (GDM) - November, 2005.
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agatedragongames · 7 months ago
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Coding tutorial: Chain-of-responsibility pattern
A peasant, knight and king walk into a software design tutorial, and are here to teach you the chain-of-responsibility pattern. Learn how to create a chain of handlers which can handle different request types.
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This tutorial shows you how to code the chain-of-responsibility pattern in the Visual Studio development environment, using a console application and the C++ programming language.
The chain-of-responsibility pattern passes on a request to a chain of handlers one at a time. Each handler can handle different requests. So if the first handler can’t handle the request, then it will pass it on to the next handler. Once a request is handled, the chain ends. Since there is no longer a need to pass on the request.
It is also possible that the request doesn’t get handled by any of the handlers. Since each handler can handle 0, 1 or many requests of different types.
See the full tutorial here.
Console output:
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bitingyougently · 1 year ago
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Current game build running in a standard 80x24 virtual terminal on my work computer (ubuntu 20.04)
the game is written in my langauge Matte (https://jcorks.github.io/matte/doc-quick.html), but all it uses are C printfs for the graphics
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funfusionstudio · 2 months ago
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idontknowwhatnametouseyet · 2 months ago
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it is almost 00:50AM and I just realised my phone can (allegedly) force-override internal game fps limits
imagine running Genshin Impact at 120fps, or even 165fps, but you can actually see those framerates! (if it doesn't turn into the sun, that is)
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chroma-game · 2 years ago
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Working on the main character's clothes atm. Messing around with Blender's cloth systems. It's slowly driving me insane.
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artzyleen · 1 year ago
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These bloopers are fcnk hilarious , that Sebastian and Natty mutation lmaooo
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mechasharktonight · 3 months ago
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Help me make a game about tea
Hi tumblr, I'm making a game about brewing tea. You can find it here: http://ashtonandrepont.me/CountertopTeaBrewingSimulator/
Anyway, I'm going to focus on, ugh, the actual core mechanics of the game first. But I want to add a bunch of random crap. First on the list is a shrimp that plays guitar; if you slurp during his song, he pulls out a knife and yells at you. You can take the knife as part of quests later on.
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