#learn 2d game development
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redappletech · 2 years ago
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On noticing this huge demand, enterprises are scaling up the development of engaging 2D games with the help of a leading mobile game development company. In this post, we will help you to learn about 2D games and the essential steps to develop them. Know more: https://redappletechnologies.hashnode.dev/what-are-the-steps-to-follow-when-developing-a-2d-game
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codingcorgi · 1 year ago
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Day 42-46 another good chunk of time!
I have made a dialogue system for our game jam game, and designed a lot of the game overall. We are using Pixel Engine For Unity by Dragon Lens Studios as an asset for the game. I've worked on many systems for Pixel Engine because I work for DLS.
Our game will be about going to hell and learning the reason why you are there, because you killed someone. Is it manslaughter, or was it murder? You have to find out on Hell's favorite game show!
The next few days I'll be getting the game completed and doing more HTML/CSS and C++ homework.
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edexra · 16 hours ago
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https://edxera.com/course_details/719
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art · 1 year ago
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Creator Spotlight: @camberdraws
Hello! My name is Camber (any pronouns), and I’m a mixed media illustrator located in the southwestern United States. I love drawing everything, but I have a special interest in depicting strange creatures and environments, often accompanied by abstract imagery and mark-making. Professionally, I’ve worked creating concept art and 2D assets for museum exhibits, but currently, I am engaged full-time as a software developer and make standalone illustrations in my free time. I’ve been posting art on Tumblr since I was a teenager, and the site has been very welcoming towards my work to this very day!
Check out Camber’s interview below!
Did you originally have a background in art? If not, how did you start?
I’ve had an interest in drawing since I was barely sentient, but at thirteen years old I decided to become “serious” about art. I was all about reading tutorials and doing a ton of studies. I would tote my heavy instructional art books to school every single day (my poor back!) Despite all this, I decided to forgo art school in favor of a bachelor’s degree in Computer Science at my local college. Alongside my major, I received a minor in Art Studio with a specialization in fine art, which totally changed my views on creating artwork and drastically changed my style.
How has your style developed over the years?
As mentioned previously, my style did a 180 after I studied under some very skilled fine art professors! As a kid, my drawings were very realism-heavy and inspired by video game concept art. I mostly worked digitally, too. During college, I was thrown for a loop when we were instructed to do strange things like, for example, make a bunch of marks on paper using pastel, WITHOUT looking, and then turn said marks into a finished piece of art! I quickly and deeply fell in love with abstract work, and especially appreciated images that are not easily parsed by the viewer. Since then, I’ve made it my goal to combine abstract mark-making with more representational subject matter.
What is one habit you find yourself doing a lot as an artist?
Hmmm, one habit I really enjoy as an artist is strictly tracking the amount of time I spend drawing! I currently work a full-time job wholly unrelated to art, so I have to be careful with my time if I want to spend enough hours drawing each week. I created a spreadsheet that allows you to enter the amount of minutes you’ve drawn each day and calculate how much drawing time you still need to reach your weekly goal (I aim for 20 hours a week.) Having such a clear, numbers-based objective keeps me motivated to work like nothing else!
Over the years as an artist, what were your biggest inspirations behind your creativity?
I know this is a common inspiration, but Hayao Miyazaki’s work has been rewiring my neurons since I was a child. Seemingly all of my artistic interests can be summed up by the movie Princess Mononoke: it has strange/abstract creature designs, a strong focus on nature and environmental storytelling, and a mix of dark and hopeful themes. Additionally, I’ve been deeply inspired by video game series such as Zelda, Okami, Pikmin, and Dark Souls. But arguably, none of these have influenced me more than Pokemon! I’ve been drawing Pokemon since I could barely hold a pencil, and I haven’t stopped since! I believe my love of designing creatures originated with my endless deluge of Pokemon fanart during my childhood.
What is a medium that you have always been intrigued by but would never use yourself?
I’ve always been fascinated by 3D mediums and am so tempted to try them out! Whether that’s 3D models created digitally or sculptures made from clay, I profoundly admire artists who have this skill. Oftentimes, it feels like I don’t have time to delve into a totally different artistic paradigm. However, I feel very strongly that learning new skills can enrich your current work. I should take that advice and someday give 3D mediums a shot!
What is a recent creative project that you are proud of?
I am in the process of creating an art book (a dream of mine!) and have been executing smaller drawings of concepts I find interesting from both a visual and storytelling standpoint. A recent drawing for said book is that of a snail made of ink with an ink bottle as a shell, and it went absolutely viral! I’ve never had an experience like this as an artist before and it has been spectacular! I was able to open a shop using my newly acquired art printer and sell many prints of my snail. Creating something original, directly stemming from my interests, and having that resonate with so many people has been unreal. I couldn’t ask for more as an artist!
What advice would you give to younger you about making art that’s personal or truthful to your own experiences?
I would tell my younger self to chill out and experiment more! I was so caught up in the idea that I needed to have a realistic style to be considered “good.” I also believed that technical skill was the only measure of how worthy my art was. That’s not to say technical skill doesn’t matter, but I now firmly believe the creativity and voice of your ideas far outweigh the skill of execution in terms of importance. Technical skills should elevate ideas, not the other way around. Once I began to revel in strange ideas and stories for my work, depicted oftentimes in odd styles or mediums, I truly found my voice as an artist.
Who on Tumblr inspires you and why?
My peers here on Tumblr inspire me more than anything! Sharing my work with contemporaries and giving each other support brings me joy like no other, and keeps me motivated to continue creating. I wouldn’t be where I am today without them! @beetlestench, @theogm-art, @trustyalt, @ratwednesday, @phantom-nisnow, @svltart, @mintsdraws, @mothhh-hh, @jupiterweathers, @thesewispsofsmoke, @picoffee, @fetchiko, @kaisei-ink, and @pine-niidles just to name only a few!
Thanks for stopping by, Camber! If you haven’t seen their Meet the Artist piece, check it out here. For more of Camber’s work, follow their Tumblr, @camberdraws!
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oberorka · 2 months ago
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Boosty reminder
I'm currently jobless and it's hard for me to do all this job search stuff so I could use some extra income rn. If you're able to and want to support me, consider checking my Boosty account:
You can either send a tip, subscribe for about $5/month or buy $1 dev versions of my games and source files of my animations, whenever I post them.
If you're from the US I recommend using Chrome or a CashApp card to donate, cuz Boosty is like that rn being a russian service. Hope you understand.
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skeletoninthemelonland · 4 months ago
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Hi! I’m new here and to your awesome looking au’s, but I am a bit lost on BTC- anyway I can learn about it ? Or where to learn about it? Thanks.
Welcome!!!
BTC is short for Behind The Codes. It's a FNaF AU of mine that started being developed almost 5 years ago, originally meant to be a series of seven 2D animated episodes based on the game Ultimate Custom Night by Scott Cawthon.
You can see and read more about it clicking on this link. It will direct you to an archive blog, which gathers concept art, official art, animations, character design, backgrounds and records of an interactive game/ask between viewers and some of the characters, as well as other things!
Behind The Codes is on hiatus while I'm still in college and moving to other interests. My plan is to get back to it once I find time and means to work on the project (some times I post about it regardless)
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satoshi-mochida · 9 months ago
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Nine Sols coming to PS5, Xbox Series, PS4, Xbox One, and Switch on November 26 - Gematsu
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Red Candle Games will release side-scrolling action platformer Nine Sols for PlayStation 5, Xbox Series,��PlayStation 4, Xbox One, and Switch on November 26, the developer announced. It will also be available via Game Pass.
Nine Sols first launched for PC via Steam on May 29.
Here is an overview of the game, via its Steam page:
About
From the creators of award-winning psychological horror games Detention and Devotion, comes Red Candle Games’ latest title Nine Sols. The studio aims to deliver a stylized action platformer that’s cohesive and complimentary with its lore-rich narrative. It’s an ongoing, most ambitious project from this indie studio up to date.
Story
New Kunlun, the Solarian’s last sanctuary, has remained quiet for centuries. Inside this vast realm, the ancient gods left mortals with a promised land that is forever protected by the sacred rituals, yet the truth of this world remains unknown to most. Everything changes when Yi, a long forgotten hero from the past, is awoken by a human child. Follow Yi on his vengeful quest against the 9 Sols, formidable rulers of this forsaken realm, and obliterate any obstacles blocking your way in Sekiro-lite style combat. Explore in unique “Taopunk” setting that blends cyberpunk elements with Taoism and far eastern mythology. Unravel the mysteries of an ancient alien race and learn about the fate of mankind.
Key Features
2D Sekiro-lite Combat – Slash, deflect, and charge into enemies and blow them up with the Taoist talisman! Each fight combines fast, brutal action sequences with classic platforming mechanics.
Intriguing Boss Fights – Ready yourself to fight the vicious ancient guardians and gruesome creatures. Be patient and utilize every move in your arsenal, mix up with Yi’s godly bow to defeat these larger than life figures.
Taopunk Setting – When cyberpunk clashes with Taoism, melding sci-fi elements with eastern mythology / fantasy, the experimental genre of Taopunk was born.
Hand-drawn Environments / Animations and Manga – Nine Sols is filled with meticulous hand-crafted, anime-style landscapes, sprite based hand-drawn animations, blending with Japanese manga inspired cutscenes.
Exploration – Traverse in the interconnected regions of New Kunlun. Discover secrets, piece together the story behind Yi’s revenge.
Aids from Inhabitants – Meet interesting NPCs of this world and interact with them to receive upgrades, gain new abilities, and discover useful technology.
Watch a new trailer below.
Consoles Announce Trailer
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cheritzteam · 2 years ago
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[Cheritz] Answering Customer Questions regarding the use of A.I. in <The Ssum> Season 2 and More
Hello, this is Cheritz.
Some of the photos of our newest Ssumone, June, have not been polished enough to the game standard, and we will be updating them as soon as possible. We apologize for the disappointment caused by this issue.
On that note, we would like to clarify the topic on the use of A.I. in art in June’s photos.
First of all, we express our sympathies to the fan base who have been worried about the recent issue over the use of A.I. in games and movies, as it has been linked to copyright issues, job security, and more.
As you may have already been aware, <The Ssum> had to showcase an unparalleled amount of text and images to create a long-term romantic experience for you, and in Season 1, we used real-world images and free stock images to achieve the goal. While keeping the subscription price as low as possible in relation to production costs, our team have been working on the game with a limited number of staff to make <The Ssum> viable in the gaming market on its own.
In Season 2, we decided to apply the 2D art style to meet the feedback received by the fan base, we used retouched images sourced by A.I. which got data exclusively from a commercially available sources of packs to avoid any conflict with copyright issues for the art work that do not involve characters’ faces.
It was never the case for our team to replace the art staff with machines, but rather because most illustrators in the game industry have preferences on drawing main character illustrations over backgrounds or objects. For that reason, the art team was more focused on drawing 2023 commemorative artwork for <Mystic Messenger> and SD images on social media. Also, because Cheritz has been running four-day work weeks since the start of 2023, there was an internal consensus to tap into A.I. to balance work and life for staff. There were no cuts or layoffs of art staff for Season 2 projects.
The team feel terrible about unpleasant surprises some of you may have gone through by us not announcing this before the release.
Additionally, we have learned that some of the users feel disappointed that the new character in <The Ssum> has a connection to one of the main characters of <Mystic Messenger>.
The team has been constantly getting requests for 2D-art style images and involvements of <Mystic Messenger> characters, and more text content to <The Ssum> since its release. Our team is aware of the users’ support for <The Ssum>, however, we did not expect the new change would sadden some of our loyal fan base.
We will do our best to make it obvious that the launch of June is not an extension of <Mystic Messenger>, but rather as an extension of the launch of <The Ssum>, where the games from the same company share a universe but are on their own game systems and charms.
In addition to the currently released June, we have a new character currently under development, and we plan to release the rest of Season 1 in 2024 with some of the improvements applied.
We understand this clarification would not satisfy everyone, and we feel awful that these changes made some of you feel disappointed. We will pay close attention to the negative impact that the A.I. has brought to the gaming industry, and we would like to find a viable way to reach out to you through our games.
The team would like to thank you for your continued support of <The Ssum> and other Cheritz games, and we truly appreciate our fans’ feedback.
We hope this announcement has made your heart a little lighter and given you clarity.
 *To clarify rumors about the author of <Mystic Messenger>, please let us address it as well here. The main writer of <Mystic Messenger> is Ms. Ri, the founder of Cheritz, as revealed in the Otakon video. Ms. Ri is also the writer of <Dandelion>, <Nameless>, and is the main writer of <The Ssum> Season 2.
Thank you.
-Cheritz Team
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sillygarlicbrind · 3 months ago
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I AM HAPPY TO INTRODUCE YOU TO:
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CORNTALE - SHOP SIMULATOR is my own tiny mini lil sim game! :D
It was made as a project for my software development study to show off what development skills I learned during the first half(?) of the first study year! Made using Unity Engine.
IF you would want to experience it for yourself, you can get it here on itch.io :]
You can also just watch the full playthrough in the vid below!
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Credits: Development and visual art by me! Thanks to my friends for emotional support (they are featured as objects in the background)
Thanks to @planetnapcast for the wonderful background music! And thanks to @lemonnere for character design inspo!
Wanna create smth with me? Just ask! :D
More silly info under cut:
This sim was completed in around 4 weeks from start to finish :P It's my first 2D video game !!! Also my first time drawing pixel art xP This game was developed in Unity Engine with code written in C#
Next image contains some general rambling about this lil thing:
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This whole thing took some time for sure! But i'm really proud of it >:3
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inamindfarfaraway · 12 days ago
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Just think, instead of that odious excuse for a Wreck-It Ralph sequel we could have got a sitcom/dramedy/slice-of-life TV show exploring the status quo after the movie. It could have included:
Ralph and Vanellope getting used to having found family and friends and acceptance after lifetimes as isolated pariahs
Ralph and Felix learning more sophisticated and nuanced ways to be good in different situations, beyond the simplistic hero/villain dichotomy that portrays morality as lying in character instead of actions
Vanellope learning how to be the president of a functioning “constitutional democracy”, which is technically defying her code to be a princess, and recovering from her Turbo-induced trauma (fuck Turbo)
Calhoun improving her mental health and learning to be vulnerable, trust and care for people as a family, not just subordinates
Felix and Calhoun’s developing relationship and married life
Ralph and Felix being brothers
The other Sugar Rush racers having more individual personalities and arcs
Ralph, Felix and Calhoun being parental figures to Vanellope and maybe the other racers too (they could certainly use some positive adult role models after fifteen years of Turbo) (fuck Turbo)
More visits to different games, real and fictional, with the Hero’s Duty and Sugar Rush characters especially having seen little to nothing of the rest of the arcade before
Why didn’t we get this
It didn’t have to be big and dramatic, an episodic slice-of-life thing would have been fine
It could even have been 2D to save money and had a really cool art style that reinforced the worth of 2D animation
I WANT. I NEED. WHY DISNEY WHY
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alpiinee · 5 months ago
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I've just now decided I'm dedicating this year and however many more to learning game development until I can make a 2d game
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xinfinityl0ve17 · 9 months ago
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I did a little translation on Mana's personal interview. Corrections are very welcome! Thank you so much in advance!
The dark-themed works that were released in the early days. I was captivated by these eerie and unsettling creations, which were far from being considered suitable for children.
I had the opportunity to have a discussion with the person in charge of producing that series of dark games.
All of those games were illustrated by a single designer. That designer had an aura about him and would immerse himself in work for about a month, isolated, to complete the projects. The resulting works had a unique sense of fear, and I was told they even went to Asakusa Shrine for a purification ritual before the games were released. I heard various behind-the-scenes stories like that.
Another memorable discussion was with Konami’s director, Yakushiji. I’ve always been a big fan of the "Castlevania" series since the Famicom days, and I had completed all the previous versions, including the Disk System and PC Engine versions. Our discussion took place around the release of the N64 version, "Castlevania: Legacy of Darkness."
"Legacy of Darkness" was the first 3D installment, breaking away from the traditional side-scrolling action format of the series. Yakushiji asked me, "Did you feel any discomfort with the transition to 3D?" I remember getting quite passionate and responding, "I was deeply moved by the experience of navigating the 3D space in that iconic Castlevania world, which was originally in 2D!"
A landmark encounter that marked the final installment: A conversation with Koichi Sugiyama.
The final interview in this series brought me to visit the home of Koichi Sugiyama, a pioneer of game music. Sugiyama is also a collector of game hardware, and he showed me various rare consoles like the "Intellivision," which surprised me. His collection room was truly a treasure trove for me.
Including the previous interview with Eno-san, my column for "Jugemu" brought me many valuable encounters. Sugiyama, who integrated classical music into game soundtracks and revolutionized game music, had a dramatic and theatrical approach to sound. It’s no exaggeration to say he sparked a revolution in game music. As a musician who also incorporates classical elements into my work, we had many conversations about music. I learned a lot that benefited my own musical activities, and I remember how educational the discussions were.
The world I express in my work was born from the inspiration I received from various games. Though it was only a short period of a year, the experiences I had talking to people involved in game development have become a great treasure to me.
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edexra · 8 days ago
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2D Game Design with Godot – Learn to Build Fun & Engaging Games
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Game development has never been more accessible, and Godot Engine stands at the forefront of this revolution. This powerful, open-source game engine has captured the hearts of indie developers and hobbyists worldwide, offering an intuitive pathway into the exciting world of 2D game creation.
Why Choose Godot for 2D Game Development?
Godot's lightweight architecture makes it perfect for 2D game development. Unlike heavyweight engines that can overwhelm beginners, Godot provides a clean, streamlined interface that focuses on what matters most: bringing your creative vision to life. The engine's node-based scene system mirrors how we naturally think about game objects, making it incredibly intuitive for newcomers.
The engine's GDScript language, designed specifically for game development, offers Python-like syntax that's both powerful and beginner-friendly. You can prototype ideas quickly, iterate rapidly, and build complex gameplay mechanics without getting bogged down in verbose code structures.
Essential 2D Game Design Concepts
Successful 2D games start with solid foundational concepts. Sprite management forms the backbone of visual presentation – understanding how to efficiently handle animations, sprite sheets, and visual effects can make or break your game's performance and appeal.
Physics simulation brings your game world to life. Godot's built-in physics engine handles collision detection, rigid body dynamics, and kinematic movement with minimal setup. Whether you're creating a platformer with precise jumping mechanics or a puzzle game with falling objects, mastering these systems opens up endless possibilities.
Level design deserves special attention in 2D games. Godot's tilemap system allows you to create expansive, detailed environments efficiently. Combined with the engine's layering capabilities, you can build rich, multi-dimensional worlds that feel alive and engaging.
Building Player Engagement
The most technically perfect game falls flat without engaging gameplay. Focus on creating tight, responsive controls that feel natural and satisfying. Godot's input handling system makes it easy to implement smooth character movement, whether you're building a fast-paced action game or a methodical puzzle solver.
Visual polish elevates good games to great ones. Godot's animation system supports both traditional frame-by-frame animation and modern tween-based motion. Particle effects, screen transitions, and UI animations contribute to the overall player experience, making your game feel professional and polished.
From Concept to Completion
Starting your first 2D game project can feel overwhelming, but breaking it down into manageable phases makes the journey enjoyable. Begin with a simple concept – perhaps a basic platformer or top-down adventure. Focus on core mechanics first, then gradually add features and polish.
Godot's export system makes sharing your creations effortless. With built-in support for multiple platforms including Windows, macOS, Linux, and mobile devices, your games can reach audiences everywhere.
The thriving Godot community provides endless resources, tutorials, and support. Whether you're troubleshooting a tricky bug or seeking creative inspiration, fellow developers are always ready to help.
Game development with Godot transforms creative ideas into interactive experiences. With dedication, practice, and the right tools, anyone can create engaging 2D games that captivate players and bring imaginative worlds to life.
How Expert-Led Online Courses Are Revolutionizing Career Development in 2025
The traditional career ladder has been replaced by a career lattice—a complex web of opportunities that requires continuous learning and skill adaptation. In this new landscape, expert-led online courses have emerged as the most powerful tool for career transformation, offering professionals the flexibility and expertise they need to stay competitive.
The Shift from Credentials to Competencies
Gone are the days when a single degree could guarantee career success for decades. Today's employers prioritize demonstrable skills over formal qualifications. This shift has created unprecedented opportunities for professionals willing to invest in targeted learning experiences.
Expert-led courses bridge the gap between academic theory and real-world application. Unlike traditional education, these programs are designed by industry practitioners who understand current market demands. Students learn not just what to do, but how successful professionals actually approach challenges in their daily work.
Why Expert Instruction Makes the Difference
The quality of instruction fundamentally determines learning outcomes. Expert instructors bring three critical advantages that generic online content cannot match:
Real-World Experience: Industry experts share case studies, failures, and successes from their own careers. This contextual learning helps students understand not just the "how" but the "why" behind professional decisions.
Current Market Insights: Experts stay connected to industry trends and emerging opportunities. Their courses reflect the latest tools, techniques, and market demands, ensuring students learn relevant, immediately applicable skills.
Professional Networks: Learning from recognized experts often provides access to valuable professional networks. Many successful career transitions happen through connections made during expert-led programs.
The Flexibility Advantage
Traditional career development often required sabbaticals, relocations, or significant time away from work. Expert-led online courses eliminate these barriers by offering:
Self-Paced Learning: Professionals can balance education with existing responsibilities, learning during commutes, lunc
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thelettergii · 6 months ago
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Sugarplum Cafe FAQ
I held an AMA about my upcoming game Sugarplum Cafe on Instagram and figured these Q&A's would be helpful for you to know as well!
If you have questions of your own, my inbox here is open!
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Q: What is Sugarplum Cafe? A: Sugarplum Cafe is a merge crafting game that I'm solo developing! In this game, you run a sweets cafe and make desserts for fashionable ladies inspired by sweets. I wanted to make a game with frilly pastel shoujo aesthetics, and yes, there will be tea parties!
Q: What platforms will Sugarplum Cafe be on? A: The goal is to publish on PC and mobile (Apple included), but PC will come first because it's easier to fix bugs on PC.
Q: When will this game be out? A: Not for a few years, it's still pretty early in development. But paid members on Patreon can play an early version of this game now with about three hours of content! Support starts at $2 USD/month.
Q: How good do I have to be at games to enjoy this game? A: Sugarplum Cafe is meant to be a super casual game, so you can be the worst gamer in the world and still play this haha. It's more about collecting pretty ladies than any sort of strategy or skill.
Q: How many characters will there be? A: At least 50 Ladies! I have ideas for about 70 Ladies, but whether I get to all of them depends on interest in the project. So 50 feels like a good benchmark.
Q: What are your inspirations for this game? A: For one, The Nutcracker Ballet of course! Aside from that... For the longest time I was obsessed with Cookie Run: Ovenbreak because they had so many clever character designs! I don't play as much anymore (the UI is too cluttered now and I don't love the new characters as much) but I want to recapture the spark I felt when I used to play. I also really love Sakizo's illustrations of Victorian/Rococo sweets-inspired ladies, and I wanted to capture her aesthetics while mixing in my own fashion sense so I'm not ripping her off entirely haha
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Q: Will you still be drawing fashion? Are you moving to gamedev permanently? A: I don't know about a permanent pivot, but this game will be my main focus. TBH I wasn't very happy with just drawing stuff and I'm really excited to build my own world where my designs can live. I will still be designing fashion, but it will just be part of something bigger. My goal is to make the world of games a little more fashionable! I may still draw the occasional illustration though, so never say never!
Q: What game engine are you using? A: Sugarplum Cafe is made in Godot! It's a free open-source game engine and I highly recommend it for 2D games. I think the scripting would be easier to learn than something like Unity. There are a few quirks but the community is so active that it's easy to find answers to your questions. I am using Godot 3.5 - I believe the latest version is Godot 4, but I heard 3.5 was better for porting mobile games. Will let you know how true that is!
Q: Can I cosplay/draw fanart of characters from Sugarplum Cafe? A: YES PLEASE!! Please tag me if you share cosplay or fanart! And if you need to know details of certain characters' designs, please don't hesitate to ask.
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askagamedev · 7 months ago
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Summer 2025 Game Development Student Internship Roundup, Part 2
Internship recruiting season has begun for some large game publishers and developers. This means that a number of internship opportunities for summer 2025 have been posted and will be collecting applicants. Internships are a great way to earn some experience in a professional environment and to get mentorship from those of us in the trenches. If you’re a student and you have an interest in game development as a career, you should absolutely look into these.
This is part 2 of this year's internship roundup. [Click here for part 1].
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Associate Development Manager Co-op/Internship - Summer 2025 (Sports FC QV)
Game Product Manager Intern (Summer 2025)
Music Intern
EA Sports FC Franchise Activation Intern
Associate Character Artist Intern
Client Engineer Intern
Visual Effects Co-Op
Associate Environment Artist Co-Op (Summer 2025)
Game Design Intern (Summer 2025)
Game Design Co-Op (Summer 2025)
Concept Art Intern - Summer 2025
UI Artist Intern - Summer 2025 (Apex Legends)
Assistant Development Manager Intern
Global Audit Intern
Creator Partnerships Intern - Summer 2025
Technical Environment Art Intern - Summer 2025 (Apex Legends)
Intern, FC Franchise Activation, UKI
Tech Art Intern - Summer 2025 (Apex Legends)
Software Engineer Intern
UI Artist Intern
Game Designer Intern
FC Franchise Activation Intern
Software Engineer Intern
Product UX/UI Designer
Software Engineer Intern
Enterprise, Experiences FP&A Intern
Game Designer Intern
Software Engineer Intern
Development Manager Co-Op (Summer 2025)
Software Engineer Intern
PhD Software Engineer Intern
Character Artist Intern
2D Artist Intern - Summer 2025
Software Engineer Intern (UI)
Entertainment FP&A Intern
Game Design Co-Op (Summer 2025)
Data Science Intern
Production Manager Intern
Software Engineer Intern
Channel Delivery Intern
FC Pro League Operations Intern
World Artist Intern
Experience Design Co-Op
Media and Lifecycle Planning Intern
Software Engineer Intern - Summer 2025
Software Engineer Intern - Summer 2025
Intern, FC Franchise Activation, North America
Creative Copywriter Intern
Game Design Intern
Social Community Manager Co-Op
Business Intelligence Intern
Software Engineer Intern (F1)
Total Rewards Intern - MBA level
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Intern - Office Administration
Digital Communication Assistant – Internship (6 months) february/march 2025 (W/M/NB)
International Events Assistant - Stage (6 mois) Janvier 2025 (H/F/NB)
Intern Cinematic Animator
Research Internship (F/M/NB) - Neural Textures for Complex Materials - La Forge
Research Internship (F/M/NB) - Efficient Neural Representation of Large-Scale Environments - La Forge
Research Internship (F/M/NB) – High-Dimensional Inputs for RL agents in Dynamic Video Games Environments - La Forge
Research Internship (F/M/NB) – Crafting NPCs & Bots behaviors with LLM/VLM - La Forge
3D Art Intern
Gameplay Programmer Intern
Intern Game Tester
Etudes Stratégiques Marketing – Stage (6 mois) Janvier 2025 (F/H/NB)
Localization Assistant– Stage (6 mois) Avril 2025 (F/H/NB)
Fraud & Analyst Assistant - Stage (6 mois) Janvier 2025 (F/H/NB)
Payment & Analyst Assistant - Stage (6 mois) Janvier 2025 (F/H/NB)
Media Assistant – Stage (6 mois) Janvier 2025 (F/H/NB)
IT Buyer Assistant - Alternance (12 mois) Mars 2025 (H/F/NB)
Event Coordinator Assistant - Stage (6 mois) Janvier 2025 (H/F/NB)
Communication & PR Assistant - Stage (6 mois) Janvier 2025 (F/H/NB)
Brand Manager Assistant - MARKETING DAY - Stage (6 mois) Janvier 2025 (F/N/NB)
Manufacturing Planning & Products Development Assistant - Stage (6 mois) Janvier 2025 (H/F/NB)
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zerbu · 1 year ago
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Project Squealer BIG REVEAL
Calling all mystery buffs, adventure seekers, and gumshoe wannabes!
I am developing MY OWN INDIE GAME under the working title PROJECT SQUEALER! In this action-packed adventure RPG game, a disease called Laughter Pox has plagued the town, and it's up to three kid detectives to investigate!
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These days, I'm mostly known for making mods for The Sims 4, but I've been interested in game development as far back as 2009. In fact, I originally bought The Sims 3 for PC back in 2012 as a tool to plan out characters and worlds, before becoming hooked on the gameplay. For a long time, The Sims was my main creative outlet, but I was still coming up with game ideas in the background.
Skip ahead to mid 2016: while playing with my Go to School mod, I needed to create some child characters to fill the school with. I created two rival teams of kid detectives, and came up backstories and mysteries for them to solve. I ended up liking these characters far more than any other characters I had created. They felt like my creative masterpiece, begging for something bigger than just creations made in a character creator.
That's when "Project Squealer" started brewing in my brain. This indie RPG wasn't just some vague idea; I was developing full-blown stories, environments, and gameplay planned for my kid detectives. I also had the perfect art style in my head. Emphasis on in my head.
Turns out, bringing my dream art style to life was way harder than I thought. So hard, in fact, that I spent the next few years learning how to create art. It took until 2020 to finally have character and environment art that could (almost) pass for pro-level game stuff. Not only that, the project was undergoing what indie devs refer to as scope creep. I kept adding more and more ideas to the design doc, making the game more complex and pushing the release date even further into the future. In 2018, I even decided to move from 2D to 3D, and switched engines from MonoGame to Unity (and later to Unreal Engine 5 in 2023).
Now, it's 2024, and I'm finally, finally ready to announce what I've been working on for the past 6 years!
Project Squealer is the working title for my own indie game about a team of three kid detectives: Orlo (middle), Von (left) and Zoros (right). Together, they go on adventures and solve mysteries… or at least they would, if they weren't constantly having their business stolen by a rival detective team.
In this action-packed adventure game, a mysterious disease known as Laughter Pox has plagued the town, causing people to laugh hysterically. Where is it coming from? How can it be cured? It's up to our detectives to find out! If they can convince others to trust them with such an important mission, that is!
Project Squealer uses a hybrid of 2D and 3D graphics to create a 2D cartoon look with full 3D movement. Characters and some organic objects are 2D sprites that move with the camera. Most environments, objects and buildings are 3D, but have texture-based outlines to give it a 2D look.
The game features a variety of different quests, characters, abilities, enemies, locations, weapons and items. In addition to the main storyline, you can help out NPCs by performing "errands" for them, which will unlock cool rewards and even side missions.
Unlike many RPG games, Project Squealer won't include a character level system, because I want the player to be able to progress using their own skill, not by grinding levels. One of the game's main design philosophies is that there are few, if any, permanent upgrades. Weapons will eventually break, status effects that make your stronger will eventually expire, etc.
Project Squealer is still in relatively early development. I plan to post more information, screenshots, and eventually even videos, as it gets closer to release. Follow my Twitter for quicker updates: https://twitter.com/ZerbuTabek
Your support and feedback is welcome, and will help improve the game!
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