#unity game dev services
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nareshjuego · 9 months ago
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We're Unity experts crafting stunning games across genres & platforms with our powerful custom Unity game development services. Leverage our Unity expertise to breathe life into your game concepts. Build games with innovative features, exceptional design, and captivating graphics.
A decade of Unity3D game development excellence With an amazing 11 years of industry experience, we craft visually stunning and engaging games across multiple genres like Hyper-casual, Strategy, Multiplayer, Action, and MMORPG. We work with all platforms, including immersive AR/VR. Our Unity 3D game developers leverage their experience of 500+ successful projects to turn your gaming vision into reality.
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q99studio · 5 months ago
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AAA Games: A Comprehensive Guide
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AAA games represent the pinnacle of gaming, combining high budgets, large teams, and advanced technologies to deliver exceptional experiences. With massive investments in development, marketing, and distribution, these games feature expansive worlds, captivating storylines, and stunning graphics. The use of cutting-edge technology like Unreal Engine and ray tracing enhances gameplay immersion. AAA games often belong to successful franchises, ensuring loyal fanbases and high engagement. To create a game of this caliber, partnering with a leading game development company is crucial. Choose the best game development company in India for innovation, expertise, and quality to bring your AAA vision to life.
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macrobiangames · 10 months ago
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unity 3d game development agencies
Among the Unity 3D game development agencies, Macrobian Games is exceptional. They are conversant with how to use Unity 3D in developing good games. Their team is aware of how to design games that are aesthetically pleasing and functional. If you have a game idea and wish to get it done at Unity 3D, then Macrobian Games can be a good option. They can assist you in doing that and ensure that the game is fun for the players.
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the-fandom-crossroads · 2 years ago
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Folks talking about Game Devs dropping Unity or how it won't hurt small indie devs with under 200,000. Are missing the point.
Some of these Unity games can't change to another engine because they have years of code piled on top of each other at this point. aka POKEMON GO. They'd basically have to rebuild the game from scratch.
Not to mention Unity is mostly used by phone app games or Indie's that are lucky enough to get picked up by console. Indie games on Mobile easily pass 200,000 downloads. Temple Run 1 and 2 are in Unity, Crossy Road, Angry birds 1 and 2, and Hearthstone. All of these past 200,000 downloads years ago but aren't bringing in money now except hearthstone.
The Developers will do what happened to the first Angry birds app. They'll take it down, build it in a new engine for "HD", and add a shit ton of micro transactions. We are about to lose countless original versions of the OG pre lootbox mobile games.
We are also about to lose some of the biggest Indie games of the last decade. Among Us, Plague Inc., 7 Days to die, the original Slenderman game and it's sequel, I am Bread, Ori and the Blind Forest, Dream Daddy, Overcooked 1 & 2, Pathfinder online, Cup Head, Bendy and the Ink Machine, Oxygen Not Included, Bloons Tower Defense 6, Beat Saber, Subnautica, The Stanley Parable, Untitled Goose Game, Power Washing Simulator, Fall Guys, Inscryption, Phasmophobia
And the big one FUCKING HOLLOW KNIGHT. Silk song has already been pushed back out of this year specifically because it's being made by a team of like 3 people. It is so close to being finished and now they are being told they have to start over from scratch basically. Hollow Knight got over 200,000 downloads from being on playstation and was eventually put on Playstations subscription service. Every cent they made from hollow knight has gone back into making silk song. Which might now be delayed by multiple years and oh they are going to have to use some of that funds to pay unity now. Or find a way to get out of a contract with playstation. Because folks will keep downloading Hollow Knight for free and Unity will send the Hollow Knight team the bill.
oh and there's one more teeny tiny game made in Unity that you guys might not want to suddenly disappear. One with almost 3 years of monthly code updates, one with 139 million downloads to date, and 4.8 million monthly users.
Genshin. Guys Genshin Impact is made completely in Unity and that's not a game that can have it's code just copy and pasted to another engine.
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sharb · 2 years ago
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So i keep seeing people sharing game maker dunking on unity.
I'll be real with you. People behind game maker are probably just as bad.
They pushed a subscription service out when the tool uaes to be a life time license and im sure they're going to find a way to force life time licenses into a subscription model.
It's being handled by the company running OperaGX.
And most recently they pushed an update that broke the sprites on every project because they rushed the update out because they wanted to meet their monthly update deadline for the subscriptions.
If your starting out game dev i would actually advise staying away from game maker.(speaking as someone who used the program for over 10 years till it started crashing on me frequently and making me have to keep buying life time licenses)
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wauzmons · 2 years ago
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We have been Betrayed, Backstabbed, Bamboozled: The Future of Elysian Eclipse
So, if you are active on our Discord, you know that EE is made in the Unity Engine and the CEO just decided to massively fuck over all the devs who are using it...
Callum Upton made a great video explaining the situation:
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But it gets even worse!
Unity since defended themselves, saying that these fees are only affecting 10% of their customers, because of the $200k and $1m thresholds, so Indie devs don't have to worry about that.
…which isn't true:
Unity Plus
They aren't only introducing these fees but also changed the regular pricing plans! They just removed "Unity Plus" which is the lowest tier and costs about $50/month per dev with taxes. This is what most indies use. The next higher tier costs QUADROUPLE that amount and is also required to remove the universally loathed "made with Unity" splash screen. Oh! And if you have the personal tier, you won't be able to use Unity offline anymore! It now needs to do a license check every 3 days to function!
Unity's Ad Service
The fees will hit devs that do free-to-play mobile stuff especially hard, since they still have to pay the fees even when the players don't buy anything, meaning they could end up owing Unity more than they make in income. But what's this? If you use Unity's advertising service for your game, you will get a discount on the fees! The majority of mobile games run on Unity, meaning they are trying to monopolize the mobile ad market with this!
Publishers
Elysian Eclipse has caught the interest of a really big studio and publisher, who is considering to handle the marketing and publishing for the game. They are obviously planning to make the game come out big with sales, going beyond Unity's thresholds. But since the game is made in Unity, they probably now have to reconsider that carefully, since that would cause a massive amount of fees with Unity's new pricing model. So any game using Unity is now an instant turn-off for publishers, also massively hurting indie devs who don't reach that income threshold yet.
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What will happen now?
So, Unity can't be trusted anymore and should be seen as a major threat to us and the gaming industry. Even if they walk back on some of these decisions, what has been said, has been said. They showed that they don't care about destroying thousands of games, as long as it nets them profit, so who knows what they are going to do next?
I will pause the development of Elysian Eclipse and release the Patreon demo, including all the prototypes like Aquatic Stage for free today. I canceled my subscription and it will run out next year, so Unity isn't getting a single cent from my games anymore.
Unreal Eclipse?
In the meantime I'll focus on improving my C++ skills, so I can work more effectively in Unreal Engine 5. Unreal is the current industry leader, offering much better solutions for graphics and performance for 3D games. It is also partially open source and completely free until you reach $1 million in revenue.
It is unlikely that I will be able to just translate the game from C# to C++ and port it over, since it is using a lot of engine-specific features. This basically means, we will start from scratch... I can't tell yet how much work this will be or in what ways the game will change.
But one thing, you can always be certain of: I will NEVER BETRAY MY DREAM. I will finish this project, no matter who or what stands in my way. I hope you will continue to support me on this journey.
That being said,
FUCK JOHN RICCITIELLO!!
Fucking cunt.
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stanwixbuster · 2 years ago
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jynx absolutely fascinates me as a game dev because they're like. inspiration but in the opposite way of literally everything they've ever done
jynx decided they want to make touhou-like shmups, and decided to approach this by building most patterns around extremely fast bullets relying entirely on player reaction or having already seen a pattern before, infamously the most disliked and player-antagonistic way of approaching bullet hells
jynx added a great iteration on touhou-like shmups with flash bombing, an infinitely regenerating way to clear bullets if you put yourself in active danger in contrast to the use of bombs as a safe but finite resource, and then made sure you could only use it if you aren't focusing your shots, which you spend over 90% of a touhou-like doing
jynx created "absurdly extra" stages just as a complete fuck you to the player. half of them are humanly impossible to complete
jynx's version of character development is to add more characters. jynx will drop one of the most fascinating backstories you've ever heard that has groundbreaking and sweeping impacts on len'en lore, yet somehow being entirely consistent with it, and then proceed to do literally nothing and minutes later introduce another character with one of the most fascinating backstories you've ever heard. len'en has 40+ characters and all of them have been in perpetual Big Things Are Coming hell for over half a decade
jynx has spent over an alledged 15 years working on the world and lore in mugenri and the outside world, desperately wants to share this and continually mentions the short stories and lore dumps they write, which we never see, because they have somehow convinced themself the only way to show this story is through touhou-likes, which are notable for showing "story" as an excuse for people to shoot bullets at each other
jynx treats feature creep like an arms race. there isn't a single idea they come up with that doesn't end up in a game or is planned to at a later date. len'en 4 is still technically unfinished despite it having enough paths to dwarf all the previous len'en games combined thrice over and featuring the entire cast of the series in it (i will stress again, 40+ characters), and they've promised a dlc with even more stuff to do
jynx wanted to make a mobile cafe management simulator after having made nothing but bullet hell shmups on pc, just because it sounded fun, realised their previous tools couldn't make mobile games well, realised they'd be going in entirely blind on a new tech stack, realised they'd be going in blind on a genre they have no experience with, decided to tag on a second entire game to the cafe management with a turn-based rpg, realised they also have no experience with that genre, continued anyway, learnt how to use unity from the ground up, realised the multitude of issues unity development brings, decided every single character also needed to be in this one with unique boss battles, realised the problems of having 40+ character assets and 5min+ music themes in a mobile game that very infamously is a platform you need to stick to strict asset and tech limitations, decided to stream in assets from a server, made it a live service game because it would be online and that was an obvious next step, stuck through it, totalling in five years of dev time to make a full "gacha" game that is generous beyond belief and makes them a net zero in ad revenue vs server costs
jynx iterates nothing. literally everything you see in their games is the first go and if it sucks, too bad
jynx creates all their music with default fl studio sounds and the touhou trumpet. everything's unmixed. they earnestly believe that loud = better
jynx, allegedly, "blacks out" when making music after hitting some kind of flow state, and wakes up with a complete track. like everything else, these are never iterated on
jynx wrote the entirety of len'en 4's 100,000+ word script in one week. i don't even have a funny comment for this one
jynx doesn't think len'en would fit the format of a visual novel despite the fact len'en 4 has a 100,000+ word script
jynx refuses to collab with anyone for any reason. motives unclear
jynx did three 12 hour back-to-back livestreams crunching to finish book of the cafe. literally no part of this is a good idea
jynx is like the quintessential representation of everything you shouldn't do as a game dev. they should have burnt out years ago and been remembered as nothing but a random quirky touhou ripoff that was an interesting yet janky interpretation but ultimately went nowhere and YET here we are coming in to len'ens decade anniversary
how the fuck is jynx a real person. why am i so obsessed with everything they've ever made
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askagamedev · 3 months ago
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How open are hiring managers in the game industry about what they are specific requirements they are looking for? In my industry I often find them looking for a generic position without listing what specialized task they are specifically looking for. Any suggestions on how to handle unclear hiring criteria?
We're usually pretty clear about what we're looking for when we're hiring. Between the title, qualifications, and desirable skill list, a candidate should be able to get a good idea of what the job's roles and responsibilities are.
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Some job descriptions are more detailed than others, but those in the field should be able to pick out the relevant skills and things. For example, this current opening listed at EA's website for a [mid-level designer on the Sims franchise] is very specific about what they are looking for. They use proprietary tools to build content. They are a live service game. They need systems-driven gameplay. They want technically-minded applicants to work in a mature environment making content for a live service.
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Some are a little less detailed, like this [entry level Technical Designer position at Zenimax Online Studios]. However, you can still get a lot of information from what's written here - scripting skills, making gameplay and content, working with a team, experience with industry tools, breadth of skills like combat, narrative, and level design. This is likely a scripter who can help be the glue that gets prototype and placeholder gameplay elements up and running.
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If you look at enough of these, you start seeing the similarities in what they are looking for. As you start picking them out, you can tailor your resume to show the hiring manager that you can do the things they're looking for. For the first job, you want to show that you can work within a solid framework on a tight schedule and within known limitations. For the second job, you want to show you've been able to stand up lots of different kinds of gameplay in an off-the-shelf engine like Unreal or Unity.
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jeremy-ken-anderson · 2 years ago
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Unity
Unity just pulled a WotC and acted like they were the only game in town - changing their payment/service structure in a way that suggests they think they've got a monopoly - and much like WotC they've been politely informed by the game development community and Reality At Large that no, actually, they are a business with competitors who are only too happy to snap up the free market share and show off their own development engines to anyone who is suddenly looking for a new one For Reasons.
Like, the announcement about Unity's pricing change hit the news blogs a day or two ago and as of today every blog I follow that does game development is like, "Let's do a quick comparison of Godot and Unreal Engine to see which would be the better dev environment for switching your game to!"
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aokozaki · 2 years ago
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The Unity thing is so fascinating because it's really the logical end result of Games As A Service™️. Like if your project stays very small it won't be charged much, but if it gets popular, if your game keeps trucking on over the years, the fees get more and more punitive.
Like, I think Unity know that most indie devs will quit over this. It's why they're highlighting that they expect Microsoft, Nintendo, etc, to pay. They want to hold onto the big companies who might be able to afford this nonsense if only they can be convinced that it's worth it.
It reminds me quite startlingly of the gacha model, really. It's Games Development As A Service.
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reedsofintimacy · 10 months ago
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How smart are you? You’ve given some hints before but how many degrees do you have? What are you studying? What do you want to do in live professionally and passionately? What’s your purpose career wise?
Also hypothetically would you be open to being your wives employee if she had a really successful company?
I actually don't have any degrees! I'm a nerd and smart but also certainly have my flaws.
For context, I was an honors student all growing up. Always tested in the 99th percentile for state aptitude assessments. I got a 33 on my ACT, did well on a bunch of AP tests and went to a non-ivy-league but prestiguous state school in the top 25% of the incoming class and as a university scholar, in an accelerated chemistry PhD program, and lived in an honors community on campus.
I learned to speak some Chinese, became an instructor for a traditional Korean percussion group, led a bible study, tutored students in organic chemistry, and did excellent in my humanities courses writing on topics like a linguistic study of gender conception in viking-era icelandic society and designing an interventional plan to address youth homelessness in the community.
College was the best 2 years of my life, I adored everything about it but I also completely overloaded myself. Turns out you need more than raw brains for success. I was conflicted between prioritizing my studies vs my faith, and had unadressed adhd and anxiety i wasnt ever aware of and didnt know how to cope with. When my 19 credit hours were drowning me, I couldnt own up to the shame of overwhelm and failure, couldnt look my teachers in the eye and ultimately stopped showing up to class and dropped out.
I'm now back in school with a better understanding of myself, an absense of competing priorities and a lot of experience. Im pursuing working in Radiology doing either CT or MRI. A lot of my friends growing up are finishing their PhD theses and I love discussing them with them, but I myself don't have even an associate's to my name.
Career wise, I originally wanted to be a professor of either Chemistry or Materials Science. I debated majoring in Linguistics or teaching English as a second language but i don't speak anything fluent enough to really do that yet. I've since considered pursuing a career in comedy, as a science communicator and journalist or PIO, as a university student advisor, and taught myself to code to maybe pursue programming.
I love learning. Currently I'm putting the most effort into Chinese classical literature. I've done personal units on nutrition, skincare, fitness, urban planning, economics, and some software like adobe illustrator and game dev with Unity and Godot.
For my professional future, I think I'm for now planning on being a travelling technician in healthcare. It'd give me an opportunity to see lots of different places which is a goal of mine and shouldn't have too many commitments keeping me held in place. Maybe I'll finally get over my fear of casual hookups and become a traveling nurse by day and city-to-city clit servicer by night sampling all sorts of delicious lady bits. Idk. For now I'm just focused on what I'm doing in the moment.
In terms of passions I want time and independence to pursue learning as an autodidact. I'd love to maintain access to university libraries and attend lots of public lectures and symposiums if i could live near enough a big university. I want to read about the things that interest me and someday get over my social anxiety and travel to make friends all over the world with fellow nerds.
In terms of working for my wife of course that would be really sexy I'd love to be my partners doting but slutty assistant 💕 depending on the industry i guess. I think something like insurance or real estate is kind of predatory tbh and wouldnt want to be associated with it. But if I didn't have an issue with it I'd adore being my partners employee. Or even just a supportive house husband or trusted personal assistant ❤️❤️ a role i've always thought I have the potential to be quite good at
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leam1983 · 2 years ago
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Downfall
Friends of mine work in the VR Porn industry. The VR Porn industry heavily depends on Unity Engine, as Epic Games tend to be a little stuck-up when it comes to their licensing terms.
You can imagine the uproar in my private Messenger channels, last night.
From a perspective of pure Economics, I understand why Unity went public and why Ricitiello is trying to re-structure the company in order to make its licensing terms as profitable as possible. Shareholders are now involved. People are now expecting a return-on-investment, whereas private companies can more or less shop around for seed money without having to answer to anyone. As expected, many of Unity's shareholders are portfolio managers. They're not gamers at all, neither are they developers - they're just people hedging their bets monetarily.
From a gamedev perspective, however, this is a disaster for the company. They've abandoned their ethos, betrayed their user base and poisoned the well of Indie development for dozens of smaller developers, all for potentially extremely short cash windfalls.
The writing was on the wall the moment they released their IPO and the moment the original board members smelled simoleons. As it stands, even pirating Unity runtimes will actually financially hurt the devs, when it used to not matter in the least. Unity claims to be able to guesstimate runtime installs whether they be pirated or legitimate, but most of everyone assumes they'll just decide a flat rate is in order and simply demand payment. Payment that in many cases exceeds the profits of certain smaller releases.
I'll remind people that Ricitiello is the same man who figured Call of Duty players wouldn't mind forking over cash for additional reloads after X hours of play. I'll also remind them that he's one of the earliest pioneers of the now-flagging games-as-a-service principle.
To any devs on Tumblr - check your licensing terms. Be careful who it is you choose to work with, and whose tools you choose to use.
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q99studio · 5 months ago
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How to Build a Game with Unreal Engine
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nreal Engine is a powerful platform for game development, offering stunning graphics, robust physics, and versatile features. It’s used to create everything from AAA titles to indie games. To develop a game using Unreal Engine, start by conceptualizing your idea, learning the engine's basics, and developing assets. Use scripting tools like Blueprint or C++ for programming mechanics, and then test and optimize the game for smooth performance across devices. If you're looking to create a high-quality game, hiring skilled Unreal game developers is essential. Q99 Studio offers expert Unreal game development services to bring your vision to life.
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dragongirlpaws · 2 years ago
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gotta say amongst all the other problems capitalism causes, loneliness, poverty, suppression etc etc, at this exact moment i got a bone to pick with investors and stocks
like, oh god forbid a company make slightly less money than last year, time for all the investors to pull out! why does every company ever need investors? why do they need to constantly pay more and more dividends and fire people to save on money and make the most stupid ass decisions ever known to man just for the sake of 'investors'.
like nothing can just exist and be a service, it has to be a service that changes and grows and draws in more people, all the people, and take all the money.
game dev companies keep getting sold for god knows why to the big publishers who are guaranteed to delete the studio anyway in like a couple years, eg microsoft, EA etc etc.
unity makes the worst most stupid move of all time and now like, so many indie devs have to move somewhere else.
this goddamn hellsite needs to monotize to hell and back and to appeal to broader and broader audiences to the appeal of no one for the sake of the fucking investors getting their money back.
why should stocks and investors affect anything at all? its literally pretend money. its imagining that a company has value that you can just buy and make money on by virtue of owning it. that by buying it, a promise is made that what you buy will keep getting bigger forever. its a gamble. a gamble that something will exist and exist bigger and bitger forever.
and when it doesnt, just sell it off, cut it off. kill the company. kill the lives of the people in the company. kill the product people used and might have even liked.
yknow, maybe, just maybe, the success of a company shouldnt be decided by gambling addicts playing a game of pretend. god forbid a company succeed or fail on just if it actually makes a profit or not. no, its gotta make a profit, and then have people say that profit is a thing that can be purchased. capitalism has put a price on the concept of making a profit itself. in-fucking-sane
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femboycatofmystery · 1 year ago
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So my post about how you should draw (YOU SHOULD DRAW!) blew up beyond any precedent since my return to tumblr and someone in the FRANKLY KIND OF TERRIFYING NUMBER OF REBLOGS mentioned downloading a free DAW to make music and that got me thinking,
HOBBY SOFTWARE MEGAPOST GO
All of the below software is free to use, and most of it is Open Source (which is its own thing I recommend learning about, its entire existence and success gives me hope for humanity) so GO GET SOME TOOLS! Make things like nobody's watching and then SHOW IT TO THEM ANYWAY! Or don't! Even if you hide your work from the world (lord knows I do!!!) you will have created something! And it feels amazing to create something!
VISUAL ARTS:
Inkscape: Adobe Illustrator replacement, pretty solid if a bit quirky.
Krita: Painting software, if anything slightly overpowered and sometimes more complicated than you want, but can do bloody anything including advanced color management. A wonderful tool.
Blender: You have probably heard it is super hard to use. This is CONDITIONALLY true. Because the developers are working day and night to improve everything about it it's always getting better and now like, 80% of the hardness is just because 3D is hard. Aside: Blender Grease Pencil - A subsystem in Blender is concerned with 2D animation and it is. Surprisingly good. Some annoying conventions but totally possible to literally make professional traditional 2D animation.
MUSIC:
LMMS: A free and open source DAW that can do a lot, except use most modern VST plugins. The practical upshot of this is that if you are just starting out with music it is totally serviceable but over time you might start to long for something with the ability to load hella plugins. (I'm currently trying out Reaper which has a long free trial and is technically nagware after that point...)
PlugData: You GOTTA TRY THIS, it's not mentally for everyone (not HARD exactly, just WEIRD) but if your brain works well with this kind of flow graph stuff it's a magical playground of music. (If you have heard of PureData, PlugData is based on it but has a lot of nice graphical upgrades and can work as a VST if you have a proper DAW)
Surge XT: A big ol' synthesizer plugin that also can run standalone and take midi input so you can technically use it to make music even if you don't have a DAW. If planning notes ahead of time sounds intimidating, but you can get your hands on a midi piano controller, this might actually be a great way to start out playing with music on your computer!
Bespoke Synth: Another open source DAW, but this one is... sort of exploded? Like PlugData you patch things together with cables but it has a wild electrified aesthetic and it can do piano rolls. Fun though!
GAME DEV:
Yeah that's right, game dev. You ABSOLUTELY can make video games with no experience or ability to code. I actually recommend video games as a way to learn how to code because the dopamine hits from making a character bumble around on a screen are enormously bigger than like. Calculating pi or something boring like that. ANYWAY:
Twine: Twine is what I might describe as sort of a zero-barrier game dev tool because you're literally writing a story except you can make it branch. It has programming features but you can sort of pick them up as you go. Lowest possible barrier to entry, especially if you write!
Godot: I use this engine all the time! It's got great tutorials all over the internet and is 100% FREE AND ALWAYS WILL BE. Technically there are more Unity tutorials out there, but Godot has plenty enough to learn how to do things. It's also SUPER LIGHTWEIGHT so you won't spend your precious hobby time waiting for the engine to load. There are absolutely successful games made with this but I think the best thing about it is that the shallow end of the learning curve is PRETTY OK ACTUALLY.
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genghisyajj · 2 years ago
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wait a second, how the fuck does unity intend to collect the money they would be owed by the devs in this download situation. They would already struggle to actually create an accurate bill, but what would the consequences be for not paying? If you don't pay for your subscription, you lose the ability to use the service, but what can unity take away if people don't pay the download bill? What's unity going to do if devs don't pay? Send them debt collectors? go to court? cancel their unity subscription? get the game taken down from the store? what's the actual recourse here?
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