Gamedev
12.10.2022

Why porting games to different platforms is important

watch 3 years

Find out what game porting is and find out why cross-platform games are more popular.

Game Porting and cross-platform games

Cross-platforming is on the rise right now. More and more games are appearing that have this feature. Fortnite, Call of Duty, and Street Fighter are all different genres, differently implemented, but have cross-platform features to one degree or another. Games have historically been segmented by different platforms, but now with the growing popularity of cross-platform, the number of multiplayer games is also growing more and more. That is why a lot of developers started thinking about porting games to different platforms or creating them cross-platform from the start.

Why make the game cross-platform?

It’s great for players: they don’t have to choose which device to run the game on – you can play with your friends without worrying about whether they’re in the player database. For game developers, it’s beneficial as well, because the user base is no longer segmented across platforms – instead, you can organize one large pool of players and create a richer multiplayer experience with more complete game sessions

 

 

Creating a full-fledged cross-platform game is not that easy. Before making it you should consider a few things:

  Choose a Concept

There are quite a few different concepts related to cross-platform, but let’s start by introducing the most necessary ones: cross-play, cross-progression and cross-buy.

Cross-Play is exactly what people think of when they hear about cross-platform gaming: combining users playing on different platforms into one multiplayer session. That is, when Xbox players can face off in a game alongside PlayStation or Steam players.

Cross-Progression (or Cross-Save, cross-save) refers to the ability to start playing on one platform, save your progress, and continue playing on another platform. This can be found in both single-player and multiplayer games.

Cross-Buy (or Cross-Commerce, cross-buy) is a purchase made on one platform and then appearing in your library on another. Its close relative is BOPA (Buy Once Play Anywhere), but we’ll talk more about that later.

  Create your own online domain

When you release a game on different platforms, you get access to specific support services of each platform, and they are really handy. If you want to make a cross-platform game, unfortunately you can’t use most of these services because the stats on Steam, for example, don’t match the stats on Xbox or PlayStation. You have to have your own set of services: stats, identity systems, matchmaking, etc., that will tie together data from different platforms.

So, what do you need first of all?

 An identity and account system;

An e-commerce system (especially if you’re going to monetize your game with in-app purchases);

Other mandatory services according to certification requirements.

For example, Xbox certification requires that you use the MPSD (multiplayer session directory), even if you have your own matchmaking system, because all the information you store in the MPSD, they later use to include Rich Presence in the Xbox Dashboard.

  Learn more about your players.

Let’s say your target player has:

  • Steam account;
  • Epic Store account;
  • Xbox account;
  • PlayStation account;
  • Switch account.

 

How will the game know it’s the same person? This is where the so-called account linking system comes in. Linking accounts allows you to link your shared account to accounts on different platforms.

If you play Call of Duty, you probably know that the latest installment of the franchise is cross-platform. And if you want to find your friend on the system, you’ll need to use an Activision ID. So, if you play on Xbox, you won’t be able to find your friends who play on PlayStation, because the two player bases don’t overlap – but at the same time, data about all players on both platforms is stored in Activision ID.

This unified identification system will be a fundamental part not only for the current game, but also for all your future projects. It is what connects you to other platforms.

Here’s one more piece of advice. Pay close attention to GDPR and CCPA requirements: their regulations must be taken into account at an early stage to avoid unpleasant consequences. In addition, new platforms will start to appear sooner or later, don’t you want to be able to add them to your game as they appear?

Thus, the identification system is needed in order to exchange a Steam token for his own. The player can then use this token to activate the services he needs.

Let users play together

Now that you’ve successfully identified your players using the account linking system, the next step is to get users to play together.

In order for you to connect players to one multiplayer session with all their friends, you need to organize a matchmaking system, game session management, and a number of other services – the full list depends on the needs of the particular game. So you first identify users and bring them together regardless of the platform they play on, and then matchmaking organizes them into game sessions.

If you choose your own game engine, go for one that is more cross-platform friendly: such engines already have a built-in mechanism for doing client-server synchronization. If you decide to create your own engine, of course you are free to do so, but keep in mind the following.

 

When you want your users to start connecting to other players, you’d better not use the direct P2P route. Considering that you can’t use built-in platform libraries like Xbox Secure Device Associations, this task gets pretty confusing, especially when we’re talking about connecting a console to a PC. Tip: Use either a dedicated server or a peer-to-peer relay server to create your network.

One last thing: since you’re now dealing with platforms of different capacities – PCs, consoles – let your simulations use a fixed 30 frames per second. You can leave the rendering as it is.

Allow players to continue playing on a different platform

Like many others, the author spent hundreds of hours in The Witcher 3: first playing on PlayStation, then decided to switch to Switch, because of which I had to start all over again, because in The Witcher there is no possibility to continue the game on another platform. Eventually the developers did organize a cross-save between Steam and Switch. But we are talking about PlayStation 4. However, it is likely that sooner or later CD Projekt RED will set up cross-platform and between them – the main thing is that the right direction has already been set.

How to store data – entirely your choice: you can store them in the cloud as BLOB-objects, you can in the form of statistics, you can in the form of a string in the attributes of the profile. The main thing is to reach the goal of determining that you are still you, regardless of whether you play on Switch, PlayStation or PC.

Also, speaking of cross-platform, we can’t help but mention SPOP and MPOP.

SPOP (single point of presence) means single point of presence when you allow only one connection to your account at any given time, and logging into the game on one platform means automatically logging out of it on another. In this way, SPOP can protect you from appearing in the same location from different platforms at the same time. This is the simplest and safest way to implement it and avoid data stagnation.

MPOP (multiple points of presence) is a very different way of behaving. It allows you to have multiple connections that logically point to the same account. It can be very difficult to organize, because MPOP must create a guest account when users log in to the same account at the same time, which can cause problems with ensuring that progress is maintained correctly.

And while in most situations it is more convenient to use SPOP, you should carefully consider the advantages and disadvantages of one or the other for your game.

Unify your commerce

Let’s talk about the difference between a main store and an auxiliary store.

The main store is the store that you have to set up on the platform side, where real money transactions take place, while the auxiliary store is the one you control in the game.

The main store has to be set up on each individual platform first, and then go to different regions, which is already quite a challenge-especially since a cross-platform game has no API to do that. It’s a painstaking manual process that you need to do for each individual platform. So it’s better to keep the main store as simple as possible, and already arrange the in-game store the way you want it.

Buy once, play anywhere (BOPA)

Note: the following is uncharted territory, and the author cannot vouch for the absolute accuracy of the data. BOPA (Buy Once Play Anywhere) allows users to buy a game on one platform so that it will then appear in their purchases on any other platforms. Why is this important?

Players now don’t have to worry about which platforms to buy-they can just buy the game. For game developers, the benefit is that they can gather their players into one base, expand their brand and attract traffic to their store.

Let’s list the three elements that BOPA needs:

  • A unified identity system;
  • A single system for granting trackable access rights;
  • Granting access rights in your cross-platform store without the need to enter a key: the ability to call another platform’s API to grant rights to the current one.
  • It’s worth noting that the last option is not widely available, only some platforms support it.

Cross-platform is ideal for games with a long-term plan to support the project. As you have probably already realized, making such games is quite non-trivial: you need a large team, a lot of time and money to have the proper infrastructure to support it.

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-10-12T19:07:30+03:00">12.10.2022</time><time class="updated" datetime="2023-05-19T12:10:22+03:00">19.05.2023</time>Posted inGamedevTags: , ,
12.10.2022

Top game franchises ported to mobile

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Development of game porting allowed us to see our favorite games on mobile. Check the best franchises that now are available on iOS and Android.

The best games that were ported to mobile platforms

Ports of “big” video games to mobile platforms are gradually becoming commonplace. If before it was difficult to imagine that GTA: San Andreas could be played on a cell phone, today it is not surprising to see similar projects that have become legends of PC-gaming in app stores. 

Sega has launched the Sega Forever service, which allows users to play the developer’s famous retro games for free on iOS and Android devices. A couple of years ago Sony was hiring a PlayStation Studios executive to focus on porting the most popular PlayStation franchises to mobile devices considering to get involved in the mobile game market. Seems like mobile porting is becoming more and more popular for the last 5-7 years. 

We don’t know if this trend will become viral and it would be possible to play any game with a smartphone. But we have selected some prominent examples of the games ported from PC to Android and iOS. If you put them off for a long time, it’s a great excuse to start acquaintances or go again, but without the need to sit in front of the monitor.

Grand Theft Auto

Unfortunately, it is not yet possible to run GTA 5 or at least GTA 4 on mobile devices. But this is the HD universe of the series. And the 3D universe Rockstar has successfully ported. This includes GTA 3, Vice City and San Andreas. Each game has been ported to Android and iOS with no changes to the story or gameplay.

The developers had to cut down on the graphics, which caused dissatisfaction among gamers. Except that on small screens the difference is almost invisible and the waves of abuse have spilled over the Internet almost without reason. After all, each of the games presented in the original form, with optimized controls for touch screens, without lags, even on phones of medium-low segment. A real gift for fans!

Fahrenheit: Indigo Prophecy


The first ever interactive movie from Quantic Dream Studios. The game was re-released in 2015 with improved textures, HD resolution, and gamepad support. Among the supported platforms appeared iOS. The Android remaster didn’t arrive until a year later.

This is a real adventure movie, in which you yourself make decisions that affect the ending (there are three). Charismatic characters, supernatural events, oppressive atmosphere, interesting dialogue, fascinating investigations – Fahrenheit certainly does not disappoint. Only play it when you have plenty of free time to fully immerse yourself in the atmosphere of the game without falling out of it every 15 minutes.

This War of Mine


An emotional side-scroller with survival elements that introduces you to the horrors of wartime on behalf of ordinary people. You will gain control of a group of civilians and try to protect them from hunger, cold and marauders. Spoiler – there will be a lot of death. Don’t expect a happy ending either. This is a harsh world, a real hell. The port doesn’t differ from the PC version, because the graphics were originally two-dimensional, and the content didn’t need to be cut. If you want to know what war can really be in modern conditions, without rose-colored glasses and Hollywood cliches, play.

Star Wars: Knights of the Old Republic


One of the best games in the Star Wars universe was ported for mobile devices. KotOR is considered to be not only a great RPG adventure in the Star Wars setting – it’s one of the most iconic games in the genre. After all, it came to us from the days when Bioware Studios was associated with the highest quality. But, let’s not talk about sad things. The port came out decent, the game is pulled even by weak phones. All the missions, characters, dialogues, plot twists – are preserved.

Call of Duty Mobile


The famous series of first-person shooters has now migrated to mobile devices, and for free! Includes multiplayer battles in a variety of modes: standard 5 on 5 team combat, royal battle, survival against zombies, duel on sniper rifles and so on. There is a rich selection of equipment: weapons, costumes, characters, equipment items, and so on.

From the original games in Call of Duty Mobile has moved a lot. For example, you will be able to play on the maps that were in Modern Warfare and Black Ops. There is a ranking table – you are invited to prove your superiority among the others.

DOOM 3: BFG


The classic first-person shooter has arrived on Android in the form of a re-release of BFG, and it’s sure to please fans of science fiction. Probably everyone knows about this game, but in case you missed it, we tell you: it’s a dynamic shooter in the spirit of the old school, in which you will engage in the extermination of demons on Mars. Nothing extra – here’s the gun, here’s the enemies, go!

Despite the monotonous gameplay, DOOM 3 managed to become one of the best games in its genre. It was praised for its brisk action, excellent graphics (for those times) and interesting storyline that is not typical for such shooters. The BFG Edition also included additional levels, and the sound and lighting were redesigned.

Observing the best mobile ports in recent years, we can trace a rather clear trend: the most successful mobile ports happen for RPGs and shooters. Such projects look good in the mobile, and all the necessary UI solutions have been found. It’s not a quick revolution, and there’s not a wave of big releases on mobiles, but every year there are more and more interesting ports. What games do you expect to see in mobile next?

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-10-12T18:30:13+03:00">12.10.2022</time><time class="updated" datetime="2023-05-17T21:03:46+03:00">17.05.2023</time>Posted inGamedevTags: ,
10.10.2022

Hurskyi Bohdan: “We went through a long road from the first 3D models in 90s to where we are now,”

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Here’s a story of Bohdan, who made an awesome model in year…1999! Can you imagine this?

Bohdan: This model was made using a 166Hz Pentium Processor and believe it or not, it took whole night to render.

I used a LightWave 3D program to make it. Back in the day no one knew about sculpting in 3D, everything was modelled.

Maybe this will make you think about your favourite old game’s models in a different light, thinking how much differently they were made back in 90s.

We went through a long road from the first 3D models in 90s to where we are now, and I believe that in next 20 years we will be in a completely new level of sculpting and modelling possibilities.

Working in the industry for a longer while lets you witness the technological changes and improvements over the years, and it is important to always learn new stuff and to adapt to new, improved ways of creating things.

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-10-10T18:13:10+03:00">10.10.2022</time><time class="updated" datetime="2023-05-23T15:21:45+03:00">23.05.2023</time>Posted inDevoted Stories
10.10.2022

Paul Bold: “Sometimes I wish I lived on Venus”

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Paul: I can’t stop myself sometimes.

Sometimes I wish I lived on Venus because I can get more work done on my projects when a day lasts 2784 hours. I just love what I do, and since a while ago I started doing it almost every minute I have. It just started as “I want to be better for myself”, but when you see what others do on Artstation for example, you just keep pushing yourself to be better and better and sometimes forget to rest.

Before collaborating with Devoted, I used to spend my spare time working on my personal projects, yet I understand taking a break from time to time is also a must.

Devoted: There is a lot of competition, so you need to keep pushing yourself?

Paul: Yes, of course, but that depends on what you want to do – characters, enviro, props. There are different levels of difficulty and, sure, constant training is necessary.

Devoted: You are a character artist, right?

Paul: I haven’t decided yet. I think I’m a generalist, but I enjoy doing a character as much as I do working on an enviro, f.e.
I guess it’s that thing when you want to do a character… You finish it and then you’re like… “Wait a minute, something is missing” and then you do a prop for it – a gun, a sword, etc., and then an enviro and then it finally feels complete.
To get somewhere in this industry you gotta keep pushing yourself, no matter what kind of art you make. But remember to put your health first.

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-10-10T18:13:08+03:00">10.10.2022</time><time class="updated" datetime="2023-05-23T15:22:46+03:00">23.05.2023</time>Posted inDevoted Stories
10.10.2022

George Shevchenko: “1. Learn English 2. Learn English 3. Learn English”

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Hello from the Devoted team! Let’s get acquainted! Tell us about your role and specialization.

I am a 3D Art Lead.

What inspired you to choose this profession?

Since my childhood I enjoyed Science Fiction, later I was inspired with the classical era video games. So I think I always wanted to be a part of the industry.

Reveal a secret sauce of your professional development.

There’s no secret – study all the time, work as much as you can, talk to people from the industry.

Share your experience on managing your workflows and projects.

I worked as a freelancer for years, have performed as an Art Director in studios for a couple of times. These experience taught me to manage multiple projects at a time.

How do you approach a project estimation and calculate your work hours?

This comes from the experience, you can look at the model and tell how much time it takes to accomplish. I also try adding 20-25% of estimated time for fixes and polishing. The calculations are very simple – I just track time in a txt file while working.

What’re your favorite platforms to share your portfolio and why?

Artstation – because it’s an industry standard, Sketchfab – because it allows sharing 3D-art online with acceptable quality of shading and lighting.

What’re the main advantages of community in our industry?

– Sharing experience, tips and tricks;
– keeping track of new technologies and cool projects;
– an ability to find a specialist fast.

How do you see the future of the industry?

When I’m asked for my opinion on the game industry, I always say that it follows the cinematography steps, and considering the fact that today gamedev is less than 40 years old, we are somewhere close to Charlie Chaplin’s silent movies on the timeline. We didn’t even reach the color movies! The best is ahead.

Give some useful advice to your colleagues who are just starting out in the profession.

Just 3 pieces of advice here:

1. Learn English
2. Learn English
3. Learn English
Best tutorials are in English. Top artists are English-speakers. Best studios are English-speaking. Language is the key.

Last but not least, share your experience with Devoted CG and Devoted Studios

I started working as a vendor for Devoted in the autumn 2021. Half a year later I was offered to join the studio on a full-time basis. That’s it!

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10.10.2022

Vitaliy Vatsko: “Once a 3D Artist you are always a 3D”

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Hello, my name is Vitaliy Vatsko.

I am a 3D Photoreal Environment and Props Artist from Kharkiv, Ukraine. I like to create buildings and props for computer games.

As far as I can remember I was fascinated by different stories. When I was young I liked to visit museums, look at exhibits of old artifacts, and through their story learn the stories of those who owned them in the past. Old castles and buildings which remain now witnessed a lot of human history and have their own stories to tell. Making 3D models allows me to create something from imagination into some sort of reality, it allows me to tell stories from places that never existed but were inspired by reality. I remember reading Hobbit by Tolkien and how it inspired me to become a magician like Gandalf the Grey. I was a child back then. Now I think that creating something material from pure thought is the most magical thing I know, and by doing so I make my child’s dream come true).

There is no secret sauce except that my ideas and thoughts motivate me to create new scenes and props that have a story to tell, an impression to make, and a feeling to share. If my idea demands certain techniques or tools to be used, that motivates me to learn and grow professionally.

3D Artist wasn’t my first profession. Long before I allowed myself to make my hobby a serious profession I was working as a Project Manager in IT. That experience taught me much about planning, risk management, and project documentation. First of all, before starting working on a project it is crucial to understand what is the core of the project, what is needed for its success, and whether or not my skills and competence can match the demanded level of quality. Risk management is very important so before starting anything I ask questions that might be very important to the quality of my work, and that can save much time and effort while working in the process. If I see that I can handle what is demanded, I start breaking down the workflow into smaller stages and evaluate them accordingly to similar tasks that I’ve done before.

I also have a golden rule – I don’t work on several projects at once, since there can be a situation when many projects demand my immediate attention at once, which is not possible for me to do).

Before any calculation and estimation, I have to break down the chosen workflow into smaller stages. For example Blockout, Highpoly, Middlepoly, UV, Baking, Texturing, Importing to UE, Rendering, Delivering. I know myself and I know how much time I usually spend on each stage (it also depends on the complexity of a model). Of course, I’m just a human, and sometimes not everything goes as planned, so for those situations I add some time for the most crucial stages to deal with unexpected complications.

My main portfolio platform is Artstation. It allows looking at the works of other people there and learn some techniques from them, to see how they dealt with some challenges that I’ll face in the future. It is also exciting to look at the “Artist journey” that people make throughout their lives, improving their technical skills and creating meaningful art.

In my country, it is still a pretty close community. Almost everyone knows everyone, or at least the studio or projects that someone is working on (except for NDA’s). That allows artists to ask for advice for their projects, share knowledge, and support each other. I have some friends from different studios, who work on very different projects, yet still face common technical difficulties. One day we made a call and there was a guy who changed his profession from 3D Artist to Game Designer, and while listening to our problem he remembered the same issue that he faced several years ago, so he gave us a good solution to it. As my friends say: Once a 3D Artist you are always a 3D Artist)).

I am a very bad fortune teller, though looking at some new technologies like UE5 and plugins to it, I can certainly tell that some stages that took a lot of artist time like retopology or manual LOD making will go to the past allowing us to spend more time on art itself rather than its technical sides like optimization and other time-consuming things. I assume that If 3D scanning will go further, some professions like Weapon artists can change their ways forever, because why manually create the same existing in our world rifle 1000 times, if you can just scan it and retopologize using some artificial intelligence).
– “Don’t be afraid of failures.

– You will and you should fail a lot. Failure isn’t a tragedy it is a lesson, that will teach you how to become stronger in areas where you are weak now. Don’t be afraid to fail.

– Motivate yourself.

There is nothing more important than inner motivation to achieve something and to learn something that is demanded to achieve it. Motivation from others whether it’s family or friends helps. It helps a lot! But It should never be a core source for all you do as an Artist. Bad times may happen, a family can be separated, and friends can be out of reach. In times like that, it’s only up to you to face the challenges and keep yourself motivated to achieve your dreams. To achieve not for the approval or excitement of others but yourself.

There is no end to knowledge in our industry. Due to its constant evolution some skills that were highly appreciated several years ago, are irrelevant now. You should be prepared that the “Old ways” of doing things might be not needed or even considered inefficient. So it is very important to be prepared to constantly evolve as an artist, to learn new techniques, new skills, new tools and to work on yourself as a person. Evolve constantly”.

I like working with Devoted Studios. Our project allowed me to be part of a friendly, supportive team, that was motivated to produce results as well as possible. During that project, I learned new tools and worked with a type of computer graphics that I’ve never worked with before. I was glad to participate in that project and I hope to work with Devoted Studios more in the future on similar projects or others). As for the Devoted CG – it’s a promising young platform that can become a really good competition for Artstation.

I’m registered there and I hope it will bring some cool projects to me and allow Devoted Studios to be a part of top Game Titles in the Industry.

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-10-10T18:13:05+03:00">10.10.2022</time><time class="updated" datetime="2023-05-23T15:27:07+03:00">23.05.2023</time>Posted inDevoted Stories
10.10.2022

Satish Koththolla: “Try to create your own ways always instead of just following the old methods of doing things.”

watch 3 years

1. Hello from the Devoted team. Let’s get acquainted! Tell us about your role and specialization.

Hi, this is Sathish Koththolla, I’m a 3D Digital Artist and Game Designer. I’ve been partnering with Big AAA studios and Producing the Quality for the Games and Movies. And now I’m developing my own games while making the art for other studios.

2. What inspired you to choose this profession?

I have been a great fan of Games since my childhood, I used to play a lot of games and I still play them of course. One day I got to know about the gaming industry from a person. I started digging about it more and more. I started it at an early age. I did a masters degree in Game Art and Design.

3. Reveal a secret sauce of your professional development.

I always believe in working smartly rather than hard. I tried to invent my own pipelines for my work. I always try to make different tricks and techniques and use them in my workflow. These days some big AAA games are using my tricks and techniques for some specific artworks and shaders. I have been offering art direction to some studios along with my Art. The secret is just that, work smart and make your own pipeline by using different pipeline skills.

4. Share your experience on managing your workflows and projects.

When it comes to the work, I will always try to plan the days according to the work and try to finish before that. It is really important to plan and give the specific deadline for the specific work. I will always have an estimation of time for every work. The specific workflow that I follow always helps me to reach the work on time. I always have the necessary starting stuff to kick start and save the time for every style of project.

5. How do you approach a project estimation and calculate your work hours?

To be honest, it totally depends on the concept. For some specific works I charge them per piece instead of per hour. The more things I consider are how much time it takes when I see the concept, and what tools I need to use. For example, hair work will be constant with the price per piece most of the time. But sculpting works keep changing according to the concept.

6. What’s your favorite platform to share your portfolio and why?

Aa of now, There are few platforms I really like.I myself built so many facebook and instagram 3D communities, We share the works there most of the time and pinned. We have communities with more than 300k artists and Industry professionals. I really like Artstation as a portfolio showcase site as of now. Youtube for some game design works. Artstation is the place where every artist can check other artists’ works constantly. But I really like facebook communities of mine because they always have been study material for many upcoming artists.

7. What are the main advantages of community in our industry?

If it is Facebook then So many people can meet and talk and learn from each other, Ask doubts. Get feedback and show their vision.If it is Artstation. It is more kinda showing the skills you have already got than learning. But there is a category for learning these days. So people can learn easily but at some cost of money. But on facebook people don’t charge to clear your doubts.

8. How do you see the future of the industry?

I really have a clear mind about what I’m gonna do. For now I’m working on game development while working as a 3D Artist. So focusing on what I have right now. A Game Developer and Entrepreneur.

9. Give some useful advice to your colleagues who are just starting out in the profession.

Just work with your passion. Try to create your own ways always instead of just following the old methods of doing things.

10. Last but not least, share your experience with Devoted CG and Devoted Studios

I am really happy to be a part of Devoted Studios. I have been working with them for so many years now. Very friendly atmosphere and friendly people. It is a fun environment. I love it. They always give importance to the artist who works with them.

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-10-10T18:13:03+03:00">10.10.2022</time><time class="updated" datetime="2023-05-23T15:28:29+03:00">23.05.2023</time>Posted inDevoted Stories
10.10.2022

Fabio Cacciola: “If a studio chooses you, you’re probably doing the right thing”

watch 3 years

I chose to work on characters because I like all that is related to them. While playing videogames or watching movies, I would always pay a lot of attention to characters, their styles, personalities, what they are carrying with them, all those things. Growing up, I loved to draw characters. I used to draw comics back in school, but the process was to draw all the characters “perfectly” and rush the background, so… they weren’t that great This helped me understand what my passion was, and that I wanted to make a living out of that.


While studying, and then trying to get jobs, my biggest struggle was dealing with real life. Health related problems took my attention away from improving as an artist. It wasn’t easy, and it’s still not easy, but I was able to get back to work 100% after I started working on the mental side of things, so I would say that’s something that shouldn’t be forgotten, and you always have to take care of that.


I’ve always tried different ways to improve my craft. One of the things that helped me a lot was learning softwares like Blender and Daz. Not having to think about things like anatomy allowed me to focus mostly on the design part of the characters. Still, you have to study a lot of fundamentals, so continuing with that helped as well. And there’s no real comfort answer for that, you have to do it a lot and be patient. Sometimes, or always, it is really frustrating, but the results are what keeps me going because there’s no better feeling than getting good at something you love to do.

I started getting real work back in 2018, and one of the things I learned working as a Pro is the importance of feedbacks. I really think they made me improve because your Art Director sees lots of things that you probably don’t notice and the moment I’ve worked on something personal, I realized I’m way more critical of myself, and I see lots of things I wouldn’t have noticed before.

Also, you have to pay the bills. My only suggestion would be: do not undersell yourself. An important thing is to be able to understand your value, and that’s one of the things I struggle a lot with, because the first thought is that everything I do sucks. But you still need to get over that, and be very objective about your work, and understand that this is a job, and you have to make a living out of it. If a studio chooses you, you’re probably doing the right thing.

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-10-10T18:13:01+03:00">10.10.2022</time><time class="updated" datetime="2023-05-23T15:29:16+03:00">23.05.2023</time>Posted inDevoted Stories
10.10.2022

Munkhjin Otgonbayar: “There is no way to make learning process less painful, no shortcut”

watch 3 years

My specialty is 3D Concepts, making designs for Environments, Characters and Hardsurface stuff.

I’ve started as a 3D Generalist in the beginning, so I tried and experimented a lot, and in the meantime,I decided to push myself as hard as I can to become a 3D Concept Designer. 3D Artists or others, everyone faces the same obstacles. It’s not about any profession or something. It’s about mindgame.The person who can improve their mind and psychology and control themselves will be able to rise up when all falls apart.

There aren’t any special and extraordinary people, but Special Effort makes them special. that’s the only difference.

There is no way to make learning process less painful, no shortcut. If you want to achieve anything you need to pay with your effort for it.

Important thing I realised today:

Honesty is a first step for all of us – Admitting to your weaknesses and sharing it with others will help find a way to fix it! This requires extermination of an ego, so forget the ego and accept the lesson.

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-10-10T18:13:00+03:00">10.10.2022</time><time class="updated" datetime="2023-05-23T15:30:17+03:00">23.05.2023</time>Posted inDevoted Stories
10.10.2022

RUBEN ORELLANA

watch 3 years

Devoted: What part of work took the longest to master?

Ruben: Final designs. To be honest I believe I’m still in the process to master it. As a creative you believe that your first idea has the whole potential to be the best. I decided to tell myself that wasn’t enough, that there’s a lot of “something’s missing”. That makes me more focused, more open to changes, trying to increase my techniques, learn from other artists, approach different tools, get the right resources, get the best references and try to be as proactive as I can. One of the most important things in the process is the Feedback. Opinions of others, their perceptions – accepting it as advice will increase your own view on how to be a better artist. That “something’s missing”. In the industry it will help you to understand that teamwork can be the best way to get the Final and the Best Design. For me, the Final Design is just like a puzzle that will never be finished because I always try to include something new. Said that’s “something missing” it will make me focus on keep looking to master it.

Devoted: Someone who would like to do the same thing as you do might face what obstacles?

Ruben: Theory and experience. Theory as a knowledge. Experience, as in resolving problems using the knowledge you have. You can overcome those obstacles with patience. Not all of us could do something really fast. But continuous trying and repeating will lessen your obstacles or change the way you see them. What can make this process less painful is order and focus. Knowing where you want to go. Know where you are to focus on what you need.

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-10-10T18:12:58+03:00">10.10.2022</time><time class="updated" datetime="2023-05-23T15:31:02+03:00">23.05.2023</time>Posted inDevoted Stories

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