DEVOTED STUDIOS BLOG

Would you like to learn more about the actual CGI trends? If “yes”, this blog is for you. Here you can find recent industry news, detailed articles about video game development, interviews with top minds, our corporate updates, and more.
Speakeasy
08.11.2022

Devoted SpeakEasy #2: Techniques & Leading Like a Conductor

watch 2 years

Daniel Dociu: Developing IPs; Styles, Techniques & Leading Like a Conductor. Devoted SpeakEasy E02

Daniel Dociu is one of the most famous Art Directors in the industry.

Known for his work for Guild Wars and his incredible style, he is able to create incredible concepts that immediately grab attention. 

We hosted him at the Devoted SpeakEasy podcast to ask about best practices of team leadership; how the teams were built for Guild Wats I and Guild Wars II; what skills and qualities you should have to get hired on his team; what are his favorite techniques and brushes. Watch this episode to find the answers.

Timecodes:

( 00:00 ) — Intro
( 7:50 ) — How to lead a team like a conductor
( 9:20 ) — How the art teams of Guild Wars 1 and 2 were built
( 20:20 ) — Things Daniel looks for in artists
( 33:00 ) — How allowing aberrations in art style builds more plausible worlds
( 35:40 ) — How to develop IPs?
( 39:50 ) — Techniques and brushes
( 42:30 ) — and the differences between original IP development vs movie based

Watch the full episode at the link

<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="2022-11-08T19:14:41+03:00">08.11.2022</time><time class="updated" datetime="2023-08-10T16:46:05+03:00">10.08.2023</time>Posted inSpeakeasy
08.11.2022

Devoted SpeakEasy #1: What Can Game Art Production Learn From Movie

watch 2 years

From Hobbiton to Stars: Lance Powell’s Journey as a Video Game Art Director | Devoted Speakeasy E01

How it all started – watch the first episode of the Devoted SpeakEasy Podcast and meet Lance Powell. Lance is an Executive Art Director who has made an impressive transition from the movie to the game industry, adding incredible projects to his portfolio such as Lord of the Rings 2 and  3, Shrek 2, Medal of Honor: Airborne, Cloud Imperium’s Star Citizen, and others.

In this episode, we discussed his contribution to the world-famous saga as a Surface & Texture Artist, the working process on Mech Warrior ll, and his experience with the Medal of Honor.  

Timecodes:

( 00:00 ) — Intro
( 4:20 ) — Working on Mech Warrior ll at Activision
( 10:00 ) — Working as a texture/surfacing artist working on Lord of the Rings 2 / 3 and Shrek 2
( 47:06 ) — Working as an Art Director on Medal of Honor: Airborne

Watch the full episode at the link

<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="2022-11-08T19:07:41+03:00">08.11.2022</time><time class="updated" datetime="2023-08-10T16:45:26+03:00">10.08.2023</time>Posted inSpeakeasy
31.10.2022

Blockchain Games in 2022. Devoted Studios Projects

watch 2 years

NFT Games in 2022. Devoted Studios projects

Blockchain games are rapidly gaining popularity, and this is not surprising – in crypto games based on blockchain, the user can earn just by playing the game. A gamer can easily get tokens for completing tasks and spending time in the game, which can then be invested or converted into regular money.

Metaverse games keep developing their gameplays and mechanics to attract new players. Gamers can use interchangeable or non-interchangeable (unique) tokens in the game world. The genres of blockchain games can vary from strategy, RPGs, racing, simulation, sports, and more.

Blockchain technology makes it possible to verify the authenticity of a token and confirm the right to own it. The buyer can view all transactions made to verify the authenticity of the asset being purchased.

Not only coins, but also various in-game items can be issued in the form of NFTs. The value of each artifact will depend on the uniqueness of its parameters and the difficulty of obtaining it.

It is possible to install crypto games on iPhones and iPads, Android smartphones and tablets, computers and Windows laptops. Cryptogames give users a unique opportunity to both enjoy online gaming and get real money at the same time. Such games are called Play to Earn. In P2E cryptogames, regular people get money for completing missions and successfully completing various game tasks.

Devoted Studios has become a recognized leader in web3 game creation and NFT marketplace development after its collaboration with The Sandbox and some other great projects. Let’s talk about them more precisely.

Top NFT Games Co-Developed by Devoted Studios

DeadFellaz

DeadFellaz is one of the top PFP NFT projects based on Ethereum cryptocurrency. Its collection includes more than 10,000 zombie-themed NFTs and it continues to grow.Since its launch, the collection has managed to earn about $82 million. On OpenSea, NFT’s leading trading platform, the minimum price for an item starts with 2.46 ETH (about $7,600).

The project became popular due to its simple but trendy style, as well as the ambitious team that managed to attract popular influencers as the collection owners, such as  Reese Witherspoon, Lionel Richie, Steve Aoki, Dillon Francis and Alexis Ohanian.

MagicCraft

Magic Craft is an innovative turn-based military MMORPG universe in the blockchain game world. Players can play in PvE or PvP modes, earn in-game tokens and rewards, and place bets. The heart of the game is the Castle Sieges mode. Each week, clans will take to the battlefield, battling each other, capturing loot, conquering castles and claiming the title of King.

This game has a lot to do – from collecting rare items and selling them on the marketplaces, to defeating other players in PvP battles and earning in-game cryptocurrency. And it requires minimal investments at the start. Thanks to its easy start and catchy gameplay, the game is predicted to achieve high popularity and beat its competitors in NFT/Blockchain games, such as Axie Infinity.

Coin Hunt World

Coin Hunt World is the play-to-earn cryptogame with an easy but catchy concept. It provides its players with a quest aimed at exploring their cities and finding hidden vaults. It is a fun geolocation game that allows you to earn money while simply walking around your neighborhood.

The game was released on Android and launched its Beta for iOS. Now it has over 150,000 players and continues to rapidly grow. Available regions include the USA, Canada, the UK, and El Salvador.

Blankos Block Party

Blankos is a free-to-play cartoon arcade MMO game, where users can participate in various competitions with each other, communicate, share emotions and impressions. They use their own avatars in the form of a classic “vinyl” toy, similar to LEGO which can be bought in the in-game store.

Exclusive collections include two that were released wit luxury brand Burberry called Burberry Blanko. It is a collaboration with Mythical Games for the flagship game Blankos Block Party.

The brand has opened a special location in the Blankos Block Party meta-universe. It is an exotic resort with palm trees, lounge chairs, and branded sailboats. As part of the collection, customers are offered an NFT in the form of a unicorn named Minnie B. The toy is decorated with a Burberry TB monogram and can be customized with a hat, necklace, phone case, flip-flops, etc.

<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="2022-10-31T19:07:45+03:00">31.10.2022</time><time class="updated" datetime="2023-08-11T11:29:59+03:00">11.08.2023</time>Posted inDevoted News
20.10.2022

Raymond Yu: “If your work becomes your life, that’s when things become stressful”

watch 2 years

Hey there! I’m Raymond Yu, and I am a concept artist based in Los Angeles. I will say it’s been a wild ride during these times, but nonetheless, it’s been a great time working with various clients and studios. I love to tell stories through my design, and I love medieval fantasy and sci-fi. Besides art, I like to workout regularly, and I like to play basketball whenever I have the chance. One of my favorite things outside of all that is to cook and research ingredients. It feels like I am playing a game whenever I do anything that has to do with food. My favorite games are Hades (Supergiant Games) and Valorant (Riot Games).

 

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

 

My advice to them is to never give up. The art industry is indeed tiring and discouraging at some times, but you need to remember your dreams aspirations since you first started. Get excited about making revelations and breakthroughs as an artist, and don’t stop learning. Also one more important thing that artist forget to do is to have strong work-life balance. If your work becomes your life, that’s when things become stressful.

 

What do you want to learn next? (in terms of software, engine, pipeline)

 

I have been slowly getting familiar with Blender a lot more. It is a an extremely intuitive program for artist to use to create blockouts for any of their artwork. I would highly recommend concept artist to start using Blender if they are interested in an efficient way to set up their drawings.

 

What keeps you going in this mad world?

 

I believe what really keeps me going in this mad world, is that I truly believe I am privileged to be working as a creative during these hard times. There are people out there struggling to find the smallest of jobs, and here I am drawing and honing my craft as a profession. It truly is humbling to think about the bigger picture of this world, and I push myself because I do not want this opportunity as an artist to go to waste.

 

What’s your dream project?

 

My dream project personally would be to work on my own story or game as an art director. For my career, I would love to be a part of Riot Games,and help with conceptualizing for their show Arcane. I have always respected Riot’s art direction with their games, but I realized how much talent that they truly have after watching Arcane. This was their first show as a game studio and they managed to receive so much praise. It would be so awesome to work on a show that truly breaks the norms of storytelling through animation.

 

Where do you find inspiration?

 

When I find myself low on inspiration or creativity, I like to take a step away from my workspace and do something different from my everyday (can be going to the beach or hiking). Challenging myself from my daily routine and trying something new has always helped me change the way I think, and I when I make breakthroughs as a person, it excites my mind and my hed comes flooding with ideas and stories.

20.10.2022

Ray Song: “You need to be crazier than the world!”

watch 2 years

Let’s get introduced! Tell us about yourself in a few words.

Hello everyone, Iam Ray Song. I have been in the game industry for 13 years. Now, as a shareholder of 7 kingdom, I am also responsible for the research and development of a console project in China as an Art Director.

 

What inspired you to choose this profession?

I liked playing games since I was a child, I also studied art and was admitted to an art school. After graduation I engaged in the next-generation game art.

Reveal a secret sauce of your professional development.

Keep learning and don’t be stingy in it.

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

No matter how difficult or bad your life is, please maintain professional concentration and enthusiasm for a long time. Just as the development project will be postponed, the professional development is the same.

Tell us about the project that changed you as a person.

I think it should be my first project: God of War III.

How do you see the future of the industry?

It was a very bad time, but the gaming industry was the best of times.

What do you want to learn next?

The UE5 engine is so fascinating!

What keeps you going in this mad world?

You need to be crazier than the world!

How do you manage burnouts and unfortunate difficulties as a professional?

Temporarily become a workaholic and bury yourself with countless work. Don’t stop. One day you will find that methods and opportunities are always more difficult than difficulties. I want to participate in the research and development of the Naughty Dog, The Last of II. I have traveled to a lot of places and taken a lot of pictures. I like to observe different corners of the world very much.

18.10.2022

Highlighs from the episode: “14 Things to Know to Raise VC Money in Gaming”

watch 2 years
Richard Kim, Partner at Galaxy Interactive
William Rhys Dekle, Partner at Strategic Alternative
Sam Engelbardt, Managing Partner at Galaxy Interactive

Highlighs from the youtube-episode “14 Things to Know to Raise VC Money in Gaming”<

Because of the COVID-pandemic we’ve seen a lot of industries that were struggling with the new conditions of today’s world, while the gaming industry was booming. It created a lot of opportunities for many companies to strengthen their position in the market. The question is, how do you do it? That is why we dedicated this episode to learn what the whole process of raising venture capital is and how can one make their company attractive.

What are 5 the most important things to see in a company’s pitch?

Richard: The first thing I’d love to see is a micro-level understanding of what you’re building and what your right to build this thing is. One should ask themselves, what they know about this thing that very few other people do whether it comes from personal experience or personal interests, but it has to be something that keeps you motivated throughout the very difficult process of building a company.

The other thing I want to see is not in the pitch, it is something you get from personal communication and video calls. It is how founders interact with each other because it is so important to have a shoulder to cry on when you’re building those things because of many unexpected obstacles that can punch you in the face. It gives an idea of how founders would go through hard times.

I also want to get a sense of the track record of a team and its ability to navigate all of the challenges of building a studio.

And I guess we need to talk about a market element as well: if it is a venture-backable opportunity because there’s a tone of cool ideas that just don’t have venture-level scales.

The last thing I would like to point out is what your unfair advantage is. The idea can be very rare and unique but it’s quite rare to find founders who can not only find important insights from their experiences but also go and execute them. We have to be convinced that not only do these people sell a potentially very big idea, but rally the people needed to make it happen.

Let’s talk about investing in content. What is the due diligence that you do about content? How do you understand that this particular game would be interesting for users? Is it something that can be predicted?

Sam: Games are interesting because they are unlike films, TV shows, and a lot of other things that we’ve seen. With games you don’t have to make your best piece of content the day you release it, in fact, you almost never will. It is very special because in gaming you have an opportunity to refine, rework, iterate on, and really build the content experience which is going to be forever changing, particularly in the games that we are especially interested in. Games are being operated on and built over time, that’s why you just want to make sure that you’ve got the people that have the creative vision and edge, and experience to create and develop a game, but also ship a game, market it from its release through its lifecycle, build a community, and so on. Those are the things that are not available in other forms of content and are really unique. So we pay a lot of attention to that; we constantly remind ourselves that our specific creative preferences may or may not be determinative.

Let’s say I am an unknown founder or I don’t have a well-known team. If I want to go and raise money, should I build my personal brand as a first step?

Sam: We had a case of a project with two founders, one of them was well-known and established within the industry and at the first meeting, he introduced his younger co-founder, saying that with his 20 years in the industry this guy was the most incredible engineer he came across. And this is a very good example that by no means do you need to be a known celebrity but you need to really have the goods as a founder and as somebody that is backable. Even better when you’re somebody that the world doesn’t know yet.

Okay, I’ve decided my product is good enough and I have an audience and other elements to it that I’m going to go out and raise money for. Do I go and google “venture funds near me” or do I go to a consulting company and pay them some percent of how much money they raise so they do the introductions? Or do I go LinkedIn, and then how do I find the venture fund? How does the whole process work?

Sam: Richard and I certainly believe that venture is going to evolve into specialized sector-focused funds and teams of people that really have deep expertise in the particular area that they are focused on. And in the case of interactive content and technology, it is a relatively new thing that they are sector-focused funds. Even 3-4 years ago there hasn’t been such a thing as funds focused on interactive content, and probably this tendency is going to spread to other industries. So if you are a founder in an interactive sector, you probably going to prepare a list of companies that make investments in your sector. It’s still a small enough space in the universe of investors. You can look in Pitchbook which helps you identify which firms have been out there or which deals have been done, or ask your industry colleagues for a piece of advice or intros; make connections on LinkedIn or keep in touch with latest industry news.

As for the agencies, I feel like there are very few early-stage companies that are engaging bankers to raise money for them. There is only a couple of really credible and high-quality interactive-content-focused bankers, around there, so we have actually only a couple of projects in our portfolio that have been introduced to us through bankers. So if the company comes to us from trusted bankers who really have some trusted expertise in the industry, we understand that it is going to be a terrific deal. But the same strategy is not going to work with a pretty random or unknown consultancy firm.

Rhys, in your experience, does the founder have to be all-time on the road raising money rather than working in the business? Especially if you have a long-term product that needs investments and iterations.

Rhys: I believe that a good founder is always making the relationships and connections for the future, they are always having conversations, but they don’t necessarily go out and hardcore pitch to raise the next round until they figured out a kind of timeline. You don’t want to be out of money when you raise successfully your next round either; you want to have a little bit of cushion and you know it is probably a six-months process at least. So you just kind of do the backward maths, that’s what I’ve seen from the guys I work with.

Have you invested during pandemics? And what are the steps that you had before in your due diligence process before the pandemic and what are the steps that have been added to it because of lockdown?

Sam: I think we’ve made 20 investments since March 2020, so we’ve absolutely invested during and throughout the pandemics, the first batch of those projects was discussed prior the COVID-19. Actually, we started working on most of these projects prior to the lockdown. For those that we started working on later, the process depended on how the introduction was made. We either made the first call for real warm introductions to me or Richard directly. And most of the companies we’ve invested in are those we’ve known the founders before. But we also have a procedure that after a short introduction or an e-mail exchange, we give an opportunity to spend some time with our team so that we could have a closer look and evaluate the project properly. The team forms an opinion and shares it with us, and they usually know our tastes and preferences, so it usually works well.

18.10.2022

How to Build a Career of an Artist in Video Game Industry with Horia Dociu

watch 2 years

Recently we invited Horia Dociu to our SpeakEasy podcast at Devoted Studios. Horia is a publishing art director at 343 Industries working on Halo remastering. Before that, he was a studio art director for Arenanet, worked as a cinematic director, and also was a part of Sucker Punch and a bunch of other studios. We had a fantastic interview together and have some insights to share.

Horia, the question for you. Do you think that there are a lot of opportunities to build a career in the video games industry?

I believe that now is the best time to be in the game art industry. It’s a huge industry with lots of technical abilities, game software, and instantly growing popularity. We have PCs and mobile gaming, consoles, and on top of it, the Internet is different from 25 – 30 years ago. There’re so many online resources: free engines, 2D and 3D software, as well as every type of learning resource you can imagine. When years ago you had to save tens of thousands of dollars to go to college and get a degree to secure a job, now everything that matters in the gaming industry is your portfolio.

The best advice I ever received here was “Make your portfolio look like you’ve done the job you’re applying for”. And you can choose how to learn and improve your skills by yourself, either you take an online course, find yourself a mentor or use free tutorials on YouTube. Another great thing is that the gates in the industry are open for people who are working online, and companies hire people remotely, which means that you can have a full-time contract with any company, regardless of the country you live in, as soon as you are good enough.

 

You mentioned an interesting piece of advice on a portfolio. Let’s say someone wants to get hired at the Call of Duty team for weapons or hard surfaces. Does that mean that they should do a bunch of CoD fan art for their profile?

The teams working on the games such as Call of Duty operate like the whole ecosystem connected one to another. And if they need to replace someone who resolved a bunch of tasks, they will be looking for a person who has the work they need in the portfolio. You may be an amazing character artist but your portfolio would be skipped if they are looking for someone who creates guns. On the other hand, if you make your portfolio look like you managed to cope with the tasks that need to be resolved, and the results you’ve got match their requirements, the chances you get noticed are certainly higher.

So how to build a career in videogames industry nowadays?

A lot of people don’t completely realize that they are in the driver’s seat, and the choices they make on an everyday basis can lead them to their destination point or take them far away from that. Try to imagine where you want to be in 20 years from now. Of course, your initial goal may change, but it can become a North Star in your career. Let’s say I want to become a Pixar movie Director in 20 years. Now I can ask myself where a Pixar movie Director would be 10 years before that, and then where should I be in 5 years, year, month, or a week from now to reach this goal. If you can work back your goal like that, you can define what should you be working on today or this week that will help you to reach your goal in 20 years. That’s how you eat an elephant – one bite at a time because obviously, you can’t become a movie director all of a sudden, you need to take those tiny little steps.

 

Another mistake people tend to do nowadays due to the Internet and Social Media growth, is that they set up a goal to become famous. One of my friends, who is a teacher, says that all of her six-graders say they want to become famous, whether they want to make YouTube videos, Social Media blogs, or create video games. That’s a little bit mind-boggling because instead of asking yourself what you want to be good at, you make your goal vague. You never gonna get that fame without a clear understanding of what you want to bring to this world, what skills you need to master, and what sphere you’re really into.

All of these don’t mean you can’t change your destination point or career path. I’ve got a buddy who was not an artistic type and signed up for the programming degree, and then he switched over to art, and now he runs his own animation studio working for Netflix and huge companies. This is a very inspiring story about the success that comes after you figure out what you want and what are you able to do.

Continue reading “How to Build a Career of an Artist in Video Game Industry with Horia Dociu”

17.10.2022

Events That Break Into the Metaverse

watch 2 years

 

Over the past two years, competition for the attention of online participants at different events has grown considerably. Organizers realized that online events require a professional approach to filming. Broadcasts have turned into full-fledged TV shows. But even this is not enough – any notification from a messenger or social network can distract a participant. VR-helmet-based meta-format gives the participants a full immersion, and the organizers – their undivided attention. In the meta-universe, there is no need to rent light sources and cameras, they can be created with a computer mouse. As noted by Anastasia Askolskaya, director of events in virtual worlds, the organizers will cease to be limited not only by the budget but even by the laws of physics.

 

Besides, the meta-virtual universe can give events the continuity they talk so much about in the event industry. Participants will get not just an event, but a small world where communication can go on forever.

Travis Scott’s Fortnite Concert

Probably the hottest and really cool event that happened in the metaverse. During the pandemic, concerts were banned and artists “ran aground.” Trying to hold online gigs turned out to be a completely uninteresting format. Then the game industry came to the rescue.

 

In the game, Fortnite on a particular map Travis Scott held his concert in 2020, which brought him $20 million for 10 minutes! And it was a whole new level.

The audience took seats in advance on the server where the stage was already set up. After the song started, suddenly and stunningly a huge Travis appeared and started dancing with the audience. At the same time, the players were part of the show: they were flying, diving, and even soaring into space with the singer, and all kinds of psychedelic special effects were pleasing to the eye. People’s emotions were off the scale because it is impossible to repeat this in reality.

In the end, everyone stayed in the black: Fortnite increased the audience of users and added a unique skin, and Travis Scott earned $20 million in 10 minutes, which is several times higher than his usual earnings. Well, and, of course, the hype for a long time to come.

Snoop Doggy Dogg

The rapper began his conquest of the metaverse by purchasing the Death Row Records label, which he decided to make the first-ever NFT recording studio. According to the artist’s plans, all members of the label would conduct their activities exactly in the metaverse. Snoop then released a music video for a joint fit with Eminem, where they appeared as the already-familiar NFT martyrs.

 

And then in the Sandbox metaverse, Snoop bought huge plots on which he plans to build a chic mansion, as well as an entertainment park Snoopverse. There will be an art gallery in addition to concerts and VIP parties, and guests can get unique tokens for completing various game tasks.

After this news, the value of the virtual land skyrocketed, and in December 2021, a record $458,000 deal was struck for the rapper’s neighboring property.

Digital Fashion Week

This March, Decentraland hosted its first-ever virtual fashion week.

Over 4 days, guests could attend virtual shows for free, as well as parties, lectures, and film screenings. Items that they liked could be purchased digitally, as well as ordered tailoring in reality.

 

Among the 60 participants were fashion giants (D&G, Balenciaga, Hugo, Gucci, Burberry, etc.), independent designers, as well as digital fashion houses that do not produce physical clothing in principle (FEWOCiOUS, The Fabricant).

 

The organizers have already announced that Digital Fashion Week will be an annual event.

Pride Month in Sandbox

Pride Month this year was not only celebrated all over the world but also in Metaverse. Sandbox celebrated pride this year with the collection of 8,430 NFT avatars released by People of Crypto Lab with NYX Professional Makeup.

 

On 24 June 2022 together with People of Crypto Sandbox launched a hub dedicated to equality, diversity, and inclusivity: “The Valley of Belonging”. To mark this event they collaborated with NYX Professional Makeup to release a collection of unique avatars that emphasize that makeup is genderless and represent the global majority of communities of color and LGBTQIA+.

NYX Professional Makeup stated to donate 100% of the proceeds from the sale of the NFT avatars to the Los Angeles LGBT Center, a total of $50,000.

Looking for an amazing experience in the Sandbox? Explore our services!

<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="2022-10-17T18:40:49+03:00">17.10.2022</time><time class="updated" datetime="2023-05-17T20:58:12+03:00">17.05.2023</time>Posted inGamedevTags: , , ,
17.10.2022

Tips on Character Customization

watch 2 years

 

Tramell Isaac is a VP of Art at IllFonic who worked on a Predator franchise released in 2020. We interviewed him about his job, projects, and character customization that sells.

 

Tramell, please tell us about how you started creating the game. Guide us through the first day of work. How did you decide to make Planetside 2?

This literally starts with people saying “Hey, we have an idea”. In my own experience, I have never been in a production where all of the pre-pro was done before production started. In theory, pre-production should be done to get all the things concepted; when you go into production you’re just making staff. But it never happened to me in reality. This particular project was made in 18 – 20 months from 0, so there had to be some concessions on how we went about building things. The engine itself was built while the game itself was being built. A lot of the things were made upon assumption because with this particular type of game having 5 – 6 hundred people on the server, you can’t test it internally. So we had to make a lot of assumptions about how the game would work.

What were the things you’ve learned on this project that you would never do again? Or otherwise, some things you wanted to bring to other projects?

Character customization is things that we have learned about the implant side. Without that experience, there would be no basis for it in Predators. This experience is a part of my story, I have learned how to construct things this way.

Let’s talk in detail about character customization. What are the key elements of building factions in the game? How do you design them visually so that certain people could relate themself to one or another faction?

Actually, it is a combination of psychology and visual style. The first thing that matters to most people is not a visual component, it is more about who they identify themselves with. Each one of the factions we created was neither evil nor good, each of them had its reasons for acting a certain way, and depending on the personality type people could imagine what they relate themselves to. One faction believed in science, the other one strived for freedom, and the third group trusted the government to find the answers and protect the citizens.

In the beginning, we had a really good split across the board, there were 30-34 members of each of the factions because each one of those people playing the game identified with the ideas of the group. And then we had to visually identify every group so that the players could immediately distinguish a friend from an enemy.

 

Creating the concept we decided that we basically identify every group with basic shapes – triangles, squares, and circles. We just took those shapes and expanded them to the vehicles, and armor, and that was how it all was born.

We ensure that we maintain those look sets within, and they might be completely blurred and eventually, those shapes start to round themselves out, so we start using “kind of a triangle” or “kind of a circle”. Besides, we used different color combinations for factions, and there are millions of other ways to do it.

How do you customize the characters so that you feel the difference when you pay money, that you have this armor or weapons that feel royal to you, that you either earned it or paid for it?

You start with making sure that every piece of content that you create makes a difference. I mean, you can sell badges and stuff like that, but if you have a jacket with a circle on it versus a square, it doesn’t really matter, it is still the same piece of clothing. Sometimes it needs to change a silhouette, sometimes it needs to be enough coverage. In Planetside 2 you would be able to change the armor on top of a character, and then add things on top of that: change the colors, camo patterns, etc. It was accumulations of the things you could do to make a meaningful change because in fact it’s a fashion show – I’m showing off my things to the other player, and if it’s cool enough, they want to get it. But it’s also important to make these items rare, some of them can be received only at special events, which will make them even more desirable.

And for me, as for artists, it is important to understand that even though I personally would not want some items myself, other people might desire them. For example, I would not buy a pink gunskin, but some other people definitely would do that.

How do you know that? Are there any methods to estimate if certain items will look attractive to others?

You should listen to what people say, this is one of the reasons why we did it inside the player studio. We made an effort to outreach to the community and find out what they want. And nine times out of ten they would come up with “I would like this”, “I want to see this in a game”, and then we would put it out and that would sell. So my point is as long as you pay attention to your clientele and to people that are actually playing the game, you’ll easily figure out what they want.

Watch the full Devoted Speak Easy episode on Youtube!

 

15.10.2022

CASE 03. Frontend & Backend for Blankos

watch 2 years
Devoted Studios role: Frontend & Backend Engineering
Tech details: Unity, NFT, Blockchain, PC

About the Game

Blankos Block Party is a vibrant open-world multiplayer game styled like a giant block party, with a focus on custom art and design, building your own levels, exploration of user-created levels, and curating your collection of unique and rare Blankos. This game supports the use of Blockchain, NFT technology, or Cryptocurrency. The gameplay enables players to rack up rewards and secure the rarest collectibles to build their own epic collections.


About the Project

Mythical Games needed some extra support accelerating a port of their game’s network infrastructure for better FPS performance on Unity across platforms. We partnered with a team with the right expertise to seamlessly slot in next to the game’s developer Third Kind Games, and the game was successfully launched in December 2020.

 

Outcomes

As a result of our long-lasting collaboration the game was released on schedule and received positive feedback from major industry influencers. The scope of our collaboration has also expanded to game-ready character design performed by the artists of Devoted Studios. 

Our team is eager to support your game at each stage of development — engineering, art creation, animation, level design, and management.

Create the next big thing in Metaverse!
Metaverse gaming is a massive opportunity for creators, and we are dedicated to helping our clients make the most of it. Contact us today to learn more about our Metaverse game development services and take your project to the next level!
Discover opportunities

<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="2022-10-15T20:14:57+03:00">15.10.2022</time><time class="updated" datetime="2023-05-05T12:15:45+03:00">05.05.2023</time>Posted inCollaborationsTags:

    CONTACT US



    By clicking the button you agree to our Privacy Policy