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.
Collaborations
15.10.2022

CASE 02. Palia: Co-Development & Engineering

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Devoted Studios role: Co-development, Engineering
Tech details:Unreal, PC, Consoles

About the Game

Palia is a massively-multiplayer community simulation game set in a brand new high fantasy world with elements of open-world adventure games, inspired by Animal Crossing and Stardew Valley. It’s a cozy and welcoming world for fans of the community sim genre. The game is in the development stage with the release-date non-assigned. The first Alpha was wrapped-up in March 2022, following Alpha 2 in July 2022.

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About the Project

The game originally started on PC and the development team aimed to create a cross-platform project adding more platforms from there with the possibility of cross-play. Therefore Singularity 6, Inc. came to us looking for a team to perform game porting to Nintendo Switch. The release on other platforms is planned after the PC launch.

Outcomes – WIP

Our expert team will take on the full scope of work — from deep analyzing and studying requirements to integrating the source code. Thus we can ensure a smooth porting of your game to any platform. Besides, Devoted Studios adapts games to Unreal Engine and Unity.

15.10.2022

CASE 01. Full-Cycle Parallel Porting of Spellbreak to Nintendo Switch

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Devoted Studios role: Co-development
Tech details: UE4, Nintendo Switch

About the Game

Spellbreak is a battle royale game that combines magic, roguelike, and RPG elements. Players take on the role of mages, wielding power and mobility. The game was developed by Proletariat Inc. and was first released in September 2022. It is a multi-platform game available for Microsoft Windows, PlayStation 4, Xbox One, and Nintendo Switch.

 

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Project

Proletariat Inc. addressed us with the inquiry to bring their hit Spellbreak to Nintendo Switch. After sorting through a few great options, we partnered with an experienced Unreal team on a project that turned into a parallel port as new features were added to the mainline game. This case became a perfect example of how our support provides the ultimate flexibility.

Outcomes

We managed to successfully complete full-cycle porting by the game release on September 3, 2020. We ensured a smooth transition including controls and graphics to make the game feel native to the platform and provide players with an exciting game experience. The game collected positive reviews from players with 71/100 score on Nintendo Switch according to Metacritic. This case became a perfect example of how our support provides the ultimate flexibility.

<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="2022-10-15T19:52:34+03:00">15.10.2022</time><time class="updated" datetime="2023-08-10T16:33:52+03:00">10.08.2023</time>Posted inCollaborationsTags:
13.10.2022

Devoted Studios Is Certified By the Women’s Business Enterprise National Council

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Devoted Studios, a business specializing in external game development, is proud to announce national certification as a Women’s Business Enterprise by the Name of RPO, a regional certifying partner of the Women’s Business Enterprise National Council (WBENC).

«Being recognized by WBNEC is really inspiring and important for us. Here at Devoted Studios, we support equality and do our best to make an impact by providing job opportunities for people from different countries, cultures, and backgrounds. I am proud that our case of a woman-owned business can empower women from all over the world to bring their ideas and values to life»

– Ninel Gryuner Anderson, CEO of Devoted Studios –  

The WBENC standard of certification implemented by the Name of RPO is a meticulous process including an in-depth review of the business and site inspection. The certification process is designed to confirm the business is at least 51% owned, operated, and controlled by a woman or women.

By including women-owned businesses among their suppliers, corporations and government agencies demonstrate their commitment to fostering diversity and the continued development of their supplier diversity programs.

Learn more about Devoted Studios.

About Devoted Studios:

Devoted Studios was founded in 2018 by Ninel Anderson, a serial entrepreneur with Masters in Corporate Law and 10+ years of experience in the video game development industry.

Devoted Studios provides turnkey solutions for external game development. We support our partners with art production (concepts, 3D, animation, mocap, scanning and scan clean-ups, lighting, tech art, and integration), engineering, cinematics, and co-dev/full-dev.

We provide external game development with a feeling of belonging. We are the devoted support players, a passionate collective of skilled artists, engineers, and the producers and managers who unite them – stepping out of the shadows of outsourcing to build equal partnerships. We nurture and lead talent to their success. Talent deserves recognition and care – and we provide it gladly, with the hope for better games and a brighter industry!

About WBENC:

Founded in 1997, WBENC is the nation’s leader in women’s business development and the leading third-party certifier of businesses owned and operated by women, with more than 17,000 certified Women’s Business Enterprises, 14 national Regional Partner Organizations, and more than 350 Corporate Members. More than 1,000 corporations representing America’s most prestigious brands as well as many states, cities, and other entities accept WBENC Certification. For more information, visit   www.wbenc.org

 

 

<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="2022-10-13T19:32:57+03:00">13.10.2022</time><time class="updated" datetime="2023-05-23T08:54:52+03:00">23.05.2023</time>Posted inDevoted News
12.10.2022

How much does porting a game cost?

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Game porting becomes one of the most popular services provided on the game development market. But how much does it cost and why do companies spend money on that?

How much will it cost me to port a game to a different platform?

Game porting is the term used when a video game designed to run on one platform, be it an arcade, video game console, or personal computer, is converted to run on a different platform, perhaps with some minor differences. It now becomes one of the most popular services suggested by development companies. Why does it happen?

The situation in the gaming market has drastically changed due to the growth of technologies. Some dozens of years ago people used to play on their consoles, later on computers. But with the introduction of mobile gaming the range of users who prefer different platforms has increased. That is why the biggest gaming companies began thinking of porting their games and making them cross-platform.

For example, when Cory Barlog was interviewed by GameInformer about the launch of the PC version of God of War, he said that the wave of ports PS-exclusives to PC was possible because it was a collective of studios saying that porting was a very good idea. Sony first announced that it would start releasing exclusives from PlayStation to PC back in March 2020, starting with Horizon Zero Dawn. And it took two years to develop the God of War port, meaning that work on it began just as Sony announced it.

Eventually, the experience with the God of Wars was successful as later sony made a statement that they continue porting games to PCs. They even bought Nixxes Software, a studio that is engaged in PC-ports development. They were criticized for this decision by Play Station owners, but as a matter of fact found a new audience and new players.

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Why to do game porting?

There is a peculiar joke in the game industry: if you want to make several times on one game, make a port. And no one can say that there is something unfair or bad in this approach, because in the end everyone wins: the company developers, and users on all platforms, and the platform manufacturers themselves.

A platform is not only devices of a certain manufacturer or operating system, it is, first of all, a user platform, a huge percentage of potential buyers.

For example, in the USA, Australia and Canada Android is less popular than iOS. The opposite is true in China, South Korea, Japan, Mexico, India, Brazil and so on. Think about how huge this market is. You can not just double – triple your audience. According to IDC, Android dominates the smartphone market – 87.6% of smartphone sales are accounted for by devices with Google operating system, while Apple is content with a very modest 11.7%

Porting is done primarily to increase the game audience and improve functionality, to attract new users from new directions who prefer different gadgets. Porting will help in placing products in new storages and platforms. There are two basic types of porting:

1) Porting games and apps to different platforms: with this porting, you can port your games and apps to different platforms, such as from Android to iOS, Mac, Windows, browser-based online games to PC and vice versa. You can also port games from PC to consoles and vice versa.

2) Development technology porting: this type of porting means you can port your games and mobile apps to another engine using SDK, from HTML5 to Unity3D or Flash to HTML5 and from any game engine to another engine in every possible way.

How much does it cost to port a game?

This question is not asked very often, but it worries everyone. That is why the numbers are not so evident. The cost varies from project to project. Marmalade tried to count the budgets spent on porting the games to different platforms and here’s what they got:

 

They say that if you take a ‘standard app’ with an original development budget of $50,000 for iOS, the cost of recording on Android could be 60% of that amount, i.e. $30,000. If 30% of the 750,000 apps on the App Store are standard apps, and assuming that 1/5 of those apps need to be ported to Android and are written in Objective-C, then the total conversion rate for transcoding would exceed $1 billion. And that’s a price that is of no value to the end consumer.

Whether to port the game to different platforms or stick to one is the decision every developer should make for themselves. Nevertheless. The competition on the market is growing and even the biggest developers start to release cross-platform games to please their users. 

<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="2022-10-12T19:13:07+03:00">12.10.2022</time><time class="updated" datetime="2023-05-19T17:26:51+03:00">19.05.2023</time>Posted inGamedevTags: , ,
12.10.2022

Why porting games to different platforms is important

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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”

watch 2 years

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!

<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="2022-10-10T18:13:06+03:00">10.10.2022</time><time class="updated" datetime="2023-05-23T15:26:05+03:00">23.05.2023</time>Posted inDevoted Stories
10.10.2022

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

watch 2 years

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

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