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Found 9 results

  1. Hey everyone! My name is Rita. I am a freelance animator and illustrator. I have focussed on Animation over the last four years, coming from Illustration and Fine Arts background. I am a professional artist of academic training and more than 10 years of freelance experience, working in versatile media. I work with both traditional and digital tools, in particular seeking to achieve collaboration between the two. I am a big fan of aesthetics with passion for detail and high-quality craft. In the process of animation, my favourite stages are character and background design. To help you get a better sense of my skills and fit, my selected work can be found here: · My website: http://www.smallinkart.com. · My showreel: https://vimeo.com/224053115. Extracts from my creative portfolio: https://www.behance.net/Small_ink. Services I provide: - Concept design - Animation - Photography - Illustration - Character Design - Background Design - Gaming Props / Assets - Hand Painted Texture - Motion Design - Logo Design - Hand Painted Fonts Contact Details: web: http://www.smallinkart.com email: [email protected]
  2. Hi, we are happy to announce a new (preview) release of Phaser Editor! There are a lot this time: The so waited MacOS support! Visual prefabs (sprites and groups). Visual editor support for states and preloader states. Some TypeScript support. Assets refactorings (great for larger projects) New Project wizards with more options (like include demo assets or use TypeScript). Updated Phaser Editor demos with prefabs and multi-levels. Git UI integration. And lot of fixes and enhancements. Many of them requested by Phaser Editor users (that's great, so many thanks!) Read the release notes. Arian
  3. Hey, I am making a program; I made a simple BabylonJS 3D thing to test, in chrome it opens fine, but adding "web browser" in visual studio gives like 10 script errors then loops back, and pressing no a bunch of times just loads the default blue background. Help me please :/
  4. Hi! We just released a new Phaser Editor version (1.3.0) Updated to the latest Eclipse version (Neon.1): Performance improvements and much more. Eclipse Marketplace Client: to install third party plugins, like EGit. We are evaluating the typescript plugins developed by the Eclipse community. Automatic Updates: all components of the editor will be updated automatically, including the latest Phaser official version (no Phaser CE support for now) Improved JS Editor: small changes in the JS type inference engine that results in a much better content assist (yet not *perfect*) Bug fixing, performance improvements and *minor* features in the scene editor, asset pack, local HTTP server, project templates and chains. New learning content: we wrote a tutorial in the GameDevAcademy blog, about how to make a platformer game with the visual scene editor. Read more in the release notes For the next release we plan to focus on: Do a research of the available Typescript plugins and write a tutorial about how to install them. Start with the implementation of the P2 Physics tools for the visual level editor. Support Phaser v3 if it is released in the next 3 months. See you soon! Arian (Scene editor: Added two new parameters to the Animations editor) (Scene editor: recovery from missing assets) (Check for Updates) (Eclipse Marketplace)
  5. Hi! The latest Phaser Editor version (1.2.1) is available for download. In this release we imporved the Arcade support and many other features. Take a look to the release notes.
  6. Hi, I am pleased to announce a new Phaser Editor release. Finally the game level visual editor is available for you to play with it and create some games. It is a preview version but yet powerful enough to make the scenes of many games. In addition we introduced a new method to update the editor with the last Phaser build. It means, each time Phaser is released you will be able to easy update the components of the editor that are linked to the Phaser source and metadata. Just take a look to the release notes!
  7. Successful candidate will demonstrate speed, quality and ability to negotiable reasonable fees. Great character and solid work experience are both a must. Work experience and skills to be demonstrated with examples of work. NO PORTFOLIO, NO INTERVIEW! Please include links to your portfolio, do not email us attachments. 1. About us FuseHive Interactive Media (FHIM) is a young and dynamic company specializing primarily in providing quality audio services such as music production, sound effect design and audio engineering to our clients. Our focus until now were video games (slot, casual games and mobile apps) with over 500 produced for the past few years! FHIM is currently expanding to other areas of entertainment industry, as well as development of our own multimedia products. To achieve this, we are looking for talented artists to join the team. Successful candidates wouldn’t be just “making a transaction” with us, but rather develop a lasting relationship and grow together with FHIM. If this sounds like you, please find the position requirements and benefits below: 2. Profile 2.1. Skills and Experience Ideal candidate will demonstrate strong skills in graphic design, illustration for apps / games, as well as corporate productions;Expertise in branding, packaging design and marketing will be highly valuable;At least 4 years of paid experience is a must (both, full time or as an active freelancer are acceptable);Any additional skills and experience in animation, 3D modelling, photography, web design, programming and video editing will be considered a massive advantage. 2.2. Technical Requirements Must own a computer and all of the accessories needed to perform work sucessfully;Adobe Photoshop, Illustrator and all industry standard software and plugins;Stable and fast internet connection;Skype ID, bank account / PayPal and active email address. 2.3. Other Passionate for video games, movies and cartoons; Motivated, ambitious and able to work independently, as well as part of a team; Solid understanding of media related product development and publishing process; Creative with visual approach to projects in discussion with the team; Able to communicate professionally and respectful of other team members; Punctual with sense of urgency + committed to meeting all deadlines. 3. Why Join FuseHive 3.1. Benefits Opportunity to work with veterans of the industry; Negotiable compensation; Flexible working hours and negotiable project deadlines; Opportunity for a permanent position. If this still sounds like you, please send your CV with links to your work and a short bio to the email form the signature below. Please do not contact us in regards to this application after submitting the CV and portfolio. We will email only short-listed candidates to arrange the interview. Application Deadline: Sunday 1 November 2015. We look forward to hearing from you! FUSEHIVE TEAM. [email protected]
  8. Hello everyone! My name is Emily and I'm a freelance 2D Artist posting here to tell you about a visual novel game that has been in development for the past 9 months or so. Queen at Arms is a GxB dating sim built in Ren'Py. Queen At Arms is about a young girl who joins a medieval army and has to survive a terrible civil war. In order to live, you have to make tough decisions, similar to Telltale's Walking Dead series. Eventually you become the army's de-facto commander, and you must manage the morale of your men and the lives of your troops in-battle. The datable characters are the various army officers who you employ. For example, Rubus (the tall black man with the platinum-blond hair) is an Archmagus whose magical skills can provide clever ways to bypass obstacles in battle. Lucius the Head Cleric (to the left of Rubus, the pale man with the frosted blue hair) is an expert in medical matters and can preserve the lives of your troops with the right medicine. From left to right, the protagonist Marcus Cordale, Spymaster Fox, Lucius the Head Cleric, Rubus the Archmagus, Prince Alastor, your brother Nick, and James the Mechanist PLAY THE DEMO! Rosstin Murphy: Producer, Programmer, Editor Serenity Frost: Writer Diana Taylor: Writer Charlotte Fieldcamp: Writer Nina: Writer Lilin Tan: Character Artist Meagan Trott: Background Artist Emily So: Colorist, GUI, Cutscene Artist Kamilah Williams: map graphics Thank you for checking us out!
  9. Hello, I'd like to present my game AtomWorks, It's my first game and I've been working on it for quite a while, it's built using Construct 2. This is the desktop web version of the game (only playable version for now), it has a solid 20-30 minutes of gameplay. I'm currently testing it and trying to get some momentum before releasing it on mobile. Here's a gameplay video Game can be played on: - Itch.Io - Clay.Io - AtomWorks website Thanks for viewing, any feedback is appreciated.
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