Search the Community

Showing results for tags 'game design'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 19 results

  1. We are looking for a remote animator for our mobile game design team. This is a paid position in a professional and established work environment. Our design team has produced animations for some of the world's leading brands for over a decade. We are looking for an expert in Spine animation software. This position will begin with a few hours per week, but the right candidate will move to full time very quickly if not immediately. We need you available and online in our team backend between 9AM and 4PM EST (US) timezone. The position requires strong experience in mobile game art such as animation and typical 2d art workflow as you will be working with an design and development team coordinators with each project. Strong experience in Spine is mandatory, so speed and familiarity with the software is essential. This is a faced paced environment. The right candidate will be comfortable in this environment. The right candidate will have the potential to remain with us as a career, as many already have. Ideally we are looking for an animator who is comfortable creating animations for humanoid, non-humanoid, and VFX style animations. Our animations needs will vary from project to project on a daily basis. Our design team will prepare static assets and animation requests, and they will be handed to you for fast turnaround animations. Generally you will be working on several different projects concurrently, so being able to shift at a moment's notice from one project to another is essential. This is a high volume, fast paced position. Being able to envision the animation we are producing for a game is also essential. While our design team will provide you with a basic understanding of the animation such as "enemyHitFire: played when the enemy combatant is hit with a fire effect ranged spell", we expect the animator to be able to envision what they also can add to the animation to bring it to life. Creativity and added touches are a strong motivation factor for hire. Finally, because we often find ourselves creating full mini-games from concept sketches and discussions, we are in constant contact with the artist to explain the project when it begins and perform revision work. You must be able to understand English and communicate quickly without difficulty. Below are some of the things we will be wondering about (NOTE, we have training available for some areas such as 2D animation prep): 1.) How comfortable are you with Spine? 2.) How familiar are you with Photoshop techniques and environment? Can you adjust sprite delivery quickly to fit animation needs? 3.) Are you comfortable and experienced with game art, sprite sheets, and overall production flow? 4.) Are you imaginative or prefer working with very strict references and detailed animation descriptions? 5.) Can you animate without the use of IK and Mesh in your animations? If you are interested in the position, please email "careers" at "grimpanda.com" with your hourly salary requirements, portfolio links or examples of work, and best method of chat (Skype etc). Candidates who meet our requirements will be contacted via chat (text only, no worries about Covid hair!) to further discuss the position. These positions will be filled very quickly! Thank you and we look forward to hearing from you!
  2. We are looking for a remote artist for our mobile game design team. This is a paid position in a professional and established work environment. Our design team has produced art for some of the world's leading brands for over a decade. Art styles range from concept/painted styles to 'pop' vector. This position will start with a few hours per week, but the proper candidate should be ready to move to full time if they are meeting requirements. We need you available and online in our team backend between 9AM and 4PM EST (US) timezone. The position requires strong experience in mobile game art such as animation and typical 2d art workflow as you will be working with animation and development team coordinators with each project. Strong experience in Photoshop CC+ is mandatory, so speed and familiarity with the software is essential. This is a faced paced environment. The right candidate will be comfortable in this environment. The right candidate will have the potential to remain with us as a career, as many already have. Ideally we are looking for an artist who can switch between vector and realistic art styles, but a strong candidate in only one area will be considered. Experience in 3D applications and rendering workflow a plus! Sometimes we may need to render pre-created 3D models into 2D sprites for animating in software. We are looking for an artist who is passionate about creating art and have their own ideas in parallel to the direction our staff will provide. For example, if we show you a mockup of a project, we would like your mind to instantly jump to ideas that you would like to see in that environment, and be a part of the creative process alongside us. We do not want someone who will only follow a sprite list, and contribute nothing else. We are looking for a creative team member. The correct candidate must be able to produce very high quality art for our clients, and quickly. The work you will be involved with are very fast turnaround mini-games, meaning from concept sketches to finished product is usually performed in only a few days. That means we need rapid designs that are approved quickly, and iterative updates while the development team begin to include them in the project. While the games are small, the work is very fast paced, but our online team environments make communication and sharing very easy. Finally, because we often find ourselves creating full mini-games from concept sketches and discussions, we are in constant contact with the artist to explain the project when it begins and perform revision work. You must be able to understand English and communicate quickly without difficulty. Below are some of the things we will be wondering about (NOTE, we have training available for some areas such as 2D animation prep): 1.) How comfortable are you with understanding 2D animation? (Prepping game sprites to be animated, piece exports etc.) 2.) How familiar are you with Photoshop techniques and environment? 3.) Are you comfortable and experienced with game art, sprite sheets, and overall production flow? 4.) Are you imaginative or do you only work off of sprite lists? (For example: We need a little house and yard drawn. Do you suggest/add a little tree with a rope and tire swing? Or we get exactly what we ask for on the list, no less/no more? 5.) How comfortable are you with both vector and realistic, traditional style art? (both is a bonus, but not required! We will consider an expert in either!) If you are interested in the position, please email "careers" at "grimpanda.com" with your hourly salary requirements, portfolio links or examples of work, and best method of chat (Skype etc). Candidates who meet our requirements will be contacted via chat (text only, no worries about Covid hair!) to further discuss the position. These positions will be filled very quickly! Thank you and we look forward to hearing from you!
  3. Hi Everyone! We're DoonDookStudio HTML5 Game Developer. We publish useful articles and fantastic games in our website regularly. FOR DEVELOPERS: Our Latest Post -> We have a valuable experience in working with Famobi and like to share it with you: https://doondook.studio/hippo-pizza-chef-html5-game/ FOR PUBLISHERS: Our Store -> Also our website has a collection of 50 HTML5 games: https://doondook.studio/buy-html5-games
  4. having a problem with the collisionbox for the moving platform it moves but does not change the size to be the size of the image, its the size of the area then the platform has to move through(left to right) here is the image with the hitbox bounds on now here is the code don't know why its not doing what it should do /*---------------- floating Plataform ----------------- */ game.movingPlatforms = me.Entity.extend({ init: function(x, y, settings) { // define this here instead of tiled settings.image = "platform_2"; //values from tiled on the size of the area to move within var area_width = settings.width; var area_height = settings.height;; //sprite area settings.width = settings.framewidth = 64; settings.height = settings.frameheight = 32; this._super(me.Entity, 'init', [x, y , settings]); this.body.collisionType = me.collision.types.WORLD_SHAPE; this.body.setCollisionMask(me.collision.types.WORLD_SHAPE | me.collision.types.PLAYER_OBJECT); // set start/end position based on the initial area size initial_start_pos_x = this.pos.x; this.startX = initial_start_pos_x; this.endX = this.startX + area_width - settings.framewidth;; this.pos.x = this.startX + area_width; // manually update the entity bounds as we manually change the position this.updateBounds(); // to remember which side we were walking this.walkLeft = false; this.alwaysUpdate = true; // velocity this.body.setVelocity(2, 5); }, update : function (dt) { this.body.gravity = 0; if (this.walkLeft && this.pos.x <= this.startX) { this.walkLeft = false; } else if (!this.walkLeft && this.pos.x >= this.endX) { this.walkLeft = true; } // make it walk //this.renderable.flipX(this.walkLeft); this.body.vel.x += (this.walkLeft) ? -this.body.accel.x * me.timer.tick : this.body.accel.x * me.timer.tick; // update the body movement this.body.update(dt); // handle collisions against other shapes me.collision.check(this); // return true if we moved or if the renderable was updated return (this._super(me.Entity, 'update', [dt]) || this.body.vel.x !== 0 || this.body.vel.y !== 0); } }); have not a clue as to why the collision box is not the right size
  5. WinBizSolutions among the popular graphics designing companies offers premium quality creative designing solutions for the gaming industry. Our designers are our greatest strength and their professional exposures bring unique insights to our business helping us to serve our customers better. Our services include: Character illustration 2D character animation 3D character modeling and rendering 3D character animation Flash to HTML 5 conversion for gaming apps and more Contact us for high quality services at affordable pricing.
  6. The project I am working in is a multiplayer node.js game using socket.io to communicate where the renderer will be node.js. In order to correctly import my dependencies to the browser i am using browserify. I am trying to use the Entity-Component architecture to design my game and in doin g so wanted to have a "render component" on each game object. The problem is that I cannot use PIXI code on the server side of node.js This is something what i wanted my architecture to look like. A GameObject with multiple components (ex: PhysicsComponent, RenderComponent) in order to follow the Entity-Component architecture and design this game well. In my eyes the code should be able to run on the server and the client so that way the server can be authoritative in the state of the game. The problem is that PIXI code cannot be run on the server side of node.js because a window object is not defined. So here is the question : How am I intended to write gameObject rendering Code using Pixi.js? Is it supposed to be purely client side, and if so how am I supposed to handle GameObject specific rendering and such? I have been searching for several days and can find no answers. Any help would be greatly appreciated.
  7. Hello, I am designing a game and I am currently thinking of how to convey emotions, meaning, goals, intent and purpose. I find text to be the easy and lazy choice when it comes to make the user understand something. Is it possible to tell a compelling story, convey the emotions of the protagonist as well as of the other NPCs without the use of any in-game text? If so, what are some good examples and some bad ones in your opinion?
  8. Hi all, I'm the founder of startup team DevaxGames and I'm looking designers (amateur/professional) for creating graphics for our games. We have already created one game (Adventure Runners) and now we are going to develop a few more. If you are interested in joining our team, please let us know. Join Devax: join@devaxgames.com
  9. Hello! On free time, I'm trying to make a Soccer (Football) game with RTS mechanics. The idea came through while I was playing Clash Royale, and I love some RTS elements like top-down / isometric view and watch the character IA change the environment interacting with each other. The project is shared here: https://github.com/alessandronunes/soccerpunch/ I know I have to adjust the velocities and make better IA, but I'm a little stuck here, so I would like to listen to some opinion: what would you do to make of this a (good) game? Thank you!
  10. Right now we are looking for artists in Spain, UK, Germany and France, as well as the East Coast USA. Are you passionate about drawing? Would you like to create your own mobile games? About Us TutoTOONS is an international start­up, providing a free drag and drop mobile game builder. We help artists create, publish and sell their games on the iOS App Store, Google Play and Amazon. The company was founded at the beginning of 2014 and has head offices in Spain and Lithuania. We’ve reached over 100 million game downloads and have 1.5 million daily active players. We train artists who have an interest or a passion for mobile games to produce their own games which will have access to millions of potential users. Your Tasks Collaborating with Tutotoons includes: ● Producing storyboards and concept art for characters and environments. ● Making game ads, icons and other images for game advertising. ● Working with the TutoTOONS game builder to create mobile games. ● Developing game concepts and defining game monetization. ● Creating character and environment animations in the TutoTOONS game builder or Adobe Flash. ● Testing the usability of your game. Required Skills ● Excellent illustration and concept art skills ● Artistic understanding and imagination. ● Motivation to learn about mobile game production. ● Able to communicate in English (written and spoken). ● Flash animation would be a great advantage. ● Great skills in the use of Adobe CS package to produce digital artwork. We offer you: ● Training on how to produce awesome mobile games for kids using our game builder. ● Working remotely with our game designers. ● Create your own games that can be played by millions of kids worldwide. ● Being part of a fast growing community of creative people. ● Implementing your own ideas and creativity. ● Getting feedback on your game concept & graphics from experienced game designers. ● Opportunity to create and publish your own games into Google Play, Apple store and Amazon app store. If you are interested, please send your portfolio to ga@tutotoons.com with the reference GA­USA. TutoTOONS Team
  11. I am working on a 2d top down car based shooter for mobile devices and looking for a talented artist to handle all visual assets of the project including: 1) App icon 2) Cover art/Loading screen 3) Complete UI (markets, leaderboards, customizing upgrades, and many more) 4) Props and icons 5) Top down background maps/roads (Jungle, desert, ice, mountain top, highway, lava,etc) 6) Rendering up to 80 vehicle blueprints 7) sketching armors and weapons My target audience are male gamers between the ages of 15-25. I am looking for a render style that would satisfy both extremes of the age group. For those interested please send me your portfolios on contact.juvanji@gmail.com and we can discuss all the details there.
  12. CALLFOR PAPERS‬ To be published by Taylor & Francis. International Conference on: “Parallelism in Architecture and Computing Techniques, (PACT), 2016. http://www.ierek.com/…/parallelism-architecture-computing-…/
  13. Hello!My name is Marta I am a 2d artist for gamesI create and prepare competitive artwork for different genre of games, work in different styles. I also create characters, backgrounds, illustrations, symbols, icons and the overall graphics for the game. You can see my works: https://www.behance.net/MartiNNi martysjaaa@gmail.com skype: martysjaaa
  14. Hey! My name is Eugen, I am an 2D / Pixel Artist from Germany and I am available for hire! I am specialized in Illustrations, Character Design, Backgrounds, UI, Icons and simple Animations. I work mainly with Photoshop, Illustrator and Flash and produce Vector and Pixel Art. You have any questions? Feel free to contact me: schauermanneugen@gmail.com Here are some samples of my work: You can also find me on Twitter: https://twitter.com/eugensart Thanks for your time!
  15. Hello! In my job i am programming database tools, but i never had s.th. to do with game development. I know about some basic game concepts like Game-Loops with global variables, but never had asked myself how-to realize the graphics in a 2D-Game with some small game physic features. So i made a small game concept (see attachment). 1) I want to have a beer throughing person, that throughs a beer with speed dependend on how long a button was clicked. 2) When the button is released the arm of the person moves and throughs the beer to the right side. 3.) During the beer flies, the camera follows the beer (see Scrolling are in the game concept). 4.) In the last step, the beer falls down to a trampoline, and kips directly into the mouth of a beer drinker on the right side if the speed was correct So my first question is about how to realize the graphics: 1.) How should i realize the character and background graphics? 2.) I want that the beer runs out of the glas during it kips in the last area. Is there a special trick to make such water-like animation? 3.) Should i use different layers for the characters? I hope i can get some hints from experienced developers and sorry for my newbee questions. With best regards, Bjoern
  16. I can port your games or develop original ones. Am flexible to use different tools and frameworks. Based in San Francisco. Complete resume: https://dl.dropboxusercontent.com/u/254701/2015/resume.txt
  17. Hey Guys, any teams/devs looking for extra technical & creative design assistance? Offering Free Creative Writing (Narrative, Sub-Plots) as well as Design & Project Management. (Scope Docs, Spreadsheets, Templates, Asset Databases) On the Creative side I'm great with Narrative, Plot Arcs, Character Development, Setting & expanding Lore Database On the Design side I'm great with Templates & Flow Charts, & with Databasing. Also Polishing & Refining Mechanics, & Gameplay Systems. Can assist with Scope Docs, Design Bibles, & Minimal Technical Design. Can check my old designs here - www.jupiterseaport.tumblr.com Also can contact me at DayeWilliams@gmail.com & contact me on Skype - weazelus
  18. Hello, my name is Matt and I am available for any 2D game art or animation that you need. I currently create all of my game art out of my home office here in sunny Fountain Hills, Arizona. I have been an avid gamer all of my life going back to playing Atari in the early 80's. It was always my life long dream to be a Video Game Artist which I have achieved. Here are some of my successes. • Created all of the graphics for Zander's World, a mobile game developed by Hot Salsa Interactive. https://itunes.apple.com/us/app/zand...885589725?mt=8 • Created all of the graphics and animations for a few other Hot Salsa titles, Fluffy Fluffs, Tile Tap Boom and Find What's Different, which are still in development. Please see some examples in my portfolio. • Created all of the graphics and animations for That's Cupido, a mobile game in development by Mousee Games. http://cupido.mouseegames.com/ • Worked for several years as a Senior Game Artist at Broken Bulb Game Studios. Created Characters, animations, levels and many other graphics for their hit Facebook Game Miscrits. http://miscrits.com/ • Piloted the ship that made the Kessel run in less than twelve parsecs. Oh wait that was someone else. Please take a moment to view my portfolio www.behance.net/stonewolfgraphics Feel free to contact me at mattstone1776@gmail.com so we can discuss your project.
  19. I'm a 2d Game Artist available for pretty much any 2d art job that you have available. You can find some examples of my work here:www.behance.net/stonewolfgraphics I'm interested in paid work for lump sum payments on a milestones or per-asset basis. If you would like to discuss a project with me please feel free to email me at mattstone1776@gmail.com Thanks for taking a look!