Games

game development pre production, level designing, level design, stages, game development, game design, 3d animation, maya, unity 3d, blender, 3d production, motion graphic, animation, game development process, game production , gaming company, android game, ios game, steam game, gaming process, game development, unity technology, unreal engine, video game development process, game development phases, game development process
Game Development Process 1024 576 Parini Vyas

Game Development Process

I recently came across a video that suggested everyone should work in a startup at least once in their life. This got me thinking about the unique benefits of working in a startup, especially compared to well-known, established companies. The speaker in the video highlighted several key points:

  1. Comprehensive Project Experience: In a startup, you get to see a project through from inception to post-production. This holistic view is invaluable for understanding the full lifecycle of a project.
  2. Close Collaboration with Leadership: Working closely with CEOs and clients is a common experience in startups. This direct interaction can significantly boost your confidence and workflow.
  3. Direct Client Interaction: Even if you’re not a project manager, in a startup, you often find yourself directly answerable to clients. This responsibility can be a great confidence booster and enhance your professional growth.
  4. Small Teams, Less Chaos: Startups typically have smaller teams, which means less bureaucracy and more streamlined communication.

Reflecting on these points, I realized how true they are based on my own experience with our startup. We began developing in-house games in 2018, starting with brainstorming ideas about character and level design. Here’s a glimpse into our journey:

1. Game Ideation

The first step in our game development process was ideation. In 2019, we moved into pre-production, where every team member was involved in brainstorming and documenting each level. This collaborative effort was crucial in shaping our game’s foundation.

game development pre production, level designing, level design, stages, game development, game design, 3d animation, maya, unity 3d, blender, 3d production, motion graphic, animation

Game level designing, Ideation, Brainstorming, Level designing, Game levels

2. Pre-Production Stage

During pre-production, our developers and designers came together to refine our ideas. We focused on creating anime characters with unique action moves and characteristics. The Table is filled with Ideas and New concepts. Keeping in mind all technical aspects the designers further come up with color pallets and new suggestions to the initial idea.  The idea was to create Anime characters with unique action moves and different characteristics were given to each Character. Side by side we had the Storyline going on which kept us in touch with each characters behavior and uniqueness. The storyline was developed alongside character behaviors and traits, giving life to characters like Jon, Krio, Donni, and Tia.

While Jon was the main hero from our previous Game Dragon Little Fighters which was a 2d Pixel Game and did not really have a storyline. Here in Dragon Little fighters 2 , Jon is the one who goes and saves his friends who get kidnapped and gets them out of traps from different levels. Jon’s super power is lightning,

Don is the ice boy and thus super cool. Using his powers at the right time and right place

Krio as the name suggests is a creative guy. He loses his cool super fast and ready to do anything for his friends

Tia is the mature one and glad to have his green fire super power. She always encourages her friends to keep going and use their super powers to stay charged

 

game development pre production, level designing, level design, stages, game development, game design, 3d animation, maya, unity 3d, blender, 3d production, motion graphic, animation

3. Production Stage:

After the initial concept and Level designing came the Character design stage where characters were developed in Vroid Studio. After Character Designing and their Animation which involved lots of Dialogue exchange and Action, the scenes and stages were set in a sequence. First came the Storyline where all the characters are talking and testing their powers in their town. We had this unique concept of Dialogue box similar to Comic books which would pop up as and when the character speaks. This enhanced the storytelling throughout the game. Later came the Villain’s who destroys their place and kidnaps the friends of Jon. Jon becomes unconscious while fighting the Villain’s and when he wakes up he proceeds to solve the mystery of his lost friends by fighting the villain’s on different levels. There was a lot of VFX involved and sounds as well as Voiceovers which was all done in – house.

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4. Testing : 

Testing is a never-ending process. We spent weeks, sometimes months, testing our game to fix bugs and ensure a smooth gameplay experience. This stage is crucial for identifying and addressing any issues that could affect the player’s experience. You never really complete a game after weeks or sometimes months of testing. Being an in-house game , we always tried to improvise things and fix those little bugs before the game launches the market . There are lots of technical things to be taken care of when you are making a game with lots of Characters and animation. Checking for Characters mesh, if it is colliding with other characters or the environment, checking for glitches, and so on. While testing , you also may realize if things are going to be liked by the target audience or not.

5. Launch :

After lots of bug fixing and assuring yourself that the game is ready, it is launch time !! For the launch of this game, things were different as we were planning to release it on Steam for the first time. After having Game on Andorid and iOS , this was a dream come true that we could launch the game over Steam. Publishing on  steam although was a struggle as Steam requires specific Icons and Screenshots on its platform. The Big thing was we could launch it over the Platform which in itself was a big achievement. After Launch , came the phase where Marketing and Advertising was required. We recorded lots of Videos, Rendered Images and took lots of Screenshots of the Game .Somehow because Dragon Kombat was a success , the game got noticed and liked by lots of people.

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Dragon Little Fighters is available for Download

Android : https://play.google.com/store/apps/details?id=com.BlueCreazione.DragonLittleFighters2&hl=en_IN

iOS : https://apps.apple.com/us/app/dragon-little-fighters-2/id1506729694

Steam : https://store.steampowered.com/app/1171950/Dragon_Little_Fighters_2/

Trailer Video :

buhler, gaming,╧gamification, multiplayer game, realtime game,role based game
Realtime Whiteboard game 1024 602 Parini Vyas

Realtime Whiteboard game

Some Cutouts, A Whiteboard
 & 
a Role based Multiplayer Game

This has to be the best project so far in terms of quality, and the challenge it carried. Gamifying a multiplayer role based cutout game with real time  updating  data of users sitting in different corners of the world. The game was fun to make as the concept was very new. Well there are games which had similar features but that was limited to only using brushes, tools that are generally available on a whiteboard  application So, the challenge was placing cutouts , along with watching what other players were doing at the same time. This Live game had a countdown which was supposed to match with other players and to be honest , that was the biggest challenge we faced being a web application and the limitations of Technologies that we could use for the game

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The basic idea of the game was each player will be taking up a role, based on the role they take up, they will     be assigned a task for that particular  round

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Ideally a game with 2 Rounds and two different Phases

Where in Phase1 , Users will Sketch their Idea with a Basic Whiteboard: Colour Palette, Pen (Thickness  variable), Bucket of paint, Text, and shapes: squares, triangles & circle (rotate- and resizable)

While in Phase 2, Users will start building with the 2D cutouts assigned as per their role. Each Role will have a set  of 2D cut outs to choose from.

The difference here between Round 1 & Round 2 was only that in Round 1,the players will have to wait for each 

other to complete their tasks.  Round 2 , Users would be working together, So, when in Round 2, Everyone is sketching on the same whiteboard; Users can See each other’s sketch and cutouts placed if they are in Phase 2.

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For both the rounds, The result was scored based on how accurate they fulfilled the task and how quick they  were. Here, each cutout for each role was given a specific score. Only when each player played their game  accurately, they would get a good score at the end of the game.

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As this game was designed to bring change in the working culture of the company. A tutorial was also designed for First Time users, so that they know what exactly is to be done.

There  was also a preview window, if you might have noticed in above screenshots.. the purpose was to design a rough sketch in phase 1 and based  on  that and keeping that preview in mind, the user can place cutouts on the fresh Whiteboard they get in Phase 2

The most interesting part about this game was the countdown timer .. The  clock  was always ticking but The group score at the end of the game gives motivation and great encouragement to the team members. I can say this was a brilliant idea of bringing together and working as a Team for the people of Buhler

Here’s the video that gives an overview of the Web Application : https://youtu.be/pNE34__D7aY

 

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Whiteboard Multiplayer Web Game 1024 576 Parini Vyas

Whiteboard Multiplayer Web Game

Today I am writing about the digital experience that mirrors our company’s transformative journey where every idea initiates with a mockup or a storyboard. This helps us and our clients understand the flow of the story and also lets them visualize and lets us know if they have any changes in design before we move to the UI UX , that is to designed in Figma.

So here are some unique features about the game:

Team Dynamics:
This was a Role based game – 4 players with 4 different roles, each member assuming a vital role with specific, initially hidden tasks. As the game progresses, these tasks become visible to all team members, promoting a unified strategy.

The Game has 2 Major Rounds. In round 1, users play turn wise while in round 2, users play simultaneously and can see each others activity on the screen.

Interactive Whiteboard:
The heart of the game lies in the interactive whiteboard equipped with a color palette, variable-thickness pens, a paint bucket, text tools, and geometric shapes. Here, creativity and collaboration come alive as teams use 2D cutouts to construct their visions within a time limit.

Scoring System:
Success is measured by the accuracy and speed of task completion, with a scoring system that rewards based on Cutouts used as per tasks assigned to a user. The shared whiteboard allows all participants to witness the evolution of their collective masterpiece, each cursor contributing in its unique hue.

Role-Specific Challenges:
Each role, from Bricklayer to Decorator, comes with a bespoke set of 2D cutouts, encouraging players to build according to their assigned tasks. The game’s design phase is yours to shape, with roles serving as mere guidelines to inspire a LEGO-like environment.

Creative Freedom:
Tasks are intentionally open-ended, allowing players to unleash their creativity. The scoring should reflect this flexibility, avoiding any single ‘correct’ solution.

Back-End Features:
Administrators can manage users, review past game outcomes, and analyze overall survey results through a comprehensive dashboard.

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When it comes to Visualizing it becomes difficult at times because everyone has their own perspective of looking at things. So our approach is simple yet direct

So the first step was Brainstorming the Concept of how Participants will embark on an immersive adventure by joining a game through an invitation link, a unique game code, or by creating a new game. Upon entering their names and emails, players gather in a virtual lobby, eagerly awaiting the start of a collaborative challenge. Once the lobby is full, the game begins, led by the first user or a designated moderator.

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UI UX was something which we had to go back and forth a lot of times. As the Application was totally concept based, we had to test multiple times until we realised that some changes in UI were necessary

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Fabric JS,Three JS HTML, CSS, AJAX, JQuery, MySQL, CakePHP.

Which technologies are to be used was another question in mind as a Realtime game was to be developed, where time was ticking and users have to finish their task in given time. Choosing the Right Technology for a Real Time Game and a Role based game was the task. The Game being real time plus a Whiteboard where the succeeding player could see the results of previous player in Round 1 and also see other players  Real time screen in Round 2 was the main challenge

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With lots and lots of Testing, we were able to find new culprits every time while getting rid of old culprits. The game was actually boring in the sense that we had to wait for other players to finish their game and each player got time of 4-5 mins to finish their task. So, the testing along with Scoring would take around 45 mins every time and sometimes we would take multiple roles as we had a small team 🙂

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The Application was ready to setup on clients Azure Portal. Phew!! Why do we have to take up challenging projects every time 😀 because its fun!

The Actual Game looks something like this:

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Low Poly Environment in Maya 3d 960 540 Parini Vyas

Low Poly Environment in Maya 3d

3d low poly scene, render, game environment

Low Poly Environment – Conceptual

The most challenging part of making a 3d game or environment is the high polygons model and textures . Its sad that designers had to compromise on the look and feel of their game, environment, in order to achieve an optimized game application for their users

In 1990’s when Low poly art got invented . Before, It was satisfactory because of low computing power and other limitations. Little did we know that Low Poly Art will make its way again and get its official name as “LOW POLY ART” in future. In 2013, Low Poly art got reinvented by some content creators.

Today I see Low Poly Art as very attractive. Those sharp edges and colors attracts the interest of the end user. It allows Creators to quickly design a basic model which is always simple to Texture. Remember those Large Spider like woven UV’s of that high-poly character and the mysterious UV map of that concept car model? I would subdivide it until I got desired results . Kept subdividing until my Maya crashed 😀

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Low Poly Environment

I am sure many of the 3d artists have also been through that pain of unwrapping UVS. Especially of those Beautiful High count model you had made by giving those minute details to make it look as realistic as possible.

This LowPoly Model I had modelled in Maya 3d was totally concept based. It has snow covered mountains, clouds floating in the sky, Pine like trees , cut trees , a camping tent, rocks and a fire place. I Kept in mind a Gaming environment where the ground is hexagon shaped and tile able. For renders, I had used Maya Mental Ray.

Well back then I had not discovered Blender’s rendering capabilities. Although, I explored this week only and my next post would be about it. I now realize how technology has really changed our life to a huge extent. Renders in Blender along with Ambient Occlusion pass blew my mind ! It is comparatively so easy now to get quality results quickly !

Hope you like this low poly 3d model .. you can download it for freeeee…!!

Below is the link:

https://sketchfab.com/3d-models/low-poly-3d-game-scene-d4d357a35ca54aab9a78b4718c809600?utm_medium=embed&utm_campaign=share-popup&utm_content=d4d357a35ca54aab9a78b4718c809600

Dragon Little Fighter 2 1024 450 New_bluecreazione

Dragon Little Fighter 2

 

Blue Creazione has finally released its new Anime Action RPG game. We are Thrilled to announce its release on App Store.

Dragon Little Fighters 2 is an Action RPG game. This game can be played in a story mode or a Co-Op mode with 2 players. We have designed this game to work with MFI controllers, so 1 player can play on Mobile and another can play on MFI controller.

The story and cinematic are similar to a Comic book art style. DLF2 has been made for people with an age of 12+. There is Fantasy Violence which doesn’t include Blood. Instead it has effects which will grow on you as you play the game and increase your Combat Level.

Combat Level will help unlock your special skills. You will be amazed to use specials like never before and throw away your enemies with all your power. Skill Tree will help you understand which Skill will be unlocked based on your Combat Level.

For the first time, you can actively Switch between your team members. This way you can personally be any unlocked hero at any given time of game. However it’s always a Team effort to win a Battle.

Dragon Little Fighters is now Free to play on Apple App Store. Soon to be released on Steam, Mac App Store, Google Play.

https://www.youtube.com/watch?v=O9_YzD4nt5U
Dragon Little Fighters 2 Trailer https://www.youtube.com/watch?v=O9_YzD4nt5U

 

Dragon Kombat’s new update New_bluecreazione

Dragon Kombat’s new update

It has been quiet a few months since we last updated our game Dragon Kombat. We have been exploring many options to improve the performance of the game Along side adding more depth to our graphics.

With the Dragon Little Fighters 2 in development we came across various techniques to improve not just the quality but the over all performance of the game as well. For Android we were able to crunch upto 75MB build size from approx 95MB. Giving less Ram utilisation and space saving for users. For iOS devices we could now achieve 60fps on our game.

To know more about this exciting game check out the game on IOS, Android, MacOS and Web.

The last of us – Part 2 150 150 New_bluecreazione

The last of us – Part 2

Last of us franchise has been a fascinating one for all the game enthusiasts. The last of us game has been well known for its Cinematics and Dynamic story telling through out the game. Following the same style, Naughty Dogs have pushed their boundaries to the very edge.

The Last of us part 2 has been in development since 2014. And recently Naughty Dog is finally ready to show some gameplay. Looking at what they have shown so far it seems the gameplay is changing in a good way.

There is a new Dog sniffing system, where the dogs can catch your trails and scent, and they will try to get to you if you make even a slightest mistake. What they have shown seemed more like a stealthier gameplay. Also Joel is returning in the game which was recently unveiled. There is also a Workshop where Ellie is shown customising and reloading her weapon. Which seems very realistic approach to the scenario.

Check out the Gameplay they released along side the Release date of 2-21-20.

Check out more about it on the home page below. Also available for Pre-Order.