A Pixel Artist Renounces Pixel Art I’ve wanted to write this article for some time now, and this seems like the perfect opportunity to do so. For those of you who are aware of Dinofarm Games and our recent release, Auro for iOS and Android, you know that we spent literally years producing carefully handmade, meticulous pixel art. After weeks of work, I just finished the most recent piece. A million billion hours, only 45 colors! I hope it’s clear from this image that I love pixel art. That said, the word “renounce” is not just click bait. Our team has been debating this for a long time, because we all unanimously love the aesthetic. But in the last year, I’ve come to a very different conclusion. “HD fetishism” has always been around HD is the current buzz word used to market both hardware and software. Creators understand that screen size/resolution is just a canvas like any other. The Legend of Zelda: Link’s Awakening for the original Gameboy has much better art than this: Bubsy for SNES “The H-est D” “Your worst nightmare.”
Tutoriels Houdini, Mantra et After Effects, par Niels Prayer Niels Prayer, FX Supervisor et directeur artistique chez Supamonks Studio, se lance dans une série de tutoriels autour de Houdini, Mantra et After Effects.Voici ceux déjà en ligne ; un site dédié a été mis en place pour les rassembler et proposer les fichiers des différents projets. 01. Smoke Glass Sphere tutorial from Niels PRAYER on Vimeo. 02. 03. 04. 05. 12 Principles of AnimationComputer Graphics 12 Principles of Animation by Frank Thomas and Ollie Johnston The 12 Principles of Animation as described by Frank Thomas and Ollie Johnston in their book “The Illusion of Life”. Since it can be hard for starting animators to find resources, and the resources that are out there don’t go very in depth, Alan Becker decided to start a video series dedicated to each of the 12 Principles of Animation! 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Also check out: 12 Basic Principles of Animation: The illusion of life Exploring the 12 Principles of Animation Timing and Spacing in Animation Quadruped Walk Cycle Tutorial – Cat Quadruped Walk Cycle Tutorial Walk Cycle Tutorial How to Create Walk Cycle
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"L'économiste de Valve" devient ministre des Finances en Grèce - Actualités - jeuxvideo.com Ce qui relevait de la rumeur et de la supposition ces derniers jours est à présent confirmé, Yanis Varoufakis prend la tête des finances en Grèce au sein du nouveau gouvernement de la gauche radicale formé par Aléxis Tsípras. Economiste et enseignant à l'université d'Austin, d'Athènes et de Louvain (en Belgique) Yanis Varoufakis est membre du parti Syriza et, cela va de pair, fortement opposé aux mesures d'austérité qui touchent la Grèce. Outre ses responsabilités politiques et académiques, il officie également en tant que consultant pour Valve depuis 2011, c'est lui qui a mis au point le business model que la compagnie emploie par exemple dans Team Fortress 2 ou Dota 2, à savoir des microtransactions pour des items purement cosmétiques. Par Dinowan, Journaliste Jeuxvideo.com
Houdini 15.5 SideFX recently released Houdini version 15.5. Houdini is well known for its use in VFX, fire, destruction and explosions, and simulation in general has become a synonym for Houdini. Houdini delivers in these areas in spades, but in recent years, more and more people are using it in other areas of the pipeline and some are even using it as the pipeline, replacing all sorts of software with its powerful procedural workflow. This has brought many improvements in other areas of Houdini, such as modelling, animation and even virtual reality. Houdini 15.5 brings a set of really refined modelling tools that began evolving in recent releases. You can now model from scratch or retopologise your models for games or VFX inside Houdini. Viewport revamp Houdini 15.5 features new improvements in the viewport; you can view displacements directly, so you will no longer be waiting for renders to judge or tweak your displacements. This article originally appeared in 3D World issue 213; buy it here!
www.digi-capital.com/news/2015/01/the-big-squeeze-24b-games-exits-in-2014/#more-762 This analysis is based on Digi-Capital’s new Global Games Investment Review 2015. 2014 saw a record $24B of game company exits across acquisitions and IPOs, with mobile driving over half of all value to management and early stage investors. For perspective, that’s 10 Minecrafts (at $2.5B). $15B of this was acquisitions, and of that number 5 megadeals took $8.1B, with the other $9B coming from IPOs dominated by Asia. You might think this is a bubble, but you would be wrong. At the start of 2014 we forecast $100B games revenue by 2017. Having tracked what’s happening across sectors through 2014, from the go-go markets of Asian mobile games to the recovering Western console space, we’ve seen the nature of growth changing. In markets with single digit growth, a rising tide no longer lifts all boats. The other challenge for the mid-tier is the nature of acquisitions and investments in a stable growth market. Until the next innovation wave accelerates market growth, consolidation rules.
Monument Valley Team Reveals The Cost And Reward Of Making A Hit iOS Game Games and the formula that leads to their success can be a bit of a mystery, perhaps more so on mobile. One of 2014’s big hits, both in terms of critical and audience success, was Monument Valley by ustwogames. The isometric 3D puzzler was breathtaking in terms of its visual design and had nice mechanics, and it managed to earn nearly $6 million in revenue from over 2.4 million individual app sales. But the cost of development might surprise you, as well as the completion rate for the game’s relatively short story among paying players. Monument Valley counted 2,440,076 official sales, which includes iOS, Google Play, Amazon Paid and Amazon Free (via featuring) app installs. iOS drove the brunt of the official DLs (the Android launch also resulted in a piracy rate of around 95 percent, ustwo revealed previously), while Amazon’s free release drove about 4 times as many downloads as did its paid sales.