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A comprehensive guide to in-demand roles in film and games

CG Spectrum

3D Modelling 3D Animation FX Concept Art 2D Animation Game Design Game Programming 3D Modelling: Shaping Virtual Worlds “3D modelling is a rewarding career where you get to bring concepts and 2D imagery to life, sculpting personality and story into characters, objects, and environments.

Film 52
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The Top VFX, CGI & Special Effects Schools

Game Designing

It should also have a perfect balance of academic activities to enrich knowledge and earn practical skills for future employment. Selection of programs offered include: Advertising Animation and Visual Effects Game Development Graphic Design Motion Pictures and Television 2. It must encourage collaboration among students.

Film 52
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What Web3 Games Should Learn from Designing Fun Game Markets

Deconstructor of Fun

For a market game designer, revealing information should be an orchestrated event. For example, a balance patch to Skyweavers that changes the power (and thus price) of different cards will shake up the market considerably. Major balance patches should be a planned event, similar to the Federal Reserve’s monthly meetings.

Games 52
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2021 Predictions #2 Will the Hypercasual Party Ever Stop???

Deconstructor of Fun

Written by Michail Katkoff , games executive and founder of Deconstructor of Fun, and Niek Tuerlings , Senior Game Designer and author of popular game development blog Ludocious.com. Special thanks for the Hybridcasual design insights to Abhimanyu Kumar , founder of Naavik consulting.

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Warcraft Rumble - the ULTIMATE Deconstruction

Deconstructor of Fun

Addressing the initial learning curve, introducing enticing mid-game offers, and refining unlocking progression are essential for the game’s long-term success. With Blizzard's expertise in creating compelling end-game content, Warcraft Rumble has the potential to become a major success and influence future game design trends. ?

Mobile 113
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Can Hay Day Pop Solve the Puzzle?

Deconstructor of Fun

Supercell’s previous entry, Spooky Pop, had a lot of design mistakes that prevented it from competing with the Saga model. It has a solid core game design, and a meta design that builds upon the successes we’ve seen in the market. Florian Steinhoff has a great GDC talk about the balance of levels here. Puzzle Pass.

Puzzle 52
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Deconstructing Warcraft Rumble

Deconstructor of Fun

Addressing the initial learning curve, introducing enticing mid-game offers, and refining unlocking progression are essential for the games long-term success. With Blizzard's expertise in creating compelling end-game content, Warcraft Rumble has the potential to become a major success and influence future game design trends.

Mobile 52