Game Design
Sub Category
In Game Art & 3D Animation wird neues digitales Leben erschaffen. Es werden Welten kreiert, Grenzen gesprengt und Limits überschritten. Der Kreativität wird Freiheit gegeben und mit dem technischen Handwerk immer der nächste Schritt Richtung Zukunft gegangen. In diesem Studiengang wird Kunst nicht nur gemacht, sie wird durchdacht und zu dreidimensionalem Leben erweckt.
00:00 Studium & Inhalte
00:41 SAE-Diploma
01:45 Das Besondere am Studium
02:11 Jobchancen nach dem Studium
03:10 Leben als SAE-Studentin
03:44 Warum SAE?
Raphael Hamacher ist Bachelor-Absolvent der SAE-Wien im Bereich Game Art und 3D-Animation. Als Freelance Artist hat er sich auf Digital Sculpting und Concept Art spezialisiert und arbeitet seit 2019 als Dozent für Creature Design und Digital Sculpting.
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https://www.sae.edu/aut/termin-vereinbaren/
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↪︎ Film Production ► https://www.sae.edu/aut/film-p....roduction-ausbildung
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↪︎ Games Programming ► https://www.sae.edu/aut/games-....programming-ausbildu
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#games #gameart #studium
➤ Join the Discord - https://discord.gg/ya9QaRJ
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➤ Games I've made - https://vimlark.itch.io/
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Get the Character - https://vimlark.itch.io/cute-animated-alien
Color Palette - https://lospec.com/palette-list
Palette used - https://lospec.com/palette-list/nymph-gb
Thank you for watching! This is a bit of a different video that's just focused on the art. I'd love to hear if this is something you find interesting.
In this video I share with you how to animate pixel art characters and take you step by step on my pixel art animation process in Aseprite. Hopefully this pixel art animation tutorial will help you bring your own ideas to life! :o)
#pixelart #animation #pixelartanimation #tutorial #aseprite
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What is this?
Pixel art is super cool, quick, and easily accessible! If you're new to art or looking for new ways to create art in game development, definitely try making your own Pixel Art!
TIMESTAMPS:
00:00 Introduction
00:22 Step 1: Reference
00:49 Step 2: Break It Down
01:06 Step 3: Key Poses
01:24 Smear Frames
01:45 Step 4: Timing
02:54 Step 5: Secondary Animation
03:14 Final Animation
03:18 RECAP!
04:10 Bonus - Full Process!
14:01 Conclusion
12 Principles of Animation Graphic by Lachina Creative - https://www.pinterest.co.uk/pi....n/434175220326164925
Use code EXTRACREDITS to get 50% off a full year subscription at OneDayU. Visit http://www.onedayu.com/extra-credits & use code: extracredits
Thanks to Max Pears for guest writing this episode!
When we talk about game design on this channel, we often talk about the mechanics or even the narrative design of our games. But in order to play them they have to... you know... take place. Somewhere. Enter the level designer! There are loads of specialized level designers and loads of different kinds of levels but here are some tips and tricks of the trade!
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♪ Intro Music: "Penguin Cap" by CarboHydroM - http://bit.ly/1eIHTDS
♪ Outro Music: "No Place Like Home" by: Argle - https://ocremix.org/remix/OCR03618
#ExtraCredits #GameDesign #IndieGames
Poured my heart and soul into this one, lads. Every scene drawn by hand. Hope you enjoy :)
I stand on the shoulders of giants. Here are some incredible videos that this video learns from:
AdamCYounis' Sub-pixel animation: https://www.youtube.com/watch?v=cs1Gp61yafQ
MortMort's Animation planning: https://www.youtube.com/watch?v=MmNLPtIsMxI
Saultoons' Axe animation: https://www.youtube.com/watch?v=iWvfaiiVuDI
~Chapters~
(0:00) Intro
(0:50) Timing
(1:43) Planning
(3:30) Movement
Study game development on campus or remotely from where you live! www.ada.ac.za
Foreign students from outside South Africa are welcome, too, of course!
Only 3 months into their studies our game design and technology students have started working on their first simple games. They only had a week to create a game based on an idea outline. Working like a small development team with different tasks they applied the knowledge and skills they had learned so far.
Music by www.bensound.com
Anyone can make gorgeous 2D game art! It just takes practice and patience!
► Get 40% off Full Time Game Dev for a limited time with code 40PERCENTOFF: http://fulltimegamedev.com/
► Enroll in my FREE 3D course! https://www.fulltimegamedev.com/sign-up-easy3d
► Get my 2D Game Kit free: https://www.fulltimegamedev.com/free-game-kit
► Learn my secrets to $100,000 as a game dev: https://www.fulltimegamedev.co....m/join-webinar-live-
► Learn Game Dev (Get 25% off with code LETSGO): https://sso.teachable.com/secu....re/674050/checkout/4
► Learn 2D Art (Get 25% off with code LETSGO): https://full-time-game-dev.tea....chable.com/p/2d-art-
Buy Neversong: https://store.steampowered.com..../app/733210/Once_Upo
Play Pinstripe: https://bit.ly/2JPEDN2
Check out my games: http://atmosgames.com/
Coma & Pinstripe Tees: https://inkedandscreened.com/collections/pinstripe
In this indie game devlog™, we're taking a look at a simple feature that allows us to easily change the appearance of our characters - without the need to recreate every animation.
=== Wishlist Astortion on Steam ===
https://store.steampowered.com..../app/1993980/Astorti
=== Support the channel ===
Patreon:
https://www.patreon.com/aarthificial
YouTube Memberships:
https://www.youtube.com/aarthificial/join
=== Tools I'm using ===
JetBrains Rider
Unity
Adobe Illustrator, Audition, Photoshop
Davinci Resolve
=== Music from Epidemic Sound ===
https://www.epidemicsound.com/referral/tw8mch/
Trevor Kowalski - The Garden's Light:
https://youtu.be/ytzPTkBx9gk
Trevor Kowalski - Late Nights in Harmony:
https://youtu.be/QvR_3fDJNF8
In this video, we talk to game artists about the purpose art serves in games, as well as some of the foundational tools they use to achieve a desired experience: shape, color, and detail. These tools are leveraged across the full art pipeline, and this video provides a brief overview before we dive into each of the art sub-disciplines later in the series.
Visit our website for additional resources: https://www.riotgames.com/en/a....rtedu/intro-to-game-
This tutorial teaches how to create dynamic and exciting combat animations in a step-by-step method that is used by many professional animators. The core foundations of combat are covered such as strong posing, aggressive timing and appeal. Riot Games’ Senior Animator Jason Shum shares his process from the initial idea stage to final polish. He begins with an introduction to the Gnomon Bounty Hunter rig in Maya, followed by a lecture on the concepts of successful combat including personality, energy and flow. He then works through generating a good idea and executing it via first, second and polish passes. Students will gain a strong understanding of how to ideate and build a combat animation using a workflow that includes the use of reference, key poses, retiming, breakdown keys and arcs.
More info at https://goo.gl/9tuoTi
Teaser Music By: EuphoriaAudio "An Epic"
Making your first game can be difficult. Remember that your goal is to make a game, any game. Start small, focus on basic gameplay, and pick a project you can finish. That way, you can actually complete a playable game instead of getting stuck on the details as so many first time game makers do.
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Sponsored by Unity: http://bit.ly/ECUnity
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♪ Intro Music: "Penguin Cap" by CarboHydroM - http://bit.ly/1eIHTDS
♪ Outro Music: "En Garde" by Zack Parrish - http://bit.ly/14cJwKQ
#ExtraCredits #Gaming #GameDesign
Conheça os cursos do Fábrica de Jogos focados em Game Design: https://www.fabricadejogos.net/cursos
Trago a técnica de prototipagem storyboard no contexto de jogos. Vamos abordar a técnica de storyboard para demonstrar gameplay, mecânicas de jogos e planejar cinemáticas. Demonstro vários exemplos e como fui construindo esse storyboard.
#gamedev #gaming #jogos
Canal sobre desenvolvimento de jogos digitais. - http://www.fabricadejogos.net
Participe de Nosso Grupo no Facebook: https://www.facebook.com/groups/fabricadejogos/
Músicas:
http://www.incompetech.com
http://dig.ccmixter.org
In our second episode of the Behind Massive Screens podcast, we sit down with Lead Game Designer Fredrik Thylander to discuss game design, how it works in practice and how you approach designing a new game from scratch. And who exactly is hiding out in the backpacks in The Division?
_____________________________________________
Website: https://www.massive.se/
Twitter: https://twitter.com/UbiMassive
Instagram: https://www.instagram.com/ubisoftmass...
Facebook: https://www.facebook.com/Ubisoft.Massive
About Ubisoft:
Massive Entertainment – a Ubisoft Studio is a world-leading AAA studio located in Malmö and part of the Ubisoft family. We are a multinational team of more than 750 passionate and highly skilled people from 50+ different countries.
At Massive, you get to do what you love the most while bringing your own exceptional performance into our ongoing projects and technologies, like Tom Clancy’s The Division 2, Avatar: Frontiers of Pandora, the Star Wars Project, Snowdrop, or Ubisoft Connect.
A short video of quick drawings put together to show how it would look like as a movie clip
This storyboard is for my college project were we're going to development a own game.
My role in this project is to make illustrastions for the game's concept.
Due to the short time we got, we're only going to make a short part of the game, and rest are going to be shown as storyboard sketches.
Our game is about a brother and a sister which lives by stealing bread from their village because they're really poor.
One day they aren't able to escape and the guard takes the brother away.
Later the little girl going to the dungeon in the king's castle to save her brother.
This scene which i have worked on shows when she're in the dungeon and find the guard's room.
There she sees first a weapon, she thinks to use it to defend herself against guards but when she try to lift it up, it's simply too heavy for her so she let the weapon stay.
disappointed she turns around, and suddently she sees some guard's clothes. One of the clothes she sees are a suit which are a little smaller than the other.
She then decide to take the suit on and then head out of the guard's room to continue her search for her brother.
Music used :
Quachil Uttaus [Footsteps in the dust]
From the page ; https://www.freemusicarchive.org/search?adv=1&quicksearch=footstep&&
Cinematics in games are mini-movies. Designing shots for game cinematics is as important as it is for feature films. Discover the tricks and power of Storyboard Pro for game cinematics and how you can use CG gaming assets in your storyboards in true 3D environment. Mark Simon, author of Storyboards: Motion In Art, 3rd Edition, and president of Animatics & Storyboards, Inc., will share his storyboarding experience from over 4,000 productions and how moving to drawing digital storyboards with Storyboard Pro has made him faster, made his boards better and helped him make more money.
---
Presented by Mark Simon for Toon Boom Animation
Created using Ps cs6 compiled in MS PowerPoint. waiting to be programmed, PNGs and JPGs is available email me: [email protected]
The best way to enter a cutscene is to know where the player is and what they are doing. Then you can cut on the action the player is taking and seamlessly transition in the action of the cutscene/cinematic. This lets you tailor your level design and game design and development to allow for these seamless transitions in and out of the story of your game.
#gamedesign
#gamedev
#gameart
Game Design Class: Storyboard Assignments
Can a video game level tell a story? In this video I look at a bunch of examples and best practices for embedding narrative elements into the very spaces and places we visit in games. We’ll tackle environmental storytelling, evocative architecture, and contextualising player identity.
Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit
Sources
Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry | Gamasutra
https://www.gamasutra.com/view..../feature/131594/envi
What Happened Here? Environmental Storytelling | GDC Vault (Free Access)
https://www.gdcvault.com/play/....1012647/What-Happene
Hitman 2's Jakob Mikkelsen and Eskil Mohl | GMTK on YouTube
https://www.youtube.com/watch?v=pBApJdzKnPA
Ask a Developer: Emilia Schatz Talks Level Design | YouTube
https://www.youtube.com/watch?v=CRDaXvkge8Y
The Art of Environment Storytelling for Video Games | YouTube
https://www.youtube.com/watch?v=FeUL-5wfj0U
Emotional Journey: BioWare's Methods to Bring Narrative into Levels | GDC Vault (Free Access)
https://www.gdcvault.com/play/....1017761/Emotional-Jo
Level Design Workshop: 'Hitman' Levels as Social Spaces: The Social Anthropology of Level Design | GDC Vault (Paid Access)
https://www.gdcvault.com/play/....1025879/Level-Design
Find out more
Designing Journey | GDC Vault (Free Access)
https://www.gdcvault.com/play/1017700/Designing
Environmental Narrative: Telling Stories in Spaces Without Saying Anything Aloud | GDC Vault (Paid Access)
https://www.gdcvault.com/play/....1025876/Environmenta
Environmental Storytelling in Prey | YouTube
https://www.youtube.com/watch?v=0WWXvY6fMv8
Level Design Workshop: An Approach to Holistic Level Design | GDC Vault (Free Access)
https://www.gdcvault.com/play/....1024301/Level-Design
AAA Level Design in a Day Bootcamp: Techniques for In-Level Storytelling | GDC Vault (Free Access)
https://www.gdcvault.com/play/....1017639/AAA-Level-De
Games shown in this episode (in order of appearance)
BioShock (Irrational Games, 2007)
Prey (Arkane Studios, 2017)
Journey (thatgamecompany, 2012)
Uncharted 4: A Thief's End (Naughty Dog, 2016)
Dead Space (Visceral Games, 2008)
Fallout 4 (Bethesda Game Studios, 2015)
Fallout 3 (Bethesda Game Studios, 2008)
Dishonored 2 (Arkane Studios, 2016)
The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011)
Dark Souls III (From Software, 2016)
Metroid Prime (Retro Studios, 2002)
Gone Home (Fulbright, 2013)
Deus Ex: Human Revolution (Eidos Montreal, 2011)
Portal (Valve Corporation, 2007)
Deus Ex: Mankind Divided (Eidos Montreal, 2016)
Half-Life 2 (Valve Corporation, 2004)
Portal 2 (Valve Corporation, 2011)
Alien: Isolation (The Creative Assembly, 2014)
Thief: The Dark Project (Looking Glass Studios, 1998)
Hitman 2 (IO Interactive, 2018)
Life is Strange (Dontnod Entertainment, 2015)
God of War (Santa Monica Studio, 2018)
Tomb Raider (Crystal Dynamics, 2013)
Mass Effect 3 (BioWare, 2012)
P.T. (Kojima Productions, 2014)
Amnesia: The Dark Descent (Frictional Games, 2010)
Aragami (Lince Works, 2016)
Metro Exodus (4A Games, 2019)
Celeste (Matt Makes Games, 2018)
DOOM (id Software, 2016)
Yakuza 0 (Sega, 2017)
Death Stranding (Kojima Productions, 2019)
Metal Gear Solid V: Ground Zeroes (Kojima Productions, 2014)
The Witcher 3: Wild Hunt (CD Projekt, 2015)
Control (Remedy Entertainment, 2019)
BioShock Infinite (Irrational Games, 2013)
Hollow Knight (Team Cherry, 2017)
Music used in this episode
BioShock soundtrack - Garry Schyman
Dirt Rally 2.0 soundtrack - Stuart Ross
Thanks to GMTK Patron Satellite for help with audio on this episode
Contribute translated subtitles - https://amara.org/en-gb/videos/Lv64YfjMFhOC/
Part of the Video Game Design workshop: https://sites.google.com/kimxt....om.com/videogamedesi