“Min is one of those rare individuals with exceptional talent in both the creative and technical sides of game development. This versatility makes him one of the valuable members of any team he is on: he is able to prototype game concepts rapidly, develop games, work on development tools, and create amazing art assets, to name a few of his many talents. To top off his one-man-army abilities, he possesses a humble and kind personality, which makes working with him an absolute pleasure. I thoroughly recommend Min and would leap at the opportunity to work with him again!”
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San Francisco, California, United States
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232 followers
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I’d like to announce that I will be starting a new role at Stanford University in DAPER as the Events and Operations Intern!
I’d like to announce that I will be starting a new role at Stanford University in DAPER as the Events and Operations Intern!
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My team at Double Loop Games is looking for our third engineer, focusing on server solutions! Our female cofounders have made this a very unique…
My team at Double Loop Games is looking for our third engineer, focusing on server solutions! Our female cofounders have made this a very unique…
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3 people have recommended Min
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Hoang Scorpiwolf
Greetings, "Three Kingdoms Fight Fight Fight" is a game project combining RPG, Strategy and Idle gameplay for mobile phones. Produced in 2023 and released early 2024 by Hiker Games Studio in Viet Nam. In this project, I served as the 3D team leader and Environment Artist, Level Artist. The team includes 4 experienced character artists, supported by an additional team of 3 animators and 1 FX artist. The total time for the 3D part of the project is about 5 months. Apart from organizing the 3D production schedule, reviewing, providing feedback to the characters team, I also directly handle the entire modeling of buildings, terrain, and vegetation. Later, along with another level artist, we create over 30 levels and numerous battle maps. The workload was substantial, and a challenge arose from pursuing a unique style with 3D characters concepted in an anime style. Particularly in Environment and Levels building where there was no concept, I had to find solutions to ensure that the environmental landscape can best coordinate with the characters, optimized performance, and make the strongest impression for this project's bright and colorful artistic style. And as usual, I also took care of setting the materials, adjusting details of characters textures and materials and lighting the game. Thank you for following along, please like and support me. I will continue to post more content related to this project as I've prepared assets for the environment. Team Size: 3D team leader 4 Character Artist 3 Animators 1 Level Artist 1 FX Artist 3D Time: 5 months
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Logan E.
Hey Friends! I will be in LA next week for the GamesBeat Summit 2024 and am very excited to see old friends, make new ones, and listen to the fantastic speakers! Please reach out if you are planning to attend so we can say hi. 🎉 I am always interested in talking about all things gaming! Particular topics I am excited to discuss: -Discord Activities -Behavioral health and games -Disruptive behavior in gaming Hope to see you there! #gamedevelopment #gamedesign #games #GamesBeat
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Hoang Scorpiwolf
This Casual Tower Defense game project was just another canceled job. I was in charge of making 20 levels following 4 themes concepted by my talented colleague. This is a fun project, my duty was simple, just follow the concepts and make it as quick as possible. I remodeled the assets in Maya, trying to optimize from meshes to textures. Then I use the assets to build maps in Unity, setting the materials, shader, lighting and baking to finish the job. Most important thing is trying to minimize the size of lightmaps. Piece of cake!
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Carlos Pereira
TOP NEW CREATIVE “STAR WARS: HUNTERS” BY ZYNGA The competition for IPs remains fierce in the mobile games market. The latest initiative comes from Zynga, with the Star Wars franchise. 🌌🎖️ The game is a hero shooter focusing on player versus player (PvP) combat, featuring 3D stylized art and a core gaming experience. ⚔️ The game includes various Star Wars characters, allowing players to engage in strategic team-based multiplayer battles. It features multiple game modes and leverages the Star Wars license to create an immersive environment that appeals to fans of the movies and the shooter genre. 🤩 Two weeks ago the game began its growth stage and has reached 2.5MM downloads and US$740k in IAP revenue so far. 📈 It's no surprise that to achieve this result, the Star Wars IP is central to the UA strategy. 🎯 Drawing on a stylized cartoon, the flagship creative video does not make direct reference to the gameplay. So much so that one wonders: is this an ad for a game or a movie? 🤔 Created on June 6, the creative video has achieved over 6.7MM impressions to date. Of these 48% are in 🇨🇦 and 40% in the 🇺🇸 . The source of the impressions is 100% Mintegral. The apps with this creative are "Paper .io 2" by Voodoo (15%) and "Piano Tiles 2" by Kooapps (9%). 👇 Take a look below and I'll show you the creative video and some information about it. 👇 For this research, we have used the following AppMagic tools: Top Soft Launches, Ad Intelligence, and AI Magic Helper. - X - This research was supported by Cost Center. Cost Center is a tech company that offers a powerful suite of tools for Mobile Publishers to optimize UA campaigns. 💪 Its portfolio includes amazing clients such as Amanotes and Lihuhu. 🏆 Do you like it? 🤩 Call my friend Yi Ting Ho. She'll show you a demo. 😉 #marketing #gaming #gamedevelopment #HypercasualByCarlosPereira
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Joshua Javaheri
👶 Game producers = great parents… ? 🎮 Problem-Solving: Working with different partners/audiences with varying comm methods. 💬 Empathy/Sympathy: Seeing the world through other viewpoints. Interpreting signals! 🧘♂️ Stress Management: Resilience in the face of constant pivots & uncertainty… Are you a creating clarity or chaos when having to clean 💩? 📅 Organization: Scheduling routines and adjusting when your plan goes south. Have a mitigation? That helps! Game production = solid parenting prep! 🌟👾🍼 #parenting #chaos💩 #empathy
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Jaime Escobar Sanchez
Similar to the process used in the Motion Capture project I did with my friend Caro Gonzalez, we scanned my face to create a Metahuman resembling myself. However, this Metahuman serves a different purpose; currently, it's being developed for a Third Person Game I'm working on using Unreal Engine 5. I've also put together a video demonstrating the process of creating a personalized Metahuman using Epic Games' "Metahuman Creator." The content I'll be sharing represents several days of dedicated work. I'll be posting more consistently to keep you updated on the progress of the projects I'm currently involved in, either they are team or solo projects. Your comments are more than welcome. #MetahumanCreator #UnrealEngine5 #EpicGames
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Carina Kom
TONIGHT AT 6:30 PM join us for an improvised version of PVP Circuit and help us rebuild our local community brick by brick. I still can't believe I get to work in the video game industry. My 6-year-old would laugh, and then cry once she realized what it means to work in the creative technology sector. That's why IMO everyone could use some levity during these unprecedented times. Join us for a fun evening to raise funds for the Trevor Project. Event link >>> https://lnkd.in/g7tBuP6d Frequently Asked Questions: What if I can't attend the event? - If you can't make it, please consider purchasing a ticket to help us raise money for charity or get one on behalf of someone impacted by layoffs. What if I want to join but can't justify the cost? - If you want to join but find the cost prohibitive, DM me and we'll make it happen (see point above). Do I have to pitch at the event? - No, you don't have to pitch if you prefer to observe. It’s a great way to see how it's done. Will there be another event like this? - We plan to host our community again, but I can't specify if this event will be the focus. #gamesindustry #event #comedy <3
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AJ Badarni
At Uncapped Games I'm helping to develop my favorite game I've ever worked on professionally by far... and surprisingly it's an RTS. This is surprising because I (unlike nearly the whole team who are RTS powerhouses), have basically no RTS experience at all. Fire up Super Smash Bros and I may have a shot to impress, but RTS has been a huge - and fun - mental shift for me! ...and somehow, I've gotten pretty good! (At our game at least 😅). Very excitingly, we're on the schedule to say more about our game at SGF ( https://lnkd.in/e5uDTwZp ) in June, but now, kicking things off so to speak, we've put out a really cool documentary that explains some of our philosophies, hopes, and goals. If you're an RTS nerd - or just curious to learn more, check it out: https://lnkd.in/eQpxP3WZ
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Alexander Brazie
I’ve got something very close to my heart to share with you. After 4 years of work and a huge “Thank You!” to fellow designers Joe Sopko, Celia Wagar, Chad Verrall, Chris McEntee, and Michael Anderson for their contribution. We fine-tuned over 4000 slides to ensure they were beginner-friendly and still engaging for experienced designers looking for fresh perspectives. I’m finally ready to share my new Mastering Game Mechanics Bootcamp with the community. The bootcamp will cover all the concepts and frameworks I've learned and applied throughout my career at Blizzard, Riot, Moon Studios, and while consulting with over 38 Indie studios. Here’s a detailed Google Doc with everything you need to know about the bootcamp: schedules, mentors, curriculum, workshops, certificate, and scholarships - https://lnkd.in/gTxVhnYE 🎓 Here’s the snackable breakdown of the curriculum: Class 1: How to Increase Your Games’ Gameplay Depth Class 2: Mastering Game Mechanics Class 3: How to Leverage Player Skills to Improve Gameplay Class 4: How to Apply Player Psychology in Your Games Class 5: Master the 3Cs of Gameplay - Characters, Controls & Camera Class 6: Game Feel: Framework for Responsive, Intuitive & Visceral Gameplay Class 7: The Science of Game Balance: Adapting to Evolving Player Behavior Class 8: Adapting Mechanics to PvP Dynamics Class 9: Adapting Mechanics to PvE Dynamics Class 10: Adapting Mechanics to Co-op Dynamics (Most Challenging) Class 11: Utilize Compositional Frameworks Class 12: Portfolio Workshop 📅 Bootcamp Overview: Start Date: May 22nd Duration: 15 weeks Format: Each week consists of one 2 hr session focused on instruction and a second 2 hr workshop session where you'll apply what you've learned (30 sessions total) Live Class Limit: 18 participants 🚨 Application Deadline: May 20th 🚨 I shared the news first with my email list subscribers, and there are already only 11 spots left out of 18. If this class seems valuable to you, book a call to discuss your goals and how we can help - https://lnkd.in/gTwdN7vE To make the bootcamp more affordable, we’re awarding 7 sliding-scale scholarships for those in less privileged situations or facing financial hardships. If you are in a position to join our efforts and sponsor someone in less privileged circumstances, please let us know. Know someone else who'd be interested? Spread the word! Ask any questions you have here or you can email me directly at xelnath@gamedesignskills.com. Cheers!
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Stephen Larsen
As much as I am devastated I am, in the most professional way possible, angry. I am angry that executives have turned to an unsustainable model of infinite growth to attract and please investors that know nothing of the craft of game development. I am angry that executives continue to push this urgency for game releases when the incredibly lucrative and successful Baldur's Gate 3 took 6 years to develop. And then when these games are pushed by executives to be released before finish or polish, the game performs poorly and then the same executives close the studio blaming the failure on the developers who wished for more time in the development cycle. I am angry that investors have no interest in the quality of products in the games industry and only on short term ROI. I am angry, that we as gamers keep buying these poor products and that executives lay off talent and close studios not because they are in danger of bankrupcy but to show "growth." Enough is enough. Don't join a AAA company. Join a start up. Work part time outside of games while working for a profit share agreement with friends at your own studio. Join a union. Hold these executives and publishers accountable. Do not trade your talent for a salary with a studio that does not respect you. This isn't new. This is the same song and dance that has been happening for years in this industry. And it doesn't have to be this way. Make your voices heard.
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Ted Brown
I'm always slightly amused when game design discussions get heated, because it betrays a perception gap between What We Do (incredibly difficult technical art) and What We Offer (entertainment). For example, how long did your team spend on fine-tuning the animation design and player feel of hero movement? How many rigorous debates were had over the balance of animation expressiveness versus input responsiveness, and how that weaves into the overall user experience and product promise? Add those hours up, and multiply by the emotional intensity of said conversations. Now compare the size of your playerbase to that of a game where you click a banana. (spoiler: your game has less players 😅 ) Maybe you're overthinking it. Maybe most of us are! Embrace the jank. 🍌 Have a banana.
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Talal Alhabib
When NPCs Get Smart: Gameplay That Adapts to You AI-powered NPCs create an unprecedented level of environmental awareness that creates gameplay experiences that are truly personal and engaging. The game world doesn't just react to your choices - it evolves in tandem with your unique playstyle. Even your combat tactics get analyzed. If you persistently attack enemies from one angle, the NPCs will wise up and adjust their strategy to counter you. No more mindless scripts - just an ever-escalating challenge that forces you to think on your feet. This is interactive, immersive gaming at its finest. And this is just the beginning. ___ I am Talal Alhabib, CEO at Sooqista Studios We help web2 gamers enter web3 at ease Check our web3 game in development “FRACTALIANS” (Link in profile) #AI #NPC #Gaming
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Stephen Lee
I just realized I finished updating one of the games on my portfolio, but never posted about it, so without further ado... I've uploaded a major fix for my RPG prototype, Thelkesha Adventures. Check it out: https://lnkd.in/gkTjnnYF You can find my portfolio on my profile page, but there's been a few updates there too! Here it is for convenience: https://lnkd.in/gcCV8CP5 #gaming #gamedevelopment #updates
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Adrienne Pugh
Having a blast with the new #UE5 experimental Slate Post Buffer for #UMG in 5.4 https://lnkd.in/gAYH3xUa Charles-Etienne Gouin was asking for a tutorial on Retainer Box Material Effects in Unreal, and this is the same concept but includes the Game Scene! Most of the effects in the little video breakdown can be applied to a retainer box material as well, except for blur. The example is designed evoke the use a dream like sequence to both blur + distort the UI and game scene. There's a video breakdown here and more effects like background blurs, chromatic aberration, pixelation, etc... https://lnkd.in/gQswnTVf
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