Case studies | Insights & Updates from Kevuru Games https://kevurugames.com/blog/category/case-studies/ Fri, 05 Dec 2025 20:01:45 +0000 en-US hourly 1 https://wordpress.org/?v=6.9 https://kevurugames.com/wp-content/uploads/2025/01/apple-touch-icon-44x44.png Case studies | Insights & Updates from Kevuru Games https://kevurugames.com/blog/category/case-studies/ 32 32 Monetization in Games: How To Make Money From Your Games https://kevurugames.com/blog/monetization-in-games-how-to-make-money-from-your-game/ Mon, 01 Dec 2025 14:10:00 +0000 https://www.kevuru.smplfy.eu/?p=16374 Monetization is one of those things every studio has to deal with, even if nobody really loves talking about it. Games need to earn money somehow, and there are a bunch of ways to do it — optional items, small upgrades, ads here and there, maybe a subscription if it makes sense. None of it […]

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Monetization is one of those things every studio has to deal with, even if nobody really loves talking about it. Games need to earn money somehow, and there are a bunch of ways to do it — optional items, small upgrades, ads here and there, maybe a subscription if it makes sense. None of it works if players feel pushed around, so the tone has to be right.

Different game monetization strategies fit different players. Some players buy cosmetics to get an original look, others would spend money if it gets them closer to the objective faster. And plenty of people won’t spend a cent unless they’ve really connected with the game first.

Developers who pay attention to those habits usually end up in a better spot. Instead of building a system around pressure, they add things that match what players were already doing or wanting. And when that happens, the spending feels less like a barrier and more like a choice people are comfortable with.

Why Is It Important to Monetize Games?

Games aren’t a small hobby market anymore. They’ve grown into one of the biggest entertainment industries out there, worth roughly 197 billion dollars a year. Mobile titles alone bring in more than 91 billion, which explains why so many studios put real thought into how to monetize a game in a way that actually works for their audience.

Not every game can rely on the same approach. A premium story-driven title has totally different expectations than a quick mobile puzzle game. Some teams stick to a basic paid download, while others add optional purchases or sprinklings of ads if it suits the audience. It really comes down to choosing what matches the game itself rather than trying to apply one universal model to everything.

Game Monetization Models Explained

Studios use all kinds of approaches to earn money from their games, and there’s no single formula that works for everyone. One project might be built around a simple upfront purchase, another might lean on long-term updates, and some mix things in ways that don’t fit neatly into any category. A lot of it comes down to the tone of the game and what the players expect from it.

Some games keep things simple and just charge once, others grow and change over time. Studios end up using all sorts of approaches to earn money from their games, and there’s rarely a single rule that covers them all. Some titles work fine with a one-time purchase, others slowly build a community and add ways for players to support the game as it grows. It often depends less on theory and more on what kind of experience the team is actually building.

Different genres, different budgets, different audiences – they all push things in their own direction. That’s why the market is full of mixed approaches rather than one perfect pattern everyone follows. Here are a few of the models you’ll see most often, each used for its own reasons.

1. Pay-to-Download Model (P2D):

The pay-to-download model, also known as the “premium” or “pay-to-play” model, involves players paying an upfront fee to download and access the game. In this model, developers typically set a fixed price for the game, and once players make the payment, they gain full access to all the game’s content and features. No additional in-game purchases are required to progress or enjoy the game entirely.

2. Free-to-Play (F2P) Model:

The free-to-play (F2P) model has gained immense popularity recently, particularly in mobile and online gaming. In this model, the game is free, allowing anyone to download and play without any initial cost. However, developers generate revenue by providing various in-app purchases (IAPs) or virtual goods within the game. These can include cosmetic items, power-ups, in-game currency, or other enhancements players can buy to enhance their gaming experience.

3. Pay-to-Win Model (P2D):

The pay-to-win model is a controversial monetization approach that has garnered criticism from players and gaming communities. In pay-to-win games, players can purchase in-game items, upgrades, or advantages that significantly impact gameplay, giving them a distinct advantage over those who choose not to spend money.

This model can create an imbalanced and unfair gaming environment, as players who invest money can progress faster, defeat opponents more efficiently, or access exclusive content that non-paying players can’t. Pay-to-win models are often seen as “paying for success,” frustrating players who prefer skill-based challenges and a level playing field.

Features of Mobile Game Monetization

Keeping players around is what really moves the needle for a game’s revenue. When people feel connected to a game, they tend to support it in whatever way makes sense for them, and that’s especially true on mobile where mobile game monetization strategies change constantly.

There’s no magic trick here – just a mix of approaches that studios keep coming back to because they’ve worked well enough over time. Here are a few of the common ones you’ll see.

1. In-App Purchases (IAP)

IAPs are a popular method of monetization where players buy virtual goods or currency within the game. Offer various IAP options, ensuring they enhance the gaming experience without being essential for progress:

  • buying gems, cosmetics;
  • in game currencies;
  • character purchase;
  • buying boosts, etc.;
Annual Growth of Consumer Spending on In-Game Purchases worldwide 2021-2025
Source

2. Ad Monetization

Integrating ads into your game can provide a steady game revenue. Consider implementing rewarded ads, where players receive in-game rewards for watching ads voluntarily.

3. Subscription Model

Subscription-based monetization offers players exclusive perks and content for a recurring fee. This approach can foster long-term player loyalty and a predictable revenue stream:

  • buying premium subscription game;
  • pass purchase;
  • VIP status purchase;
  • battle passes.
Consumer Spending on Video Game Subscriptions Worldwide 2021-2025
Source

4. Loot Boxes and Gacha Mechanics

Loot boxes and gacha mechanics can excite players as they anticipate valuable rewards. However, ensure these mechanics are fair and transparent to maintain player trust.

Annual Growth of Consumer Spending on Gaming Loot Boxes Worldwide 2021-2025
Source

5. Limited-Time Events and Sales

Organize special in-game events or sales with exclusive rewards. Limited-time offers can create a sense of urgency, encouraging players to make purchases:

  • monetized timer;
  • monetized continue button;
  • monetized retry button etc.

6. Offering Early Access

Providing early access to upcoming game content or features can incentivize players to support your game financially.

How To Maintain a Positive Reputation While Generating Revenue

If you want to monetize your game as a developers’ team, consider ethical practices, prioritizing player satisfaction and fairness. The following guidelines will help you maintain a positive reputation while generating revenue:

1. Transparency and Honesty

Communicate all in-app purchases and their benefits to players. Avoid any misleading information that could lead to frustration.

2. Balancing Free and Paid Content

Strike a balance between free and paid content to ensure non-paying players enjoy the game without feeling disadvantaged.

3. Avoiding Pay-to-Win Mechanics

Pay-to-win mechanics can harm the player experience and reputation of your game. Focus on creating a fair playing field for all players.

4. Respecting Privacy and Data Security

Protect players’ personal information and adhere to relevant data protection regulations.

How To Increase Mobile Game Monetization?

Increasing mobile game monetization is a crucial aspect of driving revenue and ensuring the long-term success of your game. A successful monetization strategy is a delicate balance between generating revenue and delivering an enjoyable gaming experience. We want to share with you some practical strategies on how to make a good mobile game and how to increase monetization in mobile games:

  1. Understand Your Audience: To optimize mobile game monetization, understand your target audience. Analyze player behavior, preferences, and spending patterns. 
  2. Strategically Offer In-App Purchases (IAPs): Integrate enticing in-app purchases that enhance the gaming experience. Provide valuable virtual goods, power-ups, and exclusive content. 
  3. Implement a Free-to-Play Model: Adopt a free-to-play (F2P) model to attract a broader player base. Ensure the core gameplay is engaging, allowing players to enjoy the game without immediate pressure to spend money.
  4. Optimize Ad Monetization: Implement ads strategically to maximize revenue without compromising the user experience. Balance ad frequency and placements, and offer players the option to remove ads through an in-app purchase.
  5. Incorporate Rewarded Ads: Implement rewarded ads that offer in-game rewards in exchange for watching ads. This non-intrusive approach incentivizes players to engage with ads willingly.
  6. Leverage Data Analytics: Utilize data analytics to track player behavior, identify spending patterns, and optimize your monetization strategies. Data-driven decisions ensure you stay agile and responsive to player needs.
  7. Launch Seasonal Events, and Limited-Time Offers: Create time-limited events and special offers to foster a sense of urgency and encourage players to purchase.
  8. Offer Subscription Services: Implement subscription-based models with exclusive benefits and rewards. Subscriptions can provide a stable revenue stream while fostering player loyalty.
  9. Encourage Social Engagement: Integrate social features to encourage player interaction. Players engaged with friends and communities are more likely to invest in their in-game experiences.
  10. Personalize Offers and Discounts: Personalization increases players’ chances to respond positively to monetization opportunities.
  11. Cross-Promote Your Games: Leverage your portfolio to cross-promote new releases or updates. Existing players are more likely to explore and invest in your new games.
  12. Collaborate with Influencers: Partner with influencers to promote your game and its monetization features. Influencer marketing can significantly increase visibility and player engagement.
  13. Invest in User Acquisition: Allocate resources to targeted user acquisition campaigns to attract high-value players more likely to engage with your monetization options.
  14. Regularly Update Your Game: Consistent updates, new content, and improvements keep players engaged and invested in the game, increasing the likelihood of monetization.
  15. Maintain Player Satisfaction: Prioritize player satisfaction and fairness in your monetization strategies. Avoid pay-to-win mechanics or practices that may lead to player frustration and negative feedback.
Successful Game Monetization Strategy

Examples of Bad Monetization in Games

Bad game monetization refers to practices prioritizing profits at the expense of player satisfaction and fairness. While game makers aim to generate revenue, some monetization strategies can lead to negative player experiences, ethical concerns, and a lack of transparency. Let’s explore some examples of bad monetization practices in games:

1. Pay-to-Win Mechanics: Games that heavily favor paying players by offering powerful in-game items, upgrades, or advantages create an unfair advantage for those who spend money. This approach undermines the skill-based nature of games and alienates non-paying players, leading to frustration and a sense of inequality.

2. Loot Boxes and Gacha Mechanics: Loot boxes and gacha mechanics involve purchasing random virtual items or characters with real money. The element of chance in obtaining desired items can lead to excessive spending, especially among vulnerable players like minors, who may develop addictive behavior.

3. Aggressive In-App Purchase Prompts: Games that constantly push players to make in-app purchases through intrusive pop-ups or aggressive prompts can create a negative user experience. Payers usually perceive it as pressuring to spend money, diminishing the game’s enjoyment.

4. Excessive Advertisements: Overloading games with frequent and lengthy advertisements disrupts gameplay and hampers the overall experience. Players may become frustrated and, as a result, abandon the game due to an excessive ad presence.

5. Misleading Pricing and Hidden Costs: Misleading pricing, hidden costs, or unclear subscription terms can misguide players into spending more than intended. This lack of transparency erodes trust between players and developers.

6. Predatory Microtransactions: Games that utilize predatory microtransactions, targeting vulnerable players or encouraging impulsive spending, can lead to financial harm and adverse psychological effects.

7. Blocking Game Progression with Purchases: Implementing artificial barriers, or “paywalls,” that obstruct players’ progress unless they make purchases can create frustration and resentment. This approach can hinder players from enjoying the game without spending money.

8. Ignoring Player Feedback: When developers ignore player feedback regarding monetization concerns or fail to address exploitative practices, it can create a perception that profits are prioritized over player satisfaction.

9. Lack of Value in Purchases: Charging high prices for in-game items or virtual currency without providing commensurate value can leave players feeling cheated and dissatisfied with their purchases.

10. Exploitative Monetization in Children’s Games: Monetization strategies that exploit children’s limited understanding of money or use manipulative techniques to encourage spending are particularly concerning and ethically problematic.

Game developers should avoid these bad game monetization practices and instead focus on ethical, player-centric approaches that prioritize fair gameplay, transparency, and a positive user experience. Developers can create sustainable and enjoyable games that thrive without intrusive monetization by building trust and respecting player preferences.

Bad Game Monetization Strategy

Top Game Monetization Strategies

Video game monetization takes a lot of different shapes. Big titles tend to figure out whatever works for their own players rather than follow one set approach. Some rely on the occasional cosmetic drop, others add content when it makes sense, and many land somewhere in between without really planning it that way. It’s hard to talk about it in the abstract, so looking at what specific games actually do ends up being more useful than general rules.

What helps is to look at the games that tried and found the best monetization methods. If you want to dig into how some of the most successful games handle their revenue, we’ve already broken a few of them down in separate articles:

  1. How much money does Candy Crush make?
  2. How much money does Fortnite make?
  3. How does Pokémon Go make money?
  4. How does Call of Duty make money?
  5. How does Minecraft make money?

Kevuru Games Expertise in Games Monetization

Kevuru Games, a gaming company with 11 years of experience in the market as iOS game developers and Android game development services. Our mission is to provide game publishers with full-cycle game development production and give our clients player-centric advice as to strategies for in-game monetization. With these years of experience and a deep understanding of the gaming ecosystem, we know how to make the game to get the best out of monetization in the post-production stage.

All in all, we offer a full range of mobile game development  services, including:

Fully executed development;

Concept art and design;

Quality assurance and testing;

Game monetization or ads in video games;

Localization of the game;

Post-release support.

Game monetization is not a one-size-fits-all approach; it requires careful analysis of gaming metrics and tailored strategies for each project. At Kevuru Games, we take a customized approach in advising on how to monetize each game, knowing each has its own identity and audience. We advise you to make thorough research, data analysis, and market trend evaluation to ensure our monetization plan perfectly suits your game’s audience and niche.

One of the key aspects of successful game monetization is the integration of non-intrusive and engaging video games or in app advertising formats. Our team is adept at implementing innovative ad formats seamlessly integrating with the gaming experience.

It’s always better to analyze user behavior, dwell time, and revenue metrics to gain invaluable insights into your game’s performance. These insights allow us to regularly refine our strategies and ensure that your game stays ahead of the competition and generates significant revenue.

Whether your video game falls into the action, puzzle, simulation, or RPG genre, whether it’s a mobile game, mobile apps or multiplayer games we will help you develop the perfect monetization strategy. As different game genres require different approaches.

The gaming industry is constantly evolving, and so are the trends in monetization. At Kevuru Games, we monitor the trends in the industry and adjust our strategies accordingly.

Summary

Successful game monetization requires a deep understanding of player behavior, ethical practices, app game development cost and a customized approach for each game. By prioritizing player satisfaction and delivering engaging experiences, developers can create profitable games while building a positive reputation in the gaming industry.

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Mastering Game Porting: How Kevuru Games Optimized Poppy Playtime 2 for Console https://kevurugames.com/blog/mastering-game-porting-how-kevuru-games-optimized-poppy-playtime-2-for-console/ Tue, 15 Oct 2024 12:14:23 +0000 https://www.kevuru.smplfy.eu/?p=19639 At Kevuru Games, we specialize in high-quality game porting. Each of our projects meets industry standards and delivers an exceptional player experience. Our team focuses on optimizing performance, maintaining visual fidelity, adapting controls and design, and building a user interface that complies with platform standards. The priority is to create a consistent experience across platforms. […]

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At Kevuru Games, we specialize in high-quality game porting. Each of our projects meets industry standards and delivers an exceptional player experience. Our team focuses on optimizing performance, maintaining visual fidelity, adapting controls and design, and building a user interface that complies with platform standards. The priority is to create a consistent experience across platforms. Our collaboration with Poppy Playtime showcases our porting expertise at its best.

About Project

Poppy Playtime is an episodic survival horror game. The first episode was released in 2021 by Mob Entertainment. The adventures in the abandoned toy factory won players’ hearts immediately, with 77,000 positive reviews on Steam and 2.3 million units sold. The second episode release followed in 2022, and the third in 2024. Mob Entertainment decided to port Poppy Playtime 2 to the console that same year. When looking for professionals to do the job, they found us.

About Client

Mob Entertainment, formerly EnchantedMob, Inc., is a multimedia company known for creating the hit game Poppy Playtime. Two founders, brothers Seth and Zach Belanger, started with a YouTube channel and have grown into a full-scale gaming company.

The goal: Ensuring a seamless PC-to-console transition with enhanced performance

While the PC version had some performance limitations, our objective was to address these issues during the porting process and make the console versions lag-free.

Porting doesn’t have one-size-fits-all solutions. The unique features of each game can make it more challenging to adapt to other platforms, often requiring custom approaches. Here are some of the challenges we encountered while porting Poppy Playtime 2.

Challenge 1: Lighting

The original game featured dynamic lighting. Special lighting volumes were also utilized to distribute it more efficiently. These volumes required ray tracing, a technology unavailable on consoles.

Solution: Since using lighting volumes was not feasible, we replaced dynamic lighting with static lighting. The trick was to maintain as much similarity to the original as possible. Wherever possible, the lighting was baked to ensure consistent performance across all platforms.

Challenge 2: Geometry

The location geometry was very complex, which hindered light baking and optimization.

Solution: We optimized the geometry and reworked the light maps for optimal performance and visual fidelity. As a result, we were able to perform light baking at nearly all points.

Challenge 3: Rendering

We encountered a large number of draw calls, causing significant performance issues in some locations.

Solution: We employed static mesh combining, drastically reducing the number of draw calls. To further enhance location performance, we added instance levels. This trick helped preserve the quality of the geometry.

Challenge 4: Physics

To access the functionality of Unreal Engine’s new generation, we migrated the project from Unreal Engine 4.27 to version 5.4. This transition introduced inevitable issues with physics.

Solution: We updated the entire physics system to the latest version of Unreal Engine, ensuring an optimal gameplay experience. While this introduced some additional bugs in the game’s functionality, fixing them was well worth the final result. 

Extra Adjustments:

  • Shaders: Some shaders were incompatible with the console, so we remade them to fit the new system while preserving the original look and feel.
  • Characters: The original characters were overly heavy with too many polygons, so we optimized them for the console by removing unnecessary bones from their skeletons and adjusting their hair for better performance.
  • Video Player: The original game’s video playback solution would crash on the PS4. To resolve this, we implemented a more universal and reliable approach to ensure smooth playback on consoles.

Team structure

Our star team of over ten professionals include:

  • Developers
  • QA testers
  • Tech artist
  • UI designer
  • Project manager

They dedicated seven months to the project, working autonomously and meeting with clients only to present builds and gather feedback.

Work process

Research

Our porting process for Poppy Playtime 2 started by gathering information on the game’s features. We then analyzed the source code to identify areas needing adjustments, like gamepad integration and performance tuning specific to each platform.

Pre-development 

At this stage, we upgraded the game engine to the new generation of Unreal Engine (version 4.27 to 5.4). This involved fixing all the bugs in the game’s physics that inevitably appear with such an update. 

Main porting phase

In the main phase, we refined the game’s physics and visuals, addressed high-priority bugs, and adapted the controls and UI for console play. The ready builds for each platform were presented to the client monthly. 

Stabilization phase

Once the build works without any blockers, we polish other smaller bugs, optimize the performance, and adjust all minor flaws according to the client’s feedback. The builds are ready for the final submission.

Certification/final

Versions for different console types were certified one by one. The game was released on four platforms in five months. This way, we completed our work on time according to the agreements with the client.

Result: Successful release and high reviews

We successfully ported Poppy Playtime 2 to four platforms: X-Box One, X-Box Series, PS4, and PS5.

Upon release, the console versions received better reviews than the original PC version. Our porting team is proud of this achievement. They not only delivered a successful project but also enhanced its graphics and performance beyond the original.

reviews of gamers Poppy Playtime 2 Console

Looking for professionals to trust with your porting project? Contact us and witness the magic our team can bring to your video game.

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Full-Cycle Game Dev & Art Creation for MechaChain – Innovative Robot Combat Mobile Game https://kevurugames.com/blog/full-cycle-game-dev-art-creation-for-mechachain-innovative-robot-combat-mobile-game/ Wed, 10 Apr 2024 14:15:58 +0000 https://www.kevuru.smplfy.eu/?p=18423 MechaChain is a future space conquest and robot combat video game developed by Kevuru Games, and published by Gameverse Publishing. Our team was honored to become a trusted partner of Gameverse Publishing. Key Project Details Goal The goal in developing this project was to create a mobile shooter that features top-notch graphics quality and pushes the […]

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MechaChain is a future space conquest and robot combat video game developed by Kevuru Games, and published by Gameverse Publishing. Our team was honored to become a trusted partner of Gameverse Publishing.

Mechachain game

Key Project Details

Goal

The goal in developing this project was to create a mobile shooter that features top-notch graphics quality and pushes the limits of mobile device capabilities, paired with engaging gameplay that captivates players and makes it impossible for them to tear themselves away.

The Challenge

The main challenge was to understand the style and vision of the game universe – the client provided detailed information on this as well as key concepts and references.

Team Composition

The full-cycle development of a large-scale game required the involvement of all our key professional areas: 

Game Design Team: Game Designers, Script Writers, Level Designers;

Technical Team: Unity Developers, Back-end Developers, Front-End Developers, Technical Artists, QA;

Art & Animation Team: Concept Artists, 2D Artists, 3D Artists, 2D Spine Animators, 3D Animators, Sound Designers;

Management: Leads, Project Managers, Community Managers.

Initial Data

Let’s look at how the project works, its special features, and the source material we used to start development.

Gameplay Details

We created a groundbreaking mobile online shooter, with 6v6 battles, which will engage our players on the digital battlefield.

The game narrative is a mechanized warfare, where each Mech is equipped with four pivotal modules:

  • Bodies;
  • Weapons;
  • Shoulder Modules;
  • Back Modules.

There is an option to evaluate Mech’s capabilities by upgrading each module with a combination of resources and in-game currency, progressing from common to legendary rarity levels to gain the ultimate competitive advantage. We developed two different game modes:

Mechanium Extraction Mode: It engages in strategic resource gathering, where each team competes to harvest valuable in-game currency with strategically positioned harvesters.

Bomb Interception Mode: Counterparts must hold the ground while the player tries to secure the bomb and dismantle enemy generators before they can wreak havoc on the player’s  team.

In both modes, players must eliminate enemy Mechs in addition to the primary objectives.

Start of Cooperation

To begin with, we needed to outline the areas of responsibility of our team and the client’s team. Having turned to our full-cycle development services, the client already had:

  • Game lore, script, and narrative.
  • The visual concept of the game universe.
  • Art vision of combat robots mechas.
Mechachain drone example

Since the Mecha creation was on the client side, our art task was to conceptualize and model modules that are added to Mechas and give them certain properties, Mecha weapons with which they can damage the enemy, and individual elements of the map: hangar, environmental elements, buildings, etc. In addition, our full-cycle development tasks included:

  • Animation
  • Development
  • Testing
  • Game design
  • UI/UX
  • Technical art
  • VFX
  • Sound

Following adjustments to our client collaboration format, the Kevuru Games team conducted a comprehensive review of the project’s visuals and gameplay. As a result, we implemented key changes into the development process. More information on this will be provided in upcoming articles.

Mecha Modules in Mechachain mobile game

Workflow

We have divided the work into 6 key stages to better structure large amounts of work and prioritize the tasks according to the goals set in each stage.

1. Discovery and GDD Stage

Simultaneously with the development of high-level design documents, mood boards were created and an art style was selected for the artists’ subsequent work.

Together with the development team, an analysis of potential game mechanics was conducted to evaluate their implementation possibilities with the engine’s technical tools.

An assessment was made of the potential use of popular game features for the creation of game progression and the potential monetization of the project. In addition, mock-ups of the user interface and game icons were created.

Engines in Mechachain mobile video game development by Kevuru Games

Subsequently, the game designer’s work consisted of interacting and coordinating with other departments, creating technical specifications for individual specialists and balancing the game mechanics.

2. Project Estimation and Production Start

Once we have obtained all the necessary information, we draw up a project estimate and agree on the key development stages: prototype of the game, vertical slice, closed alpha version, open alpha version and release. Heads and leads have spent weeks on detailed planning. As a result, the project should be ready for release in about 2 years, but we also allow for a certain number of additional weeks in case certain changes or additions need to be made.

3. Game prototype

The game prototype covered the realization of basic game mechanics, where the team was able to test mechanics and ideas in an agile workflow. 

On this stage following features were implemented:

  • 1 Mech class
  • 1 map blockout
  • Several weapons and modules
  • Core game systems
  • Draft game design & balance documents
  • Architecture and tech documentation 
  • Multiplayer backend infrastructure

4. Vertical Slice

The vertical slice stage includes the preparation and deployment of all game mechanics that allow the client and the player to understand the main concept of the game. The result of this stage is a playable version of the game with the basic features implemented. With its help, we and the client can understand what has been done successfully and what needs to be adjusted. The implementation of the basic logic of all features consists of the following tasks:

  • Creating concept art, mecha models and their animations
  • Finished 1st map, drafting 2nd one
  • Developing multiplayer
  • Adding UI, new weapons, modules and skills 
  • Building additional game systems
  • Creating VFXs and sounds

Modules

Modules are technological additions to Mechas that are attached to them like elements of a constructor and offer unlimited customization options. The player can customize his Mecha by installing various modules that affect the Mecha’s characteristics (attack, defense, speed, etc.):

  • Back modules (wings, reactors)
  • Shoulder modules (left and right)
  • Weapon modules (left and right forearm)
  • Energy core

3D models implement the first 3 points. The energy core is highlighted with the same color on all modules. The Epic rarity is accompanied by a flashing light, the Legendary by additional effects. The more unique modules, the more authentic the Mecha looks and the stronger the pilot becomes.

The work on the modules for Mechas on our part was done by downgrading the Mechas with the highest rarity modules received from the client. What does that mean? It means that we receive the robot in a complete set with the rarest modules from the client and gradually remove the module parts to restore the Mecha to its original state.

There are a total of 5 module rarities in the game, from Common to Legendary. Each rarity has its own appearance and characteristics.

Mechas modules in Mechachain

Weapons

The weapon is the basic tool for the Mechapilot to fight enemies. Of course, the sci-fi setting and interplanetary battles of the distant future imposed certain requirements on weapons – it had to be something futuristic, powerful, and at the same time authentic to the gaming lore. The creation of weapons was realized from scratch in several stages:

  1. The game designer collects references and prescribes the functionality of the weapon.
  2. The concept artist creates several weapon sketches.
  3. The art director on the client side approves the concepts.
  4. Our 3D modelers model according to approved concepts.

The weapon module can be attached to the Mecha’s left or right forearm. The weapons we have developed include automatic rifles, impulse rifles, and light machine guns. Each of them has its own description and features, offering a variety of combat possibilities and an interesting history of creation. For instance, two engineers who later ended up on the other side of the barricades developed one of the rifles. One, the future Pure-Gene, gave it a shape and a name, and the other, the potential Assimile, worked on its functionality.

Weapon department in Kevuru Games created futuristic weapon for Mechachain
futuristic weapon for Mechachain by Kevuru games
futuristic weapon game art by Kevuru games

Environment

The game offers 2 planets, each with a battle arena. Level design implies 3 key areas of the map:

  1. Team A spacecraft landing zone.
  2. Team B spacecraft landing zone.
  3. Game mode points of interest. In Mechanium Extraction mode these are extraction places. In Bomb Interception these are bomb holders and places where they have to be placed.

The goal of the match is to fulfill the main mission of the game mode and destroy the opponents. The battle involves 12 players, 6 from each faction. The match ends when one of the factions completes the mission or when the timer runs out.

In addition to the battle arenas, there are colonies on the planets that belong to the different factions. Our task was to create various environmental elements for the battle arenas and colonies, e.g. spaceships for both factions, individual buildings and objects of the urban environment (benches, stairs, pillars, kiosks), Mechanium containers, and more.

The game also features a workshop area, the so-called hangars, where the player can manipulate modules and view the effects, properties, and attacks of the collected Mechs. This is a kind of hub where players can take a break from combat and lick their wounds.

Example of Mechachain level environment

5. Closed Alpha

At the closed alpha stage, our team ensures the implementation of the full logic of all features and a full-fledged multiplayer. The game is available for a closed circle of users.

The following features were implemented at this stage:

  • Creating all mecha bodies, weapons
  • Finishing 2nd map
  • Developing backend functionality
  • Adding UI
  • Creation tutorial
  • Building additional game systems
  • AddingVFXs and sounds

In this stage, also called closed testing, the client launches the game and runs it with all game mechanics to ensure everything works correctly. This applies to the assembly of Mechas, their controls, and battles.

Mechachain space ships portfolio

5. Open Alpha

After receiving information from the client about possible wishes and adjustments from the previous stage, we prepare the game for presentation to the players. Our team fixes visual bugs during the open alpha test stage and finalizes all modules and server functions. The game becomes available for testing by the project community, so all planned features and work should be completed at this stage.

The following functions were implemented at this stage:

  • Adding detailed game analytics
  • Balancing maps and equipment
  • Adding shoulder and spine modules
  • Implementation of all passive and active skills
  • Creation of player progression

After testing the game, the gaming community also gives its verdict on the general readiness of the game for release and provides feedback with possible wishes and comments.

6. Release

Thanks to the gaming community’s participation and comments, we are finalizing the game and fixing possible bugs.

We wait for this exciting moment in the near future. There may be delays during the development process, so the release date is flexible. However, we can say for sure that in the first half of next year, many players will be able to try out the brand new profession of Mechapilot.

The following features were implemented at this stage:

  • Preparing release environment
  • Fixing & polishing of bugs
  • Updating UX 
  • Implementation of skin system
Mechas from Mechachain video game

Value Delivered

Based on the client’s vision and utilizing our extensive experience in game development, our team created an immersive game design for MechaChain. We provided a range of services and created a captivating game that has gained a loyal fan base. From the conception of basic game mechanics to the complex design of gameplay features and the refinement of game economics, every aspect was meticulously tuned to keep players engaged.

Using the client’s art concepts, we meticulously designed and modeled a variety of weapons, Mecha modules, and map elements. Each element was precisely designed to fit seamlessly into the setting and overall aesthetic of the game.

Our deep understanding of coding and mastery of cutting-edge tools and methods allowed us to ensure the flawless execution of every aspect of the game. Our commitment to excellence and drive to push the boundaries of game development have resulted in MechaChain being not just a game but a testament to innovation and engaging entertainment, with a dedicated and growing base of followers.

Join the Mechapilot Team

You can get MechaChain on the App Store or Google Play and take part in space battles to experience the result of our work yourself. See you in the new Mecha era!

The post Full-Cycle Game Dev & Art Creation for MechaChain – Innovative Robot Combat Mobile Game appeared first on Kevuru Games.

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The Exclusive Experience of Participation in a VR Project: Creating Ultra-Realistic Models for Birdly Insects https://kevurugames.com/blog/the-exclusive-experience-of-participation-in-a-vr-project-creating-ultra-realistic-models-for-birdly-insects/ Tue, 02 May 2023 12:39:26 +0000 https://www.kevuru.smplfy.eu/?p=9380 The use of virtual reality in the modern world is becoming deeper and more conscious every day. Away from video games, VR technology is actively used in construction, industry and, of course, education. Over the past few years, virtuality in education has been recognized as a powerful and effective learning support tool. In particular, virtual […]

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The use of virtual reality in the modern world is becoming deeper and more conscious every day. Away from video games, VR technology is actively used in construction, industry and, of course, education. Over the past few years, virtuality in education has been recognized as a powerful and effective learning support tool. In particular, virtual worlds allow performing specific tasks in various settings created as scenarios for specific learning purposes.

Given all this, our client, the Swiss company SOMNIACS, has placed its bet on VR by creating Birdly, a unique VR platform focused on flight simulation. A special place among the already created experiences for this platform was taken by the world’s first Birdly Insects simulator, designed as a highlight of special exhibitions in Switzerland to celebrate the 100th anniversary of BirdLife Switzerland, an organization for the protection of birds and the preservation of their habitats.

The essence of the project was to create the most realistic environment in the form of a lawn filled with real species of insects, plants and birds. Our team had the honor to take part in the creation of 3D models for this simulator.

Project Goal: Creating 3D Realistic Models for the VR Experience

The Birdly Insects simulator was part of the special exhibition “Insects – secret heroes” at the BirdLife nature center in Neerach, and also the highlight of the new BirdLife traveling exhibition “Take off for Biodiversity”, which took place in about 50 locations in German-speaking and French-speaking Switzerland over the course of several months.

For its 100th anniversary, BirdLife Switzerland decided to raise awareness of the importance of environmental infrastructure for Switzerland. The Birdly Insects project had a special purpose – to draw public attention to the importance of insects in the planetary ecosystem and the problem of their extinction, which would lead to ecological catastrophe. To do this, it was necessary to completely immerse visitors in the habitat of insects and invite them to take on the role of one of these insects.

Feel like a butterfly – fly over the flower meadow and explore the wonderful world of insects and plants up close. The grassy landscape turns into an adventurous jungle, and only constant attention, caution, and observation will help you pass through them unscathed. Wearing a virtual reality headset, visitors were supposed to turn into a butterfly and fully explore the world around them.

“Insect death is a reality. The older generation keeps telling us how the windshield of the car used to be full of insects – but where are they now?” asks Stefan Heller, head of the BirdLife Nature Center in Neeracherried.

It was the complete realism of the environment that visitors embraced with the help of the VR platform that could help them realize and feel all the vicissitudes and dangers of the life of an insect. Every blade of grass, every stamen and every scale of an insect must be visible. To achieve such lifelike realism, SOMNIACS asked for help from our 3D specialists, who had a lot of experience in modeling.

Simulator Uniqueness Compared to Previous Experience

Despite the fact that our team has repeatedly worked with VR projects, Birdly Insects was a completely different case. Unlike other commercial or gaming projects, the key feature of this simulator was absolute lifelike realism, breathing and spellbinding. It was a prerequisite for visitors to be able to fully immerse themselves in the world of wildlife. To achieve this, our team was provided with numerous references, which included:

  1. Photos of real insects, birds and plants from different angles.
  2. Links to video materials demonstrating the movements of insects and birds in different situations.

“We were tasked with creating the most detailed and most realistic 3D models of insects, birds, and plants. We also made animations for insects and birds. The basis for this was the realistic habits of these insects and birds in wildlife,” the PM of the project says.

An additional advantage was the participation in the project of natural scientists and biologists, who provided qualified feedback on the correctness of displaying various details of the models.

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Collaboration Process and Pipeline Optimization

“The main character is a black and white butterfly. You see the whole world around through the eyes of this butterfly. Hyper-realism is necessary for a clear immersion in the environment and awareness of proportions: the bird looks big compared to the butterfly, the bushes and grass look like a jungle for the butterfly, it can see every thorn, every leaf and flower as close as possible. We tried to ensure that when people got to know this world, they would see it as real, existing,” the PM recalls.

Our work was divided into two key blocks – the creation of models and their animation. In turn, modeling included the creation of insects, plants and birds. So the team structure looked like this:

  1. 3D environment artists creating models of plants and insects.
  2. 3D character (bird) artists creating models of birds.
  3. 3D animators creating animations for all created models.

We applied the classic pipeline to produce highly realistic models:

  1. Approving brief.
  2. Creating a high poly model.
  3. Creating a low poly model.
  4. UV mapping and baking.
  5. Texturing.

Before the start of each new stage, the results of the previous one were agreed upon with the client. Given the different complexity of the models, they were created at different speeds, and the artists worked in parallel, presenting the results as they were ready. For example, creating a bird took much more time than modeling a wasp.

After the models were approved, the animators got involved. Using real-life shots of birds and insects, they implemented a wide range of different movements for the models. The pipeline for creating 3D animation consisted of the following steps:

  1. Rigging, skinning.
  2. Animation.

Thanks to detailed references and feedback from qualified experts in the required species, our team was able to create the most realistic models and seamlessly fit them into the required environment.

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The Result of the Work

Work on the VR project Birdly Insects lasted 3 months. During this time, our team created 23 full-fledged models of plants, insects, and birds with animation. Fast and stable operation was established thanks to a detailed brief, clear references, quick feedback and an optimized pipeline with no downtime.

We succeeded in high realism of the created models, which allowed us to achieve the key goals of the customer and make the simulator as immersive as possible so that visitors could fully experience the life of an insect.

The simulator was enthusiastically received by many museums in different Swiss cities and attracted wide public attention to the role of insects in the world’s ecosystem. 

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Star Wars: May the Force of 3D Character Design Be With You [Case Study] https://kevurugames.com/blog/star-wars-may-the-force-of-3d-character-design-be-with-you/ Thu, 30 Mar 2023 15:36:25 +0000 https://www.kevuru.smplfy.eu/?p=5491 A long time ago in a galaxy far, far away, with the light hand of George Lucas, a media franchise was born that was destined to turn the previously boring genre of space fiction upside down and be firmly imprinted in the memory of many generations. It’s about Star Wars – not just a space […]

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A long time ago in a galaxy far, far away, with the light hand of George Lucas, a media franchise was born that was destined to turn the previously boring genre of space fiction upside down and be firmly imprinted in the memory of many generations.

It’s about Star Wars – not just a space opera, but a whole universe that has absorbed millions of enthusiastic viewers and players and is constantly serving as a source of incredible inspiration.

About Star Wars – not just a fantasy saga, but a cultural phenomenon that can reach any audience with the relative simplicity of the story itself.

About Star Wars – not just a collection of films and games, but the most powerful cult work that sets the bar for all the fantastic stories in the world.

Time for statistics.

Star Wars is:

  1. The second highest-grossing franchise in history.
  2. The fifth highest-grossing media franchise.
  3. The first of the most influential fantastic universes, uniting people and changing their worlds.

Not to mention the number of games for PC, consoles, and mobile devices based on the universe, the number of which has long exceeded one hundred. One of which we were lucky enough to touch from the inside.

And before we completely turn our storytelling into an ode to the franchise, it’s time to make a statement – Kevuru’s 3D team was honored to work on three characters for the new immersive VR-based game Star Wars: Tales from the Galaxy’s Edge.

And we really want to talk about it.

SW Tales from the Galaxy's Edge logo
GOAL CHALLENGE TEAM COMPOSITION
Creating 3D characters in accordance with the provided concepts Create 3D models of warriors and droids with alternate armor colors. BizDev manager
Project manager
Lead 3D character artist
3D character artists

Initial Data

Star Wars: Tales from the Galaxy’s Edge is a project by Lucasfilm’s ILMxLAB effects studio popularizing interactive storytelling through virtual reality and mixed reality.

The game is made in the genre of action-adventure in virtual reality, in which the player has to go into the wilds of the planet Batuu and plunge into a semi-open world with the main plot, side activities, resource gathering, and impressive shooting mechanics. The player takes on the role of a droid mechanic who finds himself at the wrong time and in the wrong place and incites the wrath of the local Guavian Death Gang. Pursued by a group of mercenaries, the hero is forced to find a way to fight back the army of pirates, along the way helping iconic characters of the Star Wars universe in the fight against the resurgent Empire. The game is currently exclusive to the Oculus Quest handheld helmets.

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Workflow

In addition to the Guavian security soldier, which was created as part of the test task, we needed to model two characters: the human Boggs Henchman and the Attsmun Industries Droid. Working on a human meant modeling organic textures, while a robot was a hard surface object with metal and mechanical parts.

At the beginning of the work, the pipeline was approved, in accordance with which a specific task was coordinated at each stage. At the first stages of blocking and high poly, calls with the client took place every day: we made daily delivery of the results of our work and immediately implemented the necessary edits and updates. Working in this format, we could instantly understand what the client wanted from us and quickly implement the necessary corrections without wasting time on interpretations that did not coincide with the client’s vision. Later, when the process was completely stabilized, we called up once a week. The daily progress check remained unchanged so that the client could see what we were doing during the working day.

The results were delivered through Lucasfilm’s dedicated internal system. It provided complete security and control over the storage of information. The feedback process was built in the format of edits on top: we shared our assets as screenshots, and the client displayed the necessary edits right on top of these screenshots, like on a whiteboard. Thus, we could easily see where where we went wrong with element spacing or placement and quickly correct the model.

The stages of creating the models were standard: we evaluated the work, agreed on the estimate, approved the team, assigned tasks, and started working. The production consisted of 6 phases:

  1. Blocking. Creation of the general proportions of the character’s body, the length and width of the arms, legs, head volume, and more.
  2. High poly. Work on the details, from the clothing of the human character to the knots and mechanical connections of the droid.
  3. Retopology. Model optimization for better gaming performance in polygon reduction format.
  4. UV mapping and baking. Transferring a volumetric form to a plane to prepare the model for texturing.
  5. Texturing. Applying desired textures: three color options for Boggs Henchman and two for the droid.
  6. Levels of detail. Creation of several variants of characters with different levels of detail, which are switched depending on the distance of the object from the virtual camera.

After the end of the work, the client suggested adding us to the credits as a production team. It was not just a pleasant gesture for us, but a recognition of equal partnership. And it was logical, given that throughout the project we worked in the most polite and respectful atmosphere, where each artist was considered and appreciated as a master of his craft.

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Value Delivered

After a month of intensive work, our team succeeded in creating authentic models that completely satisfied the client. Thanks to a finely tuned LOD creation process, the models were ideally optimized for maximum performance in VR, which was known to require rendering from 90 frames per second for each eye.

Each character and detail of his appearance was created in accordance with the specifics of his game role and biography. So, the droid, as an expensive mechanism with a high level of maintenance, looked very well-groomed. However, due to its combat nature and the need to often move off-road, it had certain stains and scratches on the bottom of the legs.

Star Wars: Tales from the Galaxy’s Edge was released on November 19, 2020, and received a warm welcome. Players and critics alike commented on the diverse and dynamic game world, great immersion, wonderfully written dialogue, and great, well-crafted graphics that harnessed the full potential of Oculus Quest and Oculus Quest 2. Noting the rather clear hint of a sequel and the high likelihood of future DLCs, players expressed a strong desire to continue their game journey, complaining that the end credits appeared too soon.

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Volumetric Bottom Line

Working with Lucasfilm has left a lasting impression on our 3D team. Each of the artists is a fan of the Star Wars franchise and has their own top films, games and sources of inspiration related to this universe. The understanding of its specificity and the feeling of great respect for it gave impetus to the most enthusiastic and painstaking creation of models that fit perfectly into the environment.

Character work has always been special to us. After all, this is not just the creation of an abstract model, but the embodiment of individuality, a personality with a unique history, character, behavior, and reaction to what is happening. Every nuance of the biography is reflected in certain details, every battle leaves its mark. To touch the legendary universe from the inside is a responsibility and an honor on a literally cosmic scale, and we are extremely grateful to Lucasfilm for their trust and amazing cooperation.

Being part of a world-class project, working on a franchise that generations grew up with, was an incredible adventure that we would like to repeat again. And now it’s time for new challenges and game worlds. Perhaps yours?

Be sure to contact us if you already have an idea on ​​how to add fire to the gaming industry, be it a formed concept or a vague image. We’ll advise, design, shape, polish your intent, and together launch a brand new product that – who knows – may also turn someone’s world upside down.

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Saving King Arthur: When 2D Art and Voice Come Together [Case Study] https://kevurugames.com/blog/saving-king-arthur-when-2d-art-and-voice-come-together/ Sat, 11 Mar 2023 14:10:33 +0000 https://www.kevuru.smplfy.eu/?p=4093 Voice technology is not yet a very common technology in the gaming industry, but some advanced developers have long noticed this great opportunity to breathe more life into games and achieve amazing engagement. One of the pioneers of voice direction is the Portuguese company Doppio, which harness the power of voice to create vivid and […]

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Voice technology is not yet a very common technology in the gaming industry, but some advanced developers have long noticed this great opportunity to breathe more life into games and achieve amazing engagement. One of the pioneers of voice direction is the Portuguese company Doppio, which harness the power of voice to create vivid and addictive gameplay.

Voice Quest, created exclusively for Google Assistant, is a story in a unique format that allows players to immerse themselves in the medieval atmosphere of the Knights of the Round Table and become a key character influencing the outcome of events. The main task is to save King Arthur from the tenacious grip of insidious Morgana, who decides to seize power. Such a story, of course, requires an appropriate visual presentation that transports players to the correct era and dynamically changes as they develop. The creation of authentic characters, environments, and other game art elements became the main mission of the Kevuru Games team.

saving-king-arthur-when-2d-art-and-voice-come-together-1
GOAL CHALLENGE TEAM COMPOSITION
Stimulating the interest of players with a bright splash screen that reveals some of the gameplay detailsCreate 2D art for characters, backgrounds and splash screenLead 2D artist  
Thinking over the background in accordance with the medieval settingWork out 2D animation of the main character and his enemies Lead 2D animator
Working out the images of key participants in the story with the addition of unique features following the plot   2D artists  
Creating images of enemies with different abilities and strengths from low-level to high-level   2D animators
Animating key movements of the main character and his enemies   Project manager

Initial Data

The tight deadlines and a decent amount of work led to the formation of a rather large team for this project. Doppio provided the concept of the necessary characters to be finalized and animated, as well as the wishes for the background image, which was supposed to have a side-scrolling effect.

Our team of artists was given considerable freedom of imagination:the client was open to suggestions for interpreting the characters and representing their movements. In his dangerous and difficult adventure, the protagonist faces different types of enemies who are trying to prevent him from reaching King Arthur. To defeat them, the player must manage to shout the correct spells, which are created by combining elements of nature – air, earth, water or fire – with an action word. Players have more than 2500 witchcraft options at their disposal. Of course, players also need to keep an eye on their mana level to use it for the right spells for the rest of the current round.

A separate task was to develop icons for Arthur, Merlin, Morgana, and the main character. The first three were created on the basis of the main characteristics of the characters given by the story: beautiful and insidious Morgana, brave but slightly self-centered Arthur, and experienced and wise Merlin.

The main character, like each of his enemies, had to have his own unique set of animations for movement, idle state, battle, and more. The animation team designed all these movements from scratch, offering the client different options that best suited various types of characters.

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Workflow

To optimize the character creation process, we synchronized the work of 2D artists and animators, dividing them into pairs and entrusting them to work out specific characters. This allowed us to significantly speed up the work and almost simultaneously submit all the necessary characters for consideration.

The implementation of the side-scrolling effect of the protagonist’s journey was achieved with the help of a seamless road: thanks to skillful looping, we created an infinity effect, supported by new enemies that appear at each new level.

When working on animation, it was necessary to take into account the specific physique of each character, so the animators offered several options for their vision of their movements. Work was in progress on animating an idle state, walking, attacking with a spell and without it, defending, hitting, and celebrating victory. Giving characteristic movements to enemies appearing on the screen allows the player to assess their possible strength and prepare in advance for battle. For example, skeletons, which are not the strongest opponents, move slowly and rather clumsily, while the Black Knight is a much more agile, fast, and dangerous opponent.

Our artists also thought over a splash screen. This is the image that appears on the screen while loading the game. It partially reveals the gameplay, showing the main character from the back, the road on which he moves, and the enemies blocking his path. The logo developed by us consists of the name of the game and an emblem that unites the four elements of nature. The font and style of the logo were chosen with an emphasis on Celtic symbolism.

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Thanks to daily communication with the client and the regular provision of the results of the work, the process of creating art and animation went very quickly and smoothly. All wishes and corrections from the client’s side were implemented immediately after the discussion and presented the next day.

Value Delivered

In less than a month, our team managed to do a lot of work, including icons, splash screen, art, and animation of the main character and his enemies, as well as a looped background. With our suggestion to remove some of the violent elements such as blood and gore from some of the enemies, the game managed to get past the 18+ age limit and reach a much larger audience of potential players.

The quick and well-coordinated work of artists and animators made it possible to complete the project even ahead of schedule. Voice Quest is now available for selected smart displays like the Google Nest Hub or Android devices and tablets with built-in Google Assistant. The game has 30 levels available in the Woodlands location and more levels are expected to be released in future updates.

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Conclusion

Voice games are an impressive new word in the virtual entertainment industry. The use of voice commands in the gameplay allows players to better immerse themselves in the story, feel their involvement in what is happening, and influence the outcome of the story. Our team is very grateful to Doppio for the opportunity to have a hand in creating 2D art and animation for a game in such an innovative format.

Don’t be afraid to embody interesting ideas and follow the latest technological trends: Kevuru Games will be a reliable support in all your endeavors in any aspect of game development.

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Comics Bob and Co. or Aerobatics of Cave Animation [Case Study] https://kevurugames.com/blog/comics-bob-and-co-or-aerobatics-of-cave-animation/ Tue, 28 Feb 2023 12:27:57 +0000 https://www.kevuru.smplfy.eu/?p=4909 The hyper casual party continues in the gaming segment. According to Sensor Tower, downloads for hyper casual games have grown from 7 billion to nearly 12 billion since 2020, and ad revenues have exceeded $ 3 billion. It is no wonder that this niche remains incredibly important for all market players and very competitive for […]

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The hyper casual party continues in the gaming segment. According to Sensor Tower, downloads for hyper casual games have grown from 7 billion to nearly 12 billion since 2020, and ad revenues have exceeded $ 3 billion. It is no wonder that this niche remains incredibly important for all market players and very competitive for everyone who wants to get into the gaming segment: it is becoming more and more difficult to create something interesting and standout. But SayGames are doing well.

To date, hyper casual games publisher SayGames has released over 40 games with 2+ billion downloads worldwide. Every game they release has a high rating and tens of thousands of comments. The bar is high, so every new game should be flawless both in terms of addictive gameplay and eye-catching visual content. SayGames has selected renowned experts in game animation to add some liveliness to its new arcade puzzle game Comics Bob with non-trivial choice-based gameplay. And our team gladly agreed to help.

GOAL CHALLENGE TEAM COMPOSITION
Development of original heroes’ movements for visualization of different scenarios Work out 2D animation of the main and minor characters for different scenarios BizDev manager
Project manager
Lead 2D animator
2D animators

Initial Data

Comics Bob is a funny, colorful and very addicting arcade puzzle game in which players will act on behalf of Bob the caveman and his girlfriend Jess who constantly find themselves in various difficult situations. Due to their modest intellectual abilities, heroes cannot find the best way out on their own, so the players will have to use their brain resources to help them handle circumstances that that are quite strange at times.

Bob looking for a space dog

A key feature of the game is humor, which makes even the wrong choice look very funny. Simple controls, relaxed atmosphere, colorful graphics and a humorous presentation can easily cheer up gamers of any age. There are now 62 episodes in the game: the final ones are scheduled for the near future. Players note the freshness of the idea and the positive atmosphere, regret that the game ends too quickly and say that they want more.

Each episode has 2 or 3 checkpoints where the player must make a choice that will affect whether Bob or his girlfriend can advance further. The choice is sometimes quite unclear, and in case of failure, you will have to start the level again. But even the wrong scenarios are drawn so amusingly that the error does not cause any negative reaction. Moreover, many players deliberately choose the obviously absurd option in order to see what happens.

Jess trying to fix a vase

The deadline was quite tough: despite the fact that the game was released back in March, the SayGames team in parallel continued to work on the next levels, which were gradually appearing in the game.

Work on the episode began with a clear assignment, which contained a comic-like description of the episode’s plot and the consequences of each choice, as well as links to all the necessary art assets and icons. For our part, we could offer certain minor variations in the presentation of the animation in order to make it look more impressive or funny, but the basic concept remained unchanged. In addition, we had access to the materials of the ready-made levels, which helped us quickly adapt to the required animation style.

Workflow

At the initial stages of work, we prepared the animation for each checkpoint of the episode separately: it was necessary not only to implement the actions of the characters conceived according to the script, but also to comply with the general animation style of the ready-made episodes. We provided the client with animation, received feedback and, if necessary, corrected certain aspects.

Then, when we got used to the desired style and the need for adjustments disappeared, it became possible to prepare the whole episode in full and provide it for the client to check. This greatly accelerated the work. The client got the opportunity to get a complete picture of the episode and evaluate how correctly and smoothly the animation was made.

In addition to the main character Bob, the game includes his girlfriend, whom the player has to control at several levels, as well as several secondary characters that appear in accordance with the scenario. These are:

  • an insidious saber-toothed tiger, constantly striving to play dirty tricks on Bob and juggle away his girlfriend, dressed up in a business suit;
  • a multi-professional monkey whose specialization ranges from a sushi master to a medic and even a police officer;
  • many-eyed aliens with incomprehensible intentions and creepy devices;
  • the second cavewoman, trying to brazenly get into the relationship between Bob and his girlfriend;
  • Mouseman – Mickey-like analogue of Batman, who comes to the rescue at the right time;
  • and the final antagonist of the game – the giant green octopus who kidnapped Bob.

Simple fauna is also enough here: a mammoth (moonlighting as a bartender in a local club), a lamb, deer, pterodactyl, snakes, fish, cat, bees, etc. While on another planet, Bob meets an adorable space dog who becomes his companion and assistant. All of these characters also required their animation approach.

On average, it took us from 60 to 90 hours to create one episode, depending on whether there are 2 or 3 checkpoints with 2 choice options. Accordingly, communacation with the client of the completed work on one episode took place every one and a half to two and a half weeks.

Value Delivered

For 3.5 months of work, we made 12 full-length episodes, including animation of Bob and other characters. The well-coordinated work allowed us to easily fit into the required time frame and deliver a result that completely satisfied the client.

At this stage, work on Comics Bob is completed: the creators have put a logical point in the narrative. The current result is impressive: an average rating of 4 in Google Play with over 105,000 ratings and comments, and 4.6 in App Store with 18,000 ratings and comments. At the same time, the company always listens to the players and quickly implements patches and updates, which, besides adding new levels, improve the gameplay and remove bugs.

Conclusion

Players love hyper casual entertainment products for the simplicity and addictiveness of the gameplay, fast loading, short game loop and the ability to instantly engage a bored mind with something, whether it’s a simple puzzle, a bright simulator, an intriguing arcade game or an exciting race. And our team is always happy to have a hand in the visual design of the game, which is downloaded by millions of users.

Stay connected with Kevuru Games: we have many more stories to tell. And be sure to drop us a couple of lines if you understand that it is no longer possible to keep your game idea locked up – it strives for freedom. Together we will make it shine.

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How to Spice up Match-3 Games With 2D Animation https://kevurugames.com/blog/how-to-spice-up-match-3-games-with-2d-animation/ Tue, 07 Feb 2023 16:02:39 +0000 https://www.kevuru.smplfy.eu/?p=7889 Match-3 games are one of the most popular genres, which does not stop replenishing with new samples with a variety of art. Whatever the setting, the mechanics remain the same – the game world consists of a table or grid of elements, and the player’s task is to manipulate the elements in such a way […]

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Match-3 games are one of the most popular genres, which does not stop replenishing with new samples with a variety of art. Whatever the setting, the mechanics remain the same – the game world consists of a table or grid of elements, and the player’s task is to manipulate the elements in such a way that the template combinations specified by the game match, and after the condition is met, the collected elements disappear. Match-3 games are classified as casual, they are quite simple, do not tire the player and allow relaxing after a working day, passing the time in line or transport, or competing with friends.

Librasoftworks is a Turkish game studio that makes casual games, and the best of them is a match-3 game called Joy Blast. To make it as attractive and appealing to the player as possible, it needed a lively and eye-catching animation. This became the task of the 2D animation team of Kevuru Games.

GOAL CHALLENGE TEAM COMPOSITION
Character animation for a casual match-3 game Create 2D animation for game characters: fox, bear and bunny Lead 2D animator
    2D animators
    Project manager

Initial Data

The key initial information was the art of the game’s characters provided by the client. The essence of the game itself, its mechanics, locations and style were also clear, so the 2D animation team immediately got to work.

The task was to create two types of animation – in-game and pop-up. The in-game animation dealt with all the in-game movement of the characters. Pop-up animation is the addition of character movements in a special pop-up window that appears after a certain player action: completing a level, moving to a new area, and so on.

Workflow

Taking into account the availability of all the necessary art, the work was very quick and easy. After a couple of first approved animations, our team understood what approach was required and did all the necessary work in 1 month.

Communication took place daily with the founder of the studio, who monitored progress and gave feedback. Whenever we had questions or clarifications, the response from the client was immediate, allowing us to minimize downtime and avoid work at random.

Value Delivered

For 1 month of work, our 2D animation team made all the necessary in-name and pop-up animation for the characters of the casual match-3 game. Communication was detailed and positive, thanks to which it was possible to achieve results that satisfied the client in a short time.

Conclusion

Creating art and animation for modern match-3 games can be a big challenge. Judge for yourself – almost every third game in markets is a variation on match-3, the competition is huge, the presentation varies from the story of a man restoring his mansion to an RPG story with the destruction of zombies. At the same time, match-3 games for mobile devices have a special magnetism, since it is impossible to complete one level and postpone the game for later. As statistics show, more than 76% of users who started playing this type of mobile application do not stop after 10-15 completed levels. Of particular interest and excitement is the complexity of the game, which increases with each level passed.

In order to capture the attention of the player in such a highly competitive environment, you need to come up with an interesting story and offer players bright and eye-catching art. Animation plays an important role. It allows players to immerse themselves in the game world, believe in the story, empathize with the characters and strive to help them achieve their goals. We look at each game as a story and try to bring to it the maximum of our capabilities, based on many years of experience and passion for the gaming industry.

If you want to create games that resonate with players, stand out from the crowd, encourage players to return to them again and again, stimulate interest in learning more about the developer, but do not know how to do it – just contact us. We have gathered game designers, artists and programmers who know all ins and outs of the game industry and the psychology of the players – they are aware of what people are looking for in games and why they download them. We will help you bring your idea into the world. Drop us a line and let’s implement it together.

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Guild of Guardians: 2D Avatars for the NFT Marketplace https://kevurugames.com/blog/guild-of-guardians-2d-avatars-for-the-nft-marketplace/ Sat, 04 Feb 2023 15:07:41 +0000 https://www.kevuru.smplfy.eu/?p=7871 Recently, NFTs have been increasingly used in video games due to the huge amounts of money they bring in. The Play-to-Earn industry is actively developing. Blockchain technology has organically fit into the mechanics of multiplayer games and has expanded the possibilities for users both in terms of immersion in the game world and in terms […]

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Recently, NFTs have been increasingly used in video games due to the huge amounts of money they bring in. The Play-to-Earn industry is actively developing. Blockchain technology has organically fit into the mechanics of multiplayer games and has expanded the possibilities for users both in terms of immersion in the game world and in terms of opportunities for real income.

Guild of Guardians is a mobile RPG where players can team up and compete in a guild to earn epic tradable rewards. The game is scheduled to launch in Q1 2022 and already has over 130K players on the waiting list. Our task was to create 2D digital avatars for players that would be set as their profile pictures and could be purchased on the NFT marketplace.

GOAL CHALLENGE TEAM COMPOSITION
Game monetization using NFT avatars that can be purchased on the marketplace Create 2D traits of creatures of different races to form digital avatars Project manager
  Create an algorithm for generating avatars from individual traits Creative director
    Concept artists
    Unity developer

Initial Data

The key initial information was the game itself. Guild of Guardians is built on the Immutable X platform developed by the blockchain company Immutable. It has already established itself as an active player in the gaming blockchain market by releasing the successful Gods Unchained card game. In turn, the Immutable X cryptocurrency it created is the first Ethereum layer two solution for NFTs on Ethereum with instant trade confirmation, significant scalability (up to 9,000+ trades per second), and zero gas rate without compromising user data storage.

Our team had to create 2D digital avatars that would be minted as NFTs and could be purchased on the Immutable X marketplace. These avatars could be used by players as their profile pictures and avatars on social media and messaging sites such as Twitter and Discord. Players would also have the option to sell their avatars to other players.

Avatars had to match the style of the game and include creatures of different races: goblin, orc, ogre, human, elf, demon, skeleton, dragonborn, and serpentkin. They had to be randomly generated from different traits, characteristics, and styles. The customer had a brief and references, but they did not fit the style. Therefore, first of all, it was necessary to adapt to the game style and find a visual approach that would suit the customer.

Workflow

The client identified 2 key phases of work:

  1. Creation of mockups, style guide or moodboard on the style of future avatars.
  2. Creation of avatar concepts with different traits, characteristics and styles, randomly combined via engineering work.

Accordingly, the first stage of work was to find a suitable visual style for avatars. The client had the following requirements:

  1. Plain background colours.
  2. Visible face and torso.
  3. Appealing traits without negative: no crying, beatings, sadness, etc.
  4. No gender bias.
  5. True to the Guild of Guardian style without duplicating it.
  6. Obvious and intuitive rarity – it should only take a glance for the player to figure out which hero is rarer.

The team offered various options, and ultimately the design was approved. The choice was made in favor of an angular design in the spirit of the low poly style, characterized by an emphasis on the use of geometric shapes and the fragmentation of real objects into stereometric primitives.

The subject of discussion was the attributes of the characters behind their backs: swords, axes, wings, and so on. Their original size required them to be taken outside the borders of the avatar, which seemed unacceptable to the client. In this regard, it was decided to reduce all such attributes so that their main part remained within eyeshot.

Initially, the client wanted to create one trait for all characters. However, we showed that this was impossible since each race had a different head shape and facial features. In addition, some traits were only available to men or women. It was necessary to adjust the traits for each race. Our Unity developer created a custom algorithm that combined artist-created traits from different races to generate full-fledged images.

Communication mainly took place with the marketing manager, who evaluated the results of the work. The final versions of the avatars were approved by the game director.

Value Delivered

For 2 months of work on the project, our artists, together with the Unity developer, succeeded in generating more than 40 thousand avatars. We created a huge number of traits in the following categories:

  1. Head shape.
  2. Headdress.
  3. Eyes.
  4. Mouth.
  5. Body.
  6. Back.
  7. Background FX.
  8. Background color.

Thanks to the algorithm created by our developer, the combination of different traits and attributes of characters was implemented as quickly and efficiently as possible.

Conclusion

The number and quality of NFT games continue to increase. More and more game developers are trying their hand in this direction. Given the popularity of games such as Axie Infinity, it can be noted that many players favorably accept the integration of the blockchain into the gaming environment. However, there are still many questions regarding the rules for the sale and use of such assets in marketplaces and their scope. Therefore, when developing NFT games, it is important to carefully study their specifics or choose reliable and experienced partners who have implemented NFT cases under their belt.

Kevuru Games quickly picked up the NFT trend and has already implemented several similar projects. In particular, the team took part in the creation of characters for the FPS game Undead Blocks on the Ethereum network. The team boasts specialists who are well versed in the blockchain and its integration into games, as well as a carefully written pipeline both for creating individual NFT attributes for a finished game, and for developing an NFT game from scratch. if you also consider NFT a promising direction, but have questions or need help in implementing your idea, feel free to drop us a line – together we will implement any of your concepts and make it work.

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Claire Hart: Mysterious Aesthetics of Hidden Object Games [Case Study] https://kevurugames.com/blog/claire-hart-mysterious-aesthetics-of-hidden-object-games-case-study/ Fri, 03 Feb 2023 15:28:33 +0000 https://www.kevuru.smplfy.eu/?p=3768 Each online gaming platform claims to be unique. Someone is trying to show off famous brands, someone talks about an unprecedented number of games on their resourse. But Pogo doesn’t have to pretend or brag – this is a truly unique online casual games website that looks down at the rest from a great height […]

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Each online gaming platform claims to be unique. Someone is trying to show off famous brands, someone talks about an unprecedented number of games on their resourse. But Pogo doesn’t have to pretend or brag – this is a truly unique online casual games website that looks down at the rest from a great height of its 22 years of experience. As for the owner, it is an American video game company Electronic Arts. Such combinations make Pogo immune to competition.

Claire Hart is the most famous hidden object game on the Pogo site. In it, players need to join a discerning girl named Claire, who uses her unique telepathic abilities to unravel mysterious cases and find evidence that nobody knew. The overwhelming success of the first part was the reason for the appearance of the second, called Claire Hart: Secret in the Shadows. New plot twists and puzzles again challenge players to unravel the mysteries of objects that hide their light and dark stories. And only Claire can figure them out.

New chapters and new stories equal new locations, each of which must capture the player no less than the previous one. Not just maintaining a high level, but also constantly surpassing it is exactly the task to the liking of our Kevuru Games team. So we got along well with Pogo, taking on the challenge of creating a huge kaleidoscope of new locations for the second Claire game. After all, the best detective journey is the one that has acquired the appropriate visual representation.

claire-hart-mysterious-aesthetics-of-hidden-object-games-case-study-1
GOALCHALLENGE TEAM COMPOSITION
Creating visual accompaniment of new game chapters and plot twistsCreate new locations
Lead 2D artist
Stimulating player interest through tricky placement of hidden objectsCome up with hidden objects to match the style of the location
2D artists
Retention of experienced players and attraction of new onesOrganically place hidden objects on the locationProject manager

Initial Data

The creation of new locations with hidden objects is based on the plot that defines Claire’s journey through the city, countries, continents, and sometimes even over different eras. The most important thing for the team of 2D artists is to understand the background of the heroine’s arrival at the location and directly the specifics of this place. All this information is provided by the client in the form of a brief.

The brief contains a summary of how Claire got to this place and what kind of atmosphere it should be imbued with. The client provides references for rooms and locations, the style of which the team should focus on. An important aspect is the indication whether it is day or night – this information ensures a smooth and consistent storyline.

The team comes up with the hidden objects separately, taking into account the style of the location. The only condition is the presence of one mandatory search subject, which is indicated in the brief and serves as a special link in the plot.

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Workflow

Communication and approval of locations took place in Basecamp. At the first stage, the team analyzed the references and, based on them, created the concept of the location in the form of a photo collage. If it suited the client, the artists proceeded to the next stage of creating the background in black and white. After approval, it was colored in accordance with the setting and atmosphere that needed to be achieved. And already at the last stage, the location was filled with objects.

The hidden objects were created separately and placed on the location so that it looked organic, but at the same time it was not too easy to find them. This helped to maintain the optimal balance of mental tension and player interest. There were usually about 50-52 hidden objects in one location.

After all objects were placed, the location was transferred to the client for final approval. Since the artists were working on several locations at the same time, usually they were submitted for consideration in 3 pieces – this is exactly the number of locations that make up one chapter of the game. In a month, our team created materials for two chapters, that is, 6 locations.

  1. Concepting. Creation of a concept of a future location according to the instructions and references of the client
  2. Background in black and white. Drawing the background in b/w according to the approved concept and style
  3. Background in color. Coloring the background with requirements for the atmosphere of the location in mind
  4. Creating objects. Thinking over and depicting objects in accordance with the style of the location
  5. Placing objects. Organic, balanced, yet non-obvious placement of drawn hidden objects at the location

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Value Delivered

For more than 2 years of cooperation with Pogo, our team has created over 150 unique and diverse locations and countless hidden objects. Claire Hart: Secret in the Shadows has already become 2020’s first Game of the Month on Club Pogo and continues to attract hundreds of players with its riddles every day.

No location is like the previous one. In the game, you will find a range of places that is in no way inferior to many real ones. There are old mansions, huge shops, stylish offices, classic hotels, distinctive streets of different cities of the world, restaurants, bars, picturesque gardens and parks and much more. All of them allow the best visualization of Claire’s journey and investigation, completely immersing the players in the story and not giving them a single chance to leave the game before the mystery is solved.

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Hidden … and Found Conclusion

Let us tell you a secret: hidden objects games are our special passion. They have their unique specifics and enigmatic atmosphere, putting the player in detective’s shoes, eager to solve the mystery and get to the bottom of the truth. So it’s not for nothing that we have placed hidden objects games in a separate section on our website. Despite the seeming simplicity of these games, players all over the world adore them and are ready to search for hidden objects for hours on end.

Our collaboration with Pogo continues: our team is happy to dive into Claire’s new adventures and visualize her travels in the most vivid, juicy and stunning locations. Others may not, but we know how to surprise, embody the fantasies and shape stories in an unforgettable graphic form. Beyond the limits.

And if you are also crazy about the unique charm of hidden objects games and plan to contribute to their legacy, then be sure to drop us a few words. Together we will create something absolutely fantastic, rest assured.

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