Top 10 Outsourcing Companies for Perfect Shaping of Character and Concept Design By Game Development Companies

Character and concept design is one of the most crucial stages of Game Development Studio. The process takes a lot of creative energy and is a complex one. While it is the most sought after career options, very few are able to acquire the skill set and experience needed for this task. Hence, you cannot entrust it to simply any random gaming studio.

With increase in the number of gaming consoles, escalation has also taken place in the game development industry. Character and concept designers are in huge demand. So if you are also on pursuit for one, then here are ten gaming studios that can end your pursuit.

1) Juego Studios

Action speaks louder than words, and this holds true for Juego Studios. Based in Bengaluru, this studio primarily started out as a game development outsourcing, but over the years it has expanded its list of services with branches developing in different technological ventures. Right from start-ups to Fortune 500 companies, its impressive list of clientele and art portfolio is enough to convey the fact that it indeed houses the expertise for concept art and design.

2) Zatun

Zatun is a dedicated Game outsourcing studio, so no wonder it thrives in this industry. This studio promises to provide its clients with “a distinctive mix of creativity, talent, and technology.” Its portfolio of character design along with concept art is quite convincing. Its website too is aptly designed and seems to speak well on behalf of the studio.

A quick tour of the website is good enough to convince its customers that it knows the ins and outs of its industry and can provide you with skilled designers and artists for your work.

3) GameYan

This Gujarat based gaming studio has an excellent composition of words and works. Take a tour of its website and you will come to know that GameYan is all about balance. Whether you want your art in sketches or in 3D, this game outsourcing company has it all to give you exactly what you want regardless of your style. Be it realistic, abstract or a complex science fiction, this studio can cater to all your needs.

Page_1-V31

Its concept art services expand to mood boards, character, props and asset designs. Don’t forget to look at its portfolio as it is indeed a sight to sore eyes, especially for those who have long been looking for that ‘extra edge’ in their work.

4) RetroStyle Games

Only the name has ‘retro’ in it, but its showcase of sleek work is enough to clarify that this game art outsourcing Studio has everything modern about it. Every single page of RetroStyle speaks loud and clear about its professionalism. There is hardly any word to be found on its website. The portfolio page has all its work arranged neatly, and as soon as you pick one, it slides to display the name and details of the project. Pretty impressive indeed!

As the team of RetroStyle puts it, it “strives to combine trending tech with warm feel of classic games.” Its stunning showcase of work makes it crystal clear that this studio actually knows its game well.

5) Dhruva

Now, here we have a studio that has existed in the gaming industry for 22 years. A trusted name in the arena of 3D Art Outsourcing, this studio has a wonderful track record of creating more than 150 games that, according to the company, spans ‘a whole gamut of genres and art styles’. By the look of its site, character design along with concept art seems to be its forte.

Another factor that adds it to the list of favourites is its wide array of options that comes with its concept art service. You can choose concept art to be crafted for characters, props, levels, vehicles, storyboards and many more.

6) The Artcore (Studios)

A meaningful picture is worth a thousand words, and The Artcore is a befitting example. One look at its website and you are sure to fall for it. Its portfolio makes it clear enough that this studio works with some of the best industry professionals and delivers the best to its customers. The Art Outsourcing Studio stays true to its commitment of delivering photorealistic assets while paying attention even to minute details. Along with character, Artcore works for concept art and design for environments and vehicles as well.

7) Aaryavarta

Aaryavarta Technologies started with a vision to deliver its customers with game designs that have attractive textures and framework. Its team of designers have in-depth knowledge of top notch platforms including Unity3D and Gamemaker. The Game Development Studio has a hired team of concept artists and storyboard designers who work dedicatedly on character concept art and design.

As the studio puts it down, its artists “start from sketching on rough paper” and filling it up in Photoshop. For companies who are looking to start from scratch with minimum expense, Aaryavarta turns out to be a catch.

8) Exigent (3D)

Exigent, the Game Art Design studio with its base in India and China, combines the expertise of both countries, India’s artistic forte and China’s technical competence. The studio claims to specialise in “promotional art, matte paintings, character design and concept art” for video games. Its artists and designers are proficient in multiple platforms like Max, Maya and Z-brush.

Their proficiency, however, is not restricted to these platforms only as they state to do game art in any way and in any platform their customers demand. For such wide array of expertise, this gaming studio is an excellent option for game art outsourcing.

9) GoodWorkLabs

GoodWorkLabs is all about 3D Animation Studio and the studio’s website says it loud and clear. Its services and protocols are mentioned in details, and it has its entire work ready to be downloaded. GoodWorkLabs uses Agile Development Methodologies for art creation, and the techniques the team uses enable them to create robust, impeccable designs for game art.

Clients are always kept up to date with the progress of their work allowing them to give real time feedback. For better and easy comprehension, the studio has a video that enlists and explains every single step of its game art process.

10) Ocean Bluee Studios

Compared to the rest of the 3D Production Animation Studio mentioned above, this one is still in its nascent stage, but with its professionalism along with creativity, it has managed to carve out a place for itself. For game publishers who are looking for art-driven works without costing an arm and leg, Ocean Bluee is the right place.

Moreover, its commitment to deliver projects within the given timeframe of its clients without having to compromise with the quality is what makes it a viable option.

Game art outsourcing has been in great demand especially with more advanced consoles and devices coming into play. Now is the good time to venture into gaming development and try your luck at making a fortune. So team up with your outsourcing partner and get started with concept art.

GameYan and Little Heroes – All Set to Hit Big

little hero - Pequeños Héroes

Steve Jobs once said that “Great things in business are never done by one person; they’re done by a team of people”. And Little Heroes (Pequenos Heroes), the first Venezuelan 3D animation feature film, is a classic example of this. Inception of this project started in the year 2012 when the Venezuelan production company Orinoco Films decided to make a movie about the feats of Simon Bolivar, a South American hero. Director Juan Pablo Buscarini, historian Carmen Bohorquez and screen writer Enrique Cortes formed a team and rigorously started working on it.


Just like any other competent leader, director Buscarini wanted the best for his movie. Instead of limiting themselves to the boundaries of South America, the team members reached out to the world. Their hard work paid off when they went on to hire 3D art and animation services from the experts across eight countries, which allowed them to have the best people working for Little Heroes. India made it to their list along with Argentina, Venezuela, UK, USA, Serbia, Spain and Hong Kong.

But, the breathtaking moment for GameYan (the brand of Yantram Studio) came when it was selected to be a part of the movie’s production. The challenge was tough but, the horizon of opportunities it showed to GameYan’s team propelled them to give their best. Without any delay, the game development production studio put their best foot forward and engaged 25 highly-skilled professionals. The team successfully completed 3D Character Development (3D modeling, texturing and rigging and simulation) of around 250+ characters.

3d semi cartoonish character

Feature film Production of Little Heroes has finally come to the end, and the entire cast and crew is eagerly waiting for its premiere. What makes it special does not just include the fact that the movie stars the very famous Patricia Velasquez for the voice of Pilar, one of the protagonists. The movie stands out in technical terms too as it is the first South American animated movie which has used MoCap technique. The MoCap animation for the movie has been done by Centroid.

GameYan – Art and Animation Outsourcing Studio not only feels proud to be associated with the movie, but also wishes the very best for it. For all those who are equally eager for our ‘Little Heroes’, here’s a short synopsis of the adventure that awaits them.

Little Heroes (Pequenos Heroes) – The Story
Arturo, Tico and Pilar are three children who come from different backgrounds. On one fine morning, when the day seemed as usual bright and exuberant, the three discovered a secret. For these brave children, size didn’t matter. It was more important for them to fight for freedom. They decide to handover the secret to Simon Bolivar and help him defeat the king and his army. Amidst all the adventures, a great bonding between the kids takes place.

Credits:
Production Studio – Orico Films & Vill Del Cine
Movie Director – Pampa Films
3D Character Development Studio – GameYan Studio – (Brand of YantramStudio)
Supervising Studio – It’s Aliveee
Editing – Assembling – MalditoMaus
Mocap Animation : Centroid

Official Movie Website | IMDB

One of ‘Destiny’s most iconic abilities won’t be coming back

Yesterday’s long-awaited Destiny 2 reveal was undeniably awesome, but for the game’s enthusiastic hardcore community it was also bittersweet. Yes, there’s a new Destiny adventure on the horizon, but that also makes the old one history. And moving forward means leaving things behind.

SEE ALSO: These superheroes give children with disabilities the representation they deserve

Bungie keeps saying that Destiny 2 will be a “fresh start” for old and new players alike. All the precious trophies we’ve earned over the last three years — the flamboyant armor, the outrageous guns, the rocket launchers and giant lasers we pined for and sought after endlessly — will be gone. And so will Destiny’s two most unique abilities, the Defender Titan’s bubble shield and the Sunsinger Warlock’s self-resurrection.

But there might be good reasons for that.

At its massive unveiling event in LA, Bungie showed off three new subclasses that will appear in Destiny 2: The Dawnblade Warlock, with a flaming sword; the Arcstrider Hunter, wielding an electric staff; and the Sentinel Titan, flinging a glowing purple Captain America shield. The Defender Titan and Sunsinger Warlock were conspicuously absent from those announcements, aside from the bubble shield popped by one non-playable character in a cutscene. And that’s because they’re not in the game, Destiny 2 World Lead Steve Cotton confirmed in an interview.

“Super” abilities in Destiny 2 are meant to be more offensive than tactical or defensive. The three new classes, as well as the Destiny 1 classes that are confirmed to be returning (Striker, Gunslinger, and Voidwalker), are focused on causing large amounts of damage as quickly as possible. “The super is for when you want to go to town,” Cotton said.

Those types of tactical abilities aren’t gone — they’re just not your super anymore.

Don’t panic, though. Yes, the Defender’s bubble shield is one of Destiny’s most iconic abilities. And the Sunsinger’s self-res has caused more clutch saves than all the others combined. But those types of tactical abilities aren’t gone — they’re just not your super anymore.

Now, Warlocks, Titans, and Hunters have their own distinctive “class abilities” that augment their loadouts with more tactical powers, several of them fulfilling similar roles to the bubble shield in the first Destiny. Titans, for example, can periodically deploy front-facing shields of various sizes, while Warlocks can deploy a “rift” that powers up or heals players within a small area. These abilities have their own cooldowns, much like grenades and melee attacks. By themselves they aren’t as impactful as a Titan bubble is now, but they can be used more frequently, and Destiny 2 players will no doubt find creative ways to combine them. Titan mains will no doubt miss their bubbles, but Cotton said the changes are for the best.

destiny

It’s to create a fantasy that you really understand about your character — what Warlocks are all about, what Hunters are all about, and what Titans are all about,” he said. “Instead of just being a flat list of ‘here’s all the things that you can choose,’ [the subclass menu now has] paths for you to choose. And the goal there was to make it so you can’t make a bad choice. It’s like, you go this path, you’re going to become this fantasy; you go this path, you’re going to become that fantasy. And you always have those abilities sitting there for you to use.”

So what’s the point of supers in Destiny 2, besides “going to town”? If they’re all about causing damage, what differentiates them? Cotton laid out some of the distinctions among Titans, Warlocks, and Hunters in general, like the fact that Titans are now more focused on defense, while Hunters are all about acrobatics and dodging. But for now there doesn’t seem to be a satisfying answer to the question of what separates a flaming sword from an electric staff or a glowing Captain America shield. They’re all great for bashing aliens in the face, but whether there’s more to these abilities than that remains to be seen.

Titans are now more focused on defense, while Hunters are all about acrobatics and dodging.

There are a lot more big changes in store in Destiny 2. Weapon slots have been re-jiggered so you now get two primaries and one “power” weapon, which includes shotguns, snipers, fusion rifles, rocket launchers, grenade launchers, and swords. (Cotton said heavy ammo will drop more often to compensate.)

There are new social features, including integrated clan support and a form of matchmaking Bungie is calling “guided games,” which matches solo players up with compatible clans. And Destiny 2 has the biggest and most detailed open world areas yet — Cotton said the new European Dead Zone is larger and far more dense than the current game’s Cosmodrome, even including the Plaguelands area added on in the “Rise of Iron” expansion last year. And that’s just one of four confirmed new areas.

destiny1

Destiny’s journey from Bungie’s imagination to players’ screens over the last few years has been tumultuous. Change is hard — no one knows that better than those who make and play Destiny. But sometimes it can be for the best, too. We’ll find out if that’s the case this time when Destiny 2 launches on PS4 and Xbox One Sept. 8, and PC some time later.

Mike Rougeau is a freelance journalist who lives in Los Angeles with his girlfriend and two dogs.

These superheroes give children with disabilities the representation they deserve

A new team of superheroes shows children with disabilities how unstoppable they really are.

Team Supreme, an animated cartoon concept by Atlanta native Josh Leonard, features a cast of superheroes with disabilities who band together to take on various bad guys. Each member of Team Supreme has an individual superpower that makes them a key part of the group — and those powers are tied to their disabilities.

SEE ALSO: ‘Pokémon Go’ is holding a weeklong ‘adventure’ event

“I chose to focus on [kids with disabilities] because it hasn’t been done yet,” Leonard says. “It was simple for me, really. My cartoon is needed.”

Leonard was inspired to create Team Supreme after noticing that the children with disabilities in his life didn’t have superheroes that reflected their lives and resilience. He wanted these children, many of whom are the kids of his friends, to be able to see themselves and their experiences with disability reflected unapologetically in a cartoon.

superheroes-1

“I wanted to create characters with an amazing, compelling story that was also cool enough to where the kids could not only relate to these characters but also like and appreciate them,” Leonard writes on his website.

“It was simple for me, really. My cartoon is needed.”

The main character of Team Supreme is an autistic boy named Zeek, who has the power to slow time down to a snail’s pace. His superpower is inspired by “splinter skills,” which allow some autistic people to retain large amounts of information in no time at all.

Leonard says this skill has always struck him as a real-life superpower.

Other members of Team Supreme include Thumper, who was born prematurely and has hearing loss; Shock, who was hit by a car and lost his arm; Li, who was born blind; Red, who lives with albinism; and Mech, who became paralyzed after surviving polio.

superheroes2

Each member of the team has a particular skill that hinges on their experience with their respective disability identity. Li, for example, has the power of supersonic hearing, though no eyesight. And Shock has a prosthetic arm that transforms into different tools to help him take on even the toughest of villains.

Though Leonard doesn’t have a disability himself, he says he’s tapped into the community to ensure he’s accurately representing children with a wide range of disability identities. He drew inspiration for Team Supreme from those same children of his friends — kids who live with conditions like autism and albinism, who aren’t usually represented in cartoons or TV.

Leonard says he spent time with these children, as well as adults with disabilities, in order to observe and note unique aspects of their lives and mannerisms that related to their disabilities. These meticulous notes, individual to each disability identity, have made their way into Leonard’s early-stage animations and character concepts.

“When I would take notes of different people, [people with the same disability] would all have at least one of the same traits,” he says. “Those are the characteristics I would choose to focus on to make my characters as true as possible.”

Leonard is still in concept stages of the show, creating initial animations to imagine each character’s movements. He’s done all this work between his full-time job and going to school for animation.

But he hopes to shop the concept around in the near future, and hopefully get some big names interested in the value of inclusion.

Leonard plans to launch a Kickstarter at the end of May, with a goal of raising $25,000 to create an episode of Team Supreme, and pitch it to Netflix.

‘Pokémon Go’ is holding a weeklong ‘adventure’ event

Splendid news, trainers: starting Thursday, Pokémon Go will be running yet another event — and this one’s a whole week long.

SEE ALSO: Game Art Outsourcing: 5 Principal Reasons Why Gaming Industry Needs It

Pokémon Go Adventure Week will run from Thursday 18 May (1 p.m. PDT) until Thursday 25 May (1 p.m. PDT). Continuing in the type-based theme of recent grass and water events, this one will be all about rock Pokémon.

So what exactly will the event involve?

There are four main points from Niantic’s press release about the Adventure Week event:

1. More rock-type Pokémon.

All rock-type Pokémon — such as Omantye, Kabuto, Aerodactyl, Onix, and Sudowoodo — will spawn more frequently during the event.

Niantic list the specific Pokémon mentioned above as their examples, but the implication is that every Pokémon that’s rock-type will be more common (including, we can only hope, Larvitar).

pokemon-go

2. More items from PokéStops.

Throughout Adventure Week “more items will be available at each PokéStop to help Trainers stock up for their adventure”.

3. Faster buddy candy.

This is a nice one. The distance you have to walk with your buddy Pokémon to find a candy will be quartered during the Adventure Week event (it’ll be the perfect time to start walking your newly-captured Larvitar, in other words).

4. A brand new hat.

Last but by no means least, there will be a brand new Adventurer’s Hat item in the avatar wardrobe (because what good is going on an adventure if you can’t do it in style, eh?).

Game Art Outsourcing: 5 Principal Reasons Why Gaming Industry Needs It

3d-character-modeling-animation-world-orginal-x

Gaming has emerged as one of the most lucrative options to earn money and the two most obvious reasons for this are the evolution and integration of technologies like augmented reality and of course, proliferation of devices. The consistent performance of gaming applications is remarkable. No wonder opportunists of tech industries are turning their heads towards game development. But, while opportunists have lots of reasons to look towards gaming, they have yet more reasons to look towards game art outsourcing.

One cannot overlook the fact that development of an appealing game is not a cakewalk, and if you are thinking of your own set-up, then you better conduct a survey of the amount of investment it requires. Well, if that is not good enough, then why not take a glance at the six principal reasons which consolidate the need of outsourcing in the thriving gaming industry.

1. Cost

It might not cost you an arm and a leg to have an in-house development team that you can call your own. But, if you are not a player of this industry, then putting your money on it can be equivalent to gambling. Outsourcing this task can save money, and at the same time, with a little bit of homework from your side, you can be well assured that this venture is not going to be disastrous.

2. It Works as Catalyst

When people (especially layman) hear the term ‘development’, they get stuck at one word – programming. But, only developers know that this whole process, starting right from conception of ideas to final testing, is actually a Herculean task. There is character designing, scripting, animating, testing and much more. There are companies that do provide outsourcing services for specific tasks.

This acts as catalyst for those opportunists who are in a hurry to watch their game come alive on screen. While you engage your in-house team of experts in animation, you can outsource illustration to a renowned game development company so that your game receives more precision in less time.

3. Time is Money

These three words get implemented in true sense when you go on to hire game art outsourcing companies. Just think about all the time you need to invest in screening and training the candidates to get your work done. On the other hand, when you hire outsourcing services, you get an entire team of skilled professionals on your platter. No hassles of hiring process, no time-consuming training sessions – you save time, you make money.

4. Stay Updated with the Latest Trends

Apart from getting a highly skilled workforce, outsourcing game development task provides you with an added advantage of keeping up with the latest industry trends. While you might not be able to grab the updates, good companies ensure that they use and integrate modern technologies, which means you get state-of-art work and true value of your money.

5. More Resources in Low Budget

Who doesn’t wish to have a little more with little money? With game art outsourcing, this is exactly what you get. Setting up your own team will restrict you to their salaries. You will have to think twice before hiring an extra employee. But, this constraint gets converted into opportunity when you hire outsourcing services. Nowadays, most companies have flexible hiring structures under which you can have more resources within your budget.

The outsourcing trend shows a promising growth and without a doubt, it has immense potential. Though there are few unseen risks in it, its benefits put its risks in the shade. So, you can put aside your fears and give a green signal to that long-awaited ‘gaming application’ dream of yours through game art outsourcing services.

The Best Video Games I’ve Never Played

A reader admits to the classic franchises he’s never played a single game from, including The Legend Of Zelda and Mass Effect.

As a gamer, quite often I miss out on the latest hot TV series. As I juggle gaming with other social obligations I make the choice to sacrifice watching TV. So, for example, I haven’t seen a single episode of Breaking Bad, not one. I’ve not finished the first season of Game of Thrones (I hope Sean Bean’s Eddard Stark makes it the whole way through, he’s my favourite character) but apparently a load has happened in that too. When I tell friends this I get a look like I just farted loudly in a lift, but even more egregiously I have not played some games that other people would regard as all-time classics.

See Also : Killer Donkey Kong combo is tearing up ‘Smash’ tournaments

This annoys me more, because when you miss a game series you really miss the bus and the commitment to catch up can be even more onerous. Once fandom has been established for a game it can be hard to understand the fuss from the outside. Here are some of the series I’ve missed.

Mass Effect

I’ve not played one game of this classic series, so I wasn’t furious when apparently Mass Effect 3 messed the whole trilogy up. Seeing the build up to Mass Effect: Andromeda I couldn’t join in on the fevered speculation about whether Commander Shepherd will have a dog or if his moustache will be curlier (see my total lack of any appreciable knowledge!). But if it’s any consolation I‘ve played every mainline Assassin’s Creed game, gaming philistine that I am.

The Legend Of Zelda

Nope not a one. Why? Because to my eternal regret I was a massive Sega fanboy back in the day and looked down with barely concealed derision at anything Nintendo and those plumber-loving big kids. By the time I was old enough to appreciate Nintendo (about the N64 era) without my stupid blinkers on I could see what everyone else did but still couldn’t play their games.

Why? Because at this stage I had been turfed out of the nest and had to buy my own consoles at that point in my life. And I couldn’t look past the PlayStation’s early ice cool style and diverse game catalogue, and that’s the pattern that has followed me on. Appreciating Nintendo much the same way Cameron appreciated that Georges Seurat painting in Ferris Bueller’s Day Off.

So I missed out and the people loving Breath Of The Wild who can see the deeper meanings and history of the series have my envy. I don’t have a Switch and will probably end up with a PlayStation 4, so this trend will continue. #sadface #firstworldproblem

Castlevaina and Metroid

Both games seem so important that they get scrunched together to make the weird compound word of Metroidvania. I haven’t played either iconic series, but of all of the many games in both series the one I regret the most not having played would be Metroid Prime. It’s constantly held up as a masterwork. I’d have to nod, mumble and bluff my way through any conversation around Metroid. Being careful to drop in that it was great to see a woman in a leading role in a video game… See! I know things. Also, isn’t it great when you find a new power that allows you to access another part of the world… Facts! What bit did I like best? … explodes smoke bomb and runs.

Dead Space

I played all the Resident Evils – even the rubbish ones – why do I need to play Resi in space? Like, how cool could it actually be? Turns out it sounds like it was very, very cool. For this one it’s a real case of it just passing me by. I know that the later iterations seemed to be received badly, but the reason I wasn’t grabbed was the terror factor. I had played two parts of the very first game at a friend’s house, and the swarming antagonists freaked me out to the point I didn’t play it for my mental health.
The second part involved blowing up a bunch of asteroids to prevent the station from exploding, I just couldn’t do it. I’d get a good bit through but couldn’t bring it home, the two negative snippets probably ruined the game for me.

Pokémon

Finally, the last entry I’ll admit to with a shame face would be Pokémon. Pokémon are a mystery to me. They seem to have been going since the times when consoles were made from string and magic, and yet once again I’ve missed an entire gaming media juggernaut. They look like good light role-players, certainly more accessible than Final Fantasy – a series I’ve definitely enjoyed.

Don’t get me wrong, it looked lots of fun and playful in ways that only Nintendo can master but I never evolved a single charmander or squirtle. I’ve seen a few of the early cartoons but not enough to get engaged with the world, and 10 years in I accepted I probably won’t be a Pokémon guy.

I often toy with the idea of picking these games up cheap. I wonder which series the denizens of the Underbox would recommend if I could choose just one? And I also wonder at the series that they would admit to missing out on? Perhaps someone has never played a Call Of Duty? Or maybe some lone wanderer has somehow avoided all of the GTAs. This is the opportunity to confess and get the shame off your chest.

Risk Of Rain 2 Revealed, Makes Jump To 3D

Much-loved indie game Risk of Rain is getting a sequel, developer Hopoo announced today, and the follow-up will make the leap from 2D to 3D.

“Risk of Rain 2 is our first fully 3D project,” the company revealed in a blog post. “We think that 3D allows for much deeper design spaces and more possibilities for cool gameplay. Feelings of scale and atmosphere are also much stronger. We are really happy with the core of Risk of Rain–and we’re finding it plays even better in 3D. It just won’t crash anymore.”

See Also: Four Pro Gaming Teams Drop Overwatch In One Week

You can take a look at a short clip of the game in action above, though Hopoo did warn that the build shown off is “very, very early in development,” and that “none of the systems, art styles, assets, or game design choices will necessarily translate to the final game.” The company says it’s been working on the sequel “for about 6 months,” and it did not announce pricing, a release window, or what platforms the game might come to.

The original Risk of Rain launched on PC in 2013 following a successful Kickstarter campaign, before later coming to both PlayStation 4 and PS Vita.

“Risk of Rain is highly enjoyable,” said critic Cameron Woolsey in our review. “And with constant rewards of new items and character classes, it’s hard to put down once you start. Even as I watched the last of the end credits roll by, I wiped the sweat from my brow and jumped back into the fray: I have an item log that still needs to be filled.
animation

Four Pro Gaming Teams Drop Overwatch In One Week

It’s been a gnarly handful of days for the professional Overwatch scene. Since last Tuesday, four organizations have dropped their Overwatch teams, citing a lack of certainty about Blizzard’s upcoming Overwatch League and potentially prohibitive costs they’ll have to pay in order to join it.

Today, esports organization compLexity bid farewell to their Overwatch team with a statement (via PVP Live):

“Anticipation of Blizzard’s upcoming Overwatch League and an uptick in mainstream esports attention means that now more than ever, we have to be confident we’re making the best investments in each game,” they wrote. “The decision to part ways with long-term members of our organization is never one that we take lightly, but ongoing roster instability has resulted in inconsistent performances in an already narrow field of events.”

See Also: Blizzard isn’t choosing what countries will be in this year’s ‘Overwatch’ Cup — Players are

They added that their former team will be able to continue using team house facilities for two months, so as to “provide what sense of stability that we can.”

They’re not the first to release an Overwatch team in the past seven days. Team SoloMid, another esports heavy hitter, backed out on May 5. Former player Taylor “b1am” Forrest said they just put the finishing touches on their player roster, but claimed that the cost of entry into Overwatch League is too steep for TSM to go all-in right now.

Red Reserve also bid a resigned farewell to their team on May 5, saying that not all is well on the European front. “Due to Overwatch remaining a relatively small esports title in Europe compared to the North American and Asian esports scene, the decision came to put our focus in different titles such as CS: GO, Call of Duty, and Fifa,” they wrote. “Whether or not we will continue in the Overwatch scene is yet to be decided as the esports scene is ever growing, but for now, this ends our run for Overwatch.”

Denial Esports kicked off the trend last Tuesday, dropping their team with little in the way of an explanation.

This all comes in close proximity to a report alleging that New England Patriots owner Robert Kraft and Miami Dolphins owner Stephen Ross have both purchased Overwatch League spots for, potentially, millions of dollars. If true, that would put a lot of esports organizations in a tight spot, if not an outright untenable one.

For the moment, Blizzard isn’t making any concrete announcements, but they did tell PVP Live that they “are in active discussions with teams and owners from endemic esports as well as traditional sports.” We’ll see where that all goes… eventually. Overwatch League is set to launch sometime later this year, but there’s no exact date yet.

Killer Donkey Kong combo is tearing up ‘Smash’ tournaments

Donkey Kong is making moves in the competitive Super Smash Bros. 4 scene. At the Umebura Japan Major this weekend, the king of grabs himself showed why the ape is popping up more and more at high-profile tournaments.

Jason “Mew2King” lost his first game against Takuto “Kameme” Ono during the tournament Saturday and needed to switch it up to get a point on the board in the best-of-three set. Mew2King busted out a Strawberry Nesquik-pink Donkey Kong to counter Kameme’s Sheik and immediately got to work.

See Also: Top 10 Most Standard 3D Animation Tools for 2017

Mew2King landed a down-air on Kameme’s Sheik and followed up quickly, grabbing Sheik, slamming her down, tossing her up, and hitting her onto the platform for better height. That was an impressive combo on its own, but the next sequence is where the magic happens.

Once Kameme is on the platform, Mew2King goes for another grab, hits for some extra damage, throws Kameme into the air, and finishes with an up-air hit near the top edge of the map sending Kameme flying into oblivion.

The gist of that combo — an upward throw into an up-air for a KO — is called the Ding Dong, and it’s making Donkey Kong a much more viable pick in the competitive Smash 4 scene.

Proper Ding Dong execution can KO characters at pretty low percentages, especially those who soar easily. On stages with platforms (like the one in the video above), heavy characters like Sheik can be KO’d without much trouble, too.

For players like Mew2King who have mastered the art of grab combos, this can be a particularly deadly combo. It also requires a lot less tech skill compared to Mew2King’s infamous Marth chain grabs from Melee.

via GIPHY

One Stop Game Solution