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All you aspiring programmers! We introduce you to some common programming terminologies which you should know as a fresher in the industry. Hope this helps!

Game Engine: These engines are the systems for creating and developing your games. Most popular game engines use a software framework that lets game developers bring in assets, create functionality and publish their game for play. Popular game engines include the Unity game engine, Unreal game engine, CryENGINE and more.

Game Loop: The game loop is what lets a game run smoothly whether there is input from a player or not.

GameState: This can be considered part of a game’s internal logic and defines an object at that particular time and keeps track of items such as timers, kills and rounds. A game’s internal logic is one of the most important parts of any game’s development.

GUI: The Graphical User Interface are the elements that a player sees when playing. The interface can consist of remaining ammo and time, touch-screen buttons, points and much more.

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Here are our last three texturing terminologies for all you guys! We hope our posts have been able to help you decode the fundamentals of texturing.

Tiling Textures: Tiling textures are textures that can be applied to a model and repeated infinitely in one or more directions. Tiling textures are typically used on surfaces like walls and terrains that would be difficult to texture by hand. It’s a good idea to create multiple variations of tiling textures to create a more interesting look of the game. The same brick texture on multiple buildings would look very odd.

Decals: Decals are textures with transparent properties that can be applied to surfaces in the game to help break up bare and uninteresting area of the game. Some examples of decals in a game would be bullet impacts, blood splatter, posters, trash, and stains.

Shaders: Once all of the textures are created, they are combined into an “object” called a shader. Each texture must be applied to it’s proper channel on the shader. The shader will then display the texture’s affect on the model. At this point, the user can tweak certain parameters to get the final look of the model.
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The design world is filled with a bunch of different terms you’ll be expected to know, whether they’re about the elements of design, design principles or even just different kinds of vocabulary that you’ll have to understand to speak with other people in the industry, such printers or developers. This […] Share this:Click to share on Twitter (Opens in new window)Share on Facebook (Opens in new window)Click to share on Google+ (Opens in new window...
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Polish your knowledge on texturing. Presenting to you a couple of more commonly used texturing terms the industry uses regularly. Stay tuned for more!

Bump Map: Bump maps are a great way to give an object the illusion of depth or relief without increasing render time. Using the black, white and grey data stored in a bump map, the surface properties of the object will be altered by the value given.

Normal Map: In bump maps, the illusion of depth or relief is created by a normal map’s color. For normal maps however, RGB values are used to signify the orientation of the surface normal. This helps game artists take highly-detailed models and bake all of the surface detail into a normal map – which can be applied to a low-poly model and create the illusion of high-res detail.

Specular Map: A specular map is used to add “shininess” to an object. Dark colors of the image provide little to no shininess to the model, while light colors provide more shininess.

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Presenting to you a few more modelling terminologies every aspiring game developer ought to know!

Optimization: Optimization is the process of reducing memory usage of your assets. For example, models are optimized by reducing their polycount without drastically affecting the silhouette of the model.

Silhouette: The silhouette is the major form of a model. This does not include any detail. For example, screws in a weapon or a button on a cell phone. Small details like this can be faked using a normal map.

LOD Models: Level of Detail Models are different versions of the game resolution model used in the game. These models vary in polygon count and are swapped out based on the model’s distance from the camera. This is an extremely important aspect of optimizing games.

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We are back to help you understand modelling better! Here are our next three modelling terminologies! Keep a look out for this space for more. 

Triangle: A triangle is a single three-sided polygon of a 3d model. Each polygon in a 3d model will be “triangulated” when it is imported into a game engine.

Quad: A quad is a single four-sided polygon of a 3d model. It’s important to remember that a quad is made up of two triangles.

Real–Time Render: Games are expected to render at a specific speed called Frames-Per-Second. When the player presses a button, they expect to see an action “render” immediately. The render time can be affected by a lot of different factors, but if a game is optimized, the art assets are usually the main reason for low frames-per-second.

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Here are our last set of animation terminologies every beginner should know!

One-Off Animations: One-Off animations are animations that represent a specific action or movement of an object or character. For example, a character swinging a bat or throwing a ball.

Looping Animations: Looping animations are animations that can be looped multiple times without the player noticing. For example, a walk or run cycle.

Additive Animations: Additive animations are animations that are added on top of other animations to perform two or more actions at once. For example, a character reloading a weapon. The player could stand in place, crouch, or sprint in the game. The player may want to reload while doing any one of these actions. The reload animation is an additive animation that blends with other animations. This relieves the need to create an animation for reloading and running, reloading and standing, reloading and crouching, and etc.

Socket: A socket is a bone or dummy object attached to the skeleton/rig that can be used to attach secondary models. For example, when a character picks up a sword and it attaches itself to the character’s back.
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All you animation enthusiasts, presenting a few common animation terminologies you ought to be aware of! Watch this space for more. 

Animation for Games: Animation in games is very similar to film. The models will be rigged to skeletons and animated with keyframes. However, games have a much higher need for looping animations and one-off animations.

Rigging: When rigging assets for games, you are creating controls, bones and more, and the ability for the asset to be animated.

Skinning: Skinning is the process of connecting or associating the individual bones to the corresponding skin sections. The connection between bones and skin needs to be gradual – assigning weights to how much each skin polygon is affected by the bone’s motion.
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We hope we're able to help you refine your knowledge of texturing through our posts. Here are our next couple of texturing terminologies.

Emissive Map: An emissive map is a map that will provide a glow affect if the engine supports it. These maps can be any color. However, dark areas of the map will provide little to no glow.

Light Map: Light maps are maps that are used to reduce the high memory usage that comes with adding lights in a game environment. This can be done through “Light Baking”. The level artist would light the level as normal and when he/she is finished, they will bake the static lights into the textures of the level. Then all of the static lights in the level can be removed, thus freeing up the much needed memory to make a game run smoothly.

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We are back to help all you aspiring game designers out there decode a few more interesting texturing terminologies. Check them out!

Alpha Map: Alpha maps are also known as transparency maps and they are used to make areas of a model more transparent. They are usually grayscale images. The darkest areas of the map will provide zero transparency and the lightest areas will be transparent. Some examples of where these maps are commonly used are hair, cloth, plants and windows.

Displacement Map: Displacement maps add high resolution detail to a model, much like a normal map. However, displacement maps physically push or displace the vertices of a model while a normal map does not. There are two things to be aware of when using displacement maps: 1) A model must have enough vertices to be displaced in order to change it’s physical shape. 2) Displacement maps can be costly, so use them wisely.

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How well do you know texturing? We decipher some common texturing terminologies which we think you ought to know as a budding game designer! Watch this space for more!

UV Maps: UV mapping is a tedious but necessary part of creating custom textures for your 3D models. UV maps bridge the gap between 3D objects and 2D textures, allowing us to layout the 3D object in flat UV coordinates to paint them with vivid detail.

Texturing for Games: The texturing process for games is very similar to the texturing process in film, but when texturing for games it is important to consider texture resolution and what types of maps must be used to get a certain look or effect.

Texture Resolution: Texture resolution is the dimensions of your texture.

Diffuse Map: The diffuse map is the flat color of your game object. Essentially, it is just an image wrapped around your model without any special effects applied.

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We received an overwhelming response for our workshop on speed sculpting, design methodology and character designing. Tips and tricks on how to enter the gaming industry and how to go about experimenting with popular gaming tools were shared. Additionally, the finalists of our speed sculpt contest were seen putting their Z Brush skills to the test in the last and final round. Take a look at the pictures!
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India's oldest gaming company.
Introduction

Based in Bangalore, India, Dhruva Interactive is India’s oldest games company.

History[edit]1995[edit]

In an interview with Thomas l. Friedman, K. Rajesh said he started the company as a one-person operation, on March 15, 1995, with a 14.4 kbp modem.

1997[edit]

Dhruva Interactive was founded in 1997 by K Rajesh Rao to develop and publish games across various platforms. Dhruva signed up for Intel’s Technology Access Program to build a 3D game engine cum demo optimized for the Pentium II/AGP platform (which was the latest processor at that time) - becoming the first games company in India. This R&D development enabled Dhruva showcase its capabilities to worldwide publishers, resulting inbagging a development contract from Infogrames to make the PC version of the hit game, Mission Impossible, based on the Hollywood blockbuster.

ThunderDome: The first 15 months were spent creating a Direct 3D based game engine aimed at the mass market graphics.

1998[edit]

Mission: Impossible: On November 26, 1998, Contract with Infogrames (now Atari) to develop the PC version of the game based on the Hollywood blockbuster. Dhruva was the first games developer from India to work on a major international game title.

2000[edit]

Dhruva Interactive created broadband educational content.

Eric Mottet, Co-founder and worldwide head of games development at Infogrames takes an equity position in Dhruva

Saloon: A demo game, set in the American wild west showcased a revamped version of the ThunderDrome engine.

2001[edit]

Dhruva signed on by publishers Infogrames Melbourne House and Codemasters (UK).

Partnered with Infogrames, Australia in the development of one of the PC based games – Jeff Grammond’s Grand Prix 4

TOCA Race Driver: Became the first Indian company to have developed content for the PS2 console by contributing to the development of Codemasters's hit title which went on to becoming a racing franchise on the PS2

Dhruva launched its web-based games business. Web-based games included Hopper Menace, Santa's Night Out, Shootappan, and Snowballin' Willy.

Kaun Banega Crorepati (KBC): Built this web-based game for the Star TV network.

2002[edit]

“I’ll be back Rich” : Developed and published India’s first web based 3D game based on Wild Tangent’s browser based 3D game engine.

Mission: Impossible Operation Surma: Partnered with Infogrames for the development of the content for PS2,Xbox, and PC platforms for the game based on the Hollywood blockbuster.

Terminator 3 – Rise of the Machines: Partnered with Infogrames for the development of the content for PS2, Xbox, and PC platforms for the game based on the Hollywood blockbuster.

Microsoft Train Simulator II: Partnered with Kuju Entertainment for the development of content for Microsoft’s key title.

2003[edit]

Forza MotorsportMicrosoft enrolls Dhruva to work on its #1 Racing Franchise for the Xbox. Dhruva is the first such game development partner from India.

TOCA Race Driver 2: Partnered with Codemasters on content development for the sequel to TOCA Race Driver.

Dhruva Interactive launched its Mobile Games Division, focusing on developing and publishing key mobile games.

Dhruva partnered with Nokia to launch CopterAce TennisCarry on BunnySnowballin' Willy in the APAC region.

Ace Tennis: Utilizing a robust tennis engine, developed in-house, Ace Tennis was the launch title for the new Nokia Series 40 model in the APAC region in 2003.

2004[edit]

Dhruva Interactive expanded on its portfolio of mobile games published across major operators worldwide.

Pat Cash Tennis: Based on Dhruva Interactive’s Tennis Engine and collaboration with Kuju Wireless (as worldwide publisher) and Player One (the Pat Cash licensee), Pat Cash Tennis was one of the world’s first mobile multiplayer games. The title Reached #1 on the Charts in the UK, carried by networks such as Vodafone, T-Mobile and O2; Top 10 in Australia.

GameTantra Multi-Player 3D Gaming platform: Launched the gaming platform with title, Pool on the Net, ver 1.0, an online multiplayer billiards game, developed to showcase the capabilities of this platform. Showcased at FICCI Frames 2004.

Charlie Chaplin: Dhruva secured the worldwide mobile rights to publish games based on Charlie Chaplin.

Asterix & Obelix XXL 2 Mission: Las Vegum: for PS2 and PC developed for Etranges Libellules (ELB), France. Dhruva created content for one entire level of this game which involved design of assets, creation and testing. The successful accomplishment proved Dhruva’s ability to handle complex art styles.

2005[edit]

Dhruva launched 3 games on a worldwide level. Two of the titles hit #1 positions in key western markets operators such as VodafoneT-Mobile and Telefonica (O2).

Maria Sharapova Tennis: Using an updated version of the Tennis Engine used in Pat CashMaria Sharapovawas published through I-Play (Digital Bridges) worldwide. Maria Sharapova Tennis received reviews scores of 8/10 by Midlet Review, 90/100 by Mobile Game FAQ Review, and a 7.9/10 by Gamespot.

Phil Taylor Darts: Published through Player One in the UK and debuted #1 on the Vodafone UK charts.

Slyder: Through a co-development deal with Sandlot Games, one of the top Casual Game publishers, SlyderSlyder was released worldwide; published through Mobiliss in USA and I-Play in other regions. The game was immensely success and continues to be popular even today.

Project Gotham Racing 3; Partnered with Bizarre Creations for content creation; PRG-3 was the launch title for the Xbox 360 new console launch by Microsoft.

Battlefield: Modern Combat: Partnered with Electronic Arts for creating environments for this game.

And1 Streetball: Partnered with Ubisoft for creating content.

TOCA Race Driver 3: Partnered with Codemasters for the third release after having contributed to the successful past two releases.

2006[edit]

Cricinfo Genie Partnering with Cricinfo, the world’s leading Cricket website, Dhruva built and published one of the most innovative products aimed at the cricket-crazy Indian. The application allowed users to watch Cricket matches LIVE on their mobile phone, using simulated animations to showcase the action. Cricinfo Genie involved the design and creation of a back-end system which ensured real time information transfer of the on-field actions and involved the setup of a dedicated country-wide server infrastructure. The game simulation engine required 20+ attributes per ball to be simulated. The Cricinfo Genie application had a record 500,000 subscribers over a period of 18 months. Additional key features included detailed score cards, the latest cricket news, statistics on players & records, schedules and results, highlights of the ongoing games, sharing features, and broad mass market handset support (Low and High end).

Forza Motorsport 2: Partnering with Microsoft Game Studios, Dhruva was one of the main content creation partner for making vehicle art assets for the game.

Project Gotham Racing 4: Building off of the past success with Bizarre Creations on PGR3, Dhruva was chosen to provide art assets for a number of city racing environments for the next game, PGR4.

2007[edit]

Building on the success of the Multiplayer Connected games and the oncoming Cricket World Cup 07, Dhruva once again partnered with Cricinfo, to develop 3 distinct Cricket based Multiplayer Connected mobile games.Cricinfo Genie v2: The 2nd version of the game first released in 2006 contained significant enhancements to the User Interface and back-end gaming engine making it even more interactive and ‘addictive’. In addition it had features of Prizes, built-in Quizzes, lobby features plus a new improved simulation engine.

Cricinfo Trivia Champ: The first multi-player connected mobile cricket trivia game tagged to contests and prizes.

Classroom Cricket: A Multiplayer Connected Game based on “book cricket.” The game was held in a classroom environment. The students played book cricket while trying to avoid being caught by the lecturing teacher.

Need For Speed: PROSTREET: Partnered with EA's Black Box Studio for content creation on NFS ProStreet.

Colin McRae DiRT: Partnered with Codemasters for creating vehicles and environments for DiRT, which has gone on to becoming a rally franchise.

2008[edit]

XNA RPG Starter Kit: Microsoft chose Dhruva for the development of an XNA Game Studio Starter Kit. Dhruva built the starter kit with a Role Playing Game (RPG). The title was aimed at teaching developers “how” to make a 2D tile-based RPG game. As such, the game was developed with incredible extensibility in mind, allowing developers to adjust and modify the existing art, code, and design to suit their personal requirements. Played on the Xbox 360 console and PC, Dhruva’s RPG Starter Kit was a great success, bringing the company a lot of credibility and visibility amongst the gaming and game development communities.

PlayStation Home: Partnered with Sony UK Studio to develop content for their upcoming persistent virtual world on the PS3 platform.

PURE: Partnered with Disney's Black Rock Studio to develop content for this new franchise.

Asterix At The Olympics: Partnered with Etranges Libellules on the latest Asterix game.

NFS: UnderCover: Partnered again with EA's Black Box. to develop racing environments for the title.

Racedriver GRID: Partnered again with Codemasters to develop various car assets.

2009[edit]

Conga BugsConga Bugs is Dhruva’s first PC casual game under the newGameTantra publishing banner. This top-tier casual game has rich 3D visuals & tons of game play variety and several original characters. The title is currently being distributed around the world, through various distribution channels.

Colin McRae DiRT 2: Partnered again with Codemaster's franchise to create buildings and props for the game.

Find Your Own Way Home Game: Dhruva's Game Studio developed the first-of-its-kind casual game based on the rockband REO Speedwagon with producer Curious Sense.

Forza Motorsport 3:Dhruva once again worked with Microsoft Game Studios, to help create one of the racing titles.

2010[edit]

SBK X: Dhruva working with Milestone Srl. on the 2010 installment of the Super Bike World Championship series.

F1 2010 (Video Game): Dhruva further cemented its relationship with Codemasters by working together on one of the racing games; F1 2010! Dhruva created 4 full and complete tracks for the game

Dead Rising 2: Dhruva worked with Blue Castle Games (now Capcom Vancouver) on DR2.

2011[edit]

OFP:RR: Dhruva worked on Operation Flashpoint: Red River for Codemasters

Awards and recognition[edit]

FICCI BAF Awards 2005 - Pat Cash Tennis (Mobile) FICCI BAF Awards 2006 - Slyder (Best Mobile Game) FICCI BAF Awards 2007 - Cricinfo Genie (Special Jury Award for Innovation in Mobile Gaming Application) In Thomas Friedman's book "The World is Flat", Dhruvais mentioned as successfully plugging itself into the global economy through what Friedman terms as 'triple-convergence.'

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