Friday, 28 February 2014

COMPLETE UNITY TUTORIAL RESOURSES

UNITY TUTORIALS
The most recent version of this list can be found at http://www.virtualgamelab.com/unity-resources.html
I just compiled a list of Unity resources for a different purpose (hence my subjective comments and a shameless copy&paste). Some of the resources have already been mentioned here and some of it is only Unity-related and not strictly for learning Unity itself. Nonetheless, here we go:
Download the free version of Unity to get started: http://unity3d.com/unity/download/
If you have no previous experience with Unity, start with these six video tutorials which give a quick overview of the Unity interface and some important features http://unity3d.com/support/documentation/video/
Continue with a more in-depth text-based walk through of very basic Unity functionality and work flowhttp://unity3d.com/support/documentation/Manual/Unity%20Basics.html
To get you started with scripting, have a look at the following PDF document. It was written for an older version of Unity, but still covers relevant aspects of scripting with JavaScript. (2 hours to complete, no previous JavaScript knowledge required) http://download.unity3d.com/support/Tutorials/2%20-%20Scripting%20Tutorial.pdf
Unity features three scripting languages; JavaScript, C#, and Boo. Depending on your scripting language of choice, you might want to choose different tutorials to get started with Unity. Each tutorial link will also mention which scripting language is used. Most Unity tutorials available on the web are using JavaScript. Notice that JavaScript is commonly used for web applications. Unforunately, books which cover JavaScript are normally of little use for Unity's implementation of JavaScript. But worry not, a vast amount of tutorials will follow...
If you want to familiarize yourself with Unity's functionality more, browse through Unity's manual. You can skip the Basics section as we already went through this (see above).http://unity3d.com/support/documentation/Manual/index.html
For a printable version of the 600+ pages manual, see http://unity3d.com/support/documentation/printable.html
If you rather prefer to jump into the action, skip the manual altogether and have a look at the two books which have been published on Game Development with Unity. 1) Author Will Goldstone guides you through a complete project and introduces most of Unity's functionality (using JavaScript). The book is available as print and digital version and all needed assets and resources can be downloaded with the book. It's been a helpful investment from my point of view.http://www.packtpub.com/unity-game-development-essentials/book This forum thread discusses the book and its content. http://forum.unity3d.com/viewtopic.php?t=29041
2) Ryan Henson Creighton more recently published "Unity 3D Game Development by Example Beginner's Guide". Find out more about the book here: https://www.packtpub.com/unity-3d-game-development-by-example-beginners-guide/bookand the forum thread - http://forum.unity3d.com/threads/61349-Unity-3D-Game-Development-by-Example
4) Sue Blackman wrote a book in which she guides the reader through the development of a Javascript-based project which resembles an adventure-type of game. Sue highlights the viewpoint of an artist working in game development. See the forum thread (http://forum.unity3d.com/threads/93775-Beginning-3D-Game-Development-with-Unity) and the amazon link (http://www.amazon.com/Beginning-Game-Development-Unity-All-/dp/1430234229/ref=sr_1_6?ie=UTF8&qid=1332475219&sr=8-6).
5) Coming up on 07/17/2012, Deniz Opal, Sean McCracken and Mike Renwick are publishing "Professional Unity and C#: Multi-Platform 3D Game Development" on Amazon. See this link (http://www.amazon.com/Professional-Unity-Multi-Platform-Game-Development/dp/1118063376/ref=sr_1_11?ie=UTF8&qid=1332475219&sr=8-11 for a special pre-order price. As the name implies, this book will focus on C# development.
To get up-to-date on Unity 3 functionality, check out the following official documentation: Unity 3 - What's new?http://unity3d.com/unity/whats-new/unity-3
Unity Videos (including Tutorials) Link - http://video.unity3d.com
Live Online Unity Classes (currently for basic introduction to Unity) Link - http://unity3d.com/support/online-training/
You are now faced with the choice of tackling example projects provided by Unity Technologies or jump straight into user-generated tutorials. As the example projects are quite complex, I would suggest working through some video tutorials first. Nonetheless, here are the links for Unity's official example projects. They can be taken completely apart, reverse-engineered and reused for own projects.
Iphone tutorials and more example projects http://unity3d.com/support/resources/tutorials/
Brand New Car Tutorial (April 2010) http://unity3d.com/support/resources/tutorials/car-tutorial

Now, let's head on to TUTORIALS. This list starts with mostly basic and general tutorials at the top and lists more specific tutorials at the end.
Will Goldstone, author of the Unity Game Development book, worked on a series of helpful video tutorials here (using JavaScript): http://learnunity3d.com/ (also http://learnmesilly.com/). More recently by Will Goldstone:http://www.unity3dstudent.com/
TornadoTwins Video Tutorials They show step by step how to create a simple game using Javascript.http://www.youtube.com/user/TornadoTwins
UnityPrefabs - New Project by the Tornado Twins - soon to be launched http://www.tornadotwins.com/unityprefabs/
Walker Boys Studio - Unity Tutorials from the Guildhall at SMU (an extensive list of tutorials with more on the way) free.html">http://walkerboystudio.com/html/unity_training_free.html
CannedMushroom Video Tutorials (Unity and other software) This is a series of projects intended for 2-hour self-instructed lessons using JavaScript http://www.youtube.com/user/cannedmushrooms
Unity Jumpstart Proof of Concept Game to learn creating your own game from the ground uphttp://forum.unity3d.com/viewtopic.php?t=28433 http://www.unityjumpstart.com/ProofOfConcept_1/
3dbuzz.com Series of Unity tutorials (among many other tutorials) registration required (free) * working with asset server * advanced c# version of unity jumpstart tutorial (see above) * MonoDevelop and Unity Iphone * SpriteManager
BurgZergArcade - Unity Tutorials Hack&Slash Tutorial using C# and plenty of other information and useful tutorials website - http://www.burgzergarcade.com/
UnityScript Basics (Scripting Basics for Noobs) If you're new to scripting, read up on this good introduction to scripting in Unity. Lots of analogies are provided which makes it really easy to understand. The details are explained for UnityScript, but the introduction is great for any scripting language. website -http://www.unityscript.com/lessons1/basics.php
Unity 3D Tutorial Several tutorials on Unity 3D from scripting basics to advanced procedural level generation. New tutorials, free assets and tips posted on a regular basis. website - http://www.unity3dtutorial.com
UnityLabs Text-based tutorials with screenshots covering a wide range of topics incl. scripting (using JavaScript), basic introduction to unity, character controllers, and user interfaces http://www.unitylabs.net/tutorials/unity-beginners
InfiniteAmmo Tutorial General Introduction to Unity (3 parts so far) Some scripting covered using Javascript (e.g. movement controls) http://infiniteammo.ca/blog/impromptu-unity3d-intro-tutorial/
Technicat Introduction to Game Development with Unity including Workflow, Scripting, GUI, Version Control, etc.http://technicat.com/games/unity.html
Advanced Media Lab at North Carolina State University http://vimeo.com/channels/ncsuunity
GearTech Games 4 Videos on how to work through a project (and more videos)
  • workflow between Modo and Unity
  • lightmapping
Making Sense of Unity These video tutorials provide more indepth coverage of unity scripting using Javascript (not meant to be introductory material)
  • lecture style explanations of concepts
  • more entertaining and not like most other screen-capture tutorials :)
Virtual Autonomy Guide for working with Google SketchUp and Unity (also shaders and multi-user environments) text-based with screenshots http://virtualautonomy.com/blog/index.php/tutorials/
Robotduck - Blog The blog of this Unity user provides tips on Unity scripting and functionality and showcases some of his projects http://robotduck.wordpress.com/
Car Tutorial Physics Setup for a car, AI for driving around racetrack http://www.gotow.net/andrew/blog/?page_id=78
Terrain Tutorial seven videos on how to create terrains in Unity from heightmaps to finishhttp://vimeo.com/album/156452
Paul Bourke -Unity for stereoscopic display text-based with screenshotshttp://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/Unitystereo/
Paul Bourke Unity and Idome text-based with screenshotshttp://local.wasp.uwa.edu.au/~pbourke/miscellaneous/domemirror/UnityiDome/
RENCI Unity for Dome projections http://unc.renci.org/rencinews/the-dome-corner-006
Official Unity Tech. Tutorial for the Animation View (NEW) 3-part-series of video tutorialshttp://unity3d.com/support/resources/tutorials/video-animation-view
Texture Painting Tutorial - explanation of how to draw surface Textures for several (sci-fi) object, using Photoshop:http://forums.cgsociety.org/showthread.php?t=373024
PAID TUTORIALS
Design3.com (subscription based tutorials, Unity-related content among other software like Maya, 3DS Max, Photoshop) http://www.design3.com/by-software/unity
Unity-Tutorials (mostly paid and some free tutorials) http://www.unity-tutorials.com/

GENERAL RESOURCES
Once you went through some or all of these tutorials, you should be creating your own content in no time. Next, I'll provide an overview of general resources for Unity. Whenever you need to find some information about Unity, scripting, projects, collaborations or anything Unity-related, check these links out:
Searching for resources - The All-In-One Unity Reference Search http://www.google.com/cse/home?cx=001712401338047450041:csfhqk-trfa credit goes to Robotduck for providing this link to the public; tremendous time saver (see http://robotduck.wordpress.com/)
Unity Component Reference each available Component described in detailhttp://unity3d.com/support/documentation/Components/index.html
Unity Answers Invaluable when you have specific questions about Unity or Scripting http://answers.unity3d.com/ This link should also get you started on learning Unity http://answers.unity3d.com/search?q=learning+tutorial
Unity Forum http://forum.unity3d.com/ http://forum.unity3d.com/viewtopic.php?t=30633
Unity Feedback feature request go here http://feedback.unity3d.com
Unity IRC Point your favorite IRC client to irc.freenode.net and join #unity3d to chat in real time.
Overview of Unity Resources http://www.reddit.com/r/unity_tutorials/
Overview of Unity blogs http://www.reddit.com/r/unity_blogs/

TOOLS AND EXTENSIONS
Lastly, I want to list extensions and tools which can make your life as a Unity developer easier.
Unity Extensions
  • Terrain Toolkit
  • External Lightmapping Tool
  • Locomotion System
  • Explosion Framework
  • Head Look Controller
http://unity3d.com/support/resources/unity-extensions/ overview of some extensions Unity youtube and vimeo channels http://www.youtube.com/user/Unity3D http://www.vimeo.com/unity3d/videos
AngryAnt One of Unity's developers provides projects to extend Unity's functionality (e.g. pathfinding and AI)http://angryant.com/
sturestone's A* Pathfinding (currently version 2.9) forum thread - http://forum.unity3d.com/threads/67417-A*-Pathfinding-2.9-Is-Released-(Unity-3-Compatible)
Weltenbauer Augmented Reality / Webcam Input http://produktion.weltenbauer.com/#/5
Mostly Tigerproof Using Google Analytics and Unity to track game stats This is a blog entry about Google Analytics and Unity http://blog.mostlytigerproof.com/2009/10/06/gathering-statistics-using-google-analytics-and-unity-3d/
Antares Project - Extensive Set of Tools to extend the Unity Editor - Open Source; forum thread -http://forum.unity3d.com/viewtopic.php?t=50843
Antares Deformator (Work in Progress) - deforming meshes realistically forum thread -http://forum.unity3d.com/viewtopic.php?t=54290
Decal Framework - http://unity3dstore.com/?page_id=59 (purchase required) forum thread -http://forum.unity3d.com/viewtopic.php?t=54613
Unity Terrain Tools - EasyRoads (purchase required) http://unityterraintools.com/downloads.php forum threadhttp://forum.unity3d.com/viewtopic.php?t=23519
Six Times Nothing - Road/Path Tool and River Tool http://www.sixtimesnothing.com/
Dastardly Banana - FPS Weapon Tool, Radar example http://dastardlybanana.com/Downloads.htm
Starscene Software - Tools, Games and Utilities for Unity (purchase required for utilities)http://www.starscenesoftware.com
GUIX - visual Menu/GUI builder (purchase required) http://www.ennanzus.com/developer/GUIX/buy.htm
EZ Game Saver - saving tool (purchase required) http://www.anbsoft.com/middleware/ezs/index.htm
FireTool - create realistically spreading fire to your scene http://forum.unity3d.com/viewtopic.php?t=49588
LightUp (purchase required) Extension of Google Sketchup (Lighting Solution) which works nicely for exporting lightmaps to Unity http://www.light-up.co.uk/
PureLight (purchase required) Lighting solution for importing lightmaps to Unityhttp://www.purelighttech.com/product.htm
Stereoscopic Solutions 3D Anaglyph System (purchase required) Stereoskopix3D
Plugin for Kinect's Primesense Camera forum thread - http://forum.unity3d.com/threads/67982-Kinect-plugin
Unity Web Suite - tutorials and examples in C# to create online content forum thread -http://forum.unity3d.com/threads/17674-Unity-Web-Suite-(Examples-Tutorials) website -http://www.nickbreslin.com/2009/04/phphandler-20-released/



Friday, 14 February 2014

The Top 5 Things to be learned as an UNITY Developer

 
  Unity is a fantastic game development platform for many reasons, one of which being the clean, accessible way its component-oriented platform is designed.  For example, it's very easy to slam together some code and have a simple working prototype running in a day or two. Despite its versatility however, I've found over the years that there's a few practices that work particularly well with Unity.

With my new game, The Fall, I've taken many of these practices and combined them. The result has been a very smooth development process that has been quick and easy to work in and has created relatively fewer bugs that my last games.  To help celebrate my announcement of The Fall and help plug its new Kickstarter campaign, I'm writing this article to share some of my favorite design practices that might help you, with your game. 

If you get some value out of this article, please check out The Fall on Kickstarter!

1: Think of your code as a long term company asset

A great programmer once told me that when you write code, you should consider not just its value as an asset to the project you're working on, but as an asset to your business. For example, in The Fall, I have a dialogue system that can display a conversation between two players with avatars:


This dialogue system is written in a way that's completely independent and requires very little set-up in Unity. I can, with very little work, take this dialogue system and plug it into any future game that I want to make. Simple adjustments to it's OnGUI() function could re-skin what is essentially a perfectly functional dialogue system that could theoretically work in most cases, right out of the box. Needless to say this saves a lot of time and money, and the increased speed and ease also aides the creative process as well.

Remember: If you're going to invest the time to write code, you should be adding value to your business and creative process as well!

2: Use global class instance variables

This design pattern has helped me the most in keeping my components separate and clean.  The idea here is for each or your major scripts, you can set a global variable that points to a specific instance of that script, so that you can access that instance anywhere without having to cross-wire scripts in the inspector.  Here's how it works, more or less:

Inside my main DialogueSystem.cs script, I have a variable at the top, that has the same type of it's containing class, written as follows:

public static DialogueSystem instance;
or in JavaScript:
static var instance : DialogueSystem;
Then, in the script's Awake() function, you simply write:
instance = this; 

You then simply attach this script to any object in your scene, and when Unity loads that scene, that particular script instance will set DialogueSystem.instance to it's self. Why is this helpful? Well, it means that if I want to access my dialogue system, from anywhere in my game, all I have to do is type:

DialogueSystem.instance.SomePublicFunctionName();

And Unity will know that I want to call a function on the particular instance of the DialogueSystem script in my scene. 

Important note -- This design pattern intends that you only have one script instance in a given scene. Therefore, this works very well for large components, such as a dialogue system, but I would imagine it would be useless or problematic to use on objects that could be instanced multiple times in a scene. If you're interested in a more safe implementation of this pattern, you can Google "Singleton" - the implementation in this article is more simple, for accessibility's sake.

3: Use Callbacks (delegates or Monobheaviour.SendMessage())

This one is a little more complicated if you're a beginner. Consider this:

Lets say we have an NIS (non-interactive sequence) where we want the player's character to walk a few steps, stop, enter dialogue with an NPC, and then return control to the player once the dialogue has ended.  Well, because of point #2 in this article, we know that we can simply activate the Dialogue System from an NIS script by calling

DialogueSystem.instance.SomeFunctionToActivateDialogue() 

But how do we know when the dialogue has finished, so that the NIS script can return control to the player, or do something else that we want? Well, we can use a callback. When we first call DialogueSystem.instance.Whatever(), we can pass that function some parameters that it can use when it's finished to notify the script that called it in the first place. There are a few ways of doing this. I very much prefer using Delegates in C#, because they're a little cleaner, but if you use Javascript, they're not an option.

Delegates (C#)
Think of delegates as variables that basically point to a function. Using delegates, you can pass function A to function B as a parameter, so that function B can call function A when function B completes. I won't get into the details of creating delegates here, but it's a fairly simple process and this is a good place to get started learning:
http://msdn.microsoft.com/en-us/library/ms173171(v=vs.80).aspx
If I get some requests, I'd be happy to write a more detailed tutorial.

MonoBehaviour.SendMessage(string)
Unity provides some callback functionality using its SendMessage function, that can basically call a function in a script, with a string that is the function's name. For example, lets say we have a script named "Foo" with a function named "FooFunction". Inside another script, we'd need a variable that points to an instance of our "Foo" script, lets say we call that variable "ourFooVariable". We could then call

ourFooVariable.SendMessage("FooFunction");

We can use this for callbacks because we can pass an instance of a script and a function name to another function. For example, in Javascript:

Script A:
-----------
 function Start(){ 
 ScriptB.MyFunction(this, "MyCallback"); // 'this' means this instane of Script A
 }
 function MyCallback(){
 //This will get fired after script B is finished.
 }
------------
Script B:
------------
 function MyFunction(callback : MonoBehaviour, cbName : String){ 
 //do some stuff 
 //..... 
 //call back to script A: 
 callback.SendMessage(cbName);
 }
----------- 

Using callbacks in conjunction with global class instance variables can help you create components that are more or less independent. In The Fall, when the player is in an NIS and the dialogue system needs to be triggered, the NIS simply calls the dialogue system and sends it a callback, and then does nothing as the dialogue system works. When it's finished, the dialogue system runs the callback function in the original NIS and the NIS then goes about it's business. Nothing needs to be cross-wired. No work in the inspector is required to get these systems to play nicely together. No NIS scripters need to mess with the dialogue system to get it to work nicely with their code. It just works.

4. Get scripts to disable and enable themselves.

Lets look back again to our dialogue system example. In The Fall, when the dialogue system is enabled, it draws to the GUI, all the time. I have no checks in the script to see weather or not it should be displaying the dialogue, it simply always does it. This works because the dialogue system is able to enable and disable it's self, and this works well because of points #2 and 3.

When I activate a dialogue in my dialogue system, the first line of code is for the dialogue system to enable it's self:

this.enabled = true;

When the dialogue has completed and the callback has been sent, the last line of code disables it's self:

this.enabled = false;

This way the dialogue system doesn't take much in the way of resources and simply sits there and shuts its mouth, so to speak, until it's needed.

5. Try to get away from using Update for everything -- try using coroutines.

A very common design pattern with unity development is to put simple code in a function that runs every frame, when it really only needs to be run once in a while.  For example, there's a popular Fade-In-and-Out solution that checks, every frame, weather or not it should be making the screen black, and then moves a number between 0 and 1. It does this every single frame, always, even though the vast, vast, vast, vast majority of the time, this doesn't need to be considered at all.

There are lots of times when you want a script to wait for a long period of time, and then do something gradually on command. I have found that Coroutines are often the best way of making this happen.

Here is a simple primer on Coroutines in unity

Basically, with Coroutines, you can get unity do something over several frames, and exit when it's done. Instead of having a fade-in-and-out script that's always updating, you could create a coroutine to fade the screen in or out, which would simply stop on completion, so Update isn't running constantly like the faucet in the kid's bathroom.

In JavaScript, a simple coroutine might look like this:

var fadeAlpha : float = 0;
function FadeIn(seconds : float){ 
 while(fadeAlpha != 1){ 
 fadeAlpha = Mathf.MoveTowards(fadeAlpha, 1, Time.deltaTime*(1/seconds)); 
 yield; 
 }
}

If this function gets run, it would change the value of fadeAlpha to 1 over how ever many seconds you tell it. You would then use that fadeAlpha value in a similar fashion to the script in the above link, in an OnGUI function.

Putting it all together

Lets consider a FadeInOut script, using all of these ideas. We create a FadeInOut script and plunk only one instance into a scene and disable it. Make sure the script has a static variable called instance, and when the script runs it's Awake() function, it sets the instance variable to it's self. 

Next, we create a few functions in the script similar to the one above, only that enable the script in the first line of FadeIn(), and disables the script in the last line of FadeOut();

If we want, we can implement a callback system, but this script is probably too simple to warrant it.

Then, if we ever want the game screen to fade out, we just call FadeInOut.instance.FadeOut(1); and the game will fade out over one second. When we want it to fade in again, We can call FadeInOut.instance.FadeIn(1) and the game will fade back in over 1 second.

This way, we've created a simple FadeInOut script, that works completely independently, doesn't waste resources, and can be plunked into any scene of any unity game and work with no setup or cross-wiring in the inspector what so ever.

Conclusion

Creating modular bits isn't just good for the sake of organization, but it also creates value for yourself over time. I'm sure there are lots of other design patterns to aide this process.  I hope that you got some value out of this and that my descriptions weren't too confusing. If you liked what you read, or have a question, please leave a comment and I'll do my best to respond. 


http://www.youtube.com/watch?v=KSwB0N9Axp4

Good to Start(resources)

It s a great time to start and choose a game engine for a game and work towards it...

Friday = A good day to start making a game 

1.Engines http://makegames.pixelprospector.com 
2.Graphics http://opengameart.org 
3.Guide http://makegames.tumblr.com/post/1136623767/finishing-a-game

Tuesday, 4 February 2014

GAMING COMPANIES IN INDIA

List of Indian Gaming Studios and Companies

By Vijay Sinha on Wednesday, February 15, 2012 at 3:39pm
MUMBAI

Apar Games - http://www.apargames.com/
Changyou.com - www.cyou.co.in
FITH Media - http://fithmedia.com
Fun Element - www.funelement.co.in
GameEon - http://gameeon.in
Games2win - http://www.games2win.com
Gamiana - www.gamiana.com
Hungama - www.hungama.com
Indiagames - http://www.indiagames.com/
Idealabs Interactive - www.idealabsinteractive.com
Indusgeeks - www.indusgeeks.com
Insite Digital/ibexis studios - www.ibexisstudios.com
Kreeda Games - http://www.kreeda.com/
Maharaja Games - www.maharajagames.com
Milestone Interactive Group - http://www.milestoneinteractive.com
Mile Nine Studios - http://www.mileninestudios.com/
Mig33 - www.mig33.com
Nazara - www.nazara.com
Nexustech Interactive Services - http://nexustechi.com
Nileegames - http://www.nileegames.com/
Orange Byte Studios (Professional Game Audio Services) - http://orangebytestudios.com/
Octane Tech - http://www.octanetech.com/
PaxPlay - http://www.paxplay.in/
Pinaka Interactive (Game Design) - www.pinakainteractive.com
Playcaso - www.playcaso.com
Playtinum - www.playtinum.co.in
Runestone Studios - http://www.runestonestudios.in
S3India - http://www.smarts3.in/
Synqua Games - http://www.synqua.com/
Spiel Studios - http://www.spiel-s.com/
underDOGS Gaming Studio - www.underdogsthestudio.com
Yellow Monkey Studios - http://www.yellowmonkeystudios.com/
Zapak Digital Ltd. - http://www.zapak.com

DELHI/NCR

Arthah Games - www.arthahgames.com
Babel Media - www.babelmedia.com
Backyard Game FactorRy- www.backyardgamefactorry.com now acquired by Games2Win - http://www.games2win.com
CCPRO Games - http://ccprogames.in
Dinzylabs - www.dinzylabs.com
Exigent- http://www.exigent3d.com/
Fleon Inc - http://www.fleongames.com
Geek Mentor Studios - http://www.geekmentors.com/
Hashstash - http://hashstash.in/
ibibo - www.ibibo.com
iEnergizer- www.ienergizer.com
Ingenuity Gaming - www.ingenuitygaming.com
Ironcode Gaming - http://www.ironcode.com/
Lakshya Digital - www.lakshyadigital.com
Magiclamp Games - www.magiclamp-games.com
Milisoft Softwares - http://milisoft.webs.com/
Mindworks Design - http://mindworksdesign.in
Mizcoin : www.mizcoin.com
Motion Punch Studios Pvt. Ltd. - www.motionpunch.com
Pencillati Interactive - https://pencillati.com/
PlayUp - www.iplayup.com
SuperSike Games - http://www.supersikegames.com/
Thinking Monkeys - http://thinkingmonkeys.com/

BANGALORE

2pi Interactive - http://www.2piinteractive.com/
5 Shells - http://www.5shells.in/
Atman Software- http://www.atmansoftware.com/
BitRhymes (India) Pvt Ltd. - http://www.bitrhymes.com/
Dhruva Interactive (including GameTantra) - http://www.dhruva.com/
digiKhel - http://www.digikhel.com/
Digital Chocolate - http://www.digitalchocolate.com/
Dumadu Games - http://www.dumadu.com/
Evelyn Software Labs - http://www.evelynsoftwarelabs.com/
Fun Voltage - http://www.funvoltage.com/
GamesRnD - http://www.gamesrnd.com/
Hashcube Technologies - http://www.hashcube.com/
KA05 Studios - http://www.ka05studios.com/
K2 Network - http://www.gamersfirst.com/
Knowledge Adventure (now JumpStart?) - http://www.knowledgeadventure.com/
MadRat Games - http://www.aksharit.com/
Mango Games - http://www.mangogames.com/
Permeative Technologies - http://www.permeative.com/
Phantasm Games - http://www.phantasmgames.in/
Playdom - http://www.playdom.com/
Playright Studios - http://www.playrightstudios.com/
Realaxis Software - http://realaxissoftware.com/
Rega Interactive - http://regainteractive.com/
Sourcebits - http://www.sourcebits.com/
Technicolor India - http://www.technicolor.com/
Tech Tree IT - http://www.techtreeit.com
Tharle Games - http://www.tharle.com/
Time Plus Q - http://www.timeplusq.com/
Tiny Mogul Games - http://tinymogul.in/
Xentrix - http://www.xentrixstudios.com/
Zynga - http://company.zynga.com/


HYDERABAD

Nautilus Mobile - http://www.nautilusmobile.com
Mango Games - http://www.mangogames.com/
The Awesome Game Studio (TAGS): www.theawesomegamestudio.com
Version2Games - http://www.version2games.com/ (website not responding)
Bluegiant Interactive - http://www.bluegiantinteractive.com/
Leisureplay- http://leisureplay.in/
Gameshastra - www.gameshastra.com
Immersive Games - http://immersivegames.co.uk/
7 Seas Technologies - www.7seastech.com
Agni - www.agniinteractive.com
Electronic Arts - www.ea.com
Griptonite/ Glu - www.griptonite-india.com (website not responding)
Golive Gaming - www.golive.co.in
Little Red Zombies - http://www.littleredzombies.com  ( Technically not a game studio but do outsourcing game art )
Purple Talk - www.purpletalk.com
Roach Interactive -
YesGnome - www.yesgnome.com
Toonheart Studios - www.toonheart.com
Seven Summits Studio - www.sevensummitsstudio.com

KOLKATA
Ani2Pix - http://www.ani2pix.com
Overcloud9 - http://www.overcloud9.com/
RJ Softwares - http://www.rjs.in
VirtualInfoCom - http://www.virtualinfocom.com
Flying Robot Studios - http://www.flyingrobotstudios.com

JAIPUR
Virtualinfocom - http://www.virtualinfocom
Pyrodactyl Games - http://pyrodactyl.com/
Pini Games - www.pinigames.in

UDAIPUR
HTRX Digital Solution(India Branch) - http://www.htrxdigitalsolution.co.uk/

CHENNAI
Apar Games - http://www.apargames.com/
7 Seas Technologies - www.7seastech.com
Nextwave Multimedia - http://nextwavemultimedia.com/index.html
VirtualMaze - http://www.virtualmaze.co.in/
Vapssky Technologies - http://www.vapssky.com/
Animantz - http://www.animantz.com/
Ighna Creativz - www.ighna.com
Mamba - http://mamba.org.in/
RAL Software - http://www.ralsoftware.com/
Vril Interactive - http://vril-interactive.com/
Punflay - http://www.punflay.com/
Axham Games - http://axhamgames.com
Smackall Games - http://www.smackall.com/
Prasan Games - http://www.prasangames.com/
iNexgen Games - www.inexgengames.com
Friendslearn - http://www.friendslearn.com/

PUNE
ColourParachute Games - www.colourparachute.com
Rolocule - http://www.rolocule.com/
Bitsits - http://bitsits.blogspot.com/
Ubisoft - http://www.ubisoft.com/, Pune Studio - http://www.ubisoftgroup.com/en-US/about_ubisoft/world_presence/studio_pune.aspx
Reliance Games (previously Jump Games) - http://www.reliancegames.com/
7 Level Studios - www.7levelstudios.com
Codewalla - www.codewalla.com'
Sumo Digital - www.Sumo-India.com [NOT WORKING]
MindTickle Interactive - www.mindtickle.com
Xerces Technologies - http://www.xercestechnologies.com
WMS Gaming - www.wms.com
Lightning Fish Games - http://www.lightningfishgames.com/
Virtualinfocom - http://www.virtualinfocom.com
Zeebo - www.zeeboindia.com [NOT WORKING]
SmartCloud Infotech- www.smartcloudinfotech.com
GodSpeed Games - www.godspeedgames.com
Axiom Studios - http://www.axiomstudios.co.in/
inventVALLEY - www.inventvalley.com
appon software Pvt. Ltd. - http://www.appon.co.in/Web/
Ardor - http://www.ardor.co/

MANIPAL/UDUPI
99 Games - http://www.99games.in
IronJaw Studios - http://www.ironjawstudios.com


KOCHI
CSharks - http://www.csharks.com/
ChaYoWo Games - www.chayowogames.com
Ovoid Studios - http://www.ovoidstudios.com/Coppra- http://www.coppra.in
MicroObjects - http://www.microobjects.net/
Ruby Seven Studios - http://rubyseven.com/contact.html


NAGPUR
Manthan Studio - www.manthanstudio.com

AHMEDABAD
Zatun - http://www.zatun.com/
GameAnax - http://www.gameanax.com/
Mech Mocha Game Studios - http://www.mechmocha.com/

KANPUR
Bhramm Technologies - http://bhrammtech.com/

GANDHINAGAR
Playpower Labs - http://www.playpowerlabs.com/

INDORE
 Twist Mobile-http://www.twistmobile.in/
Manotech software - http://www.manotechsoft.com/

VISAKHAPATNAM
Codeline Games – http://www.codelinegames.com/
 FB Photo Zoom (on)

GUWAHATI
BlackBambooz studio - http://www.blackbamboozstudio.com/
awu119
Ruby Seven Studios

Sunday, 2 February 2014

INDE RESOURCES

IT is a complete pakage of resources for an inde developer...

like,
  Graphics,Music,Business,Marketing,GAme design...And many more...:)LOOK THRU N ENJOY..


http://www.pixelprospector.com/indie-resources/