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Member Since 30 Jan 2013
Offline Last Active Oct 05 2015 07:16 PM

Topics I've Started

Introducing Live2D Cubism - Turns your 2D art into animated 3D in just an hour work

26 September 2015 - 01:26 AM

So if your game has 2D character illustrations and you want to kick it up a notch with the least amount of extra resource, this is what Live2D offers you:





- Uses 2D images as material, a 1024 x 1024 px texture material (like a UV map) can build you a ready-to-animate mock-3D interactive model. 

- Has SDK for Unity (and AfterEffect)

- Highly retains the 2D art quality, your 3D model will result the same as how your 2D artist drew it

- Your 2D artist can learn it in a week (or your 3D modeler can probably learn it quicker)

- No need for rigging or modelling, no need for 3D settings or lightings. No need for pipe-lining, just Live2D > Unity

- Animations and Expressions are recyclable; build up one model, apply to all others, and tweak from there if needed

- Is not restricted to human characters, let it be a tree, mech, particle effects, or pug. 

- The free version is sufficient for indie game usage (generally speaking)




- Currently limited to +/- 30 degree horizontally, cuz its not a full-3D model 

- Small user community (English technical support from the official is sufficient though)




Here's a link to download and try: 




Here's a link to their retail product showcase, most games are on PSP/PSVita and mobile:





The reason why I'm sharing is because I'm probably the only existing Youtube tutorial maker in English. The user community is small and I could learn faster and further if there are more users to exchange experience with. Also I'm starting to get invitations to indie game projects, and me alone can't participate in that many, so I hope to reach and help new learners to help with the demand.


My tutorial channel:










For the remaining of this post, I'll share some showcases.


This is a short intro from DigInfo 3 years ago. Note that a lot has been improved since then.





This is more recent from DigInfo, showing Live2D Euclid (full-3D) along with Oculus:





The official teaser video for Euclid:





This is my WIP, working with a voice clip:





One and only indie game in English that i know of using Live2D:





Someone else's example: 





Official example of a mobile game featuring Unity-chan (official Japan Unity mascot character): 






Or check out the official game:


Android: https://play.google.com/store/apps/details?id=jp.cybernoids.shizuku&hl=en








tldr: a software that magically turns your 2D character into animated-3D, easy to learn, quick to make. 





If anyone's interested (or your team's artist) to learn Live2D let me know, I'll help with the best I could. 

A Mecha game built and run in Google Spreadsheet

15 April 2015 - 12:38 AM

I just want to share my functional prototype (its fun if you're a mecha fan!) and the story as a beginner programmer.


So I wanted to build a game but I didn't know any programming. I did take a course on javascript 101 in my first year some 8 years ago, but then I failed it..

But with Google Spreadsheet and little bit of Google App script, I managed to pull this off over a terribly painful two weeks.

To be honest, I still don't know how to work with arrays... but I'm getting there!


Here's the link to the file. It is View-only, so please make a copy into your Google Drive before playing:



- This is a mecha battle online game (1 vs 1) runs on Google Spreadsheet.

- The battle system is a simultaneous 2-steps turn-base battle. Each side decides the next 2 actions, and then the game executes them in order.

- The game is about customizing your mech, choosing weapons, and wreck your opponent. Destroy opponent's main body part and you win. Destroying other parts would gain you great advantage.


You need to change the sharing access before inviting a friend into your game. For step-by-step instruction please go to this link:



The concept art and drafts:



I'm not sure what my next step is. While I could pick up proper java/ C and then Unity, but with the amount of artwork waiting for me ahead I'll probably find a real programmer to partner with... 


Anyhow! I don't even have friends to share my game with cuz no one is into mecha... even less into turn-base...

So if any of you interested to give it a try and enjoy it, let me know about your experience! Duel with someone! (I'm fairly confident the game is balanced... "fairly")

Feel free to play around with the source, but its in such a gory mess, you'd probably just back away from it...

Hope you have a good game!


Market Metrics for iOS and Android Apps?

04 November 2013 - 11:33 PM

I'm a social game app developer.

I need to keep an eye on the chart movements for iOS and Android apps, and I use to rely on appdata.com.

I don't need micro analytic in revenue, I just need to know the MAU and DAUs.

Recently Appdata changed, it requires paid subscription in order to know ANY numbers at all, and its $595 per month,

and I can't afford that.


Where could I get MAU and DAU metrics for free or an affordable price?


Edit: Clarify - I want to look up MAU and DAU of other games in the iOS and Android market.

Sharing my 2D artist-network: Ask me if you want to contact them

16 March 2013 - 06:24 PM

I happen to know a Taiwan based artist community and I am here to offer some networking.

I am currently recruiting artists over there, and this is where all the portfolios are located:




They speak minimal English, so I am taking up the role of the mediator. 


About them:

> They are mostly located in Taiwan, Hong Kong, and China.

> To give an estimate, the refined painting as seen in the portfolios take them 4 hrs in average. Designing including researching might vary between 1~3 hrs. Single character portrait usually takes 1~2 hrs. A character sprite sheet for pixel art takes 1~2 hrs, animated.  

> Some are experienced - had worked for paid position or hobbyist projects.

> Some are looking for paid jobs only, some are fine with share / loyalty, and some just want a working experience with foreign groups on their portfolio and are fine without pay. 

> Their style are mostly manga-oriented, some do traditional art as well, but their portfolio does not show all of their ability. They may provide the style you need upon request, like pixel art or vector art.

> Very few knows 3D modelling. Most are capable of 2D frame-by-frame animation. 

> If its an unpaid or share paid project, they prefer short projects as they're not competent in committing long term. Pay by asset is most preferable.

> A signed contract is necessary - mailed or faxed.


If you are interested in recruiting any of them, email (imstudio -at- gmail -dot- com) me or msg me here and let me know

1) who you want to learn more about, or would you want to ask those who are interested in your project to submit related samples. 

2) brief about your project:

- gameplay,

- setting,

- wanted style,

- work load,

- team history,

- length,

- compensation,

- brief marketing plan (if you have one), 

- when you need to make a decision,

- desired starting date.




** Please do not contact them personally, as that would confuse them. 

And of course, don't use the pics in the portfolio without asking. **

How to find ads for monetizing my app game

01 February 2013 - 10:46 PM

I want to make some financial plans for a project, not sure if its gonna be facebook or android yet. 

I'm seeing many free android app games, indie or from some big companies, always have an ad box at the bottom of the UI.

Some of the games don't even have a cash shop. 

Thus I am assuming they are monetizing mainly from the ads.


If I am correct,

1) how do I find these ads?

2) And how much per DAU / per click / per click+purchase would the ads bring in?