How To Earn Ten Lakh Rupee a Month

Metaverse is like the up-gradation of the digital world for the next decade. It is highly in demand for its cool feature like virtual space for shopping, working, playing, and going on dates virtually even if the other person is not in the same city. Due to Covid-19, this digital change happened so quickly and vastly that no one has ever imagined but it’s good to see people also liking this change and learning new things about tech.

Here Are Things To Learn For Earning Ten Lakh a Month

Game Designers


Real People use online games and apps to enter and interact with others in these 3D words, where they represent themselves as avatars. The activities in these virtual communities reflect those in the physical world. Companies all over the world are now using elements of gamification to make their products more addictive.

Game Designer – Metaverse Responsibilities:

Persistent game worlds

Since the metaverse will be persistent and theoretically accessible by anyone, the game available in the metaverse will also need to be permanently persistent. This is less of a problem for game designers than it is for creators in other media, as many companies are already running live games that are effectively persistent.

A living experience

Since the metaverse will exist consistently in real-time for every user, the games based on it will need to do so as well. However, this does not mean that specific self-contained instances can’t exist, like concerts in the real world.

No user cap

Currently, MMO games are able to support huge amounts of players. However, in order to deal with the vast amounts of data, they are often split across different servers, each containing only a fraction of the player base. Even then, when large numbers of players attempt to participate in a single event, like a large multi-fleet battle in Eve Online, for instance, the game tends to slow to a crawl. Dealing with this as a game designer is difficult, as it would require contingent steps forward in the technology used to store and transmit remote data.

New economic standards

Since the economy of the metaverse is fully interconnected, game economy design becomes far more difficult. We’re not saying people are going to get paid in weapon skins. However, any resource or object of perceived value generated anywhere in the metaverse could be traded for anything else at any point. For instance, you might spend time mining for ISK in Eve, only trade it for weapon skins in COD, then into Bells, and then pay for a New Tesla in the real world in Bells. Game economy design would then need to take into account the value of items in other games and how those interactions could impact game balance.

Exist in the physical and digital worlds

There has already been a slew of games that have started to combine the physical and digital worlds through augmented reality, with Pokemon Go being one of the more popular examples. Since the metaverse will cover both the physical and digital worlds, games designers will need to offer experiences that exist in both.

Be entirely interoperable

Currently, games design and creation are hugely segmented. Games are defined entirely by what platform they are being made for and very few are able to move between platforms. At the same time, each platform has a large number of tentpole gaming franchises. This is more prevalent in consoles, where the games market is defined by the releases of games like COD, Battlefield, FIFA, and Final Fantasy, to name just a few. Even within a certain platform, such as a console or mobile device, there are still subdivisions. Certain games are marketed as a console or operating system exclusives to help with the marketing of both the game and the device. Because of the basic nature of the metaverse, all games will need to be entirely interoperable. Items, characters, or even set pieces from one game will need to smoothly mesh with another. To go back to the example of weapon skins, a skin you buy in one game might be usable on all weapons in any first-person shooter, as a cloak pattern in an RPG, or a paint job in a racing sim.

Be community editable

We’ve already seen the beginnings of this in games like Little Big Planet and Mario Maker, but the ability for the community to design and implement experiences for other community members will be a key part of what makes games designed specifically for the metaverse different from those we create today.

While we’ve already pointed out that focussing on one facet of the metaverse is a bad idea, when it comes to games design for the metaverse, one of the primary challenges that will need to be overcome is the need for almost total interoperability.

Current video games, because of the technology they are built on, need to act as self-contained chunks of interactive media. As stated above, even the most multiplayer focussed game is limited by the performance of their platform and the number of players it can host at any given time.

Graphic Designer

Traditional communication as we know it today has worked the same way for years. The marketing industry is made up of two-dimensional graphics, our media, advertising, and all marketing is currently consumed through flat 2D computers, tv, and mobile screens. Because of this, the metaverse will break graphic design boundaries. The surface-level designs of today will have to be reconsidered to fit into a 360-degree dimensional the metaverse is creating for tomorrow. However, some companies are already redefining the early stages of the metaverse’s establishment, with already over 26 million VR headsets sold worldwide, some businesses can establish the grounds for technology that is sure to thrive within the next few years. 

In terms of more in-depth VR environments, Oculus, a virtual reality company established by the parent organization Meta, is owned by none other than Mark Zuckerburg. It is no lie that Zuckerburg and the whole Meta organization have been redefining technology and social media advancements for decades, therefore why would VR be any different. Their advanced all-in-one VR gaming goggles: Oculus Quest, allow users to find “new ways to workout, socialize or lose track of time” in an ever-expanding virtual library. Their fully immersive virtual environments take users out of the real world, putting them into a virtual one through groundbreaking 3D video and sound technology. 

These two different types of virtual reality are already changing the way we use technology yet will also revolutionize the way we strategize our marketing campaigns for the future. As our current technology focuses predominantly on two-dimensional data, graphic designers will have to adapt and modify their current design approach to extend what we know as the marketing of today into the marketing of tomorrow. 

In 2016 Microsoft developed the HoloLens goggles, a mix of augmented reality and holographic design to allow businesses to “resolve issues in real-time”. Through a plethora of optical sensors, microphones, HD cameras, light sensors, and Microsoft’s “Holographic Processing Unit”, the HoloLens glasses can sense the spatial layout of a real room you are in and incorporate holograms into that environment. This allows you to not only visually see, work on and interact with tasks via hand tracking, but similarly enables you to talk to colleagues on Skype and visualize their avatars in your virtual space, creating a seamless, collaborative environment without boundaries. 

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