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Méthode GAME - Lab GamificationLabGamification. Planifier Planifier les buts des joueurs et les objectifs de l’entreprise.

Méthode GAME - Lab GamificationLabGamification

Méthode G.A.M.E 1/3 : les mécaniques de Goals. Voici une série de trois articles décrivant la méthode de gamification G.A.M.E.

Méthode G.A.M.E 1/3 : les mécaniques de Goals

Il s’agit de la méthode décrite et utilisée dans mon livre. Méthode G.A.M.E 2/3 : les mécaniques d’Actions. This LSD-Inspired Oculus Game is The Most Intense Thing I Saw at E3. Official website. La technologie Kinect 2.0 au service des serious games. Suite à l’invitation personnelle de Microsoft pour participer aux Tech-Days, notre partenariat avec le géant américain se renforce puisque nous faisons désormais partie des bêta-testeurs de la technologie Kinect 2.0.

La technologie Kinect 2.0 au service des serious games

Un véritable bijou technologique La sortie de la très attendue Xbox One en novembre dernier a été accompagnée par la mise en rayons de la non moins attendue version 2.0 de la technologie Kinect. Revenons un peu sur cette nouvelle version de la caméra de Microsoft, qui a effectué un véritable bond en avant par rapport à la précédente édition. Tout d’abord, la caméra est aujourd’hui capable de distinguer de façon très précise les doigts du joueur et bénéficie d’une capture de mouvement beaucoup plus précise (trois fois plus fidèle que sur le premier modèle selon Microsoft) tout en profitant d’une diminution du temps de latence. Le contrôle d’une interface par reconnaissance vocale a également été amélioré ! How to Make a No. 1 App With $99 and Three Hours of Work. Image: WIRED You don’t need to be a programmer to break into the App Store’s top charts.

How to Make a No. 1 App With $99 and Three Hours of Work

All you need is 100 bucks and a free afternoon. You’ll need a halfway decent idea, of course, but once you’ve got that nailed down, you can easily buy the source code, get an online tutorial on how to use it and within hours have a game ready to play. That explains why 95 of the 300 or so new apps released on Apple’s iTunes store one day last week were riffs on Flappy Bird, the mega-hit its creator pulled at the height of its popularity.

There’s Flappy Wings, Splashy Fish, even Crappy Bird. Learning Resources. Eight Principles of Productive Gamification - Vander Ark on Innovation. Mira: Touch Controller For Max. Game Audio - Introduction to Audio API's, and Comparison between Xact, FMOD, Wwise, And Unreal. The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, Game Developers: Amazon.fr: Aaron Marks: Livres anglais et étrangers. Audiosurf. Demonstration of SSX’s ‘RUMR’ system. Film, television and new media music composer. Olivier Deriviere - Music for Games. Jack Wall (composer) Jack Wall, born in Phoenixville, Pennsylvania, earned a degree in civil engineering from Drexel University in Philadelphia, Pennsylvania, and began a career "planning out sub-divisions and shopping malls".[4][5] At the same time he was in a rock band, as he was also interested in music.

Jack Wall (composer)

After recording a demo tape with the band, he was inspired to change career paths and quit his job to work in the music industry. Coderecipe.com. Michael McCann (composer) Michael McCann (also known as Behavior) is a Canadian composer for television, video games, and film.

Michael McCann (composer)

He is best known for composing the scores to the video games Tom Clancy's Splinter Cell: Double Agent , Deus Ex: Human Revolution and XCOM: Enemy Unknown McCann's music incorporates elements of electronic, orchestral and traditional acoustic instruments, and often includes the use of world, choral, and solo vocals (primarily female, and primarily lyric-less). Game Audio 101 - Learn about Music, Sound and Game Audio. [.talktome]: adaptive/dynamic audio for games. I decided to archive this blog under a more descriptive and specific name, rather than “Audio Programming Blog”, for people to know what they are reading, in the future.

[.talktome]: adaptive/dynamic audio for games

And by archive, I mean no more updates on this blog, since the project is already completed. It will be archived under a new link, which is gameaudiomiddleware.tumblr.com. If anyone currently reading this, is unfamiliar with what this blog is, please start from the very first post! IASIG - Welcome to the Interactive Audio Special Interest Group. Alternate reality game. An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and uses transmedia storytelling to deliver a story that may be altered by players' ideas or actions.

Alternate reality game

The form is defined by intense player involvement with a story that takes place in real time and evolves according to players' responses. Subsequently, it is shaped by characters that are actively controlled by the game's designers, as opposed to being controlled by artificial intelligence as in a computer or console video game. Players interact directly with characters in the game, solve plot-based challenges and puzzles, and collaborate as a community to analyze the story and coordinate real-life and online activities.

ARGs generally use multimedia, such as telephones, email and mail but rely on the Internet as the central binding medium. Defining alternate reality gaming[edit] Unique terminology[edit] GameMaker: Studio™ Interview With Composer/Sound Designer Yuki Ichiki. Welcome Japanese readers.

Interview With Composer/Sound Designer Yuki Ichiki

The Japanese version of the interview is below the English version. Www.itu.dk/research/delca/papers/troels/DELCA THESIS.pdf. CDM Interview: Tomb Raider: Legend Composer Troels Brun Folmann on Adaptive “Micro-Scoring” The latest installment in the famed Tomb Raider series has done very well under its new developer, Crystal Dynamics.

CDM Interview: Tomb Raider: Legend Composer Troels Brun Folmann on Adaptive “Micro-Scoring”

Tomb Raider: Legend debuted at No. 1 on the UK sales charts and has sold nearly 3 million units since release. Composer Troels Brun Folmann, Ph. Audio and Gameplay: An Analysis of PvP Battlegrounds in World of Warcraft. Www.gamessound.com/texts/interactive.pdf. Game Studies - Play Along - An Approach to Videogame Music. By Zach Whalen Introduction As recent attention in Associated Press stories[1] and a New York Times[2] article attest, videogame studies is beginning to emerge from its murky status as an "academic ghetto. " Videogames provide rich opportunity for interdisciplinary study, but at least one aspect of videogames remains to a large extent unrecognized for its impact on the game player.

While the game industry invests heavily in the creation of music, and nostalgic themes from early games resonate powerfully with mature gamers, music in videogames has so far remained a tangential footnote to preliminary studies that attempt to account for the medium within the academy. Game Audio Network Guild - HOME. The Game Audio Tutorial.