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Allegorithmic. Visual Guide: Multiplayer Level Design — Level Art+Design Portfolio. Presentation: Combat Design - Mark Acero. #1-Selling Screenwriting Software. Everyone Can Do PR - The 5 Pillars & Pitfalls of Indie Games PR. Animation Bootcamp: Tricks of the Trade. Digital in 2016. Sound Effects Libraries Categories. Kudobox. Retention or revenue: How to have it all in F2P.

2015_08_fragmentation_report.pdf. Pixar in a Box. Dota2ShaderMaskGuide. Dota2CharacterTextureGuide.pdf. DOTA 2 - Character Art Guide. A Pixel Artist Renounces Pixel Art. I’ve wanted to write this article for some time now, and this seems like the perfect opportunity to do so.

A Pixel Artist Renounces Pixel Art

For those of you who are aware of Dinofarm Games and our recent release, Auro for iOS and Android, you know that we spent literally years producing carefully handmade, meticulous pixel art. After weeks of work, I just finished the most recent piece. The upcoming PC port of the game needed a new title screen image, as the game will be in landscape view. A million billion hours, only 45 colors!

I hope it’s clear from this image that I love pixel art. That said, the word “renounce” is not just click bait. Our team has been debating this for a long time, because we all unanimously love the aesthetic. But in the last year, I’ve come to a very different conclusion. 12 Principles of AnimationComputer Graphics. 12 Principles of Animation by Frank Thomas and Ollie Johnston The 12 Principles of Animation as described by Frank Thomas and Ollie Johnston in their book “The Illusion of Life”.

12 Principles of AnimationComputer Graphics

Since it can be hard for starting animators to find resources, and the resources that are out there don’t go very in depth, Alan Becker decided to start a video series dedicated to each of the 12 Principles of Animation! 1. Squash & Stretch – 12 Principles of Animation. 1. Squash & Stretch - 12 Principles of Animation. Roger Dickey on how to monetize games. Pixar's Powerful 3D Rendering Software RenderMan Is Now Free to Use. Level Design by Leon Chu on Prezi. How Pac-Man’s Ghosts Think & Hunt. "L'économiste de Valve" devient ministre des Finances en Grèce - Actualités - jeuxvideo.com. Ce qui relevait de la rumeur et de la supposition ces derniers jours est à présent confirmé, Yanis Varoufakis prend la tête des finances en Grèce au sein du nouveau gouvernement de la gauche radicale formé par Aléxis Tsípras.

"L'économiste de Valve" devient ministre des Finances en Grèce - Actualités - jeuxvideo.com

Economiste et enseignant à l'université d'Austin, d'Athènes et de Louvain (en Belgique) Yanis Varoufakis est membre du parti Syriza et, cela va de pair, fortement opposé aux mesures d'austérité qui touchent la Grèce. Outre ses responsabilités politiques et académiques, il officie également en tant que consultant pour Valve depuis 2011, c'est lui qui a mis au point le business model que la compagnie emploie par exemple dans Team Fortress 2 ou Dota 2, à savoir des microtransactions pour des items purement cosmétiques.

Www.digi-capital.com/news/2015/01/the-big-squeeze-24b-games-exits-in-2014/#more-762. This analysis is based on Digi-Capital’s new Global Games Investment Review 2015. 2014 saw a record $24B of game company exits across acquisitions and IPOs, with mobile driving over half of all value to management and early stage investors.

www.digi-capital.com/news/2015/01/the-big-squeeze-24b-games-exits-in-2014/#more-762

For perspective, that’s 10 Minecrafts (at $2.5B). $15B of this was acquisitions, and of that number 5 megadeals took $8.1B, with the other $9B coming from IPOs dominated by Asia. You might think this is a bubble, but you would be wrong. Something more subtle is going on, and you can see it when you follow the money. At the start of 2014 we forecast $100B games revenue by 2017. Having tracked what’s happening across sectors through 2014, from the go-go markets of Asian mobile games to the recovering Western console space, we’ve seen the nature of growth changing. Everything I Learned About Level Design I Learned from Disneyland. Monument Valley Team Reveals The Cost And Reward Of Making A Hit iOS Game. Games and the formula that leads to their success can be a bit of a mystery, perhaps more so on mobile.

Monument Valley Team Reveals The Cost And Reward Of Making A Hit iOS Game

One of 2014’s big hits, both in terms of critical and audience success, was Monument Valley by ustwogames. The isometric 3D puzzler was breathtaking in terms of its visual design and had nice mechanics, and it managed to earn nearly $6 million in revenue from over 2.4 million individual app sales. But the cost of development might surprise you, as well as the completion rate for the game’s relatively short story among paying players. Monument Valley counted 2,440,076 official sales, which includes iOS, Google Play, Amazon Paid and Amazon Free (via featuring) app installs. iOS drove the brunt of the official DLs (the Android launch also resulted in a piracy rate of around 95 percent, ustwo revealed previously), while Amazon’s free release drove about 4 times as many downloads as did its paid sales.

Naughty Dog Full Length 30th Anniversary Video. Region Specific: Berlin - Wooga. Wooga wants its staff to fail.

Region Specific: Berlin - Wooga

That is, the rapidly expanding mobile game studio isn’t afraid to take risks and get things wrong along the way. Its recently instated Hit Filter process ensures that while there are many games in production at any one time, only the best make it to market. But, thanks to so-called Lab Time, which allows them to sharpen their craft before starting a new game, displaced staff don’t lie fallow or, worse, lose their jobs.

Head of studio Alexander Mamontov explains why its flexible approach is good for everyone. Rather than using a centralised toolset, you allow your teams to choose their own tools, which is uncommon. So how does the Hit Filter work? And what about Lab Time? Jelly Splash: Puzzling Your Way to the Top of the App Store. Why Crunch Modes Doesn't Work: Six Lessons. Why Crunch Mode Doesn't Work: 6 Lessons.

Why Crunch Modes Doesn't Work: Six Lessons

Why we need to kill gameplay to make better games - The Astronauts. We love video games for being video games, right? At least that’s what I thought all my life. But after a reboot of my designer brain happened, I was stunned with the discovery that it might not necessarily be true. Narrative structure. Créer un jeu de plateforme sans connaissance en développement. Publish interactive 3D content online. Great level design and the artistic expression of mathematics. PNG Factory - Vous voulez des icônes ? Nous en avons ! Rayman Legends Musical Dev Diary. CasualConnect. Sujet obligatoire - Physique Chimie Bac S 2012 : les jeux vidéo ! Top Ten Tips for Game Designers. Jade Raymond : une femme qui a réussi dans le jeu vidéo - Rencontre - 06/06/2013. You Have an Idea for a Game – Here’s Why Nobody Cares - The Astronauts. I guess this blog post was inevitable.

You Have an Idea for a Game – Here’s Why Nobody Cares - The Astronauts

I am sure that it’s not the first or the last post on the subject of wanna be game designers, but I am not sure if we were particularly honest with ourselves before. Color Scheme Designer 3. Gameloft's World of Warcraft Clone Already Has a Collectible Card Game Spin-Off. The Creative Process: Indie vs AAA - The Astronauts. My name is Adam Bryla, and I am a graphic artist at The Astronauts.

The Creative Process: Indie vs AAA - The Astronauts

Welcome to my very first blog post! Even though this post is in parts about indie game making, it’s not about the fun of going to the movies or Jeff’s together, nor about drinking alcohol during the work hours – i.e. it’s not about how cool it is to be an indie. It’s about the differences between creative work in a big AAA studio and a small indie one. I had a chance to be in both, and I’d love to share my thoughts with you. After a certain production involving the team of over fifty developers, and a life inside a machine fed daily with a lot of paperwork, the way we work on The Vanishing of Ethan Carter surprised me. Execution Labs. Execution Labs raises $1.4M to incubate indie mobile game studios in Canada. Canada has been creating huge numbers of jobs in the video game industry.

Execution Labs raises $1.4M to incubate indie mobile game studios in Canada

Accueil - LookAtMyGame.com. A Beginner's Guide To Making Your First Video Game. Avatar-Games. Gameloft Says They Expelled Women From Their Holiday Party Who 'Became Topless And Tried to Dance With Our Employees' I don't see the outrage in this. I have girly bits, and I'll be honest, hell no I don't want topless dancers at my work party. It A) Is in no shape or form professional and B) It is just kind of weird! I get it, these office parties were probably all male, but even still... wouldn't you be a little freaked out by random, topless women grinding all up on you and you aren't at a strip club or a wild hotel party?

There is a time and place, people. This was not the time and not the place. Furthermore, burlesque is nothing like stripping, at least the professionals are supposed to keep it that way. They should have just stuck to crappy secret santa and banging coworkers in the maintenance closet. Infographie : l'industrie du numérique en France. Ubisoft : du jeu vidéo au rayonnement mondial. Banque d'images 3D. Assassin's Creed 3 : Un teasing bien mystérieux - 22/10/2012.

Video Game Creators. Gamesindustry.biz » Jobs. The Global Game Jam. Reportage vidéo - Global Game Jam 2012 : Jeuxvideo. Reportage vidéo - Bandes-annonces : pourquoi elles font envie ? : Jeuxvideo. Dossier - Les héros dans le jeu vidéo sur JeuxVideo. Liste d'objets légendaires et sacrés. GamesIndustry International. What does a game “producer” do, exactly? (exclusive)

Editor’s Note: Reaction to our first exclusive TERA dev diary and massive TERA art exhibit was positive, and the game itself seems to be doing well now that launch woes have been stifled, so I’m happy to present the next entry from En Masse Entertainment Producer Chris Hager. If you have any specific games or aspects of game development you’d like to know more about, shout them out in the comments and I’ll see what I can do. Enjoy! ~Sebastian By Chris Hager, Producer “So, what exactly do you do? “Well, I produce things. “Okay…but seriously, you must play games all day.” Road to gold. The 22 rules of storytelling, according to Pixar. Monomyth. Joseph Campbell's monomyth, or the hero's journey, is a basic pattern that its proponents argue is found in many narratives from around the world. This widely distributed pattern was described by Campbell in The Hero with a Thousand Faces (1949).[1] Campbell, an enthusiast of novelist James Joyce, borrowed the term monomyth from Joyce's Finnegans Wake.[2] Campbell held that numerous myths from disparate times and regions share fundamental structures and stages, which he summarized in The Hero with a Thousand Faces: A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.[3] A chart outlining the Hero's Journey.

Summary[edit] Periodic Table of Storytelling. I Love Charts. Crowdsourcing et Gamification au service des villes et de la science. Les villes seront les principales actrices d’un avenir meilleur pour notre planète. Today Now! Interviews The 5-Year-Old Screenwriter Of "Fast Five" Le jeu mobile cherche son juste prix. Parmi toutes les techniques existantes pour fixer un prix à un jeu destiné aux plates-formes mobiles, attendre l’illumination sous la douche, à quelques jours de sa sortie, est probablement la moins efficace. Car même si les différences de tarif entre un Terraria (4,49 euros), un The Room 2 (2,69 euros) ou un Monument Valley (3,59 euros) ne semblent répondre à aucune logique, elles n’en sont pas moins mûrement réfléchies. Dan Gray, le producteur exécutif de ce dernier, nous le confirme : " Nous discutons avec Apple depuis le début du développement de Monument Valley afin de définir le prix auquel le public va le mieux répondre.

Polycount - Polycount Wiki. Apple iPhone, iPad, iPod touch, Windows Phone, Windows 8, Xperia Play, PS Vita, Sony PSP, Nintendo DS, DSi, 3DS, Android, BlackBerry, mobile phone, Kindle, OnLive game reviews and news. Top 400 Hourly Updated App Store Ranks. Operating system market share. Empire State Building by Google 3D Warehouse. 3D Warehouse Advanced Search Sign In Error Download Downloads .skp File Size. Dragons. Where The Bad Bullets Go: Sine Mora Out Now. By Adam Smith on November 12th, 2012 at 1:00 pm. We did acknowledge the port of side-scrolling time-bending shooter Sine Mora a couple of weeks ago, but now that the game is out, perhaps you’d like to see a PC launch trailer? I played the game on the 360th Box and even though my bullet-dodging skills are more like those of a lobby security goon than a KeaNeo, I actually managed to complete it.

Although there are moments when the screen seems to fill with pulsing death-orbs, the pace isn’t frantic even when survival becomes delicately poised. 3 Conseils pour la création de jeux. The guide to implementing 2D platformers. Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games.

Créer une application portable.