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John P. Doran. 12 Tips for Starting Game Designers » John P. Doran. Starting designers have often asked me what steps they should take in order to improve their projects and/or designs.

12 Tips for Starting Game Designers » John P. Doran

A lot of the time it comes down to fundamental flaws that I see in a wide variety of projects. While I love giving one-on-one to help to every person that I can; I thought I would take some time out to make out a list of the things I wish I could have told myself when I first starting taking a career in game design seriously. I do this in the hopes that it may help anyone else who is just starting out. Some of these things may seem like common sense, but it is surprising how easy it is to forget things once you start working on projects. This paper is targeted towards newcomers to the game design field, but there may be little nuggets of wisdom that even a veteran may find.

Editeurs boxel-voxel

Un nouveau tuto disponible dans l'app Game Design Toolbox. Gamestar Mechanic For Dummies Extras. Régis fait un mod/jeu vidéo. Conception de jeux vidéos. The Designer's Notebook Columns. The No Twinkie Database! NaaC, Tubopac and other bloody cool games! Our cards are available at last!

NaaC, Tubopac and other bloody cool games!

Developed in collaboration with Federico Fasce, they are a nice tool for brainstorming. You can find all the info you need here: First of all I want to thank all the people I follow on Twitter (and my followers too!) Because every day they share something incredibly interesting/worth reading. Blendo news. Make Games. Note: This tutorial was created in 2007 for my personal website.

Make Games

Some small tweaks have been made since then, but nothing too significant. In this 10-step tutorial, I’ll teach you how to create a “sprite”, which is a stand-alone two-dimensional character or object. The term comes from video games, of course. PixelProspector - the indie goldmine. On the 30th July 2014 the site got updated, restrutured and redesigned… however the update is still not finished and thus this new Indie Resources overview page is partly incomplete.

PixelProspector - the indie goldmine

In case you are missing something you can still check out the outdated old Indie Resources page until the update is complete. Thank you for your understanding. PixelProspector - the indie goldmine.

Level design

ClickToBegin — Level Up! The Guide to Great Video Game Design: Scott Rogers: 9781118877166: Amazon.com: Books. 11 Awesome Quotes About Game Design. A game development magazine. Features. Level Up! The Guide to Great Video Game Design. PixelProspector - the indie goldmine. Six Ways to Tell Stories in Video Games. We’re just starting to make great progress with Spellirium, our word puzzle/adventure game hybrid.

Six Ways to Tell Stories in Video Games

For the past few months, it feels like we’ve been building pieces and elements of the game. Now that they’re built, we’re starting to assemble the actual game. Spellirium has two main modes: the lightning-quick Blitz Mode, where you try to rack up mad pointz with a 3-minute time limit, and Story Mode, where we’re putting the bulk of our efforts. i thought i’d take today to talk about our storytelling technique in the game. We have a BIG story to tell in Spellirium – so big that it’s becoming a real creative challenge to convey it within our budget.

Here’s a list of common storytelling techniques in video games. i’ll tell you which ones we’ve settled on for Spellirium and why. In order of el crappo to awesomazing, they are: 1. Braid. 2. Tell your story in comic book-style panels. The talkie version of Beneath a Steel Sky added voice over to its comic book intro. 3. 90’s-Style RPG Dialogues 4. Good-looking games for intelligent players. Online Entertainment Untold Entertainment Inc. is a video game studio.

Good-looking games for intelligent players.

We create: online interactive games – racers, shooters, quizzes, adventure, arcade, sports and puzzle gamesmobile games for iOS and BlackBerry Playbook applications – video players, mash-up tools, sticker books, drawing and colouring programsadvergames – online games with an integrated brand experiencemini-sites – enhanced rich media sections of websites that incorporate sound, animation and interactivity.

Julio Juarez. Level Design Memoirs.

Julio Juarez

Part 01 – ‘Overgrown’. Added August 18, 2011. This is the first tutorial of the series titled ‘Level Design Memoirs’. The series will show how I approach level design in my environments, and the thought process behind creating the individual assets. Tutorials for CG, 3D, 2D, VFX, CAD, games and more. Les meilleurs livres 2D - 3D - Jeux. How are puzzle games designed? Teddy Lee. Teddy Lee (from Cellar Door Games) created several popular flash games, among them the platform puzzler My First Quantum Translocator (MFQT), the infamous adventure puzzle game Don’t Shit Your Pants, and recently I Have 1 Day, an adventure puzzle game with an interesting meta task-scheduling puzzle on top.

How are puzzle games designed? Teddy Lee

In My First Quantum Translocator the player is trying to escape from a building, assisted by the mysterious Steve and of course a quantum translocator. The translocator can be used to teleport instantly from one position to another one previously set up, while maintaining momentum. Impassable, moving lasers and platforms that are too high to reach by jumping make up some of the difficulties the player has to overcome. In addition to brainpower, the game also requires some skill in performing the jumping and timing actions to execute solutions. My First Quantum Translocator was one of Indie Games’ selection of top 10 free puzzle games of 2010. 1. 2. 3. 4.

User interface design in video games, diegetic interfaces. U ser interface design in games differs from other UI design because it involves an additional element — fiction. The fiction involves an avatar of the actual user, or player. The player becomes an invisible, but key element to the story, much like a narrator in a novel or film. This fiction can be directly linked to the UI , partly linked, or not at all. Video game user interface design: Diegesis theory. Interface design is often one of the most challenging aspects of game development.

Video game user interface design: Diegesis theory

There is a lot of information to convey to the player and little screen space with which to do it. When the interface is poorly designed, a good game concept can be reduced to a frustrating user experience. There are several theories that can be used by designers to analyse a user interface and help them break down choices. The theory we will look at here is called diegesis theory. It is adapted from diegesis theory used in literature, film and theatre.

Making a tester’s life less miserable. Most game developers know that sharing an early prototype of their Next Big Thing™ with friends and fellow devs is usually a good move.

Making a tester’s life less miserable

It’s a great way to iron out bugs, gather ideas and start moving in the right direction. It’s also incredibly encouraging to receive positive feedback early on — as long as your audience doesn’t consist of the sort of people who foam at the mouth and start gnawing at every half-arsed pixel push you make. A problem that I frequently see, however, is the tendency of some people to release stuff a little too early: they’ll assume that people like me are either (a) bereft of any purpose in life aside from playing undercooked prototypes or (b) absolute gaming gods who can adapt to obscure situations and experiences at the drop of a hat.

I now speak to you, dear reader, as an ordinary man.

Exemple de jeu tour par tour

Exemples jeux 2D. Faire un jeu vidéo : par où commencer ? Conception de jeux vidéos. 40+ Fantastic Game Development Tutorials From Across the Web. The indie gamedev community is awesome: so willing to share tips, tricks, advice, and even detailed tutorials explaining important concepts. Here, I've rounded up a few dozen of my favourite examples from around the internet, covering coding, maths, game design, and being a game developer. This is the quality of content that we aspire to achieve at Gamedevtuts+. 2d game creation tools and tutorials. Les métiers du jeu vidéo. Fiable, le jeu vidéo ? Map Generation - Procedural Content Generation Wiki.

Polygonal Map Generation for Games. I wanted to generate interesting game maps that weren’t constrained to be realistic, and I wanted to try some techniques I hadn’t tried before. I usually make tile maps but instead used a different structure. What could I do with 1,000 polygons instead of 1,000,000 tiles? The distinct player-recognizable areas might be useful for gameplay: locations of towns, places to quest, territory to conquer or settle, landmarks, pathfinding waypoints, difficulty zones, etc.

What a game designer needs to know? tutorial - 2D Games. Many abilities can be useful for a game designer, some of them we can’t even imagine. I can give as an example the study about typography that Jobs has done and ended up as a huge step to computer science at the time. Back to game creation, here I will enumerate the conventional and most important skills to market game creators. 2D and 3D Design Games need a beautiful look. Tutoriaux "Graphismes" Tutoriaux "Game design"

TerrainAdvancedTextures. Search public documentation: TerrainAdvancedTextures 日本語訳中国翻译한국어 Interested in the Unreal Engine? Visit the Unreal Technology site. Looking for jobs and company info? 3DBuzz. Level Design Video Tutorials. From Valve Developer Community Certain mapping techniques may be more easily understand through video demonstration than reading text. 3kliksphilip. Level Design Tutorials 101. Getting Started Game Level Design and Game Environments. Le code du travail, c’est la contrepartie à la subordination. Supprimer la notion de subordination, ça enlève la contrepartie. Ça fait croire que dans l’entreprise, tous ont le même « challenge », le même « défi », sont dans le même bat.

DansGuardian - Accès Interdit. Gameblog - blog jeux fermé. Aujourd'hui jeudi 18 février, j'écris le dernier post du blog de Heavy Rain par lequel je partage avec vous mes états d'âmes depuis plusieurs mois. Un dernier post en forme de bilan, pour raconter la promotion, les previews, les reviews, des rencontres, qui concluent une aventure humaine de quatre ans. Mon avion en provenance de Madrid vient de se poser. Demain je pars dans les Alpes pour une semaine de ski avec ma famille après deux ans sans vacances. Avec cette dernière présentation à Madrid se termine la promotion de Heavy Rain, une semaine avant la sortie du jeu.

Depuis un mois, je sillonne l'Europe pour rencontrer la presse et faire des présentations. Jeremy Chatelaine. Voila un post qui va etre mis a jour de temps a autre. Jardin d'Eden en Kit. Mlle Eole. Gamasutra - The Art & Business of Making Games. Forum - Index page. Who is online In total there are 4 users online :: 0 registered, 0 hidden and 4 guests (based on users active over the past 5 minutes)Most users ever online was 57 on Sun Oct 28, 2012 12:54 am Registered users: No registered users Legend: Administrators, Global moderators Statistics Total posts 597 • Total topics 90 • Total members 565 • Our newest member Valryon.

Pascal Game Development - What I have learned from development of Super Heli Land. Game Development Community. 11 Tips for making a fun platformer. A Bitwise Method For Applying Tilemaps. Devmaster - game development news, articles, database, forums & more.

Game Development Community. Accueil - Games Creators Network. Boucle de Gameplay. Faire un jeu vidéo : par où commencer ?