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Video Game Development

Creative Resources

http://www.wikihow.com/Flesh-out-a-Country-or-Region-in-Your-Fantasy-RPG-World

How to Flesh out a Country or Region in Your Fantasy RPG World -

Edit Edited by Zach Haffey, Maluniu, Glutted, Nicole Willson and 5 others Hello game master/fantasy author. This is a guide to organizing and sorting out the finer details and aspects of a specific country or region of your world: a format for the living details that help you and your players delve in to the role-playing aspect of your game.

The Domesday Book - Medieval Demographics Made Easy

The Domesday Book Penned by Brandon Blackmoor , based on Medieval Demographics Made Easy by S. John Ross http://www.rpglibrary.org/utils/meddemog/
Design Resources

A New Economic Model For Massively Multiplayer Games - Programme

http://www.programmersheaven.com/2/Art_MultiplayerGames A New Economic Model For Massively Multiplayer Games Introduction Over the past decade the world of computer games has grown from games that ran on an individual's computer to titles that allow thousands, or even hundreds of thousands of players to play against or with each other in virtual worlds that exist in cyberspace. The traditional revenue model for online entertainment companies has been to sell individual copies of the software and then sell add-on packs and toolkits. Virtual game sites gain added revenue by charging a monthly subscription fee.
Game Theory

Game Development

Game Testing & Usability

Glasses – The next generation Mobile Eye Tracker

http://www.tobii.com/market_research_usability/products_services/eye_tracking_hardware/tobii_glasses_eye_tracker.aspx Mobile eye tracking for research in real-world environments Tobii Glasses are a new, unobtrusive and efficient mobile eye tracker (head- mounted eye tracker) for capturing natural behavior in both qualitative and quantitative real-world research. The Tobii Glasses system includes a pair of eye tracking Glasses, a Recording Assistant and, optionally, infrared (IR) markers for automated generation of aggregated eye tracking data from several test subjects. The discreet, ultra-lightweight design ensures natural behavior and research validity. Accurate data and robust eye tracking capabilities can be relied on in uncontrolled situations and real-world environments. Automated data mapping and aggregation (requiring IR markers), along with system-guided procedures, promote process efficiency.

Opinion: Some Hows And Whys Of Usability Testing

http://www.gamasutra.com/view/news/36344/Opinion_Some_Hows_And_Whys_Of_Usability_Testing.php August 4, 2011 | By Emmeline Dobson 4 comments More: <a href="http://adserver.adtechus.com/adlink/3.0/5242.1/2382763/0/0/ADTECH;alias=Gamasutra_Console_PC_IMU1_300x250;loc=300;key='+adkeys+';grp='+adrand+'" target="_blank"><img src="http://adserver.adtechus.com/adserv/3.0/5242.1/2382763/0/0/ADTECH;alias=Gamasutra_Console_PC_IMU1_300x250;loc=300;key='+adkeys+';grp='+adrand+'" border="0" width="0" height="0"></a> [In this reprinted #altdevblogaday -opinion piece, freelance game designer Emmeline Dobson explains why developers need to do usability testing, and offers advice on questioning participants and listening to their feedback.] Usability testing is on the increase, led by companies like PlayableGames and Vertical Slice in the UK, and Microsoft Games Studios having offered its gameplay lab services to its exclusive developers for Xbox from before 2003 1 .
Interface Design

http://www.thewanderlust.net/blog/2010/03/29/user-interface-design-in-video-games/ 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. Historically games didn’t have any real link to the game’s narrative, most likely because early games rarely had strong story elements. Erik Fagerholt and Magnus Lorentzon explored theories of game UI design in their thesis for Chalmers University of Technology titled: .

User interface design in video games, diegetic interfaces | the wanderlust.net

Human Revolution is the first Deus Ex to be released in a long time, so the franchise really had to be revived. Eidos and Square Enix understood this very well. They knew this meant giving the artists a generous amount of creative freedom. "Basically, I think that as long as the game felt like the first Deus Ex, and had a great cyberpunk visual direction, we were allowed to create it without corporate disruptions," explains JJB.

Deus Ex: Human Revolution

http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/deus_ex_human_revolution
Human Psychology in Games

Game Financing

http://www.i3d.net/gamehosting.php Gamehosting At i3D.net your online game experience is in good hands. We know all the ins and outs of the games we offer, this ensures that any support questions you have are handled in a quick and efficient way. i3D.net is the largest game server provider in Europe due to our sharp pricing, excellent support department and our lightning fast lag free servers. We can offer all multiplayer games that support dedicated servers, we setup every gameserver within 4 hours after receiving payment, 7 days a week. If your favourite game isn't listed on our website, simply contact our support department and request the game you want, we can prepare the game for you within 72 hours.

Gameservers, clanservers & gamehosting - i3D.net

Human physiology in Games

Motion sickness or kinetosis , also known as travel sickness , is a condition in which a disagreement exists between visually perceived movement and the vestibular system 's sense of movement. Depending on the cause, it can also be referred to as seasickness , car sickness, simulation sickness or airsickness . [ 1 ] Dizziness , fatigue , and nausea are the most common symptoms of motion sickness. [ 2 ] Sopite syndrome in which a person feels fatigue or tiredness is also associated with motion sickness. Nausea in Greek means seasickness ( naus means ship). [ 3 ] [ 4 ] If the motion causing nausea is not resolved, the sufferer will usually vomit . http://en.wikipedia.org/wiki/Motion_sickness

Motion sickness

Mission: Space (stylized as Mission: SPACE ) is a motion simulator thrill ride at Epcot . It simulates what an astronaut might experience aboard a spacecraft on a mission to Mars , from the higher g -force of blastoff to the speculative hypersleep . The attraction opened to the public in a "soft opening" mode in June 2003, and celebrated its grand opening on October 9 with a ceremony attended by Disney CEO Michael Eisner , HP CEO Carly Fiorina and NASA Administrator Sean O'Keefe , as well as several NASA astronauts from its many phases of human space exploration ( Mercury , Gemini , Apollo , the space shuttle program and two crew members aboard the International Space Station ). http://en.wikipedia.org/wiki/Mission:_Space

Mission: SPACE

Proprioception

The cerebellum is largely responsible for coordinating the unconscious aspects of proprioception. Proprioception ( pron.: / ˌ p r oʊ p r i . ɵ ˈ s ɛ p ʃ ən / PRO -pree-o- SEP -shən ), from Latin proprius , meaning "one's own", "individual" and perception, is the sense of the relative position of neighbouring parts of the body and strength of effort being employed in movement. [ 1 ] It is distinguished from exteroception , by which one perceives the outside world, and interoception , by which one perceives pain, hunger, etc., and the movement of internal organs. [ edit ] History of study
Project management

Game Programming

Avatars

Game Plays

Game Middleware

Game Testing & Usability

Interaction Design

GameDev

Game Programming

Graphics

Game Libraries

I often get email from people looking to get their first job in the game industry asking me for advice. What are companies looking for in candidates for entry-level programming positions? How come it’s so difficult to land a job? I can’t answer for the industry as a whole, but I can certainly tell you what I am looking for when trying to fill an entry-level programmer position. A few weeks ago, Joel wrote an article with advice for college students looking to become programmers. It was good, solid advice overall, but it was a bit too general, and it didn’t apply very well to the games industry.

Games from Within | So You Want to Be a Game Programmer?

A Video Game Development Blog

November 17th, 2008 Posted in Reviews , Featured | No Comments » A Digital Dreamer takes a close look at this gem of a PS3 game that every designer should take the time to play. We had heard a lot of great things about LittleBigPlanet for the Playstation 3 months before it was released.
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Whelp, that didn’t work. I made an attempt to complete a 7-day roguelike challenge over at 7DRL. I didn’t expect to complete it in time, but I had hoped to get more done. The game is Dead Grinder. Scavenge and travel dur­ing the day, bar­ri­cade and fight undead dur­ing the night.

Ludum Dare

Media Production

Game Engines