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Glennis. Curated inspiration: Arcade Propaganda. Gamers beat algorithms at finding protein structures. Today's issue of Nature contains a paper with a rather unusual author list. Read past the standard collection of academics, and the final author credited is... an online gaming community. Scientists have turned to games for a variety of reasons, having studied virtual epidemics and tracked online communities and behavior, or simply used games to drum up excitement for the science. But this may be the first time that the gamers played an active role in producing the results, having solved problems in protein structure through the Foldit game. According to a news feature on Foldit, the project arose from an earlier distributed computing effort called Rosetta@home. That project used what has become the standard approach for home-based scientific work: a screensaver that provided a graphical frontend to a program that uses spare processor time to solve weighty scientific problems.

This is typically an energy minimization problem. Starting with algorithms, ending with brains. Mount & Blade Warband Open Betarised. Arrowhead Game Studios. Gauntlet: First screenshots Now at four days after the Gauntlet announcement we’re absolutely thrilled about the response we’ve received from fans as well as press. I won’t get long-winded this time but leave you with our very first released screenshots of our four heroes taking on a small horde of monsters, and a little sneak peek of an extra bad guy. We proudly bring back GAUNTLET! All the latest news heard about Arrowhead has been of our upcoming game Helldivers with Sony, but today we are thrilled to finally announce our other project together with Warner Bros. Interactive Entertainment. We give you GAUNTLET, our completely modernized take on the much loved classic arcade game originally made by Atari Games.

Gauntlet will be completely remade but retaining many of its familiar features. We are so excited and proud to be able to revive and do our version of one of the games that inspired us to do Magicka. Also make sure to visit the Official Website Our new game: HELLDIVERS! Hello! A Theory of Fun for Game Design OFFICIAL WEBSITE. Supergiant Games » Blog Archive » Enemy Design. Posted by Amir on April 9, 2010 Our friend Greg Kasavin, who we worked with at EALA, has started an awesome blog about games and narrative featuring exactly the kind of insight and wit that made him one of the sharpest developers we’ve ever designed with. His most recent post covers video game villains, the “bad guys who overcompensate for their flat desires with huge lifebars.” He covers notable bad guys from Bowser to Mike Tyson and even the garden-variety undead in Plants vs. Zombies about whom he observers “the zombies are sincerely hungry for brains — you’d want to give them your brains if you didn’t need them.”

Is Mario the only game with an awesome jelly fish enemy? This is all relevant because we’ve been thinking a lot about antagonism, antagonists and enemy design. It’s true – our game has enemies – you heard it here first. Natural Selection features a fair amount of "extreme" flora and fauna. Home : Articles Gas Powered Games Interview - Part 1 After leading Cavedog Entertainment through the critically acclaimed release of Total Annihilation , Chris Taylor formed Gas Powered Games. In this extensive interview, we visit their headquarters. Washington is a state with a rich history of gaming innovators. Aside from Microsoft and Nintendo of America, about two-dozen other companies call it home. I had the fortunate opportunity to stop by the offices of Gas Powered Games to speak with Chris Taylor – founder and lead designer, as well as several members of his team in various departments to discuss gaming history and design, technology, and the climate of Washington state as one of the “big three” locations in the United States for game development and publishing.

Within certain genres of gaming exist some very specific stereotypes when gameplay, mechanics, and technology are concerned. Graphics and sound effects were rarely more than afterthoughts in the design. Magic Carpet - Gameplay. Casual Game Design. Polynomial (game) - main page for preview release and demo. The Polynomial : Space of the music. The Polynomial is a 3D musical 'space shooter' game, with non-shooter mode and built in fractal editor. Visuals are generated mathematically and animate to your music or microphone input; there are 4 music-driven animators and 38 arenas to choose from (12 arenas in free demo). You can create your own arenas using built in editor, and you can save your fractal images at any resolution. There are many parameters you can change for entirely new, original look; the number of combinations is astronomical. I recommend that you simply download free demo for Windows | Linux | Mac OS X.

(You can pay using PayPal or directly. System requirements: GeForce 8 series or later, Radeon HD 2000 series or later, with at least 256MB of video memory. Screenshots: Long description: The Polynomial is a 3D spaceflight music game with abstract, mathematically generated scenery and models which are set to the music of your choice. Buzz: GiantBomb quicklook: It's trippy as hell. The first DirectX 11 benchmark released on the basis of Unigine engine | Unigine (3D engine for games and real-time virtual worlds)

Tomsk, Russia - October 22, 2009 - Unigine Corp. today announced release of the first DirectX 11 benchmark "Heaven" that is based on its proprietary Unigine™ engine. The company has already made a name among the overclockers and gaming enthusiasts for uncovering the realm of true GPU capabilities with previously released "Sanctuary" and "Tropics" demos. Their benchmarking capabilities are coupled with striking visual integrity of the refined graphic art. "Heaven" benchmark excels at providing the following key features: Native support of OpenGL, DirectX 9, DirectX 10 and DirectX 11Comprehensive use of tessellation technologyAdvanced SSAO (screen-space ambient occlusion)Volumetric cumulonimbus clouds generated by a physically accurate algorithmDynamic simulation of changing environment with high physical fidelityInteractive experience with fly/walk-through modesATI Eyefinity support Hardware tessellationDirectComputeShader Model 5.0.

Nexuiz - Home - A free open-source fast paced first person shooter (FPS) for Windows, Linux and OSX. Visit www.Nexuiz.com for news and media of the new Nexuiz by IllFonic Download Nexuiz Classic 2.5.2 on Sourceforge Nexuiz was originally developed by Lee Vermeulen and Forest ‘LordHavoc’ Hale, who started Alientrap in the summer of 2002. The goal of the project was to create a high quality first person shooter that could be played freely across all platforms in one package: PC, Mac, and Linux. The engine that powered Nexuiz was Forest Hale’s Darkplaces engine. The first version of the game was released in 2005. Development continued with many online contributors over the years, with version 2.5 released in October of 2009.

Since its release it has been downloaded over 6 million times, and is included with many Linux distributions. In mid-2010 it was announced that a new XBLA, PSN, and Steam downloadable remake of Nexuiz would be done from the ground up by IllFonic using Crytek’s CryENGINE3 game engine. Gameplay Video Original Nexuiz Development Team Team Leaders Maintainers Past Team Thanks. Lose/lose. Lose/Lose is a video-game with real life consequences. Each alien in the game is created based on a random file on the players computer. If the player kills the alien, the file it is based on is deleted. If the players ship is destroyed, the application itself is deleted. Although touching aliens will cause the player to lose the game, and killing aliens awards points, the aliens will never actually fire at the player. This calls into question the player's mission, which is never explicitly stated, only hinted at through classic game mechanics. Is the player supposed to be an aggressor?

Or merely an observer, traversing through a dangerous land? Why do we assume that because we are given a weapon an awarded for using it, that doing so is right? By way of exploring what it means to kill in a video-game, Lose/Lose broaches bigger questions. Lose/lose can be downloaded at your own risk, here: lose/lose audio from gratisvibes.com made with openFrameworks Highscores: Blog - Designing the solution space. In the machine learning community, problems are often described by the topography of their solution space (the set of all possible solutions and their corresponding success). For example, if the problem is to determine the correct motor output to make a camera look towards a light, the solution space might look like this: When the camera can't see the light then the error is 100%, but as it rotates to center on the light, the error starts to drop down to nothing. A common technique to solve these problems is local optimization: start with your best guess, and then keep refining it until the error is as low as possible.

On the solution space, you can picture this as a stream of water flowing down the slope. My intuition is that players approach puzzles in games in much the same way. Here the player has tried eight different solutions, and none of them worked or provided useful feedback on how to proceed. This demonstrates a second way to get stuck: locally optimal points. Blog - Character Stats Vs. Player Skill. The goal of almost all game designers is to make games that are fun. A common method for giving the player a "fun experience" is to let him start out in a world as an inexperienced noob and then let his character blossom into one of the greatest and most powerful beings in all the land.

This sounds like a solid idea, but what mechanics can be used to convey this transition to the player? There are two choices: schedule rewards that will upgrade the player's character stats or give the player analog control over part of the game and encourage him to actually develop some gameplay skills. Character stat improvement schedules Growing up I poured at least 100 hours into Diablo and its stat boosting reward schedule. Fostering organic player skill Unreal Tournament also grabbed at least 100 hours of my childhood. Learning skills is more fun for players...right? The infamous Lugaru level with the three wolves. But wait... there's a catch Remember David's post about designing the solution space?

Tale of Tales ||T|h|e||E|n|d|l|e|s|s||F|o|r|e|s|t|| Sauce + SD GAMES. Google Image Result for. Booty Juggler - 4mations. 4mations. Animate Your Universe. UK animation blog featuring: animation reviews, animation shorts and animation advice. Watch & Read Submit Stuff Competitions Commissions About Error 404 - Not Found Sorry, we couldn't find the content that you were looking for, you could try a search: Find me things Submit Stuff, Show Us Stuff You Made Warning! Some of our animations have adult themes Feed Me Subscribe to updates using RSS What is RSS? Chirp Chirp Huge congrats to 4mations Digital Shorts film 'A Family Portrait' for a Cartoon d'Or nomination! Choose Your Weapon Announcements Channel 4 Comedy Events Experimental Festivals Games Interviews Random thoughts Reviews Stop-motion Tags-a-Lot Latest Chatter KatiePhillips27 has commented on Cartoon d’Or nomination for A Family Portrait tanqru has commented on Cartoon d’Or nomination for A Family Portrait the Success Ladder has commented on Cartoon d’Or nomination for A Family Portrait cna training has commented on Cartoon d’Or nomination for A Family Portrait Play our games.

DIPRIP. Somewhere on the border between dream and reality I heard a strange rattling noise. Colourful rings flew before my eyes. I was in some wonderful place... I felt a sudden contraction in my right hand, and my eyelids rose against all laws of physics. Through a fog I saw someone's hands clenched on a steering wheel. Whose hands were these? In the same moment I felt horribly warm. Salty sweat dropped into my eyes, making them burn terribly. I slapped myself in the face; black spots blurred away in the gray light of dawn. The fuel meter's needle was oscillating somewhere around zero. The road, buried beneath sand gathered by the wind, quivered in the hot sun. With a glimpse of my eye I saw a large, dark shape on the roadside in the distance. Just a few more meters and there will be no way for me to miss him.

It's been a long time since I've was so lucky. Something in my head told me to turn to the hill. The hatch closed behind me. This nightmare will never end... Battlefield Heroes - Free to Play, Cartoon Shooter. DIPRIP. Welcome. Don't Panic. Painkiller (video game) Gameplay screenshot, Windows demo The game revolves around a young man named Daniel Garner (Cam Clarke), who is happily married to his wife Catherine (Vanessa Marshall).

At the start of the game, Daniel is about to take Catherine out for a birthday meal. As they drive towards their destination at high speed, in the pouring rain, Daniel takes his eyes off the road to look at his wife and while his attention is diverted, he ploughs their car into a truck. Both of them are killed instantly in the crash. While Catherine manages to make it to Heaven and lives in harmony, Daniel is trapped in Purgatory. After killing the first general, Daniel meets a woman named Eve (Vanessa Marshall), another soul who has been in Purgatory for a long time.

After the third general, he confronts Samael, having had enough of the fighting and wanting out of Purgatory, but Samael remains firm with Daniel that it is not that simple to leave and he must finish the task given to him. Braid. Today we are announcing a fund that provides very good terms for talented indie developers working on high-quality games. Â Our terms are much friendlier than what publishers offer. Â Our goal is to help indies become stronger while retaining their independence.

The past couple of years have been good for independent game developers. Â Through download services like Xbox Live Arcade, the PlayStation Network, WiiWare, and Steam, independent developers have found a very large audience. Â Some of us have been lucky enough to develop hit indie games that were very financially successful. Braid was one of those games. It turns out that other successful indies felt the same way, so we have pooled our resources and launched this fund.

We’ve had the timing of this announcement planned for a while, but it seems like some kind of strange synchronicity that we’re revealing our existence just as all this trouble is happening at Infinity Ward. Independent developers can.