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http://www.gameplaypassion.com/blog/4-powerful-game-development-tools/

4 Powerful Game Development Tools | Gameplay Passion

September 20th, 2012 When making a game, you want to : Work efficiently and quickly Easily organize and keep track of your ideas See your game in action as soon as possible Easily test if the final product matches to your Game Design In this article, I present 4 powerful game development tools that you can use to achieve the 4 goals stated above.
http://iqu.com/blog/5-tips-for-better-game-design-in-games Back in the day... Until the 1970s, just about all game-playing that had ever taken place had been done using physical means, such as pen and paper (in the case of role-playing games), cards and dice (in the case of boardgames), or balls and sticks (in the case of sports). Once computers came along, they opened up a whole new world of possibilities. We could now track hundreds, or thousands of numbers and have them simultaneously calculating themselves in real-time, providing new kinds of gameplay that just literally wouldn't have been possible ever before.

Starting From Scratch: Five Tips for Better Game Design

[ Experienced Sony Computer Entertainment Europe producer David Manuel shares the secrets he's learned from years of seeing developers fail to learn from the mistakes they've made on projects in the past, and offers suggestions on the key learnings to integrate into your production process .] Last year, in Brisbane, Australia, where I used to live, there were the worst floods for over 30 years. And yet over the last few centuries there have been several such floods that have hit the city. <a href="http://adserver.adtechus.com/adlink/3.0/5242.1/2382763/0/0/ADTECH;loc=300;key='+adkeys+';grp='+adrand+'" target="_blank"><img src="http://adserver.adtechus.com/adserv/3.0/5242.1/2382763/0/0/ADTECH;loc=300;key='+adkeys+';grp='+adrand+'" border="0" width="0" height="0"></a> After each flood, there has been a commission to look at ways to mitigate flooding in the future.

Features - A Producer's 10 Lessons Learned the Hard Way

http://www.gamasutra.com/view/feature/167831/a_producers_10_lessons_learned_.php
I recently came across a quote from Cliff Bleszinski (source forgotten) where he contemplated that he’d rather have other game designers ripping off Gears of War’s “active reload” mechanic than its cover-based shooting. Reading that, I was reminded of an observation that my friend and colleague Peter once had while we were playing Wii Tennis together. We were pretty good players, having played that game daily during our lunch break for months. And we finally understood the finesse, the genius, of the service in Wii Tennis. http://www.altdevblogaday.com/2011/10/10/risk-and-reward-deluxe/

Risk and Reward Deluxe « #AltDevBlogADay

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