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Urbain Bruno's Blog - Opening Lines: Finding a Voice for Epistory. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Urbain Bruno's Blog - Opening Lines: Finding a Voice for Epistory

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. I am the founder of Fishing Cactus and producer of Epistory - Typing Chronicles currently on Steam Early Access. This article explores the layers and subtle narrative tricks we used to landscape texts, scripts, scenario and defining multiple "voices" for our game. The job has been carried out by the whole team but we must thank Joe Clark for the awesome writing job he has poured in the project so far. Tara Brannigan's Blog - Considerations Before Launch.

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Tara Brannigan's Blog - Considerations Before Launch

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Originally published at: Part 1 in this series: 'Just Put it on Steam! ' Is Not a Strategy. Self_Reflection_Tool.xlsx. The Comprehensive R Archive Network. Export - Spine User Guide. Spine can export a single image, sequence of images, video, and JSON or binary data.

Export - Spine User Guide

To open the Export dialog, press ctrl+E (cmd+E on Mac) or click the Spine logo in the upper left of Spine and choose Export from the menu. Spine can export all of the skeleton data as JSON. This data can then be loaded by a Spine runtime and displayed in your applications just as it is in Spine JSON has some advantages over binary. Most changes to the Spine export format don't invalidate previously exported JSON data. See JSON Format for detailed information about the JSON data that is exported. Spine can export all of the skeleton data as binary. Binary has some advantages over JSON. Anti-pattern. Why Is The European Commission Spending €100M On A Pointless Hackathon? The European Commission has announced it is making €100 million ($USD140 million) available to entrepreneurs and startups from anywhere – not just Europe – to create a prototype ‘smart city’ application based on “FI-WARE“, an Open API platform created by the EU-funded project called Future Internet.

Why Is The European Commission Spending €100M On A Pointless Hackathon?

What the hell are we talking about here? FIWARE accelerator programme » FIWARE. FrontierCities. Who We Are frontierCities is an EU funded project which will support web-developers, SMEs and start-ups develop smart mobility applications for cities across Europe!

frontierCities

FrontierCities is made up of seven partners with each bringing experience and expertise in management, technology and business development. Click on the links below to find out more! New Frontier Services Engineering – Ingegneria Informatica SPA University of Surrey European Business and Innovation Centre Network InnovaBic. Google Play grew much faster than Apple's App Store in 2014 - report. According to a recent report from appFigures, Google Play has grown more than Apple has in both the number of apps and developers in the year 2014.

Google Play grew much faster than Apple's App Store in 2014 - report

Google has also grown faster than Apple in the total number of apps available, total number of developers creating apps for the platform, and for the first time in 2014, the Play Store has released more new apps than App Store released in a given year. Taking a look at the charts below, we’re seeing major growth in the number of apps and developers in the Google Play Store, iOS App Store, as well as the Amazon Appstore from 2010 to 2014. Google ended the year 2014 with over 1.43 million published apps, compared to Apple’s 1.21 million. Amazon is still very far behind, finishing the year with only 293,000 apps in all. We can also see the total number of developer growth for each platform. Moving forward, we can also see that app development is on the rise.

Video: How Adrift went from concept art to publishing deal. Making a game is hard enough, but how do you take your idea for a game and successfully take it from concept art to finished product?

Video: How Adrift went from concept art to publishing deal

Every developer's path is different, and each holds valuable learnings for the industry. At GDC Next 2014, Three One Zero founders Adam Orth, Omar Aziz and independent artist Hogarth de la Plante went in-depth on the unorthodox development process that took Three One Zero's current game project ADR1FT from a concept on paper to a unique game/VR prototype to a publishing deal with 505 Games in the span of five months. It's a good talk that clearly details how they set goals at the beginning of the process, how they achieved them, and everything they learned in-between. We've taken the liberty of embedding the video of "Ten Weeks, Three Guys, One Shot: Taking ADR1FT from Concept to Publishing Deal" above, but you can also watch it here for free on the GDC Vault. Gamasutra and GDC are sibling organizations under parent UBM Tech. Build-A-Murder-Machine Workshop: Besiege. Besiege‘s war machines would only appear in a history book if a bored schoolchild scribbled them in the margins – little pencil machines bristling with blades and flamethrowers whirl through stick figure armies leaving trails of red Biro.

Build-A-Murder-Machine Workshop: Besiege

It’s a physics puzzler about piecing together pistons, hinges, blades, bombs, saws, spikes, cannons, wheels, wings, and other bits into death machines able to annihilate armies, crush castles, and conquer kingdoms. You can buy into the alpha now. Cor, look at that diorama-y art style! [glendc] My first year in the Game Industry. We’re a week into 2015, and people are still yelling Happy Nuu YEAAAAH [Happy New Year].

[glendc] My first year in the Game Industry

It’s my first tropical new year, and I love it. Whether it’s discovering islands per boat, reading a novel on the beach, cruising through the palm tree covered hills as if it were a 90’s race game (brought back good gaming memories) or having a Full Moon Party in the party centre of the world. It’s a wonderful final experience of what has been an exciting year as a junior in this dynamic industry. Index The unexpected events that made my life both hectic and exciting, that started ever since joining college, have continued to happen and brought me eventually to the UK, where I currently live and work.

The Game Outcomes Project, Part 1: The Best and the Rest. This article is the first in a 5-part series.

The Game Outcomes Project, Part 1: The Best and the Rest

Part 1: The Best and the Rest is also available here: (Gamasutra) (BlogSpot) (in Chinese)Part 2: Building Effective Teams is available here: (Gamasutra) (BlogSpot) (in Chinese)Part 3: Game Development Factors is now available here: (Gamasutra)Part 4: Crunch Makes Games Worse is now available here: (Gamasutra)Part 5 will be published in late January 2015.For extended notes on our survey methodology, see our Methodology blog page.Our raw survey data (minus confidential info) is now available here if you'd like to verify our results or perform your own analysis.

The Game Outcomes Project team includes Paul Tozour, David Wegbreit, Lucien Parsons, Zhenghua “Z” Yang, NDark Teng, Eric Byron, Julianna Pillemer, Ben Weber, and Karen Buro. The Game Outcomes Project, Part 1: The Best and the Rest What makes the best teams so effective? Decision Modeling and Optimization in Game Design, Part 1: Introduction. Most of game design is a process of search. When we design, we are evaluating many different possible design configurations to solve a given design problem, whether it be the way the rooms in a dungeon are connected, the set of features and capabilities that different types of game agents will possess, the specific “magic numbers” that govern unit effectiveness in a combat system, or even the combination of features our game will include in the first place. Just as an AI-driven character will use a pathfinding system in a game to navigate through the game world, design involves navigating through a very-high-level space of possible configurations by taking some initial configuration and iteratively modifying it.

We look carefully at the state of some aspect of our design – whether it be our combat system, one of the parts of our game world, a technology tree in a strategy game, or what have you – and attempt to find a way to improve it by changing that configuration. 1421345934518 (1000×5249) Dom Drysdale's Blog - Lessons Of A Failed Game Dev Studio. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This blog is a summary of lessons I've derived from reflecting on my time as an indie game dev studio founder. Its been over a year since we stopped development, and I’ve had plenty of time to reflect on what might have went wrong.

I think founders of projects that don't work out are often embarrassed to openly discuss why. My hope is that by sharing, you can avoid some of the mistakes we made, and better your chances of being successful! In this post I discuss What Happened, some Existential Questions, what I believe are Prerequisites to Success, and recommended First Steps as a new studio. What Happened? Fabian Fischer's Blog - Sources of Uncertainty. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. In a previous article I argued that uncertainty is of central importance for strategy games, because without it there can be no decisions.

In the broader picture though, uncertainty is actually necessary for any kind of gameplay to be interesting. In the case of absolute certainty when there’s nothing more to discover, we usually just stop playing. Funnily enough, while we’re always striving for certainty in real life, it’s the death of any game. The reason why uncertainty is so important can be understood by taking a closer look at the nature of any gameplay process. Anti-pattern. Paul Tozour's Blog - The Game Outcomes Project, Part 1: The Best and the Rest. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This article is the first in a 4-part series. Part 2 is now available here; parts 3 & 4 will be published in late January 2015. For extended notes on our survey methodology, see our Methodology blog page (link). This article is now available in traditional Chinese 中國語文 (link). The Game Outcomes Project team includes Paul Tozour, David Wegbreit, Lucien Parsons, Zhenghua “Z” Yang, NDark Teng, Eric Byron, Julianna Pillemer, Ben Weber, and Karen Buro. The Game Outcomes Project, Part 1: The Best and the Rest. I play games. I make games. Sometimes I break games. The Non-Linear Dialogue Editor. Work Chat. Rosetta : solution web pour la gestion de campagnes multicanal (en boîte aux lettres, par e-mail et/ou SMS) Babaoo - 0.2.0 #1. Guest Post: Lessons Learned From 100 Negative App Reviews - App Annie Blog.

Prototest digs into App Annie’s Reviews & Ratings to show how you can grab insights from others’ mistakes to improve your apps. From word-of-mouth, to online forums and now the app stores – product reviews have never been more accessible to a wide audience. And while a product can earn the admiration of the masses, the spotlight also draws pundits, critics and trolls that are perfectly willing to drop scathingly harsh reviews.

Proactively learning from the mistakes of others can arm you with the tools to prevent negative reviews from forming in the first place. Bandwagon effect. Infographie des métiers dechiffrés - Mercialfred. Résumé stratégie océan bleu. Guest Post: Lessons Learned From 100 Negative App Reviews - App Annie Blog. Adriaan De Jongh's Blog - on prototyping and coding your own ideas. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This article explains how I learned a fundamental lesson about communication and empiricism regarding game design.

English test results - Google Sheets. Wallangues - Apprendre les langues gratuitement grâce à la Wallonie. Worldwide App Annie Index for Apps August 2014 - App Annie Blog. App Annie Special Report: A Look at the Growth of Google Play - App Annie Blog. Our new report gives you an unprecedented look at the growth of Google Play Google is in the spotlight this week for Google I/O 2014 — their annual developers conference — and to mark the beginning of worldwide developers conference, App Annie is releasing a special report highlighting the dramatic growth Google Play has seen over the past year. Google Play has steadily made gains as one of the largest app stores and App Publishers are taking note.

Introducing Advertising Analytics Support for Facebook - App Annie Blog. You asked, we delivered — Advertising Analytics now supports Facebook. Worldwide App Annie Index for Games October 2014 - App Annie Blog. Angry Birds Transformers and FIFA 15 Ultimate Team topped the charts in October. Each month, the App Annie Index highlights the top-performing games and apps for the iOS App Store and Google Play. Our analysis covers trends among the leading apps across countries and categories, and is the industry standard for professionals looking to compare leading apps and publishers.

To find out about current trends in other markets and app categories, please check out the App Annie October 2014 Apps Index, our report with Kantar Retail highlighting the top retailers in France and our special coverage of China’s 11/11 m-commerce event. How to Recognize Great UX Designer? - UX Skills required to work in UX. Christopher Gile's Blog - The Benefits of Less Detail.

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. Introduction to Hansoft. 5 Steps to Ignite your Free-to-Play Revenue (without Advertising) UX is not UI. 10 of the Best UX Infographics. Sometimes, as the old saying goes, pictures really do tell 1000 words. And if that’s the case, what’s better than a picture with 1000 words included on it?

We’ve gathered 10 more of the best UX relevant infographics from around the web for your entertainment and education. Marvel at the stunning visuals, and informative posters. UX. UX-infographic.jpg (JPEG Image, 1450 × 1060 pixels) - Scaled (70%) #PROCJAM 2014 — PROCJAM Talks Schedule. Is It Worth the Time? Pokémon's Creepy Lavender Town Myth, Explained.

Recommended by Patricia Hernandez Glitched Out Pokémon Is The Best Kind of Nightmare My Quest To Seduce The Grim Reaper In The Sims 4 A Horror Story Only The Worst People Will Understand. Insomniac's Ted Price explains why trust in your team is so important. "Trust is the glue that holds our world together... Paris ouvre @WelcomeCityLab un incubateur dédié au tourisme urbain #startup via. How to (professionally) miss a deadline. Keep Talking and Nobody Explodes: A team-based Oculus Rift game. Scott Hurff's Blog - How to design for thumbs in the Era of Huge Screens. Scaling Kanban Across Teams. Prototype. Koen Deetman's Blog - Talent Versus Skill. Heinz Schuller's Blog - A key ingredient for successful game studios - Positive Energy. Plug and Play Growth Hacking Toolkit for Mobile Apps : AppVirality.com.

Thank You for Downloading the Project Schedule Template. Interacting with Virtual Reality Brings us Even Closer to a Real Holodeck. Cinéma et jeux vidéo. Adam Saltsman's Blog - Pomodoro/Timeboxing on Multiple Projects. Lindsay Lauters Miller's Blog - Considering Risk in Video Game QA. Elyot Grant's Blog - The Role of Luck: Why RNG isn't the answer. Race_n_Chase11. Abby Friesen's Blog - Writing a GDD your team can actually use.

Star Wars Battle Pod shows that arcades aren't dead, they're just very different. Geoff Ellenor's Blog - Making Better Designers. #AltDevBlog. Game Design Deep Dive: The weapon-crafting system of Mercenary Kings. Tanya X Short's Blog - Procedural Generation: By Molecule or Mythology. CoEntrepreneurs Weekend, un weekend pour créer mon entreprise. Simplifiez vos réunions grâce au Doodling. Mateusz Piaskiewicz's Blog - Composition in Level Design. Harvard Bonin's Blog - The Elimination of Waste: Lean Six Sigma applied toward Game Development. Into the deep: it's time to learn how to play Dwarf Fortress. Catalin Marcu's Blog - Is better always better? Dwarf Fortress will crush your CPU because creating history is hard. Burak Tezateser's Blog - Dynamics of Steam as a Sales Platform. Christopher Totten's Blog - Excerpts from An Architectural Approach to Level Design.

Chris Simpson's Blog - Behavior trees for AI: How they work. 5 Tips to Work Smarter, Not Harder. Abbey Games, indie developers of Reus and Renowned Explorers. Steffen BaboonLord Kabbelgaard's Blog - The quest for a legendary company structure! Adriaan Jansen's Blog - The Game Designer Class - What are his biggest weaknesses? Blogs. What do you think of the agile method? - Production and Management. Protopitch - Protopitch. Video Game Producer (Project Manager) Video Game Producer (Project Manager) Harvard Bonin's Blog - The Elimination of Waste: Lean Six Sigma applied toward Game Development. Evan Todd's Blog - The Poor Man's Dialogue Tree. Is YouTube killing the traditional games press? 42 Pro Tips for Leveling Up. Koen Deetman's Blog - Thoughts You Might Have As Indie Developer. Clinton Keith's Blog - Win-win: Great teams make better games and enjoy making them! Dwarf Fortress in 2013. You Are Not So Smart.

Thinking About Thinking T-Shirt.