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Whoops! What happened to this page? We seem to be having trouble finding the page you are looking for. As we continue to roll out areas of the website and fix up sections that are in place but not yet complete, we would recommend redirecting your request. Please visit archive.gamedev.net for a static representation of the old site. Following links within the site should get you to the article or resource you were most likely looking for when you reached this page. http://www.gamedev.net/reference/snippets/features/xmlParam/

Response Curves in XML for Game Parametrization

Download How do I download the videos? To download, right click the file type you would like and pick “Save target as…” or “Save link as…” Why should I download videos from Channel9? It's an easy way to save the videos you like locally. You can save the videos in order to watch them offline. http://channel9.msdn.com/Blogs/Tina/TechFest-2008-In-Depth-Image-Editing

TechFest 2008: In-Depth Image Editing | Tina Wood | Channel 10

An Introduction to AI in Games from Phil Carlisle

http://blog.wolfire.com/2010/01/An-Introduction-to-AI-in-Games-from-Phil-Carlisle This is a guest post from Phil Carlisle, best known for his work on the Worms series . You might remember his post from a couple of weeks ago, here . His last post was very well received, and he agreed to write a follow up!

Fading detail textures

http://blog.wolfire.com/2009/12/Fading-detail-textures Here's a problem you can probably recognize from many games -- obvious tiling effects on terrain textures. The textures look good up close, but in the distance it's obvious that it's just the same image repeating over and over again. The easiest way to fix the tiling problem is to just fade out the detail maps as they get farther away. Now you never see them from far enough away for the tiling to be visible! The only downside is that distant terrain loses a bit of material definition (it's harder to perceive how it would feel if you touched it), but a little blurriness is much less jarring to me than obvious tiling.
PlayStation killed Britsoft. We didn't realise it at the time, but it took a cold, technological scythe to the British development community. And Lara Croft, that gloating figurehead of the PlayStation Generation, once viewed as a symbol of this region's success and creativity, should now been read as a harbinger of doom. Because, nothing was ever the same again. Of course, PlayStation didn't destroy the whole business of developing major videogames in the UK – that's still happening, though largely for foreign paymasters. But the era of expensive team-based 3D game production ushered in by Sony's original machine effectively ended the peculiarly British scene of the eighties.

how indie gaming is reviving the Britsoft s

http://www.guardian.co.uk/technology/gamesblog/2010/jan/26/casual-gaming-indiegames
This small article is mainly targeted at hobby game developer. I think that the title menu of your game should receive proper attention, since it is the first screen of your game the user will ever see. And we don’t want our user to start with a strange feeling, don’t we? In this article I will show you 5 really simple ways to improve your title menu without any design skill at all. Assumptions

5 Simple Ways To Improve Game Menus

http://www.whysoftwaresucks.org/what-to-do-about-it/5-simple-ways-to-improve-game-menus
http://www.indiegames.com/blog/

Indie Games Webblog

By Robert Fearon It seems to me we’re in a weird position right now with indie games and the press. It’s never been easier for more people to get their work on a site somewhere.

let's talk about jumping

Speaking from personal preference, I like to explore in games. The first Metroid (which I have played many times and never beaten because that was never the point for me) creates an atmosphere that enables exploration. Metroid opens new areas as the game progresses without regressing. Super Metroid, however, commits the grievous sin of taking away our toys at the beginning of the game. Nearly every metroid game since then has given us some thinly rationalized situation where we lose our "power-ups". Mario games also take away our exploration tools, but usually as punishment. http://kotaku.com/5420545/lets-talk-about-jumping
Once again, a call goes out to make games more culturally meaningful. I agree very much with the sentiment, but I've always been frustrated with how designers set themselves up for failure due to the constraints placed on the problem. In mathematics, computer science, and physics there is a the concept of a 'hard' problem.

Three False Constraints

http://www.lostgarden.com/2009/11/three-false-constraints_29.html