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gamesindustry.biz » Jobs Video Game Creators 3 Conseils pour la création de jeux Tout le monde connaît Sébastien Pauchon, éditeur suisse et auteur de jeux à succès. Il a participé sur le site Boardgamedesign et y a donné trois conseils pour la création de jeux. Ses conseils sont extrêmement intéressants et pertinents. Avec l’accord de Séb et de Clive, le webmaster, nous avons traduit cet article, pour ceux qui ne pratiqueraient pas la langue de George R.R. 1) Soyez informés des jeux qui sortent, jouez, jouez, jouez. OK, il y un inconvénient à cela, il vous semblera difficile de prendre de la distance par rapport à ce que vous connaissez et d’innover. Plus vous pouvez apprécier un autre jeu pour son équilibre, son intelligence, son humour, son originalité, etc, et plus vous vous sentirez inspiré pour améliorer votre création. Ne tombez pas nécessairement dans la pensée de groupe qui ignore un mauvais jeu, jouez-y plutôt ! 2) Tests Ils sont cruciaux. Soyez ouvert à la critique, mais ici aussi, vous devez mettre les choses en perspective. 3) Un bon prototype Like this:

Monomyth Joseph Campbell's monomyth, or the hero's journey, is a basic pattern that its proponents argue is found in many narratives from around the world. This widely distributed pattern was described by Campbell in The Hero with a Thousand Faces (1949).[1] Campbell, an enthusiast of novelist James Joyce, borrowed the term monomyth from Joyce's Finnegans Wake.[2] Campbell held that numerous myths from disparate times and regions share fundamental structures and stages, which he summarized in The Hero with a Thousand Faces: A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.[3] A chart outlining the Hero's Journey. Summary[edit] In a monomyth, the hero begins in the ordinary world, and receives a call to enter an unknown world of strange powers and events. The 17 Stages of the Monomyth[edit]

Crowdsourcing et Gamification au service des villes et de la science Les villes seront les principales actrices d’un avenir meilleur pour notre planète. Grâce à l’avènement de nouvelles technologies, il est désormais possible de combiner l’intelligence, la créativité, et le savoir-faire d’un ensemble de citoyens (le Crowdsourcing) bénéficiant chacun sans restriction d’un accès à toutes sortes de copyrights, brevets ou autres mécanismes de contrôle, jusqu’ici inaccessibles dans leur totalité ( l’Open Data). Ainsi, en mutualisant les ressources et compétences, chaque ville pourrait déléguer une partie de sa gestion à ses riverains. Après l’acte éco’citoyen place au « crowdsourcing citoyen ». Finalement l’étape la plus difficile n’étant pas de combiner les efforts de chacun, mais de solliciter chaque individu. C’est pourquoi le jeu semble une alternative plus qu’intéressante pour obtenir l’implication de personnes dans des actions qu’elles n’ont pas forcément envie d’accomplir, car il crée une distance avec la notion d’effort propre au travail.

Infographie : l'industrie du numérique en France INFOGRAPHIE Le poids du numérique ne cesse de grandir dans tous les secteurs de l’industrie et l’économie françaises (santé, automobile, aéronautique, etc). Dix ans après son invention, la nouvelle économie devient donc réalité et pourrait être l’une des clés pour réindustrialiser la France A cette occasion, L’Usine Nouvelle révèle les grandes données du secteur du numérique. 148 milliards de chiffre d’affaires, 104 datacenters ou 40 millions d’internautes font partie des quelques chiffres clés du portrait du secteur. Spécial 100 du numérique Le numérique prend de plus en plus d'ampleur dans la vie économique et quotidienne.

What does a game “producer” do, exactly? (exclusive) Editor’s Note: Reaction to our first exclusive TERA dev diary and massive TERA art exhibit was positive, and the game itself seems to be doing well now that launch woes have been stifled, so I’m happy to present the next entry from En Masse Entertainment Producer Chris Hager. If you have any specific games or aspects of game development you’d like to know more about, shout them out in the comments and I’ll see what I can do. Enjoy! ~Sebastian By Chris Hager, Producer “So, what exactly do you do? “Well, I produce things. “Okay…but seriously, you must play games all day.” This was a recent conversation I had with a friend when I tried to explain what I do. I am a huge gearhead. It’s this love of intricacy and detail, along with an appreciation for a well-made product, that makes me love being a video game producer. What’s under the hood is the most fun of all. Another thing I love? To be sure, there are nitty-gritty parts that take away the luster of a video game career.

Ubisoft : du jeu vidéo au rayonnement mondial Une histoire de famille : du supermarché breton de machines agricoles à la vente d'ordinateurs L'histoire d'Ubisoft commence en Bretagne au sein d'une entreprise parentale tournée vers les machines agricoles. En 1984, Michel Guillemot, l'aîné de cinq frères, commence à introduire la vente de petits ordinateurs pour diversifier l'entreprise. Au cours d'un voyage en Angleterre, Michel Guillemot s'aperçoit que les jeux vidéos y sont trois fois moins chers qu'en France. Ubisoft : de la distribution à l'édition À peine né, Ubisoft ambitionne de devenir éditeur de jeux vidéo. Ubisoft Montréal Assassin's creed rassemble 40 millions de joueurs dans le monde. Michel Ancel : créateur de Rayman Alchimie du jeu Il ne suffit pas d'être un bon gestionnaire pour donner naissance à une société comme Ubisoft, il faut aussi "avoir du nez", innover, fédérer. À Montreuil et à Montréal, un laboratoire baptisé le games Lab est spécialement conçu pour accueillir des joueurs-testeurs, filmés lors des parties.

The guide to implementing 2D platformers | Higher-Order Fun Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers. I can think of four major ways in which a platform game can be implemented. Type #1: Tile-based (pure) Character movement is limited to tiles, so you can never stand halfway between two tiles. Flashback, shown with tile boundaries Examples: Prince of Persia, Toki Tori, Lode Runner, Flashback How it works Advantages of this system include simplicity and precision. Type #2: Tile Based (Smooth) Slopes

Why Crunch Modes Doesn't Work: Six Lessons | IGDA Why Crunch Mode Doesn't Work: 6 Lessons There's a bottom-line reason most industries gave up crunch mode over 75 years ago: It's the single most expensive way there is to get the work done. by Evan Robinson Executive Summary When used long-term, Crunch Mode slows development and creates more bugs when compared with 40-hour weeks. More than a century of studies show that long-term useful worker output is maximized near a five-day, 40-hour workweek. In the short term, working over 21 hours continuously is equivalent to being legally drunk. Introduction In the aftermath of ea_spouse's post on LiveJournal, quality-of-life conversations in the game development business have taken on a new life and a new urgency. I've spent 20 years developing and managing software projects. I've amassed a personal collection of source information over the past 15 years, this summary mainly includes information that you can readily find on the Web. The History In 1909, Sidney J. What Management Wants O = X/Y * t

Execution Labs raises $1.4M to incubate indie mobile game studios in Canada Canada has been creating huge numbers of jobs in the video game industry. But many of those have been at huge game publishers such as Ubisoft. Execution Labs hopes to change that by creating an incubator for emerging Canadian mobile game studios. Execution Labs has raised $1.4 million to create its game studio incubator in Montreal. The labs will follow in the footsteps of other incubators in the game business such as YetiZen, Game Dojos, YouWeb, and others. The financial details work like this. After a team spins out, the labs will drop its revenue share to 1 percent per $10,000 invested, with a one-year expiration. “The diversity of new gaming platforms and business models has created a ton of opportunity for developers, but navigating this crazy space can be a really daunting prospect for small indies,” said Jason Della Rocca (pictured right), the cofounder and former director of the International Game Developers Association. Don't let cyber attacks kill your game!

Where The Bad Bullets Go: Sine Mora Out Now By Adam Smith on November 12th, 2012 at 1:00 pm. We did acknowledge the port of side-scrolling time-bending shooter Sine Mora a couple of weeks ago, but now that the game is out, perhaps you’d like to see a PC launch trailer? I played the game on the 360th Box and even though my bullet-dodging skills are more like those of a lobby security goon than a KeaNeo, I actually managed to complete it. Although there are moments when the screen seems to fill with pulsing death-orbs, the pace isn’t frantic even when survival becomes delicately poised. It’s a beautiful game with superb boss fights and a daft story, which can take up too much time between sections even if it is endearingly silly. Here’s the trailer. When I say I ‘completed’ the game, I mean I finished the story mode, which isn’t particularly long, although it does become tricky toward the end. Sine Mora is available now on Steam for £7.99.

Empire State Building by Google 3D Warehouse 3D Warehouse Advanced Search Sign In Error Download Downloads .skp File Size Polygons Materials Uploaded Last Modified Share <> Embed Thumbnail3D Viewer Tags AIA 150, AIA 150 - America's Favorite Architecture, American Institute of Architects, building, famous, king Kong, Manhattan, New York, NY, skyscraper, tall, tallest Add to Empire State Building As one of the world’s most recognizable structures, the Empire State Building has come to symbolize the commercial strength and vitality of New York City. For more information, visit: Other Models You Might Like Collections Containing This Model ©2014 Trimble Navigation LimitedPrivacyTerms of Use

Why we need to kill gameplay to make better games - The Astronauts We love video games for being video games, right? At least that’s what I thought all my life. But after a reboot of my designer brain happened, I was stunned with the discovery that it might not necessarily be true. I mean, I still like video games when they are video games. It’s just that I love them when they are not. Let’s do a little experiment. Here is five well known action-adventure games. Think about your favorite, most memorable moments from the single player part of each, then read below if I have managed to guess any of these moments. Ready? BIOSHOCK: First ten minutes. MODERN WARFARE 2: No Russian. GRAND THEFT AUTO 3+: Driving around, listening to the radio. RED DEAD REDEMPTION: Riding into Mexico, accompanied by a moody song. UNCHARTED 3: The desert section. What do all these moments have in common? They are game-free. That’s right. If we understand gameplay as something that a challenge is a crucial part of, then none of these moments features any gameplay. There is no gameplay.

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