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20 Great Sites to Learn the Ins and Outs of Video Game Design

20 Great Sites to Learn the Ins and Outs of Video Game Design
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Secret Page with cool stuff – How To Unlock Wii Congratulations!!! You have made it to the Super Secret Page filled with cool stuff. You should bookmark this page so you can find a way to this page later in case you want to download these games again. Here you can download all 30 of the Nintendo Wii homebrew games. This is what you’ll need to play these games - 1. 2. 3. 4. Below is a list of all the games along with the link to download them. General instructions. 1. 2. 3. 4. 5. 1. Download the game here Extract the files to a folder. Copy the /apps/smw-wii folder to the apps folder in your SD card Copy the /smw folder to the root directory of your SD card. 2. Download the Game here Copy the /Wiiero v1.3 – 20091030/Wiiero folder to the apps folder in your SD card 3. Download the Game here Copy the /helium folder to the apps folder in your SD card 4. Download the Game here Copy the /apps/splatter folder to the /apps folder in your SD card Copy the /splatter folder to the root directory of your SD card 5. Download the Game here 6. 7. 8. 9. 10. 11.

42 Free Online Magazines for Designers Art and design magazines are designers close companion. Not only it feeds us with latest trends and news in the design industry, it’s also a good source of inspiration, particularly useful for those who hit the design block frequently. Just in case you weren’t aware, there’s a huge pool of free design magazines on the net; we meant those softcopy magazines you can either browse online or download (.PDF, .SWF) for offline viewing. Not only they have high quality content, each issue released is also free. More? Our Top Picks GizMag Weekly web magazine full of neat stuff. A List Apart It’s not really a ‘magazine’ since it don’t come in .PDF or any downloable format. Bak Magazine Artzmania Veer Catalog PDF Mags Nothing but lots of PDF magazines, for free. Destructed Magazine Art- and Designmagzine in .PDF format released quaterly with each issue deals with a unique topic. Magwerk Love Pics Komma Delve Magazine Kino Mag CRU A Magazine CRU A is a digital magazine about arts and culture. Root Magazine Wag Kromag

Rock, Paper, Shotgun: Typical Bolshevik rhetoric with a good dose of emotional blackmail. Download Final Fantasy - Endless Nova Final Fantasy was made in 1987 by Hironubu Sakaguchi and was actually intended as a farewell “present” to Square Co. Ltd. Sakaguchi felt that the gaming world was going in circles and that no-one wanted to take any chances with a new type of game. I have always been a great fan of the series, and I have played every single one of them. Delita Hyral X is the nickname for a man who has devoted a large part of his life to creating a completely new Final Fantasy game with the old engine. Like any other FF game with respect for itself, Final Fantasy - Endless Nova is set in a completely unique and detailed universe. You will, however, get away from Sho with the weapon prototype, but also with a new team member; a small girl who has lost her memory. This is how the hunt of your lives begins. The game is truly immense. What I feel makes this game so special is the plot and history. If there is one thing that may be negative in this game (for some), it is the length.

5 Alternatives to a Game Design Doc « Gravity Ghost If you're building a game with a team, communicating the design vision in a clear manner is essential. So what does a game design look like? The most well-known way to describe a game's systems is by writing a Game Design Document. But I much prefer to work visually, so here are 5 ways you can communicate your vision without resorting to long blocks of text. Few things can sum up your goal like an illustration of the desired result. Pencil sketch, plus a Photoshop pass for color and contrast. Even if you've embraced the philosophy of rapid prototyping and iteration, at each stage you need a goal to iterate towards. What if your game needs moving parts to explain what's going on? The final presentation had nearly 70 slides illustrating steps in the gameplay. If you're lucky, a series of mock-ups like this can do more than explain your goal: it can energize and inspire the team to do their best work. This is an activity I have all my game design students do.

How Gamer Vision Could Transform War | Mass Effect Metrics Bioware Much of the U.S. military's younger generation has grown up playing video games that constantly tell players how well they're doing on the virtual battlefield — whether it's the screen turning red to warn of low health or displays showing the world's top-scoring players based on reviving fallen friends and killing enemies with certain weapons. A U.S. Army weapons engineer thinks that, with the right technologies, such gaming-world awareness could become real for tomorrow's soldiers. U.S. soldiers could go into battle wearing "Google Glasses" that warn of exhaustion levels by changing their vision's tint from green ("optimal") to yellow or red ("danger"), said David Musgrave, a manager at the U.S. Army's Armament Research, Development and Engineering Center at the Picatinny Arsenal in New Jersey. Tank commanders and helicopter pilots might see a kill ratio for how many enemy vehicles they've destroyed compared to the rest of their unit, or even to the entire Army. From games to war

Top 10 Things You Can Upgrade with a Little Electronics Hacking it is a skill to do a good solder joint, it comes with LOTS of practice. so most people who rarely do it will ever get good at it. Bingo. Of course, part of the issue is having a soldering iron at the right temp with a properly tinned tip. Newbies aren't using soldering stations but a cheap iron they got at rat shack (You have questions? We have deer-in-the-headlights... erm... answers!). I don't expect to ever master tricky stuff like smts or even multilayer pcbs so I'm not much better then a newbie, anyway - and I totally suck at sweating pipe joints. Ah, well... SMT is actually a bit better than through-hole once you get the hang of it.

Gamasutra - The Art & Business of Making Games The 5 Best Board Games Of 2012 It’s Christmas, and we know what that means. Board games! Not the crap ones, though. 2012 saw board gaming continuing to grow from a greasy teenager into an intimidatingly gorgeous adult, with great games popping onto shelves every month like bones slotting audibly into their proper place. This was also the year that video games have decided they want in on the action. In the last couple of months tie-in board games have been announced for Bioshock: Infinite, Crysis, Arkham City, even indie curio Sir, You Are Being Hunted. Will they be rubbish? Eclipse This year, it was Finnish monsterpiece Eclipse that made the most lasting impression on the scene. The result is fascinating. All the heavy lifting is done by the game’s ergonomic design. There’s a fundamental disagreement at the heart of board gaming, which is that games have to either tell stories or offer a perfect challenge. City of Horror You might have heard of 2012 zombie board game Zombicide. Android: Netrunner See? Risk Legacy

Features - Designer's Notebook: Designing with Gameplay Modes and Flowboards Before I start this column, I have two announcements. First, it's about time for another edition of my "Bad Game Designer, No Twinkie!" columns. (See my previous installments for game misfeatures, design errors, and personal annoyances covered in the past.) If you've got a game design gripe you'd like to get off your chest, send some E-mail to notwinkie@designersnotebook.com. Second: if you are the chunky, dark-haired fellow with a maroon shirt and an Armenian last name who chatted with me on the mezzanine of the San Jose Convention Center at the Game Developers Conference, and accidentally left behind a signed copy of Richard Rouse's book Game Design: Theory and Practice, I have it for you -- drop me a line. One of the questions I get asked a lot is, "How do you start designing a game?" A central idea at the heart of most videogames is the concept of the gameplay mode. When a player plays a videogame, he experiences three things directly: Give it a try!

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