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Valve: How I Got Here, What It’s Like, and What I’m Doing

Valve: How I Got Here, What It’s Like, and What I’m Doing
It all started with Snow Crash. If I hadn’t read it and fallen in love with the idea of the Metaverse, if it hadn’t made me realize how close networked 3D was to being a reality, if I hadn’t thought I can do that, and more importantly I want to do that, I’d never have embarked on the path that eventually wound up at Valve. By 1994, I had been working at Microsoft for a couple of years. One evening that year, while my daughter was looking at books in the Little Professor bookstore on the Sammamish Plateau, I happened to notice Snow Crash on a shelf. I picked it up and started reading, decided to buy it, and wound up devouring it overnight. I also started thinking to myself that I had a pretty good idea how about 80 percent of it could work right then, and wanted to implement it as badly as I had ever wanted to do anything with a computer – I had read SF all my life, and this was a full-on chance to make SF real. I was in for a surprise. Valve is different Valve is different. Maybe you Related:  Nieuwe werken

Game Design Aspect of the Month www.valvesoftware.com/company/Valve_Handbook_LowRes.pdf Inside Crytek Interview: Sascha Herfort We’re back for another round of Inside Crytek: our very own interview series which features different members of the Crytek team. First you can get up close and personal with them, and afterwards you get to ask the questions! To submit your own questions to today’s interviewee, simply post them under the link to the article on our Facebook page, GFACE, or MyCrysis. We will then forward the best and most original questions, and next week the answers will be posted online. Today’s interview features Sascha Herfort. Why did you want to work in the games industry and how did you get started? I started ‘disassembling’ games when I was about 12-years-old, and when Worldcraft came around there was no going back. Why Crytek? I’ve always loved shading and rendering and while I was studying, Crysis was released. What are the best and worst parts of your job? The best part is definitely developing cutting-edge art and technology. What are you working on at the moment?

Welcome to the Bossless Company Warhorse studios: BLOG Filed in Developers' diary by Dan @ 6:43 pm UTC Apr 1, 2014 It's over a month since our campaign ended and we’ve been keeping a bit quiet. Everyone is probably curious what we’re up to now. So here I am to tell you what our plans are for the upcoming months. Time to store all those Kickstarter money (GDC Humble Bundle Party was taking place in the San Francisco Old Mint). I’ll start with what we did last month. 17 Comments Filed in Developers' diary by Dan @ 5:19 pm UTC Nov 21, 2013 Our pitching tour over, we went back to work. If you, like our colleagues, were expecting our phones to start ringing off the hook one day after our return, swarming us with promises of millions of dollars, then you were expecting incorrectly. One of the biggest blows was being turned down by a very promising, international publishing company. 54 Comments Me and an unnamed publisher. Last time we left off just at the point when we were embarking on a pitching tour of publishers to try and push our game on them.

Maak spelers van je werknemers: gamification bij het contact center van Knab - Frankwatching Er is al aanzienlijk geblogd over gamification, maar het volledig plaatje blijft vaak hangen op losse aanbevelingen. De essentiële bouwstenen zijn voor de meesten wel duidelijk, maar dan komt de vraag: ‘how to make it happen’. Om meer duidelijkheid te scheppen zal ik jullie, aan de hand van een recente invoering van een business game, meenemen in het hele proces. Deze case study betreft het contact center van de bank Knab. Gamification, wat is het ook alweer? Maar voordat we de stappen van het proces doorlopen, nog even een keer de definitie van gamification. Games zijn gewild en succesvol. Stap 1: Definieer de doelen Start met het boven water halen van de strategische doelstellingen. Ik heb het hier niet over je overall strategische doelen zoals winstgevendheid, maar specifieke doelen voor je gamification systeem, zoals bijvoorbeeld het verhogen van de productiviteit van werknemers. Tip: Stel een lijst op met potentiële doelstellingen. Meet het beoogde gedrag Tip: Vermijd winnaars.

Top Indie Game Development Blogs | Gambrinous Blog Are you interested in game development? Are you just starting to make games (like us) and want to find out as much as you can about how to design, build and promote your game? Well then it's time to put on your reading pants and get stuck in! Presenting my list of the very best game development blogs around: The Best of the Best Make It Big In Games Top notch articles from Jeff Tunnell about the business of making & selling games. As an Indie game developer that is going to spend your own money to make a game, it is extremely important to decide which market you want to tackle, and that really comes down to what game you want to make. Lost Garden Superb writing on art & design in games, with the fantastic bonus of giving away actual art resources you can use in your own games! Out of all this discussion about graphics, never lose sight of the big picture. The Bottom Feeder Jeff Vogel has been making old-school single player RPGs since 1994 but only started blogging this year. The Forge

How To Survive A Death March I suspect that everyone reading this has worked truly insane hours at one time or another. And you've probably suffered the consequences. So as my first post for Charlie's blog, here's something slightly different: a survival guide to working insane hours, based on many years in the film industry watching dawn break from my chair in the edit suite. Whilst I've been thinking about topics for guest-posting, I've spent some time considering what writers like Charlie and moviemakers like me have in common. And one thing that sprang to mind immediately was the ubiquitous death march. I've seen Charlie go through more than a few 10,000 word a day writing sprints, and I've pulled some pretty manic stunts on that line myself. I'd say I recall staying up for more than 72 hours to finish the trailer for my first film. The trailer was bloody terrible, too. Since then, I've ended up in the hundred-hour work week club at least once a year for various things. Should You Death March In The First Place?

Warhorse studios Filed in Developers' diary by Dan @ 12:04 pm UTC Jan 20, 2012 A lot of people send me emails that go something like this: “Dear Mr. Vávra, I have a great idea for a brilliant game that no one has created yet. The author giving a lecture about game development; a topic he is sometimes not so sure about himself. Two years ago, I decided I have “found” the answer. As I’m not only naive, but dumb as well, I’m going to blog about our progress along the route from nothing towards triple A game for next next-gen systems. To make a great game you need three things: a great idea, an experienced team and lots of money. I had several very experienced people committed to the project, but no office, no company, no money and nothing to show, except for a pitch and some nice pictures. It did. About that time I met Martin Klíma, who had just returned from the UK where he was a producer at Codemasters. If you take a look at www.gameindustrymap.com you will notice an interesting thing.

11 Things I Wish I Knew When I Started My Business — I.M.H.O. “A lot of people like to fool you and say that you’re not smart if you never went to college, but common sense rules over everything.That’s what I learned from selling crack.”-Snoop Dogg My name is Stephanie St.Claire, and I am an unfunded entrepreneur. I’ve been in business for 4 years, after engaging in my own personal and tenuous renaissance (uh…divorce) and rediscovering my Divine Core Purpose. In other words, I grew a pair of ladyballs, launched a business, and started figuring out how to coalesce my efforts into profit. But there was a LOT to learn, and some of those things weren’t covered in Who Moved My Cheese. Throw these 4 rockstars into a blender, and you’ll have a composite sketch of me in the first three months of my business: Glitter was literally shooting out of my eye sockets as I quit my PR firm job and started my own business. Yes, those are bitterly gesticulated air quotes. Here are 11 things I wish I knew when I started my business.

A good workflow to smoothly import 2D content into Unity, Part I: authoring and exporting Unity has been used to develop numerous high quality 2D games over the years. This article, which is based on a talk I gave at three of our regional Unite developer conferences in Korea, Japan and China, gives in-depth instruction for a solid, real-life 2D production workflow. I hope this post can be helpful for any of our readers that are creating 2D games and interactive content with Unity. Due to the length of the tutorial, I’ve split it into two blog posts. Today you can read about authoring and exporting and tomorrow I’ll post the section on importing. The benefits of a good 2D content workflow This tutorial takes you through the implementation of a real production workflow. For some it may seem odd that we need both an exporter and an importer since tools like Unity are able to import data directly. Authoring It all starts with great content, and the first workflow we’ll look at is using the industry standard workhorse Photoshop. The importance of layers Exporting <? Update: Part II

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