Pixelformer :: Icon and Bitmap Editor Pixelformer is a bitmap editor, specifically optimized for creating, modifying, and converting small and medium-sized images, such as icons, buttons, web graphics, sprites, etc. Pixelformer is faster, smaller, easier, more precise, and often more efficient than large bitmap editing tools; at the same time it is more powerful and less limited than classic simple icon editors. So you need to create, edit, crop, resize, or convert icons or other small images? Pixelformer can help. click to enlarge... The main features of Pixelformer are: No restrictive limits for image dimensions Pixelformer does not limit you to icon-specific image sizes. Support for different color depths up to 32-bit RGB with alpha channel When using Pixelformer, you can always work in the 32-bit RGBA color space. Semi-transparent colors In addition to semi-transparent layers and soft-drawing tools, Pixelformer allows you to use semi-transparent (translucent) colors, offering more control over transparency effects.
A Method for Developing Game Concepts I use this method along with other ideation methods (i.e. brainstorming). Why do I use it?It’s better suited for iteration.It’s focused on creating a game concept, not a bunch of loose random ideas for features. It lets the individual take time to germinate game concepts. The first part of this method believes that the concept process should be iterative. Ideation if not focused correctly can develop concepts but leave the important questions that lead to a design unanswered. Most brainstorming methods focus on fast-group-procreation of concepts, this method encourages slow-individual-germination of game concepts. You can access the Quick Concept Format worksheet here. How to use: Give your concept a working title. The QCF is also an excellent tool for aiding designers in structuring discussions about design.
Game designers Game design is the design of games. It is the art of elaborating rules to facilitate interaction between players, for playful, educating or simulation purposes. Game design can be applied to different media, such as board games, card games, casino games, role-playing games, video games, war games or to itself, an example of metadesign. Baur, Wolfgang. The Declaration of Game Designer Independence On a cool, clear Austin weekend, a group of experienced game designers gathered for their yearly retreat. At night they swapped stories of an industry in turmoil. As social games and mobile games rewrite the landscape, power struggles between business and design dominate and designers find themselves being sidelined or abused. So during the day, we asked ourselves some hard questions. To guide game designers and the profession forward we wrote down a Declaration of Game Designer Independence. The following is a code for how great, visionary designers should behave. 1. You can get rid of visuals, music, business or technology and we will still make great games. 2. We are prime movers, not replaceable cogs. 3. Dilettantes need not apply. 4. We fluently speak the languages of game development and business:We speak the language of creative. 5. We tirelessly promote our vision both internally and to the public. 6. We then reinvent them to be better. 7. Design advances through experimentation. 8.
Blog - FamousAspect Don’t feel like reading? Enjoy this quick video analysis instead. Trumpeted on stage at WWDC, given the Editor’s Choice on release and featured to an unprecedented degree in the Gamers television ad for iPhone 6, no game has seen as strong of a promotional push from Apple as Metal showpiece Vainglory. The fantastic take on MOBA for mobile devices has seen strong reviews and industry support. And yet the game’s performance has underwhelmed relative to the amount of attention garnered. Featuring an all star team of accomplished executives, Super Evil Megacorp has raised $15 million to date (according to Crunchbase) and no doubt has the ability to raise millions more if they are in need. In my work as a game monetization consultant, I’ve encountered teams on all levels of the aggressiveness scale when it comes to monetization. Optimized path to registration Instead of “Okay”, this dialog should have two buttons “Register Your Account” and “Not Now.” Incentivize sharing my contact info
Chaos Engineering | The Trouble with Feats (and À la Carte Design) Vortix Games Michael Jungbluth's Blog - Adding Weight to Your Game Design Part 1: Squash & Stretch 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. Part 1 - Squash and Stretch : Part 2 - Anticipation : Part 3 - Staging Part 4 - Straight Ahead & Pose to Pose : Part 5 - Follow Through & Overlapping Action Part 6 - Slow In, Slow Out : Part 7 - Arcs : Part 8 - Secondary Action : Part 9 - Timing Part 10 - Exaggeration : Part 11 - Solid Drawing : Part 12 - Appeal Intro Weight is a physical and emotional sensation that people feel everyday. In fact, it needs to be, as many of these principles are sacrificed by the animator for the good of playability. Each part will lay out the 12 principles of animation, and how they are not only used in animation but how they directly relate to game design. It is how both can add an extra sense of weight and purpose to the game and the characters within it. Squash and Stretch Applied to Animation
mobilefreetoplay.com | Modern game design for a mobile free to play world Isometric pixel art - Photoshop tutorials and Pixelart tutorials, smiles and pixelart Part 6: Let's Build an Isometric House Using the techniques I have explained in the pervious sections we will now use these skills to draw an Isometric building. I've chosen to create a videogame store called 'Marsh's Loft', you of course can draw what ever kind of building takes your fancy. 1: Start buy drawing a basic box outline. Doing this helps get the correct scale for your building. 2: Because a basic cube shape would make a very boring looking construction I have added a more interesting top section. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 16. 17. 18. 19. 20. (Actual size) Contents: Author of this page had got the permission to host this tutorial here.