Japan's first pro caster on building an esports culture | LoL Esports Years of hard work have finally paid off. The winner of this season's League of Legends Japan League (LJL) will be officially invited to compete at the International Wild Card Invitational (IWCI) this April. With a path to Worlds open to its players for the first time, Japan's next task is raising a team capable of taking on the seasoned opponents coming out of regions like Brazil or Southeast Asia. To get a handle on how far they’ve has come over the years and what it took to get here, who better to talk to than the man who’s seen it all: Japan’s first-ever full time caster, Kouji “Eyes” Mitarai. A Nation Finds its Voice It's hard to imagine the LJL without Eyes. After casting on his own for a time, Mitarai was asked to join up with DetonatioN -- Japan's largest pro-gaming organization -- as their dedicated broadcaster. Putting a Face to the Play The IWCI announcement was a game-changer for the Japanese scene. But the LJL set out to change all that. Unable to Commit Related Articles
Fun Kids Online Math Games "Sheppard offers everything from early math to pre-algebra. The lessons include interactive activities to practice concepts. Students can shoot fruit, pop balloons, and even play math man (the math version of pac man!). Fractions, place value, money, and basic operations are some of the areas that are covered. "Online math games, like the ones that you'll find for free at Sheppard Software, provide a valuable opportunity for children to learn a great deal while they're having fun. It can be very difficult for parents to find productive and worthwhile activities for children on the Internet; however fun online math games do offer a wonderful alternative. This free section of Sheppard Software was written for children. From the main page parents or children will find a simple and easy to navigate menu featuring the different levels of math games and the various math concepts that are available. Sheppard Software offers a couple of cute games for the youngest math students.
Unreal Engine 4 For Unity Developers This guide provides an overview of UE4 from the viewpoint of a Unity user, and aims to help you translate your existing Unity experience into the world of UE4. The Editor Below are pictures of the Unity Editor and Unreal Editor, color-coded to indicate common functionality. Editing Assets In Unity, the Inspector tab is used to edit selected assets in your Project. Quick Glossary The following section contains common Unity terms on the left and their UE4 equivalents (or rough equivalent) on the right. Projects and files So what are all these directories and files? Just like Unity projects, Unreal projects always exist in their own directory and have their own project file. Where do I put my assets? In UE4, each project has a Content folder. What common file formats are supported? Unity supports a wide array of file formats. How is my Scene stored? In Unity, you place GameObjects in a scene and save that as a Scene asset file. How do I change my project's settings? Where do my source files go?
Proof It! - A Fun Proofreading Game at Portland Proof Begin Game! proof-it The speaker called out, "/Ladys/Ladies/, choose your partner for the next dance!"!@#$@! Every quiz consists of ten sentences, which will appear one at a time on the screen. The mistake might be a misspelled word, an incorrect punctuation mark, an improperly used word, or a capitalization error. The mistake might also be a missing word, or a missing punctuation mark. If your selection is incorrect, the word will turn red, and a message will appear telling you that your selection is incorrect. If your selection is correct, the word will turn green. In the text box, type the correct word or punctuation mark, and then either click "Submit" or press "Enter" on your keyboard. If you are correct, the next sentence will be displayed. Skipping Questions If at any time you cannot figure out the error in a sentence, you may click the "Skip" button. Scoring Your score will be based on two factors: the number of mistakes you make, and the amount of time it takes to solve each problem.
Multiple Levels of “Done” in Scrum The following was originally published in Mike Cohn's monthly newsletter. If you like what you're reading, sign up to have this content delivered to your inbox weeks before it's posted on the blog, here. Having a “definition of done” has become a near-standard thing for Scrum teams. The definition of done (often called a “DoD”) establishes what must be true of each product backlog item for that item to be done. A typical DoD would be something similar to: The code is well written. Many teams will improve their Definition of Done over time. All this is sufficient for the vast majority of teams. I am most definitely not saying they code something in a first sprint and test it in a second sprint. An Example from a Game Studio One thing I’ve really enjoyed in working with game studios is that they understand that not all work will make it into the finished game. In a number of game studios, this has led to a four-level definition of done: D3: The feature is truly shippable. Very likely not.
Kingdom Rush Frontiers The world's most devilishly addictive defense game is back - welcome to Kingdom Rush: Frontiers! "Kingdom Rush Frontiers" is a game that combines Tower Defense, quirky humor and fantasy gameplay. The goal is to build many types of towers to attack incoming enemies, and stop them from getting past your defenses. Bigger and badder than ever before, Kingdom Rush: Frontiers is a whole new level of the furiously fast, enchantingly charming gameplay that made the original title an award-winning hit. Kingdom Rush: Frontiers packs in so much content, it's like a fully upgraded artillery blast of mouthwatering, pixelated joy launched right into your smiling little face... and it hurts so good! - Fortify the frontier in exotic news lands - hold the line in deserts, jungles and even the underworld! - Eight new specialized tower upgrades! - Over 18 tower abilities! - Over 40 enemies with unique abilities! - Nine legendary heroes. - Special units and features on every stage! - Merciless boss fights!
Awards - AdventureJam | Game Jolt Jams Panel Of Judges: Writer, director and producer of Quest for Infamy at Infamous Quests, Steven also co-designed freeware VGA, point & click remakes of King's Quest III and Space Quest II. | Twitter Director, programmer and designer of Gods Will Be Watching at Deconstructeam , Jordi has been coding since he was twelve and loves expressing himself through his creations. | Twitter Creator of ten PC games including the narrative point & click Kentucky Route Zero at Cardboard Computer | Twitter Judges' Pick Award: Each judge will select their own personal favorite amongst the entries. Developers' Choice Award: This award is given by our panel of judges to an entry that captures our imaginations and demonstrates an outstanding level of overall production quality. Colossal Leap Award: This award is given by our panel of judges to an entry that pushes the envelope of adventure gaming in some unique way, opening a new door to the ever evolving world of adventure gaming. Community Choice Categories:
Akinator, the Web Genius Why I prefer ToDo over Trello for agile teams The Gist ToDo has a flow. It knows about cycle times and about being DONE. Swimlanes on a ToDo board Already convinced? Why tools are important The first value of the Agile Manifesto is ”Individuals and interactions over processes and tools” I agree. A bold statement? I have been working on creating ToDo and the Boards tool in Projectplace. Flow In ToDo, cards are created in the leftmost column of a board. Since ToDo has a flow, it can be extended to help you find out your lead times, which is important if you’re doing Kanban. Flow of a board Planning Poker Estimates Agile teams that do estimates can use the Planning Poker estimates available in ToDo to plan their work. Planning Poker estimates in ToDo Limiting team members to Planning Poker estimates is of course deliberate. Limited number of choices speeds up estimationHigh estimates are well rounded to avoid a false sense of accuracyThe increasing difference for high estimates encourages discussion and breakdown. Burnup Chart Swimlanes Sign up!
Game about Squares The Last Lecture The Last Lecture is a New York Times best-selling book co-authored by Randy Pausch—a professor of computer science, human-computer interaction, and design at Carnegie Mellon University in Pittsburgh, Pennsylvania—and Jeffrey Zaslow of the Wall Street Journal. The book was born out of a lecture Pausch gave in September 2007 entitled "Really Achieving Your Childhood Dreams". The book has often been compared with Mitch Albom's Tuesdays with Morrie, a book on lessons the author learned from his dying college professor. When asked about his knowledge of the book, Pausch replied that he had never read that book, and commented that he "didn’t know there was a dying-professor section at the bookstore". Speculation that the book would be turned into a movie was turned down by Pausch himself. Background A month before giving the lecture, Pausch had received a prognosis that the pancreatic cancer, with which he had been diagnosed a year earlier, was terminal. Synopsis
2048 Join the numbers and get to the 2048 tile! New Game How to play: Use your arrow keys to move the tiles. When two tiles with the same number touch, they merge into one! Note: The game on this site is the original version of 2048. Created by Gabriele Cirulli. Donate BTC 1Ec6onfsQmoP9kkL3zkpB6c5sA4PVcXU2i Water interaction model for boats in video games Jacques Kerner is a senior software engineer at Avalanche Studios. We don't talk enough about vehicle physics for video games. Articles on the net about vehicle physics for video games are few and far between, and are usually about how to get started. I chose to start talking about boats because, well, I recently worked on them, but also because I found that their dynamics is not fully understood even at the research level (although a lot is understood). In this series, I present an algorithm for calculating the most important forces acting on a boat in water. I constrain myself to a reasonable performance budget, say less than 1 ms per boat. The first article in this series will be dealing with hydrostatic forces, but will lay an important foundation for calculating all the other forces involved in this model. Buoyancy Force 101 Before I dive in the algorithm itself, I want to review a bit about buoyancy. Two ways to flip a boat Structure of the algorithm Details of implementation Notes 1.
Jerry Momoda's Blog - Criteria Used to Analyze Classic Arcade Video Games 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. An excerpt from “Methodologies to Analyze Classic Arcade Games”), at jerrymomoda.com Those within the business understand video games are more than design, coding, artwork and sound. There are people dedicated to game and business analysis, contributing to key business decisions and working with designers to optimize the user experience (UX). My interest in game analysis began in arcades during the early 80s. In 1982 I met Nintendo of America's VP of Marketing, Ron Judy while playing Donkey Kong. The industry was impacted by the “North American Crash of 1983”. Our competitor’s games often influenced the performance of our own. What criteria were common amongst the highest earning games? I used a rating system in my game analysis of 23 games, using the following criteria: Fast Forward...