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Grounded: The making of The Last of Us

Grounded: The making of The Last of Us
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scamper_design_activity.pdf Making of The Last of Us by Naughty Dog Go behind the scenes and see how Naughty Dog crafted its masterpiece watch Grounded The making of The Last of Us. Also check: The Last of Us Character Rigging & Modeling The Last of Us Development by Naughty Dog Zbrush Character Modeling for The Last of Us The Last of Us Characters Sculpt – 1 The Last of Us Characters Sculpt – 2 Game Developer Magazine Archive NOTE: You can find out how to obtain an unofficial full copy of this archive from a third-party website by reading the info found in this tread. Game Developer, an in-depth monthly magazine for exposing 'the art and business of video games', was published by UBM Tech (which also runs Game Developers Conference and from 1994 to 2013. Following the magazine's closure in July 2013, we've compiled an archive and made them freely available here for all to enjoy. Digital Edition Archives Source Code & Utilities Archive

Liquidation totale par des cybercriminels - Fantasme ou réalité ? « Korben Korben Liquidation totale par des cybercriminels – Fantasme ou réalité ? Je suis un gros fan de la série des Die Hard et si je devais établir un classement, je dirais ceci : 1er prix: Die Hard 3Second ex aequo : Die Hard 1 et 23e prix : Die Hard 4 Avec une disqualification complète de Die Hard 5. Bref, malgré les critiques de l'époque, Die Hard 4 reste un bon Die Hard, même s'il s'est un peu lissé par rapport aux 3 premiers. Les petits gars d'Arte ont voulu savoir ce qui était plausible ou pas dans un tel scénario et en ont fait un super reportage ! Vous avez aimé cet article ? The Confessional: It took two years to cancel Singularity, and ten months to fix it The Confessional is an irregularly appearing column where we invite a developer into the booth to explain the flaws behind a game, and to give their thoughts on why they occurred. We can't absolve participating developers of their sins, but we can try to understand them. For a day, the game was cancelled. Dates had been missed, and the project was nowhere near complete. Perhaps the most painful realization was that we had brought this on ourselves. The decision to can the game wasn't complicated. This wasn't the end of the story The game did eventually ship, and earned a respectable 76 Metacritic score, so what turned it around? Only a hint of our earlier intentions made it into the shipping version of the game Complete control of the project was handed to the Marvel team, and there was a hard deadline of ten months. Welcome to game development. We took the deal, as this was the only chance we had to see the game through to completion. Yes. This wasn't development, it was triage.

gestsysinfo | Outils et méthodes pour la gestion des projets système d'information Schoolism Slawa Deisling's Blog - How to get on consoles as an Indie 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. My name is Slawa Deisling and I'm Co-Founder and programmer at Behind The Stone, a really small indie-studio from Hamburg, Germany. We're so indie, you probably never heard of us, and that's ok. Maybe you're asking yourself now: "Alright. No-Name indie. Besides working on our game I'm active in my local indie-dev-community as one of the organizers of our regular local meetup (if you should ever be in or around Hamburg at the right time, come and at the last one I did a talk: "How to get on consoles as an indie" Though we develop a PS Vita-exclusive title we're also licensed developers for the XONE and the WiiU. Now you might say: "Well, developing for consoles is nothing exceptional anymore, isn't it?" It is. As mentioned above getting on consoles is easier today.