
Design a Video Game Interface Window in Photoshop One of the most important aspects of playing a video game is how information is presented. How the graphics are presented makes a major difference in how the players will perceive the game during play. In today’s tutorial we will demonstrate how to design a video game interface window. During the process we will show how to manually draw certain aspects, apply layer styles, textures, and even how to incorporate Adobe Illustrator. Tutorial Assets The following assets were used during the production of this tutorial. Step 1: Background Create new file with size 1152 px x 864 px. Step 2 Add a paper textures again, this time change its blend mode with Multiply. Step 3 Add adjustment layer Hue/Saturation to darken it. Step 4 Add a vintage book textures with blend mode Multiply and Opacity 48%. Step 5 Add old paper textures. Step 6 Add adjustment layer Black & White. Step 7 Create new layer. Step 8 Set its blend mode to Multiply and reduce its opacity to 8%. Step 9 Create new layer. Step 10 Step 11 Step 12
Fluid Grids Early last year, I worked on the redesign of a rather content-heavy website. Design requirements were fairly light: the client asked us to keep the organization’s existing logo and to improve the dense typography and increase legibility. So, early on in the design process, we spent a sizable amount of time planning a well-defined grid for a library of content modules. Article Continues Below Over the past few years, this sort of thinking has become more common. However, our client had one last, heart-stopping requirement: the design had to be fluid and resize with the browser window. Minimum screen resolution: a little white lie#section1 Instead of exploring the benefits of flexible web design, we rely on a little white lie: “minimum screen resolution.” Of course, when I was coding the site, I didn’t have the luxury of writing a diatribe on the evils of fixed-width design. As it turns out, it’s simply a matter of context. Do I really have to thank IE for this? With ems, it’s easily done.
tomas sala's Blog - Making textureless 3D work, a how-to/making of guide. Making textureless 3D work, a how-to/making of guide. 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. Introduction After requests from other devs for my shadercode, I've decided to share both the shader files as well as make a how-to guide, for creating textureless 3D assets, and shading them inside Unity3D. One of ways I decided to challenge myself when starting Oberon’s Court was to create a visual style that does not use any textures. First of all, it looks beautiful. Secondly, it’s very efficient, taking away the need to unwrap and texture a model removes a significant chunk from the development process. This post is a how-to on approaching this style. In this first post I’ll write about the general setup, and going through the process step by step. A quick note for the eager, regarding the shader code: Lets get started! The final style.
Game Development Tutorials – Networking for Game Programmers UDP vs. TCP What is the best way to send data between machines? Sending and Receiving Packets This article shows how to send and receive UDP packets using BSD sockets, giving you source code that works across MacOS X, Windows and Unix. Virtual Connection over UDP Learn how to create your own virtual connection between two machines on top of UDP. Reliability and Flow Control Learn how to implement your own reliability system on top of UDP using sequence numbers and acks. Debugging Multiplayer Games Explains the techniques used by professional game developers to debug multiplayer games. What Every Programmer Needs To Know About Game Networking A brief overview of the history of PC multiplayer games. Floating Point Determinism Is it possible to get exactly the same floating point result (down to the bit-level) each time a program is run?
TideSDK - Créer des applications HTML5/JS sur Windows, Linux et Mac TideSDK est un SDK permettant de créer des applications multi-OS à partir de langages web: HTML5 / Javascript / CSS3. Créer une application facilement maintenable sur Windows, Linux et Mac OS est souvent synonyme de casse tête. TideSDK, de son ancien nom Titanium Desktop, propose une bibliothèque permettant, à partir de langages web comme le HTML5, CSS3 et javascript de créer des applications desktop multi plateforme, à partir du même code. Côté serveur, l'application peut tourner avec du code PHP, Python ou Ruby. Le SDK propose un système de packaging et déploiement du code très simple à utiliser. Toute l'API est bien documentée (en anglais), on regrettera juste le manque de tutoriels pour prendre en main rapidement la plateforme. Site Officiel
The Big List Of Game Design Book Recommendations: Game Design Books: Articles about Gameplay Mechanics Discussions Rules For Games: Do & Don’t Platformer Design Videos How To Not Suck At Game Design Genre Game Polish User Interface Design Video Game User Interface Design: Diegesis Theory (DevMag) Difficulty Game Design Documents Game Design Concepts (Ian Schreiber) What Is Game Design Concepts? Game Balance Concepts (Ian Schreiber) Game Length Character Design Level Design VGMaps (huge amount of screenshots of entire levels from hundreds of games. Artificial Intelligence Prototyping Sandbox & Open World Design Popularity Game Accessibility Free Books Uncategorized Articles Game Development Sites
VideoTutorials Search public documentation: VideoTutorials 日本語訳中国翻译한국어 Interested in the Unreal Engine? Visit the Unreal Technology site. Looking for jobs and company info? Questions about support via UDN? UE3 Home > Unreal Engine 3 Video Tutorials Often there's no better way to learn a tool than to watch it being used. Accessing the Videos Each of the links below points to a tutorial, grouped by topic or specific feature. The video tutorials are linked to a media repository from this page. NOTE: These video tutorials were made using the Unreal Development Kit. Please right-click and save each file to your local storage space. Engine Tutorials The file format is Windows Media Video (.wmv). Skeletal Mesh Pipeline - Using UDK Jeremy Ernst, Technical Animator at Epic Games, takes you through the Unreal Engine Skeletal Mesh pipeline. Each compressed archive contains one video: Video Training Modules Often there's no better way to learn a tool than to watch it being used. Accessing the Videos Training Topics Eat3D
Enfin maîtriser les expressions rationnelles Une couverture exhaustive des expressions rationnelles a jusqu’ici fait partie de l’atelier JS Puissant. Elle occupait bien 1h, voire 1h30, en matinée. C’est un sujet qui me tient véritablement à cœur, pour les raisons que je vais développer dans les deux premiers titres. Mais on m’a quelquefois fait remonter, très justement, qu’une telle couverture, au sein d’un atelier de 8h, est tout-à-fait hors de proportion, et que le temps libéré pourrait être utilement mis à profit en entrant plus dans le détail d’autres aspects (programmation fonctionnelle, structuration de code…). Afin de ne pas simplement cesser de transmettre ces connaissances et de « convertir » les gens au bon usage des expressions rationnelles, j’ai donc opté pour l’approche inverse : sortir ce contenu des formations pour en faire un contenu librement accessible sur le site de JS Attitude ! Qui sait ? Le croque-mitaine Traditionnellement, les expressions rationnelles ne sont pas enseignées. C’est vrai, quoi, comprenez-les. ?
Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games A History of Matching Tile Games Jesper Juul Juul, Jesper. "Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games". Artifact journal. This article aims to write the history of a video game genre. Figure 1. My interest here is in how matching tile games have developed during the past 21 years, in how new design and innovation has happened, and in the relation between game design and player experiences. Matching tile games are today mostly sold via the distribution channel of casual, downloadable games, a channel that puts conflicting pressures on game developers: Innovate enough to differentiate, but make the game sufficiently like other games that players find it easy to pick up and play1. Video game history is everywhere, in the development of games, in the selling of games, in the consumption of games. A popular genre with no vocal proponents Q. Matching tile games are very simple games with a very limited number of rules. Figure 2.