I happened to catch that on the radio in my car yesterday (yeah, I do listen to Radio 4)
BBC iPlayer - Front Row: Naomi Alderman on video games
Rare to hear about that topic on the radio (at least in a good way).
Showing posts with label Links. Show all posts
Showing posts with label Links. Show all posts
Saturday, 25 February 2012
Wednesday, 22 February 2012
Gamasutra - News - Tips from a combat designer: Fibonacci game design
Tags:
Links,
Methodology
Interesting article on how to know when to say "stop, no more", and how to use the golden ratio in game design.
Gamasutra - News - Tips from a combat designer: Fibonacci game design
Gamasutra - News - Tips from a combat designer: Fibonacci game design
Sunday, 9 October 2011
Animation Chronicles - Episode 3: starting over to "Evolve"
A grim sounding title, but there's actually good news in that article.
In a normal pipeline, you would model your character, then rig it and skin it. As I was using the UDN's skeleton, which is in a relaxed pose, I assumed I had to put that skeleton in a T-pose before being able to model something around it. This is why I started to rig the skeleton first. But today, I've made a discovery that would save me the trouble of modelling a character.
Wednesday, 7 September 2011
Gamasutra - A rational approach to Racing Game Track Design
Tags:
Level Design,
Links
Very good article on the subject. Most of it is common sense, but it's always better when put into words.
Although the article is focussed on arcade racers, the metrics described are valid for any kind of racing game.
Link
Although the article is focussed on arcade racers, the metrics described are valid for any kind of racing game.
Link
Sunday, 17 July 2011
The Unsung Secret of Great Games - and How Some Games Get It So Wrong
Tags:
Links
Interesting paper on how the rhythm of the game's mechanics makes it feel good or not.
The Unsung Secret of Great Games - And How Some Games Get It So Wrong
The Unsung Secret of Great Games - And How Some Games Get It So Wrong
Friday, 29 April 2011
Monday, 25 April 2011
Gamasutra - Features - First-Person Control Design for Dual Analog Stick Controllers
An old article I've found on some forum. Good read.
Gamasutra - Features - First-Person Control Design for Dual Analog Stick Controllers
Gamasutra - Features - First-Person Control Design for Dual Analog Stick Controllers
Wednesday, 30 March 2011
Gamasutra - Features - A Guide To iOS Twin Stick Shooter Usability
Gamasutra - Features - A Guide To iOS Twin Stick Shooter Usability
Very interesting article on how to design the best controls for virtual joystick in touch screen games.
Very interesting article on how to design the best controls for virtual joystick in touch screen games.
Thursday, 24 March 2011
GDC 2011 sessions are live
Tags:
Links
Some presentations from GDC 2011 are available for free on GDC vault, with lots of post mortems from old games.
Tuesday, 22 March 2011
Sunday, 13 March 2011
Combat Design in Resistance 3 (GDC 2011)
Tags:
Combat,
Level Design,
Links
GDC 2011 presentation of Insomniac Games on how they designed the combat encounters on Resistance 3.
Key points are:
Insomniac Games - Articles
Key points are:
- Give the combat area an easy to read layout.
- Keep the action in the player's field of view.
- Use subtle visual clues (e.g. enemy/ally movement) to hint the player at what to do/ where to go next.
Insomniac Games - Articles
Tuesday, 1 March 2011
Intelligent Brawling
Tags:
Links
Gamasutra - Features - Intelligent Brawling
A very interesting article that breaks down melee combat in action games into fundamental components.
A very interesting article that breaks down melee combat in action games into fundamental components.
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