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Porsche BlackBox

Porsche BlackBox | Game development | Scoop.it
Interactive media installations, generative design and data-driven narratives, at the intersection of art, design and technology.
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Original recorded racing data create a soundscape and abstract visualization of a Porsche driving experience

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Graybeard Games: Original Diablo Pitch Document

Graybeard Games: Original Diablo Pitch Document | Game development | Scoop.it
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GDC 2016: Diablo's original pitch document is available for download  http://bit.ly/1UhdvcY

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The Art of Astroneer: Low Poly

The Art of Astroneer: Low Poly | Game development | Scoop.it
The Art of Astroneer: Low Poly Hello readers, I’m Paul Pepera, one of the artists working on Astroneer. “The Art of Astroneer” will be a multi-part series that will discuss the visual design of...
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Atroneer's developers have started a series of articles that focus on game's visual development 

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Gamasutra: Winifred Phillips's Blog - VR for the Game Music Composer – Artistry and Workflow

Gamasutra: Winifred Phillips's Blog - VR for the Game Music Composer – Artistry and Workflow | Game development | Scoop.it
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Winifred Phillips's Blog - VR for the Game Music Composer – Artistry and Workflow

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The games of 2016

The games of 2016 | Game development | Scoop.it
Check out 100 of the most promising games on the way in 2016.
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Great material about the games to watch in 2016 by Polygon. And beautiful illustrations!

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Gaming and Gamers

Gaming and Gamers | Game development | Scoop.it
Americans' attitudes toward games – and the people who play them – are complex and often uncertain.
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The respected Pew Research Center launched a extensive report about gamers and gaming in the USA 

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Deconstructing the art design of Journey

Deconstructing the art design of Journey | Game development | Scoop.it
Thatgamecompany's Journey is dominated by gentle slopes, but in this GDC 2013 talk its art director, Matt Nava, explains how the game's art direction coalesced through rocky starts and sharp turns.
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From GDC Vault: Deconstructing the art design of Journey

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The Marketing Guide for Game Developers

The Marketing Guide for Game Developers | Game development | Scoop.it
Illustrations by Dom2D Welcome to "The Marketing Guide for Game Developers" which is basically the classic marketing mix (4p's) adapted to game development. Thus it covers 4 aspects: I. The Game Itself II. Communication/Promotion III. Price IV. [...]
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A very useful and comprehensive guide about marketing for indie games 

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The Riot Games Engineering Tech Blog

The Riot Games Engineering Tech Blog | Game development | Scoop.it
The tech blog is Riot's opportunity to start conversations with the engineering community about developing player-focused technology.
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Riot launches 'tech blog' with League of Legends game dev secrets http://riot.com/1NsdJJn #gamedev #blog #gamedesign

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21 Free Learning Resources for Game Developers

21 Free Learning Resources for Game Developers | Game development | Scoop.it
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21 Free Learning Resources for Game Developers http://ubm.io/1K1O9tB #education #gamedev #gamedesign

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Nintendo used to design Super Mario levels on graph paper

Nintendo used to design Super Mario levels on graph paper | Game development | Scoop.it
Back in the day, every question mark block, goomba, and mushroom was sketched out by hand.
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Nintendo used to design Super Mario levels on graph paper http://bit.ly/1eliS8r #gamedesign #nintendo

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Gamasutra: Albert Palka's Blog - Real talk with Destructive Creations (Hatred interview)

Gamasutra: Albert Palka's Blog - Real talk with Destructive Creations (Hatred interview) | Game development | Scoop.it
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Great interview with the creators of the game Hatred and the lessons that they learned in the process http://ubm.io/1dz1UTy #gamedev #indie

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Where in the world did blockbuster educational games go?

Where in the world did blockbuster educational games go? | Game development | Scoop.it
From the late 1980's through the 1990's, as console games and computer games remained two very separate markets, a few PC studios regularly sold millions of educational games. So what happened?
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A nice article with history and valuable lessons about an actually needed but forgotten genre: educational games http://ubm.io/1SuwD40

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The 50 most important PC games of all time

The 50 most important PC games of all time | Game development | Scoop.it
They changed how we make games, how we play games, and they changed us.
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The 50 most important PC games of all time

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Video: What Valve learned from porting Team Fortress 2 to VR

Video: What Valve learned from porting  Team Fortress 2  to VR | Game development | Scoop.it
Before Valve got behind HTC's Vive virtual reality headset in a big way, it got TF2 up and running on an Oculus Rift devkit. At GDC, Valve's Joe Ludwig shares some lessons learned along the way.
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Video: What Valve learned from porting  Team Fortress 2  to VR 

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Emotional Games Awards

Emotional Games Awards | Game development | Scoop.it
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First Emotional Game Awards has announced its nominees

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The art of the tutorial: When to hold a player's hand, when to let it go

The art of the tutorial: When to hold a player's hand, when to let it go | Game development | Scoop.it
Experienced devs from across the industry share their perspective on the best way to make people feel comfortable the first time they play your game.
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The art of the tutorial: When to hold a player's hand, when to let it go 

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Promoting Your Game With Animated GIFs

Promoting Your Game With Animated GIFs | Game development | Scoop.it
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How to promote your game with animated GIFs 

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Teslasuit: This Full Body Suit Lets You Feel Virtual Reality - Futurism

Teslasuit: This Full Body Suit Lets You Feel Virtual Reality - Futurism | Game development | Scoop.it
Now you can "feel what you play," with this full body virtual reality suit that simulates everything from temperature to hugs. 
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Teslasuit: A full body suit that lets you feel virtual reality and can change the future of vr gaming 

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The Half-Life Approach to Music Design

The Half-Life Approach to Music Design | Game development | Scoop.it
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The minimalistic Half-Life approach to music design http://ubm.io/1NLhgSJ #sounddesign #music #games #gamedev

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Classic Postmortem: Double Fine's Psychonauts

Classic Postmortem: Double Fine's  Psychonauts | Game development | Scoop.it
In honor of the classic game's tenth anniversary this week, we present the unedited Game Developer magazine postmortem of Double Fine's mind-bending platformer Psychonauts .
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Great stuff: a postmortem from the classic Double Fine's Psychonauts

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Color — Method of Action

Color — Method of Action | Game development | Scoop.it
A color matching game
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A smart color matching game that will test your eyes and your color skills 

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Color in games: An in-depth look at one of game design's most useful tools

Color in games: An in-depth look at one of game design's most useful tools | Game development | Scoop.it
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Color in games: An in-depth look at one of game design's most useful tools

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Mayor of Troll Town's curator insight, November 2, 6:40 PM

This doesn't exactly relate to dungeon tiles, but it does fit into the mandate we've set for ourselves -- the ambit of things that relate to RPGs, dungeon runs, gaming and the like. And I think we can all agree that art is an important aspect of everything we do and like.

 

From comics to game box covers, monster manuals to playing cards, art is not just important, but invaluable – and increasingly so as our society continues to become more and more visually literate (and less and less actually literate... but I digress). So art is paramount (at least for many products), and color is an important part of art – good, bad or otherwise.

 

One of the things that all artists get training in is color, because use of color is critically important to good design, and to setting the mood and tone of a piece of work. Color has emotional value which many of us realize subconsciously, but don't necessarily know how to use to advantage. That's what color theory and training are all about for young artists.

This article discusses how color is used in games, much the same way it is used in painting, comics, graphic design, film and in virtually every area of life today. You probably didn't realize it, but consideration of color – it's compliments and contrasts and how it is all used – now colors (sorry) virtually every aspect of modern life, from the clothes you wear to the car you drive to the apps you use to the design decisions made for the menu at Denny's.

If you want to understand how important color is to mood-setting, this article offers much. Highly recommended.

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Best Tools and Tricks from a Pixel Art Guru

Best Tools and Tricks from a Pixel Art Guru | Game development | Scoop.it
Paul Conway shared some of the most important rules of working with pixel art and talked about his upcoming project Aporkalypse Now.
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Best Tools and Tricks from a Pixel Art Guru http://bit.ly/1cUynm6 #gamedev #pixelart #gamedesign

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Games from the Trash: The History of the TRS-80

Games from the Trash: The History of the TRS-80 | Game development | Scoop.it
Radio Shack's first computer was an underpowered but accessible and affordable unit -- and as with nearly any platform, quickly became home to games. In this retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else.
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Amazing retrospective: The History of the TRS-80 and how it became a gaming machine http://ubm.io/1G1otww

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