Celoushovy poznámky
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AI Can Generate 'Doom' Levels Now

AI Can Generate 'Doom' Levels Now | Celoushovy poznámky | Scoop.it
Algorithms that can make video game levels humans want to play can automate aspects of game design.
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Gamasutra: Chris Grey's Blog - Emotions and Randomness - Concrete Examples from Ni No Kuni and Others

Gamasutra: Chris Grey's Blog - Emotions and Randomness - Concrete Examples from Ni No Kuni and Others | Celoushovy poznámky | Scoop.it
These are some concrete examples to illustrate how randomness influences player experience. It is a companion post to the previous post: Emotions and
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Project Management Part 2: Making Your Game With The ABC-Recipe

Project Management Part 2: Making Your Game With The ABC-Recipe | Celoushovy poznámky | Scoop.it
This ABC-recipe for making games can help you and your team to understand what should be done and when. It offers a guideline for working iteratively
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How World of Warcraft inspired Destiny's raids

How World of Warcraft inspired Destiny's raids | Celoushovy poznámky | Scoop.it
The Art & Business of Making Games. Video game industry news, developer blogs, and features delivered daily
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The Metrics of Space: Tactical Level Design

The Metrics of Space: Tactical Level Design | Celoushovy poznámky | Scoop.it
The Art & Business of Making Games. Video game industry news, developer blogs, and features delivered daily
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7 introductory levels that all game developers should study

7 introductory levels that all game developers should study | Celoushovy poznámky | Scoop.it
The beginning of a game is crucial. These seven titles all strike a great balance between helping players learn how to play and setting mood and expectations for the hours ahead.
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13 Video Game Documentaries Every Gamer Should Watch

13 Video Game Documentaries Every Gamer Should Watch | Celoushovy poznámky | Scoop.it
Minecraft: The Story of Mojang


Minecraft: The Story of Mojang is a 2012 documentary about th
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Gamasutra: Muhammad Ayub's Blog - Level Design Basics

Gamasutra: Muhammad Ayub's Blog - Level Design Basics | Celoushovy poznámky | Scoop.it

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.

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7 combat systems that every designer should study

7 combat systems that every designer should study | Celoushovy poznámky | Scoop.it
We reached out to several designers for their take on the games that introduced truly memorable innovations to hand-to-hand combat systems.
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Gamasutra: Mike Stout's Blog - Trinity: A Game Design Methodology (Part 1)

Gamasutra: Mike Stout's Blog - Trinity: A Game Design Methodology (Part 1) | Celoushovy poznámky | Scoop.it
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Video: Hall and Romero's Doom postmortem

Video: Hall and Romero's  Doom  postmortem | Celoushovy poznámky | Scoop.it
Designers John Romero and Tom Hall deliver a postmortem on their prolific first-person shooter, Doom , 17 years after its release in this free video lecture from GDC 2011.
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Video: Deconstructing competitive Counter-Strike: GO level design

Video: Deconstructing competitive  Counter-Strike: GO  level design | Celoushovy poznámky | Scoop.it
At the GDC 2015 eSports Summit Counter-Strike: Global Offensive community level designers Shawn Snelling and Salvatore Garozzo speak frankly about the process of building levels for competitive play.
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How to make a 2D dungeon crawler in 3 days | castpixel on

How to make a 2D dungeon crawler in 3 days | castpixel on | Celoushovy poznámky | Scoop.it
Official Post from castpixel:  Hi all!Here’s a post-mortem for Lands of TSR Lore , my tiny dungeon crawler made from scratch!This was my 10th Ludum Dare and I thought I’d treat myself.Early on I realized I will have no fun if I follow the theme, my ideas weren’t exceptional. What I thought was a fun idea about growth was, in fac
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Procedural Narrative: The future of Indie game writing?

Procedural Narrative: The future of Indie game writing? | Celoushovy poznámky | Scoop.it
There's one big problem with applying traditional narrative techniques to video games. The Player. This isn't Luke Skywalker's Hero's Journey. The sto
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10 seminal game postmortems every developer should read

10 seminal game postmortems every developer should read | Celoushovy poznámky | Scoop.it
The Art & Business of Making Games. Video game industry news, developer blogs, and features delivered daily
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5 design lessons 90s-style shooter Strafe cribs from classic games

5 design lessons 90s-style shooter  Strafe  cribs from classic games | Celoushovy poznámky | Scoop.it
The Art & Business of Making Games. Video game industry news, developer blogs, and features delivered daily
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A new recipe for the roleplaying game formula

A new recipe for the roleplaying game formula | Celoushovy poznámky | Scoop.it
Although today's technology and processing power are no longer limiting factors, computer role-playing games have become formulaic copies of themselves without much advancement in the past 20 years. Here are some ideas how we can take the genre forward.
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Level Design 101 | Dev Blogs | Blog | Project Argo

Level Design 101 | Dev Blogs | Blog | Project Argo | Celoushovy poznámky | Scoop.it
In a brand new devblog, our Level Designers discuss their fascinating craft, and examine the lay of the land in Project Argo.
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Game Design Essentials: 20 Open World Games

Game Design Essentials: 20 Open World Games | Celoushovy poznámky | Scoop.it
The second in Gamasutra's 'Game Design Essentials' series looks at the roots and design lessons of 'open world games' - titles in which the player "is left to his own devices to explore a large world" - from Adventure through Metroid to Grand Theft Auto .
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Gamasutra: Bart Vossen's Blog - Enemy design and enemy AI for melee combat systems

Gamasutra: Bart Vossen's Blog - Enemy design and enemy AI for melee combat systems | Celoushovy poznámky | Scoop.it
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