Category: Videojogos

Business of Indie Games, vídeos para aprender

Encontrei este canal no youtube que fala acerca do negócio dos Indie Games.. são entrevistadas várias pessoas que falam da sua experiência nestas áreas :) aparecem também alguns especialistas que referem umas coisas catitas.

“A channel dedicated to helping indie devs and small to mid size game dev studios master the business side of making video games. Bringing together top game developers to talk about the mistakes they’ve made, their triumphs and what they’ve learned. Focusing on how to create a hit game, get it funded and developed and then discovered.”

+infos(Business of Indie Games): LINK

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Um DevBlog tuga :)

Não é todos os dias que encontramos um DevBlog e ainda por cima de alguém que é português e que está a desenvolver projetos para múltiplas plataformas (videojogo).

Tão bom que é ler isto (2016):

We are starting a development blog for Decay of Logos, our first independent game. It will be available on desktops and consoles, it’s made with Unity and powered by Amplify Creations leading post-processing and texture virtualization tech. We will post as often as possible and we would love to hear from you, feedback and questions are welcome.

Decay of Logos is an immersive action/adventure third-person RPG influenced by Nordic folklore and by J. R. R. Tolkien’s high fantasy. The gameplay is heavily inspired by Dark Souls and The Legend of Zelda, with focus on exploration, combat and resource management. It draws its visual inspiration from movies like Princess Mononoke and games like Shadow of the Colossus.

You play as a girl on a journey with her companion, a mystical Elk. They fatefully meet after her village is destroyed by one of the King’s sons. Battered and oblivious of the culprit behind the attack, the girl will not rest until she has her revenge. During her quest she will unveil secrets about the King and his sons, slowly realizing that all is not what it seems.

André Constantino, our game designer and programmer, started a prototype back in 2014 as a personal project in his spare time. Later that year, he had the chance to demo it at ComicCon Portugal and the reception was great and inspiring.

In 2015, Amplify Creations gave him a chance to have a team by his side, and they are currently working hard together to make Decay of Logos a reality.”

O jogo tem de nome Decay of Logos e vai estar em breve disponivel para múltiplas plataformas.

+infos(o blog):

+infos(o jogo): LINK

+infos(o estúdio):

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Colecção de vídeos em PT-BR acerca do Godot Engine

Uma referência a ser explorada relacionada com o desenvolvimento de videojogos com o motor Godot. O autor dos vídeos também apresenta/debate o desenvolvimento de jogos noutros motores como é o caso do: unreal, gameguru.. o canal não é exclusivo do tema de videojogos.

+infos(youtube): LINK

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Mapas e texturas (recursos) para o desenvolvimento de videojogos

Um local para obter (comprar) mapas para o desenvolvimento de videojogos..

e outro para texturas (algumas gratuitas):



+infos(rede social):

+infos(loja texturas):

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How to publish mobile game, and avoid making my mistakes por u/litemesa

Gostei da seguinte partilha..

Hey game devs, I would like to share my story of a game launch. I would like to tell about traps, lie in wait for indie-developer while he works with publisher.

Story of my game has started in 2015 – I’ve started learning Unity3d, and as a result I made my first (actually, second, which I’m not shy to show) game: Out of Brakes – runner, where player drives a car and must avoid obstacles, while speed constantly increases:

Out of Brakes gameplay

Development took about a year. Then I decided to launch it by myself: I thought I made super-duper-awesome game, killer of Crossy Road and so on. I thought I didn’t need a publisher and game will be a hit as soon as I press “Publish” button. Well, that was a good experience: I could throw a stone in the ocean storm – the impact would be the same as self-launch. This experience was very helpful, and I started to think more practically: we often hear success stories from here and there, and we think we can repeat them easily, missing a lot of details and complexity by the way, focusing on results – success.

Thus, wiping tears from face and analyzing situation I understood 3 things:

  1. Safety in numbers – develop game by yourself – it’s fun, but not very productive

  2. I need a publisher – he can value the game unprejudiced, and advice on what should be improved, he can create a marketing strategy and increase chances of featuring

  3. I need to continue creating games in the same genre and setting – this shortens development time and produces results quicker, thereby decreases risk of fails

I took these points into account while developing next game – Blocky Racing

This time the game was developed by two people, game was based on original Out of Brakes – this allowed us to focus on gameplay, and evolve runner into racing game with tracks, rivals and car’s upgrades. When development was done, we started looking for a publisher.

Eventually, triumph of indie-developer: after dozens of press-releases, negotiations and rejections the publisher was found, agreement signed, game released and even featured in AppStore – we were over the moon! But, as we soon discovered, fly of ointment awaited us in the future.

Few words about publisher: Malaysian publisher NexxStudio (, that specializes on mobile casual games. To all appearances NexxStudio consists from one person – Mr. Ken Neth Wong.

After the game launch (January 2018) pace of work increased: work on bugs, work on new features and so on.

As well, we were waiting for 2 months period from launch date – approximately at this time publisher should send us first Report about income and expenses, and we could get our first earnings. And from this point the most interesting part has started: publisher began to delay with Reports. At first, he wrote that Ad Networks didn’t provide him data about earnings still, then – that he was on game conference and didn’t have time to calculate income, then – that he was super busy with launching of another game and so on and so on. At the same time, we actively worked on patch releases: “make haste while the sun shines” – said publisher… we awoke in September of 2018 – we realized we needed help.

We found a lawyer, and when she read the contract, she became horrified: neither point of contract defended developer’s rights, and on the contrary: 100% points of contract defended publisher against developer.

In this situation the lawyer advised us not to make any sudden moves, and try to negotiate. Pace of development started to slowdown: publisher was giving us the runaround about Reports, we were promising him new builds. At the same time NexxStudio got notification from developer of another mobile game: they claimed, that title Blocky Racing breaks their TM of game Blocks Racer, and that we should remove or rename our game.

We started work on new patch: we were changing title Blocky Racing to Blocks Racing, and publisher was assuring us that he will prepare all Reports, calculate all earnings and send us our share. He sent us advance $4k as a gesture of goodwill. We listened open-mouthed, launched a patch, after that publisher got in touch with us a few times, and in December of 2018 even wrote, quotation:

“I’ve missed the few deadline that I’ve set and given you. Can you give me one more weekend to address it? Otherwise we will terminate the contract and in turn you are free to republish it (you will still be entitled to the money owed to you). Hope that’s a fair self declared ultimatum”

Of course, the weeks went by – no more actions from publisher’s side, and he stopped communicating with us at all.

From this situation we draw a few conclusions:

  1. Draw up contracts with a lawyer – it helps to avoid many problems

  2. Discuss list of changes you have to implement before launch, and state them in the Agreement: publisher promised us that we would launch the game in 2-3 month period, but in reality it took a whole year, and most of the time we were waiting for his feedback

  3. Know all the answers – when you see problems, don’t work by inertia, do something over inaction

  4. Sadly, but there are a lot of bad people in the world – they don’t play by the rules and we need to keep this in mind

Thus, it’s been over a year from the launch date. The game hasn’t been updated for a long time, monthly earnings drop to $1.5k.

It has been an apathy period, I thought I need to condone with failure, and move forward: do the things I like, develop new games and choose publisher smartly next time. Gross income, based on data from App Annie is about $50k. This is not the amount of money to go to Court – I thought.

But, at some point of time I realized, that this is MY game, MY intellectual property and MY wasted time, and I realized it’s worth fighting for.

I want to achieve next:

  1. NexxStudio should remove game from stores and stop benefit of my game

  2. NexxStudio should pay our share from game earnings

  3. Popularize consequences of my work with NexxStudio

Our lawyer worked up next strategy:

  1. Send Claim Letter to NexxStudio: we notify Mr. Ken Neth Wong, that he violates the Agreement, and if he does not perform his duties during a month, we break the Agreement unilaterally

  2. If NexxStudio ignores Claim Letter, we break the Agreement and notify publisher about this

  3. Agreement states that all claims should be considered only by California Court, USA. In this case we need help of Law Firm from USA, which could act on behalf of my name against NexxStudio, and proceed affair to the Court as a last resort

  4. What NexxStudio is doing with developers is a fraud, and we are looking for Malaysian Law Firm to help us to expose this and stop it

Two first points of strategy are already done, and didn’t give any result. I would not like to apply this affair to the Court, because it could take a lot of time and money, but I want to get what I have fairly earned. And I want to stop NexxStudio from making money on developers, like me.

I’m convinced of one thing: the worst scenario, that could be – is doing nothing. I hope this post will draw attention of developers, like me. I’m asking you to help me spread this information. I think, this experience could be helpful for everyone. Thank you all very much!

+infos(fonte LINK

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Acerca do uso do Godot

Uma colecção interessante de tutoriais acerca do uso do motor de videojogos Godot “Curso Godot – Conceitos Plataforma”

+infos(lista): LINK

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Hardware: ligar o comando da PS4 ao PC

Fica o link para esta possibilidade..


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Um blog interessante.. sobre o uso do Unity

Este blog parece sobre o uso do Unity mas também sobre o desenvolvimento de videojogos :)

Tem um posts interessantes sobre retirar melhor performance deste game engine :)



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Mais uma referência para ajuda no uso do Unity

Unity Cheat Sheet and Quick Reference 2018

Os temas são:
MonoBehaviour Event Execution Order
GameObject Manipulation
Vector Quick Reference
Time Variables
Physics Events
Input Quick Reference

+infos(oficial): LINK

+infos(o pdf): LINK

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Um tutorial acerca do uso do Godot

Uma página com um referencial sobre o uso do software do Godot game engine.


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Assistir a umas palestras antes de começar o desenvolvimento de videojogos..

acerca: “Making Your First Game” – 6 videos
pela malta do Extra Credits..

Making Your First Game: Basics – How To Start Your Game Development – Extra Credits
Making Your First Game: Practical Rules – Setting (and Keeping) Goals
Making Your First Game: Minimum Viable Product – Scope Small, Start Right
Making Your First Game: Launching! – How to Market Your Game
Global Game Jam 2017: Keynote Address
Fail Faster – A Mantra for Creative Thinkers


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Assistir a umas palestras sobre o desenvolvimento de videojogos..

acerca: “Take a deeper look at the principles of Game Design.” – 87 videos
pela malta do Extra Credits..

“Art” Is Not the Opposite of “Fun” – Why Analyzing Games Makes Them Better
A Case for Board Games – Why Board Games Help You Make Better Video Games
Accretion – Design by Landfill: A Longterm Strategy?
Achievements – Creating a Meaningful Meta-Game
Advanced Social Curve Design – Empowering the Community
Aesthetics of Play – Redefining Genres in Gaming
Affordances – How Design Teaches Us Without Words
Asymmetric Play – Can One Game Cater to Many Playstyles?
Awesome Per Second – Don’t Waste Time
Backtracking and Level Design – Making a Way Out
Balancing an MMO Ecosystem – Getting a Mix of Player Types
Balancing for Skill – The Link from Optimal Power to Strategy
Bartle’s Taxonomy – What Type of Player are You?
Big Bad – I: The Basics of Villains in Video Game Design
Big Bad – II: What Makes a Good Villain?
Choice and Conflict – What Does Choice Mean in Games?
Choices vs Consequences – What Player Decisions Mean in Games
Collectible Games – I: How Can We Make Good CCGs?
Collectible Games – II: Monetizing Our Collecting Urges
Collectible Games – III: What Makes a Good TCG or CCG?
Combining Genres – How to Pick the Right Design Mechanics For Your Game
Comedic Games – Can We Make More Funny Games?
Competitive Storytelling – How to Create Narrative in Multiplayer Games
Counter Play – Making Multiplayer Fun for the Opponent
Cutscenes – A Powerful (and Misused) Narrative Design Tool
De-Gamification – Flexibility to Play Your Way
Depth vs Complexity – Why More Features Don’t Make a Better Game
Designing for a Touch Screen – What Games Play Best on Mobile
Designing for Youth – Making Games for Players Under 14
Differences in Scale vs Differences in Kind – Keeping Players Interested
Digging Deeper – Do Games Have Less Value than Other Media?
Easy Games – What Happened to Hardcore Games?
Energy Systems – How Casual Games Suck You In
Exit Points – Putting Down the Game
Exploration in Games – Four Ways Players Discover Joy
Fail Faster – A Mantra for Creative Thinkers
First Move Advantage – How to Balance Turn-Based Games
Future Proofing Your Design – Looking at Hearthstone and Planning Ahead
Graphics vs. Aesthetics – Why High Resolution Graphics Aren’t Enough
Historical Games – Why Mechanics Must Be Both Good and Accurate
How Much Agency Do Games Need? – Choices in Linear Games
How To Start Your Game Narrative – Design Mechanics First
Humane Design – Games Must Be Good to Their Players
Idle Games – How Games Scratch Your Multitasking Itch
In Service to the Brand – Why Bioshock Infinite Failed
Intermediate Social Curve Design – Introducing Cooperation Rewards
Intrinsic vs Extrinsic – Designing Good Rewards in Games
Like a Ninja – What Makes a Good Stealth Game
Making Your First Game: Basics – How To Start Your Game Development
Making Your First Game: Launching! – How to Market Your Game
Making Your First Game: Minimum Viable Product – Scope Small, Start Right
Making Your First Game: Practical Rules – Setting (and Keeping) Goals
Mechanics as Metaphor – I: How Gameplay Itself Tells a Story
Mechanics as Metaphor – II: Creating Narrative Depth
MMO Economies – Hyperinflation, Reserve Currencies & You!
Negative Possibility Space – When Exploration Lets Players Down
Non-Combat Gaming – How to Make Social Mechanics Fun
Open World Design – How to Build Open World Games
Overlooked – The Hidden Potential of Hidden Object Games
Overwatch and Asymmetric Character Design – The Challenge of Varied Playstyles
Overwatch and Asymmetric Level Design – What Makes the Maps Fun?
Pacing – How Games Keep Things Exciting
Perfect Imbalance – Why Unbalanced Design Creates Balanced Play
Plan, Practice, Improvise – Understanding the Three Types of Play in Games
Playing Like a Designer – I: Examine Your Experiences
Playing Like a Designer – II: How to Analyze Game Design
Power Creep – The Trouble with Expansions and Time
Power Creep in Hearthstone – What It Teaches Us About Games
Quest Design – I: Why Many MMOs Rely on Repetitive Grind Quests
Quest Design – II: How to Create Interesting MMO and RPG Quests
Simulation Sickness – Causes and Cures for Game Headaches
Social Difficulty Curve – Easing Players into Communication
Spectacle Creep – When Sequels Try Too Hard
Speedrunning – Games Done Quick and Developer Tips
Starting Off Right – How the First Five Minutes Draw Players In
The Feeling of Agency – What Makes Choice Meaningful?
The Fighting Game Problem – How to Teach Complicated Mechanics
The Illusion of Choice – How Games Balance Freedom and Scope
The Magic Circle – How Games Transport Us to New Worlds
The Pre-Production Problem – How to Improve the Planning Process in Game Design
The Role of the Player – The Player is Both Audience and Storyteller
The Skinner Box – How Games Condition People to Play More
The Uncanny Valley – Why More Realistic Characters Look Less Human
Tutorials 101 – How to Design a Good Game Tutorial
What Is a Game? – How This Question Limits Our Medium
What Makes Us Roleplay? – Why Game Worlds Feel Real
When Difficult Is Fun – Challenging vs. Punishing Games


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Construir “Graphics Shaders”

Um tutorial/introdução que explica a construção de Graphics Shaders

+infos: LINK

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Castle Jam (em Montemor o Novo)

“A Castle Jam é uma residência artística orientada para a criação colectiva de jogos digitais e analógicos. O evento decorre de dia 29 de Março 8PM a 31 de Março 8PM, decorrendo ao longo de cerca de 48h contínuas.  Existem 15 vagas para participantes para a Castle Jam, providenciando-se acesso a duches e uma sala de descanso (os participantes devem trazer os seus próprios sacos de cama e produtos de higiene). Queremos sublinhar que a tua participação não está garantida por ter inscreveres neste formulário, uma vez que esta está sujeita a um processo de seleção, que decorrerá dia 16 de Março 2019.”

+infos(oficial): inscrição

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MAD Game Jam (em Vila do Conde)

“As inscrições fecham à 00h do dia 17 de fevereiro e ainda temos 20 vagas para preencher!

– Inscrições validas para todas as idades
– Temos montes de prémios, ainda uns quantos por anunciar.
– Todas as refeições e snacks garantidos de borliu!
– Cafézinho do bô, Redbull pra todos…
– Salas para dormirem
– Internet toda XPTO
– Segurança all the time
– Estacionamento que nunca mais acaba

E acima de tudo, um ambiente único do qual vais querer fazer parte!”


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BiblioGameJam (em Marvila, Lisboa)

A Biblio Game Jam vai decorrer de 15 a 17 de Março na Biblioteca Municipal De Marvila, em Lisboa, com um prémio total de 3000€ a ser distribuído pelos vencedores.

A Biblio Game Jam insere-se no evento “Bibliogamers”, e os jogos desenvolvidos serão apresentados na sessão de jogos indie.
As equipas são de formação voluntária e podem incluir estudantes ou profissionais.  O espaço estará disponível 24h por dia e serão disponibilizadas refeições ligeiras e completas aos participantes.


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Prémios PlayStation Portugal 2018

Na passada semana decorreu em Lisboa a iniciativa Prémios PlayStation Portugal 2018.

Da lista de concorrentes deste ano surgiram os seguintes vencedores:
Melhor Jogo – KEO (Redcatpig Studio)
Melhor Utilização das Plataformas PlayStation – Capture (OX)
Jogo Mais Inovador – Keg Wars (Flying Pan)
Melhor Jogo de Competição Online – KEO (Redcatpig Studio)
Melhor Jogo Infantil – Fayo (Team Fayo)
Melhor Arte – Ink Knight (SnakeWhirl)
Prémio Imprensa – Capture (OX)

+infos(rede social):

+infos(futurebehind): LINK

+infos(tek sapo): LINK

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Assets, aceder a uns quantos de forma gratuita

Alguns recursos para ajudar no desenvolvimento de videojogos (assets):
Open Game Art ( (
Game developer studio (
Game art 2d (
Craftpix (

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Global Jam 2019

A edição de 2019 da Global Jam, maratona de desenvolvimento de um videojogo, vai decorrer um pouco por todo o país.

Em Portugal já existem alguns espaços que estão de portas abertas para receber os participantes e que são:

Porto (Universidade Lusófona do Porto), Barcelos (Instituto Politécnico do Cavado e do Ave), Leiria (Escola Superior de Tecnologia e Gestão), Lisboa (IADE – Universidade Europeia, Instituto Superior Técnico – Taguspark + Belas-Artes, Universidade Lusófona de Lisboa, Restart Lisboa), e Carnaxide (World Academy)

+infos(Global Game Jam 2019 PT): LINK


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Sex lives and video games (uma exposição)

Vai estar patente em Berlim, mais concretamente no Schwules Museum, uma exposição acerca dos videojogos desenvolvidos sobre o “chapéu/cultura” de LGBTQ. A exposição vai ficar patente até meados de maio de 2019.


+infos(Schwules Museum):

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Craftpix, assets para ajudar no desenvolvimento de videojogos

Recursos (assets) que não são todos pagos.. e de vez em quando tem umas coisas gratuitas interessantes.


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Design e Criação de Jogos em Portugal (por Paulo Gomes)

Amanhã dia 21 de novembro, vai decorrer nas instalações do Instituo Politécnico de Bragança  uma palestra acerca do Design e Criação de Jogos em Portugal

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finalistas dos PlayStation Prémios 2018 (em Portugal)

Redcatpig Studio com KEO

+infos: (estúdio)

OX (Game Nest) com Capture

+infos: (website);

Team Fayo (Game Nest) com Fayo

+infos (website);

SnakeWhirl (Game Nest), com Ink Knight


Silver Lining, com Advanced Override


Hone Game Studios, com Dark Things About


Lobster Lord Studios (Game Nest), com Tin-Heart


Flying Pan (Game Nest), com Keg Wars


Once a Bird, com Outsider


Mad Shark, com Deep Journey

DarkArts, com Under The Rain

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Ferramentas para o desenvolvimento de videojogos e outras apps

Existem por aí uma série de sites, mais ou menos sérios, mais ou menos criteriosos acerca de ferramentas para o desenvolvimento de videojogos ou apps

+infos(por Eden Beinart): LINK

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