Day: October 13, 2019

Estudos sobre gamedesign e assuntos relacionados!

A Carnegie Mellon University, mais concretamente o Carnegie Mellon University – Entertainment Technology Center, nos estados unidos tem uma série de documentos LIVRES acerca do design de videojogos. Nesta altura os títulos que encontrei foram:
Beyond Fun de Drew Davidson
Analog Game Studies, volume one, de Emma Leigh Waldron, Evan Torner, Aaron Trammell
Analog Game Studies, volume three, de Emma Leigh Waldron, Aaron Trammell, Evan Torner
Analog Game Studies, volume two, de Aaron Trammell, Emma Leigh Waldron, Evan Torner
Game Design Research de Petri Lankoski, Jussi Holopainen
Game Design Snacks de José P. Zagal
Game Jam Guide de Sara Cornish, Matthew Farber, Alex Fleming, Kevin Miklasz
Game Mods de Erik Champion
Game Research Methods de Petri Lankoski, Staffan Björk
Learning, Education and Games (Vol. 1) de Karen Schrier
Learning, Education and Games (Vol. 2) de Karen Schrier
Ludoliteracy de José P. Zagal
Missions for Thoughtful Gamers de Andrew Cutting
Mobile Media Learning de Seann Dikkers, John Martin, Bob Coulter
Mobile Media Learning de Christopher Holden, Seann Dikkers, John Martin, Breanne Litts
Possible Worlds in Video Games de Antonio José Planells de la Maza
Real Time Research de Seann Dikkers, Eric Zimmerman, Kurt Squire, Constance Steinkuehler
Tabletop de Greg Costikyan, Drew Davidson
The Game Beat de Kyle Orland
Transmedia Storytelling de Max Giovagnoli
Well Played 1.0 de Drew Davidson
Well Played 2.0 de Drew Davidson
Well Played 3.0 de Drew Davidson

+infos(oficial): http://press.etc.cmu.edu/

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Boardgames: board game design

Apesar de ser sobre boardgames é um texto interessante que descreve as opções acerca do desgin de um board game. Com o titulo “Indigenous board game design in the gift of food” o texto foi escrito em 2016 por Elizabeth Lapensée, onde ela destaca o trabalho que foi tido para revelar alguns aspectos culturais e como este tema é abordado num jogo de tabuleiro.

+infos(fonte oficial): LINK
+infos(blog estudos): http://analoggamestudies.org/

 

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kenney partilhou mais coisas gratuitamente..

A malta do Kenney partilhou recentemente e por conta de um aniversário mais coisas de forma gratuita :) é só consultar, fazer o download e usar.

+infos(oficial): https://kenney.nl/assets/

e já agora fica a partilha do endereço da comunidade Pixeland https://pixeland.io/ têm um blog interessante com uns posts com informação bastante interessantein

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Estatística or else..

What other games are strategy fans playing?
“Stellaris and Total War: Three Kingdoms are some of the most popular strategy titles on PC. However, a SuperData analysis shows that while the titles share a genre, they appeal to distinct audiences. Among gamers who have purchased either title, just 2% have bought both games. This means publishers releasing a strategy game need to focus on a more specific audience than simply “strategy fans.””


+infos(oficial): LINK

Worldwide digital games market: August 2019
“Mobile grows share of total worldwide spending. Consumers spent $8.9 billion digitally worldwide in August across console, PC and mobile, up 2% from last year. Mobile, which was the fastest-growing segment, made up 62% of the total compared to 57% last August.”

Worldwide digital spending declines 1% to $8.9 billion in September. Total spend on console and PC declined 17% and 3% year-over-year respectively, despite a slew of new launches. This more than offset a 6% increase on mobile, which increased its share of the total market to 59% this month.

NBA2K and FIFA’s latest releases were slow out of the gate. In-game spending for the NBA2K franchise grew only 6% in September, while the FIFA franchise declined slightly year-over-year due to an unfavorable comparison against World Cup after-effects last year. This compares to last September, where the two franchises saw combined in-game spending growth of 24%.

Fortnite hits lowest point since launch just before “Fortnite Chapter 2“. We estimate Fortnite revenue across all platforms declined 43% month-over-month in September, marking the worst performing month of revenue since November 2017.

Fate/Grand Order receives a huge boost from China. Fate/Grand Order catapulted into the top spot on our mobile rankings this month with $246 million in revenue, up significantly from $131 million in August and $98 million last September, with the majority of the revenue increase coming from China.

Borderlands 3 marks another solid release for 2K Games. Borderlands 3 sold an estimated 3.3 million digital units across console and PC in September. The average selling price per unit came in at an above-average $69 due to Deluxe Edition sales.

+infos(oficial): LINK

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Handmade pixels: independent video games and the quest for authenticity

:) hoje é dia para divulgar por aqui livros, mais um: “Handmade pixels: independent video games and the quest for authenticity” de Jesper Juul

Acerca do livro:
“An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium.

Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium.

Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence.

Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn’t a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.”

Os conteúdos são:
Introduction
High-Tech Low-Tech Authenticity: The Creation of Independent Style at the Independent Games Festival
A selective History of Independen Games
How to Make and Independent Games
The Aesthetics of the Aesthetics of the Aesthetics of Video Games
Whoe Cares If It’s a Game?
Conclusions: Independent Evermore

+infos(oficial): LINK

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Time and Space in Video Games: A Cognitive-Formalist Approach

Outro livro que gostava de ter acesso: Time and Space in Video Games: A Cognitive-Formalist Approach (Studies of Digital Media Culture, Bd. 9) de Federico Alvarez Igarzábal

“Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. The first book-length study exclusively dedicated to the topic, it is an indispensable resource for game scholars and game developers alike, while its reader-friendly style makes it readily accessible to the interested layperson.”

os conteúdos são:
Brain time in virtual space
“the state machine and the present moment”
“structuring gametime”
“cause, effect, and player-centric time
Interation in virtual space
“predictive thinking in virtual worlds”
“the goundhog day effect”
“the hybrid narrator”
Through the temporal landscape
“the speed of time”
“marshmallows and bullets”
“Chekhov’s BFG”
Conclusion

+infos(oficial): LINK
+infos(google books): LINK

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Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0

Aqui está um livro daqueles que gostava de testar: “Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0” dos autores Ariel Manzur e George Marques

Do programa do livro e em 24h faz parte:
Hour 1. Introducing the Godot Engine
Hour 2. Scene System
Hour 3. 2D Graphics
Hour 4. Scripting
Hour 5. Game 1: Space Shooter
Hour 6. More Scripting
Hour 7. Handling Input
Hour 8. Physics System
Hour 9. User Interface
Hour 10. Animation
Hour 11. Game Flow
Hour 12. File System
Hour 13. 3D Graphics
Hour 14. Project Management
Hour 15. Materials and Shaders
Hour 16. Lights and Shadows
Hour 17. Game 2: Bloxorz Clone
Hour 18. Environments
Hour 19. Sound
Hour 20. Particle System
Hour 21. Viewports and Canvas
Hour 22. Networking
Hour 23. Game 3: Networked Bomberman Clone
Hour 24. Exporting the Project
Hour 25. Native Code

+infos(oficial): LINK

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Uma reportagem: Depois da Bélgica a república checa, sempre no mundo dos videojogos

Depois da Bélgica a república checa, sempre no mundo dos videojogos

“Bernardo Ruas tem apenas 26 anos, mas soma já a sua segunda experiência internacional. Natural de Viseu, emigrou a primeira vez há dois anos para Courtrai, na Bélgica, onde esteve trabalhou como artista 3D durante 10 meses numa empresa de videojogos. Depois desse período regressou ao nosso país, que voltou a abandonar em maio deste ano para partir para uma nova “aventura” lá fora.

Atualmente, este viseense, licenciado em design de jogos digitais, encontra-se em Brun, a segunda maior cidade da República Checa. “Trabalho como 3D outsourcing manager na Hangar 13. Foi onde encontrei trabalho na minha área numa empresa de renome mundial”, explica.

Bernardo diz que a mudança para a “cidade dos estudantes” da República Checa seu “foi ótima”. “Consigo arrendar uma casa maior, recebo mais e a qualidade de vida é superior. Os únicos problemas são mesmo as saudades da família, amigos e de alguns produtos alimentares específicos do nosso lindo Portugal”, sustenta.

Há cinco meses na República Checa, este emigrante garante que nunca se sentiu posto de lado ou mesmo discriminado por ser estrangeiro. Para isso, ajuda estar empregado numa companhia “multinacional que alberga pessoas dos quatro cantos do mundo”. “A comunidade portuguesa também é grande em Brun por isso consigo falar a minha língua todos os dias”, conta.

Na cidade que agora é a sua “casa”, Bernardo destaca “a boa comida, os bons transportes”, a “floresta típica com poucos eucaliptos” e as regalias que a empresa onde está a trabalhar lhe oferece. “Não gosto da capital. Praga está demasiado popularizada, estando cheia de turistas. Em alguns sítios de Brun consegue-se ver uma grande diferença social num espaço de minutos. Há muitos sem abrigo e toxicodependentes nas ruas”, relata.

Desde que partiu para a República Checa, este viseense nunca mais regressou a Portugal, mas tenciona voltar “em breve”. Quanto a um regresso em definitivo a terras lusitanas, Bernardo Ruas diz que, embora gostasse, essa é uma hipótese que não equaciona enquanto “não tiver trabalho devidamente recompensado”.”

+infos(fonte original): LINK

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Livros acerca do ZX Spectrum

Um dia pode ser que vá ler sobre isto, pela editora Melbourne House:
Spectrum Machine for the Absolute Beginner de William Tang
Understanding your Spectrum de Ian Logan
Over the Spectrum de Philip Williams
Spectrum Machine Language for the Absolute Beginner de William Tang
Super Charge your Spectrum de David Web
Spectrum Hardware Manual de Adrian Dickens
The Complete Rom Disassembly de Ian Logan e  Frank O’Hara
Spectrum Micronet Book de Alan Giles

Encontrei entretanto este site que é um repositório de dados acerca da família ZX Spectrum:
https://spectrumcomputing.co.uk/

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