Keysticks, usar um comando em PC.

Existem por aí umas ferramentas catitas e esta é mais uma. A possibilidade de jogar em pleno com o controlador de uma consola em ambiente PC Windows. E é open source :)

+infos(oficial): https://keysticks.net/

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Game Builder (com apoio da Goolgle)

O mundo dos motores de videojogos está ao rubro, nem que seja pela “nova” tendência que é a de colocar os mais miúdos a programar computadores e outros que tal. O mundo dos videojogos é um daqueles palcos que consegue cativar quase qualquer um e talvez (e não só) por esse motivo surge mais uma aplicação gratuita que permite a construção de videojogos em 3D e com a aposta no multiplayer, para fazer uso da internet e afins :)

+infos(download): https://store.steampowered.com/app/929860/Game_Builder/

+infos(fonte): LINK

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Game-designer

“Sou auto-financiado e procuro game designer para pagar por asset.

Projecto:
O jogador embarca em sessões co-op, em multiplayer, para desempenhar missões com game-play stealth, tendo como espionagem o tema do jogo. Todos os jogadores na sessão têm diferentes especialidades e skill-sets que os individualiza e valoriza de diferentes maneiras para completar partes diferentes do objectivo.

Incluí:
– Diálogo e atmosfera rica. (Pensa filmes de Quentin Tarantino)
– Vista primeira pessoa.
– Diferente game-play para especialistas diferentes (jogadores)

Equipa:
– Miguel Nogueira (Criador de projecto, Concept Artist, Generalista 3D)
Game design, concept art e project management. (3 anos de experiência com experiência adicional em VFX, short films e design gráfico desde 2004)
Com destaque em várias comunidades e revistas on-line de artes digitais, como a Kotaku e 80lv.
– João Brito (3D e 2D – Generalista)
Protótipos VR, vencedor da Apple product design awards, dois anos como game developer.

Talent necessário: Game-designer
– Experiência com Unreal Engine toolset é um bonus
– Colaborar na implementação, iteração e ‘ironing out’ de mecânicas de game-play a ser discutidas.
– 3D blockouts (rough)
– Proof of concept, para cada elemento concebido.
– Pontos bónus se fluente em programação.

Por favor mandem experiência e outros materiais que achem relevante para o endereço: miguel.n.design @ gmail.com”

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Game Software Engineer (em Lisboa)

Game Software Engineer
About Doppio
Doppio is a conversational game company that focuses on the power of voice as an interface. We build cross-platform games, currently targeting the Amazon Alexa and Google Assistant platforms.
Role
As a Game Software Engineer in our small team, your role is to:
· Help us build great games from concept to development to launch to live service
· Help us build our tools and platform
In this role, you will:
  • Prototype and implement voice-first game concepts on our target platforms
  • Work closely with game designers to translate ideas into code
  • Design, monitor and maintain our live services, ensuring our games are available to players 24/7/365
The following technical skills are essential for this role:
· 3+ years server-side programming experience, particularly in Node.js/JavaScript and/or Java
· Experience designing and deploying applications on NoSQL databases, particularly MongoDB and AWS DynamoDB
· Experience with programming tools to create, read, and manipulate data in JSON and XML formats
These other skills are desirable for this role:
· Experience working with live service monitoring and maintenance, particularly with services deployed in the AWS cloud
· Prior experience or a strong interest in working in the games industry
· Familiarity with the Speech Synthesis Markup Language (SSML), particularly the dialects used by Amazon Alexa, AWS Polly, Actions on Google (AoG), and Google Cloud Text-to-Speech
· Experience working with AWS S3 and Git/GitHub

+infos(oficial): doppiogames.com

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Technical Artist (em Vila Nova de Gaia ou Évora)

“Procuramos um Technical Artist motivado para ajudar a providenciar apoio técnico a clientes dos produtos da Amplify Creations, servir de ponte entre os clientes e os engenheiros que desenvolvem os produtos, desenvolver exemplos de utilização ou samples para distribuição online e contribuir para a dinamização da comunidade de utilizadores através de community engagement em plataformas como Twitter ou Discord.”

+infos(anuncio): LINK

+infos(empresa): http://amplify.pt/

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programador para Unity (em Lisboa)

A Nectar Interactive (by Bee Engineering) está à procura de um programador que tenha experiência na criação de jogos em Unity (C#) mas com uma maior valência no desenvolvimento de jogos nativos para web (Javascript).
A posição inclui criar jogos de entretenimento para PC/MAC (futuramente consolas), desenvolvimento de Advergames (jogos para efeitos de marketing), e a adaptação do nosso produto de gamification (Bee Brave) a diferentes clientes.
Procuramos full-time mas existe a possibilidade de part-time (a discutir em entrevista). Enviem CVs e Portfolio para andre.santos@bee-eng.pt

+infos(rede social): https://www.facebook.com/nectarinteractive

+infos(oficial): https://www.nectar-interactive.com/

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12 Minutes (Xbox E3 2019)

E foi assim a apresentação mundial durante o evento da E3 2019 por parte da malta da XBOX. Um jogo feito por um português mas do outro lado do mundo :)

+infos(oficial): http://twelveminutesgame.com/

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Sairão do Game Dev Meet os nossos próximos videojogos?

Uma video reportagem com o titulo “Sairão do Game Dev Meet os nossos próximos videojogos?” por Francisco Graça

+infos(reportagem): LINK

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Uma história acerca de jogos Real Time Strategy (RTS)

Encontrei estas referências para vídeos acerca da Historia de los RTS (Estrategia en Tiempo Real) Parte 1 e Parte 2 :) a ver/ouvir em breve..
Link para a parte 1

Link para a parte 2

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Curso online Game Design and Theory (pago)

O autor dos famosos SIMs, desde o SimCity apresenta um curso online “WILL WRIGHT – TEACHES GAME DESIGN AND THEORY” :)

as secções do curso são:
01_The Fundamentals of Game Design
02_Generating Game Concepts
03_Early Prototyping
04_The Relationship Between Story and Games
05_Exploring Player Psychology
06_Design Player-Centered Experiences
07_Develop a Game Language
08_Designing a Visual Aesthetic
09_Game Mechanics
10_Game Demo: Morey
11_Iteration and Scoping
12_Prototyping Case Study: Proxi
13_Playtesting
14_Designing a Sound Aesthetic
15_Pitching Ideas
16_Game Demo: Flooded Market
17_Choosing and Understanding Your Platform
18_System Design
19_Leadership and Collaboration
20_The Future of Game Design
21_Final Thoughts

+infos(loja): LINK

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Uma reportagem sobre a exposição de ZX Spectrum

Uma vez mais o destaque para uma exposição que está a decorrer até novembro de 2019 em Cantanhede, acerca da história do ZX Spectrum.

+infos(reportagem): LINK 

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ZX Spectrum stickers

Tão porreiro.. alguém se deu ao trabalho de construir stickers acerca do ZX Spectrum :) nice!

+infos(loja): 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(loja): https://www.wonderdraft.net/

+infos(rede social): https://www.facebook.com/traditionalmaps/

+infos(loja texturas): https://www.gametextures.com/

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IPCA, GameDev Week (em Barcelos)

Vai decorrer em Barcelos o GameDev Week.. vãos er três dias com palestras, workshops, mostras de videojogos e outras coisas :)

IPCA game deve week 2019 Programa IPCA game deve week 2019

+infos(oficial): http://gamedevweek.ipca.pt/

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Curso de Game Design mas sobre “non­digital games” (MIT)

MIT Game Design

A malta do MIT (mais concretamente Philip B. Tan e Richard Eberhardt) têm disponivel online um curso acerca do Game Design. Não é necessário qualquer registo basta apenas aceder ao endereço para se ter acesso a toda a informação.

Acerca do curso:
“This course is built around practical instruction in the design and analysis of non­digital games. It provides students the texts, tools, references, and historical context to analyze and compare game designs across a variety of genres. In teams, students design, develop, and thoroughly test their original games to better understand the interaction and evolution of game rules. Covers various genres and types of games, including sports, game shows, games of chance, card games, schoolyard games, board games, and role­playing games.”

Algumas das referências de livros:
Brathwaite, Brenda, and Ian Schreiber. Challenges for Game Designers: Non­digital Exercises for Video Game Designers. Cengage Learning, 2008. ISBN: 9781584505808.
Fullerton, Tracy. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 2nd ed. CRC Press, 2008. ISBN: 9780240809748.
Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. MIT Press, 2003. ISBN: 9780262240451.
Costikyan, Greg, and Drew Davidson, eds. Tabletop Analog Game Design. Lulu.com, 2011. ISBN: 9781257870608.

+infos(fonte): LINK

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“Programador de videojogos (Unity)” (Na Lousã)

Somos uma empresa especializada no desenvolvimento de videojogos e aplicações para a educação musical (ver mais em www.classplash.com).

Procuramos candidatos com o seguinte perfil:
– Excelentes capacidades de programação. O ideal será Licenciatura/Mestrado em Informática ou semelhante.
– Strong English reading and writing skills (for code, comments, docs, emails, etc).
– (Recomendado) Habitação no distrito de Coimbra (a empresa tem sede na Lousã).

Utilizamos principalmente a linguagem C# e o motor de jogo Unity, pelo que favorecemos candidatos com bons conhecimentos de ambos. Melhor ainda se já tiverem lançado uma aplicação para o público.

As tuas funções principais na Classplash serão:
– Programar sistemas, mecânicas, user interface, etc, em Unity.
– Aprender e modificar código em aplicações existentes.
– Fazer profiling e melhorar a performance de aplicações.
– Lançar produtos em lojas como Google Play, App Store, Microsoft Store e Steam.

Condições:
– Salário a ser discutido na entrevista.
– Horário de 7 horas diárias.

Interessados devem enviar CV para info@classplash.com, com o assunto:
“Programador de videojogos (Unity)”

A entrevista presencial inclui um teste de aptidão. Traz o teu espírito criativo e crítico!”

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Instalar o Visual Studio 2019 profissional (off-line)

Já está disponivel a instalação do Visual Studio 2019, qualquer uma das versões, inclusive a versão profissional. A instalação off-line pode ser feita usando o assistente de download e activando a opção de:

 

assim e em formas de etapas, fazer:
1) download do vs_professional.exe

2) correr o ficheiro através da linha de comandos, escrevendo:
vs_professional.exe – -layout c:\tempVB – -lang en-US (os dois – –  são juntos, mas aqui ficam colados como se fosse apenas um)

3) abrir a pasta c:\tempVB e correr o vs_setup.exe para instalar

(esta versão vai fazer download de tudo relacionado com o VB profissional, para a pasta c:\tempVB)

+infos(oficial): LINK

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Jornadas JDM 2019 (em Leiria)

“O Núcleo de Jogos Digitais e Multimédia em parceria coma coordenação do curso de Jogos Digitais e Multimédia realiza no dia 11 de maio, no anfiteatro 1 do Edifício D, a segunda edição da JDM Game Dev Talks. A iniciativa tem como objetivo promover um conjunto de palestras sobre temas de interesse aos alunos desta licenciatura.”

Acho que deviam mencionar se é aberto ou não a pessoas de fora…

+infos(organização): https://www.facebook.com/pg/NJDMESTG/

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11th Conference on Videogame Sciences and Arts

“The 11th Conference on Videogame Sciences and Arts will be held on November 27-29, organized by the Department of Communication and Art of the University of Aveiro, and the Society of Video Games Sciences (SPCV). The annual conferences of the SPCV promote the scientific gathering of researchers in Portugal. These conferences are attended by researchers and professionals in the expanded field of videogames — Multimedia, Communication, Technology, Education, Psychology and Arts — to disseminate work and exchange experiences between the academic community and with the industry.”

Temas da conferência:
Tabletop Games
Hybrid Games
Gamification
Technology
Aesthetics
Culture
Development
Learning
Methodology
Design
Criticism
Transmedia
Narrative
Serious Games

Datas importantes:
Submission deadline (all categories): July 15, 2019 -> 20 de agosto
Author notification of the review: August 30, 2019
Submission of the print-ready version: September 15, 2019
VJ2019 conference: November 27-29, 2019

+infos(oficial): http://videojogos2019.web.ua.pt/

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International Game Developers Association (IGDA)

A International Game Developers Association é uma associação internacional de malta que anda a desenvolver videojogos. Esta associação está localizada no Canadá, e vai fazendo alguma publicidade acerca dos eventos que se vão realizando um pouco por todo o mundo relacionados por exemplo com conferências.

É interessante que na página se possam aceder a alguns recursos, alguns deles dicas, relacionados com o desenvolvimento de videojogos.

alguns desses recursos são links para outras referências como, estatísticas:
Chart Track
Datamonitor
DFC Intelligence
Electronic Entertainment Design and Research (EEDAR)
ESA Industry Facts
Forrester Research
Gartner Group
IDC
IHS Technology
International Development Group
Jon Peddie Research
Juniper Research
Magic Box Game Charts
NPD
Research and Markets
Strategy Analytics
Videogame Sales Charts

noticias, eventos ou acesso a listas de empresas.

+infos(recursos oficiais): https://www.igda.org/page/resources

+infos(questionários oficiais): https://www.igda.org/page/surveys

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(investigação)

a ler:
Four Ways to Teach with Video Games por Max Lieberman

a consumir:
https://www.indietoaster.com/en/category/video-games/

a aprender:
https://www.youtube.com/watch?v=h6uPzySunA0

 

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Geração Spectrum (muito mais do que uma exposição)

“O Museu da Pedra, numa associação do Município de Cantanhede a um coleccionador de Cantanhede, orgulha-se de trazer a público a coleção “Geração Spectrum” para que seja visitada pelos nossos munícipes e visitantes ao concelho.

Esta exposição, saudosamente intitulada de LOAD “”, homenageia e descreve o aparecimento dos primeiros computadores que na década de 80 começaram a surgir na casa de muitos Portugueses. Mas vai mais além e detalha a importância que Portugal teve nesta revolução tecnológica visto que muitos computadores vendidos por todo o Mundo foram por cá montados ou desenvolvidos.

A exposição será formalmente inaugurada na tarde de dia 27/04 com uma tertúlia a partir das 15h00.

A participação é livre, limitada aos lugares disponíveis.”

O autor, coleccionador e responsável é o João Diogo Ramos

 João Diogo Ramos

o programa de inauguração conta com..

+infos(o portal): www.geracaospectrum.com

+infos(collectorsbridge.com): LINK

+infos(rede social): LINK

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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 (http://www.nexxstudio.com), 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 reddit.com): 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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