Tag: game design

Uma palestra de Casey O’Donnell

Uma palestra interessante sobre Making Games Differently

+infos(video): LINK

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Humble Book Bundle (campanha)

Humble Book Bundle: Game Design and PuzzleCraft 2023

Mais uma campanha por parte da malta da Humble Bundle, desta vez vários livros para aprender a desenvolver jogos de tabuleiro e puzzles
“A gamesmith & puzzlecraft masterclass
Hone your board game and puzzle design acumen with this ebook bundle packed with wisdom from the minds behind some of the world’s most revered games! Puzzlecraft will provide you a profound understanding of this fascinating discipline, along with step-by-step instructions to create your own conundrums. In Think Like a Game Designer, you’ll get expert guidance on the steps required to turn your passion into a viable career. With Mindspaces, you’ll dive into a handcrafted collection of crossword puzzles designed as therapeutic exercises, along with a series of essays to draw out your creativity.”

da lista consta:
Think Like a Game Designer
Dealer’s Choice
Game Theory in the Age of Chaos
Letters to Margaret
The Edible Games Cookbook
Puzzlecraft DLC
Complete Kobold Guide to Game Design
Meeples Together
Boardgames That Tell Stories 2
How to Run a Puzzle Hunt
Kobold Guide to Board Game Design DLC
Hamlet’s Hit Points
Letters to Margaret: You Can’t Make Up This Stuf
The Bones: Us and Our Dice
Kobold Guide to Board Game Design
Puzzlecraft
Boardgames That Tell Stories 1
Intro to GMPuzzles
Mindspaces
Lords of Vegas: How It’s Made and How It’s Played
Things We Think About Games
Puzzlecraft Workbook
Mindspaces Physical Pre-Order Bonus

+infos(oficial): LINK

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Getting Started in Game Design por Joe Slack (uma palestra em video)

Ontem assisti a um seminário/palestra acerca de Game Desing focado em board games, mas que tem vários pontos em comum com os jogos digitais. Foi uma palestra bastante interessante e com algumas dicas sobre o que se passa e como se resolvem determinadas situações. Para além destas informações, o Joe Slack também partilhou outras informações que valem a pena ser revistas. O vídeo foi disponibilizado online..

+infos(oficial): https://boardgamedesigncourse.com/

+infos(o video): LINK

 

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Humble Unity games and game dev assets bundle (uma campanha)

Está a decorrer uma campanha no Humble com algumas coisas interessantes para o Unity, nomeadamente alguns assets que ficam no final a um preço interessante. É pena não terem mais elementos similares aos Low Poly Ultimate Pack, e com um espírito mais de RTS :). Da lista consta:
All In 1 Sprite Shader
THOR Thunderstorm
Sensor Toolkit
POLYGON – Western Pack
POLYGON – Prototype Pack
White mage spells
Monster Sounds & Atmospheres SFX Pack
Wet Stuff
Easy Character Movement
Human Vocal Sounds
Skybolt Zack
FPS Builder
Peek
Clayxels
Nature Renderer
One Deck Dungeon
Aeronautica Imperialis: Flight Command
Databox – Data editor & save solution
Horse Animset Pro (Riding System)
Relief Terrain Pack v3.3
Easy Mobile Pro
Mesh Combine Studio 2
MCS Caves & Overhangs
Forest Environment – Dynamic Nature
OverCloud
Winter Forest Environment
The First Tree
DRONE The Game
MarZ: Tactical Base Defense
UModeler: 3D Modeling in Unity
Low Poly Ultimate Pack

+infos(a campanha): LINK

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Project Horseshoe

“Solutions to some problems require the efforts of more than one person. Some problems are simply too big to be fully understood by any individual working alone. Project Horseshoe provides a unique think-tank atmosphere that nurtures deep discussions and collaborative problem solving efforts. Since 2006, Project Horseshoe has formed a strong and supportive community of brilliant and talented games industry professionals who are deeply interested in exploring and pushing the frontiers of game design.”

Encontrei este grupo de trabalho que se reúne anualmente para conversar e discutir assuntos relacionados com o game design. Têm disponibilizado alguns relatos que são de acesso gratuito.

+infos(oficial): https://www.projecthorseshoe.com/

+infos(oficial reports): https://www.projecthorseshoe.com/reports/

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Humble Game Creator bundle (uma campanha)

Um conjunto de livros e tutorias em video relacionados com o desenvolvimento de jogos e outros com animações, e da lista consta:
Level Up Your CSS Animation Skills – Video
Learn the Foundations of Blender – Video
Hands-On C++ Game Animation Programming
Learn Clip Studio Paint Second Edition
Blender 3D By Example Second Edition
Create a Game Character: Blender, Substance Painter, and Unity Video
Mastering Adobe Photoshop Elements 2020
Blender for Video Production Quick Start Guide
Hands-On Motion Graphics with Adobe After Effects CC
OpenGL and GLSL Fundamentals with C++ (practical course) – Video
Learn Modern OpenGL Programming – Video
Practical Game Design
Game Design with Unity 2019 – Video
Mastering UI Development with Unity
Introduction to 3D Character Animation in Unreal Engine 4 – Video
Unreal Engine 4 Virtual Reality Projects
Godot Engine Game Development Projects
Real-Time 3D Graphics with WebGL 2 Second Edition
OpenGL 4 Shading Language Cookbook Third Edition
Mastering SVG

+infos(campanha): LINK

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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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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

link: https://www.youtube.com/playlist?list=PLhyKYa0YJ_5C6QC36h5eApOyXtx98ehGi

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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

link: https://www.youtube.com/playlist?list=PLhyKYa0YJ_5BkTruCmaBBZ8z6cP9KzPiX

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“20 Essential Games to Study” por Joshua Bycer

Um livro a passar pelos olhos:
“20 Essential Games to Study” por Joshua Bycer

+infos(oficial): LINK

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“Indie Games Are Getting Cloned Before They’re Even Out” por Cecilia D’Anastasio

Que história mais “macabra” … damms

“Earlier this month, a buddy sent game developer Ben Esposito a surprising screenshot: an Instagram ad for a game that looked a lot like the one he’d been working on for five years. Esposito is nearly finished toiling away on an indie game called Donut County, which will be released later this year by publisher Annapurna Interactive. At the tail end of this labor of love, now a copycat game called Hole.io is number one on the iOS store, and Esposito feels the need to say something.

“I went into this endeavor to make something meaningful to people and spent a long time trying to figure out what that looks like. I had to make all the little details myself. I wanted it to matter,” Esposito told me over Skype today. “They just took the elevator pitch, the unique selling point. . . It’s the message that content doesn’t matter. The message is, if you can find the content for free, take it.”

+infos(oficial): LINK

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“Introduction to Game Design”

Introduction to Game Design – Part 1
Tópicos:
“Definition of a Game”
“Game Genres”
“Game Team”
“Game Design Document (Plan)”

Introduction to Game Design – Part 2
Tópicos:
“Game Design Document”
“Cameras”
“Controls”
“HUD (heads up display)”
“Levels”
“Combat”
“Enemies”
“Mechanics”
“Power ups & Rewards”
Mini GDD (com respostas a..):
“Title of your game? Have an adequate, original, to the point title for your game.
Platform (console)? Is your game going to be on iOS, Android, windows, xbox,etc.?
Target age ? Is your game for kids or adults?
Rating? (ESRB) Choose your rating depending on what your game contains. If it contains violence and sexuality, it can’t be ESRB EVERYONE
Game summary? A short description of your game.
Unique selling points? What makes your game stand out and compete with other similar games?
Similar competitive products? What are the games that you consider similar to your game?”

+infos(part 1, fonte): LINK
+infos(part 2, fonte): LINK

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“There are too many video games. What now?” por Steven Wright (texto interessante)

There are too many video games. What now?

“in 2018, there have been over 6,000 games released on Steam; the majority of them have sold fewer than 500 copies” preocupante? .. uma chamada de atenção mas o sonho tem que continuar.

+infos(oficial): LINK

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Mais umas referências de livros acerca do game design

Aqui estão mais umas boas referências de livros acerca do desenvolvimento de videojogos :)

A Theory of Fun for Game Design de Raph Koster

The Art of Game Design: A Book of Lenses de Jesse Schell


Game Design Workshop: A Playcentric Approach to Creating Innovative Games de Tracy Fullerton

 
Challenges for Game Designers de Brenda Brathwaite & Ian Schreiber


Reality Is Broken: Why Games Make Us Better and How They Can Change the World de Jane McGonigal


Level Up! The Guide to Great Video Game Design de Scott Rogers


Game Feel: A Game Designer’s Guide to Virtual Sensation de Steve Swink


How Games Move Us: Emotion by Design (Playful Thinking) de Katherine Isbister


On Game Design de Chris Crawford


Game Design: How to Create Video and Tabletop Games, Start to Finish de Lewis Pulsipher

+infos(fonte): LINK

 

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Compilação de links..

Alguém se deu ao trabalho de compilar uns links relacionados com GameDev Tutorials..

Alguns exemplos na categoria GameDev Tutorials – Unity 3D

Devmag – 50 tips for working with Unity (best pratices)
http://devmag.org.za/2012/07/12/50-tips-for-working-with-unity-best-practices/

Imgur – Unity 3D tips and tricks
http://imgur.com/a/2w7zd

Juicy Beast – Collisions for platforming
http://juicybeast.com/2014/03/the-making-of-toto-temple-deluxe-collisions-for-platforming/

Gamasutra – “0-60 fds in 14 days!” What we learned trying to optimize our game using Unity 3D
http://www.gamasutra.com/blogs/AmirFassihi/20130828/199134/

Maildeveloper – Optimizing Unity games for mobile platforms
http://malideveloper.arm.com/downloads/BrainsEden2013-OptimizingUnityGamesforMobilePlatforms.pdf

App Gruruz – Learn to Create Isometric games like clash of clans
http://www.theappguruz.com/blog/create-isometric-games-like-clash-of-clans-crossy-roads-age-of-empire-etc

Unity 3D – Reducing the file size of the build
http://docs.unity3d.com/Manual/ReducingFilesize.html

Unity 3D – Physics best pratices
http://unity3d.com/pt/learn/tutorials/modules/intermediate/physics/physics-best-practices

Unity 3D – How to make a physically real, stable car using WheelColliders
http://forum.unity3d.com/threads/how-to-make-a-physically-real-stable-car-with-wheelcolliders.50643/

+infos: https://mundosound.com/gamedev-tutorials/

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Uma análise a ponderar por Jesse Freeman

Develop a mobile game the easy way: Use a framework por Jesse Freeman e também este 4 fundamentals of mobile game design

+infos: http://techbeacon.com/develop-mobile-game-easy-way-use-framework

 

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