Para quem gosta de jogos, e no meu caso um bom RTS, tem aqui um conjunto de histórias acerca das várias opções que foram sendo tomadas :)
recomendo para já:
S1-E3, How Command & Conquer: Tiberian Sun Solved Pathfinding – LINK
S1-E6, How Sid Meier Almost Made Civilization a Real-Time Strategy Game – LINK
The most influential games of the decade, por Gene Park , Elise Favis e Mikhail Klimentov
“From the introduction of groundbreaking in-game elements to refining how games make money, these are the titles that made the biggest impact on both players and the industry since 2010.
Gaming is now humanity’s favorite form of entertainment, and the medium’s legacy was cemented this past decade. While the early 2000s saw video games honing their ability to tell stories and build worlds in 3-D, this last decade built off those nuts and bolts of game making and propelled the medium toward bigger ambitions like open-world design, virtual and augmented reality and an influx of new genres such as battle-royale multiplayer.
Video games have experienced a rapidly changing landscape in technology, business models (i.e. microtransactions and the sale of seasonal battle passes), and its market which now includes more female gamers and an older average audience. We’ve seen an increase in diversity in games themselves, too, from the varied races and backgrounds for characters in Overwatch to blockbusters like Horizon: Zero Dawn, which features a headstrong female lead.
This past decade achieved several milestones with its wide array of games. Some, like Red Dead Redemption 2 and Legend of Zelda: Breath of the Wild, are titles that we believe will have a lasting impact on the gaming world for years to come. While these were taken into consideration for this article, we haven’t seen their influence fully resonate just yet, as open-world games take years to polish before they’re shipped and the next generation is still on its way.
So, which games have made the biggest mark on the industry from 2010 through 2019? After much deliberation, here is a list of titles we believe aren’t just quality games, but ones that have shaped the medium and continue to do so in extraordinary ways.
2010 Amnesia: The Dark Descent
Video games are often known for being power fantasies. Even the game that popularized survivor horror, Resident Evil, gave you a rocket launcher and an exploding mansion as its coda. Indie studio Frictional Games dared to make you powerless, with just a lantern in hand to light the way.
It gave you no methods of attack. Hiding in the dark would make you lose your sanity. And don’t even think about glancing at the creatures that stalk you. Amnesia was an unrelenting assault of nightmares. You stand in a flooded basement and see ripples in the water, realizing you’re stuck in there with an invisible horror. All this was a breath of fresh air for a genre whose default dynamic was to slash/shoot/explode your way through terror.
Early this century, publishers were wary of funding survival horror games, and the best franchises were either abandoning the genre (like Resident Evil) or were left abandoned on the roadside (like Silent Hill). Amnesia inspired the phenomenon of horror with a first-person camera perspective, including Alien: Isolation, Outlast and the ill-fated P.T., the “playable teaser” for the infamously canceled Silent Hills directed by Hideo Kojima and Guillermo del Toro.
We are living in Hideo Kojima’s dystopian nightmare. Can he save us?
Amnesia also helped launch the careers of the Internet’s most influential personalities today, most notably PewDiePie. With 102 million subscribers, Felix Kjellberg initially gained viral attention by freaking out over the game, especially the water scene described above. These videos also boosted interest in the game, and publishers noticed. And gamers realized that playing and reacting to horror games was a great way to get views on YouTube. A new celebrity class was born, and the Internet hasn’t been the same since.
What genre is Minecraft? If you call it a survival game, you neglect the sizable portion of its player base which spends its time futzing about in the creative mode, or building elaborate trick doors with redstone. The compromise pick would be to call it a sandbox, but that just takes us back to square one. A sandbox is a blank canvas.
Minecraft represents, in the history of gaming, the ultimate blank canvas. It is The Everything Game by merit of the perfect simplicity of its base formula: building with blocks.
We shouldn’t make the mistake of thinking that The Everything Game just appeared, one day, fully formed. One of Minecraft’s most enduring legacies is the early access model. In the immediate wake of Minecraft’s success, gamers enjoyed an early access boomlet, where players got unprecedented say over future development. It’s not hard to draw the line from indie games in early access to the AAA rebranding of the term “games as a service,” discussed a little later in this article with a look at Destiny, this trend’s most apparent beneficiary.
Few games better encapsulate the 2010s than the ever-popular Minecraft. Analogues and echoes of the decade’s most pressing questions can be found somewhere in its story. The game provided an ideal medium for content creators, who would toil and shape and star in productions that elevated them to stardom and turned YouTube into a juggernaut. Minecraft Let’s Plays picked up the torch after Halo 3 machinima died down, arguably spawning streaming culture. Before Fortnite finally pushed its top creators into the pantheon of celebrity, Minecraft laid the foundation.
We see too the darker trends around social media and celebrity. Minecraft’s most famous creator, Markus Persson, better known as Notch, became the prototypical too-rich, too-disconnected-and-too-online guy, emblematic of a decade dominated by Kanye West and Elon Musk.
Other games will come for Minecraft’s crown. Fortnite has made its bid — but absent a base mode with Minecraft’s flexibility, it has leaned wholly into entertainment and brand collaborations. Minecraft is singular. In the context of the 2010′s, it was a forerunner, the canvas on which, in retrospect, some of the biggest challenges and changes of the decade see their clearest expression.
2011 Dark Souls
Eventually, every video game is compared to Dark Souls. Comparing anything to Dark Souls was a pervasive meme, but in every meme lies some truth. Yes, Dark Souls provided the template for the “Souls-like” genre, games that harshly punish you and set you back for failure. But ideas about player progress, online interactions and environmental storytelling eventually made its way to the rest of the industry.
With no direct contact with each other, players could leave messages, warnings and other thoughts to lift others going through the same, harrowing experience, planting the seed for Hideo Kojima’s grand vision for player interaction in this year’s Death Stranding. Star Wars Jedi: Fallen Order, the best Star Wars game in the last decade, wasn’t shy about its Souls inspiration. And with its exhausting difficulty, From Software challenged and asked us to redefine the very concepts of “fun” and “reward.” It forced us to earn every inch of progress by learning from our mistakes.
Star Wars Jedi: Fallen Order is a good game. So why am I so unhappy playing it?
The game’s story seemed impenetrable at first, but years of analysis has revealed a game layered in mythology and meaning. Every item and enemy is placed with intent. Every room and staircase has purpose. And From Software left out just enough details to spur our imagination, inspiring hundreds of Internet bards to tell tales of their own adventures and the meaning they derived from the game. For some, it was an allegory about the will to survive during depression. For others, it was a nihilistic nightmare railing against the aging belief systems of humanity.
But ask anyone who beat it, and they likely won’t talk about the graphics or the sound or the controls. Dark Souls is the decade’s greatest reminder that video games are more than just stories being told: they are personal, lived experiences.
The fifth Elder Scrolls game from Bethesda Studios became the benchmark for role-playing adventures games in the last decade. While it was really just an evolution of the previous four games, fantasy games went mainstream in a way they never had before Skyrim. Skyrim is, for many, the American role playing game’s Final Fantasy 7. And it was the mother of a thousand memes.
Todd Howard, creative director of Skyrim, said the team hoped Skyrim would enter the pantheon of timeless fantasy worlds.
“The game reflects back on the player as much as possible, ‘who would you be, what would you do in that world?’” Howard said to The Post. “That’s the thing games do better than other entertainment.”
And the game was everywhere, with Howard appearing at news conferences for every known tech company to announce a new version of Skyrim.
But Skyrim caused an explosion in the community modding scene. As Bethesda finally moved on to other games, Skyrim’s players kept the game alive by turning dragons into Thomas the Tank Engine or Macho Man Randy Savage. No other offline game was so online.
If Skyrim seems like the game that just won’t die, it’s because its players refuse to let it die.
“It’s incredible to see so many [people] still playing, even after eight years,” Howard said. “We still marvel at what people are able to do with the game. Maybe that’s why it’s endured for so long.”
2012 Candy Crush Saga
Candy Crush Saga’s humble beginning as a Facebook game makes sense, considering no other title on this list has been as disruptive to the business of selling video games. Candy Crush Saga popularized the “freemium” model within the mobile gaming market: Give the core gameplay away free, but charge for peripheral virtual items that either enhance, quicken or beautify the player’s experience. It married online shopping and gaming to the point where the two were indistinguishable. Mobile gaming eventually created “pay to win” games, referring to video games insidiously designed to slow your progression, encouraging you to pay to win. It is one of the industry’s most despised — and most profitable — practices.
Although a single-digit percentage of players were making these purchases, half a billion people had the game just one year after it released. By 2017, it was downloaded by a third of the human race, at 2.7 billion. Thanks to this small percentage of billions, developer King raked in millions a month.
Activision Blizzard’s purchase of Candy Crush Saga’s Swedish developer in 2015, for $5.9 billion, immediately made it the biggest game publisher in the world. And soon the wildly successful freemium model started to creep into the PC and console space, shaping some of the other games on this list.
It helps that the game is colorful, fun and constantly engaging. Dark Souls and Candy Crush represent the two extreme ends of the gamer populace: casual and hardcore gamers. And regardless of whether they’re aware of it, Candy Crush Saga turned millions of unsuspecting people into gamers.
2012 The Walking Dead: Season One
Reviving adventure games is no small feat, but Telltale’s The Walking Dead was one of the major players that helped reinvigorate the genre. The game told the story of young Clementine and her friendship with Lee, a man whose story began in handcuffs until a zombie apocalypse broke out. The two venture out on a heart-wrenching journey together as they attempt to survive a crippling world’s harsh realities.
Before its release, “adventure games are dead” was a common sentiment in the games industry. The genre had its golden era in the 1980s and early ‘90s, but it then quickly dwindled in popularity. Sales of subsequent adventure games often fell flat, including LucasArts’s Grim Fandango, despite its cult following. Telltale’s The Walking Dead, against all odds, changed everything: It spurred similar games like Life is Strange, Firewatch and Oxenfree — some of which were made by former Telltale developers themselves.
Dontnod Entertainment, the creators of Life is Strange, believes that without The Walking Dead its own choice-driven adventure game may have never existed.
“When we worked on the first Life is Strange, games like The Walking Dead and Quantic Dream’s Heavy Rain were influences for us,” co-director Raoul Barbet said in a phone interview with The Washington Post. “It especially showed us that there was a will from the player to have some games based on choice and storytelling. So I definitely think that without those games, we might not have ended up creating Life is Strange.”
The Walking Dead was a big hit financially, too, popularizing the release of updates in episodic form for far less money than the typical price tag of $60 for a full game. Within its first 20 days of release, the first episode (five were released in total) sold one million copies. In early 2013, Telltale had earned approximately $40 million in revenue solely from the debut season.
The Walking Dead showed the games industry that there was a hunger for deeper, stronger, and choice-driven storytelling, and it became one of Telltale’s crown jewels — one it tried to replicate time and time again, until the studio closed down in late 2018. The studio isn’t completely gone, however: A new iteration of Telltale is now working with independent studio AdHoc (made up of ex-Telltale designers) to produce the once-cancelled The Wolf Among Us 2.
Recent years have introduced the concept of video games as a service or “live service games.” Destiny crystallized that model, despite its early missteps.
When released, reviews of Destiny were harsh. Activities were boring, the loot was inadequate, the story was nonsense. Destiny’s disastrous launch was an omen that these persistent “games as a service” titles will be really hard to not only make, but maintain. Destiny’s early missteps were repeated not only by its competitors, but even by Bungie itself for Destiny 2.
But Bungie would right the ship, which also demonstrated the beauty of the “games as a service” model. The developers responded to community feedback and ultimately chiseled the game into something closer to its original vision of a “shared world shooter.” Seasons changed its evolving and expanding story, and Bungie introduced challenges to give anyone a reason to log in every day.
“I vividly remember first hearing about Destiny as a Bungie employee,” said Luke Smith, game director for Destiny 2. “[Co-founder] Jason Jones said the next game was going to be a hobby, like golf. The hobby construction of a game immediately resonated with me. Community and a return to aspects like what we saw in World of Warcraft in a shooter? That was all I needed to hear to get in.”
Destiny 2 is now free, and remains one of the healthiest, vibrant communities, as it won The Game Award in 2019 for best community support. The story of gaming’s decade is incomplete without Destiny turning its high-profile failure into an ever-moving goal post for anyone else who would dare to mimic Bungie’s aspirations.
2015 The Witcher 3: Wild Hunt
The world of The Witcher 3 is so large it can be almost daunting, but this magnitude set a new standard for open-world design. Its sprawling narrative seamlessly fits inside the world, both through emergent storytelling and scripted moments, as you travel from one village to the next. During development, creator CD Projekt Red looked to Skyrim, which released just a few years beforehand, as inspiration. But they didn’t want to just copy what Skyrim got right.
“We drew inspiration from a whole range of titles, and Skyrim was definitely among them; it was the benchmark for open-world games back then,” The Witcher 3 writer Jakub Szamałek told The Post. “At the same time, while there’s a lot to learn from the folks from Bethesda, we knew we didn’t want to simply copy their game. Most importantly, we put a much greater emphasis on the narrative aspect of the game.”
The Witcher 3 tells the story of Geralt, a powerful monster-killing sorcerer who makes his way through a medieval-inspired land to find a young woman named Ciri. Depending on your choices — and some can be heart wrenching — the world adapts around you. It also features side quests that are as meaningful as the main line quest, bringing depth to every corner of the game’s immense world. Most of all, The Witcher 3 set the high bar for storytelling in subsequent open-world games like last year’s Red Dead Redemption 2, dispelling the notion that open worlds and quality storytelling couldn’t coexist.
“I guess before The Witcher 3, it was commonly assumed that ambitious narratives and open world games don’t mix well: you can have one, but not the other,” Szamałek said. “I think we demonstrated that while it is difficult, as well as time- and resource-consuming, it’s within the realm of possibility. Over the past few years we’ve seen more games that combine sprawling open worlds with well-crafted stories, and if in some small part it is due to the success of The Witcher 3, well, I couldn’t be more pleased, both as a game developer and a gamer.”
2016 Pokémon Go
When discussing the influence of Pokémon Go, it’s best to address the question of augmented reality (AR) upfront, so here goes: Pokémon Go is the clearest evidence of AR’s irrelevance.
When the game came out, the hype was tremendous. With its massive success (over 540 million downloads to date), Pokémon Go was the game that launched a thousand decks, prompting questions from every tech, media and software company as to how AR could factor into its work. And then the hype died down. It is funny, in retrospect, that AR’s killer app is such a capitulation. The game allows you to turn off its AR capabilities, and frankly, is all the better for it. Nobody wants to be the overeager jerk on the subway platform, sweatily pivoting back and forth trying to find the Pidove hiding among the commuters.
Worse yet, Pokémon Go is an obvious and not particularly artful exploitation of a beloved childhood property. We’ll see more and more of this over time (Exhibit A: Niantic’s Harry Potter game). And so its true influence isn’t really anything in the game — neither technology nor license. It’s in what the game demands of you: Pokémon Go is a game that’s meant to be played in between doing other things. You’re at a Starbucks, so might as well check into the Poke Stop. Think you’ve walked enough to hatch your eggs? Better check back in. It’s gaming in the micro-moments of your day.
But now, the twist: So many people, and people you would not expect, still keep up with Pokémon Go. Plenty of folks have found routine and comfort in the game. There’s something concerning, but also weirdly resilient, about finding nourishment in gruel so thin.
Pokémon is everywhere now. Long live Pokémon.
Pokémon Go is the “I’m always listening to podcasts or music because I don’t want to be alone with my own thoughts” of games. It’s unlikely that we’ll see many one-to-one Pokémon Go clones in the future. Instead, we’ll be besieged by games that try to cram themselves into the quiet moments and spaces of everyday life.
No, Fortnite is not on here because it popularized the battle royale genre. Fortnite’s best-known mode is itself a result of the popularization of the genre, thanks to PlayerUnknown’s Battleground. But once Epic Games successfully aped the formula, Fortnite found new ways to keep players engaged. The game was free, but the battle pass system kept players subscribing every few months to log on and garner new rewards. Thanks to several controversies that coincided with the rollout of the game’s battle pass, the loot box practice of offering surprise rewards for real money became a pariah of the industry.
Fortnite offered 100 tiers of rewards for only $10 every few months in a “season,” and players got to see everything they would win along the way. The transparency and low commitment cost kept players coming back and — combined with direct payments for skins and other cosmetics offered outside of the battle pass — suddenly the industry found a winning formula. Soon, everyone from Call of Duty to Halo to Overwatch had a similar battle pass system.
Then there was the spectacle of the game. Every season would end with a global event witnessed by millions over streaming platforms like Twitch, elevating personalities like Tyler “Ninja” Blevins, Turner “Tfue” Tenney, Soleil “Ewok” Wheeler and many others alongside the game. Both the streamers and Fortnite smashed through screens and into the mainstream — and ultimately helped people like Blevins and Wheeler ink exclusive streaming contracts worth millions.
Over the last three years, Fortnite was everywhere. At one point, it boasted more than 200 million players a month, and became the biggest pop phenomenon of 2018. World Cup goals were celebrated with Fortnite dances. Former first lady Michelle Obama even did a dance. Major sports leagues worried about players not sleeping or training because of the game. It held an in-game concert, and then, this December, an in-game screening of a scene for the new Star Wars movie — the latest pop-culture crossover event for a game that’s also featured Netflix series “Stranger Things” and Marvel’s Avengers movies.
Epic Games declined to discuss Fortnite’s legacy, citing — as its team often does — that it prefers to let the game speak for itself. At the end of the decade, Fortnite is still speaking in volumes.
+infos(origem do texto): LINK
+infos(washington post): https://www.washingtonpost.com/video-games/
Do pack faz parte:
Unreal Cinematics Training Course
Star Sparrow Modular Spaceship
Another Stylized Material Collection 8
Math For Games Training Course
Unreal C++ v4.1X Training Course
Master Control Material
Rusty Barrels Volume 2
Another Easy Terrain Material
Unreal Multiplayer Training Course
Unreal C++ 4.22 Training Course
Unreal Blueprint Training Course
Unreal VR Training Course
Steampunk / Victorian Environment with vehicles
Gamemaster Audio – ProSound Mini Pack
Slum Village Environment
da lista deste novo bundle aparece:
Intro to Augmented Reality
Intro to Game Development with Unity
Create Your First 3D Game with Unity
VR Game Development for Beginners
VR Development with Controllers
Insect Revolution V
AR Projects – Job Training App
AR Projects – Geology App
VR Pointers – Space Station App
VR Projects – Night with Mosquitos Game
VR Projects – Space Invaders
Intro to ARKit
Intro to ARCore
AR Projects – Science App for Kids
Panzer Panic VR
Project-Based Oculus Avatars and Platform SDK
VR Projects – 360 Photos Experience
VR Projects – 360 Video Quiz App
VR Projects – Puzzle Game
VR Projects – Fitness Game
VR Projects – Cabin Experience
VR Projects – Third-Person Platformer Game
VR Projects – Underwater Shark Experience
VR Projects – First-Person Shooter
VR Projects – Build an RPG
AR Game Development – Space Shooter
VR Projects – Exploration Game
Stunt Kite Masters VR
Devil and the Fairy
(com a referência “SuperData XR Q3 2019” por parte da malta da superdataresearch.com)
2019 earnings from consumer sales of VR headsets are set to grow 16% over 2018. However, enterprise headset revenue is on track to jump by 69% during the same period. Businesses have been sold on the potential of VR. Enterprise customers are rapidly adopting VR for purposes like employee training and automotive design.
Consumer VR software revenue is on track to earn over $1B for the first time in 2019. Location-based entertainment revenue is set to earn roughly half the total as attractions like Avengers: Damage Control from The Void bring theme-park quality experiences to consumers in a range of venues like malls.
The Valve index sold 46K units in its first quarter on the market. While this was a smaller figure than the quarterly launch numbers of other major VR headsets, Valve’s device is designed to reach the most dedicated enthusiasts given its price of up to $1000.
Oculus Quest sold 180K units during the quarter, nearly double the combined sales figures for the Oculus Rift S and Oculus Go. It’s clear Facebook’s VR efforts in the near-term will be focused on its high-end standalone device. Lifetime sales for the device reached nearly 400,000 units through the end of Q3.
The Quest is poised for a strong holiday season as one of the most “giftable” VR headsets around. The device has the advantage of simplicity since it doesn’t need to be plugged into a powerful PC. Both the Oculus Go (which is a standalone device like the Quest) and the PlayStation VR (which features a recognizable gaming brand) saw big jumps in quarterly sales volume during their first full holiday season on the market.
Harry Potter: Wizards Unite isn’t casting a spell on wallets. Pokémon GO from Niantic had its second-best month ever in terms of revenue in August 2019. Meanwhile, the company’s new title Harry Potter: Wizards Unite had a strong launch in terms of player numbers, but it only earned 1% of the revenue Pokémon GO did from June to August.
da lista deste bundle aparecem os seguintes livros:
Java Game Development with LibGDX
Beginning Swift Games Development for iOS
Learn Unity for Android Game Development
Practical Video Game Bots
Developing Games on the Raspberry Pi
Developing Turn-Based Multiplayer Games
Python, PyGame, and Raspberry Pi Game Development
Mostly Codeless Game Development
Learn Unity for Windows 10 Game Development
The Advanced Game Developer’s Toolkit
Pro Java 9 Games Development
Building Games with Ethereum Smart Contracts
Practical GameMaker: Studio
Physically Based Shader Development for Unity 2017
Developing 2D Games with Unity
Program Arcade Games: With Python and Pygame
Beginning Android Games
Let’s Build a Multiplayer Phaser Game
Beginning iOS AR Game Development
Game Development with Construct 2
Understanding Game Application Development
Pro HTML5 Games
GameMaker: Studio 100 Programming Challenges
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.””
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.
Gostava de ter acesso a este livro “The Pyramid of Game Design” de Nicholas Lovell:
“Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers.
In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it.
Harness the Base, Retention and Superfan Layers to create a powerful Core Loop.
Design the player Session to keep players playing while being respectful of their time.
Accept that there are few fixed rules: just trade-offs with consequences.
Adopt Agile and Lean techniques to “learn what you need you learn” quickly
Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games.
Adapt your marketing techniques to the reality of the service game era
Consider the ethics of game design in a rapidly changing world.
Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.
da lista deste novo bundle aparece:
Easy Mobile Pro (plugin para o Unity)
Mtree – tree creation (plugin para o Unity)
Snaps Prototype | Asian Residential (plugin para o Unity)
Snaps Art HD | Asian Residential (plugin para o Unity)
Dynamic Bone (plugin para o Unity)
UMotion Pro – Animation Editor (plugin para o Unity)
DoozyUI: Complete UI Management System (plugin para o Unity)
Snaps Prototype | Construction Site (assets)
Snaps Art HD | Construction Site (assets)
Locked contentUnity Learn Premium (video lessons)
PlayMaker (plugin para o Unity)
Aura 2 – Volumetric Lighting & Fog (plugin para o Unity)
Snaps Prototype | Buried Memories Volume 2: Serekh (assets)
Snaps Art HD | Buried Memories Volume 2: Serekh (assets)
The Ultimate Guide to Game Development with Unity 2019 (video lessons)
Esta é mais uma campanha apoiada pela malta da Humble.. a lista é:
Unity 2018 Artificial Intelligence Cookbook, Second Edition
Hands-on Game Development with Unity 2018.1, Video
Mobile Game Development with Unity 3D 2019, Video
Game Design with Unity 2019, Video
Unity Artificial Intelligence Programming, Fourth Edition
Practical Unity Game Development, Video
Locked contentHands-On Augmented Reality with ARCore and Unity, Video
Introduction to Unity, Video
Skeletons vs Zombies MOBA With Multiplayer in Unity, Video
Beginner and Advanced Lighting in Unity, Video
Cinematics and Animations in Unity, Video
Unity Virtual Reality Projects, Second Edition
Unity 2018 Shaders and Effects Cookbook, Third Edition
Unity 2018 Cookbook, Third Edition
Learning C# by Developing Games with Unity 2019, Fourth Edition
Master ARCore 1.3 Unity SDK – Build 6 Augmented Reality Apps, Video
Learn to Code in C# in Unity 3D, Video
Create an Image Target Based Augmented Reality Experience Using Unity 3D and Vuforia 7, Video
Create Augmented Reality Apps using Vuforia 7 in Unity, Video
Create a Game Environment with Blender and Unity, Video
..por menos de 14 euros.
+infos(a campanha): LINK
Está a decorrer uma campanha no famoso site kickstarter sobre o tema de matemática para os videojogos. O autor deste projeto é o não menos famoso Ben Tristem sendo o resultado final um curso no site da Udemy e que vai abordaros temas de: basic arithmetic, matrices, vectors, number systems and bases, projectiles, constant acceleration formula, combinations, basic probability, trigonometry, rotations including quaternions, algebra, complex numbers, interpolation.
Parece que a melhor opção é a de 23 ou 27 libras (dependendo se as metas forem atingidas) pois depois dá direito a escolher o acesso a dois dos seguintes cursos:
Creativity for Coders: How to Create Ideas from Scratch
Unreal Engine Blueprint Developer: Learn Visual Scripting
Blender Environment Artist: Create 3D Worlds From Scratch
Discovering Godot: Make Video Games in Python-like GDScript
Unity Tech Art: Realistic Lighting For Game Development
Unreal Multiplayer Master: Online Game Development In C++
Blender Character Creator: Rigging Humanoid 3D Characters
Unreal VR Dev: Make VR Experiences with Unreal Engine in C++
RPG Core Combat Creator: Learn Intermediate Unity C# Coding
Complete C# Unity Developer 3D: Learn to Code Making Games
Finish It! Motivation & Processes For Game & App Development
The Board Game Developer: Become A Game Design Ninja
How To Get A Job In The Video Game Industry
Complete C# Unity Developer 2D: Learn to Code Making Games
Complete Blender Creator: Learn 3D Modelling for Beginners
Unreal Engine C++ Developer: Learn C++ and Make Video Games
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): https://www.schwulesmuseum.de/
Recursos (assets) que não são todos pagos.. e de vez em quando tem umas coisas gratuitas interessantes.
BEST OF THE SHOW
Sword Legacy: Omen
BEST PORTUGUESE GAME
Those Who Remain (trailer)
MOST INNOVATIVE GAME
Pixel Ripped 1989
BEST MULTIPLAYER EXPERIENCE
BEST ART DIRECTION
She and the Light Bearer
The Irrational World of Damien (Shine)
Metagaming Playing, Competing, Spectating, Cheating, Trading, Making, And Breaking Videogames de Stephanie Boluk e Patrick Lemieux
Fans And Videogames Histories, Fandom, Archives
A Lógica Do Jogo: Recriando Clássicos Da História Dos Videogames de Marcus Becker
How To Talk About Videogames de Ian, Prof. Bogost
Digital Games As History How Videogames Represent The Past And Offer Access To Historical Practice de Adam Chapman
Playback A Genealogy Of 1980s British Videogames de Alex Wade
Co-Creating Videogames de John Banks
Developer’S Dilemma The Secret World Of Videogame Creators de Casey O’Donnell
Videogames And Education de Harry J. Brown
Digital Games: A Context for Cognitive Development: New Directions for Child and Adolescent Development, Number 139
The Videogames Handbook de James Newman, David Surman e Iain Simons
How To Do Things With Videogames de Ian Bogost
Persuasive Games The Expressive Power Of Videogames de Ian Bogost
Beyond Game Design Nine Steps Towards Creating Better Videogames de Chris Bateman
Studying Videogames de Wayne O’Brien e Julian Mcdougall
Playing With Videogames de James Newman
Game Writing Narrative Skills For Videogames de Chris Bateman
Computer Games: Text, Narrative and Play de Diane Carr, David Buckingham, Andrew Burn, Gareth Schott
Existem vários repositórios acerca de recursos a usar em videojogos.. aqui fica mais um! Alguns são grátis outros nem por isso, mas pagamos directamente ao autor.
Surgiu já não sei onde esta referencia a este autor e cá fica ele!!
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
Encontrei um site que mostra algumas noticias sobre videojogos antigos. É mais um blog do que um site, já que vão sendo colocadas algumas noticias sobre a temática.
Kenney é um artista digital que constrói objectos que podem ser usados nos videojogos, alguns de forma livre/grátis outras a troco de uma pequena ajuda monetária.
+infos(assets do kenney): http://kenney.nl/assets/
+infos(como o ajudar): LINK
+infos(como usar): LINK
A comissão europeia tem um concurso aberto a todos aqueles que querem desenvolver videojogos na união europeia. Este concurso aberto a todos (estúdios com mais de 12 meses de actividade) permite obter fundos para ajudar no desenvolvimento de projectos nesta área.
As candidaturas são até ao inicio do mês de março.
(2013)Honoring the Code: Conversations with Great Game Designers de Matt Barton
(2003)The Video Game Theory Reader de Mark J. P. Wolf
(2005)21st Century Game Design de Chris Bateman e Richard Boon
(2013)Fundamentals of Game Design de Ernest Adams
(2009)Level Design: Concept, Theory, and Practice de Rudolf Kremers
(2014)An Architectural Approach to Level Design de Christopher W. Totten
(2014)Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game – with Unity and C# de Jeremy Gibson
(2008)Game Feel: A Game Designer’s Guide to Virtual Sensation de Steve Swink
(2012)Reality is Broken: Why Games Make Us Better and How They Can Change the World de Jane McGonigal
(2015)Uncertainty in Games de Greg Costikyan
(2012)Game Mechanics: Advanced Game Design de Ernest Adams e Joris Dormans
(2004)Game Design, Theory and Practice de Richard Rouse III
(2003)Rules of Play: Game Design Fundamentals de Katie Salen e Eric Zimmerman
(2008)Understanding Video Games: The Essential Introduction de Simon Egenfeldt-Nielson, Jonas Heide Smith, Susana Pajares Tosca
(2007)Videogame, player, text de Barry Atkins e Tanya Krzywinska
(2012)Characteristics of Games de George Skaff Elias, Richard Garfield, K. Robert Gutschera, Peter Whitley, Eric Zimmerman
(2008)Game Design Workshop: A Playcentric Approach to Creating Innovative Games de Tracy Fullerton
(2013)Videogames de James Newman
(2008)Challenges for Game Designers de Brenda Brathwaite, Ian Schreiber
(2011)Half-Real: Video Games between Real Rules and Fictional Worlds de Jesper Juul
(2014)Play Matters de Miguel Sicart
(2003)Designing Virtual Worlds de Richard A. Bartle
(2010)Replay: The History of Video Games de Tristan Donovan
(2008)The Ultimate Guide to Video Game Writing and Design de Flint Dille, John Zuur Platten
(2007)The Game Maker’s Apprentice: Game Development for Beginners de Jacob Habgood , Mark Overmars, Phil Wilson
(2014)Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques de Evan Skolnick
(2010)The Game Maker’s Companion (Technology in Action) de Jacob Habgood, Nana Nielsen, Martin Rijks
(2014)Game Design Workshop: A Playcentric Approach to Creating Innovative Games de Tracy Fullerton
(2012)A Mind Forever Voyaging: A History of Storytelling in Video Games de Dylan Holmes
(2001)The Ultimate History of Video Games: From Pong to Pokemon–The Story Behind the Craze That Touched Our Lives and Changed the World de Steven Kent
(2009)Games of Empire: Global Capitalism and Video Games de Nick Dyer-Witheford, Greig de Peuter
(2011)Extra Lives: Why Video Games Matter de Tom Bissell
(2008)Game Feel: A Game Designer’s Guide to Virtual Sensation de Steve Swink
(2003)Rules of Play: Game Design Fundamentals de Katie Salen Tekinbas, Eric Zimmerman
(2013)Theory of Fun for Game Design de Raph Koster
(2013)The Art of Failure: An Essay on the Pain of Playing Video Games de Jesper Juul
(2013)Critical Play: Radical Game Design de Mary Flanagan
(2012)Understanding Video Games: The Essential Introduction de Simon Egenfeldt-Nielsen, Jonas Heide Smith, Susana Pajares Tosca
(2011)Reality Is Broken: Why Games Make Us Better and How They Can Change the World de Jane McGonigal
(2014)A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design de Anna Anthropy, Naomi Clark
(2010)Persuasive Games: The Expressive Power of Videogames de Ian Bogost
(2011)How to Do Things with Videogames de Ian Bogost
(2012)Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form de Anna Anthropy
(2012)Game Design Theory de Keith Burgun
(2008)The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! de Brian Tinsman
(2006)Game Design Reader: A Rules of Play Anthology de Katie Salen, Eric Zimmerman
(2001)Man, Play and Games de Roger Caillois, Meyer Barash
(2001)The Ambiguity of Play de Brian Sutton-smith
(2014)Fundamentals of Game Design, 3/E de Ernest Adams
(2015)Game Design Vocabulary, A: Exploring the Foundational Principles Behind Good Game Design de Anna Anthropy e Naomi Clark
(2015)Players Making Decisions: Game Design Essentials and the Art of Understanding Your Players de Zack Hiwiller
(2015)Learning 2D Game Development with Unity: A Hands-On Guide to Game Creation de Matthew Johnson e James A. Henley
(2013)Unity Game Development in 24 Hours, Sams Teach Yourself de Mike Geig
(2015)Unity in Action: Multiplatform Game Development in C# with Unity 5 de Joe Hocking