Humble Software Bundle (campanha)

Uma campanha para aprender a trabalhar com Godot, Pygame, Unreal e Unity. Com o titulo “Learn gamedev with godot, unreal, unity & gamemaker software” tem como texto de apresentação: “Ready to get started making games in Unreal Engine, Unity, and Godot? This bundle is packed with comprehensive online courses for all those popular and powerful game engines, and more! Learn to harness Godot’s 2D capabilities and create challenging tower defense games, brutal bullet hells, and more. Leverage the power of Unreal Engine to build everything from exciting multiplayer experiences to spooky horror games. Craft your ultimate turn-based game in Unity, pick up essential game dev skills like asset creation in Blender, coding in Python, and much more!”.
Da lista faz parte:
“Mobile Game Development with Godot
Unity Mini-Course – Extended C# Coding Techniques
Intro to Pygame
Build a Tower Defense Game in Godot 4
Develop a Bullet Hell in Godot 4
Build a Complete, Fully-Fledged 2D Game with Godot
Intro to Multiplayer in Unreal Engine
Make a Horror Game in Unreal Engine
Create a Horror Game in Godot 4
Discover Procedural Generation in Godot 4
Build a Complete Puzzle Game with Godot and C#
Make a Metroidvania in Godot 4
Build a Walking Simulator with Godot 4
Make an AI State Machine in Godot 4
Make a Mini-Survival Game in Unreal Engine
Unreal Engine Mini-Projects
The Complete 2D Action RPG Unity Course
The Complete Procedural Terrain Generation Unity Course
Create a 3D Turn-Based RPG in Unity
Generate AI Player Avatars with DALL-E and Unity
Unity UI Projects – Create an Inventory Screen
Unity Associate Game Developer Certification Practice Exam
Debugging Foundations for Unity
Intro to Game Development with GameMaker
Learn MonoGame by Creating a Complete Game
Intermediate Python – Virtual Pet with Pygame
Intermediate Python – Learn Pygame by Making a Game
Intro to Rigging Models in Blender
UV Mapping in Blender for Beginners
Learn 3D Modeling with Blender from Scratch (NEW EDITION 2024)
Intro to Pixel Art with Photoshop
Intro to the Game Development Industry
Level Design for Beginners
Intro to Unreal Engine Game Development
UI/UX for Game Design”

+infos(oficial): LINK

Mais uma mega campanha com Assets para o motor Unity e para o motor Unreal. Com o titulo “Unreal Engine And Unity Mega Bundle ” tem como texto de apresentação: “Bring the worlds in your imagination to life in Unity and Unreal Engine with this mind-blowingly massive collection of environments, props, tools, and more! From sprawling cyberpunk dystopias to soul-stirring medieval villages, you’ll have the building blocks to create masterwork game environments that will transport your players. You’ll get over three dozen megapacks made up of modular assets that you can mix and match as you please, that utilize engine-native cutting-edge tools like Nanite and Lumen”.
Da lista faz parte:
“Cyberpunk City Megapack (Unreal Engine)
Modular Industrial Factory Megapack (Unreal Engine)
Modular Abandoned Hospital (Unreal Engine)
Modular Medieval Fortress Megapack (Unreal Engine)
Stylized Nature: Heavenly Castle (Unity)
Modular Graveyard / Cemetery (Unreal Engine)
Modular Abandoned Hospital (Unity)
Modular Rural Town / Rural Village (Unreal Engine)
Modular Fantasy / Medieval Village Megapack (Unreal Engine)
Modular Stylized Fantasy Town (Unreal Engine)
Modular Medieval Town Megapack (Unreal Engine)
Modular Medieval Town Megapack (Unity)
Modular Dungeon: Dungeon Building Kit (Unity)
Pirate Island: Modular Island Megapack (Unreal Engine)
Pirate Island: Modular Island Megapack (Unity)
Modular Viking Village Megapack (Unreal Engine)
Modular Viking Village Megapack (Unity)
Modular Medieval War Camp (Unreal Engine)
Modular Medieval War Camp (Unity)
Dark Fantasy Weapons Bundle (Unreal Engine)
Dark Fantasy Weapons (Unity)
Modular Stylized Desert Town (Unreal Engine)
Modular Stylized Desert Town (Unity)
House On A Hill (Unreal Engine)
House On A Hill (Unity)
Olympus: Temple Of The Gods (Unreal Engine)
Olympus: Temple Of The Gods (Unity)
The Messenger: Ancient Mountain (Unreal Engine)
The Messenger: Ancient Mountain (Unity)
Nanite Series: Medieval Market Kit (Unreal Engine)
Nanite Series: Modular Houses (Unreal Engine)
Nanite Series: Food & Dining Kit (Unreal Engine)
Nanite Series: Village Kit (Unreal Engine)
Nanite Series: Church/Cathedral Kitbash (Unreal Engine)
Nanite Series: War Camp kit (Unreal Engine)
Nanite Series: Castle Kit (Unreal Engine)
Nanite Series: Harbor Kit (Unreal Engine)
European / French Village (Unreal Engine)”

+infos(oficial): LINK

Uma campanha sobre de assets para o motor de videojogos Roblox, “The complete Roblox online mega bundle + 1001 assets”. Ainda não tive oportunidade de usar e criar qualquer coisas com o motor Roblox, mas parece ser mais um daqueles motores “facilitadores” para o desenvolvimento de videojogos como foi ou ainda é o GameMaker. Este pack é apenas de assets, mas pela descrição aparenta ser uma coleção bastante grande. Do texto de apresentação surge: “We’re thrilled to introduce our newest bundle, packed with an incredible array of resources exclusively for Roblox developers! From beginner to advanced, this bundle includes comprehensive Lua scripting tutorials, level design guides, Blender tutorials, and more. Elevate your game development skills to new heights with the most complete Roblox tutorial out there. With 1001+ assets in projects for Unreal, Unity, Godot, and Roblox, you’ll have everything you need to create stunning, immersive experiences. Perfect for both new developers and seasoned pros, this bundle will expand your skills.”.
Da lista faz parte:
“Master the Art of Lua – Advanced Scripting Techniques in Roblox Studio
Generate Low Poly 3D Models for Game Development with Meshy AI, Blender 4 and Roblox
Complete Roblox Creation – Designing Maps and Modeling Assets with Blender 4.1
Beginners Multiplayer Game Development in Roblox Studio
Advanced Multiplayer Game Development in Roblox Studio
Design Your First Action-Packed FPS Game in Roblox Studio
Advanced Techniques for Building an FPS Game in Roblox Studio
Elevate Your Skills – Intermediate Lua Scripting Masterclass in Roblox Studio
Create an Epic Multiplayer Loot Rush Game in Roblox Studio
Forge Your First Arena Combat Game in Roblox Studio
Mastering Advanced Arena Combat Game Development in Roblox Studio
Adventure Awaits – Build Your First Obby Game in Roblox Studio
Expert Strategies for Building Obby Games in Roblox Studio
Low Poly Models for Roblox, Godot, Unity and Unreal with Sample Projects
Terrain Game Development in Roblox Studio for Everyone
Build a Game in Roblox Studio for Absolute Beginners and All Ages
Gameplay Development in Roblox Studio
Intermediate Game Development in Roblox Studio
User Experience Design in Roblox Studio Game Development
Embark on Quests – Crafting Compelling Challenges in Roblox Studio
Advanced Game Development in Roblox Studio
Character Game Development in Roblox Studio
The Ultimate Game Developer’s Lab in Roblox Studio
Ultimate Sports Game Development in Roblox Studio
Strategic Game Development in Roblox Studio
From Concept to Creation in Roblox Video Game Studio
Build an Escape the Maze Speedrunner Game in Roblox Studio
Money Mechanics in Roblox Game Development
Roblox Studio Essentials – Unlock the Fundamentals
Kickstart Your Journey – Lua Scripting for Beginners in Roblox Studio
Optimize a Meadow Home Low Poly Model for Roblox Studio with Blender 4 Texture Baking
3D Modeling with Generative AI for Roblox with Luma Labs AI and Blender 4.1
Meshy AI Mastery – Crafting 3D Models for Roblox Studio Using Advanced Prompt Engineering
Developing “Officer Bamboo” the Red Panda for Roblox Studio Using Blender 4 with AI-Assisted Design
Wild West Adventures in Roblox – Creating 3D Animal Cowboys with Blender 4 and AI Techniques
Building AI-Generated Low Poly Robots for Roblox Studio in Blender 4
From Blender to Roblox: Creating an AI-Generated Samurai Rabbit
Crafting a Low Poly 3D Fox for Roblox Studio Using Blender 4
Creating Low Poly 3D Red Panda Models in Blender for Roblox Game Development
Spaceship Modeling for Roblox: Low Poly 3D Techniques in Blender 4
Blender to Roblox: 3D Modeling Swords and RPG Items with AI Assistance
Designing Low Poly Cartoon RPG Items for Roblox with Blender 4
Low Poly Knight Modeling for Roblox Studio: Blender 4 Integration with Unreal Engine”

+infos(oficial): LINK

Uma campanha diferente, para jogos de tabuleiro, mais concretamente para desenhar mapas de jogos de tabuleiro, “Maps Extravaganza“ em que:
“Design maps for your own tabletop campaigns, fantasy settings, and more! This bundle includes everything you need to create stunning, print-worthy works of art that will bring your worlds to life. Get powerful software like Campaign Cartographer 3+ (including a Lifetime License), City Designer 3, Dungeon Designer 3, Tome of Ultimate Mapping, and more. Unlock a treasury that will take your tabletop games”.
Da lista faz parte:
“Campaign Cartographer 3+ Lifetime License
City Designer 3
Dungeon Designer 3
Sources Maps: Castles
Symbol Set 2: Fantasy Floorplans
Source Maps: Temples, Tombs and Catacombs
Tome of Ultimate Mapping
Perspectives 3
Campaign Cartographer 3+ One Year License
Token Treasury: Monsters
Battle Maps Collection
Floorplan Collection”

+infos(oficial): LINK

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Uma entrevista a Mike Lambo

Um dos designer de jogos de tabuleiro que tenho seguido é o Mike Lambo, tem feitos jogos para um único jogador em formato de livro. A entrevista feita por Grant em maio de 2024 sobre o livro “Lone Sherman: The Pacific” e surge o seguinte (para aquivo):

“Over the past several years, the solitaire tactical book wargame has gained a lot of traction in our hobby. A solitaire wargame that is fairly affordable at $20-$30 and can be purchased from on-line retailers like Amazon. What is not to like? And the name of Mike Lambo has been tied to a lot these games as he has designed 20+ of these titles and has built quite the rabid and loyal fanbase. Well, a few months ago, I decided that I was going to give his system a try and I purchased his newest game called Lone Sherman: The Pacific. I just had to find out what all the fuss was about. Now, I have looked into the book, and actually made some copies of the counters, but have yet to get up the gumption to do arts and crafts time to build the units so I can play. But, I am going to play it this year and share my thoughts on our channel. I also reached out to Mike to offer to do one of our designer interviews and he was more than willing to share.

Grant: First off Mike please tell us a little about yourself. What are your hobbies? What’s your day job?

Mike: Well I’m retired now but I was a university lecturer here in the UK for many years. I now enjoy travelling, walking and generally taking it easy. And designing wargames of course!

Grant: What motivated you to break into game design? What have you enjoyed most about the experience thus far?

Mike: To be honest, I’ve always enjoyed designing games, initially as a child and then for my own children when they were younger. It was only the ability to publish my own games in book format that enabled me to share some of my ideas with others. I will always enjoy the design process itself of course, but I cannot deny that I get a kick out of knowing that others enjoy my games too. I’m amazed how popular they have become.

Grant: Why has your Lone Series of games been so successful? What about the games has appealed to solo wargamers?

Mike: I’m not sure. I think games that allow players to use their imagination and create stories have always been popular, especially amongst wargamers. Lone Sherman allows an element of that but also retains the need for tactics and decision making, as well as being easy and relatively quick to play.

Grant: What is your upcoming game Lone Sherman: The Pacific about?

Mike: The game is a sequel to Lone Sherman and once again puts the player in control of a sole Sherman tank, this time taking place on several Pacific Islands in World War II. The game is about controlling that tank in order to survive and to complete scenario objectives whilst helping to protect your fellow American forces.

Grant: Why was this a subject that drew your interest?

Mike: I’ve always been interested in World War II, and whilst it has tended to be the European aspect of the war that has interested me the most in the past, I have recently become more intrigued by the Pacific Island invasions and the tactics used by both sides in those battles.

Grant: What is your design goal with the game?

Mike: The game follows my general design goals which are always to make a very playable game which is quick to set up and play but leaves the player feeling as though they have had a tough and engaging challenge which required them to make tactical decisions and other choices along the way.

Grant: What other designs inspired you in making this game?

Mike: I love D-Day at Tarawa form Decision Games which is the first Pacific based solitaire game I ever bought. I guess I was loosely influenced by other tank games such as Patton’s Best as well but Lone Sherman is very different from that game. The design itself is mostly based on a game I designed many years ago for my own use!

Grant: What elements from the Pacific Theater of Operations from WWII do you need to model in the design?

Mike: The key thing for me was to make this game different enough from Lone Sherman (which is based in Europe) and so I focused on the terrain and the Japanese forces and tactics. Whilst players of the original Lone Sherman will easily recognize the mechanics in this game, the feel is quite different as they battle against weaker Japanese tanks and more mobile and potentially lethal infantry charges.

Grant: As a solitaire game how does the AI function?

Mike: Generally, the player rolls a number of dice depending on the AI unit which is activating and then consults some (brief) charts to determine what that unit will do. Artillery units are fairly static and will try to fire at the Sherman where possible. Japanese tank units will often try to flank the Sherman and fire at it where possible. Infantry units will charge directly toward the Sherman with the intention of destroying it with mines and other anti-tank weapons.

Grant: What goals drive the AI?

Mike: That’s simple – to stop the player from achieving their objectives, preferably by destroying the Sherman! There main focus is that and the Japanese fanaticism really drives that part of the game. From banzai charges to other suicidal tactics.

Grant: What type of experience does it create?

Mike: I like to think it creates a pretty realistic experience in terms of not always having clear line of sight, not always being able to do exactly what you want to do, and facing the possibility of being hit at any time. Movement can also be frustrating, especially when trying to land on the beach from shallow water. Whilst straightforward, it tries to create a feeling of being confined in a tank which feels quite safe in some respects, being well-armed and well-armored, and yet very precarious in other respects.

Grant: How does the player have some degree of control over the level of risk they wish to take?

Mike: The player rolls dice to establish what actions they have available to them for the game turn. The number of dice depends on the terrain the tank is on and the crew members which are still alive. The player can mitigate risk by positioning the tank on ‘safer’ terrain, keeping the commander inside the tank, not moving too close to enemy lines of sight, trying to flank the enemy and taking note of the type of events that can occur at the end of each turn. In fact, there is an awful lot to think about, and it is easy to leave your tank more vulnerable than it needs to be, but practice makes perfect I guess!

Grant: How do Events come into the game? What do these Events represent?

Mike: Events occur at the end of a turn and are randomly generated by a die roll on a chart. They represent things over which the tank crew cannot have full control, although the player can mitigate this risk to a degree. Some of these Events only occur under certain circumstances, and the player can choose to ensure that these circumstances are not satisfied if they want to be more cautious.

Grant: Can you share with us some examples of these Events? Also how the effects can be mitigated?

Mike: Examples include enemy sniper and mortar fire, mechanical failure, enemy reinforcements and mines. In terms of mitigation, an example would be that the Commander cannot be hit by sniper fire if he is safely inside the tank.

Grant: How does the game include a mechanism to reflect US casualties in the theater?

Mike: Many of my games have turn counters to act as a timer. Lone Sherman did not have that, and neither does this sequel. However, the game does reflect the fact that there were obviously thousands of other US forces on the island which were the subject of horrific enemy fire. Each turn, the player rolls dice to determine the rate at which general US casualties increase. They are likely to increase more quickly if there are more enemy units on the map at the time. This gives the player an incentive to keep attacking, even when they may prefer to sit back and hide, because if those casualties get too high, the game ends in defeat.

Grant: How does the player prepare the book game for play?

Mike: The book includes a counter sheet as its final page which can be removed or downloaded from the files section of It is relatively easy to stick this to medium card and cut out the counters. They can then be used directly on the maps included in the book, or again the maps can be downloaded from Personally, I print the counters onto an A4 printer label, stick it to card and cut them up with scissors. I then open the book, pressing the spine down firmly to flatten it, and then use the counters on the maps in the book.

Grant: Where can they get advice on how best to do this?

Mike: People can see me make counters and play all my games on my YouTube channel – Mike Lambo Solitaire Book Games.

Grant: What is the makeup of the Japanese enemy units? What different type of units are represented?

Mike: There are heavy artillery units which are static and represent large guns in huge concrete bunkers. Whilst they can take out the Sherman if it moves in front of them, they are mainly there to cause general US casualties. Anti-tank artillery units do move and will turn to face the Sherman so are more dangerous in that respect. Japanese Type 95 and Type 97 tanks move around the map and whilst they are fairly weak, they can certainly cause serious damage if underestimated, especially against the Sherman’s weaker side and rear armor. Finally, infantry units with anti-tank weapons will only attack the Sherman when up close but if that is allowed to happen they can pack a real punch.

Grant: What crew members are represented in the game? What different abilities do they have?

Mike: The usual five Sherman crew members are present here. The Commander is in charge and can pop open the hatch if the player decides that is a good idea. He gives movement and attacking bonuses and also bonuses as one of the end of turn events. The Gunner and Loader provide attacking bonuses, including firing and loading the main gun and firing the machine guns (crucial to keep the Japanese infantry at bay). The Driver and Assistant Driver provide movement bonuses and machine gun bonuses too. It is fair to say that losing any crew member is a significant disadvantage.

Grant: If a crew member is KIA how does the player makeup for their absence?

Mike: Fortunately, losing a crew member will not generally mean that the tank cannot move or fire – it can still undertake its basic operation – it will simply be less efficient in doing so. Losing a crew member will often mean that the player will need to take more risks with popping their Commander out of the hatch to help with movement and attacking, something they will often rather not be doing.

Grant: How does the player make an attack?

Mike: Attacks consist of firing the main gun or firing the machine guns. The main gun must be loaded each time it is fired. Attacks are carried out by rolling dice with the target number being determined by several factors including the target unit and terrain features. Attacks using the main gun must hit and then cause damage. For attacks made against the Sherman it is also necessary to determine what type of damage has occurred.

Grant: What different types of damage can be taken?

Mike: The main damage caused to the Sherman is that it will be set on fire. This results in a ‘fire test’ each turn which can cause more damage or the destruction of the Sherman (and defeat for the player). The more fire damage the Sherman has, the more likely it will be destroyed. Fortunately the fire level can be reduced by the crew using an extinguish action. The tank can also be immobilized and the turret can be damaged (both of which can be repaired). In addition, crew members can be killed in action.

Grant: What is the general Sequence of Play?

Mike: There are seven phases to each turn. The player gets to decide where the Commander is going to be for the turn, either out of the hatch or inside the tank. The Sherman then gets to operate and the crew get to perform various actions. The fire check takes place then before the Japanese units get to activate, and general US casualties are determined, with the events occurring at the end of the turn.

Grant: How many different scenarios are included?

Mike: There are 12 scenarios with individually designed maps, enemy force compositions and objectives for each one.

Grant: How do they create a campaign?

Mike: The 12 scenarios are split into four sets of three and each of the four sets can be played as a campaign, with the player taking their Sherman onto the next scenario as they successfully complete each one, generally retaining the situation the tank is in, with some minor recovery opportunity between scenarios.

Grant: How do players achieve victory?

Mike: By completing the scenario objectives (or all three scenario objectives if playing a campaign). These usually involve clearing a map of enemies, or of a certain type of enemy, or simply finding a clear passage through the mayhem.

Grant: What do you feel the design excels at?

Mike: That feeling of having control over a Sherman and making things work and feeling relatively safe, until it all goes horribly wrong!

Grant: What other designs are you currently working on?

Mike: I’m always working on several designs at any given time. A couple are in the early stages but I do have a relatively advanced Eastern Front ‘Battles’ game which I hope will be ready for publication later this Spring.

Thank you so much for your time in answering my questions Mike. We very much appreciate it. I have purchased this game and will get it to the table soon and look forward to sharing my thoughts.”

+infos(fonte): LINK

+infos(amazon livros): LINK

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Probabilidades em jogos de tauleiro

Encontrei este post sobre probabilidades em jogos de tabuleiro. Interessante como uma introdução simples a este mecanismo.

Board games have always been a cherished pastime for friends and family. Whether you are navigating the dynamic world of Settlers of Catan, amassing property in Monopoly, or orchestrating epic battles in Risk, one common element consistently adds excitement and unpredictability to these games: dice. The roll of the dice often determines the outcome of the game, and having this understanding of probability can transform every move into a strategic calculation.


Defining Probability
In the context of board games, this event is often the result of a dice roll. Dice typically has a specific number of sides, most commonly six. When you roll a standard six-sided die, each face has an equal chance of landing face up, which is 1/6.

In the world of board games, probability is a fundamental concept. It governs a significant portion of the game’s mechanics, with dice rolls determining everything from player movement to battle outcomes and resource acquisition. So, let’s see how these principles come to life in two iconic board games.

Methodology: Probability at Play
To better understand how probability works in these board games, let’s delve into the methodology of calculating probabilities and their application.

Calculating Probabilities in Monopoly:
To calculate the probability of rolling a specific number in Monopoly, we can use a simple formula. The probability of rolling a number N with two six-sided dice is calculated as follows:

Probability(N) = (Number of ways to roll N) / (Total possible outcomes)
In Monopoly, for example, if we want to calculate the probability of rolling a 7, there are six ways to do so (1+6, 2+5, 3+4, 4+3, 5+2, and 6+1). As there are 36 total possible outcomes when rolling two six-sided dice (6 sides on the first die * 6 sides on the second die), the probability of rolling a 7 is 6/36, which is 1/6.

Calculating Probabilities in Risk:
In Risk, understanding the probability of winning a battle can be a bit more complex due to the use of multiple dice. To calculate the probability of winning a battle, you need to consider the number of armies involved on both sides and the type of dice being used (red for the attacker, white for the defender).

The probability of winning a battle can be calculated as follows:
Determine the number of armies involved on both sides (Attacker and Defender).
Based on the number of armies, select the appropriate number of dice. Attackers typically roll either 1, 2, or 3 dice, while defenders usually roll either 1 or 2 dice.
For each combination of dice rolled by the attacker and defender, calculate the probability of the attacker winning and the defender winning.
Sum the probabilities of all the combinations where the attacker wins to find the overall probability of the attacker winning the battle.
This process can be complex, especially when dealing with larger armies and more dice, but it provides players with a way to make informed decisions about attacking or defending territories.

An Example in Risk: Calculating Battle Probabilities
Let’s illustrate this methodology with an example in Risk. Suppose you are the attacker with three armies, and your opponent is the defender with two armies. You decide to use two red dice as the attacker, and your opponent uses one white die as the defender. How do you calculate the probability of winning this battle?

Step 1: Determine the number of armies involved.
Attacker: 3 armies
Defender: 2 armies

Step 2: Select the appropriate number of dice.
Attacker: 2 red dice
Defender: 1 white die

Step 3: Calculate the probability for each combination of dice outcomes.
To calculate the probability for each combination, you need to compare the highest value rolled on the attacker’s dice to the highest value rolled on the defender’s die.
Attacker rolls [2, 4]
Defender rolls [3]

In this combination, the attacker wins because the highest value rolled by the attacker (4) is greater than the highest value rolled by the defender (3).
Attacker rolls [1, 5]
Defender rolls [6]

In this combination, the defender wins because the highest value rolled by the defender (6) is greater than the highest value rolled by the attacker (5).
Attacker rolls [6, 6]
Defender rolls [4]

In this combination, the attacker wins because the highest value rolled by the attacker (6) is greater than the highest value rolled by the defender (4).
Step 4: Sum the probabilities of all the combinations where the attacker wins.
In this case, there are two combinations where the attacker wins: [2, 4] and [6, 6]. To find the overall probability of the attacker winning the battle, you add the probabilities of these two combinations.

Probability of Attacker Winning = (Probability of [2, 4] winning) + (Probability of [6, 6] winning)

This process yields the final probability of the attacker winning the battle, which helps you make an informed decision about whether to proceed with the attack.

The roll of the dice is the heartbeat of many board games, injecting a dose of unpredictability into every move. Whether you are acquiring properties in Monopoly or participating in epic battles in Risk, understanding the underlying probabilities can transform your gaming experience. Probability offers a framework for making informed decisions, helping you maximize your chances of success and minimize your risks.

In the world of board games, as in life, the dice of destiny are never entirely predictable. However, with a grasp of probability and a strategic mindset, you can navigate the twists and turns of the game board with confidence. So, the next time you gather for a game night with friends and family, remember that the roll of the dice is not just a random event; it’s an opportunity to exercise your strategic prowess and make every move count in the pursuit of victory. Embrace the dice of destiny, and let them be the guiding stars of your board game adventures.

+infos(fonte): LINK

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Podcasts sobre game design



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A Guerra dos Dois Irmãos 1828-1834, um jogo de tabuleiro

Encontrei uma publicação indireta numa rede social a referência a um jogo de guerra que teve a colaboração de um português. Foi publicado na empresa Wo Fun Games com o titulo de “A Guerra dos Dois Irmãos 1828-1834” e da autoria de Sérgio Veludo Coelho. De acordo com o autor:
“A Batalha de Ponte Ferreira foi um confronto entre tropas liberais e miguelistas travadas em 23 de julho de 1832 em Ponte de Ferreira, na freguesia de Campo, concelho de Valongo no contexto do Cerco do Porto durante a Guerra Civil Portuguesa (1828-1834).
O combate ocorreu em torno de uma antiga ponte de granito pela qual o exército Liberal pretendia atravessar o Rio Ferreira. O exército Miguelista era composto por cerca de 15.000 homens e o Liberal por cerca de 8.000 homens, perfazendo um total de cerca de 23.000 soldados em combate. Nas últimas campanhas da Guerra Civil, já no Sul de Portugal, ocorreram outros confrontos em campos de batalha entre Liberais e Miguelistas, como a Batalha da Asseiceira, que ocorreu na vila de Asseiceira, perto de Tomar, em 16 de Maio de 1834, envolvendo mais de 12.000 homens. Além do grande número de mortos e feridos, os absolutistas deixaram 1.400 prisioneiros nas mãos do Exército Liberal. Esta batalha pôs fim ao reinado de D. Miguel, obrigado a retirar-se para Évora Monte, onde foi assinada a paz e de onde o monarca partiu para o exílio. Para uma abordagem mais avançada deste jogo, como o Cerco do Porto, um momento decisivo da Guerra Civil, as Regras Avançadas de Andy Callan são completamente adequadas para recriar as operações de cerco, ataques, manobras defensivas e outras questões exigentes deste tipo de guerra”

Este formato de jogo de tabuleiro tem dois tipos de impressões, de 18mm (75 euros) ou de 28mm (150 euros), apenas muda o formato físico. Não conhecia o formato e achei super interessante, gostava de jogar para experimentar! É possivel aceder gratuitamente às regras, basta fazer um registo, eu fiz e tive acesso a este LINK

+infos(wo fun games):

+infos(oficial): LINK

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Clash – D-Day Special edition, um jogo WW2 de tabuleiro

Ainda está a decorrer a campanha do jogo de tabuleiro “Clash – D-Day Special edition”. Trata-se como o titulo sugere de um jogo de tabuleiro para duas pessoas que coloca em confronto os aliados vs alemães. De acordo com o autor o jogo:
“Clash – D-Day Special edition is a beautiful, turn-based board game for 2 players, that is set during the longest day in history, D-Day. Take control of the Allies and Axis forces and get ready to conquer the necessary beachheads. Outwit your enemy, make tactical decisions and think ahead. Prepare, get on board and take action in the greatest seaborne invasion that changed history!”

O custo do jogo são 59 euros +  +-12 euros de portes. Apoiei a primeira campanha com o Clash of the Ardennes, pelo que vou dispensar esta para já!!


+infos(campanha): LINK

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2GM Tactics, France & Total War, um jogo WW2 de tabuleiro

Já ando a olhar para este jogo de tabuleiro há algum tempo. Foi criado ali no país ao lado e novamente o tema é interessante. Não sou grande fã do design do jogo, mas pelo que estive a ler acho que não é por esse motivo que não iria adquirir. A campanha ainda decorrer com suporte a duas expansões: 2GM Tactics Deluxe + 2 Expansions (France e Total War). O jogo base, 2GM Tactics Deluxe tem um custo aproximado de 51 euros mais portes, mas nesta campanha anda por perto de 79 euros + portes e vat (talvez a rondar os 100 euros). Estas não são as primeiras expansões do jogo, existem outras como é o caso de UK, ITALY e GERMAN REINF.

Não comprei porque neste caso só me interessava o jogo base e está um pouco caro para aquilo que tenho nesta altura disponibilidade.

+infos(campanha): LINK




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Okinawa: The Last Battle of World War II, um jogo WW2 de tabuleiro

Esteve em campanha este jogo Okinawa: The Last Battle of World War II, um jogo de cartas, solitário e com um custo aproximado de +-29 euros já com portes.
Apesar do tema ser interessante, de não ter encontrado outro jogo com este tema/cenário,, achei um pouco caro e já tenho aí outros em vista para este 2024 do Mike Lambo (dois livros).

Mas fica aqui registada esta referência que pode ser que a encontre mais tarde à venda ou em segunda mão!!

+infos(campanha): LINK


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RNJam’24 – GameMaker Edition

RNJam’24 – Gamemaker Edition

O NCGM tem o prazer de anunciar uma nova edição da RNJam, desta vez com o apoio da Opera e em colaboração com a Game Dev Lisbon, dias 21 a 23 de Junho de 2024 na FEUP.
Uma Game Jam não é só um evento onde podes te desafiar a desenvolver um jogo em 48h, mas também uma oportunidade única de te inserires numa comunidade de mentes criativas!
Nesta game jam especial, terás de criar o teu jogo na engine Gamemaker com o tema de aleatoriedade e um segundo tema relevado no dia do evento. Inscreve-te com uma equipa de até 5 membros ou sozinho e nós trataremos de completar a equipa.
Para além da Game Jam, teremos um momento de convívio organizado pela Game Dev Lisbon e Gamemaker: GameMaker Portugal Meetup – BRUNCH EDITION (LINK) que não podem perder! (+info no formulário de inscrição)
Inscrições através do LINK () até dia 19/06. Mais informações serão divulgadas em breve. Estejam atentos às nossas redes sociais e não percam tempo, inscrevam-se já!

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a empresa Synty POLYGON

A empresa Synty, com os seus clássicos assets com o carimbo POLYGON, está com uma promoção em todos eles durante os próximos 7 dias.

Do que eu gosto e tenho seguido os preços estão bons, nomeadamente:
POLYGON – War Pack, 34,88 euros – LINK
POLYGON – War Map – WWI, 29,05 euros – LINK
POLYGON MINI – City Pack, 23,24 euros – LINK
POLYGON MINI – Fantasy Pack , 23,24 euros – LINK
Simple Racer – Cartoon Assets, 34.87 euros – LINK
Simple Roadwork – Cartoon city, 11,62 euros – LINK
Simple Trains – Cartoon Assets, 23.24 euros – LINK

são alguns dos exemplos que estão em promoção!!


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referências do tema “Games for Change”

Canal de you2be: comunidade/conferência “Games for Change” – LINK


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acerca de probabilidades

referências acerca de probabilidades em jogos, com exemplos de jogos de tabuleiro..

Probability Examples and Solutions

BLOG, “Roll More to Win More”

Ferramenta McDie

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Novos Talentos FNAC 2024

Este ano os vencedores dos Novos Talentos FNAC 2024, na categoria de videojogos foram:
Vencedor – Bruno Kuipers, “WhileAwayGame
Menção honrosa – Solange Margarido, Daniel Margarido, Guilherme Silva, Beatriz Araújo (“Codename: GOD”)
Menção honrosa – Guilherme Gama e Bruno Mascarenhas (“Beyond The Board”)


“Codename: GOD”

“Beyond The Board”

Este anos o júri foi composto por:
Ricardo Fontes, João A. de Matos, André Santos e Miguel Dias

+infos(oficial): LINK

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Humble Software Bundle (campanha)

Uma campanha com vários ficheiros de ambientes gráficos, personagens, para o Unreal e alguns (poucos) para o Unity, “Epic Environments Mega Bunde Unreal engine & Unity Bunde Create your fantasy world“ em que:
“Bring the fantasy world of your dreams to life in your Unity or Unreal Engine game project with this massive bundle of assets! From bustling medieval urbanscapes to ancient temple environments teeming with mystery and majesty, you’ll get tons of modular assets with which to craft play spaces that’ll enchant and transport your players. Also included are a host of characters and props to help make your environments feel convincing and lived-in”.
Da lista faz parte:
“Modular Medieval Environment
Ancient Temple Environment
Mountain Grassland Environment 2×2 km
Medieval Street Pack
Fantasy Giant’s – Modular Male with Randomization
Northern Island Pack 4×4 km
Forest Environment
Lake Houses Pack
Medieval Castle Environment
Medieval Tents & Camping Props Pack
Medieval Village Houses Pack
Medieval Village Megapack with Interiors
Medieval Windmill with interiors
Procedural Oak Forest
Modular Ancient Temple Environment – UNITY
Medieval Village Megapack with Interiors – HDRP – UNITY
Medieval Street Environment – UNITY
Modular Sorcerer – Male Humans – Fantasy Collection
Mercenary – Medieval Female Set
Mercenary – Male Humans – Fantasy Collection
Undead Knight 01 – Draugr Undead Zombie Monster Set
Medieval Village Props Package
Modular Middle Eastern Village Environment
Medieval Village Megapack with Interiors – UNITY
Old Village Houses Pack
Ancient Cave Ruins
Corpse Bandit – Draugr Undead Zombie Monster Set”

+infos(oficial): LINK

Uma campanha com vários ficheiros de áudio que podem ser usados de forma gratuita, “Epic Royalty-free Musica Collection vol.2“ em que:
“Looking for the perfect soundtrack to accompany your next project? Composer Joel Steudler invites you on a sonic journey with this colossal collection of royalty-free music from his intensive catalog! From entrancing synthwave to bombastic tunes perfect to make an impact in your trailer, this collection is packed with tracks suitable for films, games, or whatever you’re working on!”.
lofi Vapor
Sci-Fi Cyberpunk
Sci-Fi Orchestronica
Guitar Energy
Neoclassical Strings
Piano Moods
Retro Games
Trailer Power Vol 2
Trailer Power Vol 1
Hollywood Action
Devious Dramedy
lofi Chill
World Traveller
Cinematic Drama
Fantasy Atmosphere
Horror Atmosphere
Powerful Percussion
Sci-Fi Atmosphere

+infos(oficial): LINK

Uma campanha sobre a documentação de suporte para o desenvolvimento de videojogos, “Royalty-free 001 Game Creator Stem Bundle“ em que:
“Dream of creating a game but don’t know where to start? 001 Game Creator is here to help you bring your ideas to life! This powerful, versatile, and easy to use game engine employs graphically assisted scripting to get your concepts in motion quickly without any prior coding knowledge. Get access to the engine, along with full-featured expansion kits for a variety of game genres that’ll give you a valuable head start on your projects! You’ll also get a wealth of tutorials to teach you the ropes, plus a collection of handy worksheets to help get your designs and concepts in shipshape.”.
e da lista surgem:
001 Basics E-Book + E-Learning Home Assignments
001 Resource E-Book + E-Learning Home Assignments
001 Game Creator – Point & Click Adventure
001 Game Creator – Visual Novel
001 Game Creator – Step Dungeon Maze Kit
001 Game Creator
SoftWeir Game Design Documentation Builder
SoftWeir Project Management Documentation
SoftWeir World Design Worksheet
SoftWeir Map & Dungeon Design Worksheet
SoftWeir User-Interface Design Worksheet
SoftWeir Character & Animation Design Worksheet
SoftWeir Story & Storyboard Design Worksheet
SoftWeir Script & Logic Design Worksheet
SoftWeir Item Design Worksheet
SoftWeir Weapon & Armour Design Worksheet

+infos(oficial): LINK

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POLYGON assets, para Unity e Unreal (promoções)

De vez em quando dou um salto ao web site da Synty® Studios para ver as novidades e possíveis promoções. Vou deixar aqui este post para verificar como anda o histórico das promoções destes assets:

POLYGON – War Pack, 58.23 euros

POLYGON MINI – Fantasy Pack, 11.64 euros

POLYGON MINI – City Pack, 11.64 euros

POLYGON – War Map – WWI, 14.57 euros

POLYGON – Dungeons Map, 87.37 euros

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Livros em destaque em maio’2024

Understanding Video Games 5th Edition por Simon Egenfeldt-Nielsen, Jonas Heide Smith e Susana Pajares Tosca

The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming.
This book introduces students to both the major theories used to analyze games, such as ludology and narratology, and the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, this student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and “serious” games. This new edition includes updates to the history, statistics, and developments in the vast game studies landscape throughout. The book has been expanded with additional theory, research, and insights from scholars around the world, making it more inclusive and broadening its global perspective.
Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, Understanding Video Games, Fifth Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment, education, and society.

Um livro a ler, deve ter algumas histórias bem interessantes.

+infos(amazon): LINK

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Humble Software Bundle (campanha)

Uma campanha de assets para jogos low poly, “LowPoly Game Dev Bundle“ em que:
“Nail the evocative retro look of the 32-bit era in your next project with this bundle of low-poly game assets, usable on Unity, Unreal, and other game engines big and small! You’ll get thousands of individual assets across dozens of themed packs, allowing you to create everything from awe-inspiring futuristic space colonies, to post-apocalyptic ruins teeming with hazard—plus, all the props you need to bring them to life! Everything in this bundle is in FBX format, so you’ll be able to integrate it all seamlessly, regardless of your workflow.”.
e da lista surgem:
Low Poly Sci-Fi Pack
Post Apocalyptic Low Poly Pack
POLY – Nature Pack
POLY – Mega Construction Kit
POLY – Mega Survival Kit
Western Low Poly Pack
War Low Poly Pack
POLY – Survival Vehicles Modular
POLY – Survival Subway
POLY – Sci-Fi Sandbox Kit
POLY – Military Shooting Range
POLY – Megapolis City Pack
POLY – Mega Weapons Kit
POLY – Mega Survival Tools
Pirate Low Poly Pack
Low Poly Terrain Pack
Low Poly Modular City Pack
Horror Low Poly Pack
Futuristic Low Poly Pack
Forest Low Poly Pack
Winter Environment Low Poly Pack
Survival Low Poly Pack
POLY – Wild West
POLY – New York City Modular
POLY – Mega Survival Melee Weapons
POLY – Mega Survival Food
POLY – Mega Medical Kit
Low Poly Interior Pack
Food Low Poly Pack
Fantasy Low Poly Pack
Vehicle Low Poly Pack
Sci-Fi Weapons Low Poly Pack
POLY – Lite Survival Forest
POLY – Lite Survival Collection
POLY – Houses
Low Poly Planets Pack

+infos(oficial): LINK

Uma campanha de assets para jogos do género RPG intitulada “Gamedev Market’s RPG Adventure essentials“ em que:
“Game makers, get ready to supercharge your 2D creations with this massive bundle, overflowing with pixel-perfect assets ready to drop into your next project! You’ll get dozens of versatile tilesets, from somber cyberpunk cityscapes to idyllic medieval villages, allowing you to bring the worlds in your imagination to life. Populate them with a vast array of diverse characters, fearsome monsters, and charming critters, and add the finishing touches with slick icon packs, sound effects, and retro-inspired music.”.
e da lista surgem:
Medieval Fantasy SFX Bundle
2D Customisable Characters For Unity
Ultimate RPG Music Collection
Omega Modern Graphics Pack
Cyberpunk Tileset For RPGS
High School Tileset For RPGS
Modern Interiors Tilesets For RPGs
Modern Tileset For RPGS
2D Icons Total Pack
2D Icons Picto Total Pack
Retro Game SFX Bundle
Sci-Fi Frontiers Tileset For RPGS
Admurin Items Mega Pack A
Monster Mega Pack B
Sci Fi RPG Tiles and Characters Pack
Perspective RPG Top Down 8×8
Demonic Dungeon RPG Top Down 16×16
Farming Character Sprites
Interior 16×16 Tileset
Fortress 16×16 Tileset
Grasslands 4 Seasons 16×16 Tileset
Village & Winter Village 16×16 Tileset
Forest 4 Seasons 16×16 Tileset
Frozen Caves 16×16 Tileset
Dark Castle 16×16 Tileset
Magma Dungeon 16×16 Tileset
Cellar 16×16 Tileset
Mountains & Winter Mountains 16×16 Tileset
Houses & Winter Houses
Abandoned Mines 16×16 Tileset
2D Hand Painted Extra Objects Tileset
2D Pixel RPG Icon Pack
RPG Casual Weapon
Mini Medieval 8×8
2D Hand Painted Interior Tileset
2D Hand Painted Grassland Tileset
2D Hand Painted Town Tileset
Micro Venture RPG Top Down 4×4
Another Perspective RPG Top Down 8×8
Animals RPG Sprites
Demonic Dungeon Frozen Cavern RPG Top Down 16×16
Demonic Dungeon Haunted Temple RPG Top Down 16×16
Mini Medieval Kingdom Interior 8×8
Mini Medieval Arctic 8×8
Mini Medieval Ocean 8×8
Mini Medieval Desert 8×8
Radiant Dungeon 16×16
Animals RPG Sprites 2
Pixel Animations and Effects Pack

+infos(oficial): LINK

Uma campanha para a aprender a trabalhar com o Godot com o titulo “Learn to Make Games in Godot 4.0 – GameDev.TV“ em que:
“Been sitting on your game dev ambitions? Jump on this bundle of online courses from, packed with expert instruction on the skills you need to develop both 2D and 3D games using Godot 4. Learn the fundamentals of game mechanics, animation, scripting, and more with courses dedicated to both 2D and 3D game development. Spread your wings with specialized courses covering topics like C#, multiplayer and mobile game development, and more”.
e da lista surgem:
Complete Godot 2D Course: Develop Your Own 2D Games Using Godot 4
Complete Godot 3D Course: Develop Your Own 3D Games Using Godot 4
Godot 4 C# Action Adventure Course: Build your own 2.5D RPG
Godot 4 Multiplayer Course: Make Your Own Online Game – EARLY ACCESS
3D Dungeon Tileset & Asset Pack
Arcane Accessories 3D Asset Pack
Dungeon Expedition Essentials 3D Asset Pack
Master Mobile Game Development with Godot 4 Course: From Concept to App Stores
Godot Game Controller
Godot 4 Shaders Course: Craft Stunning Visuals

+infos(oficial): LINK

Uma campanha de assets para ajudar no desenvolvimento de videojogos, com o titulo “Unreal and Unity Assets Giga Bundle – Leartes Studios“ em que:
“Game devs, get ready—this mind-blowing bundle is about to exponentially explode the quantity of creative options at your disposal. Inside you’ll find dozens of asset packs, tools, and more, for Unreal Engine and Unity, ready to plug into your projects and accelerate your process of game creation. You’ll get a vast array of 3D models, textures, and interactive elements to help you craft stunning environments, from post-apocalyptic settings, to vibrant urban landscapes. Also included are fully-rigged characters and creatures, drivable and animated vehicles, sound and visual effect packs, and much, much more”.
e da lista surgem:
Military Base Megapack
Steampunk Victorian Megapack
Industrial Harbour
Dark Medieval Megapack
Ultimate Level Art Tool
CyberPunk Laboratory
Roman Temple Ruins
Havana Street Environment
Old Workers Village
Baroque Cathedral Environment
Fighting Stage Environment
Abandoned Chemisty Classroom
CyberPunk / Sci – Fi Apartment Interior
Stylized Christmas Town
Island Castle Environment
Stylized Countryside House
Stylized Cyberpunk Arcade
Stylized Wizard Room
Warzone VFX Pack (Unreal Engine)
Post Apo Diner SFX
SFX Soulslike
Driveable / Animated Construction Truck 02
Driveable / Animated Construction Truck
Driveable / Animated Excavator ( Material Variations )
City Scooter – Rigged/BP Controllable w/Skins
Military Helicopter – Rigged/BP Controllable w/skins
Cyberpunk Holograms / Neon Set ( Set of 33 Holograms )
Military Exterior Pack
Cyberpunk Assault Rifles
SUV 01 Driveable / Animated / Realistic
Classic Limousine / Driveable / Functional
Playground Equipment VOL.2
Playground Equipment VOL.1
Western Town Environment
Bowling Alley
English Cottage Interior
Wetland Sanctuary Environment
Office Corridor Environment
French Quarter Street
Motorbike Shop Environment
Stylized Desert Town
VFX Explosion (Unreal Engine)
SFX Retro Police Station
FPS 4K Custom Modern Handguns – VOL.1
(5) FPS 4K Custom Modern Shotguns – VOL.1
Post Apocalyptic Melee Weapons VOL.4
Driveable / Animated Excavator / Dozer ( Material Variations )
Police Character / NPC
1950s Businessman / Mafia Character / NPC / Rigged
Material Assignment Tool
Cyberpunk Street Lights
Classic Tram / Functional
Driveable / Animated Retro Cyberpunk Hover Car 02
Modeling Tutorial
Stable Environment
Stylized Cavern Mahal Environment
Water VFX (Unreal Engine)
SFX Warzone
Object Distribution Tool
Unreal Engine 5 Level Tutorial 1 (Time lapse tutorial)

+infos(oficial): LINK

Uma campanha de assets e ferramentas para ajudar no desenvolvimento de videojogos no Unreal, com o titulo “Unreal Engine Spring Essentials – Utility Bundle“ em que:
“Game devs, are you ready to take your Unreal Engine project to the next level? This extensive collection offers a diverse array of assets and tools touching virtually every facet of game creation. You’ll get a dizzying array of ready-to-use Unreal Engine assets, redeemable on the Unreal Marketplace. With new and existing releases from Yarrawah Interactive, Dekogon, Freshcan3D, Mocap Online, Meshingun, Iraisynn Attinom, Night Times, BVG, SERLO, Jumpzoid and Maksim3D!”.
e da lista surgem:
Realtime Designer: Lighting Kit
Ultra Volumetrics
Survival NPC – Sarah “Sal” Jacobs
Critters VOL.2 – Crows & Seagulls (Nanite and Low Poly w/Particle)
FPS Automatic Rifle 01 Animations
Intelligent Traffic System
Buildings VOL.8 – Commercial Doors (Nanite & Low Poly)
Leclerc AMX56 – Advanced Tank Blueprint
Barnyard Megapack (Barn, Barn Props, Farm Environment)
Stylized Domes Shader
Foliage VOL.6 – Broom Bushes (Nanite and Low Poly)
Foliage VOL.11 – Bushes (Nanite and Low Poly)
Foliage VOL.8 – Dead Trees (Nanite and Low Poly)
Procedural Oak Forest (Winter Forest, Spring Forest, Autumn Forest)
Mobility Basic – MoCap Pack
Boxing – MoCap Pack
Rifle Basic – MoCap Pack
Pistol Starter – MoCap Pack
Foliage Pack
Echoes of Adventure: Set 2
Audio Odyssey: Vol. 2
Ambient Systems – Loop Set: Vol. 2
Ambient Systems – Loop Set: Vol. 3
FPS Pistol And Knife Animations
Stylised Barrier Shader
Foliage VOL.10 – Yard Plants (Nanite and Low Poly)
Foliage VOL.7 – Ash Trees (Nanite and Low Poly)
Russian T-55A Battle Tank – Advanced Tank Blueprint
Two Pack – Blacksmith & Knight – Male Humans – Fantasy Collection
Book Generator
56 Animations For Creatures
Blutility Production Tools – Material Functions
Termite Mounds – Vol 1
Modular Suburban Metal Fence
First Person Base Arms Vol. 1 – Skinny Male
Dry Animal Bones – Photoscan Vol 2.
Animal Dung/Feces – Horse and Cow – Photoscan Vol 3.
Flag Generator
Cardboard Props Vol1
Echoes of Adventure: Vol 1
Audio Odyssey: Vol. 1
Ambient Systems – Loop Set: Vol. 1
FPS Automatic Gun Animations
Weapon And Shield Animations
Hologram Shader
Developer Tools
Fences VOL.2 – Farm and Town Modular (Nanite and Low Poly)
Foliage VOL.9 – Coyote Bushes (Nanite and Low Poly)
Buildings VOL.5 – Doors (Nanite and Low Poly)
Toolset Collection – Vol 1.
Desert Embankments – Photoscan Vol 4.
Warrior – Viking Male Set

+infos(oficial): LINK

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Ofertas de trabalho (em maio)

Procura-se um Game Designer (Setubal/Portugal) pela Kwalee, no modo hibrido, em que:
“As Game Designer you will be creating fun, exciting mobile game experiences with creative input from the initial pitch to the global launch. You will work closely with our design and mobile games teams and report to our Lead Game Designer.

Working as part of the design team, taking responsibility for multiple mobile game projects, from an initial pitch all the way to global launch.
Keeping track of market trends and coming up with game ideas that will be well received by the ever-changing hybrid casual gaming audience.
Designing compelling game mechanics using modern mobile design principles. Creating, balancing and tuning game mechanics, game difficulty and UI flow.
Creating levels and additional content using Unity, for new and existing games.
Evolving and adapting game designs based on play testing, feedback and live metrics.
Driving long term player engagement by understanding mobile players needs and motivations.

A minimum of 2 years experience in a game design role with at least one published relevant game.
Strong written and verbal communication skills.
Ability to work creatively in a demanding team environment.
Absolute passion for playing and making video games, especially mobile games.
Strong creative ideas and imagination, able to entertain players with challenges, humour, surprises and fun.
Positive attitude, self driven, able to work alone or as part of a team.
Knowledge of mobile free-to-play game monetisation and advertising techniques.
Based in one of our office hubs, following our hybrid model with 3 days per week on-site. ”
+infos(oficial): LINK

Procura-se um Senior Game Designer (Setubal/Portugal) pela Kwalee, no modo hibrido, em que:
“As a Senior Game Designer you’ll be working closely with our Design Team to make our games as fun as they can be with responsibility for multiple mobile game projects, creating game design documents, diagrams and flowcharts. You will work closely with our design and mobile games teams and report to our Design Director.

Working as part of the design team and working closely with them to make our games as fun as they can be.
Taking responsibility for multiple mobile game projects, creating game design documents, diagrams and flowcharts.
Designing compelling game mechanics using modern mobile design principles.
Creating, balancing and tuning game mechanics, game difficulty and UI flow.
Creating levels and additional content using Unity, for new and existing games.
Evolving and adapting game designs based on play testing, feedback and live metrics.
Driving long term player engagement by understanding mobile players needs and motivations.

A minimum of 5 years experience in a game design role with at least one published relevant game.
Strong written and verbal communication skills.
Knowledge of mobile free-to-play game monetisation and advertising techniques.
Ability to work creatively in a demanding team environment.
Absolute passion for playing and making video games, especially mobile games.
Strong creative ideas and imagination, able to entertain players with challenges, humour, surprises and fun.
Positive attitude, self driven, able to work alone or as part of a team.”
+infos(oficial): LINK

Procura-se um Game Designer (Lisboa/Portugal) pela Arkadium, no modo presencial, em que:
Communicate, pitch, and prototype engaging core game mechanics;
Articulate strong visions and guidelines for content and level design to meet retention and revenue targets;
Add specific tasks on level design and content;
Collaborate with Game Producers, Engineers, Artists, and other key stakeholders to define project design specifications and system mechanics;
Manage game economies and develop monetization strategies in collaboration with product management;
Continuously optimize games for both short- and long-term retention, focusing on improving KPIs;
Ensure game quality aligns with Microsoft brand standards and customer satisfaction;
Contribute innovative design ideas across the Games portfolio;
Gather and analyze feedback from various sources to improve products and design processes;
Develop and maintain design documentation for all titles;
Advocate for best practices and standards across all game titles;

3 to 5 years of casual/free-to-play industry experience;
3 to 5 years’ experience in Game Development, focused on Game Design;
Understanding of free-to-play game mechanics and current gaming trends;
Exceptional communication, analysis, and creative thinking skills;
Ability to own game design features from ideation through full production;
Proficiency in game design documentation and ability to clearly articulate features;
Strong project and time management skills to ensure on-time delivery;

Nice to have:
Experience with accessibility
Experience with UX/UI”
+infos(oficial): LINK

Procura-se um Lead Game Designer – Dune Awakening (Lisboa/Portugal) pela Funcom, no modo presencial, em que:
We are looking for you to have:
A bachelor’s degree
5+ years of experience in the game industry working in a game design capacity
2+ years of experience leading/managing a team
Shipped titles in a professional capacity
Extensive understanding of design processes including NPC design, feature design, level design, content design, as well as experience implementing features and content
Passion for leadership and mentoring
Clear, effective communication skills across teams and cultures
Motivation and drive to collaborate and advance positive change in a studio environment
The ability to work diligently while thinking critically and resolving complex issues

In addition, ideally, you might also have:
Experience working on survival or MMO games
Worked on games in a live environment
Enjoys playing survival games
Familiarity with Dune and the Dune IP

We evaluate candidates on an ongoing basis and recommend candidates to apply as soon as possible!”
+infos(oficial): LINK

Procura-se um C++ Game Developer (Lisboa/Portugal) pela Magic Media, no modo remoto, em que:
“We are looking for a C++ game Developer who is self-motivated, goal-orientated, and a strong team player. The ideal candidate will have extensive C++ development experience in games. We are looking for someone who is passionate about the digital content production process and who is willing to work with content creators and engineers of other disciplines to build awesome games.

What you will do:
Maintain and build code using C++ for all assigned work streams
Work on gameplay, UI and networking code
Help provide architectural oversight across the entire application
Collaborate to devise optimal engineering solutions to technical challenges

Knowledge of C++
Understanding of C++ in games and memory optimization
UI and networking code experience
Understanding of fundamentals of game development
Excellent communication skills
Fluent in English

Desirable pluses:
Unreal or Unity experience
Experience working with APIs
Solid technical foundation (e.g. Computer Science / Maths Degree or equivalent) ”
+infos(oficial): LINK

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Evento: Game Dev Sessions (em Óbidos)

Vai decorrer entre os dias 4 e 12 de maio o evento “Game Dev Sessions” na vila de Óbidos, mais especificamente no espaço do Parque Tecnológico de Óbidos. O cartaz já foi publicado com as sessões que vão decorrer mas ainda não existem grandes detalhes sobre outra informações mais específicas. Mas do cartaz já se podem contar com palestras, workshops e outras sessões com os seguintes oradores: António Durão, André Perdiz, Luís Monteiro, Dani Catalina, Josep Pedrós, Alexandre Apolinário, Gustavo Reis, Marco Bettencourt, David Mourato, entre outros..



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Do Fundão para o mundo..

A Camara Municipal do Fundão, faz parte de um consórcio para o estudo de clusters: “GAME-ER project aims to address this gap by studying and analysing six local and regional clusters, each characterised by varying levels of maturity, creativity and specificities. The objective is to understand the factors contributing to the creation, development and maintenance of new game clusters.” Também a empresa INOVA+ – INNOVATION SERVICES, SA faz parte deste consórcio, no seu portfólio já contam mais de 20 milhões de euros com estas parcerias :)

Ainda assim, o objetivo é chegar a fevereiro de 2027 onde vai ser apresentado um relatório sobre o “provável” cluster que existe em Portugal!! será? .. ” local and regional clusters also are key drivers of innovation, growth and cohesion and GAME-ER will fill the gap around the limited knowledge we have about them..”

+infos(oficial): LINK

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7ª Edição das Conversas Gráficas, ISEC

“O Instituto Superior de Engenharia de Coimbra irá realizar a 6ª Edição das Conversas Gráficas, no dia 17 de abril 2023, pelas 14:30, através de videoconferência, com Jorge Ribeiro, realizador e artista 3D.”

+infos(oficial): LINK

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Ofertas de trabalho (em abril)

Procura-se um Game Designer (Lisboa/Portugal) pela Overflow Labs, no modo remoto, em que:
“At Overflow Labs, we’re dedicated to crafting unforgettable multiplayer gaming experiences using Unreal Engine technology. As a small, passionate team, our size is our strength, fostering flexibility, creativity, and a close-knit culture where every voice matters. We are looking for a creative and technically skilled Game Designer who is passionate about building engaging gameplay and enhancing player experiences.

Role Overview
The Game Designer at Overflow Labs will be essential in crafting the gameplay elements and mechanics of our games. This role requires a blend of creativity, technical proficiency, and a deep understanding of player psychology to design fun and engaging game systems.

Key Responsibilities
Design and prototype new game mechanics and systems.
Collaborate with artists, programmers, and other team members to ensure the seamless integration of game design with aesthetics and functionality.
Conduct and analyze player tests to refine gameplay and balance game mechanics.
Document design processes and communicate concepts clearly to the rest of the team.

Ideal Candidate
3+ years of experience in game design, with a strong portfolio demonstrating a range of projects.
Proficient with game development tools, especially Unreal Engine.
Strong understanding of game mechanics and player engagement strategies.
Excellent problem-solving skills and the ability to adapt designs based on feedback.
Strong communication and teamwork skills, capable of working effectively in a remote setting.
Passionate about games and an avid gamer with insights into what makes games successful.”
+infos(oficial): LINK

Procura-se um Senior Game Designer (Oeiras/Portugal) pela MiniClip, no modo híbrido, em que:
“As Game Designer you will be creating fun, exciting mobile game experiences with creative input from the initial pitch to the global launch. You will work closely with our design and mobile games teams . You will report to our Lead Game Designer.

What will you be doing at Miniclip?
Design and craft mission gameplay experiences and game features that deliver strong player engagement, retention, and monetization.
Take ownership of mission gameplay design and implementation, collaborating cross-discipline to create new and exciting scenarios and moment-to-moment gameplay.
Participate as a key member of the product team across the product life-cycle, working on games in production, and live titles, owning and creating high-impact gameplay content updates for our existing portfolio of games.
Plan and execute mission designs within Unity using our proprietary tools and editors, from inception to finished product.
Review and iterate gameplay designs and mission implementation both during production and post-release, incorporating feedback from key stakeholders and directing mission changes to balance game content based on analytics data.
Help identify and deconstruct new markets and opportunities, expanding the portfolio of the company and staying at the cutting edge of the mobile gaming industry.

What are we looking for?
4+ years’ experience of gameplay and systems design, monetisation and live ops on freemium mobile games. .
An excellent knowledge and understanding of gameplay design, complex game economy systems with multiple currencies, and progression systems.
Experience across the product life-cycle, from prototyping, through production, to updating a live free-to-play game.
Strong knowledge of the mobile & social game space, with an exceptional understanding of current design techniques to deliver excellent engagement, retention, and monetisation.
Understanding of and experience with reviewing game analytics, developing insights based on data to make better informed design decisions.
Strong grasp of mobile user-experience design, and ability to consider & empathise with many different types of players.
Creative problem solver, with proven ability to create compelling gameplay.
Relentlessly self-critical always sees the pros and cons of each approach, and works tirelessly to improve design solutions. Prolific with high-quality, well-thought-through proposals. ”
+infos(oficial): LINK


Procura-se um Game Designer (Almada/Portugal) pela Kwalee, no modo híbrido, em que:
“As Game Designer you will be creating fun, exciting mobile game experiences with creative input from the initial pitch to the global launch. You will work closely with our design and mobile games teams . You will report to our Lead Game Designer.

Working as part of the design team, taking responsibility for multiple mobile game projects, from an initial pitch all the way to global launch.
Keeping track of market trends and coming up with game ideas that will be well received by the ever-changing hybrid casual gaming audience.
Designing compelling game mechanics using modern mobile design principles. Creating, balancing and tuning game mechanics, game difficulty and UI flow.
Creating levels and additional content using Unity, for new and existing games.
Evolving and adapting game designs based on play testing, feedback and live metrics.
Driving long term player engagement by understanding mobile players needs and motivations.

A minimum of 2 years experience in a game design role with at least one published relevant game.
Strong written and verbal communication skills.
Ability to work creatively in a demanding team environment.
Absolute passion for playing and making video games, especially mobile games.
Strong creative ideas and imagination, able to entertain players with challenges, humour, surprises and fun.
Positive attitude, self driven, able to work alone or as part of a team.
Knowledge of mobile free-to-play game monetisation and advertising techniques.
Based in one of our office hubs, following our hybrid model with 3 days per week on-site. ”
+infos(oficial): LINK

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Mais um motor para desenvolver videojogos? a experimentar..


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às vezes é assim…

“Assim como nos jogos, onde as “side quests” podem conduzir a recompensas valiosas e melhorias para os personagens, as nossas próprias missões paralelas na vida frequentemente levam a descobertas surpreendentes. Uma “side quest” como speaker pode surgir do desenvolvimento de habilidades de stand-up comedy, e um projeto paralelo de sketch comedy pode abrir portas para novas oportunidades criativas.

Ao abraçarmos as “side quests” da vida, expandimos os nossos horizontes, encontramos novas paixões e desenvolvemos habilidades inesperadas. As “side quests”, muitas vezes consideradas atividades secundárias, têm o poder de se transformar na missão principal, redefinindo a nossa vida e proporcionando um sentido renovado de propósito.

Portanto, da próxima vez que te deparares com uma oportunidade fora do caminho principal, seja na forma de um hobby, projeto paralelo ou encontro casual, talvez a devas encarar como uma valiosa “side quest”. Pois, tal como nos jogos, são estas missões paralelas que frequentemente revelam as nuances mais ricas da experiência humana, transformando o ordinário em extraordinário e proporcionando um sentido mais profundo à nossa vida.”
“Just like in games, where side quests can lead to valuable rewards and improvements for the characters, our own side quests in life often lead to surprising discoveries. A side quest as a speaker can arise from developing stand-up comedy skills, and a sketch comedy side project can open doors to new creative opportunities.

By embracing life’s side quests, we expand our horizons, find new passions and develop unexpected skills. Side quests, often considered secondary activities, have the power to become the main mission, redefining our lives and providing a renewed sense of purpose.

So the next time you come across an opportunity off the beaten track, be it in the form of a hobby, side project or chance encounter, perhaps you should see it as a valuable side quest. Because, just like in games, it’s these side quests that often reveal the richest nuances of the human experience, transforming the ordinary into the extraordinary and providing deeper meaning to our lives.”
por PTochas

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