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Title Scream. Type + Graphic inspiration from 8/16bit games

Title Scream. Type + Graphic inspiration from 8/16bit games
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Bureau Bruneau The year is 2030. The post-apocalyptic darkness have fell, and the earth as we know it, has come to an end. This is the dystopic story of man's existence after earth's destruction. The disaster and the subsequent ice age destroyed all organic life, and all forms of human civilization. ↓ This project was made as my graduation exam at Westerdals. Le Site de Ken Bogard Honest Logos, ils parlent pour vous Honest logos, est un projet très drôle et sympathique, basé sur le détournement de logotypes, crée par Viktor Hertz, un astucieux graphiste et photographe freelance originaire d’uppsala en Suède. Nul besoin d’en dire davantage, les images parlent d’elles mêmes !

Chrontendo Irrational Interviews 9: Guillermo del Toro, Part 1 by ig.eduardo on October 31 2011 Guillermo del Toro is known for films like Blade 2, Pan’s Labyrinth and the Hellboy series, bringing a specific brand of horror to his works, but it’s his passion for the nerd culture and a love for games that has guided him to where he is today. For this Halloween installment of Irrational Interviews, Creative Director Ken Levine had a chance to sit down with this master of horror to talk about how to tell a frightening story, and how to create a character that is a monster to better suit the narrative at hand. Levine and del Toro also chat about the concept of passion, passion for what they do, and how that kind of enthusiasm helps on each project they work on. “Films are fantastic – they are one of the peaks of human narrative. Share your thoughts about this podcast in the comments below, or head over to the forums for a more in-depth discussion. iTunes Feed Direct Download Episode 9

karmurl | give feedback to receive feedback Dream Cancel Nicolas Kennedy Sitton Nicolas Kennedy Sitton Twisted Architecture from Nicolas Kennedy Sitton’s on-line portfolio! Go get inspired here! Via ignant beforemario The Craft of Game Systems: General Guidelines [In this reprinted #altdevblogaday piece, ArenaNet game designer Daniel Achterman will share general guidelines and best practices he's picked up over the years for crafting and tuning game systems. My name is Daniel Achterman, and I'm a game designer. I've been doing gameplay and system design in a variety of genres for about 8 years, mostly RPGs, at companies like Gas Powered Games and ArenaNet. My intention with these pieces is to share specific, practical advice and techniques that game designers can use to create systems, tune content, and simplify their lives. This first piece shares some general guidelines and best practices that I've found useful. Future articles will cover topics like experience curves, calculating values for content like item stats and ability damage, and managing large amounts of game data. If you ever have a question or want to start a conversation, you can reach me in several ways: The approach to game design in these articles is analytical and methodical.

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