free game graphics It is once again time for a prototyping challenge! The rules are the same. You are an elite programmer that wants to make something fun without spending ten years in art school learning how to draw stick figures. I provide some easy-to-use graphics and an intriguing game design for you to riff upon. Send me the links to your masterpieces and I'll post them for folks to enjoy and critique. This time, we are tackling an ancient, yet still fascinating, genre that is long overdue resurrection: The God Game. Back in the day, there was a game call Populous where you played a god. I've divided the challenge up into two sections. Challenge Part I: Core MechanicsHave you ever experienced the simple joy of sorting your Legos? As with all mechanics, the written design is a starting point. The mapThe land starts out with randomly sorted PlanetCute prototyping tiles, piled up to five levels deep. There are several types of tiles: The finished house will pop out the villager upon completion.
The guide to implementing 2D platformers | Higher-Order Fun Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers. I can think of four major ways in which a platform game can be implemented. Type #1: Tile-based (pure) Character movement is limited to tiles, so you can never stand halfway between two tiles. Flashback, shown with tile boundaries Examples: Prince of Persia, Toki Tori, Lode Runner, Flashback How it works Advantages of this system include simplicity and precision. Type #2: Tile Based (Smooth) Slopes
The Top Ten Tips of Texturing One way to create dirt has already been covered, and that's photo overlays. Those are great for general wear and tear on your texture. If you want small specific details, you'll need to use other techniques. Dust and dirt can be done very quickly with a solid brownish layer and a layer mask. Rust is a bit more tricky. I used to handpaint rust, but it always had a bit of a cartoony look, and I was never able to get crispy rust that looks convincing and real. That was until DennisPls shared his technique with me, which I've been using ever since. Good damage placement only requires one thing: logical thinking. That can be chipped paint, scratches, rust, etc. There is a sure chance that you'll find dust and dirt in such an area. This doesn't only work for small borders. The front of the forklift (1) is the area that will suffer the most, and will therefore have more damage than other parts.
The Cinematography of "The Incredibles" Part 2 See Part 1 here.Continuing with my case study of the shot compositions from Pixar's film "The Incredibles". All images used here are ©Disney/Pixar (unless otherwise stated). Composition in film includes many different aspects; color, shape, line, contrast, positioning, cropping, viewpoint, rhythm, perspective, proportion, geometry, and many more. The dinner table sequence is a nice one that showcases how well you can move the camera around depending on which character(s) you want to make as the focus of the shot. A 2 shot. Warm colors, warm lighting, all conveying a comfortable family environment. Well shot and beautifully executed, the audience always knows where all the characters are, her with Helen and Dash looking at Bob, it motivates the camera to cut (to see what they are seeing). Characters are never blending into the background too much, color tones and shape (silhouettes) are always clear to make the image fast and easy to read. Rule of Thirds is everywhere. Awesome shot. o
Ubisoft : du jeu vidéo au rayonnement mondial Une histoire de famille : du supermarché breton de machines agricoles à la vente d'ordinateurs L'histoire d'Ubisoft commence en Bretagne au sein d'une entreprise parentale tournée vers les machines agricoles. En 1984, Michel Guillemot, l'aîné de cinq frères, commence à introduire la vente de petits ordinateurs pour diversifier l'entreprise. Au cours d'un voyage en Angleterre, Michel Guillemot s'aperçoit que les jeux vidéos y sont trois fois moins chers qu'en France. Ubisoft : de la distribution à l'édition À peine né, Ubisoft ambitionne de devenir éditeur de jeux vidéo. Ubisoft Montréal Assassin's creed rassemble 40 millions de joueurs dans le monde. Michel Ancel : créateur de Rayman Alchimie du jeu Il ne suffit pas d'être un bon gestionnaire pour donner naissance à une société comme Ubisoft, il faut aussi "avoir du nez", innover, fédérer. À Montreuil et à Montréal, un laboratoire baptisé le games Lab est spécialement conçu pour accueillir des joueurs-testeurs, filmés lors des parties.
Minecraft: Top 10 Alternative Texture Packs For those that wish to move beyond the medieval realm of vanilla Minecraft! Take note, many of these texture packs change how the Minecraft world looks considerably, it's very easy to get confused. I would recommend using these only for single player, creative worlds, or as a fundamental server requirement to avoid potential misunderstandings. Some of the texture packs will recommend additional mods to download, so be sure to follow their instructions. 10. If you're as old as I am, you remember the days spending hours playing games on your brick Gameboy earning neck cramps and replacing the 4 AA batteries that it required. Download here. 9. Have you ever wanted to go to the moon? Download here. 8. A drastic change from regular Minecraft, many blocks look nothing like what they were originally. Download here. 7. Another sci-fi pack, only this one takes you to a strange alien world. Download here. 6. Enrich your Minecraft experience! Download here. 5. Download here. 4. Download here. 3. 2. 1.
Aris Kolokontes art. Why Crunch Modes Doesn't Work: Six Lessons | IGDA Why Crunch Mode Doesn't Work: 6 Lessons There's a bottom-line reason most industries gave up crunch mode over 75 years ago: It's the single most expensive way there is to get the work done. by Evan Robinson Executive Summary When used long-term, Crunch Mode slows development and creates more bugs when compared with 40-hour weeks. More than a century of studies show that long-term useful worker output is maximized near a five-day, 40-hour workweek. In the short term, working over 21 hours continuously is equivalent to being legally drunk. Introduction In the aftermath of ea_spouse's post on LiveJournal, quality-of-life conversations in the game development business have taken on a new life and a new urgency. I've spent 20 years developing and managing software projects. I've amassed a personal collection of source information over the past 15 years, this summary mainly includes information that you can readily find on the Web. The History In 1909, Sidney J. What Management Wants O = X/Y * t
I built a space station... Hey guys, check this out. Built a space station in some of my spare time. Features include a launch pad, solar array, storage room and functioning garbage disposal, crew quarters, rec room and bio-lab! Built using the sci-fi texture pack on the group collaborative build the League of Extraordinary Builders. Drop in if you like what you see, we're always doing stuff like this. Heck, if you wanted to you could go out and see where I built the station, next to our moon project (what we've done with the server's End world) The Overview: Spoiler: Launch Pad: Crew quarters: Rec Room: Bio-lab: Storage and disposal: Feedback is always appreciated.
#ConceptCraniopagus Blog on deviantART What does a game “producer” do, exactly? (exclusive) Editor’s Note: Reaction to our first exclusive TERA dev diary and massive TERA art exhibit was positive, and the game itself seems to be doing well now that launch woes have been stifled, so I’m happy to present the next entry from En Masse Entertainment Producer Chris Hager. If you have any specific games or aspects of game development you’d like to know more about, shout them out in the comments and I’ll see what I can do. Enjoy! ~Sebastian By Chris Hager, Producer “So, what exactly do you do? “Well, I produce things. “Okay…but seriously, you must play games all day.” This was a recent conversation I had with a friend when I tried to explain what I do. I am a huge gearhead. It’s this love of intricacy and detail, along with an appreciation for a well-made product, that makes me love being a video game producer. What’s under the hood is the most fun of all. Another thing I love? To be sure, there are nitty-gritty parts that take away the luster of a video game career.
Getting Started in Digital Art « Concept Cookie Hello and welcome to the Concept Cookie Getting Started in Digital Art Series! It’s finally here! The Getting Started in Digital Art has arrived and is ready for the viewing. Citizen members can download each of the HD videos. The handouts can either be downloaded individually on each of the respected tutorial pages or you can download a .pdf containing all of them in one file: HERE This course was meant to help both beginners just picking up a tablet for the first time or for someone that wants to pick up some tips or reminders on working in digital art. If you have any comments or questions feel free to leave them in the section below! Velo Towers Design Project (+ VIDEO) An unusual Velo Towers design project by Asymptote Architecture promises to become a significant architectural landmark of Yongsan Park, South Korea. The structure is composed of dynamic arrangement of stacked and rotated volumes from formal to conventional extrusion of mass. Velo Towers feature unconventional design due to skilful fusion of the typical tower architecture into horizontal and vertical configuration. The towers are located in such a way, that each residential volume takes advantage of its position. You can hang out at the roof gardens, enjoy enormously impressive views from the sky garden or just take pleasure in drinking a cup of coffee. The bridge, joining Velo Towers hosts fitness and recreation centers, pools, lounges, cafes and other facilities, serves kind of a connection for towers’ residents.Via:tuvie.com