infovore + game   33

Building games that can be understood at a glance
This is great - "three-reads" combined with some great interaction design and animation critique; I'm a fan of Zach's work, but this is insightful and clearly presented. Also: not a video! A skimmable talk! In writing! Wonderful.
game  design  interaction  zachgage  animation 
7 weeks ago by infovore
Unity 4.3 2D Tutorial: Getting Started | Ray Wenderlich
Unity 2D tutorial that's a) written in text and b) reasonably comprehensive. Certainly reminding me that the thing I had an idea for recently might be entirely possible. Filed for future reference!
2d  development  game  unity  tutorial 
july 2014 by infovore
Make Weird Stuff in Unity Tutorial
Using Sketchup as your modeller, and a few other neat things. Bookmarked for reference.
development  games  design  game  unity  tutorial  sketchup 
april 2014 by infovore
Game Balance Concepts | A continued experiment in game design and teaching
Ian Schreiber's ten week course notes. Lots to get stuck into here.
game  design  blog  course  balance  systems 
march 2013 by infovore
"Tambour is a musical game about attacking and countering with rhythm." Really nice: definitely musical, interesting balancing mechanics, and I love the range of inputs. Also it looks good, which helps.
game  music  rhythm 
march 2012 by infovore
This is beyond brilliant. Not because it's More Hard Fun From The Maker Of QWOP, but because it's actually easier than QWOP, and it tickles exactly the same part of my brain that bouldering itself tickled, and it makes brilliant use of finger-gymnastics and the keyboard, and it's marvellous, really. I just want to go home and play it all night.
climbing  controls  game  design  bouldering  GIRP 
march 2011 by infovore
Game Prototypes
Jonathan Blow's game prototypes; some interesting stuff here, especially in the READMEs.
game  design  experimental  prototypes  jonathanblow 
october 2010 by infovore
Digital: A Love Story
"A computer mystery/romance set five minutes into the future of 1988." Looks jolly good.
retro  game  adventure  romance  indie  toplay 
march 2010 by infovore
auntie pixelante › level design lesson: in the pyramid
"this is good level design." A lovely dissection of a couple of screens from Super Mario Land; detailed, spot-on, carefuly analysis from Anna Anthropy. Amazing what you can do with four types of block.
game  design  supermarioland  levels  space  analysis  criticism 
july 2009 by infovore
One More Go: Majora’s Mask, or How to be your own hero of time - Offworld
"I hate the deep breath I have to take before asking if anyone remembers Jumping Flash or Rescue On Fractalus. I hate being the geeky bore who’s more interested in talking about games from twenty years ago than about BioShock 2 or GTA 5. But even more I hate the waste of modern game development, of watching talented teams burn time and energy reinventing wheels previously perfected by men now in their 60s."
design  play  writing  history  historiography  game 
march 2009 by infovore
This is ridiculous.
flash  bonkers  game  tetris  giant 
march 2009 by infovore
forked from: forked from: forked from: AAShip | wonderfl build flash online
Kenta Cho's making stuff on wondfl, in ActionScript. This example is ASCII-based bulletty goodness.
flash  shmup  game  kentacho  via:offworld 
february 2009 by infovore
Life Lexicon
"This is a lexicon of terms relating to John Horton Conway's Game of Life." Very comprehensive, with lots of examples.
conway  gameoflife  life  game  reference 
november 2008 by infovore
Gamasutra - Game Design Psychology: The Full Hirokazu Yasuhara Interview
"In this extensive interview, Yasuhara outlines his carefully constructed theories of fun and game design, including the differences between American and Japanese audiences, with illustrated documents." Lots of nice things in here, including a section on "tidying up".
game  design  hirokazuyasuhara  interaction  play 
august 2008 by infovore
GameSetWatch - Design Lesson 101 - Braid
"Each world has a specific mechanic and overlapping rarely occurs between world mechanics. Instead, the player is given just enough objects on the screen to solve the puzzle with the limited tools available. By being able to concentrate on one mindset of solving the puzzle, eventually the solutions make themselves apparent." A nice Manveer Heir piece on why the puzzles themselves in Braid are good: because the game creates complexity out of limited tools, rather than throwing every mechanic in all the time.
braid  game  design  mechanics  games  play  puzzles  problems 
august 2008 by infovore
I-Fluid - Accueil
"In I-Fluid you will experience our everyday life from the eyes of…a drop of water!" Stunningly beautiful physics-oriented Windows puzzle game. Makes me want to buy a PC right now.
water  game  play  games  physics  simulation  droplet 
july 2008 by infovore
QA Deathmatch » “Hello World” - The SlickEdit Developer Blog
"Too often, developers only test their features and don’t go outside that box. [...] when you are in scoring mode, you’ll take the time to check out all the new features to see what you can break to score big." Rules for turning QA into a game.
bugs  qa  development  process  software  programming  game  play  rules 
july 2008 by infovore
No User-Generated Songs on Rock Band 2? Good « Save the Robot - Chris Dahlen
"The thing about Harmonix is that even though they strive to bring total non-musicians closer to music, they still mark a clear boundary between playing music and not." A much better explanation of this than I tend to give; lovely article.
harmonix  rockband  guitarhero  game  design  play  music  creativity 
july 2008 by infovore
IndestructoTank A.E. | Armor Games
Awesome: you're a tank. You can't die, but you are the weapon - so you ricochet around the screen from explosions trying to bump into enemies. As you level up, you increase the *number of enemies* which makes big combos easier. Silly, addictive, fun.
arcade  game  physics  flash  combo  chain  beautiful  explosion 
july 2008 by infovore - Sunny Day Sky
More Ferry Halim, and it's a wonderful little one-button game. Also, the music is as good as ever, except it's cheery rather than heartbreaking, which helps.
ferryhalim  flash  game  onebutton  orsinal  play 
june 2008 by infovore
Project: IceCube
One-button game that won the NLGD gamesdev rally. Looks interesting, and Michiel was a lovely chap.
NLGD2008playlist  icecube  onebutton  game  flash  casual  play 
june 2008 by infovore
GameSetWatch - Interview: The Next Big Puzzle Game Wave? iPhone + Accelerometer!
"Trism uses the touchscreen to manipulate the triangles on the screen, but in a really smart twist, the blocks will fall down in a different way, depending on which direction you're tilting the phone". Wonderful. Watch the video, and try not to grin.
iphone  sdk  development  game  play  puzzle  trism  motion  accelerometer  tilt 
february 2008 by infovore
What kids learn in virtual worlds | CNET
"If you're a parent, I would be [concerned] about the conflation between consumption and consumerism and citizenship (in virtual worlds)... our kids are being taught that to be a good citizen of this world you got to buy the right stuff." Sadly, yes.
capitalism  consumerism  mmorpg  game  play  culture  society 
november 2007 by infovore
The Continuous World of Dungeon Siege
Technically hardcore, dense paper explaining how the Dungeon Siege environment was constructed without a loading screen. Word of the day: "frustrum". Interesting stuff in here. Now, how to apply it?
game  development  programming  mapping  algorithms  technology  streaming  play 
september 2007 by infovore
News - Dirty Dancing Game revealed // PC /// Eurogamer
Dirty Dancing... PC game? What the hell? I curse the rise of the minigame-as-acceptable-product.
dirtydancing  game  pc  videogaming  wtf 
may 2007 by infovore
Flash Slitherlink
An online version of Slitherlink. Wonderful puzzle game; very addictive.
slitherlink  game  puzzle  flash  online 
april 2007 by infovore
Interactive Fiction: First-Timer Foibles
A nice look at some common stumbling blocks in IF
if  interactive  fiction  writing  game  design 
july 2006 by infovore
Critical Miss: Issue 10 (Grammar Fascist)
"Grammar Fascist is a game for everyone who has ever despaired at the pitiful standard of writing displayed on Internet forums. It's a game for everyone who's ever wanted to get in touch with their inner intellectual snob. It's a game for anyone who's eve
game  grammar  funny  internet  forums  idiots 
february 2006 by infovore
Screenshot Gallery - G1 Jockey 4 // PlayStation 2 /// Eurogamer
Fantastic: a bit of plastic you put over your DualShock2 controller to turn it into *reins*. Affordance a-gogo
affordance  joypad  interface  design  horseracing  game 
january 2006 by infovore
News: Prototype Dreamcast Controllers
Interesting picture. Interesting concepts - and way more interesting than the prototype PSX controllers...
dreamcast  game  controllers  interface 
december 2005 by infovore : Stats : FAQInfo : stats
Really useful article from Bungie on how Halo2 stats are calculated.
halo2  stats  game  metadata  brahe 
january 2005 by infovore
Halo 2 RSS Excel Workbook
Process your Halo2 stats from RSS in... Excel 2003. Only works in that. But the idea's so good...
excel  game  halo2  metadata  stats 
december 2004 by infovore

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