infovore + games + development   82

@OskSta Bad North Tech
Oskar Stålberg illustrates some of his work on Bad North. I love illustrations of software development through animation - captures the change-over-time aspect of code work.
badnorth  games  oskarstalberg  illustration  development  software  programming  documentation 
12 weeks ago by infovore
HTMLE Helps To Make Life Easier by Gritfish
"HTML goes in, games come out. HTMLE is a project template and a set of scripts that take care of a lot of the work involved in setting up these tools and simplifying everything." Might well be useful for things that aren't games, too...
html5  games  development  javascript 
july 2017 by infovore
An even tinier fantasy console - like a Gameboy colour, but coming with an IDE and scripting language, built around Lua. Really nice conceit.
games  lua  development  code 
july 2015 by infovore
A "fantasy console" - a console AND ide/language/design environment inside it for making voxelly games.
games  voxels  ide  development 
july 2015 by infovore
Radiator Blog: We are drugs; speculative dev tools and psychedelic hologram futures.
"So many traditions of art-making like music, painting, or carpentry, all involve some sense of rejecting formalist intellectualizing in favor of just... "doing." Try to take joy in doing, collaborate with your computer, embrace messiness." Great stuff from Robert Yang.
creation  mess  toolstothinkwith  games  tools  development  process 
february 2015 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
Radiator Blog: An alternate history of Flappy Bird: "we must cultivate our garden."
"If you're reading this in 2015 and no one remembers what Flappy Bird was, then I want to emphasize one thing:

In February 2014, there was not much controversy for many game developers, especially indie game developers -- the internet was harassing Dong Nguyen for making a game, which is unacceptable. Many people do not support how Nguyen has been treated, and have said so. It is always important to remember resistance to a mob."
dongnguyen  games  development  howwetreateachother 
february 2014 by infovore
Seltani: An Introduction
"I thought: what if there were an all-text Myst MMO?" And then: Zarf built it. Or rather, is building it. A super-interesting experiment in what a MOO for the Tumblr and Twine generation might look like; I'd be fascinated to see the Twine community spin up a server or ten.
development  games  interactivefiction  multiplayer  mmo  myst  zarf  andrewplotkin 
august 2013 by infovore
Gunpoint Recoups Development Costs In 64 Seconds - The Gunpoint Blog
"About 1 minute and 4 seconds after Gunpoint became available for pre-order on the evening of Monday the 27th of May, it had recouped its development costs. This was not entirely surprising, since the only direct development cost was buying Game Maker 8 for $30 three years ago.

The surprising bit happened next." It is really lovely that Gunpoint has worked out so well for Tom. It's an interesting little game, and I'm glad he's going to keep poke "interesting" games rather than having to make a pile of money. Well done him.
tomfrancis  games  development  gunpoint 
june 2013 by infovore
Make games together with CraftStudio
This looks lovely: the right balance of editor-as-environment (ie: multiplayer level-building, which people recognise from Minecraft) with scripting, full control, and a learning curve. Really need to poke this.
development  games  collaboration  play  tools 
april 2013 by infovore
Hello World « Blendo news
"Someone smarter than me once described game development as jumping out of an airplane with nothing but a needle and a silkworm." Brendon makes good games, and this is a good post. But I really liked this quotation.
games  development  design  creativity 
april 2013 by infovore
The guide to implementing 2D platformers | Higher-Order Fun
Lovely article exploring the various ways of implementing 2D movement in platform games (though some of these tips/methods apply to all 2D games, when you think about it.)
2d  games  development  programming  design 
june 2012 by infovore
Our First App and Developer Site; Live! | Glitch Blog
"With the full avatar spritesheets available in the API, we dream of Glitch characters overflowing the bounds of the browser —and even the game itself— to find new adventures, anywhere people can take them. To this end, our new developer site is chock-full of resources to enable web/HTML5, iOS, and Android developers to build interesting applications leveraging Glitch APIs." Full spritesheets! Gorgeous. But really: this has the potential to be super-brilliant, and it's nicely designed. Hopefully more conventional developers will get on this sort of thing at some point. Bungie? Valve? Blizzard? Watch out.
games  glitch  api  development  eatingdogfood 
september 2011 by infovore
Hardcore Gaming 101 - Blog: Net Yaroze on PS1 – we need YOU
Excellent summary of what happened on the Yaroze - and a quest to track down all the released Yaroze titles.
sony  playstation  games  development  netyaroze 
february 2011 by infovore
Dubious Quality: The New Day
"If thousands and thousands of people are making games, then it's entirely unimportant if 99% of them are absolute garbage. That top 1% will still consist of plenty of games for us to play, and they'll be great." Lots of great quotations in this smart post from Bill Harris; this is just one, but I recommend the whole thing.
indies  tripleaonly  activision  games  business  development 
february 2011 by infovore
Valve - Publications
Valve's publications page, with PDFs of papers/talks they've done. Lots of good stuff here.
games  development  ai  research  valvesoftware  talks 
november 2010 by infovore
The Story So Far |
Nice write-up of the making of (the marvellous) Trainyard, both in terms of polishing and marketing.
games  trainyard  iphone  development  marketing  apps 
october 2010 by infovore
WebAPI - Team Fortress Wiki
"This page documents the web API calls that allow you to retrieve information from the item system in Team Fortress 2." Steam now has a Web API. Ooooooooh.
valvesoftware  games  teamfortress2  steam  api  development  web 
july 2010 by infovore
Learn to Let Go: How Success Killed Duke Nukem | Magazine
"...the Duke Nukem Forever team worked for 12 years straight. As one patient fan pointed out, when development on Duke Nukem Forever started, most computers were still using Windows 95, Pixar had made only one movie — Toy Story — and Xbox did not yet exist." Fantastic, dense, Wired article on DNF from Clive Thompson
games  business  take2  3drealsm  dukenukemforever  technology  development  failure 
december 2009 by infovore - Graphics Programming Black Book
"Michael Abrash's classic Graphics Programming Black Book is a compilation of Michael's previous writings on assembly language and graphics programming (including from his "Graphics Programming" column in Dr. Dobb's Journal). Much of the focus of this book is on profiling and code testing, as well as performance optimization. It also explores much of the technology behind the Doom and Quake 3-D games, and 3-D graphics problems such as texture mapping, hidden surface removal, and the like." My old URL for this no longer works, but fortunately, this one does.
games  programming  graphics  3D  development  c 
july 2009 by infovore
Feature: The Net Yaroze Class of 2000 | Edge Online
Now that Net Yaroze has closed its doors, Edge catch up with some former Yaroze developers; they have some interesting things to say on the state of games education in particular.
netyaroze  programming  development  games  education  uk 
june 2009 by infovore
Tales of the Rampant Coyote: Why Presentation Is Important
"In the case of European Air War, what management wanted was a very cool game to sell that customers would love. What the lead programmer did was present it to them so that they could see, clearly, that this was exactly what they had on their hands already. They, too, were having trouble digging through all those details and seeing the big picture." Lovely story about the importance of presentation on any kind of project.
development  management  presentation  games  marketing  features 
june 2009 by infovore
Resources: cocos2d at Under The Bridge
"So there seems to have developed a general consensus in the iPhone development community that if you’re planning to develop a sprite-based game, the cocos2d-iphone framework that we mentioned waaaaaay back when and a bit later on is the way to go. So since we’re planning on doing exactly that, here’s a roundup of resources for your cocos2d development!"
games  programming  development  iphone  objectivec 
may 2009 by infovore
Charlie's Diary: LOGIN 2009 keynote: gaming in the world of 2030
"But the sixty-something gamers of 2020 are not the same as the sixty-somethings you know today. They're you, only twenty years older. By then, you'll have a forty year history of gaming; you won't take kindly to being patronised, or given in-game tasks calibrated for today's sixty-somethings. The codgergamers of 2030 will be comfortable with the narrative flow of games. They're much more likely to be bored by trite plotting and cliched dialog than todays gamers. They're going to need less twitchy user interfaces — ones compatible with aging reflexes and presbyopic eyes — but better plot, character, and narrative development. And they're going to be playing on these exotic gizmos descended from the iPhone and its clones: gadgets that don't so much provide access to the internet as smear the internet all over the meatspace world around their owners." Lots of great stuff in this Stross Keynote.
technology  games  play  future  charlesstross  progress  development 
may 2009 by infovore
Play This Thing! | Game Reviews | Free Games | Independent Games | Game Culture
"I have this idea in the back of my head -- a fool idea of course -- that one day, people with the power to do something about it might stumble across the notion of "a stable business ecosystem," and conclude that actually, to sustain industry growth and survival, you might conceivably, you know, want to let developers potentially make a buck from time to time, even if publishers and retailers have the power to strangle them. That rewarding development success breeds more development success, and gives heart to those who want to create good games." I knew about 3D Realms (which is a shame), but not about Gamelab (which is also a shame). Also: Greg speaks Truth.
games  industry  business  development  IP  success  economics 
may 2009 by infovore
ihobo: Ten Game Development Vices, Part One
"In this piece, each of the departments involved in making a videogame are examined and accused of one particular vice. In making these assessments, the assumption behind each is that the purpose of the videogames industry is to make games that players want to play, and not to make the games that developers want to play." It is good, and I'm looking forward to the second part.
development  games  industry  criticism  difficult  casual  mainstream  budget 
april 2009 by infovore
GameSetWatch - The Game Developer Archives: 'Postmortem: Star Wars: Shadows Of The Empire'
A wonderful old postmortem - on Shadows of the Empire for the N64. As a launch title, there was lots of working with unfinished hardware, prototype controllers, and SGI workstations; it's long and detailed, and a fantastic portal to a world that seems eons ago, even if it was only 12 years away.
games  n64  development  history  postmortem  starwars  lucasarts  sgi  historiography 
april 2009 by infovore
Versus CluClu Land: I Went to the GDC and I Learned How to Make Broad Cultural Generalizations
"...after spending this weekend fighting Resident Evil 5's grabasstical interface I am somewhat persuaded that there's a real divide when it comes to eastern and western design sensibilities, and this divide has everything to do with the design-centric and productivity-centric tendencies of North American tech culture." Which is an interesting way of looking at it; I'm going to hold my thoughts until Iroquois has written more on this. Manveer Heir (of Raven Software) leaves an interesting comment on the post.
games  design  culture  programming  development  eastwest  iroquoispliskin  productivity  interaction 
march 2009 by infovore
PushButton Game Engine
"The PushButton Engine is an open-source game engine and framework that's designed for a new generation of games. This game engine helps you spend less time with code conventions and more time designing fun experiences." Flash and Box2D from the looks of things. This could be really, really interesting.
flash  games  programming  development  engine  actionscript 
march 2009 by infovore
GameSetWatch - GDC: Keita Takahashi - The Complete GDC Lecture
Takahashi being wonderfully perceptive and making some interesting observations. Also, describing some lovely design decisions in the beautiful, soothing, and bonkers Noby Noby Boy. I still need a soundtrack CD for that game.
keitatakahashi  nobynobyboy  ps3  psn  development  design  games  play  fun 
march 2009 by infovore
Wolfenstein 3D Classic
John Carmack writes about porting Wolfenstein 3D to the iPhone - there's a lot in here that's very interesting, and some smart notes on design and interface choices; there's also some Carmack Being Carmack. Still, he's an impressive developer, and it's nie to see someone being so open at development, especially for the iPhone
programming  games  iphone  development  idsoftware  johncarmack  wolfenstein 
march 2009 by infovore
Board game legend Reiner Knizia seeks iPhone devs - Offworld
"One of board gaming's most prolific and revered designers, Reiner Knizia, is actively searching for iPhone devs to help bring his games to the iPhone, says industry site boardgamenews." Oooooooooh. That is all.
games  iphone  development  boardgames  interesting  reinerknizia 
march 2009 by infovore
2D Boy: I love you, 2D Boy! » Blog Archive » the world (of goo) wasn’t built in a day — part 1 of 7
"for a while now we’ve been meaning to post some early childhood snapshots of world of goo, to dig deep into our code repository and remember the good ol’ days. the early part of a game’s development is often very enjoyable because things evolve rapidly and there’s a great sense of accomplishment. it’s also a lot of fun to look back at those early days and laugh at what the game use to look and feel like." First in a seven part series, in which 2D Boy walk us through the - playable - origins of World of Goo. Game devs: more like this, please.
games  development  process  prototyping  worldofgoo  evolution  2dboy 
march 2009 by infovore
Steve's Blog @ Demiforce: Onyx RIP
"I'm sorry to say that Demiforce is canceling plans for Onyx." This is a real shame, because I was somewhat excited that Demiforce wasn't just ramping up for "another game", and was instead building something that might benefit the platform. As it is: oh well. Those Apple T&Cs are killer, it seems.
games  platform  iphone  development  network  social  onyx  legal 
march 2009 by infovore
GameSetWatch - In-Depth: Denki Talks Creating Games For 'No-Power' Systems
"Designing a game for a limited platform is not only a great exercise for a development team, but can often give real insights into how to take an existing product into a whole new area -- often with great improvements to controls and the whole user interface and experience." Denki on porting from low-spec digital TV boxes to even-lower spec digital TV boxes. Some good stuff in here, particularly around constraint.
design  games  development  constraint 
february 2009 by infovore
Games Without Frontiers: Sweet Success, Fascinating Failure: 48 Sleepless Hours at Global Game Jam
"Maybe participating in a Game Jam ought be a required rite of passage for anyone who wants to make videogames. It's a deep, oxygen-less dive into the depths of the industry, compressed into 48 hours. Survive it, and you can survive anything." Development as fractal.
games  development  wired  clivethompson  globalgamejam  fractal  microcosm  simplicity 
february 2009 by infovore
The History of the Pinball Construction Set: Launching Millions of Creative Possibilities
Retrospective on Pinball Construction Set, as well as EA's subsequent forays into "construction kit" territory, as a brief history of accessible, mainstream game-creation tools.
programming  games  ugc  creation  development  diy 
february 2009 by infovore [ Unity and the Future of Browser-Based Games ]
"If 2009 is going to see the emergence of high-quality browser-based games, then 2009 is going to be the year of Unity. It has: lots of powerful features; iPhone support; Wii publishing; a developing community; quality developers using it; and an upcoming upcoming PC version. In short, it is about to make a major splash. I feel compelled to jump in with it — the indie license is cheaper than the Flash IDE."
flash  games  platform  iphone  development  middleware  browser  embedded  unity 
february 2009 by infovore
YouTube - 2009 Global Game Jam Keynote
Kyle Gabler of 2D Boy gives the first Global Game Jam keynote. Seven minutes, seven tips, packed with goodness. He's not wrong.
tips  design  games  development  globalgamejam  kylegabler  2dboy 
january 2009 by infovore
LÖVE - Free 2D Game Engine
"LÖVE is an unquestionably awesome 2D game engine, which allows rapid game development and prototyping in Lua." And it all looks rather pretty, too. Must investigate further!
programming  games  development  opensource  opengl  engine  lua  sdl 
january 2009 by infovore
planet doom history 1994
Lots of corrections. addenda, and general props from John Romero (who has a sweet personal domain) about the Game Developer article from 1994 linked to recently. Some interesting stuff, including commentary on the NeXTStep screengrab, some of the internal toolchain, and a few clarifications about the id/Apogee/Softdisk relationship.
games  development  doom  id  johnromero  addenda  clarification 
january 2009 by infovore
Gamasutra - The Game Developer Archives: 'Monsters From the Id: The Making of Doom '
"Starting a new column reprinting classic Game Developer magazine articles, this January 1994 premiere issue article goes behind the scenes of Id Software's Doom, talking to John Carmack and revealing technical specifics of the seminal game's creation." And it's cracking - lots of great detail, some neat ironies, and quite a bit about the id team's fondness for NeXT workstations.
games  development  doom  id  idsoftware  johncarmack  shareware  nextstep 
january 2009 by infovore
Whiskey Media Developer Site
"Whiskey Media provides fully structured data APIs for the following: Giant Bomb (games) Comic Vine (comics) Anime Vice (anime/manga)". This is a really good page for both explaining what you can and can't do, and explaining what the damn thing is. Wonder how good the data is?
games  ugc  development  api  comics  content  manga 
january 2009 by infovore
Games are Software « Save the Robot - Chris Dahlen
"I come from a software background, as well as an artsy-fartsy one. I want to see games as art, but they’re also supposed to work as logically-constructed bodies of code. And in a lot of cases, reviewers need to see them as software rather than as art. Here’s why..." I think Steve has some good points here, but I'm not totally swung yet; after all, games might _be_ software, but do we _experience_ them as software? I'm not sure that we do, and that's why we respond to them in the manner we do.
games  software  criticism  review  development  stevegaynor 
december 2008 by infovore
Gamasutra - The Last Express: Revisiting An Unsung Classic
Lovely, interesting article about The Last Express; some nice notes about the production process, the problem with setting games at the turn of the century, and juggling as bonding. Interesting how many lessons from the game still have relevance to modern gaming, and I love the "small space, mapped perfectly" ideal.
games  adventure  lastexpress  production  development  history  narrative 
november 2008 by infovore
Fuzebox - Open Source Game Console
"The Fuzebox is a fully open-source, DIY 8-bit game console. It is designed specifically for people who know a little bit of programming to expand into designing and creating their own video games and demos. A full-featured core runs in the background and does all the video and audio processing so that your code stays clean and easy to understand." Ooh, that could be interesting.
games  hardware  hacking  electronics  programming  development  opensource 
november 2008 by infovore
Gamasutra - Share Your Experience: YouTube Integration In Games
"In a detailed technical feature with sample code, Team Bondi programmer Claus Höfele delves into the practical steps for your users to get gameplay footage automagically uploaded online." Good that this stuff is being published. This kind of stuff really isn't that difficult; the hard bit is recording footage from your game or framebuffer; the rest of the process is trivial, and hopefully coverage on sites like Gamasutra will help publicise this kind of interaction.
youtube  games  programming  development  integration  sharing  web20 
november 2008 by infovore
Developer strikes it rich with iPhone game -
"Demeter quit his bank job two months ago and has launched a company, Demiforce, to develop more electronic games. Now he has a salaried staff, five games in development and two coming out by Christmas, including a spinoff to "Trism" called "Trismology."" I hope his success continues; scaling up always seems scary, but Trism was - and is - superb.
programming  iphone  cocoa  trism  demiforce  games  development 
november 2008 by infovore
Geometry Wars: retro explained Interview - Page 1 // Xbox 360 /// Eurogamer - Games Reviews, News and More
Jolly good interview with Stephen Cakebread and Craig Howard from Bizarre Creations about the evolution of the Geometry Wars series. In a nutshell: simple games, simply made, and then honed to perfection, or as near as you can get. It's the honing that's important
eurogamer  interview  bizarrecreations  games  development  arcade  geometrywars 
november 2008 by infovore
T=Machine » Cultural differences: game developers vs web developers
Adam's a smart guy and all, but god, most of this just really rubs me the wrong way. He's correct about business (or rather, he's correct about many of the things I hate about Web Entrepreneurship at the moment); I don't really think his views on product design ring true, though.
design  web  games  industry  comparison  development  product 
october 2008 by infovore
Media Molecule - we make games. » Blog Archive » LittleBigBang : The Evolution Of LittleBigPlanet
"Here is a video which gives some insight into how Little Big Planet ( and Media Molecule! ) evolved from next to nothing into what it is today!" MediaMolecule put the LBP repository into codeswarm, and then published the video. Lovely.
mediamolecule  codeswarm  versioncontrol  development  games  software  littlebigplanet 
october 2008 by infovore
Gamasutra - Saving Street Fighter: Yoshi Ono on Building Street Fighter IV
Excellent interview with Yoshi Ono on some of the design challenges and nuanaces of Street FIghter IV. The stuff about when to skip frames (and when not to) is particularly interesting.
games  streetfighter  capcom  interview  design  development  streetfighteriv  fighting  beatemup 
september 2008 by infovore
Gamasutra - AGDC: Building Battlefield Heroes , EA's First Free To Play Game
"His advice for those attempting a project like this, is to get people who understand the web. DICE hired a web development director, and a web producer. "Without those people, we would have never made it as far as we have," he says. He also recommends a web tech director, which DICE did not need to hire "because we had a team in DICE who were pretty strong."" Excellent article about building games for the online age; the section on the socially-driven BH website is very incisive.
battlefieldheroes  dice  ea  games  development  casual  online  web  social 
september 2008 by infovore
T=Machine » Publishers are from Mars, Developers are from Venus
"Over the last few years, there has been a big shift in power and success away from independent studios, and towards in-house, publisher-owned studios. This has been driven by several things, sound economic reasons, competitive reasons, and because the strong independent studios had done a good job at creating a slew of new IPs (which publishers were eager to snap up, as always). In my experience relatively few people in the games industry realise this... So, what’s next? What’s going to happen over the next 3-5 years?" Adam on the business of the games industry, and what's facing it next.
games  business  industry  economics  startup  web  development  publishing 
september 2008 by infovore
God of War - postmortem | .mischief.mayhem.soap.
"At GDC 2006 Sony’s Lead Programmer – Tim Moss had talk titled “God of War: How the Left and Right Brain Learned to Love One Another”. I read it, remembered mainly that it was interesting they had used Maya as main tool and kinda forgot about it. Only recently I’ve found out that recording from this session has been made available (for free) as well. You can download it here. Combined together they’re really interesting and I recommend everyone to spend few minutes and listen to it while reading slides." Some interesting stuff - God of War pre-scripts a lot of things that other people might want to do in real time, and as such, makes some stuff simpler, and makes controlling the players' experience easier.
sony  santamonica  programming  godofwar  postmortem  games  gdc  development  notes  presentation 
september 2008 by infovore
The Structure of Action Game AI —
A nice article about context, contracts, and a few other things related to game AI design. If you're interested in the field at all, it's a nice read.
ai  games  programming  development  contract 
august 2008 by infovore
GameSetWatch - Opinion: 'gg Game Auteur, no re'
"I believe that the “auteur” school of game development is not only outmoded, but dangerous to the vitality of the medium. Instead, we must pursue deeply collaborative work styles and seek out diverse teammates if indie game development is ever to reach new heights and thrive beyond its current audience." I need to come to a better understanding about auteurship in this field; I'm not entirely convinced by this article.
games  development  design  creativity  auteur  auteurship 
august 2008 by infovore
Gamasutra - EIF: Deering Says Only 3 Of 10 Games Recoup Costs
"Despite all this growth, however, Deering warns that current development costs, currently in excess of $10 million for major titles, are unsustainable, given that less than 3 out of 10 games actually recover their costs." I knew it was bad, but I'd never thought of it like that.
games  development  budget  costs  crazy  nextgen  spiralling 
august 2008 by infovore
GameSetWatch - In-Depth: Bungie On Eight Years Of Halo AI
Matthew Kumar writing up Damián Isla's session from Develop, on the evolution of Halo's AI. It was excellent: technical and experiential enough all at once.
halo  games  design  bungie  ai  programming  development  develop 
august 2008 by infovore
Community (Spore Prototypes)
"One of the ways in which we explore possible design directions is by building simple, playable prototypes that we can play around with to get a sense for a particular system." ... and so EA have released them to play with. Nice.
spore  ea  games  play  prototype  development  design  sculpting 
july 2008 by infovore
IGDA - Articles - 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." Yes, yes, yes; a great article, with lots of good references.
overtime  crunch  productivity  software  development  programming  games  exploitation  labour  efficiency 
june 2008 by infovore
Where Game Meets the Web
Raph's presentation from GDC 2007. Very good stuff.
raphkoster  gdc  games  web  web2.0  design  development  ideology  process 
june 2008 by infovore
Introducing Scrum at Large Animal
"...they need to keep thinking creatively about how they work together and continuously try to improve their process. This mindset is the key to high performing, self-organizing teams."
scrum  xp  agile  games  development  software  process  management  practice 
may 2008 by infovore
DadHacker » Blog Archive » Donkey Kong and Me
"Donkey Kong shipped in mid-March of 1983. I vaguely recall a small party at work, but mostly I was glad it was all over." Great article about home-computer games programming back in the day.
atari  donkeykong  programming  games  development  assembler 
march 2008 by infovore
"That's a key thing with game levels - you don't know how fun they are until you build them. And if you make your sketch too detailed... there's going to be resistance to changing it later." Just like application design, really.
design  games  play  software  development 
january 2008 by infovore
Rock, Paper, Shotgun » Blog Archive » RPS Team Fortress 2 Interview - Part 2
Fantastic conclusion to the TF2 interview. Lots of lovely stuff in here about design processes, being honest to users, and seeking out hard problems. A must-read for anyone who makes things, really.
tf2  interview  design  development  games  play  interaction 
october 2007 by infovore
gosu - Google Code
Gosu is a 2D game development library for the Ruby and C++ programming languages, available for Mac OS X, Windows and Linux.
ruby  games  library  development  programming 
august 2007 by infovore
News - Live Arcade dev costs rising // Xbox 360 /// Eurogamer
While these budgets may seem high to indies, these budgets wouldn't buy coffee on a triple-A console title for the retail box channel
development  xbla  livearcade  xbox  games  gaming 
september 2006 by infovore
Raph’s Website » 40 ways to be a better (game) designer
Matt B is right; it's not just about game design, it's about any system - code, rules, perhaps even mechanical. Really, really cracking.
design  games  play  development 
july 2006 by infovore
The Making of "Shadow Of The Colossus"
Fantastically interesting, very technical piece, on getting SOTC working on the PS2
games  development  programming  sotc 
february 2006 by infovore
Kikizo Games: News: Exclusive: Hands-On with PlayStation 3
'PS3 controller specifics are "nothing we need to be concerned about as developers," explains the techie.' - you *what*?
ps3  games  controller  console  development 
february 2006 by infovore
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