Конспект геймдизайнера [GD compendium]
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Nintendo has recently made public numerous patents they have registered, most of which are related to The Legend of Zelda: Tears of the Kingdom. Even unexpected game mechanics such as fast travel loading transitions have been patented.
I'll stay up listening to explosion sounds as many nights as it takes to get better at making this stuff. Patreon:
https://www.patreon.com/marshallmcgeeWork Inquiries: http://marshallmcgee.com/ Merch:
https://marshall-mcgee-shop.fourthwall.com/All clips in this video are protected from copyright law under fair use for educational purposes. Gameplay Footage from: Dave The Diver Mortal Kombat 1 Hogwarts Legacy Uncharted 4 The Ascent Jedi Survivor God Of War Ragnarök Videos Used:
https://www.youtube.com/watch?v=Z5PYFJsjTIshttps://www.youtube.com/watch?v=kx8fhUh1O3E&t=451s
https://www.youtube.com/watch?v=ixllGOX0Evw
https://www.youtube.com/watch?v=Ce1-V8PpVXA&start=32266
https://www.youtube.com/watch?v=DqX1Dk4-vA8&t=29s
https://www.youtube.com/watch?v=k7sj49ecI5s
https://www.youtube.com/watch?v=bPtb15j4fNk
In this 2018 GDC session, Future Friends Games' Thomas Reisenegger discusses practical elements such astools, rough timelines and checklists you can consider for each stage of your PR campaign. Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter:
https://twitter.com/Official_GDCGDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
In this GDC 2017 talk, id Software's Jake Campbell explains some of the techniques that were used to make the unique animations of DOOM in a modern game environment. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter:
https://twitter.com/Official_GDCGDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Sometimes you just don't need super flashy AI in your game. You just need something that is 'good enough' for what your game is trying to do. With that in mind, we dive behind the scenes of Subset Games 2018 release 'Into the Breach', and find out that keeping it simple can not only result in something smart and scalable but also make players think it's much smarter than it really is. [00:00] Introduction [01:27] About the Game [03:03] How it Actually Works [07:41] Misconceptions and Balancing [10:52] Keep it Simple Stupid [12:35] Closing [14:07] Credits You can read this episode on our dedicated @substackinc site:
https://aiandgames.com/p/into-the-breachThis episode is sourced from Matthew Davis' own blog post on the AI of 'Into the Breach'. Special thanks to @AlanZucconi for sending us the link earlier this year!
https://docs.google.com/document/d/1OPRNzAVQNgPtP35HzhV2ZzEqE1eCdXbWA7lEZXDdMHQ/mobilebasicMusic in this episode is lifted from the 'Into the Breach' soundtrack by Ben Prunty
https://benprunty.bandcamp.com/album/into-the-breach-soundtrackCredit music is by our own wonderful @BenRidgeMusic -- AI and Games is a YouTube series on research and applications of Artificial Intelligence in video games. Follow 'AI and Games' for educational videos and essays: http://www.youtube.com/@AIandGames My second channel 'AI and Games Plus' is dedicated to bonus content, deep-dive analysis, revisiting old topics and more: http://www.youtube.com/@AIandGamesPlus Listen to my podcast 'Branching Factor', as I discuss game development and research with my co-hosts and guests:
https://shows.acast.com/branchingfactorWatch Livestreams: http://www.twitch.tv/aiandgames Join our Community:
https://discord.aiandgames.comBuy our Merch:
https://store.aiandgames.com-- You can support AI and Games via Patreon and YouTube memberships, and in return, you get bonus rewards! http://www.patreon.com/aiandgames
https://www.youtube.com/@AIandGames/join-- Follow 'AI and Games' on social media. Twitter: http://www.twitter.com/AIandGames Mastodon:
https://mastodon.gamedev.place/@AIandGamesTikTok:
https://www.tiktok.com/@aiandgames-- If you're interested in working with us, check out the following: Business Enquiries: [email protected] Arrange Meeting:
https://calendly.com/aiandgamesMasahiro Sakurai (桜井 政博, Sakurai Masahiro, born August 3, 1970) is a Japanese video game director and game designer best known as the creator of the Kirby and Super Smash Bros. series. Apart from his work on those series, he also led the design of Meteos in 2005 and directed Kid Icarus: Uprising in 2012.
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