Team Meat (Super Meat Boy!) - Watch this now!
june 2011 by DirkSonguer
Holy god.. that trailer makes me relive so many horrible memories.. yet is just so awesome.
For those of you who dont know, Tommy and i were both documented by a tiny 2 person team called Blink Works on and off for about a year during the middle-end of development of Super Meat Boy. We met them at GDC the year we lost at the IGF.. they approached us after the loss and told us they were thinking about doing a short documentary about indie games. They had been talking to many indie devs and wanted to do something that could show the world the life of an indie game designer, we agreed and they followed us back to santa cruz. For the next 9+ months of development our lives were peppered with their cameras and almost sickeningly kind and gentle nature (they are Canadian).
gaming
video
documentation
z3
indie
gamedev
For those of you who dont know, Tommy and i were both documented by a tiny 2 person team called Blink Works on and off for about a year during the middle-end of development of Super Meat Boy. We met them at GDC the year we lost at the IGF.. they approached us after the loss and told us they were thinking about doing a short documentary about indie games. They had been talking to many indie devs and wanted to do something that could show the world the life of an indie game designer, we agreed and they followed us back to santa cruz. For the next 9+ months of development our lives were peppered with their cameras and almost sickeningly kind and gentle nature (they are Canadian).
june 2011 by DirkSonguer
Flark Design » Blog Archive » Stop Calling Them Design Docs - Knowing the game — by Mike Birkhead
june 2011 by DirkSonguer
And start calling them Design Tools. Docs get appended, while Tools are put aside as needs change. Design docs are necessary, but their definition is both antiquated and inadequate to the task they provide. In fact, their task–as tools–is threefold, and it worries me that none of this was explained to me.
A game designers job goes through three major periods: figuring out what the hell you are making, getting the team on board with the initial idea, and then managing the vision as the game is redesigned (like, a lot – a LOT a lot); similarly, your documentation, as the project goes through these stages, serves three purposes: extrapolation, communication, and collation.
gamedesign
documentation
gamedev
concept
z3
A game designers job goes through three major periods: figuring out what the hell you are making, getting the team on board with the initial idea, and then managing the vision as the game is redesigned (like, a lot – a LOT a lot); similarly, your documentation, as the project goes through these stages, serves three purposes: extrapolation, communication, and collation.
june 2011 by DirkSonguer
Lost Garden: Game Design Logs
may 2011 by DirkSonguer
If you still practice or encourage the outdated practice of writing long design documents, you are doing your team and your business a grave disfavor. Long design docs embody and promote an insidious world view: They make the false claim that the most effective way to make a game is to create a fixed engineering specification and then hand that off to developers to implement feature by bullet-pointed feature.
designdocuments
documentation
concept
gamedev
z3
may 2011 by DirkSonguer
Joystick Division - Five Essential Video Game Documentaries
february 2011 by DirkSonguer
It's hard to keep track of every event in gaming's past. The industry has grown, fallen, and expanded for over forty years, and it shows no signs of stopping.
The are many wonderful books that follow extensive history of video games, but we'd like to talk about five films that should be watched for a holistic view of the medium. Some of these films may be hard to track down, but check them out if you can because they will make you understand the way other people play games.
games
gaming
history
video
documentation
z3
The are many wonderful books that follow extensive history of video games, but we'd like to talk about five films that should be watched for a holistic view of the medium. Some of these films may be hard to track down, but check them out if you can because they will make you understand the way other people play games.
february 2011 by DirkSonguer
Category:Qt - Forum Nokia Wiki
january 2011 by DirkSonguer
This page presents all the articles in the Forum Nokia Wiki that include the category Qt (including Qt for Symbian, Qt for Maemo, Qt Quick and Qt Mobility). If new to Qt technology, besides the information presented here, check also the Qt Technology Landing Page in Forum Nokia.
Contribute, new or improve existing ones, topical "Qt" ("Qt for Symbian" and "Qt for Maemo") articles, tutorials, how to's and code examples to make this section live and truly valuable.
development
mobile
nokia
qt
documentation
wiki
Contribute, new or improve existing ones, topical "Qt" ("Qt for Symbian" and "Qt for Maemo") articles, tutorials, how to's and code examples to make this section live and truly valuable.
january 2011 by DirkSonguer
XPath Tutorial
july 2010 by DirkSonguer
XPath is used to navigate through elements and attributes in an XML document.
XPath is a major element in W3C's XSLT standard - and XQuery and XPointer are both built on XPath expressions.
development
documentation
programming
webdev
tutorial
web
english
XPath is a major element in W3C's XSLT standard - and XQuery and XPointer are both built on XPath expressions.
july 2010 by DirkSonguer
Flickr Services - Flickr API documentation
january 2009 by DirkSonguer
Die Flickr API kann von anderen Entwicklern zu nicht kommerziellen Zwecken verwendet werden. Eine kommerzielle Nutzung ist nach vorheriger Absprache möglich.
flickr
webservices
documentation
webservice
webdev
web
english
german
january 2009 by DirkSonguer
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