bgporter + games   8

Raph’s Website » The Fundamentals of Game Design
Starting out creating an interactive experience, of any sort really, can be rather daunting. In this tutorial, we’ll run through the basic components of a game, so we can get a handle on what the next steps are when you make the jump from the training tutorials to your own projects.
design  games 
october 2010 by bgporter
Can Game Mechanics make Serious software 'sticky'? | Dave Concannon
during the week I was listening to Amy-Jo Kim's excellent Mixergy interview about Game Mechanics and wondering how the concepts could be applied in more 'serious' software.
development  games 
march 2010 by bgporter
Unlocking the Psychology of Achievements | GameCyte
How can games best be designed with achievements (and achievers) in mind? What further rewards can be tied to achievements to enhance their effective use in games? How much worth do game achievements truly have? In order to better approach these and other questions, GameCyte consulted Rene Weber, a professor of psychology and telecommunications, and Patrick Shaw, a game designer/developer, who recently collaborated to research and define player types and motivations in modern gaming.
games  psychology 
august 2009 by bgporter
Chain Factor
Chain Factor is a free web game designed as a labor of love by people who are tired of slaving in the salt mines of big-budget, mainstream game development.
games 
january 2008 by bgporter
Games » Bloxorz
Very well done casual game -- get the block into the hole, don't fall off the sides...
games  flash 
september 2007 by bgporter
Using Design Games - Boxes and Arrows: The design behind the design
If you’ve ever sat through a requirements workshop thinking it was wasted time, maybe you’re ready to take on some new tools to get what people really need out of their heads, and into the world. One tool that I started to use in 2002 is design games:
design  games  innovation 
july 2007 by bgporter

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