dirksonguer + z3 + game 9
Primer - What Games Are
9 weeks ago by DirkSonguer
What Games Are: A Primer is an evolving project to describe and define an accessible language of games, game makers, the games industry and the art that games are. Feedback is definitely appreciated, which you can submit here.
dictionary
game
gamedesign
gamemechanics
wiki
z3
9 weeks ago by DirkSonguer
Cut the Rope | Behind the Scenes
january 2012 by DirkSonguer
Cut the Rope is an immediate favorite for anyone who plays it. It’s as fun as it is adorable. So we had an idea: let’s make this great game available to an even bigger audience by offering it on the web using the power of HTML5.
To do this, Microsoft’s Internet Explorer team partnered with ZeptoLab (the creators of the game) and the specialists at Pixel Lab to bring Cut the Rope to life in a browser. The end result is an authentic translation of the game for the web, showcasing some of the best that HTML5 has to offer: canvas-rendered graphics, browser-based audio and video, CSS3 styling and the personality of WOFF fonts.
You can play the HTML5 version of Cut the Rope at: www.cuttherope.ie.
game
games
html5
javascript
ipad
z3
To do this, Microsoft’s Internet Explorer team partnered with ZeptoLab (the creators of the game) and the specialists at Pixel Lab to bring Cut the Rope to life in a browser. The end result is an authentic translation of the game for the web, showcasing some of the best that HTML5 has to offer: canvas-rendered graphics, browser-based audio and video, CSS3 styling and the personality of WOFF fonts.
You can play the HTML5 version of Cut the Rope at: www.cuttherope.ie.
january 2012 by DirkSonguer
Real-Time Rendering · GDC 2011 Links
may 2011 by DirkSonguer
Since it’s quite a long time after GDC 2011 and I never found the time to do a proper conference report, I thought I’d at least do a link roundup.
development
game
gamedev
games
z3
may 2011 by DirkSonguer
Designing game mechanics into calendars
january 2011 by DirkSonguer
The exercise was to take typical calendar events (a day of four events was provided as an example) and turn them into a game. The notion that this is possible comes from Danc’s post about Ribbon Hero on Lost Garden, where he writes:
If an activity can be learned…
If the player’s performance can be measured…
If the player can be rewarded or punished in a timely fashion…
Then any activity that meets these criteria can be turned into a game.
Each pair of designers was to apply the following game mechanics to their calendar schedule: points, levels, quests, feedback and inventory. As no concern was to be given for the interface itself, wireflows were used to illustrate the mechanics in use.
game
gamemechanics
mechanics
gamedesign
z3
If an activity can be learned…
If the player’s performance can be measured…
If the player can be rewarded or punished in a timely fashion…
Then any activity that meets these criteria can be turned into a game.
Each pair of designers was to apply the following game mechanics to their calendar schedule: points, levels, quests, feedback and inventory. As no concern was to be given for the interface itself, wireflows were used to illustrate the mechanics in use.
january 2011 by DirkSonguer
Werewolf
november 2010 by DirkSonguer
Werewolf is a simple game for a large group of people (seven or more.) It requires no equipment besides some bits of paper; you can play it just sitting in a circle. I'd call it a party game, except that it's a game of accusations, lying, bluffing, second-guessing, assassination, and mob hysteria.
I really like it. But then I go to some strange parties.
collaboration
community
fun
game
games
group
play
psychology
social
werewolf
z3
I really like it. But then I go to some strange parties.
november 2010 by DirkSonguer
What Happens to a Facebook Game Without Viral Channels
november 2010 by DirkSonguer
Facebook’s communication channels are central to social game distribution, retention, and engagement, but there’s rarely an opportunity to see what happens to a game when all of its communication channel access is cut off.
It has now been about a week since Facebook suspended all viral communication channels for most LOLapps games. Although changes will take a while to cycle into a monthly active user graph, an AppData graph of LOLapps’s Critter Island game’s daily active users shows why a communication channel suspension is almost as bad as an outright removal of an app
facebook
game
marketing
social
socialmedia
z3
It has now been about a week since Facebook suspended all viral communication channels for most LOLapps games. Although changes will take a while to cycle into a monthly active user graph, an AppData graph of LOLapps’s Critter Island game’s daily active users shows why a communication channel suspension is almost as bad as an outright removal of an app
november 2010 by DirkSonguer
Make Games - Finishing a Game
september 2010 by DirkSonguer
As I work towards completing my own game, I’ve been thinking a lot about finishing projects in general. I’ve noticed that there are a lot of really talented developers out there that have trouble finishing games. Truthfully, I’ve left a long trail of unfinished games in my wake… I think everyone has. Not every project is going to pan out, for whatever reason. But if you find yourself consistently backing out of game projects that have a lot of potential, it could be worth taking a step back and examining why this happens.
blog
design
development
game
gamedev
games
inspiration
programming
productivity
z3
september 2010 by DirkSonguer
Seth Priebatsch: The game layer on top of the world | Video on TED.com
september 2010 by DirkSonguer
By now, we're used to letting Facebook and Twitter capture our social lives on the web -- building a "social layer" on top of the real world. At TEDxBoston, Seth Priebatsch looks at the next layer in progress: the "game layer," a pervasive net of behavior-steering game dynamics that will reshape education and commerce.
design
game
gaming
socialmedia
social
video
ted
gamedesign
z3
september 2010 by DirkSonguer
Dead End Thrills | The Art Of Gaming
september 2010 by DirkSonguer
Dead End Thrills is a website dedicated to videogame photography, an emerging art form that’s as far from the average screenshot as it is the average photograph. In the virtual worlds of modern 3D games, the snapper has something their traditional counterpart does not: a supernatural level of control. Light, gravity and time are just toggles, sliders and developer commands. The rules of the game can change.
art
flash
game
games
gaming
inspiration
reference
screenshots
videogames
wallpaper
z3
september 2010 by DirkSonguer
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