dirksonguer + z3 + inspiration 7
Psychochild's Blog » Clones… clones everywhere!
february 2012 by DirkSonguer
I recently attended a conference on social and mobile games (yeah, I know) and they talked a bit about cloning of games. Again. A few high-profile examples of cloning have brought this back into the spotlight. So, let's take a look at the business realities of cloning and how it affect small game companies.
I say "again" because I wrote about cloning a bit over a year ago. Since then, it's just continued to become a bigger issue in the game industry.
gamedesign
clones
inspiration
ideas
z3
I say "again" because I wrote about cloning a bit over a year ago. Since then, it's just continued to become a bigger issue in the game industry.
february 2012 by DirkSonguer
The Little Deck of Game Design [Project] - What Games Are
november 2011 by DirkSonguer
I don't mean to create an instructional reference like Jesse Schell’s game design lenses or The 400 Project. What I'm aiming for is less about function or theory and more about inspiration, the sort of thing that might trigger an idea or insight, or maybe not. Light enough that you can try whatever a card advises without thinking about it too much, or simply let it drift in your mind while you do other things.
gamedesign
inspiration
tools
z3
november 2011 by DirkSonguer
Agile Game Development: What makes a good “visionary”?
august 2011 by DirkSonguer
The role of a visionary on a creative project is an essential and demanding one. Many companies that consistently produce great products owe much of their success to their visionaries; Apple has Jobs, Pixar has Lasseter, Nintendo has Miyamoto, etc. But visionaries are nothing without talented teams to realize their vision. Vision needs to be communicated, reinforced, inspected and adapted to the emerging reality of the game. This is the visionary’s fundamental responsibility to the team.
games
managament
projects
visions
inspiration
z3
august 2011 by DirkSonguer
Game Developer - Career Guide, Fall 2011 - Front Cover
july 2011 by DirkSonguer
Game Developer Magazine
inspiration
gamedev
development
games
z3
july 2011 by DirkSonguer
SCVNGR’s Secret Game Mechanics Playdeck
may 2011 by DirkSonguer
Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit.
gamemechanics
games
gamedesign
inspiration
z3
may 2011 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
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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