Lost Garden: Loops and Arcs
4 weeks ago by mtowber
"Here are two tools I've been using lately to better understand the functionality of my game designs. The first is the loop, a structure that should be very familiar to those who have looked into skill atoms. The second is the arc."
gamedev
articles
4 weeks ago by mtowber
Gamasutra - Features - Creating A Glitch In the Industry
december 2010 by mtowber
"And I don't have an extensive background in game design -- I'm learning as I go -- but one thing that's really obvious is making a good single-player game is really hard. Making a good multiplayer game is like maybe not exponentially harder but much, like an order of magnitude harder. And making a massively multiplayer game is just fucking retardedly hard compared to either of them because it has to be fun in the minute-to-minute thing, and it has to be fun with other people doing stuff that affects the state of the game around you, and it has to scale."
games
gamedev
interviews
december 2010 by mtowber
Raph’s Website » The Fundamentals of Game Design
october 2010 by mtowber
Raph get all atomical about game design.
gamedev
games
october 2010 by mtowber
Deep Thoughts: Why Games Are So Weirdly Fun « GameCrashers
april 2010 by mtowber
"Even at the start there was something different about video games — something way more engrossing — and I’m trying to figure out exactly what it is."
games
gamedev
psychology
april 2010 by mtowber
Less Talk More Rock- Boing Boing
march 2010 by mtowber
"The native language of video games is neither spoken nor written"
gamedev
illustration
march 2010 by mtowber
Please Finish Your Game - Chris Hecker's Website
march 2010 by mtowber
Quoting Miyamoto, "A delayed game is eventually good, a bad game is bad forever."
gamedev
march 2010 by mtowber
Movement Mechanics in “The Legend of Zelda” « Troy Gilbert
march 2010 by mtowber
"Let’s start our deconstruction with the most basic feature of the player’s character, Link: his movement."
zelda
gamedev
games
march 2010 by mtowber
Metagames and Containers – Sleepover
january 2010 by mtowber
"My favorite video games tend to have a very par tic u lar, yet highly abstract, aspect to them. I love games with a clear set of rules com bined with an environ ment to sup port the explo ration of those rules and the discov ery of their boundaries."
games
design
gamedev
january 2010 by mtowber
GAME THEORY; Battling Little Monsters in the Schoolyard - The New York Times
september 2009 by mtowber
''Three to six girls can play in a game. Everyone starts out with 10 Self-Esteem points. When other girls humiliate and abuse you, you get really embarrassed and lose your self-esteem. If your Self-Esteem goes down to zero, you become, like, totally mortified and a loser and have to sit out for the rest of the game.''
games
psychology
gamedev
articles
september 2009 by mtowber
Create Digital Motion » Open Emu: Free Game Emulation on Mac, Quartz Composer - Even VJ with Games
june 2009 by mtowber
"Open Emu makes emulation of classic game systems a “first-class citizen” on the Mac. But if it were just a game emulator, well, it wouldn’t be news. What makes it news is that at its core, Open Emu is an open source platform and modular architecture into which your favorite game systems can be added as plug-ins. And thanks to that architecture, you can treat your favorite game systems as though they’re modules in a grand, 8-bit modular visual synth, crunching their textures into geometry, adding real-time effects, and controlling the whole thing with multiple controllers, audio, and MIDI."
games
gamedev
june 2009 by mtowber
flixel
june 2009 by mtowber
"flixel is a completely free collection of Actionscript 3 files that helps organize, automate, and optimize Flash games; an object-oriented framework that lets anyone create original and complex games with thousands of objects on screen in just a few hours, without using any of the Flash libraries."
gamedev
flash
as3
june 2009 by mtowber
Post Position » Video Games Tending To Zero
may 2009 by mtowber
Musings on the most minimal games. "There are some things that all of these games have in common: Something surprising happens in all of them, and that surprising thing is critical to the gameplay."
games
gamedev
may 2009 by mtowber
MeggyJrRGB - a set on Flickr
april 2009 by mtowber
"Meggy Jr RGB is an open-source kit to build your own pixel-based video games based on an 8x8 RGB LED Matrix."
flickr
games
diy
gamedev
april 2009 by mtowber
Third Cog Software - Cfxr
april 2009 by mtowber
"...a simple means of getting basic sound effects into a game for those people who were working hard to get their entries done within the 48 hours and didn't have time to spend looking for suitable ways of doing this."
audio
gamedev
games
osx
software
april 2009 by mtowber
Project Horseshoe, 2007, report, section 5
february 2009 by mtowber
"Skill atoms are a technique for modeling the player’s experience throughout the game. The designer breaks their game down into a series of interactive loops that describe how the player learns a specific skill. Each learning loop is known as a ‘skill atom’. Skill atoms can be strung together in a graph to form ‘skill chains’."
games
gamedev
february 2009 by mtowber
LÖVE - Free 2D Game Engine
january 2009 by mtowber
"LÖVE is an unquestionably awesome 2D game engine, which allows rapid game development and prototyping in Lua."
games
gamedev
programming
lua
opensource
devlopment
january 2009 by mtowber
Gamasutra - The Designer's Notebook: Numbers, Emotions, and Behavior
january 2009 by mtowber
"Can games be realistic emotional simulators? Game designer and writer Ernest Adams explores in depth how AI might actually emulate human emotions."
games
gamedev
ai
psychology
january 2009 by mtowber
Box2D - Home
january 2009 by mtowber
C++ physics engine, recently ported to the iPhone
c++
physics
development
iphone
games
gamedev
january 2009 by mtowber
RetroGameZone
december 2008 by mtowber
so much incredible sprite artwork
design
games
art
gamedev
reference
archive
december 2008 by mtowber
ATMachine's House of LucasArts and Sierra Oddities
december 2008 by mtowber
much classic goodness - i'm fairly obsessed with adventure games recently.
gamedev
games
history
december 2008 by mtowber
Lost Garden: The Princess Rescuing Application: Slides
october 2008 by mtowber
"My talk was on building an application that rescued princesses. The goal was to give interaction designers some insight into how game design might be applied to the domain of more utilitarian applications."
games
gamedev
usability
ux
ucd
webdesign
october 2008 by mtowber
Song Summoner: Square Enix Goes iPod | Game | Life from Wired.com
july 2008 by mtowber
"From the looks of things, the game acts like the old Barcode Battler -- using the data from the songs stored in your iTunes library to create an infinite variety of different soldiers to fight in your army."
games
mobile
gamedev
july 2008 by mtowber
Inside Neopets Creators' Ambitious New MMO | Game | Life
july 2008 by mtowber
"The new MMO's website will have a Flash game similar to Snake built into it. But instead of simply hoping for a high score, players maneuver the snake around the board in a hunt for pellets with the ultimate goal of making the snake come to life."
games
mmorpg
gamedev
july 2008 by mtowber
Twenty Sided » Blog Archive » Starcraft: Bot Fight
april 2008 by mtowber
7 bots enters. 1 bot leaves.
ai
gamedev
games
research
april 2008 by mtowber
IndieCade - official game selections
april 2008 by mtowber
"International Festivals of Independent Games"
games
gamedev
april 2008 by mtowber
Trying to Design a Truly Entertaining Game Can Defeat Even a Certified Genius
april 2008 by mtowber
"Ted Castronova's 5 Tips for Making Games That Don't Suck"
games
mmorpg
mmog
gamedev
april 2008 by mtowber
Nocturnal.insomniacgames.com
february 2008 by mtowber
open source game building tools initiative
opensource
games
programming
gamedev
february 2008 by mtowber
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