tags: gamedev

“The initial decision to do it was hard, because it did feel like giving up to a certain extent,” says Burns of the decision to return to the game. In fact, when Sheppard announced the game at GDC 2013, he wasn’t even present. “I didn’t even go to her talk because I was too ashamed,” he explains. “Everyone’s coming out with new cool stuff, and we’re still stuck on this one thing.”

“Give a man a game and he’ll play for a day. Teach a man to make games and he’ll never play one for the rest of his life.”

“Drawing his finger across the screen, he nudged the lever bars to indicate attributes like body mass, aggressiveness, windpipe length, wetness, screechiness, harshness. (The software makes sounds based on roughly a hundred different parameters.) Then, while moving his thumbs across two graphical boxes on the iPad—one labelled “vowel map,” the other “pitch”—and simultaneously twisting the device in space, he generated a vocalization. The iPad’s physical movement determined the energy behind the utterance: the arc of the motion shaping the sound’s arc.”

“short film created with the Unity game engine and rendered in real time”

“This post is about the magic constant 0x5f3759df and an extremely neat hack, fast inverse square root, which is where the constant comes from.”

“Such model puts focus on iterative development, facilitating flexibility and growth. It’s quite different from premium games, where most energy is spent on the initial release, possibly followed by as few as possible patches.

Running a game as a service influences priorities in some very practical terms.”

“I don’t play games to have my skills tested. Many do, and that’s fair. I play games to have experiences, to feel smart and creative and badass, of course, but not to be tested by an imaginary examiner. When choosing a difficulty mode for a game, that’s far more about the time investment I want to make (do I not have time for a slow run, or do I want to make it last?) or how I want to feel (Wolfenstein had to go to easy, because when playing a game like Wolfenstein, I want to feel unstoppable). It’s not about difficulty, it’s about the style of play I want to extract from the game’s mechanics.”

“A lot of the camera movements and controls that video games have built up over the years will make many players want to throw up. […] For that reason Land’s End is a hands-free experience. That means that navigation is done simply by looking at little white dots placed strategically through the environment, each representing possible paths or actions a player can undertake.”

“a proposal and proof-of-concept for an interactive book about programming the graphics processor”

I especially enjoyed the little “Make this” games in the Sample Chapter.

“Tiny Speck, Inc., the game’s developer, has relinquished its ownership of copyright over these 10,000+ assets in the hopes that they help others in their creative endeavours and build on Glitch’s legacy of simple fun, creativity and an appreciation for the preposterous. Go and make beautiful things.”

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Maciej Konieczny

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