gamedev

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  • Nintendo

    After Math: Gamer, set, match

    by 
    Andrew Tarantola
    Andrew Tarantola
    01.27.2019

    Gaming enthusiasts had a lot to cheer for this week. Google revealed the results of a competition between its Starcraft II AI and a pair of pro players, though there wasn't much "competition" in the 10-1 bloodbath. GDC's State of the Industry survey revealed broad support for unionization initiatives among respondents. And of course Farming Simulator now has its own eSports league.

  • GDC08: When Love came to town

    by 
    Barb Dybwad
    Barb Dybwad
    02.26.2008

    Every once in a while you have one of those unique experiences where you catch a glimpse of inspirational human intelligence. We were lucky enough to have such an experience at GDC in the hour we spent with Eskil Steenberg, the gifted programmer behind the fledgling one-man MMO project, Love. Once you get past the stage of incredulity at the idea that anyone would even attempt to create a massive game as a solo effort in the age of WoW-sized development and content teams, you start to get a window into exactly why this work in progress is unusual, preciously unique and extremely exciting. Starting with a caveat: Love is not yet in production (indeed, there's no solid guarantee it ever will be), nor is it glossy and polished like most of the blockbuster AAA titles we feature in our list of core titles -- but the latter tends to work in its favor. It's not like any MMO you've ever seen; what we saw shimmering and dancing on Steenberg's laptop was otherworldly, breathing, and dreamy -- more reminiscent of a Van Gogh painting or of Waking Life than of any massive game we've ever played. The video embedded after the break is somewhat crude, having been shot off a laptop display (and occasionally featuring a reflection of Eskil himself, which you can decide for yourself whether it enhances or detracts from the experience), but captures the essence of the strange world in motion with its breathtaking landscape and day/night cycling as you wander about the planet.%Gallery-16906%

  • GDC08: Blizzard's approach to MMOs

    by 
    Barb Dybwad
    Barb Dybwad
    02.20.2008

    Rob Pardo, Senior Vice President of Game Design, spoke earlier today on Blizzard's approach to multiplayer game design. Pardo shared what the iconic company has learned over the years of releasing titles like WoW, Starcraft, and Warcraft regarding game balance, PvP and UI design, player psychology and more. Head over to WoW Insider to check out the full transcript from the talk and the Q&A session plus a gallery of all the slides (and Pardo's handsome mug). Gallery: GDC08: Blizzard's approach to MMOs

  • Advice for wannabe game developers

    by 
    Jennie Lees
    Jennie Lees
    05.19.2006

    The days of the bedroom coder are mostly behind us, though casual games and mini-games still provide the opportunity for a single coder to make it big -- not to mention one-man projects like Rag Doll Kung Fu which don't quite fit into the above categories. If you're interested in running your own game development project, Download Squad has some business advice for you. Covering engines, team-building, documentation, project management, testing, marketing and the all-important "making money", this article is a useful starting point and gives a good idea of what's actually involved in a small-scale game development project. Of course, you'll want to do further research before embarking on such a project yourself.

  • Student project yields some fun games

    by 
    Jennie Lees
    Jennie Lees
    01.11.2006

    Getting into game development as a student, for a class project or private competition, seems an increasingly common hobby. Not only do you get course credit for writing a game, but you have an instant start to your portfolio when applying for game development jobs on graduation. What could be better?Well, this Stanford student project not only offers a hands-on introduction to 3D graphics via the medium of games, but had some hefty prizes to boot (including a trip to the SIGGRAPH conference, and vouchers for Xbox 360 consoles). Labyrin3D, the "wackiest" entry, is particularly innovative--using the Powerbook's tilt sensor, players have to manipulate a marble around a maze. While not quite as crazy as some of the "game a week" prototypes we saw last year from a different academic project, it's great to see game development incorporated as class work for more courses--educational and fun.[via /.]