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programmers, developers, cosplayers, anime lovers, comic book fans, nerds, geeks, dorks, science geeks and
gamers.
In a recent Japanese presentation, members of the team have demonstrated
how the Unreal Engine 4 is making it easy to introduce some detailed adjustments to the
game without a
programmer.
This time they sat down with F - Zero's Isshin Shimizu (Director), Takaya Imamura (Designer) and Yasunari Nishida (Main
Programmer) to discuss
how the seminal launch
game came to be.
- goal of the
game was to allow players to do lots of things - the dev team took one element at a time, and then worked to «multiply» them in order to broaden the scope of each action - multiple developers discussed
how climbing would be fun to add into the
game - one dev thought it would be fun to climb moving things, which eventually lead to climbing windmills and enemies to fight - the Octo Ballon is an item that came to be following the experimentation of a
programmer - the dev wasn't sure the idea was okay to do, but tried it anyway and the rest of the team seemed to enjoy it - by combining various actions, objects, the
game's world itself, you get tons of gameplay variety and ideas - keeping these options in mind may lead you to beating a boss or solving a puzzle in a unique way
Among other things,
programmer and story co-writer Mikhail Balabanov told us if there's going to be a demo, what kind of a system we're going to need in order to play this
game without a hitch, and
how he feels about the current state of PC gaming.
How many famous
Game Composers / Designers / Artists /
Programmers / Producers can you shoot?!? (or team up with!)
Greg Sewart of Generation - 16 said in his Klax (Tengen) video that he contacted the
game's
programmer Dave Akers to see
how this happened.
Killzone Shadow Fall has seen a radical change in
how these
game elements are handled; instead of bespoke high - level code being generated by
programmers on direction from the creative element, a more low - level system has been created, allowing designers more access to raw
game data.
I got to chat with a
programmer on the
game who was proud of the EarthNight's visual flair despite
how tricky it was to pair the art with procedurally generated levels.
Using BigWorld Technology for Indie
Game Development Alistair Phillips, Lead Programmer, Micro Forté Learn how BigWorld indie can bring your game to life quickly and can scale as your user base gr
Game Development Alistair Phillips, Lead
Programmer, Micro Forté Learn
how BigWorld indie can bring your
game to life quickly and can scale as your user base gr
game to life quickly and can scale as your user base grows.
«We want players to wonder
how DOOM and idTech 6
games can be so visually stunning at 60 frames - per - second at 1080p on all platforms, when other titles can not even achieve a similar look at 30 frames - per - second,» said Lead Project
Programmer Billy Khan on the Bethesda Blog.
For those who don't know you, who is Scott Brodie (beyond «independent
game designer,
programmer, and founder at Heart Shaped Games»), and
how did you come to build Hero Generations?
To get a better idea of
how the
game conceptualized and developed, we spoke with Jordan Bloeman (writer / composer), Matt Satch (artist), and Logan Gilmore (
programmer).
Here's
how Battlezone's lead
programmer Rich May explains it: «The iconic green vector lines of Battlezone defined the 3D
game genre for years, before shaded polys and texture mapping.
I know that this sort of approach is probably nothing but wishful thinking on my behalf but considering
how similar both of the main
games are, both technically and visually, it certainly doesn't seem like it would have been too hard to do (
Programmers / Designers feel free to tell me
how wrong I am in the comments)
Nyoka Shortt, the
programmer / artist for the
game, said that when she came up with the
game, she was thinking about
how a blind character might transverse the world.
Using BigWorld Technology for Indie
Game Development Paul Hampson, Senior Programmer, Micro Forté Learn how BigWorld indie can bring your game to life quickly and can scale as your user base gr
Game Development Paul Hampson, Senior
Programmer, Micro Forté Learn
how BigWorld indie can bring your
game to life quickly and can scale as your user base gr
game to life quickly and can scale as your user base grows.
In another mobile
game postmortem with a much shorter development schedule, entitled «How to Launch a Premium Priced Indie Game in the App Store,» Trials Evolution lead programmer turned Frogmind co-founder Johannes Vuorinen will discuss what he believes led to his Apple Design Award winner Badland selling over 100,000 copies in its first w
game postmortem with a much shorter development schedule, entitled «
How to Launch a Premium Priced Indie
Game in the App Store,» Trials Evolution lead programmer turned Frogmind co-founder Johannes Vuorinen will discuss what he believes led to his Apple Design Award winner Badland selling over 100,000 copies in its first w
Game in the App Store,» Trials Evolution lead
programmer turned Frogmind co-founder Johannes Vuorinen will discuss what he believes led to his Apple Design Award winner Badland selling over 100,000 copies in its first week.
And so, to get a better sense of
how they hand - picked their lineup, I asked designer and
programmer Ricky Haggett (above, right) and Hogg (above, left) to go
game - by - minigame to give us the whos and
hows and whys behind every artist chosen for what's become, hands - down, one of Sony's «coolest»
games — in that old, original PlayStation Designers - Republic - doing - art - for - Wipeout sense of «cool».
In the interview, Jens Nilsson (Sound / Level Scripter), Thomas Grip (
Programmer), and TJ Jubert (Writer) speak of the challenges of being an indie
game developer, the history and development of Penumbra: Overture,
how this
game differs from other survival horror
games, and what
gamers can expect in the future for the Penumbra series.
«The fact that the tech of Frobisher Says — a
game which aims to use every bit of functionality available on the Vita — was made by just two
programmers should give you an idea of
how straightforward the Vita APIs are to work with.
To celebrate the series» 30th anniversary, here's another great history video from YouTube's Gaijillionaire, which explores Phantasy Star's 8 - bit origins,
how the departure of
programmer Yuji Naka and artist Rieko Kodama (who were both put onto a small platform
game project called Sonic the Hedgehog) resulted in a very different Phantasy Star III, and lots more besides.