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This year
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2007
Utopie ludique, réflexions sur le 10ème art
Quelques notes et réflexions sur le game design et l'expérience utilisateur dans les jeux video.
2006
Slashdot | Patterns in Game Design
A comprehensive compendium of game design "patterns"
Gamasutra - Designer's Notebook - "Strange Agents Are Profiling Our Games!" Printer Friendly
Oh yeah… competitive analysis. The most boring part of any product discussion. Why talk about somebody else's market share when you could be waxing rhapsodic about your vertex shaders? Trouble is, the publisher wants to know what they'll be going up against before they invest a few million bucks in your game. So one of the first questions they're going to ask when the presentation's over is, "Who do you see as your main competition?" And the next one will be, "What makes you better than them?" And you'd better be ready with the answers, or you're wasting their time.
Strange Agency
Strange Agency develops unique computer game analysis software and essential reports for the computer games industry.
Our Strange Analyst software can reduce the cost and risk associated with the research and development of computer games, allowing developers instant access to thousands of detailed computer game profiles to compare their concept against.
Gamasutra - A Circular Model of Gameplay
Three things must happen in order for there to be gameplay:
* The player must get information about the state of the game.
* The player must be able to affect the game, creating new game states.
* New game states must be communicated to the player prompting further actions
In addition in almost all types of game:
* The game creates new states without the player's input.
Christian Nold Interaction Design RCA
Hypothetical biofeedback computer game with pulse rate sensors.
GameCultura: Mini Games Experimentais
# o projeto todo deve ser feito por uma pessoa apenas em uma semana;
# e cada jogo deve estar centrado em apenas um dos play elements fundamentais (isso é jargão de game designer, mas são basicamente os elementos que diferenciam os games dos outros softwares)
Casual Game Design » Game design at Casuality Europe
# Make it really hard.
# Have a dozen mediocre game modes instead of one good one.
# Make it a 600 MB download that requires two next generation video cards and 4GB RAM.
# Price your game at $35 or $3.50 and sell only from your myspace homepage.
# Use the right mouse button.
# Give it a terrible name or theme.
# Award low scores.
# Expect users to read.
# Make it challenging and cerebral.
# Ignore what everyone else says about your game.
Guardian Unlimited Technology | Technology | Keith Stuart: Gamesblog
five-point guide to dealing with any troublesome boss
