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Using FMOD designer to create explosion sound events

May 21 2010 12:17 PM | Posted By Stephan Schütze in Music and Sound
A guide to using FMOD tools to generate explosion sound effects in real time for a greater variety of effects to use when raining down massive destruction upon the player

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Making Sound Effects

Feb 08 2010 09:55 AM | Posted By Spencer Sternberg in Music and Sound
This article explores the recording and mixing processes of making sound effects for martial arts. From the sound of splintering watermelons to the quick movement of ferns through the air, it is clear to see that sound is not what it looks like

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Some Game Playing Styles, and How Games Match One Style or Another

Jan 25 2010 05:17 AM | Posted By Lewis Pulsipher in Game Design
A big obstacle for beginning game designers is the common assumption that everyone likes the same kinds of games, and plays the same way, that they do. Sometimes the nature of the traditional video game obscures all the different things games can be. The author relies on 50 years of playing games of all kinds to describe several quite different points of view

Tagged With:  games  #8220  game  classical  players  romantic  player  play  playing 
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Using Game Engine Art Tools to Improve Run-Time Streaming in Online Worlds

Jan 05 2010 12:42 AM | Posted By Danie Conradie in Visual Arts
What tools to take advantage of in game engines in order to improve performance of large environments in online worlds, adapted from a talk given at 2009's Austin GDC

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Writing Music for the iPhone

Dec 23 2009 07:16 PM | Posted By Spencer Sternberg in Music and Sound
How can a composer safely branch out from the norm, to satisfy ones creativity, yet ensure that the music will be received well by the audience? This article explores the process of writing video game music, based on the compositional process for one of the ten levels of music from the iPhone game Plushed

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How To Render Light Maps in XNA

Dec 14 2009 06:52 AM | Posted By Rikcuo Akira (Taiwan) in Visual Arts
Using 3DS Max 2008 and Panda Plugin - a simple step-by-step guide

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A Brief Guide to Orchestration

Dec 07 2009 11:09 AM | Posted By Steve Kaetzel in Music and Sound
The symphony orchestra is one of the most versatile mediums of music performance, which is capable of producing an almost infinite number of different shades of expression. However, in order to successfully utilize its power, one must first have a solid understanding of the general principles of orchestration. This article is meant to serve as a crash course in the basics of classical orchestra...

Tagged With:  instruments  different  orchestra  playing  orchestral  orchestration  sound  music  parts 
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Make a Particle Explosion Effect

Oct 13 2009 02:08 AM | Posted By Mike McClelland in Visual Arts
A step-by-step guide to creating an explosion in a particle editor. While this article makes use of the Vicious Engine 2, the concepts are widely applicable.

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Book Excerpt: Mastering Unreal Technology Volume 1: Introduction to Level Design with Unreal Engine 3

Sep 21 2009 07:28 AM | Posted By Jason Busby, Zak Parrish, and Jeff Wilson in Game Design
This excerpt is taken from Chapter 9: Introduction to Kismet

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Game Design Round Table 3

Sep 17 2009 12:01 AM | Posted By Trent Polack in Game Design
Observing Open Worlds: This round table discusses both the narrative and gameplay benefits of the open world game structure

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Game Art Creation and Reviewing Requirements

Jul 07 2009 01:01 AM | Posted By Galina Kuzminova in Visual Arts
What should you keep in mind as an art contractor? How can you work best to satisfy clients with minimum revisions? The Outsourcing Manager of art studio Orange Graphics answers these questions and more with a checklist of things to keep in mind

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Game Design Round Table 2

Jun 09 2009 11:34 AM | Posted By Trent Polack in Game Design
Achievement Unlocked: This forum round table discussed the use of achievements in game design. Overview of the discussion inside, and link to the complete thread

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Game Design Round Table 1

May 25 2009 07:22 AM | Posted By Trent Polack in Game Design
The Death of Death: This forum round table discussed the pros and cons of failure cases in games and how it relates to challenge. Overview of the discussion inside, and link to the complete thread

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Game Design Round Table 0

Apr 22 2009 11:32 AM | Posted By Trent Polack in Game Design
No More Health: This forum round table discussed the impact of regenerative health and such questions as: does this mechanic simplify action games in a good way? Is the reduction in manageable health resources a boon or detriment to players? The full discussion is summarized within.

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Space War Commander: Re-Thinking Real-Time Strategy

Apr 07 2009 05:40 AM | Posted By Alex Kutsenok in Game Design
This article on game design discusses the ways in which the real-time-strategy genre can be improved, using a recently published RTS as a case-study in novel development. Specifically, the paper argues against traditional resource gathering in favor of true diversification of that experience. Furthermore, this article discusses the benefits of removing base-building and puts forth some valid re...

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Creating Fire in a Particle Editor

Feb 19 2009 02:43 AM | Posted By Bulatov Evgeni in Visual Arts
Learn the basics of creating fire effects and working with particles using the editor Magic Particles

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Better Programmer Art

Dec 29 2008 06:15 AM | Posted By Joel Davis in Visual Arts
Better artwork makes a huge difference in the impact of a game, prototype or technical demo, especially among a non-technical audience. Sometimes you don't have the time or resources to find a dedicated game artist. This article presents ten tips for us programmer types to improve the quality of our game artwork and 'fake it' as a game artist.

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Case Study: Resistance 2 Graphics Tools and Pipeline

Dec 18 2008 08:20 AM | Posted By Kelly L. Murdock in Visual Arts
A look at Insomniac Games (makers of the Resistance franchise) and how they used Autodesk tools to create the stunning visuals in their games

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Rage of the Elements Postmortem

Jul 23 2008 03:00 AM | Posted By Lori Cerchio in Game Design
The producer of a student team from Bloomfield College in New Jersey goes over what went wrong and what went right on the year-long project for their degree's coursework.

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MAME Mine: Wacky Sports

Jul 01 2008 03:11 AM | Posted By Ben Garney and Eric Hartman in Game Design
Ben and Eric take another foray through hundreds of MAME games to see what makes the genre of wacky sports tick and come away with some key designs to keep in mind

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How To Build a Game In A Week From Scratch With No Budget

Jul 06 2005 08:18 AM | Posted By Jay Barnson in Game Design
There are many great resources available to small, budget-conscious independent game developers today. On a public forum, in a counter-rant, I expressed this fact by bragging that if you gave me a week, a fresh install of Windows, and a good Internet connection, I could build a halfway decent game with no budget whatsoever.

Tagged With:  build  game  week  budget  scratch  indie  beginner 
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The Game Design Process

Nov 23 1999 10:57 AM | Posted By Francois Dominic Laramee in Game Design
There is no such thing as a "standard" game design document, and for good reason. It would be insane to try to fit an interactive fiction adventure and a Tetris-like puzzle into the same mold. However, all forms of entertainment do have a certain number of characteristics in common, and over the years, I have developed a methodology which provides structure to my game design activitie...

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