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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

sk84z

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About sk84z

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    |business|designer|programmer|production|
  1. My name is PJ Legendre. My teammate Peter Milko and I are looking for pixel artists/animators to work on an mmorpg with us.   About the Game We’re working on 2D top-down rogue-like MMORPG that focuses on PvP. Think The Legend of Zelda NES meets Realm of the Mad God meets RuneScape’s Wilderness. We have already prototyped the the fundamental networked gameplay.   About the Team We co-founded the indie game studio which released Blacksea Odyssey, and currently do technical contract work for the mmorpg Adventure Quest 3D. For AQ3D, we work with the project’s lead software architect to design and development game tools and networked features.   Technology We use Unity and .NET to develop the frontend WebGL client and the backend game servers. We use Orleans .NET to develop the distributed server architecture and game services. We use a NoSQL graph database called OrientDB for persistent storage.   Pitching Experience We have experience pitching successfully to publishers, investors, and crowdfunding communities. Through our efforts we have attained over $50,000 in funding for past projects.   Compensation We can discuss revenue share and hourly pay immediately, but hourly pay won’t come into effect until we earn it by securing an investment.   To chat more or schedule a Skype call, please email me at pjlegendreiv[at]gmail[dot]com.
  2. My name is PJ Legendre. My teammate Peter Milko and I are looking for pixel artists/animators to work on an mmorpg with us.   About the Game We’re working on 2D top-down rogue-like MMORPG that focuses on PvP. Think The Legend of Zelda NES meets Realm of the Mad God meets RuneScape’s Wilderness. We have already prototyped the the fundamental networked gameplay.   About the Team We co-founded the indie game studio which released Blacksea Odyssey, and currently do technical contract work for the mmorpg Adventure Quest 3D. For AQ3D, we work with the project’s lead software architect to design and development game tools and networked features.   Art Style We're open to consider any art style since we're early on in development, but leaning towards pixel art. We're especially fond of the pixel artist Buch.   Technology. We're using Unity and .NET for both the frontend and the backend.   Pitching Experience We have experience pitching successfully to publishers, investors, and crowdfunding communities. Through our efforts we have attained over $50,000 in funding for past projects.   Compensation We can discuss revenue share and hourly pay immediately, but hourly pay won’t come into effect until we earn it by securing an investment.   To chat more or schedule a Skype call, please email me at pjlegendreiv[at]gmail[dot]com.
  3. Some fellow Orlando devs have been selected for the Game Founders program and need help raising funds to get there. They have been working on a SUPER cool VR game, which you can get by contributing to their GoFundMe campaign.
  4. I am coding in Unity using C# and developing for WebGL. I need to use browser JavaScript so have written a .jslib from which I call methods in C# using Marshalling.   Is it possible for me to set a JavaScript callback to a C# Action, Func, or Event Handler like so:   // Javascript in .jslib called from C# using static extern // action being the C# method that I want to call // On callback I get -> TypeError: action is not a function SetOnOpen: function (action) {     $jsobj.onopen = function () {         action();     }; }, I've tried each of these, but don't appear to be doing it properly. I know that C++ can call C# functions, but JavaScript must communicate differently somehow.   Attempts:   [DllImport("__Internal")] private static extern void SetOnOpen(ref OnOpenHandler handler);   [DllImport("__Internal")] private static extern void SetOnOpen(ref Action action);   [DllImport("__Internal")] private static extern void SetOnOpen(IntPtr handler); No matter what I try, I get a TypeError stating that the object that I'm passing over to the JavaScript isn't a function. I've tried:   Using Action and Event Delegates Using ref, IntPtr, and neither Anyone know if this is even possible? Like I said, I successfully called a C# method in a C++ .dll before, so figured it would be possible to do so from a .jslib.
  5. gayyy games all weekend, fri, sat, and sun, woohoo...... -.-
  6. Game development is a craft which "contains both artistic and functional elements: It must be aesthetically pleasing, but it also must work well and be enjoyable to play." -Andrew Rollings, author of [i]Andrew Rollings and Ernest Adams on Game Design[/i].
  7. [color=#222222][font=Arial, Tahoma, Helvetica, FreeSans, sans-serif][size=2]Game Description Math Class Zombie Attack is a stick figure paper environment based zombie shooter full of suspense, horror, action and comedy. For each level, the character, left to defend himself from blood thirsty zombies from inside top view architecture-sketch looking buildings, must shoot incoming zombies as they slowly tread in numbers towards the main player. Current features include mines. Future features include two player, barricades, upgraded weapons, and more variety in enemy zombies. Development Plan Currently, a running game of Math Class Zombie Attack exists. However, features and gameplay are limited. The plan is to add more features, balance the gameplay, redesign art, then formalize menu screens and interface. The game will be reformatted to the specs of the iPad and iPhone as well in order for submission to the YoYo Games Store. Screen shots, playable demos, and video demos are not yet available, but will be soon. Once up, screen shots and playable demos can be found at http://www.yoyogames.com/users/sk84z, while video demos can be found at [url="http://www.youtube.com/user/MrPjLeg"]http://www.youtube.com/user/MrPjLeg[/url]. [color=#222222][font=Arial, Tahoma, Helvetica, FreeSans, sans-serif][size=2] [/size][/font][/color][color=#222222][font=Arial, Tahoma, Helvetica, FreeSans, sans-serif][size=2]I will inform you of their availability as soon as they are up. Please check them out and provide positive or constructive feedback. Thank you very much![/size][/font][/color] *Please be patient because I am currently working on this game and another, Sneaky Assassin (information can be found at [url="http://sneakyassassindevelopment.blogspot.com/"]http://sneakyassassindevelopment.blogspot.com/[/url]), while attempting to organize a team.[/size][/font][/color]
  8. [color=#222222][font=Arial, Tahoma, Helvetica, FreeSans, sans-serif][size=2]Game Description Sneaky Assassin is a simple action-adventure game filled with suspense, strategy, and stealth. The player must guide the 'Sneaky Assassin' through enemy ridden levels while avoiding enemy soldiers and other hazardous obstacles that await our brave assassin. In order to advance to the next level, the player must attain each levels key and find the Special Door that allows the player to advance.Features include hiding in barrels, wearing disguises, wielding knives, two player, and score accumulation through gold collection. Post-Prototype Development Plan Currently, a running version of Sneaky Assassin exists. Unfortunately, abandonment by my partner, the artist, leaves the game with floating heads and a unnatural environment. In addition, many levels still need to be designed and severely balanced. A complete art redesigning will take place before any continuation on level design or gameplay balancing. Until then, screen shots and gameplay demos will be unavailable. Hopefully they will come soon- this month or the following. Screen shots and playable demos will be available at [url="http://www.yoyogames.com/users/sk84z"]http://www.yoyogames.com/users/sk84z[/url], while video demos will be available at [url="http://www.youtube.com/user/MrPjLeg"]http://www.youtube.com/user/MrPjLeg[/url]. I will inform you of their availability as soon as they are up. Please check them out and provide positive or constructive feedback. Thank you very much![/size][/font][/color]
  9. I am currently a freshman at USF. My major is currently English, but I plan on transferring to UCF next fall for their Digital Media Game Design program. I am not a programmer or an artist yet, but I believe the program is well rounded. But although I am only 18 and lack many hard skills, I see my value increasing in the future. Hopefully, UCF will familiarize me with programming, art, and even more intimately with designing. Meanwhile, I have been, am, and will continue studying, researching, and familiarizing myself with the game design and development process. I have already completed reading Game Design for Teens and Gameplay and Design. I am currently studying a program called Game Maker, created by YoYo Games with the aid of The Game Maker's Apprentice, which I hope to finish soon so that I may start designing and developing simple flash-like games soon. Unfortunately, Game Maker is limited in it's multi-player capabilities, however, it is still possible (though, am not sure to what extent).The purpose of my Craigslist' post is to get involved in game maker forums and blogs with the hopes of attaining development and design knowledge by communicating and discussing game design and development with amateur, aspiring, and experienced game designers and developers. Upon realizing that developers and publishers do exist in Tampa, Florida, I was wondering if anyone was interested in working on a recreational project using the YoYo Game’s Game Maker 8 program. In addition, any beginner/intern positions available or visiting opportunities to learn more about the development and publishing processes would be appreciated if available. Any information, or advise would be just as helpful. Although I realize this may not what you are searching for, I simply seeking opportunities and knowledge. Thank you for taking the time to read this.
  10. I am preparing to launch my recreational Game Maker driven development studio ArcadeFire Gaming. Super excited.
  11. I am preparing to launch my recreational Game Maker driven development studio ArcadeFire Gaming. Super excited.
  12. Group Description: Hello, I am currently a freshman at USF. My major is currently English, but I plan on transferring to UCF next fall for their Digital Media Game Design program. I am not a programmer or an artist yet, but I believe the program is well rounded. But although I am only 18 and lack many hard skills, I see my value increasing in the future. Hopefully, UCF will familiarize me with programming, art, and even more intimately with designing. As a designer I have several talents. I can write stories - plots, characters, themes, and settings. I can create virtual civilizations and institutions - races, cultures, economies, politics, stratification, social organization, and religions. I can invent items - species, weapons, armor, mounts, monsters, machines, artillery, spells, skills, and attacks. I can create purpose - objectives, and goals. Most importantly, I think outside the box - I allow my mind to flow, I redefine genres, and I create worlds. As a producer I also come in handy. I am an organizer - I can schedule, allocate tasks, oversee projects, create and meet deadlines, and present ideas efficiently. I am a leader - I can set team goals, solve group issues, and discipline and motivate the team. Lastly, I may not know much about the "real world" as I think I do, but I know a lot, and will learn much more as time passes. But I can and will (for whatever business I end up working for) work for the best interest for the business in terms of finance, productivity, and growth. Unfortunately, I can only work with the resources and skills available. Therefore this 'job' will be more of a hobby or project in that it is for amateurs to gain experience and knowledge, not to make money. At least not initially. However, I do realize that the game industry requires dedication and flexibility in addition to the mere fact that I still have a ways to come. However, if you are interested in working with me (now (long distance) or down the road), please inform me, and maybe we can working something out. I am sending this because I do realize that finding the right people is the hardest part of creating not only a game development team, but also a business. Thank you for taking the time to read this.
  13. Group Description: Hello, I am currently a freshman at USF. My major is currently English, but I plan on transferring to UCF next fall for their Digital Media Game Design program. I am not a programmer or an artist yet, but I believe the program is well rounded. But although I am only 18 and lack many hard skills, I see my value increasing in the future. Hopefully, UCF will familiarize me with programming, art, and even more intimately with designing. As a designer I have several talents. I can write stories - plots, characters, themes, and settings. I can create virtual civilizations and institutions - races, cultures, economies, politics, stratification, social organization, and religions. I can invent items - species, weapons, armor, mounts, monsters, machines, artillery, spells, skills, and attacks. I can create purpose - objectives, and goals. Most importantly, I think outside the box - I allow my mind to flow, I redefine genres, and I create worlds. As a producer I also come in handy. I am an organizer - I can schedule, allocate tasks, oversee projects, create and meet deadlines, and present ideas efficiently. I am a leader - I can set team goals, solve group issues, and discipline and motivate the team. Lastly, I may not know much about the "real world" as I think I do, but I know a lot, and will learn much more as time passes. But I can and will (for whatever business I end up working for) work for the best interest for the business in terms of finance, productivity, and growth. Unfortunately, I can only work with the resources and skills available. Therefore this 'job' will be more of a hobby or project in that it is for amateurs to gain experience and knowledge, not to make money. At least not initially. However, I do realize that the game industry requires dedication and flexibility in addition to the mere fact that I still have a ways to come. However, if you are interested in working with me (now (long distance) or down the road), please inform me, and maybe we can working something out. I am sending this because I do realize that finding the right people is the hardest part of creating not only a game development team, but also a business. Thank you for taking the time to read this.
  14. Group Description: Hello, I am currently a freshman at USF. My major is currently English, but I plan on transferring to UCF next fall for their Digital Media Game Design program. I am not a programmer or an artist yet, but I believe the program is well rounded. But although I am only 18 and lack many hard skills, I see my value increasing in the future. Hopefully, UCF will familiarize me with programming, art, and even more intimately with designing. As a designer I have several talents. I can write stories - plots, characters, themes, and settings. I can create virtual civilizations and institutions - races, cultures, economies, politics, stratification, social organization, and religions. I can invent items - species, weapons, armor, mounts, monsters, machines, artillery, spells, skills, and attacks. I can create purpose - objectives, and goals. Most importantly, I think outside the box - I allow my mind to flow, I redefine genres, and I create worlds. As a producer I also come in handy. I am an organizer - I can schedule, allocate tasks, oversee projects, create and meet deadlines, and present ideas efficiently. I am a leader - I can set team goals, solve group issues, and discipline and motivate the team. Lastly, I may not know much about the "real world" as I think I do, but I know a lot, and will learn much more as time passes. But I can and will (for whatever business I end up working for) work for the best interest for the business in terms of finance, productivity, and growth. Unfortunately, I can only work with the resources and skills available. Therefore this 'job' will be more of a hobby or project in that it is for amateurs to gain experience and knowledge, not to make money. At least not initially. However, I do realize that the game industry requires dedication and flexibility in addition to the mere fact that I still have a ways to come. However, if you are interested in working with me (now (long distance) or down the road), please inform me, and maybe we can working something out. I am sending this because I do realize that finding the right people is the hardest part of creating not only a game development team, but also a business. Thank you for taking the time to read this.