• Announcements

    • khawk

      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.

Search the Community

Showing results for tags 'Advice'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • News

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • Audio Jobs
  • Business Jobs
  • Game Design Jobs
  • Programming Jobs
  • Visual Arts Jobs

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Topical
    • Virtual and Augmented Reality
    • News
  • Community
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
    • For Beginners
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams

Blogs

  • Michael Tanczos.. Gamedev.net code monkey
  • So much for Creativity
  • The nearsighted one cometh
  • Kylotan's Developer Journal
  • Rabbit Droppings
  • The Code Zone Bargain Basement Blog
  • Author, Programmer, Bag of Wind(TM)
  • Journal of Sneftel
  • Strife's Most Excellent Journal
  • Readme.txt
  • Journal of Null and Void
  • Dirty Hacks and Stupid Tricks
  • This is not a blog
  • Continuous Refinement
  • 23yrold3yrold's excessively awesome journal
  • Journal of Tiffany_Smith
  • Journal of The God
  • Journal of void*
  • Journal of UknowsI
  • The Mothership Connection
  • Journal of Sandman
  • Gaiiden's Scroll
  • Journal of LessBread
  • mittentacular
  • Journal of adventuredesign
  • Journal of WitchLord
  • Journal of cone3d
  • Ian's Blog Rants
  • Is this thing on?
  • There is no escape from the Washu
  • /* Why you crying? */
  • Journal #259850
  • Journal of Yann L
  • Fortress of Solitude
  • Insignificant Corner on the Wild Wild Web
  • T. Wade Murphy - Sketchbook
  • Journal of Woodsman
  • Journal of kevmo
  • Not dead...
  • Working late past midnight...
  • Journal of pi_equals_3
  • Adventures in Game Production
  • Journal of Drewish
  • Development, OSS, and pie at work
  • Rarely Spoken
  • evolutional.co.uk
  • Welcome to the bowels of hell
  • Journal of danbrown
  • Journal of __Daedalus__
  • Journal of a Magical Badger
  • The Mad World Of Me
  • Perpetual Alpha
  • Journal of Buzzy
  • The Storytelling Ape
  • Untitled
  • Reminiscence
  • Big Sassy's Ramblings
  • Journal of dthorp
  • Journal of benstr
  • Journal of Prairie
  • The Simplest Thing That Could Possibly Work
  • Journal of eklypse
  • Journal of falkone
  • Let
  • Journal of DarkZoulz
  • 0_o
  • Adagio for GameDev
  • MEY - Archive
  • Journal of Ysaneya
  • A constant battle with time
  • Journal of CoffeeMug
  • Journal of Clash
  • My personal space of thoughts...
  • Journal of Void
  • Journal of xEricx
  • Jorgander's journal
  • Journal of mohaps
  • Journal of SEHenley
  • Journal of EricMeyer
  • A view from the trenches
  • Journal of LorenTapia
  • Incoherent Ramblings of a Madman
  • Journal of _zombie
  • FRIZZLEFRY!
  • Journal of IronWolf
  • Designing: The Game and Its Content
  • Fuzzlr
  • Journal of Deltah
  • Game Development of the Graphics Type
  • Journal of IndyHood
  • Raptor's Den
  • Journal of Scott
  • Journal of NafdahliX
  • Journal of Stoffel
  • Journal of the Digital Hobos
  • J3's Joint
  • The NoMonkey Experience
  • Codex of the Modemancer
  • Journal of Blivvy
  • My Thoughts and Progress
  • Journal of Mulligan
  • Boring banter of a programmer.
  • The mighty journal of Raymondo
  • Journal of Nurgle
  • Journal of Bossk
  • Journal of DJHoy
  • One bastard's rants
  • Reprogramming my brain
  • Building the Sphere, one vertex at a time.
  • Journal of Kraiklyn
  • Journal of MonkeyChuff
  • Journal of jakem3s90
  • Journal of Shred
  • Journal of Erluk
  • Ramblings of a Red Dwarf addict
  • Beginnings of the Wayward Programmer
  • Journal of mattnewport
  • Journal of iNsAn1tY
  • MMO Indie? Can't Be Done
  • Journal of CGameProgrammer
  • Journal of scarmiglion
  • Mmm...soylent green...
  • _luridcortex
  • Journal of SeanHowe
  • Journal of Zophar
  • Journal of glincoln
  • Daedalus Development
  • World of Sshado
  • My GameDev Journal
  • Shell extensions, code design and fluff
  • Deux
  • Eh
  • A Keyboard and the Truth
  • The Unofficial 'Empyrean Gate' Journal
  • Journal of whaleyboy
  • Journal of RobertC
  • Journal of James Trotter
  • The Barracks
  • Untitled
  • Don't Click Here
  • Stupid .NET Tricks
  • Journal of JimboC
  • iosys Research and Development Journal
  • ... And on the 8th day, God created Pouya ...
  • Angry Cuttlefish's Fishtank
  • SteelGolem
  • Journal of onehundred
  • Drakkcon's journal
  • Alexmoura's Journal
  • Journal of thesadjester
  • zdlr's game development journal
  • Destructive Design
  • You are all weirdos.
  • Train of Thought
  • Andy Pandy's Magical Journal of DOOM
  • Any Colour You Like
  • Inane Ravings of a Mad Engineer
  • Adventures In Managed World
  • Compiling...executing...recompiling
  • Journal of codemonster
  • Journalgasm
  • Journal of digisoap
  • So long, Gamedev.
  • Journal of hothead
  • For The Storm! a Tribute to Netstorm :)
  • Journal of Magmai Kai Holmlor
  • Journal of JoeDorson
  • Amazing Journal
  • Journal of John Swidorski
  • Journal of benutne
  • Journal of caffeineaddict
  • Journal of Antonie_Bouman
  • Journal of Thygrrr
  • In Which Christopher Robin Buys Some Cheese
  • The Monkey Digest
  • Jinxed
  • Rixter by Rixter by Rixter by Rixter
  • Journal of Cold_Steel
  • NanoTera
  • Journal of MagicScript
  • Journal of a struggling Student
  • MyJournal.lnk
  • Journal of doomhunk
  • Sir Code Alot's Codex
  • Unbreakable
  • Journal of lethalhamster
  • Brain Drain
  • Journal of uto314
  • Not your journal.
  • Computer food
  • Journal of The Frugal Gourmet
  • Digital Scrawl
  • Journal of ToohrVyk
  • Journal of graveyard filla
  • A look into the mind of TheNobleOne
  • Journal of BioMors
  • "That wasn't dirty dancing, it was Salsa"
  • Brandon N's Journal
  • Journal of HughG
  • DogCity Adventures
  • Programmology
  • Journal of Bluehair_fr
  • Graham's Incessant Ramblings (gwihlidal)
  • noaktree leaves
  • ElJournalo
  • Booleans spiffy development journal
  • Journal of Pants
  • coldacid.dev.journal
  • Simple Foolishness :: Just What I Like
  • Journal of Raduprv
  • Journal of Prozak
  • Dave, The Mystical Workings Of...
  • Journal of kentcb
  • Rhaal's Journal
  • Journal of evillive2
  • mobile chronicles
  • Proverbial Max
  • Codename: Karma Online
  • krez's Amazingly Entertaining and Informative Journal
  • The Re-education of Maik Vidales
  • Ols (Away)
  • Yar
  • Writing Web Games
  • What's going on at TDLGames or TDLSoftware
  • DruinkJournal
  • The Meaning of Nahrix
  • Journal of Obscure
  • Drawing Lightning
  • Metaphorical Journeys of Happenstance
  • Journal of Eddie Hicks
  • Ubertainment
  • DavidRM's GDC Coverage
  • Sande's GDC Blog
  • Journal of KellyM
  • joanusdmentia::journal
  • Stompy's Gamedev Journal
  • How to finish a game in less than ten years
  • The Long Road to Making Games
  • Journal
  • Unhandled Exception
  • Journal of cm2
  • Journal of SanityAssassin
  • The sleeper must awaken... and code some.
  • Devnull's Log o' Geekery
  • markr's complete waste of time
  • Ahhh! I think I'm melting!
  • Journal of MrP
  • rhummer's Journal
  • Journal of CyberSlag5k
  • Journal of scubabbl
  • Journal of BlueDev
  • Journal of chadmeyers
  • Journal of Raisor
  • Journal of Undergamer
  • Journal of Hedos
  • Journal of robpers2003
  • Journal of NeHe
  • Nothing much of interest...
  • The Realm of Trial
  • Starving Programmer - Will code for food!
  • Journal of iduchesne
  • Journal of Kippesoep
  • On the path with a ramblin' man
  • You Gotta Squeeze Every Pixel
  • Lame? Where?!
  • Journey into a 3D World
  • Child of GDNet
  • Journal of finch
  • Journal of Hakiko
  • Journal of Lenox
  • Journal of LastUnicron
  • MrEvil's Journal
  • Journal of evelyn
  • Journal de S'Greth
  • donjonsons thoughts
  • Journal of dotnetted
  • The Tub of Awesome
  • Journal of EnemyBoss
  • Triangular Pixels
  • Radioactive-Software
  • Ubik
  • Journal of wasted_druid
  • Level-Grind Online
  • Journal of adam17
  • Sir Sapo... The Man ... The Legend
  • An Artist's Ramblings
  • Journal of LiyonDR
  • Thoughts from a Wanna Be Producer
  • Independent thoughts of PaulECoyote
  • Journal of Lab-Rat
  • Journal of Revelations
  • Gauntlets of Recursion (+3)
  • Journey to the Ancient Galaxy
  • Random things uavfun thinks are cool
  • NickGeorgia's GameDev Journal
  • Journal of jonpolly99
  • Brutally honest game dev stories
  • Journal of Lacutis
  • Clever Title
  • Beals Software
  • Journal of TheArtifex
  • Journal of Ranger Meldon
  • Journal of Pestilence64
  • Journal of jyk
  • Kudu's GameDev Blog
  • Tech: Arena
  • Journal of skittleo
  • Shiny Journal of Programmingness
  • Journal of LamerGamer
  • Programming. Academics. Life
  • Journal of unazona
  • Journal of CalvinCoder
  • Adventures in 3D
  • Journal of tstrimp
  • Journal of Xiachunyi
  • Journal of QuadMV
  • Neutrally Buoyant in a Sea of Productivity
  • Cypher's Journal
  • Journal of Nomad010
  • Journal of a freak
  • Journal of dcosborn
  • Journal of Nagashi
  • The XNA Struggle
  • Journal of Mrs Kensington
  • Journal of heavygearz
  • J of K
  • Journal of MikeWW
  • Distilled Brilliance
  • Journal of EvDaedalus
  • Journal of WillC
  • Necron00bicon
  • Jemgine
  • Big Trouble In Little Chairtown
  • Satisfaction Guaranteed*
  • Journal of munKiecs
  • NetSim: A Hacking Simulator
  • Almost Lackadasical Gamedev
  • Journal of cppgirl
  • Journal of PennstateLion
  • Journal of sathenzar
  • Journal of Trading Route
  • Journal of RingTek
  • Journal of Aiursrage2k
  • Journal of Kalidor
  • The Bag of Holding
  • Journal of Sages
  • Journal of fur (p2pmud project)
  • Journal of Landsknecht
  • Joshua Pilkington's Journal
  • Journal of JoriathLionfort
  • Maddox's Best Friend
  • Primal Damage
  • The Rambloring of Beldamir
  • #ifdef TRAPPER_ZOID
  • Journal of IronGryphon
  • 1000 Monkeys
  • Horror Stories of RanBlade
  • UberFantasticoSuperJournalRahr!
  • Ascending the Lift Hill of Life
  • shilblog
  • "Another genius foiled by an incapable assistant."
  • Exploring infinity
  • Journal of meix
  • Journal of Impeller Head Games
  • The scriblings of Samsonite 2007 AD.
  • Kazade's GDNet Life
  • SteevR's Deadly Development Mistakes
  • IBTL
  • The Moonpod Insider
  • Journal
  • I update. You read. Ok?
  • Journal of pink_daisy
  • In The Beginning
  • We stumble at noonday as in the dark.
  • Journal of Zipster
  • Journal of fearghaill
  • Evolve Games
  • No ninjas here, no really they are over there.
  • Journal of Caitlin
  • Journal of _winterdyne_
  • Journal of PreditorX0789
  • Journal of TyroWorks
  • Journal of AfroFire
  • The Whine Cellar
  • Journal of bargasteh
  • Journal of LilBudyWizer
  • Journal of CTar
  • Journal of furin121
  • Journal of Khaos Dragon
  • Untitled
  • Sheridan's adventures in random nonsense.
  • Nitrous Butterfly Developer Journal
  • Journal of Mephs
  • Journal of Nuget5555
  • Journal of xaver
  • Journal of Fahrenheit451
  • Captaiz Z
  • Journal of nts
  • Journal of rodgaskins
  • Chronicles of the Hieroglyph
  • Journal of Kuro
  • The Life of Corman
  • Journal of Kria Krabbit
  • Abwood's Coding Notes
  • extralongjournal
  • A love story: Me and my 2D engine.
  • Journal of sBibi
  • Journal of necreia
  • Dzz's Journal
  • Journal of Jervin
  • The journal of rpg_code_master
  • 2D Game Development with a splash of Mumbo Jumbo
  • Journal of Mordt
  • Journal of paradoxnj
  • The Wayward Druid
  • Journal of Tera_Dragon
  • darkpanda's awakening
  • Journal of Downer
  • Journal of RageHard
  • Journal of TommyA
  • Journal of kylecrass
  • Destination: Failure
  • Ye Olde Ramblings
  • Journal of Johnny Casil
  • Journal of C J W
  • Krizo
  • Journal of Zao
  • Journal of socrates200X
  • Journal of chapmast
  • Journal of rjhcomputers
  • The Broken Mind
  • Journal of ebner-wilson
  • Journal of SKREAMZ
  • Journal of astralvoid
  • Graphics is gooder and stuff
  • Journal of Talonius
  • Explicity undeclared yet implicitly defined ramble
  • UofU Team Journal
  • Journal of thedott
  • I am a duck
  • Delusions of Grandeur
  • Journal of kirkd
  • Exploration of pie and caek
  • Journal of slowpid
  • It's a hobby.
  • Subverting C++
  • Journal of Dreddnafious Maelstrom
  • Journal of marmin
  • Monkey Land
  • Dev. Blog of Empire Productions
  • Wiiiiiiiiiiiiiiiiiiiiiiiii!!
  • Slow progress
  • Journal of trailervoice
  • Illusive Studios
  • Journal of MindWipe
  • Journal of kmccusker
  • Ramblings of a partialy sane programmer
  • My Game programming journey
  • Adventures in Text-mode
  • Better Together
  • Journal of Kyle N
  • Journal of Genesis : Origins
  • NO
  • Project Kingstone
  • Brainfold
  • Journal of darkzim
  • Journal of jkielpinski
  • Dovyman's Journal
  • Journal of Goober King
  • Adventure Owns You
  • Journal of Sentientv2
  • Journal of mistermecha
  • Journal of sipickles
  • Prodigious
  • Bradley Sward - Small Game Projects
  • El Nino Games
  • Journal of Trefall
  • Tesseract's Game Development Journal
  • Mark the Artist Fights the Future
  • PumpkinPieman's Journal.
  • Get back to work!
  • Journal of Kevinator
  • Journal of Charles Thomas
  • Journal of erwincoumans
  • Journal of Michael Nischt
  • Journal of ukdm
  • Journal of Andrew Fults
  • Level editor in the works
  • Good Enough?.... Never!
  • Wijnand's Game Journal
  • Odorless Entertainment
  • Journal of blimey
  • Milkshake's Dev Diary
  • Journal of dist0rted
  • Journal of -JetSirus-
  • Bandit Revolvers: Championship Edition!
  • Journal of the enemy
  • Journal of soconne
  • Journal of valles
  • Journal of Aardvajk
  • Frog Blog
  • Journal of GreenGiant
  • Journal of ArNy
  • Developing Firebox
  • Journal of John_23
  • Journal of Luminous
  • Journal of CloudNine
  • The Enigma Code
  • bricklayer developers: Fountaindale
  • Journal of The_Neverending_Loop
  • Abort Button Software
  • Journal of Xrystal
  • Journal of Stuart Y
  • Journal of Jesse_P
  • H3O + U-235
  • Journal of a Shaven Ape
  • metaverses
  • Journal of C0D3Name
  • Journal of binaryguy
  • Journal of a wannabe game programmer
  • Journal of Fortia
  • Journal of dracan
  • Journal of boto
  • iLiNX
  • Journal of a undecided
  • Journal of cwestbrook20
  • Yet Another Game Maker
  • Journal of smc
  • The Journal of Thraed, Shadow of Fahrenguard
  • Journal of webjeff
  • Journal of phantom-soft
  • The Wild West of Programming
  • Journal of tribalKris
  • shadowcomplex's stuffs
  • Journal of IceSynth
  • Journal of Tesl
  • Surreal Sensations
  • Journal of AlexLoren
  • Journal of Ronnie Howell
  • Indisputable Tales of Interest
  • Journal of KGodwin - Newbie Game Dev
  • Wills' Wishes
  • Journal of miminawewe
  • Journal of DavidNeal
  • soggyfries
  • Journal of Tallitus
  • Promit's Ventspace
  • Journal of FunLogic
  • Journal of cheops2007
  • Journal of Sensei Maku
  • A Developer's Dream
  • Journal of VanillaSnake21
  • The ballad of a n00b
  • Journal of mattdev
  • Your company name here
  • The Richest Beggar in the World
  • Synbios128's Journal
  • Journal of AnthonyN1974
  • Journal of acappella
  • Journal of deerslyr1
  • Journal of Dragoro
  • Journal of Damon501
  • This Is My Story
  • Evil Stick Man in Evil Stick Land
  • Journal of noNchaoTic
  • Journal of Journaling
  • Phyletic gradualism
  • Fallen, oh dear :
  • The Byproduct of Facts and Fiction
  • Journal of Adam Hamilton
  • WISP
  • The Lion amongst the code
  • Abliss Gamedev
  • Once a Bird
  • Yeah
  • Journal of ShaneHeres
  • Orbital Fan's game development journal
  • Journal of VikingDK
  • Journal of zedz
  • Kiryn's Development
  • Defeating procrastination one post at a time!
  • Journal of HeftiSchlumpf
  • Journal of Scint
  • Journal of MattWhite06
  • Journal of Funkymunky
  • Under a ShadowyTree
  • Frogames adventures
  • Journal of Treesong
  • Brandogon's Journal
  • Alaklin's workshop
  • The never-ending story...
  • Journal of GreenToad
  • Journal of TiredofSleep
  • CAN Games Development Journal
  • What is Interactive Art?
  • Verg-o-nomics
  • Excursions into the Unknown
  • My Epiphany
  • Brain spasm
  • Brian Hoffer's Journal
  • BrokenThorn Entertainment
  • Journal of terry_burns85
  • Old code never dies, it just fades away
  • Journal of ChrisE
  • Journal of ShadowRancher
  • Journal of Dark Matter
  • Journal of mikalar
  • Journal of Moss
  • The Mystic work of Chad
  • Jason's journal
  • UserJP's Journal of Doom +4 ( Imbued with Fire )
  • Quanta's Journal
  • Journal of InnocuousFox
  • JasonP Works It
  • Every Semicolon
  • Data Spire
  • Blue stain
  • Journal of hashin
  • Journal of s3r1n
  • IndieZen Developers Journal
  • OddGames development journal
  • Journal of rvdwerf
  • Memoirs of a Graphics Engine
  • Journal of DraconisRavenix
  • Journal of dbaumgart
  • Journal of Nytegard
  • Archipelago
  • The truth between the lies
  • Journal of kornman00
  • Journal of EvanWeeks
  • Journal of _ArmuT_
  • Journal of stenol26
  • Journal of Besome Games
  • Journal of Palish
  • Journal of binchawpz
  • Magpie
  • MJP's Last Stand
  • Journal of theOneAwaited
  • Journal of EliteCoder
  • Journal of Pluvious
  • Journal of Veslefrikk
  • Journal of Vyper_uk
  • Journal of ExcessNeo
  • Mammal Games
  • Journal of Rascal
  • Laura's Game Journal
  • Robot, Ninja, Pirate, Monkey
  • Journal of Synthros
  • Journal of PsychoPumpkin
  • Rex of the Arx
  • Leandro's endeavours on managed code land
  • Journal of Moore452
  • Chronic Procrastination
  • Journal of Lode
  • Z Axis Games
  • Frisson
  • Journal of +1Games
  • Journal of kapilkapre
  • Journal of Taharez
  • Journal of xtBones
  • Journal of tinac2008
  • Life in the cereal box....
  • Journal of SilentSiren
  • Omegaice's Dev Journal
  • MMORPG Development
  • Journal of NowSayPillow
  • Pixelante
  • nerd_boy's journal
  • Journal of Remus Turcuman
  • The Log: Cloud Ocean
  • Journal of Jaap1978
  • Journal of Mak
  • Journal of lucius
  • Don't forget, it's supposed to be fun!
  • Journal of DarkPsychosis
  • Journal of rolkA
  • Journal of Sastrugi
  • Journal of 4fingers
  • Journal of nsmadsen
  • Just Glad to Be Here
  • Journal of MS Larsen
  • Ep's tool-dev diary
  • lightassassin.log
  • Journal of 2disbetter
  • Crawling with ideas
  • Journal of nightwreath
  • IfThen Software
  • Academia
  • Journal of ID Merlin
  • Journal of digitalerr0r
  • Journal of Hi Speed
  • Journal of Anexa85
  • Journal of ZootSuitGames
  • Journal of jrmcv
  • Journal of Earthania
  • Journal of Lethargic Programmers
  • The Adventures of a Universal Traveller
  • Merry Prankster Games
  • Journal of caldiar
  • Journal of Darkrider0318
  • Journal of davepermen
  • Journal of Encicra
  • Software Renderer in 28 days
  • Journal of DrSizzla
  • Journal of brainstyler
  • Journal of linternet
  • Journal of matt_j
  • Untitled
  • Journal of m3sh
  • My Newbie GD Journal
  • Journal of smr
  • Drew_Benton
  • Journal of FeverGames
  • Windows [Phone | 8] musings
  • Journal of popcorn
  • Journal of gytha
  • Isolate Development
  • Journal of MrCpaw
  • The Pixel Ocean
  • Journal of Zubski
  • Journal of inferno82
  • Journal of mikeman
  • Starting Thoughts
  • Journal of stimarco
  • dwn
  • Tachyon Wars
  • Journal of AndrewA
  • Journal of rip-off
  • Treehouse Gaming
  • Journal of Tom
  • Journal of rohde
  • Journal of wicked357
  • Journal of Roo Avery
  • Journal of Tower City
  • Journal of geekster
  • Graphics Engine Development
  • Journal of hGonzalez
  • Journal of Caste
  • Skipping a D
  • Journal of Matt328
  • Elucidation
  • Battlefield simulation engine
  • Journal of AEdmonds
  • DudeMiester Speaks!
  • Technical Artistry
  • Journal of Exide
  • Mason's Journal
  • istar's Game Life
  • The Greatest Development Journal Ever Written
  • A Traveller's Tale
  • Journal of foursticksj
  • Robot University -- a 2D DirectX Puzzle
  • Journal of KnivesAldren
  • Journal of jerrywilkins
  • Tales from the Veggie Patch
  • Journal of jnbutler
  • Lonely Hearts Club
  • Journal of Rakshasa
  • Journal of OmegaDog
  • Journal of Machaira
  • Journal of damix911
  • Journal of Richard Geslot
  • Dark Horse Software
  • Digital adventures through the third dimension
  • Gnoblins - Development journal of an indie game
  • Journal of ThomasBelgium
  • Wavesonics Pseudo-Random Journal Generator
  • Yckx's GameDev Journal
  • Tales of Ozak
  • Journal of nes8bit
  • Journal of bgund001
  • tinyrocket
  • Think Small
  • The YAR Project
  • Journal of Christopher Loyd
  • Journal of Vanderry
  • Journal of Ariste
  • Journal of namar777
  • Feathers and Code
  • Journal of Mussi
  • Dans Journal
  • Journal of Drakonite
  • Wilhelm's Journal
  • Journal of Laval B
  • Journal of Sybalos
  • Journal of dx elliot
  • True, False, Maybe
  • Journal of dragongame
  • Journal of ManuelMarino
  • Journal of wpalmer
  • Journal of KezraPlanes
  • ProgrammerMattC's Journal
  • Journal of reversinguy
  • Rants Etc.
  • Journal of daveodonoghue
  • Journal of Lunarjax
  • Journal of ShabbaStoney
  • Journal of Dwarf King
  • Journal of Lee Stripp
  • Rendering Systems
  • My C++ Journey
  • Journal of LarryWP
  • Journal of Daivuk
  • Journal of spacemoses
  • Journal of Sam Hagelund
  • #!/Bin/Bash-ObsidianBlk
  • etodd makes games
  • liger13's Blog
  • zer0wolf's Blog
  • davepermen's Blog
  • SageKri's Blog
  • Neutrix's Blog
  • speciesUnknown's Blog
  • FAR Colony's Blog
  • megamoscha's Blog
  • In the year 4016...
  • Lightning Engine
  • kiwibonga's Blog
  • Revenge of a Buzz Saw
  • InvalidPointer's Internets Rambling
  • KulSeran's Blog
  • Drilian's House of Game Development
  • alfith's
  • Ravyne's Blog of Blogs
  • cowsarenotevil's Blog
  • AndrewBC's Blog
  • JoeDev
  • Uncertanities, pitfalls and lesssons
  • martin_bfg10k's Blog
  • ScottsCreations' Blog
  • The Journal Of Luckless
  • Pixel ? Tile ? World
  • Fastcall's Development Blog
  • Blog 3.0
  • owl's Blog
  • dwarfsoft [GPA]
  • Seaßourne's Blog
  • mytre's Blog
  • Kevin's Blog
  • Gaetano Lenoci GameDev Blog
  • chench's Blog
  • fcoelho's Blog
  • Shozan's Quest
  • A Zombie Wedding
  • TheHinch
  • Dev Notes
  • kseh's blog
  • MichaelT's Blog
  • Mastrgamr's Blog
  • Life in Code
  • Mental(FrameRate)
  • The Animal Farm GameDev Blog
  • brslocum's Blog
  • Lost in the Catacombs of Game Development
  • LambdaRogue Development Blog
  • In the Shade
  • Moe's Blog
  • (O_o)
  • Blog
  • Scourage's Blog
  • Tocs' Blog
  • Ezbez's Blog
  • Liheike's Blog
  • Blendium's Blog
  • Madhed's Blog
  • Out Of The Ashes
  • stonemetal's Blog
  • Lords of Midnight Development
  • MarcotteR's Adventures in Research and Development
  • Coding in the Fast Lane
  • Lavinski's Blog
  • Leadwerks Developer Blog
  • MaskedAvenger's Blog
  • XXChester's Blog
  • Just Let It Trickle
  • assainator's Blog
  • Okiedoke!
  • HzerDown's Blog
  • Random Rantings
  • diablos_blade's Blog
  • Airy's Blog
  • HydroxicAcid
  • Igroman's Blog
  • Imgelling's Blog
  • px's cleverly named blog
  • JamesPenny's Blog
  • LogicalError's Blog
  • Splinter of Chaos' Blog
  • The Game Prodigy - GameDev.net Edition
  • Retronator
  • Rulers of the Known Universe
  • Exiled Dimension
  • Katerina's Blog
  • kasonerap's Blog
  • Crage Games' Blog
  • Mastering MMORPG3
  • Emotion Rays DevBlog
  • Adam Omega
  • The duckpond
  • Cross Mobile Gaming
  • Henry Prescott's Portfolio
  • 15 minutes of fame and an eternity of shame
  • Kristof's Game Dev Blog
  • wakahana's Blog
  • sdaq overflow
  • Kimmi's developer blog
  • Lightning Bolt Games
  • Tutorials By Andy Esser
  • BulletOtaku Games Journal
  • Eclision Programming Team
  • New Old Things
  • They don't teach this stuff in school
  • Glow engine Journal
  • Drennen's Journal
  • Jake's Journal
  • A non-programmer's programs
  • Hexagon's Journal
  • Mobeen's Journal
  • EndersGames' Journal
  • Minastas Games
  • Ali Akbar's Journal
  • Butabee's Journal
  • Dragon's Nest
  • Stop playing, start coding!
  • G-Truc Creation
  • Ninja GD
  • Slav2's Journal
  • NickyB's Journal
  • Jastiv's Journal
  • PARPG development blog
  • Romnia007's Journal
  • rachoac's Journal
  • Product Review Blog
  • developing gordebak
  • AciDGraphit3's Journal
  • SFAgent24 Developer Journal
  • Milcho's Journal
  • MikeTacular's Journal
  • The Start and Journey of Sound Creation
  • GDC 2011
  • Hypnotron's Saga
  • glaeken's Journal
  • Robot Ramblings
  • vicviper's Journal
  • jMonkey Business
  • Project Simplicity
  • alphablackzer0's Journal
  • gasto's Journal
  • InfectiousGames Brand NEW journal!!
  • GuardStar's Journal
  • MysteryMeat's Journal
  • deks' Journal
  • T-JAM Studios Journal
  • sk84z's Journal
  • Dace's Journal
  • Adrenaline's First Huge Project
  • Digivance Game Studios
  • Tomasz Dabrowski's Journal
  • Jacobean's Journal
  • Quiet Ponderation
  • Peter Vaughn's Journal
  • J-Snake's Journal
  • nomura's Journal
  • Opt7ons' Journal
  • gharen2's Journal
  • SymphonyOfDream's Journal
  • standingguy's Journal
  • ArtyjayStudios: A fistful of fail.
  • 3D BYTE Technology Blog
  • Aeroflot's Journal
  • Michael J Pierce
  • Datahammer dev blog
  • Bullet Points
  • Sappharos' Journal
  • Pendragon274's Journal
  • Daniel E's Journal
  • From Nothing to Everything
  • ballerplaya's Game Dev Blog
  • Twisted Shield Interactive
  • Menopia's Journal
  • The Legends of racoiaws
  • Andrew Kabakwu's Journal
  • BlueGlutton's Journal
  • StudioZx Journal
  • Lucas Daltro's Journal
  • zerothrillz's Journal
  • GameDev.net Staff Journal Old
  • Matthew Wood's Journal
  • RedPin's Game Jorunal
  • DeeMOONger's Journal
  • Locke's Game Dev
  • Lloyent's Journal
  • Wildlander's development blog
  • AmzBee's Journal
  • Kaushik's Journal
  • Shawn Hargreaves' Blog
  • Xerron's Journal
  • Mario Cavett's Journal
  • BauAir Studios
  • Jacob Gardner's Journal
  • TiagoCosta's Journal
  • Cypharr's Journal
  • loveworld99's Journal
  • Songbird's Journal
  • Oddbird Games
  • IsNe's Programming Journal
  • Firework Factory Development Journal
  • TheLogster's Journal
  • Little Coding Fox's Journal Of Exotic Adventures
  • Hexagon2D
  • TKE Super Dave's Journal
  • andi's Journal
  • Tim Sarbin's Open Wars Journal
  • Jaye's Journal
  • Vermaelen's Journal
  • The 'Massive' Project
  • Marek A. Krzeminski, MASc
  • The Road Less Traveled
  • Inclemency Studios Log
  • Short-Story about Meteora(My dev team)
  • Fox89's Journal
  • Trivigy's Journal
  • FetDaniel's Journal
  • Browser based RTS in the making
  • MortenB's Journal
  • LastContract
  • Developer Quest: Journey of Hope
  • Mayatrone's Journal
  • Vaguely In Focus
  • Starting up as a new company
  • __Homer__'s Journal
  • Sketching the Surface
  • Fubar the game - Developers Journal
  • StephanieRct's Journal
  • daver64's Journal
  • Mozly's Journal
  • Venfer's Riddle RPG/Puzzle game devjour
  • The AdaptivElite Developer's Journal
  • resell4's Journal
  • 2pacfarrar's Journal
  • Karim Kenawy's Journal
  • bandicootzcrib's Journal
  • grandiz3r's final gaming assault
  • ElementCy's Journal
  • Shadows, instruments and ohh my
  • Rattrap's Journal
  • XDaWNeDX's Journal
  • Eliad Moshe's Journal
  • ChugginWindex's Journal
  • Slyxsith's Journal
  • MutedVision
  • r1ckparker's Journal
  • ashkan_203's Journal
  • Project: CharWars
  • luckeytree's Journal
  • Journal of Suspense
  • PREDATOR_UK's Journal
  • Walking Towards The Sun
  • Trucking on
  • Zeypher Rise to Power
  • Keeping up with yesterday
  • vibrunazo's Journal
  • tangentstar's Journal
  • Accountability Journal
  • carlosx's Journal
  • EtherFields' Journal
  • mobilus' Journal
  • AnotherGS' Blog
  • Web by Day, Games by Night.
  • void* journal
  • N.O.W.
  • sosa's Journal
  • Cam's DevLog
  • Disciple of Jonato
  • StarDust DevLog
  • Paradigma11's Journal
  • GSoC '11 - Mono Runtime
  • D Bits
  • The Design Conundrum
  • DrTorte's Journal
  • Mobile RPG
  • 5MinuteGaming's Journal
  • KingofSwing94's Journal
  • Arc Fusion Games' Journal
  • ebontide's Journal
  • Yang G's Journal
  • Arcade Zombies
  • Xaviarrob's Journal
  • Stepping into demons lair
  • Rodimus and Unity
  • Linkfan88's block world journal
  • MeowMeow's Journal
  • A shooter game for all ages
  • The Failure Epiphany
  • Bregma's Persistent World
  • Nik02's Journal
  • lask1's Journal
  • Vic's Journal
  • sketckasketch's Journal
  • Last Engine
  • nife
  • Booniverse
  • Muzz5's Insane Witterings
  • Joe Storm's Journal
  • Switchblade_77's Journal
  • Eiffel's Journal
  • Graphics & Games... or the other way around
  • phara0h's Journal
  • IggyT's Journal
  • ElusiveCoder's Journal
  • Thoughts and Opinions
  • scout113's Journal
  • notyourbuddy's Journal
  • MERKB's Journal
  • Mr Moose's Journal
  • AAKN's Journal
  • TheEvilMuffinator's Epic Adventure
  • Cat Scratchings
  • FreeStejler's Journal
  • Gerónimo Garcia, a game developer
  • zacaj.devlog
  • TC's Journal
  • Luc the Whiny Wind Boy's Journal
  • Tactical Recon Dev Journal
  • OmensDev's Journal
  • OMG NUB!
  • Irvin's Journal
  • ZSG Development Journal
  • MrCodeSushi - Raw and Tasty Code!
  • bls61793's Journal
  • 3D Models for Games
  • T e c h l o r d's Journal
  • Santisan's Journal
  • ZenithSal's Journal
  • Reflections of a Mindless Individual
  • Polar's Journal
  • RetLee's Journal
  • Journey To Hammerdale Devlogs
  • BigDaveDev's Journal
  • bugbuster77's Journal
  • Survivor Game Journal
  • GoofProg.F's Journal
  • gash's Journal
  • Ghavami
  • blltdgr's Journal
  • marcelomp's Journal
  • ZARS Dev Journal
  • Joe P's Journal
  • Discouraged Programmer
  • Real Time RayTracing and implicit modeling
  • Space Exploration/Action RPG hybrid reliant on UGC
  • Random Developments
  • The Newbie Chronicles
  • Mark's Journal
  • DeXmas' Journal
  • Betable's Journal
  • parowoz's Journal
  • Topblast_'s Journal
  • CopperpotQ's Journal
  • japro's journal
  • Merlin3D Development Journal
  • SuperMaximo93's game development
  • Hect
  • Alberta online
  • DIEVOLUTION DevBlog
  • vodku's Journal
  • Codinguy's Journal
  • One man show
  • frang75's Journal
  • Calculemus's Journal
  • ConorJH's Journal
  • DaedalusK71's Journal
  • undead's programming corner
  • SubgateUniverseDevLog
  • Maciekp's Journal
  • Truxton's Journey into Game Development
  • -=cmaster.matso=-'s Journal
  • Not enought samples
  • Eigen's Journal
  • After Hours - and Then Some
  • Dylan's Journal
  • MelKay's Journal
  • Starpires - Space Strategy
  • StormJournal
  • QuestLore devblog
  • Journal of the Mini-Engine (ME)
  • Gl_Terminator's Journal
  • Terminal 0.1 Log 03
  • Odiee's Journal
  • Noisecrime's Journal
  • IMPACT Engine Development Blog
  • asm0day's Journal
  • YodamanJer's Journal
  • Learning Game Programming
  • The Beginning
  • GuardianResearch
  • Dumping Thoughts
  • lanemax's Journal
  • LaneMaxwell's Journal
  • IceFall Games
  • Ashnor's dev journal
  • moodywine's Journal
  • Thomas Amaranth's Journal
  • LoreHunter's Journal
  • VJ01's Journal
  • IronReaverGames Journal
  • OutlawZen's Journal
  • Xealgo's Tumblr Blog
  • Rich Markle's Journal
  • bigxow's Journal
  • Unity3D and AI Game Development
  • Project Updates
  • Lyost's Journal
  • AffenCode Blog
  • davispolk's Journal
  • LightSource Team's Journal
  • Midnight Thoughts
  • Subliminalman's Journal
  • AltairDali's Journal
  • NFL 2011 Talk
  • Valvatorezj's Development Journal
  • Silviu Andrei's Journal
  • Slaton's Journal
  • FlyingSpork's Journal
  • From AiGameDev's Secret Lab
  • FLeBlanc's Journal
  • sampad's Journal
  • Meh Entertainment
  • DeGod's Journal
  • dev.mind
  • ZEJOKER13's Journal
  • swiftcoding
  • paka3d's Journal
  • Lior Tal's Sandbox
  • The Forgotten Planet
  • Rav3nSt0rm's Journal
  • Litheon's Journal
  • ddn3 journal
  • Yacjys
  • I am a beginner and clueless.
  • Adventures in GameDev
  • Mallach's Dev Blog
  • mortalmarshy's Journal
  • Triax Bridge Command
  • EddyDownload's Journal
  • David Amador Journal
  • WorldAlpha.com DevBlog
  • DevDog82's Journal
  • Halley62373's Journal
  • pygame
  • Untitled zombie game
  • alwynd's Journal
  • Lucasnj's Journal
  • johnnycash's Journal
  • George Laskowsky's Journal
  • Eastfist Builds a Machine
  • Allar's Journal
  • irrationalistic's Journal
  • Bidimensional Dreams
  • Jeason's Journal
  • MikeDodgers' Journal
  • BrianTheProg's Journal
  • ZorgaGames Journal
  • Dreaming's Esoteric Teachings
  • compscialien's Journal
  • sythe's Journal
  • turbello's Journal
  • Xanthier's Journal
  • Flowers In Tears' Journal
  • Chris's Animation Blorg
  • Shaker25's Journal
  • SpeedRun's Journal
  • JetStone's Journal
  • sirkibble2's Journal
  • The Shadow Journals
  • Overm1nd's Journal
  • TommyForesd's Journal
  • LeonidValess' Journal
  • Black-Rook's Journal
  • My project blog
  • Mayley's Journal
  • Azure Acres
  • darc koder's Journal
  • Earthwalker's Journal
  • The Hitchhikers Guide to Video Game Production
  • LarryADaniel82's Journal
  • 2D Game Making, the Easy Way
  • DMFirmy's Development Blog
  • Giliam's Journal
  • Notes
  • The Curiously Recurring Gimlet Pattern
  • Zach's Development Journal
  • Dukandia
  • Under Development Law @ GDNet
  • #AltDevBlogADay
  • Digitalis Digoxin
  • Hedron Online Development
  • BlueStar03
  • Library of links to movies
  • SCForest's Journal
  • Heath's Journal
  • Malachor's Journal
  • Craftwork Games Blog
  • Behind the Scenes of Mirthwerx
  • omnomnom's RPG journal
  • Gaiiden's Journal
  • Overview Journal
  • Severed Infinity
  • Creating a Grand Strategy
  • Life at Demergo Studios
  • RADICAL HEROES: CRIMSON CITY CRISIS
  • Adam's Lair
  • Vilntus Entertainment
  • Lateral Creation's Journal
  • nodeg's learning journal
  • Eating The Elephant
  • Cbear's Dev Journal
  • The Siege Released
  • GDC 2012
  • ChezNoir
  • Journey Into Game Dev
  • Ya2's Journal
  • theNewb1e's Journal
  • Boreal's Dev Journal
  • www.Dubious-Games.co.uk
  • _Suezo_'s Journal
  • Lemon Treehouse
  • TechnoFlux
  • GrayMatters
  • Computational Contemplations
  • StarInc Android Development
  • Narf the Mouse's Journal
  • Antilia Development Journal
  • SpaceBeam development
  • Nocturnal Ferret
  • Tdawg30's Journal
  • Making the 'Rituals'
  • Timelines: Assault on America
  • Gunthera's Journal
  • Anthropocene: A Browser-Based Text RPG
  • AndreaTux's Journal
  • Rendering Is Fun
  • Emforce's Journal
  • _moagstar_'s Journal
  • Journey to Ironbane
  • Tipsy's Journal
  • Nick's Corner
  • Methods of A Madman
  • B O N E S' Journal
  • i-tech's Journal
  • Zul's Journal
  • kruncher's Journal
  • Misadventures in Game Making
  • WubWub Games
  • The Proverbial Bottom Rung
  • MidnightTangent's Journal
  • Bharath Raghavan's Journal
  • Stuff Games
  • From Pixel to Product
  • MissMarble's Journal
  • | dxCUDA | software development journal
  • Ralph McJournalstein
  • HorangiSoft
  • Flight of the Journal
  • Thekill473's Tinker Shop
  • Staring into the Moon
  • Mr Jones' Journal
  • BlackWingedGames' Journal
  • ChinaJoy CGDC 2012
  • A Weird Journal
  • necros devblog
  • CodeImp Game Developments
  • Face Punch Games Devblog
  • Sparked Studios Games
  • nighttime development
  • Coding In Transit
  • Journal
  • Kazuo5000's Journal
  • TMKCodes' Journal
  • miicchhii's Journal
  • Framework Philosophies
  • Journal of the Burning Hand
  • Warbringers - hotseat pvp game
  • Tyberthia Learning Experience
  • 2D MO Game
  • SIC Games' Journal
  • RATED-RKOFRANKLIN's Journal
  • Severin's Journal
  • lwm's Roa Journal
  • n00b0dy's Journal
  • uwi2k2 - Part Time Game Dev
  • Bluefirehawk's: "Path to World Domination"
  • Project Veritas - Working title
  • An Engine Through Time and Space
  • Epic Zombie's Journal
  • Bon Ink Creations' Journal
  • Aeronel's Journal
  • My Journey
  • vee's game development blog
  • The Long Road of Simulation
  • TestRoom
  • Amateuriffic
  • Alex Hopkins' Journal
  • Game Project #1
  • Project NN
  • Hostile Viking Studio Development
  • First game for Android
  • Jonathan's Journal
  • The Dwarfenheim Journal
  • codingnoobie's Journal
  • Will push pixels for food
  • Funstorm Dev Blog
  • Synchrex Studios Dev Blog
  • Tales of Allula: Crystal Spirits Development
  • Realm Chronicles developer's blog
  • dmdSpirit's Journal
  • Empyrios: Prophecy of Flame
  • Horizon Dev Journal
  • Corey Hoard's Journal
  • Freya's Journal
  • Hannah Wood's Producer Journal
  • Aurioch's Time Machine
  • achild's Journal
  • Retro Grade
  • Little Sticky Destroyer
  • C# Workshop - Some reedits.
  • creatures-of-gaia.com
  • Adventure Through Game Programming and Development
  • ellisvlad's MMORPG Development Journal
  • FantasyCraft's Game Engine Development
  • The life of a Unity Developer
  • My First Journal
  • Alex.SilR's Journal
  • Nathan's Blog
  • theartist493's Journal
  • Black's Tales
  • Fran Bow, a point & click adventure
  • Aaru's Journal
  • Drayan's TechBlog
  • Journal.Unknown
  • Josh Hartley's Journal
  • A long, frozen Path
  • Game Dev: P-13
  • Gianmarco Leone - Audio Director
  • slicer4ever's Journal
  • The Tribes Game Dev Journey
  • Like tears in the rain
  • Undead Castle Dev Journal
  • Welcome to Flying Cow Ink
  • Riphath's Journal
  • sgt_barnes' Journal
  • Voxel Game's
  • Xamusel's Gamedev Journal
  • Legends of Maelm
  • Crunch Magic
  • The Gameconomist
  • Kaptein's Journal
  • Morphex's Journal
  • Cafe Murder Dev Log
  • XNA 3D hexagon tile RPG testing
  • Modern Roguelike
  • Luis Krestos IOS
  • Gamieon's Journal
  • Koron
  • Sports Fiction ® New Sci-Fi Sports Game Project
  • cengizonkal's Journal
  • Minecraft/Survivalcraft Text Based Game
  • MrPhoenix's Dark Galaxy RPG
  • Vaerydian
  • j-jorge's Journal
  • Progress of 2D (?) Game
  • Orcus3D - The development of a modern game engine
  • Solo Game Developer Guy
  • Terrifying Secrets
  • Ground Up: A Journal Of An Engine
  • 1520:The Asylum
  • Electronic Meteor
  • Cthuga's Journal
  • ikam's Journal
  • Making a simple dungeon crawler
  • Digitopia's Journal
  • Ghostship Journal
  • Marc Mencher's Career Advice
  • Zombie Factory Dev Journal
  • Colony - Indiegame Dev Journal
  • Christian24's Journal
  • Joe's Games
  • MateiSoft's Journal
  • Tubocass' Journal
  • EWClay's Journal
  • And let there be light.
  • Starbase Citadel
  • arunDev's Journal
  • redw0lf's Journal
  • BGBTech: The Status Update
  • The Dawn Age - Development Journal
  • Fen's Journal
  • Jcam Engine 2 Development
  • More Than Cannons Announcement
  • chamomoe's Journal
  • Evolving as a programmer starting with Pong
  • scottrick49's Journal
  • Leadwerks Developer Blog
  • From idea to a game.
  • Game for kids
  • Azaral's Rants, Raves, and Lunatic Ideas
  • Krealit's Journal
  • Scarabus' Journal
  • Journey Into Functional Programming
  • The Beginner's Programmicon
  • Project Domini
  • fps games by mohammed 360
  • Infinity Elephant Development Journal
  • Making a Terrain Generator
  • Squared'D's Journal
  • Squire Studios: A Team of First-Timers!
  • AllEightUp's Journal
  • My attempt at making a platfo... no, a game
  • Spacetime Perpetuance
  • Multiplayer Project Journal
  • PokingWater's Journal
  • Creating A Game: My Journey
  • Konrad's Journal
  • Sam Jackson's World of Game Development
  • Miscellaneous Programming Notebook
  • Somewhere in space
  • Le Journal de Yahiko
  • TidBitCode
  • Nightmaare Shares
  • Dev notes from the Crypt!!!1eleven
  • Neometron's Journal
  • Snapey Code
  • Morikubo's Journal
  • Game A Week Self Challenge
  • DareDeveloper's Journal
  • Aura Games' Journal
  • Viadukt Dev-Journal
  • Arhim's Journal
  • DOT Space Hero's Journal
  • Building a browser game.
  • IcedCrow's Dev Journal
  • BigGiantHead's Journal
  • Richards Software Ramblings
  • Mikkel Staunsholm
  • The Wood under the Moon
  • ErihLee's Journal
  • Dialock's Journal
  • Meatsack's Workshop Journal
  • LouisMed's Journal
  • UncleVlad29's Journal
  • Hands On GameMaker:Studio
  • Project StickandCarrot
  • Casey Hardman's Journal
  • The SeaVax Journal
  • Howligan's Journal
  • Better Than Accounting
  • Death rays and scrapyards
  • Jsvcycling's Journal
  • Vilem Otte's Journal
  • Fight Club Games
  • TOT to Unity3D
  • LemCoop Development Journal
  • Dog Days Dev
  • The Journey of Taking Over Someone Else's Project
  • Gamedev info
  • Caveman
  • Project Z
  • A different way
  • Big Boss TV
  • Sunchasers development diary.
  • The Great Emoticon
  • Nothing Journal
  • Arkanong development blog
  • Building OllieBit
  • Kveitosphier -- Angelic Series (092113)
  • The Adventures of Mr. Fluffypants and Galaxy Lad
  • EraEngine
  • BallShooter Dev.
  • slayemin's Journal
  • Shane C's Journal
  • 2DFriends
  • PanPan's Journal
  • 2d Game Creation
  • #GameDevIsWayMoreFun
  • Grand Strategy: Space War
  • mabulous techblog
  • Mippy's Beehive
  • The development of Voxel
  • Return of Spy Ghost Raider
  • Wunderpong
  • Living and working in Russia
  • Dumont's Journal
  • reenigne's Journal
  • The coming Onslaught
  • Too dumb to make it, too dumb to quit.
  • The Development Blog of Neuton Mouse
  • Brass Watch Games Development
  • Sky Battles - Follow the evolution
  • Kornner Studios
  • The Dev Journal
  • N.I.B.'s Journal
  • jph's itreationGAMES development journal
  • csliva's Journal
  • Ilya Suzdalnitski's Journal
  • Project North Dev Journal.
  • Pete's Journal
  • A Youngster's Development Journal
  • [Theoretical] Games that evolve from player input
  • NerdSushi's Journal
  • Only if [Beta] - Surreal Puzzle Game
  • Never Miss: Dev Journal
  • My SDL Adventure
  • montify's Journal
  • Battle City
  • The Seven Tides
  • Latte Deconstruction - A classic 2D platform game deconstructible
  • SeaCraft! – game development journal
  • exOfde's Journal
  • Nyphoon's Thrilling Quest for Release and Everything In-Between
  • Tutorial Doctor's Journal
  • Path Tracing Adventures
  • ferrous' Journal
  • Alex's Journey Through Game Development
  • Exploring, learning and failing
  • arka80's Journal
  • J Fixby
  • GrinnTech's Notes
  • Spectra - First Game Creation
  • Fortification Hills Studios
  • QuickSilverCarpet's Journal
  • Flappy Assassin is now available
  • Animated Skinned Meshes
  • Undergroundies Projects
  • From End to Beginning
  • ShadowKind Games DevLog
  • Code Snippets
  • The Inner Circle
  • EveronWorlds Ew FPS Online
  • bradleycooper11's Journal
  • The Journeycat's Handbook
  • russelvedcse's Journal
  • MadRockGames
  • Sergioni's Journal
  • Pixel Perfect blog
  • MacAfeeje's Eludiant Time:Starlit
  • Smeagol's Journal
  • chel's Journal
  • Flared Development Journal
  • Malkavian Assembly's Journal
  • OLD Lactose!'s Journal
  • Alurik's Journal
  • Dreaming of adventure
  • Jsvcycling's Tower Defense DevBlog
  • Truerror's Journey Through Insanity
  • Jordan Bonser's Indie Dev Journal
  • afraidofdark's Journal
  • Journal Ov Azathotep
  • Fallen Shadows
  • GTRACE
  • deadstip's Journal
  • showtime
  • Edward's Journal
  • LOST ORBIT Development
  • Raven_rs Journal
  • PNGs and Things
  • Ding! Games
  • ZeroBeat's Journal
  • Coding with OpenGL
  • Joe Gilliver - Black Shuck Audio Journal
  • Giallanon's Journal
  • Project Root
  • delagames' Journal
  • Saint Retro's Journal
  • Arch1eN's GameDev Adventures
  • Return of the Dodo's
  • Riuthamus's Freelance
  • lalilulelost's Journal
  • newtechnology's Journal
  • normoyle1993's Journal
  • Kiritsu Games
  • LariGuilger's Journal
  • Creating Spacemasters
  • Hedeic's Journal
  • dustArtemis ECS Framework
  • IKazma: The Development & Experience
  • SelenaMiller's Journal
  • Project Anera
  • Daath Galaxy Devlog
  • Exploring Programming
  • Wombat Hole
  • GoCatGo's Development Journal
  • JumpSmash Legend a 3D Badminton Simulation Mobile Game
  • The Cuboid Zone
  • Avengers UTD Chronicles
  • Xylvan's Journal
  • Jean-François Fortin's Journal
  • Parallel Development Log
  • Gregory's Development Journal
  • SynchingFeeling's Journal
  • FinalXIIISora's Journal
  • The Big Procedural Game Journal
  • GiTS' Journal
  • Sporniket's log - Game programming while having a busy life
  • 2Play's Developer Journal
  • Garrett Hoofman's Journal
  • Island Troll Tribes
  • int main
  • cyberspace009's Journal
  • Impossibru is nothing!
  • NineheadGenesha's Journal
  • Inside a Wicked Lair
  • Final´s Game-Dev
  • Stett's Journal
  • Madolite's Journal
  • My Game"The Alien On The Planet"
  • How to make a clone of Futile Tiles
  • A Dreamer's Notebook
  • AfricanThunder's Journal
  • Arikin's Journal
  • Sinvas_K's Journal
  • Procedural Worlds
  • Binary Cats
  • Burnt Dragon's Journal
  • Washu's Journal
  • imoogiBG's Journal
  • Eck's Journal - Still Flying
  • Thaumaturge's Journal
  • ryan20fun's Journal of Rasterisation
  • Xaer0's Journal
  • The Week of Awesome II
  • The week of awesome II - shadowisadog
  • 0sok's Journal
  • Making of: Acclimate Engine
  • Misantes' Journal
  • The Week of Awesome II Herd of Nerd Star Participation
  • New Syntax blog for Week-of-Awesome-II
  • Captain Coffee's Journal
  • WoA II Journal
  • Jack & Francis's Week Of Awesome II
  • Erik Rufelt's Journal
  • Week of Awesome II
  • Xai's Awesome Living Toys
  • Week of Awesome II dev journal
  • WoA - My first gamejam
  • The Last Toy in the Toy Box
  • Extremely Usefull Bits
  • GeoffreyS' Journal
  • Jurassic Park Aftermath
  • Project PX
  • H.A.C.K. - Development Journal
  • ajm113's Journal
  • LV-341B
  • Archmage Rises
  • Stormynature's Miscellanea
  • Hierarchical subdivision
  • Radiant Engine Development
  • "Barricade"
  • New New Things
  • Librexus
  • mtlk's Journal
  • EmpiresInRuins' TD Journal
  • Collectible Card Game + Commercial Sim = Awesome
  • Legend of Grimrock 2 Review
  • Dr.John's Journal
  • Gorogorosama vs GameDev
  • Ironbane Devlog #1
  • Game News
  • PowerShell Games
  • ODMO - puzzle game - android release
  • Gaiiden's Journal^2
  • Gaiiden's Journal
  • Gaiiden's Journal
  • Debugging Diaries
  • General Thoughts
  • Captain's Log
  • Orangepixel's Journal
  • LAURENT*'s Journal
  • the game
  • fakhirs's Journal
  • A sound guy making a game.
  • Sisofys' Journal
  • Browser Scent
  • AuroraRL
  • Manager of Hell
  • Tales from the Engine's Core
  • Nemo Persona
  • victoriaadams02's Journal
  • Rico's Development Log
  • Funky Monkey Studios Dev Blog (French)
  • Fear the Light: The Path to Playable
  • Astari
  • mousetails RPG
  • Developing a JRPG
  • goldmoelly's Journal
  • Goblin War
  • Phaetonium's Journal
  • Flame
  • Reactor Engine
  • Boardspace.net Game AI Journal
  • TheComet's Journal
  • Negazina and his shenanigans
  • Realm Crawler Development Journal
  • Becoming an indie
  • The Wizards Blog
  • SIMSpace 8.0
  • Educating an artist
  • Michael Staud's Journal
  • YanimStudio's Journal
  • Adventures into Unreal Engine & indie dev
  • GamzTV
  • Blacksea Odyssey Devlog
  • The Furious Ape Journal
  • Feras' Journal
  • SnailLife
  • Ray Tracing Devlog
  • hgoel0974's Journal
  • GameGeezer's Journal
  • Pavloid game
  • cozzie's Journal
  • Han''s Quest Journal
  • Lost Repo
  • DevBlog: Wolves at the Door
  • victorx's Journal
  • TheChubu's Journal
  • Mobile Game Dev Journal
  • Protheus Engine
  • ducanhtuvu's Journal
  • YGGDRASIL STUDIO's Journal
  • Skinned Mesh/Skeletal Animation Editor in D3D11
  • Proceedings of TheUnimake
  • Inko makes Prototypes
  • Caldera Games' Journal
  • Machine Made
  • YAAG
  • Xam'n'Eggs
  • Developer Journal
  • Game Tale
  • Jygle's Journal
  • Sol-Ark's developer journal
  • Blender - skinned meshes and animation DirectX export
  • Night Lone Engine: Journal and progress
  • Vortex Game Studios
  • williamssara005's Journal
  • Onigiri Flash's Journal
  • The Week of Awesome III
  • Simmie's Journal
  • The Dark Prognosticus
  • Game explorations
  • Danmaku no Kyojin
  • Epicelitedude's Journal
  • Thinking about treasure lately
  • IYP's Graphics Journal
  • My Stuff
  • Trades with Spirals Development
  • WoA 3 (2015)
  • Seven Spells Of Destruction Development Journal
  • Battleships Development
  • An arcade console developer's Journal
  • Spidi, Magic Item Tech Journal
  • Galactic Adventures
  • Week of Awsome III journal
  • TeamTeamEric's Journal
  • From The Forth Dev journal
  • Speed's Progress
  • Gooey's Journal
  • Week of Awesome III
  • ArThor's Journal
  • hu3 team - WoA III
  • Inside the blizzard
  • JamCats' Week Of Awesome III
  • Our Week of Awesome Project
  • Lich Dev Log
  • Single-Handed Game Dev
  • GTEntertainment's Journal
  • Soulwielder Dev Journal (Week of Awesome III)
  • MarioLuigiMan's Journal
  • WoA3 - Still Flying
  • Calinabris' Journal
  • DKoding's Journal - Koding Nights
  • alexokita's Journal
  • TBFC's Week Of Awesome III Dev Journal
  • My First Game !!
  • Dusters Devblog
  • Bigdog57's Journal
  • ????? ???????? ????? ?????? 01283377353 + 35710008 ???? ????? ????? ????????
  • El Tomba - Developer Diary
  • Starshard Dev Journal
  • alexmasen's Journal
  • bobbentz's Journal
  • Merc Tactics
  • WatsonTBK's Journal
  • Spiral Lords: Armada
  • Arms of Telos
  • Really Slick Blog
  • c++ SFML TEAL
  • A random Game
  • Creation of Zergification tech demo
  • Opiniocracy
  • Kill All Demons!
  • Moon Pub Games
  • KruSuPhy's Journal
  • KruSuPhy's Journal
  • Final Year
  • Monster Chronicles: Mobile Strategy RPG
  • Shinylane's OpenGL Journal
  • psychedelia smith's Journal
  • Conkoon's Journal
  • GE2015's Journal
  • We the Innovation
  • Engine development for fun and bachelors thesis
  • Farom Studio
  • Geometer's Apprentice
  • NavWorkshop
  • an unnamed youtube simulator
  • Eck's Star Citizen Efforts
  • Project Gift
  • opmania35's Journal
  • Westorm's Journal
  • What I did
  • Short rules for beginners in game dev
  • DEV - War of Kingdoms Pocket
  • MoonKiteTree's Journal
  • Tinus Tate's Journal
  • Fowl Flying
  • Memorial Trees: forget-me-not Journal
  • Fidelum Games
  • Hexmind's Journal
  • MVG Interactive
  • EXODUS - A New Age Dawns
  • OmnicidalStudios Akintoo Journal
  • Kingpin
  • iMini Development
  • Oblivion Wars Development Journal
  • devlion's Journal
  • 2D Platformer
  • Cleemo's Journal
  • Becoming the Lord of Dwarves
  • Rogue555's Journal
  • Not Yet Implemented
  • Prali Games
  • Multiplayer RPG dev diary
  • Venatus
  • AVaW2015's Journal
  • Faison92's Journal
  • ProcGen Journal
  • Sector0's Journal
  • P2p online's Journal
  • One Piece Ultimate War
  • Syrena's Journal
  • w32's Journal
  • Max-Green's Journal
  • [GBA] Kingdom of Twilight a retro rom
  • Gamescrye's Game Design Blog
  • GameDev.net Partners
  • Blend4Web Development Journal
  • STAR SHIFT
  • Sweat, tears and blood
  • Amanda/adamSnowflake's Journal
  • Unity Parkour Game
  • Lawnjelly's Journal
  • ProcFxGen's Journal
  • dpadam450's Journal
  • Sungazer Software Development Log
  • A New Developer's Journey
  • De Feet - a 3D interactive story RPG
  • V0xel Sp4ce Development
  • yoshi_t's Journal
  • Strategy Empire's Journal
  • VikingVRStudio's Journal
  • Towards The Pantheon Devlogs
  • GameArch
  • SilviuShaders' WoA Dev Journal
  • Frango Digital Log - The Week of Awesome IV
  • AlienCore's Journal
  • Mousetails WoA 4 journal
  • Mind of Khan
  • XycsoscyX's Journal
  • The Week of Awesome IV
  • WOA 2016 | Team Bytetroll
  • EarthBanana's Journal
  • GameDev.net Staff Blog
  • Unnamed Turn-Based Strategy
  • "Popular" progress.
  • 3D, AI, procedural generation and black jack
  • Avalander's Journal
  • Andrey Macritskiy
  • Drone Combat Devlog
  • Rog Games' Journal
  • The Xoid Isometric Survival... from the start
  • Journal of Gruffler
  • Project Tidalwave
  • Ultra Kai's Graphics Journal
  • MY FIRST INDIE GAME! :D
  • DoomedGaming
  • V-Play Cross-Platform Game Engine
  • Bacterius' WoA Feedback
  • Project Mistwrapped
  • Game Development Adventures
  • The Achilles Journal
  • The Cptn's first voyage
  • A short Journey over Zeno's Bridge
  • MagForceSeven's Journal
  • TheCaptainSly's Journal
  • School and Mazes
  • Development of My Own Civilization
  • Richie2Pixel's Journal
  • khaniiuc's Journal
  • saadtaame's Journal
  • First Complete Game
  • Turn-based strategy about agriculture
  • Systemic Games
  • anyone needs a 3d modeller?
  • Vidar DevBlog
  • Vertexwahn's Journal
  • Opportunities in AR/VR
  • AngleWyrm Studios
  • "Project SpeceVille" Developer Journal
  • Floatlands devblog
  • Game Creation Journal: Midievalry
  • Arceneaux's Log
  • ViciousGaming's Journal
  • ACE Team's Journal
  • yps_sps' Journal
  • Alchemist
  • Project Life
  • GrindQuest
  • Paninairo's Journal
  • JacPete's Super Mage World
  • Resilients Journey
  • Who is Who? Dev blog
  • Multiverse: Cosmic Conquest TCG Development Journal
  • Aggroblakh's Journal
  • Fight the ADHD
  • The Time Rider Community Journal
  • Too few shopkeeper games!
  • VFX Highlights & Games
  • lougv22's Journal
  • First Impact: Rise of a Hero's Journal
  • Labraid's Journal
  • BattleForte Game DevLog
  • WinterDragon Says Print("hello")
  • Ascension Game Journal
  • bogosaur's great journal of wisdom.
  • AurumDust journal
  • Progress on The Last Score
  • BrykuTheDev's Journal
  • Developing a good looking story to make it a game
  • Rebirth of a classic card game
  • Ships vs Sea Monsters. From sketches to final edition
  • SquaserZ - The Devlog
  • Dev Quest With AriiMoose
  • ohoyy056's Journal
  • TheLastKind's Journal
  • ohoyy070's Journal
  • essaywriting
  • Idea To A Game
  • XyraniaDev's journal
  • ohoyy082's Journal
  • Pirate Dawn Universe
  • Deep Waters Devblog
  • brigittepetrie's Journal
  • GoldbarGames' Journal
  • Kickstarter/Greenlight Dev Journals/Tips/Insights
  • Delphinity
  • Big List of Mobile Game Reviews [UPDATED DAILY]
  • 0day's Blog
  • DuelingDevblogs
  • Jaden's Blog
  • Tee_Hunter
  • GDC 2017
  • Voxelaxy
  • Power Pong Devblog
  • Spinbot's Blog
  • SerikASA's Blog
  • Brewing the tee
  • Johnnymorgan's Blog
  • Blog #1 - You can't push a rope!
  • Korvas' Game Dev
  • Tough Story Volume I - Big Hell
  • VirtualRN's Blog
  • Game Blog
  • Dadou666's Blog
  • SHIRO Developers Log
  • Star Heritage
  • Bluword
  • Appodeal Blog
  • juegostudios
  • saraedward's Blog
  • shirawinget's Blog
  • Baro's Beginning
  • phil67rpg's Blog
  • Video Game Sound by Olivier Girardot
  • Deep Worked Blog
  • Swim Out
  • Bypassed - DevBlog
  • Muisca's Blog
  • AlexHoratio's Blog
  • Hell Warders
  • hydra1's Krypton Development Team
  • tommorow's Blog
  • ¿How to do Game?
  • My 1st GDC: Recap
  • Beyonce's Blog
  • donislawdev's Blog
  • Creating Complexity
  • dovodi's Blog
  • Stitched Showcase
  • itSeez3D Avatar SDK
  • 40Ggames' Blog
  • GamerX1221's Blog
  • HunterGaming
  • Nicolas Bertoa's Blog
  • Masters VR
  • PiN
  • Ben's Appallingly Humble Blog
  • Starfall Tactics
  • Ermergerd Ent's Blog
  • Secure Vend LLC's Blog
  • Cascapadia
  • Last Regiment Dev Blog
  • sarwar's Blog
  • Spaceguard 80
  • appguruz's Blog
  • ios\Android games promotions!
  • Forgiveness devblog
  • The creative industries digital game.
  • xboxoneya's Blog
  • Untitled: My journey with LibGDX and bullet hell
  • Block Builder Update Blog
  • noisechip's Blog
  • Call of Avatar
  • behc's Blog
  • Terrible Mess Games
  • polyfrag's Blog
  • polyfrag's Blog
  • Dr. Lexus Blog
  • Jungle Tag by The Kid Can Drive
  • polyfrag's Blog
  • Wormhole Devlog
  • Age of Dark
  • Trym Studios' Concept Blog
  • PSG's Blog
  • sinopgames
  • Space Warfare Blog
  • EdenAeternum's Blog
  • APPTUTTi's Blog
  • SlammaJammaMovie's Blog
  • Village Monsters Dev Diary
  • Rox087's Blog
  • THEDARKMEME's Blog
  • Progorion's Blog
  • lexnewgate's Blog
  • Starminer7Z7 of Fullpower's Blog
  • Progorion's Blog
  • DualTD
  • OandO's Blog
  • From UltDip to ...
  • io games
  • .io Games
  • JohnTheRipper88's Insight and Ramblings
  • Moosehunt
  • VBexEngine
  • Games Development Notes
  • Eart - a similar to an rpg but with typical elements of a bullet hell games
  • /~ 카톡 kk4678 ~/ 경주 출장안마-경주 출장만남-경주 출장마사지-경주 출장서비스/~ 카톡 kk4678 ~/
  • Valley of Crescent Mountain
  • Charly Men's BIZARRE
  • 울산오피 ○1○《⑻⑼⑷⑺)⑥⑥④⑧ 세계일등클래스
  • 청담안마 OlO⇔2816⇔2526 〃최저가 청담안마방 청담역안마 청담안마시술소 청담안마추천 청담역안마가격 청담안마위치 청담동안마방 청담동안마추천 청담안마예약
  • 인천출장샵
  • ⅸ강원도출장샵 阝카톡gg882출장콜걸.홈피 kiss45.COM출장안마/ 출장마사지/출장샵/출장업소/콜걸연락처/섹파/콜걸아가씨카톡/업소연락처.
  • Michael Zhou
  • が대구출장샵阝카톡gg882출장콜걸.홈피 kiss45.COM출장안마/ 출장마사지/출장샵/출장업소/콜걸연락처/섹파/콜걸아가씨카톡/업소연락처.
  • Battle of Millenia Update #1
  • ⅸ아산출장샵 阝카톡gg882출장콜걸.홈피 kiss45.COM출장안마/ 출장마사지/출장샵/출장업소/콜걸연락처/섹파/콜걸아가씨카톡/업소연락처.
  • A Passive Gamer's Blog
  • Newbie Gamer
  • Android, the most popular mobile platform throughout the world these days
  • Aggressive Gaming
  • 경마사이트추천 ⟡->『 AA77.ME 』<-⟡인터넷경마사이트
  • The Yii Development Framework for fast, extremely professional performance
  • Psychology in game design
  • Check out my Game!
  • Hell Warders Development blog
  • Wildlife control service
  • EP (A Platform Game)
  • Outentiq
  • See Gee Eye
  • Jenny's Magical Adventure
  • Last Hills Teaser Trailer (Horror Game) - Red Projekt -
  • Want to help make a game
  • New Game - ArcAngel is released.
  • Corona Labs Blog
  • Java&Python game development
  • How to write outstanding game reviews
  • Exactly how Does the Euromillions Millionaire Raffle Work?
  • puppysss
  • World Game Info
  • Rick Henderson And The Artifact Of Gods
  • Mobile Application Development Today
  • Runica: The Ancient Dungeon
  • Benefits of Mobile Application Development
  • Enterprise App Development you need to know
  • Mobile Application Development
  • krkrgames
  • My First Success - Dev Blog
  • Alchemica
  • Elemento : Development Blog
  • Remote Jobseekers
  • Bird With Toes Development Log
  • Forward Creating
  • ギ일산출장마사지 << ㅇIㅇ / ②8ㅇ④ / ③⑧⑧⑤ >>キ빠끈신속 정확선입금 NO24시간 일산출장마사지
  • ゴ여천동출장마사지 ☎ 0①ⓞ.2⑧O④.③885 コ입니다.출장 콜걸뜨거운핫한 여천동출장마사지
  • ズ매곡동출장마사지 << ㅇ①ㅇ / ②⑧ⓞ④ / 3885 >>ス시원빠끈 신속후불선입금 NO 매곡동출장마사지
  • ℳ 제주출장샵 ↘☎예약안내톡↔MK53☎≡사이트예약WWW.HIT799.COM≡【히트외국인출장만남】

Found 46 results

  1. I really love video games. I have been playing for most of my short life, and the idea of creating a video game always stuck with me, among other interests. I'm not too good at programming, and my art skills are sub par, but I feel like Game Design is something I really hit home with. I always have an idea of how I think I can improve a game, or ideas for an entirely new game in itself, but I wouldn't know where to start! Should I learn the other two skills? Should I focus on design and stick with that? If I do decide to start a game project, should I work alone? Should I assemble a team? What Engine should I use, or should I develop my own? If I do work alone, what is the best way to develop programming and art skills? Is it all about practice, should I use online resources and books? Frankly, I have no clue where to even start with making my ideas into a reality, so some insight is much needed.
  2. If anyone knows what it takes to break into the game design industry, it’s Al Doyle. A teacher of art, architecture, animation and game design for over 25 years, Doyle has been witness to the evolution of the gaming industry. From America all the way to Russia, Doyle has taught and given lectures in game design to students and children across the world. The work Doyle has done with his students has recently been featured on ABC News, the NY Times, Bloomberg Radio and many leading educational technology magazines. Doyle offers his advice on the best ways in which game design students can get into the industry, discusses esports and talks on the subject of the future of video game consoles. Hi Al, thanks a lot for speaking to us, firstly, broadly speaking, how would one go about becoming a video game designer? Al Doyle: The best way to get started in the video game design is to Beta test games for a variety of platforms, markets and target audiences. In many cases you will be significantly provided high quality interactions with the users, who can easily be videos to create an archive of UI testing and more. I was very lucky/smart to be able to test and launch three video game creation engines that range from zero coding to some coding and finally to fully coding a working game. This 2D Platform creator asks the creator to write one line of code at a time (much like Python) and the Pop Code! Language does not need to be compiled in order to execute giving the users instant visual feedback for their code. Gamestar Mechanic does not demand any coding skills as the UI is simple drag and drop. This is a great intro to Game Design for ages 5—12. Finally, ‘Ready’ is a unique and very powerful means of creating games. Just how difficult is it to find a job within the video game industry at the moment? I've heard there is a lot of competition. Doyle: Start by Beta testing games: it is low-entry and allows you to connect with a lot of industry players... a lot of people get their start this way. (I did) Decide what aspect of the industry you would fit (programmer / writer / 3D artist / etc.). GameDev.net is a great game developer’s community site and a great job board through GameDev.Jobs. So it's all about getting involved and working hard for free in order to gain experience that employers want? Doyle: You have to develop the skills somehow. The kids go to school now as many colleges have game design programs. Is going to university to study game design enough now though? Doyle: People will ask 'what have you done? What was your role? What can you do for us? A lot of jobs are very specific: special effects, voice over, programming, etc. New York University (NYU) has a Master’s program and then they incubate a select few of the grads with stipends and tech support that gives them a leg up: I know a few of these teams that are now producing real world products. I know another team that ‘just did it’: a lot of hard work to do independently yet they have launched successfully. No one cares where you went to school, they only care whether you can do the job? Yes, there is a lot of competition but skills rule the day: it is somewhat of a nerdy glamour profession like fashion or acting and the competition is tough: many people are willing to work long hours. Are certain companies/countries more likely to employ recent graduates with less experience than others are? Doyle: Many companies hire interns for little or no pay (just like many other industries). Recent grads will be facing tough competition yet if they have the particular skills for the specific job and are willing to put in the long hours during sprints they will find their way. Smaller companies are probably easier to break into. Would you recommend to a recent graduate to intern then first of all? Doyle: Beta Test, Global Game Jam and Internship is one pathway for someone to gain experience and skills for sure: this can work for beginners without schooling. Yet if someone is a crack 3D artist or a programmer with the right set of skills then they can skip the internship route and go right into the paid work. Many graduates of Masters Programs still have to prove themselves by building games, polishing their portfolios and getting their first jobs. Start small: join a small team with a limited role and build from there. The big triple AAA teams have small roles to fill while the smaller start-ups need comprehensive skill sets. GameDev.net and other "communities of practice" provide so much in the way of advice, blogs, news, job boards and insightful how-to articles to support those interested in getting a start. In New York City, ‘play crafting’ offers classes and workshops and has over 6000 indie game developer’s meetings throughout the year. Classes in Unity, Unreal, Corona SDK, and other aspects of the industry provide a support system independent of the University route. Is the university route important still? Or are people able to learn the same skills that they would at university via the internet? Doyle: Skills rule the day and many think the University system is a somewhat outdated model yet the University provides real mentorship, built-in networking events, industry talks and contacts. I have seen people succeed with absolutely no formal schooling besides Google and GitHub and others who have gone the Parsons / NYU / Full Sail route. The Programs at both NYU and Parsons are comprehensive and provide a sort of 'one-stop shopping' that makes the pathway more straightforward than the 'Bootstrap' approach. Yet, they both can work. The skill set is king. The portfolio is paramount. At the end of the day: can you produce on time and on budget? Have you known of any of your own students who have tried their absolute hardest to break into the industry (taking other courses, learning new skills, trying to get unpaid internships etc) and then ended up failing? Or if someone has that determination to get out into the world, build their portfolio, build their skillset, will they eventually land a job? Doyle: It depends on how you define failure. Many students find that the industry is not for them; they may end up teaching, doing related jobs in ancillary industries like working for Google or Mozilla or in other related educational settings. They may become entrepreneurs and build YouTube / Twitch / Social Media presences. Not everyone wants to be part of the Triple A ecosystem but there are so many related opportunities to exploit: escape rooms, blogging, teaching, speaking engagements, writing, non-profits, corporate team building. There are many places to apply game-based learning, playmatics, team-building and engagement. Is the theory true that it is easier for female game design graduates to get into the industry? Apparently, the game industry wants to become more diverse so they have begun employing a lot more women? Doyle: Diversity in any aspect of the Tech Industry is a goal that is easier said than done. The indie game developer scene is definitely making inroads. Black Girls Code is an initiative that aims to do just that. Other initiatives are specific to getting women into Tech as well. I don't think that is any easier for anyone as the competition is global and outsourcing is an issue. Game Design is hard work period. Is there a certain role in the industry that is constantly in demand that you would recommend to students to learn and full understand the aspects of? Doyle: There are so many students in the front end (animation, character design, illustration) yet the back end (programming, analytics) is the more demanding and in-demand skill. In terms of the future of video gaming, will consoles cease to exist soon? Doyle: Millennials play with consoles, kids today play with phones and hand-held devices (a gross exaggeration yet there is some truth here). I see almost everyone playing games on the subway. Contact lenses with built in video cameras/playback are being developed now. Bio feedback, prosthetics and wearable tech will make gaming even more ubiquitous, transparent, seamless and pervasive. The future will see us send games to friends like e-cards (many have been doing this already). Anna Anthropy builds casual games that are quick exercises in possibilities; some are more like sketches for games. Gamestar Mechanic challenges budding game designers to build a 'Birthday Game' for their best friend. Geometry Dash has an 'insanely great' level design tool. Is Super Mario Maker is a portend of things to come? I hope so for sure. It's possible that game design itself will be like photography: we are all photographers now was a mantra when cell phone cameras became everyone's preferred mode of discourse. We will all be game designer as the tool sets become more intuitive, powerful and accessible Do you think that the growing popularity of esports is a positive thing for the game industry? Doyle: I learned from a High School student of mine that did an extended essay on esports: it is more popular (in terms of numbers) than the NFL, the NBA and MLB world-wide. This is a good thing for the gaming industry as it bridges the gap between Sports and Life. The popularity cannot be denied, dismissed or denigrated as some sort of cultural backwater for trolls and teens. Stereotypes of Korean and Japanese kids being addicted to the Internet/gaming notwithstanding, the esports phenomena is providing users with a way to connect to the media in a direct experience that is both fan boy and celebrity-driven. That’s a wrap, Al. Thanks a lot for talking to us and keep in touch!
  3. Have you noticed the Image of the Day box on pages across GameDev.net? We're featuring one screenshot per day out of the GameDev.net Gallery as the Image of the Day. Submit an interesting screenshot to the Gallery, work in progress, or your recently announced game and it could be featured across the site as the IOTD. Go to the gallery to submit your images at https://www.gamedev.net/gallery.
  4. Have you noticed the Image of the Day box on pages across GameDev.net? We're featuring one screenshot per day out of the GameDev.net Gallery as the Image of the Day. Submit an interesting screenshot to the Gallery, work in progress, or your recently announced game and it could be featured across the site as the IOTD. Go to the gallery to submit your images at https://www.gamedev.net/gallery.
  5. http://www.tinker-entertainment.com/sitavriend/psychology-and-games/the-stiking-difference-between-liking-and-wanting/ There are two different kinds of pleasures we experience every day, we have anticipatory pleasure or ‘wanting’ and consummatory pleasure or ‘liking’. ‘Wanting’ is pleasure for looking forward to future events. On the other hand we have ‘liking’, this is pleasure for things in the moment. Think of it this way: when you play a game right now and enjoying it, you experience consummatory pleasure (liking). You might experience anticipatory pleasure when you are at your day job or school but can’t wait to be home this evening so you can play your favorite game. It might surprise you, it certainly surprised me, but these two pleasures are very different from each other and even have their own neural system in the brain. This means that according to your brain, liking and wanting aren’t the same thing. The wanting-type pleasure relies of the dopamine system. Dopamine is released each time you’re looking forwards to something you enjoy. The liking-type pleasure relies on your reward-driven system. When you do something you enjoy doing, opiates such as endorphins are released as a reward. These chemicals of the brain make you feel good. While wanting and liking are very different, it’s good to realize that you have to like or enjoy the thing at first before the wanting system for that same thing kicks in. However, you can have liking without wanting and wanting without liking. Think about a party you are dreading to go to. You really don’t ‘want’ to go but you know that you will ‘like’ being there once you get to the party. Addiction is probably the best example of wanting without liking. An addict will ‘want’ his drug but he doesn’t ‘like’ the effect of the drug anymore. So be careful with too much wanting though, this can create addiction (Berridge & Robinson, 1998). I realize it’s an ethical debate whether you as a designer are responsible for a player being addicted to your game. In most cases you simply want people to enjoy your game on a regular basis and a healthy player shouldn’t become seriously addicted (where gaming becomes a problem for their daily lives). While not everyone is equally susceptible for addiction it’s important never to design for it. The difference between ‘liking’ and ‘wanting’ doesn’t seem to be very logical and not much research has been done. It’s only logical that I couldn’t find many games that apply this theory. The closest application of the wanting-system to a game I could find was It takes forever before I can play again! Candy Crush. Candy Crush and other similar mobile games want their players to come back every day. The design of these games is driven by retention and that’s why they often have a lives-system and short levels. The short levels encourage the player to try another level. Once the player fails too many levels and runs out of lives, he or she has to wait before they are restored. Most games with such a lives-system have cycles of about 20 hours. This means that if a player runs out of lives, it takes about 20 hours for all lives to be fully restored. Both the wanting- and liking-systems can be applied to all types of games. However, mobile games can probably benefit most from these different neural-systems. Chances are that you aim for high retention when you design a mobile game. The wanting system is important here, your players should look forward to play your game every day. And of course they should ‘like’ playing your game as well, especially the first time they play. Games with micromanagement can also benefit from the wanting-system, especially if the player has to use a limited resource that replenished over time. Imagine that you have people as a resource and you can use them to build stuff. Of course building stuff isn’t instant, it takes time. There is nothing for the player left to do after a while because all people are building things. The player will than leave the game with the intention to come back when his people are finished building his stuff. The player won’t be annoyed or dislike the game because there is nothing left to do since it’s the nature of the game. Some design ideas for you When designing for retention, it’s good practice to ask yourself why the player should come back to play your game a second time. In my opinion your first answer should always be: “because they liked playing the game”. There is no point in playing a game you didn’t like the first time. The other answers are up to you to think about. Designing your game to be ‘liked’ is much more difficult that designing your game to be ‘wanted’. whether you like something or not is very personal. Some people can’t get enough of shooters while others (like myself) aren’t a big fan. But there are a couple of things that can help the player like your game. Completing or finishing something feels good. When your game is level-based, it helps to keep the first couple of levels short. You can increase the time spend in a level slowly as the player progresses. Finishing each level leaves the player wanting more: “just one more level, then I’ll stop”. Designing your game to be ‘wanted’ is a lot easier. Design your game in such a way that player has some unfinished business when he or she finished the first session. Think about a good cliff-hanger at the end of an episode: it leaves you wanting more. It’s the reason you and your friends are dying to see the new game of thrones season. You can design cliff-hangers for your game as well. The only difference is that you might have to “force” the player out of your game somehow. Add a resource-system to your game that is time-based but is depletes when you are playing. It can be a lives-system like in candy crush or a resource such as money or people in a micro-management game. There is no reason to stay in the game once the player runs out of the resource. Balance the resource in such a way that the player runs out of it when he or she is enjoying your game the most. It’s always important to make sure your player ends the game on a high note. It leaves them wanting more and have them looking forwards to the next session. If you want, you can send the player a reminder when the resource is replenished. But there is no need for daily rewards, this kills the player’s intrinsic motivation (I will talk more about intrinsic motivation the next time) and they won’t like to play your game anymore. References and further research Berridge, K. & Kringelbach, M. (2008). Affective neuroscience of pleasure: Rewards in humans and animals. Psychopharmacology, 199(3), 457-480. Litman, J (2005). Curiosity and the pleasure of learning: Wanting and liking new information. Cognition & Emotion, 19(6), 793-814. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2756052/ http://lsa.umich.edu/psych/research&labs/berridge/research/affectiveneuroscience.html https://www.sciencedaily.com/releases/2007/03/070302115232.htm https://www.researchgate.net/publication/245823962_Curiosity_and_the_pleasures_of_learning_Wanting_and_liking_new_information https://www.marketingsociety.com/the-gym/liking-vs-wanting#6ZiiMdJXqRtJvGSX.97
  6. http://www.tinker-entertainment.com/sitavriend/psychology-and-games/reactance-theory/ You can make something more desirable by forbidding it. That something can be anything: an item, an action, an idea. Well this is possible and known as the reactance theory. Reactance is the feeling you get when someone limits your freedom or option. Basically when you’re not allowed to do something or when you are told you have to do something. This feeling results in you: 1. Wanting forbidden option even more. 2. Trying to reclaim your lost option. 3. Experiencing aggressive and angry feelings towards the person (this person may be fictional as well, or and AI) who limited your options or freedom in the first place. (These feelings can be very subtle and barely noticeable but motivate you to do the opposite from what you have been told to do.) The first scientist to talk about the idea reactance was Brehm in a theory of psychological reactance. He was the first to research the reactance theory and explains reactance as a motivational state people experience when their freedom is removed or threatened (1966). But you probably already know the reactance theory as reverse psychology. And that’s what reactance basically comes down to: Getting people to do something by telling them they are not allowed to do that something or the other way around. Unfortunately, it doesn’t always work. Some people are just not as sensitive to experience reactance as others and circumstances matter too. For instance: reactance breaks down when people can rationalize why they shouldn’t do something. If someone told you not to buy the bag you really wanted, you’d probably buy the bag anyway. But if that someone explained that he bought the same bag and it broke after 2 days, you’d probably think twice before buying the bag. Portal 2 applies the idea of reactance brilliantly in their level design when the player enters Aperture’s dungeons. Along the way back up, the player encounters several warning messages as you can see in the picture below: “warning”, “do not enter”. Of course these warnings are not to discourage the player, they are meant to lore the player closer. Reactance helps the storyline feel less linear than it actually is. Player is more attracted to this option and goes on to explore it. It also guides the player through the level more naturally because they want to explore this forbidden option rather than going somewhere else. You probably want to know what’s behind those walls The Stanley parable applied the reactance theory to their gameplay using narrative. The player is encouraged to try all storylines since the end is never the end in the game. In fact, the game is all about discovering new endings and alternative storylines and that means you don’t want listen to the narrator most of the time. The blue door ending is a great example of this: The narrator tells Stanley to walk through the red door when the player approaches a room with a red and blue door. When you ignore the narrator and walk through the blue door, he’ll send the player back and tells Stanley to walk through the red door again. The blue door becomes a more attractive option now, so the player choices the blue door again. The player will be send back to choose the red door again but this time the blue door is moved behind the player and the narrator stresses Stanley he has to walk through the red door. The blue door has never been a more attractive option. Such an attractive blue door! Look at those curves! The reactance theory can easily be applied to your own games. It can help you design interesting levels or create interesting narrative for games that rely on (branching) narration. When you want to implement the idea of reactance into your own game you can make something more desirable by forbidding it or you can make something less attractive by forcing it. This something can be anything: an item, a choice you want the player to make, a path the player should walk, an action you want the player to perform. Be creative! Keep in mind that not everybody is equally sensitive to reactance and that the effect breaks down when the player can rationalize why they shouldn’t do something. Here are some ideas for you. Level design: – Use some art! Show something is dangerous or advise the player not to go there with signs or writing on the walls. Doesn’t have to be art-heavy, just tell them a certain area is closed off and that they are not allowed to enter. Narration games: – Somewhere in the narrative you can tell the player they are not allowed to make a certain choice (remember: don’t explain why). You can also “force” players to make a certain decision like the red door in the Stanley parable. – Empower the player by telling them they aren’t good enough to do something, they will do it. – Tell the player that he/she has to do something a certain way, they will do the opposite. Items: – Tell your player is a forbidden item and they shouldn’t take it. Want to read more (scientific) stuff on the reactance theory? Brehm, J. W. (1966). A theory of psychological reactance. London: Academic Press. Jack W. Brehm (1989) ,”Psychological Reactance: Theory and Applications”, in NA – Advances in Consumer Research Volume 16, eds. Thomas K. Srull, Provo, UT : Association for Consumer Research, Pages: 72-75. https://books.google.nl/books?hl=nl&lr=&id=gd4iAQAAQBAJ&oi=fnd&pg=PT317&dq=reactance+proneness&ots=RSjeInAUj2&sig=xBekeKqXAkdk5JPYckJvlgZkDdQ#v=onepage&q&f=false
  7. http://www.tinker-entertainment.com/sitavriend/psychology-and-games/players-emotions/ This topic will probably be one of the more ambitious topics I will write about for a number of reasons. First of all emotions are not a just about feeling excited about playing that new game you bought today or feeling sad because your favorite character in game of thrones just got killed. It’s very closely related to longer lasting moods. Secondly, psychologists aren’t completely sure on how to explain human emotions. There are a number of different theories that explains what happens when we experience an emotion and many of them are support by scientific studies. I’m not going into those theories because I don’t think they are relevant to this article. There is a link to a crash course video in the references below just in case you’d like to know about emotions in general. So what is an emotion? And more importantly, why should you take them into account when you design and develop games? Emotions are a bit ambiguous, even psychologists can’t agree on a unified definition. One of the definitions I found: an emotion is an internal response to an event. Something within your body might change when you experience an emotion, for example, your heart rate can increase or decrease. Some other psychologists might say an emotion is more like a feeling or mood. From these definitions it feels as if emotions aren’t very tangible and difficult to study. However, specific emotions and moods can be very useful when designing games. Taking emotions into account when designing games can definitely help you to enhance the player’s experience. And although emotion is an ambitious and broad topic, it also means there are countless ways you can apply it in your game design. Russel’s dimensional model of affect Just like there are multiple theories of emotions, there are several models to classify them. I will keep to one: the picture below is Russell’s model of affect (Russell, 1980). This is a two dimensional model in which emotions are classified based on how active (level of arousal) and pleasant (positive or negative) an emotion is. Many action games use the model to some extent. You feel your heart pounding in your chest, your arousal is up, feel stressed and tense as you approach the enemy camp. On Russell’s model this would be high arousal and a sort of negative emotion. Now the important question: Why should you apply all this to your game? Here are a number of reasons: Emotions can help form memories so players remember your game in more detail (LeDoux & Doyere, 2011). This enhances the player’s experience, making it richer and feel more personal. Allowing your players to experience a positive mood can help them solve the puzzles and riddles in your game (Isesn & Daubman, 1987). Arousal in general can be quite useful as well. When you want something important to be noticed by the player, make it more arousing to grab their attention (Buodo & Sarlo, 2002). Arousal can also boost the player’s performance. According to the Yerkes-Dodson law (Yerkes & Dodson, 1908) easy tasks can benefit from high arousal while difficult tasks are handled best when the player’s arousal level is low. You can use this law to adjust the difficulty curve of your game accordingly. Keeping your player in a positive mood will motivate them and make them try harder (Nadler, 2010). Basically you can keep increasing the difficulty curve of your game as long as the player is in a good mood. More specific emotions can also be beneficial as well. Anger, for example, motivates players for confront a problem or pursue a goal. On the other hand, players who feel guilty about an action they did can be motivated by their guilt to do good and counteract what they have done (Parrott, 2004). Even negative emotion, such frustration can improve your game. It can motivate your player when done right. Remember when you fought an end-boss in a game but lost? What did you do? Did you quit the game or did you go back to the last save and try again? Most games have a difficulty curve of some form to keep players challenged and when the curve is just right, you will occasionally loose and have to try again. This trial-and-error will come with a bit of frustration but quickly changes to excitement and motivates to try again. Frustration in these situations only become a problem when the difficulty curve is too steep and the player gets stuck somewhere in your game. It that case they might even quit all together which is not very good for your retention. Of course there should also be a moment of joy when the player finally overcomes an obstacle to make all the effort feel rewarding. Be careful with too much frustration and confusion though. It’s never good when your players become frustrated because they can’t figure out how the controls work, how to read the UI of your game or don’t know what to do. Obviously you need to address this kind of frustration and figure out how to minimize it. Unfortunately, it’s not always possible to get rid of the bad kind of frustration in your game for all players. Not all players are the same and for some the difficulty curve might be a little on the steep side. While others will always be a bit frustrated about your UI. In those cases you can benefit from the Halo effect (Nisbett & Wilson, 1977): certain salient characteristics bias the perception of other less salient characteristics. It’s not about getting rid of frustration all together, make desired emotions stand out more and the player will focus on them more. You can apply the knowledge about emotions in your game design regardless of the genre, however, I’d like to show you some examples for narrative and puzzle games. Puzzle games are all about frustration, confusion and joy. The halo effect is at work here: the joy of the eureka moment when the player completes a puzzle is much more salient than the frustration and confusion from the trail-and-error. Puzzle games are a great example of the good kind of frustration as I talked about before. A great example of a puzzle game that uses the good kind of confusion and frustration is Anti-chamber. The player is told very little when they start the game, basically it’s the game to figure out the game (game-ception!). it’s can be great example if you want to make a puzzle game without a tutorial that takes the player by the hand each step of the way. Antichamber: all you need to know Narrative games probably are the best type of games to evoke emotions in players. When done right, your player will have a memorable experience of an emotional journey. As I talked about before emotions help form memories. There is nothing better than remembering the joy you felt when you helped your character do something amazing. Narrative games can allow players to really empathize with characters when something truly sad happens. My favorite example for such a game is Thomas was alone, one of my favorite games of all time. The emotional narration makes it such a memorable journey. The designers did a great job expressing a full range of passive emotions such as sadness, happiness and serenity. Everything within the design of the game supports these emotions: the choice of the abstract art style, music and the way it is narrated. I’ve never felt so much empathy towards any video game character as I did for Thomas and his friends (and they are just colored squares!). Thomas was alone: squares with a personality! Some tips and examples for you Now how could you implement all this knowledge into your game or narrative design? It seems like a lot of stuff to take into account but it all depends on your game. A good place to start is to identify the overall feeling or mood you want the player to get when they play your game. Ask yourself: how should the player feel after each session? And what about when they finish your game? Maybe your game has some key-events where you want the player to feel a certain way. Of course your game design document describes how players should interact with your game but why not add a section on how they should feel when they do it? PANAS example Playtesting is where you find out if players experience your intended emotions. Set your playtests up in such a way that you can either see or film the play-tester’s face directly. The decode all the different emotions you can use the coding system for facial emotions (FACS) developed by Ekman and Friesen (1978). Even better would be to use software to decode even the subtlest emotions for you. There is a huge range of apps, software and even APIs and SDKs to use such as EmoVu (http://emovu.com/e/). When you don’t have the money for these tools, time to get familiar with FACS or you want to be more thorough with your playtests, you can use PANAS (Watson, Clark, Tellegen, 1988). PANAS is a questionnaire where your play-testers answer questions on how much they experience a certain emotion. The picture at the right is a good example of what a PANAS questionnaire can look like. With PANAS you can find out what overall emotions the player experienced during the game or during key-events in your game. It will be a bit time-consuming to set up but once you’ve created one you can use it for all future games. There is a link to a PANAS worksheet in the references below to help you get started. Some useful links and references Crash Course Psychology: https://www.youtube.com/watch?v=4KbSRXP0wik&list=PL8dPuuaLjXtOPRKzVLY0jJY-uHOH9KVU6&index=26 Worksheet PANAS questionnaire: http://booksite.elsevier.com/9780123745170/Chapter%203/Chapter_3_Worksheet_3.1.pdf LeDoux, J.E. & Doyere, V (2011). Emotional memory processing: Synaptic connectivity. In S. Nalantian, P.M. Matthews, & J.L. McClelland (eds), The Memory Process: Neuroscientific and humanistic perspectives (pp. 153-171). Cambridge, MA: MIT Press. Yerkes R. M. & Dodson, J. D. (1908). The Relation of strength of a stimulus to rapidity of habit-formation. Journal of Comparative Neurology and Psychology, 18, 459-482. Parrott, W. G. (2004). The nature of emotion. In M. B. Brewer & M. Hewstone (eds), Emotion and Motivation (pp. 5-20). Malden, MA: Blackwell Publishing. Posner, J., Russell, J. A., & Peterson, B. S. (2005). The circumplex model of affect: An integrative approach to affective neuroscience, cognitive development, and psychopathology.Development and Psychopathology, 17(3), 715–734. http://doi.org/10.1017/S0954579405050340 Isen, A. M., Daubman, K. A., & Nowicki, G. P. (1987). Positive affect facilitates creative problem solving.Journal of personality and social psychology, 52(6), 1122. Buodo, G., Sarlo, M., & Palomba, D. (2002). Attentional resources measured by reaction times highlight differences within pleasant and unpleasant, high arousing stimuli.Motivation and Emotion, 26(2), 123-138. Nisbett, R. E., & Wilson, T. D. (1977). The halo effect: Evidence for unconscious alteration of judgments.Journal of personality and social psychology, 35(4), 250. Nadler, R. T., Rabi, R., & Minda, J. P. (2010). Better mood and better performance learning rule-described categories is enhanced by positive mood.Psychological Science, 21(12), 1770-1776.
  8. http://www.tinker-entertainment.com/sitavriend/psychology-and-games/intrinsic-and-extrinsic-motivation/ As you might have guessed, intrinsic and extrinsic motivation is all about motivation. It tries to classify our reasons for being motivated to do something and explains why we are motivated. Although much research into motivation has been done and quite some theories have been proposed to explain motivation, extrinsic and intrinsic motivation is just one of those. Actually, I already wrote an article on another theory in motivation called: ‘wanting vs liking’. Here is a link if you haven’t read it already: The striking difference between liking and wanting. Back to intrinsic and extrinsic motivation and what these actually are. Any reason that explains our motivation to do something can be classified as an intrinsic motivator or an extrinsic motivator. When you are intrinsically motivated it means that you do something simply because you enjoy doing it. In other words, we think it is fun to do (Schmitt & Lahroodi, 2008). Extrinsic motivation, on the other hand, is when you are being motivated to do something because of an incentive. The incentive can be a reward but also a punishment, anything that motivates us as long as it doesn’t come from within our self. So if you like drawing simply because you enjoy drawing it is intrinsic motivation. But when you draw for art class so you can get a good grade, it is extrinsic motivation. The grade is the incentive. What intrinsically motivates you is very personal, it is different for everyone. What you find extrinsically motivating is also personal but also relies on something called incentive salience: how noticeable is the incentive? (Berridge, 2007). Emotion has a role in this as well: associating an incentive with a specific emotion can make the incentive be more salient and motivating (Robinson & Berridge, 2001). It is important to keep intrinsic and extrinsic motivation in mind when you design you game because it can have an effect on your player’s behavior and how they like the game. Relying on extrinsic motivation too much can kill creativity and problem solving. According to Glucksberg (1962) people can become distracted by (monetary) rewards when they are offered one. This distraction inhabits people to solve a problem which requires creative thinking. Extrinsic motivation can also kill motivation. Especially rewards can undermine the intrinsic motivation people have for an activity (Deci, 1999). People will enjoy the activity less and not do it as often anymore. And as we know from my previous article, people can ‘want’ to do something without actually liking the activity any more. So how can you know that players are playing your game because they ‘like’ it from looking at your game’s analytics? How can you know whether your players are just mindlessly playing your game because they became addicted to it? Sure, if your goal is to just generate money and not caring whether or not your players acutely like playing your game, go ahead, it can be a conscious choice. But if you want your players to look forward to your game and actually liking to play it, consider relying more on your player’s intrinsic motivation. Intrinsically motivation games are games without any form of reward or punishment. We often regard these kinds of games as ‘just play’. Because most forms of play are intrinsic motivation: it is a voluntarily action, there is no pressure and there are no rewards or punishment for participating or not. Some other good intrinsic motivators are exploration and curiosity. Examples of games that (mostly) rely on intrinsic motivation are games such as the Stanley parable, flow, minecraft and flower. None of these games have scores and you can’t loose or win, there are no incentives. Games that rely on external motivation are games you play solely for the rewards. Gamification is a good example: it tries to make every day, boring tasks fun by rewarding the player. Duolingo uses gamification to make learning a new language more fun and gamy (though you might start learning a language because you’d like to learn the language, which is an intrinsic motivator). Most games, however, are a mix of extrinsic and intrinsic motivators. Some games might rely more on intrinsic motivators while others rely more on extrinsic motivators. You probably start playing a game out of curiosity, an intrinsic motivator. While failing a level or dying, for example, often is an extrinsic motivator. Especially if it makes you want to try again. Some ideas for your own games Extrinsic motivators aren’t bad and are naturally present in games. Think of any form of punishment such as failing a level, losing a live or losing a battle. But also reward such as a score or stars you get for finishing a level. Time is also often used in games as an external motivator, to pressure players. Think about solving a puzzle within a certain time. Another extrinsic motivator is competition, especially because it is rewarding for the player(s) who won. It can also motivate the others to try harder next time. And then there are extrinsic motivators that are less part of a game like daily rewards you get if you login to the game every day or notifications to remind you that you haven’t played yet today. When designing more for intrinsic motivators keep this quote in mind: “The reward is the activity itself” (Ryan & Deci, 2002). People will play your game because they enjoy playing your game, it is that simple. Rely more on the natural curiosity people have. What if you design a match-3 game with power-up. You can choose to create guided tutorials and explain players how to create and use them. But what if you choose to leave those tutorials out and leave it up to the player to discover what is possible? Ask yourself if someone can play the game without understanding this mechanic or feature. In that case, maybe you should leave it to the player’s curiosity to discover the feature or mechanic. Of course you might consider a tutorial if your game is not playable before the player understands the mechanic or feature. You can also try to make your game “easy to play, hard to master”. Mastery is one of those intrinsic motivators that will make people play a game or level over and over. You could even consider adding an extrinsic motivator in the form on competition to create some social pressure. I always find it important to ask questions during the design process. Some good questions to ask yourself if you are designing a mobile game where retention is important are: Why will player’s want to come back to my game? Are they given a reward for login every day? Could it be they only play because they get a reward that is useful in your game? Maybe they don’t play your game because they like it anymore, but because of the rewards. But maybe you design a game that require players to think creatively our to find a solution to the puzzle outside the box. It might not be a good idea to include too many rewards or punishments, player since people who are offered a reward become distracted by it and their creativity suffers (Glucksberg, 1962). Try to stay away from time limits, they can make it harder for players to come up with a solution. Some good reads and references http://www.spring.org.uk/2009/10/how-rewards-can-backfire-and-reduce-motivation.php Schmitt, F. F & Lahroodi, R. (2008). The epistemic value of curiosity. Educational Theory, 58(2), 125-149. Berridge, K. & Kringelbach, M. (2008). Affective neuroscience of pleasure: Rewards in humans and animals. Psychopharmacology, 199(3), 457-480. Robinson, T.E. & Berridge, K. C. (2001). Incentive-sensitization and addiction. Addiction (England), 96(1), 103-114. Berridge, K. C. (2007). The debate over dopamine’s role in reward: The case for incentive salience. Psychopharmacology, 191(3), 391-431. Glucksberg, S. (1962). The Influence of Strength of Drive on Functional Fixedness and Perceptual Recognition. Journal of Experimental Psychology, 36-44 Ryan, R. M. & Deci, E. L. (2000). Intrinsic and Extrinsic motivations: Classic definitions and new Directions. Contemporary Educational Psychology (25), 54-67
  9. http://www.tinker-entertainment.com/sitavriend/psychology-and-games/making-decisions-dual-process-theory/ Hello again, I’m sorry for not releasing an article last week. I was on a last minute trip to Sweden to check out Uppsala, the city I will study next year. So with any further ado, let’s start this article about making decisions. Making decisions is essential to any game, no matter the genre or target audience. To play a game is to make decisions. While there are many different theories that approach decision making from different angles, today I will focus on the dual-process thinking proposed by Kahneman (2014). We have to make decisions every day about what to wear, what to have for breakfast and many more. Some of these decisions are made conscious and deliberate while others are unconscious and automatic. Let’s imagine you want to buy a new phone, this usually is a conscious decision. First you narrow down the options based on your wants and needs but also on intuition and gut feeling. Did you have a good experience with your previous phone? Maybe you will consider phones from the same brand. Once you narrowed down your options you are ready to make your final decision. This time you carefully weigh the pros and cons of the remaining phones. This method of making choices is based on two systems of thinking, otherwise known as the dual-process theory: system 1 thinking and system 2 thinking (Kahneman, 2014). Dual-process theory is not just about making decisions, it’s about thinking and problem solving in general. You use system 1 thinking to narrow down your options to just a few and then you use system 2 thinking to make the final decision. System 1 thinking is automatic and unconscious, it helps you make rapid decisions and develop first impressions. This system is what you would call your gut-feeling or intuition and you cannot turn it off. System 1 thinking can help you make some satisfactory decisions very quickly. However there is no guarantee for correct decisions, most of the times system 1 thinking leads to poor decisions (Stanovich, 2008; Tversky & Kahneman, 1993, 1974). System 2 thinking is more deliberate and controlled. It is otherwise known as reason-based decision-making. The system 2 type of thinking and decision making requires attention, it is effortful and slow. You use logics and reason to come to a conclusion. While this system leads to better choices overall, it can only help when there are just a few options to choose from (Payne & Bettman, 2004). In the case of our phone, you’ll evaluate the characteristics of each phone and use those to compare the phones. It doesn’t matter if you are designing casual games or a hardcore game, all games require the player to make decisions on a regular basis. Being aware of the dual-process theory can help you spot the difference between mindless play (system 1 thinking) and active problem solving or decision making (system 2 thinking). You can make good use of the system 1 thinking mode since its always on in your players. Probably you already aim to design for system 1 thinking in parts of your game with ‘intuitive gameplay’. This is when you use conventions from similar games so the player can make rapid associations and find out how to control the game. But metaphors from the real world can also be used. Think about the gold coins players can collect or buy in many mobile games. A designer’s choice to use gold coins is a conscious one since players associate the metaphor of gold coins with the real coins in their wallet. System 2 thinking is what you should rely on when designing a puzzle game. This more effortful thinking can be a lot fun to people who enjoy these types of games. Being aware that system 2 thinking is a slow process can help you make decisions such as add time pressure to your game for example. For the design of some games it might be worth-while to learn a little more about dual-process theory. Especially games with many options or choices. Think about Strategy games, city builders and other micromanagement games. But also think about games where creativity is important such as a dress-up game. The player wants to be able to create new and unique things every session. Having many options to choose from can aid this creativity. Tropico is one of my favorite city builder games because of the humor and setting (go check out the trailer for topico 6 to see what I’m talking about: https://www.youtube.com/watch?v=0J448fXXVFI). Tropico is a micromanagement game for the PC that allows for countless hours of play. This game makes good use of the dual-processing theory in several ways. As a player you have to make lots of choices and the game allows you play a different scenario every time. For many choices the game relies on system 2 thinking but there are little ‘system 1 thinking tricks’ that help the player choose. Think about the layered menu system they use for selecting buildings. First the player chooses a category, then he/she makes the final choice. This menu system not only allows the player to first use system 1 thinking, but also makes sure the player doesn’t feel overwhelmed by all the options. Another ‘system 1 thinking trick’ is the suggested building that sometimes pops up when a player wants to build something. Without this feature a player has to carefully check all the stats and weight all the options to find that he/she needs to build simple housing a part of the underpaid inhabitants are homeless. The suggested building doesn’t always show up, sometimes the player does need to use system 2 thinking. The two systems of thinking are well balanced in this game. I was working on a dress-up game for Tingly games (and later CoolGames) called Emma’s dressup party (http://www.coolgames.com/nl/emmas-dress-up-party.html). For a dress-up game it is important to let the player express their creativity. Many choices and options for clothes, accessories and colors ensure that players can create unique outfits every time. I wanted players to be able to express their creativity but at the same time not be overwhelmed by too many options. A layered menu system for all the items was a conscious design choice. It helps the player make one decision at a time from a small range of options. There are 5 categories which each have no more than 4 subcategories. Those subcategories have many items but only 4 are shown per page. And while the player can choose a color for every item it remains an optional decision. Each item comes with a preset color that was set by the artist or me. Also, I limited the choices the player can make during the first session. Many items and colors are locked and can be unlocked with coins. The random button is another little ‘system 1 trick’ I added for the player. A player can let the random button generate a complete outfit when don’t know what to choose just need some inspiration. As a designer or game developer it is useful to be familiar with the dual-process theory. It can help you improve the way players make decisions or find the correct solution in your game. System 1 thinking is fast and intuitive, your players will rely on this system when there is time pressure in your game. Make sure players can use their intuition or can easily use association to come up with a solution. Are you making a puzzle game? Your players often like these kinds of games because they enjoy effortful thinking. Be careful with time pressure, allow your players time to access their system 2 thinking. Are you thinking to add time pressure to your puzzle game anyways? Make sure the solution is intuitive in some way. Because, players might not get enough time to access their system 2 thinking. Are you designing a strategy game or micromanagement games such as city builder? You might want your players to enjoy your game for countless hours. The game needs to be re-playable over and over again with many different outcomes and decisions to make. Players would like to have many options and choices to make. Adding a layered decision system can help your players to use both system 1 and 2 thinking. In a layered decision system players use their system 1 thinking to first chose a category and then use their system 2 thinking to make an actual decision. Having advisor or suggestions can help your player’s access their system 1 thinking. But deciding on a strategy should largely be up to the player’s system 2 thinking. When you are relying on system 1 thinking for a part of your game, make sure the decision are either almost always correct or that it can be reversed. Many decisions made using system 1 thinking are often wrong, keep this in the back of your mind when designing. Of course, always aim for a healthy balance between system 1 and system 2 thinking depending on the type of game you are making. Further reading and references: Kahneman, D. & Tversky, A. (1979). Prospect theory: An analysis of decision making under risk. Econometrica, 47, 263-291 Stanovich, K. E. (2008). How to Think Straight about Psychology (8thedn). Boston: Allyn & Bacon. Payne, J. W. & Bettman, J. R. (2004). Walking with the scarecrow: The information-processing approach to decision research. In D. J. Koehler & N. Harvey (eds), Blackwell Handbook of Judgment and Descision Making. Malden, MA: Bkackwell Publishing. Kahneman, D. (2014). Thinking, Fast and Slow.JOURNAL OF MANAGEMENT RESEARCH IN EMERGING ECONOMIES, 499.
  10. http://www.tinker-entertainment.com/sitavriend/psychology-and-games/how-your-players-thinking-develop-throughout-their-lives/ Developmental psychology is the study of how our cognitive processes change throughout our lives. The field used to focus on children and how their cognitive abilities develop, but nowadays it is understood that we keep developing throughout our lives. This field of psychology might be one of the most interesting for game design. It can help you as a game designer understand players, how they think and what is challenging for them. Developmental psychology started when psychologist began studying children and saw how their cognitive abilities were different from adults. Piaget was one of those psychologists, he proposed a stage theory based on his findings. His stage theory basically means that our cognitive abilities develop according to distinct stages. Children don’t understand object permanence until 1 or 2. Object permanence is the idea that objects still exist when they are hidden from view. That is why it’s so much fun to play peek-a-boo with little babies. They are genuinely surprised when they see you again. Conservation is understood around the age of 6. Children will start to understand that something doesn’t just magically become more because you manipulated it. For example: give a 4-year-old 1 cookie and give yourself 2 cookies. When you ask the child whether you fairly devided the cookies, he’ll say no. Then you take his cookie, break it in half. Now when you ask the child if you fairly devided the cookies he’ll say: “Yes, because we both have 2 cookies now”. Children before the age of 6 can’t make a distinction between appearance and reality yet (De Vries, 1969). Piaget’s experiment for testing if a child understand conservation are a little bit mean but also quite funny (and super cute): https://www.youtube.com/watch?v=gnArvcWaH6I. Children aren’t able to take someone else’s point of view until they are around the age of 6 or 7. Piaget tested this ability in children with the picture story of Sally and Anne you see below. A child who says Sally should look in the box isn’t yet able to take someone else’s perspective. These children have trouble forming empathy as well, they don’t realize yet that other people have feelings too. Now you understand that creating a cooperative game for kids below the age of 6 might not be a good idea. Logical and hypothetical thinking develops around the age of 11 to 12. That is why children below 11 often have a hard time understanding games like chess or checkers. 11 or 12 is also the age children start to understand the idea of reversibility. Before this age, children don’t understand that numbers or object can be changed or returned to their original condition. Children don’t get that when their favorite ball isn’t broken when it is deflated and that it can be filled up again. The ability to think abstractly and hypothetically doesn’t develop until the age of 12 or later. However, it’s good to realize that cognitive development is personal. Some children’s cognitive abilities develop quicker than others. But these ages can be good guidelines when you design a game for kids. As we age we change physically, we get a wrinkle and some grey hair but that’s just the outside. Our brain also changes as well, whether we like it or not. As we age, our reaction time declines and the same happens to our problem solving abilities (Ornstein & Light, 2010; Freedman et all., 2001). Around your 40s or 50s it starts becoming more difficult to learn something new like a new skill. That’s why your granny still doesn’t understand how to use her smart phone even though you’ve explained it a thousand times. You can understand why many older people don’t like to play hardcore games. Beyond your 40s or 50s you have to invest a lot more time to learn how to play the game. This doesn’t even take into account that many elderly people were already older than 40 or 50 when PC’s and game consoles became popular. Your memory declines with age as well. The decline actually already starts in your 20s (Park & Reuter-Lorenz, 2009). But it’s not all downhill from your 20s onwards. As you age, knowledge based on facts increases. You get exposed to facts every day, you will pick information up along the way. That’s probably why your granny likes the daily crossword puzzle from the newspaper and why Wordfeud is still popular with older people. The ‘Tovertafel’ I’d like to talk about a console instead of a game this time: the ‘tovertafel’ (translates to magic table). ‘The tovertafel’ is an interactive projector that was first developed for elderly people with dementia (https://tovertafel.nl/). People can play games together on the ‘tovertafel’. Several games are included that can be played by anyone who suffers from dementia. Players interact with the ‘tovertafel’ by touching the projections on the table. Because of direct manipulation, there is no need for players to learn something new. Players can just touch a projection and see what happens. All the games that come with the ‘tovertafel’ are based on metaphors and knowledge older people remember from when they were younger such as a jigsaw puzzle, a game with flowers and a proverbs game. While some games require a bit of knowledge based on facts others games are more like play, so there is no need for a perfect memory. None of the games require a good reaction time from the player, they can interact with the game whenever they feel like. Tips and suggestions when designing games for older people (40+) Use metaphors, something the players are already familiar with. This can be anything from things they know from their youth to things they are familiar with on a daily basis. Direct manipulation interfaces such as touch screen are always a good idea. Touch screens allow you to design interactions players are used to from every day interaction such as touching or dragging. Don’t forget to keep the player’s reaction time in mind as well. Allow the player to interact with the game at their own speed. Dr. Panda’s bath time Dr. Panda makes games kids can play on a Ipad, Iphone or Android. One of their games is called dr. panda bath time (https://drpanda.com/games/dr-panda-bath-time). It is a semi-educational game that teaches children about hygiene habits while also being fun. Children use direct manipulation to drag the characters and things around. The controls are very similar to what kids are used to on a daily basis. Players cannot make mistakes in the game, they are not punished. The game is ideal for children who don’t yet understand conservation. Children do not need to be familiar with abstract or hypothetical thinking. The game doesn’t have a score system and kids can just try things to see what happens. Tips and suggestions when designing for children Metaphors are not just useful for older people, kids can understand them as well. Just make sure that you use metaphors kids use on a daily basis. For small children, touch interfaces would be the way to go. Direct manipulation doesn’t require the abstract thinking a mouse or keyboard would. It might seem simple to link a character’s movement to something like a mouse, but it already requires more abstract and hypothetical thinking. Since conservation isn’t developed until 6, it’s good practice to keep the mistakes a player can make to a minimum. It would be even better when every interaction a player makes is either right or neutral. Keep your age-range small when designing kids games. Children’s cognitive and mental abilities develop very quickly. References and stuff Paiget’s tasks for kids: https://www.youtube.com/watch?v=gnArvcWaH6I Ornstein, P. A., & Light, L. L. (2010). Memory development across the life span.The handbook of life-span development. Freedman, V. A., Aykan, H., & Martin, L. G. (2001). Aggregate changes in severe cognitive impairment among older Americans: 1993 and 1998.The Journals of Gerontology Series B: Psychological Sciences and Social Sciences, 56(2), S100-S111.Park, D. C., & Reuter-Lorenz, P. (2009). The adaptive brain: aging and neurocognitive scaffolding. Annual review of psychology, 60, 173-196. Müller, U., & Racine, T. P. (2010). The development of representation and concepts.The handbook of life-span development. De Vries, R. (1969). Constancy of generic identity in the years three to six.Monographs of the society for research in child development, 34(3), iii-67. Bialystok, E., & Craik, F. I. (2010). Structure and Process in Life‐Span Cognitive Development.The handbook of life-span development.Kesselring, T., & Müller, U. (2011). The concept of egocentrism in the context of Piaget’s theory. New Ideas in Psychology, 29(3), 327-345. Phillips, J. L. (1975).The origins of intellect: Piaget’s theory (Vol. 1).
  11. http://www.tinker-entertainment.com/sitavriend/psychology-and-games/the-power-of-a-group/ Groups are very interesting to psychologists. You might not think about it, but groups are very powerful. They can change your behavior and the way you think. Groups can even make you do things you wouldn’t normally do. According to Brown (1988) a group consists out of two or more people. Some groups are more group-like than groups, if that makes sense. For example: when you are a game designer, you form a group with all other game designers in the world. You’d call other game designers your colleagues even if they work in a different company. But you also form group with the people you work with every day: your team. You and your team are more group-like than you and all the other game designers in the world. A group is more group-like when it has a group structure, its individuals share a common identity and are interdependent. Groups usually are made up of well-defined roles. Each member of the group has his or her own tasks and these complement the tasks of other group members. A successful group like your game-dev team has unique roles for each member. When these roles are vague or blend together, the group becomes less successful. We are social beings, groups are necessary for our survival and happiness. But there are other benefits to groups as well. Your performance goes up when you perform a simple task when others are present. This effect is called social facilitation (Zajonc, 1965). Social facilitation can help many athletes perform better when they are competing. Even the presence of virtual others can aid social facilitation (Park & Catrambone, 2007). Unfortunately the effects of social facilitation work the other way around when it comes to complex tasks or tasks that require concentration. The presence of others will hinder performance in those cases. There are more disadvantages to groups beside performance on complex tasks. The presence of others can also cause social loafing (Latané, 1979). People will put less effort into a task when they are part of a group compared to when they are working alone. You might remember this group school projects: there were always free riders. Social loafing is contagious as well. When one person slacks off, others will follow. Would you like to avoid social loafing for future (school) project? Make tasks meaningful, important and make personal effort identifiable. Having a more cohesive and tight group can help as well. Go out for dinner with your game-dev team sometimes, it’s fun as well. Another disadvantage to groups is that it can lead to groupthink in certain cases. Groupthink is the tendency of group members to think alike. This can lead to some pretty bad decisions (Janis, 1971). Groupthink usually occurs in very cohesive groups where members are similar to each other. There often is pressure towards conformity as well. To combat groupthink, groups have to diversify their members. A group can think about recruiting people who think differently or people who belong to minorities. That is why many people want to increase diversity in the games industry. Many studios and companies have mostly white male employees in their dev teams and they are at risk of groupthink. Strong and directive leaders can also increase groupthink, especially when they are not open to someone else’s point of view. Group members can become afraid to express their ideas or concerns. It’s best to become the devil’s advocate if you see this happen. Question your leader’s point of view even when you agree. Others will follow your example. In certain cases groups can lead to deindividuation. Deindividuation is the loss of individuality that can happen when members of the group lose individual accountability and self-awareness. The interest of the group becomes more important than a member’s self-interest. Anonymous is a good example of deindividuation but so are most fascist groups and football (soccer) hooligans. Within groups like anonymous there are no individual roles and members are not individually accountable. Deindividuation can make groups incredibly powerful but dangerous as well. I’d like to end with a little disclaimer: the effects of groups are studied in the field of social psychology. Most of the research on groups and its effects are done in western countries. There is no question that culture is also a huge factor in how we behave in groups. There is no doubt that there are differences per culture. The theories discussed in this article may not apply to eastern, middle eastern or african cultures. You should take that into account when planning to release your game to a certain country. Also, the knowledge we have on group behavior now is based on averages and not individuals. There will always be people who don’t follow the effects. Dungeons & Dragons Cooperation of a group is very important in the pen and paper roleplaying game Dungeons & Dragons. Each player creates a character before the party can begin their journey together. Those of you who are familiar with the game know that the most successful parties have characters from diverse backgrounds. One member can be a half-orc fighter who takes and deals the damage during a fight, another member could be a human cleric who heals the party members after a fight and yet another member could be a elven ranger who guides the party through the forest. Each character has his or her own well-defined role that complement the other characters. During a session there is very little social loafing when the group is just right. Each member’s personal efforts are identifiable and the tasks are meaningful even when there is no combat. Unfortunately there is no social facilitation. Your dice roll won’t improve because of the group. A very diverse group Mobile games Social mobile or casual games can also benefit from knowing a little about the psychology of groups. Unfortunately, many social casual games out there today do a poor job. They don’t make any use of any of the benefits from groups. In many games each player has the same role as the next player and there is no clear group. While everyone who plays Candy Crush form a group, they are not as group-like as a Dungeons & Dragons party. A mobile and social game that did, to some extent, apply the psychology of groups is Pokémon Go. Last summer the game was very popular in the Netherlands (and many other countries). Player’s interacted with each other even though they had never met before. Everyone who played Pokémon Go automatically formed a group with all the other players. Players could also join another group when they reached a certain level: their team. A player can choose to join one of three teams: team Mystic (blue), team Valor (red) and team Instinct (yellow). When players were catching Pokémon or fighting a team, they met other players. One of the first questions they asked you was which team you joined. If you are not a member of their team, you are trash. That’s pretty powerful considering that the groups are based on very little but a personal preference of color or leader. There is a risk of deindividuation since there are no individual roles in Pokémon Go or personal accountability. The fact that players have self-interest is the only thing that saves people from deindividuation. Which team did you join? Ideas and suggestions for game design Any game were multiple people play together can benefit from the psychology behind group processes. Think about social games and MMO(rpgs), but also cooperative games or team based games. When designing these games try to avoid groupthink, reduce the risk of deindividuation and create individual roles that complement other roles. You can avoid groupthink by having diverse characters and roles. Also consider attracting a diverse target audience(s) to the game. Think about using Bartle’s taxonomy (Bartle, 1996) to attract players who enjoy different aspects of the game (https://www.youtube.com/watch?v=yxpW2ltDNow). Having individual roles and tasks can combat groupthink as well. To reduce the risk of deindividuation you can design systems that keep players individually accountable for their actions. For example: add a mechanic that punishes players when they do something you don’t want them to do. Besides the interest of the group or party, players should also have a self-interest. Maybe players have their own XP to think about or they have to collect their own gold. References https://www.youtube.com/watch?v=UGxGDdQnC1Y Bartle’s taxonomy http://mud.co.uk/richard/hcds.htm Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19. Park, S., & Catrambone, R. (2007). Social facilitation effects of virtual humans. Human Factors, 49(6), 1054-1060. Zajonc, R. B. (1965). Social facilitation. Ann Arbor: Research Center for Group Dynamics, Institute for Social Research, University of Michigan. Janis, I. L. (1971). Groupthink. Psychology today, 5(6), 43-46. Stogdill, R. M. (1974). Handbook of leadership: A survey of theory and research. Free Press. Brown, R. (1988). Group processes: Dynamics within and between groups. Basil Blackwell. Latané, B., Williams, K., & Harkins, S. (1979). Many hands make light the work: The causes and consequences of social loafing. Journal of personality and social psychology, 37(6), 822.
  12. http://www.tinker-entertainment.com/sitavriend/psychology-and-games/curiosity-killed-the-warlock-but-improved-the-game/ Curiosity is the pleasure of learning and not knowing. It sparks the desire to learn or the desire to figure out how stuff works. Curiosity is closely related to the difference between ‘wanting’ and ‘liking’. When you are curious you feel anticipation, you want to know or try out something. Curiosity involves trial-and-error which comes very natural to games. As a player you constantly try out stuff in games and when it doesn’t work, you try again. There is a little bit of curiosity in every game. Games are a safe environment in which players learn the rules of the game. It’s the reason we start playing any game in the first place and it’s often the reason we cannot stop. We need to know what happens next. Psychologists are divided when it comes to curiosity as a personal trait. Some research suggests that we are born curious, which it makes sense because children are naturally curious. On average a child will ask 26 questions per hour (Chouinard, 2007), that’s how curious they are. Think about a child you know and you will agree, they ask anything. Some questions are very silly: “Why are they called cupcakes?” and “Why do I have to wait to eat?”, Others are more scientific: “Why is the sky blue?” and “Why is the sea salty”. But sometimes they ask very tough-to-answer questions like “Why do people die?”. At the other side, researcher acknowledge that some adults are more curious that others. Not every child becomes a curious scientist when they grow up. From experience we can tell that children become less curious when they grow up. Research also confirms this, curiosity becomes less robust over time (Coie, 1974). It’s no wonder that developmental psychologist Piaget became interested studying the phenomena as well. Piaget (1969) describes curiosity as the urge to explain the unexpected. But being curious is hugely beneficial, not just for kids. People who are curious about something learn more and better (Berlyne, 1954). Curiosity allows for deep understanding in the subject you’re curious about. Older children who are intrigued by unexpected or mysterious descriptions in their reading are more likely to remember it and understand the content more deeply (Garner, Brown, Sanders, & Menke, 1992). But what about games? How can curiosity be beneficial for improving your game design? Games are about learning, you’d like the player to learn how to play your game while playing. When players are curious about your game they’ll pick up the mechanics and features much better and quicker. It’s more likely your players will keep playing as well. Furthermore, when a player’s curiosity is satisfied they feel pleasure (Kang et al. 2009). Curiosity can make your game more fun for any player as long as you satisfy that hunger for getting to know your game and its mechanics. Curiosity is also a motivational prerequisite for exploratory behavior (Berlyne, 1960). It could be that you want your player to explore more of your game. Curiosity is a great intrinsic motivator as well that encourages players to learn and try new things. To get your players curious you can use the idea of uncertainty and surprise. When parts of the game take a surprising or unexpected turn, players get curious about what happens next. Predictability is the enemy here. You should be cautious with fear however. Scaring the player will stop them from exploring or trying. But also fear of failure is detrimental for exploration and curiosity. When a player is afraid to fail they will become cautious and keep to what they already know. They won’t become curious and they won’t try something new. Fowler (1965) has done research into what makes people curious. He found that boredom is one prerequisite or motivator for curiosity. Boredom can push the player to explore your game, find its secrets and possibilities. According to Fowler’s research you should make parts of your game boring. It’s a weird and counter-intuitive idea but is great for sandbox and exploration games. The players of these games are used to trying stuff out on their own. Being a bit boring from time to time can make the player crave for more and start exploring on their own. Subnautica Exploration and survival games naturally evoke curiosity in players. Often players are told very little when they start the game. Sometimes there is a small tutorial that explains the player how to interact with the game but that’s it. Players are supposed to figure most of the game out by themselves. Subnautica is a good example, the player is told next to nothing when they start. One of the reason might be because the game is still in early access but it works wonders for this game. According to the story, your spaceship has crashed on an unknown alien world. As a player you are given as much information as the character you play. The crafting system feeds the player’s curiosity as well. The player is constantly trying out things and figure out how to get certain items. Before you can craft and item you need to explore the world to gather the resources. While you are gathering the necessary resources you get to know the alien world. You explore new animals and plants you have never seen before. Suggestions for design According to psychological theory there are a couple of things you should take into account when designing an exploration or survival game. Be careful with scary surprises. Players shouldn’t be afraid to explore and try new things. You should also limit punishment in your game when possible. Of course you want to let your players know what’s good and what’s bad but too much punishment can make players think they are playing the game ‘wrong’. They will try to play the game ‘right’ which means they won’t feel the need to explore in order not to mess up the game. To aid more curiosity in your game, you can design for pleasant surprises. Think about an unexpected combination of resources to make a certain item in a crafting game or system. You can think about leaving some hard-to-reproduce bugs and glitches in your game (as long as they don’t break the game). Glitches and bugs are good conversation material among players that stumble across them. The same is true for Easter eggs, although they require more development time. Go and explore the world! Narrative elements can create curiosity as well when done right. The narrative should keep the player craving more of your game. Subnautica is a very good example of how to do good game narration. The narration is barely noticeable but it leaves every player with a ton of questions. Every time a part of the story is told and bits of information are given. While it might answer some questions it also creates many more. It leaves room for imagination and speculation. As mentioned before curiosity is very natural to games. Games are a safe environment that encourages trial-and-error. Of course there are things any game type and genre can use to improve its curious nature. When it comes to tutorials it’s good to realize that there is no need to explain every detail of the game to the player. Keep to the core mechanics and the bare essentials the player needs to know to get started. You can leave it up to the player’s curiosity to figure out other mechanics, features and possibilities. Losing a level because the player doesn’t understand an element isn’t bad either as long as players understands why they lost and how it can be overcome. Fog of war is also a great tool for exploring and curiosity. Traditionally fog of war is used in strategy games but the idea can be applied to many games, even to the world map of a casual puzzle game like 10×10 ice cream adventure. 10X10 ice cream adventure References and stuff https://www.youtube.com/watch?v=29Lw0k7HNdg http://science.howstuffworks.com/life/evolution/curiosity1.htm Berlyne, D. (1954). A theory of human curiosity. British Journal of Psychology, 45, 180–191. Coie, J. (1974). An evaluation of the cross-situational stability of children’s curiosity. Journal of Personality, 42, 93–116. Garner, R., Brown, R., Sanders, S., & Menke, D. J. (1992). “Seductive details” and learning from text. In K. A. Renninger, S. Hidi, & A. Krapp (Eds.), The role of interest in learning and development(pp. 239–254). Hillsdale, NJ: Erlbaum. Piaget, J., & Buey, F. F. (1969). Psicología y pedagogía. Barcelona: Ariel. Berlyne, D. E. (1960). Conflict, arousal, and curiosity. Fowler, H. (1965). Curiosity and exploratory behavior. Kang, M. J., Hsu, M., Krajbich, I. M., Loewenstein, G., McClure, S. M., Wang, J. T. Y., & Camerer, C. F. (2009). The wick in the candle of learning: Epistemic curiosity activates reward circuitry and enhances memory. Psychological Science, 20(8), 963-973.
  13. I want to pursue my career in game development . I don't know much how to start. Currently , I have knowledge of Java, C ,Python and little bit of javascript. Now I want to know the recommended learning path. I just want to start making simple games .Please recommend some learning too. Thanks
  14. Hello, I'm a freelance composer with some experience in the game industry, but still in a starting point. I'm in a process of professionalize myself, so I want to gather lots of information. I have various questions to developers that could hire a composer, here I go: 1- Do you receive a lot of e-mails of composers? usually you feel they send copy/paste mails? 2- How you would like a composer to present himself on a mail? 3- Do you usually work with a composer that you've collaborated before and you have confidence with? or you don't mind hiring a new composer because his style fits in? 4- If you meet a composer in an exhibition and he gives you a pendrive with his work so you can check it out, is this a plus point (if you like his work) to hire him? in another scenario, he just give you his business card. 5- When you are working with a composer and he is doing his task on his studio (outsider), how do you keep the communication fresh and the confidence in the relationship growing.
  15. Hello All, Dear experienced game developers/artists/designers: 1) Can you please advise, what is the best way to organize game portfolio? I have the idea, to store somewhere in the internet -( Project files/complete mini games with exe files), that i will do, during my learning and "follow to" tutorials. 2) Do i need to show in my portfolio completely basic mini games? like snake? tetris? 3D models made via Maya LT? 3) Can you please provide links to the examples? Thank you all Collegues
  16. Hello, Since I have no knowledge in how the gaming industry works, I wanted to know: I'm planning on making a team of 3D animators that would specialize in making realistic death and injury animation. Is it plausible to sell the animations to a major game development company or a conpany in general? Thanks.
  17. I want to learn game development/modding/make games . But my pc is very old. I don't to where to start & software that will work on this pc. I don't have money to buy a new pc so this is what I am stuck with. I don't want latest hd graphics type games. I am more than ok with Quake, Half-life, Counter Strike, NOLF, type games or 2d games. Most of the software I see have high system requirements like Unity or Unreal. Please guide me & don't tell me to buy a new pc I cant afford. Also don't tell me that its not possible to develop on these specs. Because these games run smoothly. Sorry for my English. Thanks old Pentium 4 1.70 Ghz, 1gb + 512 MB RAM, Windows XP. Please don't ignore its a matter of life & death for me
  18. Building Block Heroes - Choosing an Art Style I've received some praise for the colourful and cartoony look of Building Block Heroes. The art style of the game was chosen deliberately, and in this feature I discuss why I chose to make Building Block Heroes look the way it does. Foundation I've always had some modicum of talent from a young age due to having grown up playing games and reading comics. Nevertheless, until development on this game began I never was able to produce finished artwork, just rather messy sketches. To feasibly produce the artwork for Building Block Heroes, I knew that I would have to learn how to produce finished artwork. Furthermore, I had to learn how to do it on the computer, which I had never attempted before. After purchasing a cheap tablet on Amazon (for about $45 CAD), I got to work practicing digital art. Pixel Art Failure I originally intended to produce pixel art due to a perception that it would be easier than producing hand-painted work. I was wrong, so horribly wrong, and my early attempts at pixel art constitute what can only be described as "failed abortions." I realized after about a day or two of creating "pixel art" that it would be too much of a jump to go from sketches on paper to presentable pixel art - I didn't possess the ability or even the patience to do so. The principles of traditional art are far more different from those of pixel art than I thought. I then decided to go back to the basics. Instead of creating art solely for the purpose of game development, I figured that the best way to start creating art digitally was to first simply become familiar with the use of a tablet. With this in mind, I just practiced drawing as if I was drawing on paper. It did take a while to become used to it - more than once I caught myself looking at the tablet and wondering why nothing was appearing before remembering that the lines would appear on the monitor in front of me. Eventually, I was able to recreate my sketches on the screen after about a week or two of practice. The next step was colouring. This was something that I had no real experience with, even on paper. Keep It Simple, Stupid I started off painting simple shapes with solid colours until I became somewhat familiar with it. Things like blending colours, or even choosing the right colours, were new to me and took some time to become accustomed to, especially on the tablet/PC. Nevertheless, I managed to learn a few tricks from this simple practice, such as adding a warmer tone to highlights and a cooler tone to shadow when painting solid colours. However, once I decided to paint something with more substance - in this case, a tree - I quickly realized that it would take me forever to produce finished art with the kind of detail I was accustomed to sketching. Sketching allows the artist to handwave away a bunch of details and be a bit more lax in terms of things like realistic colour and proportions, etc. Producing finished art was a different story, and the tree ended up taking several days to finish. Given that I was learning on the go AND working solo, I knew I needed to reduce the scope of artwork I was going to have to produce. A man's got to know his limitations, after all. I looked back at the simple-shape, bright-colour paintings I had produced thus far and realized that they looked vaguely cartoony. Thinking that I could extend this over the whole of my game, I went to "work" watching various cartoons and playing cartoony games to see how the professionals did it. While such graphics weren't exactly light on details either, they definitely were a lot more creative and wacky in terms of colours and proportions. I knew that such creative freedom would compensate for my relative lack of skill in the art department since I wouldn't necessarily have to worry about things looking like their real-world counterparts. It would also make learning how to produce digital art a lot more fun, as I could really experiment with zanier backgrounds and colours. Rayman, in particular, also provided a template for character animations. I had originally envisioned animating my characters with full bodies, like those in Earthworm Jim. I had no experience with animation, however, and I was worried that learning how to paint AND animate might be a steep hill to climb. Observing that characters in Rayman do not have limbs, I immediately realized that using a similar method of character design would make it much easier to animate them. I extended this compensation further by making the enemies in the game mechanical, meaning that I would be able to move the parts individually, rather than having to animate large creatures by hand. Many experienced game developers suggest starting off with a simple game with small scope for newbies getting into the field. Art is no different, and the appearance of Building Block Heroes is my attempt to produce quality art while understanding and working with my limitations. I was genuinely nervous about whether or not I had managed to end up producing attractive work, and thankfully it seems that I've done so. Hope this was a fun read!
  19. Hello! I am fully aware, especially based on previous topics, that AI programming is not an entry level job. Starting at gameplay programmer and working my way into a specialization seems to be the most popular bit of advice and I am taking that to heart. However, I do have a few more questions regarding AI programming and how to get there. 1. What are the best resources for me to get more familiar with this specialization? Something beginner for learning AI, that assumes you already are comfortable with programming. Is there a favored book on the subject? 2. What would be the best way to build my portfolio for this specialization? Is just having the blueprints or code generally good enough, or should I be building levels that can show off what my little buddies can do? 3. I have used behavior trees before. Should I move off of those and on to state machines? How do they compare in usefulness for medium to larger scale games? Thank you!
  20. Hey, guys. I've tried to write my own game countless times. And I finished a very few of them, all because of bad design decisions, which made my code hard to read and even sometimes painful to look at. Even through 5 years of working as developer I'm still struggling to write a nice designed code. I read about design patterns a lot of times, it helped but not as much as I thought it would. Most of tutorials online using bad design practices. So, I want to ask you to suggest an open source plaformer-like/zelda-like game with which design is good in your opinion. I lookd a lot of them by myself but didn't found what would seem good for me.
  21. Hi, first time poster here seeking some advice about getting into the industry. A little bit about myself, I've just finished my third year at university for Software Engineering and Game Design (Although this is the name of the degree, functionally it means I have a software engineering degree, but all my available electives are taken up by game design courses). I want to get into indie game development, and start my own studio eventually, but I'm having trouble figuring out how to get there and finding the jobs that'd lead me down that path. Over the last couple of years, I have tried to get into the industry via internship positions, but I don't live in the US and have had few opportunities, none of which even ended with an interview. As such, I've spend these summers working for a telecommunications company, which utilizes my skill set, but is a far different industry. My goal is to get experience in the industry, but not even getting an interview for the positions I have applied for is disheartening. I'm not just applying to coding positions either, whenever a position opens up for design, QA, level design intern pops up I've applied to them. I have a portfolio, but it's only populated by a few short demos and programs, as well as some design documents I've written. I'm also working on my own game with some friends, but process is slow due to mismatched schedules and us working full time (not an excuse, I know, I'm trying to push myself to work on it more). I guess my question is, where do I go from here? How do I get more experience in the industry, how do I look more appealing to companies? Am I just worrying too much and this won't be an issue once I get my degree? What are my next steps?
  22. This game started as a practice project. It's the classic game of Snake, but with a twist: you have to control two snakes at once, they score points separately, but in the end you get the lower score of the two (so you have to balance). You have two things to collect, one gives you point depending on the length, the other gives no points at all, but increases the length, so you need to find the balance here as well. On the "client" side, I use p5.js and jQuery,It has a highscore feature (which turned out quite difficult for me): on the server side that's node.js and MongoDB. I'm a beginner in programming,but I've learned a lot from this and it was quite fun so far. What do you think about this game? How to improve it? Is there something you would do differently? You can check it out here: http://serpents.ga
  23. Hello, my first post here :-) About half a year ago i started with C++ (did a little C before) and poking into graphics programming. Right now i am digging through the various vulkan tutorials. A probably naive question that arose is: If i have a device (in my case a GTX970 clone) that exposes on each of two gpus two families, one with 16 queues for graphics, compute, etc and another one with a single transfer queue, do i loose potential performance if i only use 1 of the 16 graphics queues ? Or, in other words, are these queues represented by hardware or logical entities ? And how is that handled across different vendors ? Do intel and amd handle this similar or would a program have to take care of different handling across different hardware ? Cheers gb
  24. I have plans on making a small top down rpg using unity to get acquainted with the engine. Although, I also want to make my own 2D pixel art. I have experience making sprites, and I also have experience programming. My only problem are the dimensions of which the characters, items, backgrounds should be drawn in. I see a lot of pixel art assets that have dimensions set at 32 bit, 16 bit and 8 bit. I'm assuming that's based on the color palette. Right now I have a character drawn on Photoshop, but the dimensions are not exactly symmetrical. Is there some tutorial out there that describes the standards for every top down 2D rpg? I would like to know how many pixels each side should be for characters, and generally everything else. I am afraid if I make the character a scale different than the tiles, it'll look out of place. My Photoshop canvas is set up for 2D pixel art, with guidelines and grids. I am also using a 300x300 pixel canvas, so I don't know how to use the space accordingly. Overall, I am lost on what to follow. I don't know whether I should just keep making the characters the way I'm making them, or have them sized according the the entire tileset. If someone could guide me to a blogpost, tutorial or paper talking about this subject, I would greatly appreciate it! It's what's holding me back at the moment. I will try using free assets for now, but I plan on making my own for later.
  25. Hello, First of all, Thank you for your support, Totally appreciated, I have started programming couple of months ago and at this moment I am using love2d framework for lua language but the problem is I cannot find sufficient resources to keep moving. I have visited Amazon and Google Play Books in order to find books but unfortunately found roughly one or two books for beginners. I searched in MOOC -open online courses- and found literally nothing I googled "love2d examples" and found source code for attractive games in addition to Github but It was difficult for me to read the whole script. I googled "love2d tutorials" and after striving I found one useful webpage on Github which I am currently using but looks like It is an exception of the rule of not finding. I googled a simple common mechanic like collision "How to code collision in love2d" but the results required someone who is experienced to make any sense of them. I won't give up on my dream but I need someone to guide me towards the right path, I have thought of switching to another framework or engine like unity in regard to its huge community but C# was quite advanced So I determined that unity will be my next step after mastering friendly beginner language like lua or python. Thank you