The site describes how the portal and portal2 can be used for creativity in game design and development. This site is valuable because this year in class we will be learning how to use portal and portal 2 and this webpage can be used to aid students that do not understand the game
The site describes how the portal and portal2 can be used for creativity in game design and development. This site is valuable because this year in class we will be learning how to use portal and portal 2 and this webpage can be used to aid students that do not understand the game.
This video is very cool and it not only teaches you things about gamemaker, but it also shows you cool things about how to create a great 3d game. Also, if you like to go outside the box, than you will definately like this video.
The Art of Video Games Exhibit is going on from March 16 - September 30. Visit the site for all the corresponding events, details, video trailers, etc. Looks GREAT!
Thanks to Jacob for this one...
Part I - Introduction Welcome to the first article of an introductory series on game programming using the Microsoft .NET Framework and managed DirectX 9.0. This series as aimed at beginning programmers who are interested in developing a game for their own use with the .NET Framework and DirectX.
StencylWorks is a Game Development environment that allows you to create games with or without the use of code. It is a visually appealing environment. You can create iOS game or Flash games.
As a novice gamer, I find this site so helpful. It gives its reader a play by play for everything in game design! This site has a section for everything you can possibly imagine! Topics from Status to Story. You should defiantly check out this site and maybe even add to it!
Long, long ago at a GDC far, far away, I introduced the idea that a useful way of looking at gameplay is as "a series of interesting decisions". This comment has since taken on a life and identity of its own and appears irregularly in theoretical discussions of game play and game design.
Long, long ago at a GDC far, far away, I introduced the idea that a useful way of looking at gameplay is as "a series of interesting decisions". This comment has since taken on a life and identity of its own and appears irregularly in theoretical discussions of game play and game design.
The famous adage "do what you love and the money will follow" may not always come true, but it could be an accurate message for video gamers who can learn how to design the next hot game.