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On Who, What, Why? I discuss game design with those who make games and try to learn more about the game design process. Each episode I interview a designer, publisher, developer, artist, etc. of tabletop games such as card, board, or role playing. Some episodes discuss big ideas in design rather than individual games. I have both mainstream and independent developers as guests.
 
Knox Game Design is a monthly discussion by game creators in the Knoxville, Tennessee area. We share our ideas, show off projects, and discuss current topics related to video game development. Our group explores the many facets of the game design process, such as coding, graphics, modeling, animation, story, and promotion. You can find out more information on the group including future meeting dates at knoxgamedesign.org
 
GDDT offers deep analysis of game design techniques and their applications in the industry from industry professionals. Featuring game dissections, broad design technique discussions, and industry guests - offering the layman a glimpse into the often mysterious art of making games. Hosted by JM8 - An experienced Sound Designer, University Professor and Content Creator for the Escapist Magazine and Psy - A Professional Developer, Game Analyst and Indie Hobbyist
 
As part of the industry and in love with games, best buds Sam and Sven explore both sides of relevant game design topics in not-too-thick German accents. It’s laid-back, an hour-long, has valuable game development insight (banter) and there are guests from AAA and Indie. See industryidiots.com/about for more!
 
I'm Richard Pullman, and I want to talk to you about your game. Whether you're a total amateur hobbyist who's never released a product or a professional making the big bucks I want know what game design means to you. Nothing is more interesting to me. One of the best things about the podcast? I've been helping designers break through challenges in live time while discussing! It keeps happening! Helping creators is my joy.
 
The Dicing with Design podcast is all about games design: how they're created, designed and played. We talk everything games design, from role playing games, to wargaming, to collectible card games, to board games, to video games. We'll dissect what makes a good game, and what makes a system terrible to play. We're planning to create out own game over the course of the podcast, designing live on-air, and alongside the games design chat, we'll be talking general gaming news and v ...
 
In Think Like a Game Designer, award-winning designer and Stone Blade Entertainment CEO Justin Gary speaks with world class game designers to deconstruct the step-by-step process for creating games and working in the gaming industry. In each episode, we distill the process of creativity into actionable advice that anyone can use all while giving listeners an opportunity to learn more about their favorite games and designers.
 
La création de jeux vidéo indépendants est composée de 2 grandes parties : - La conception - La vente Devinez laquelle est extrêmement négligée ? ;) Ce podcast, sans prétention, est un support d'échange sur la création de jeux dont l'objectif est d'en vivre. On va donc parler de game design mais aussi de cette fameuse partie qui peut paraître beaucoup moins glamour et probablement intimidante pour les développeurs que nous sommes : le marketing, la monétisation, les stratégies... en somme, l ...
 
The Game Designers of North Carolina is a guild of tabletop game designers who, shockingly, reside in North Carolina. We’ve been meeting regularly since April 2013 and when we started most of us did not have a lot of exposure or experience in tabletop game design. We’ve learned a lot as a group since we started and this podcast is a way to share some of that knowledge. Our goal for the podcast is to present a lot of information pertinent for new designers but hopefully also offer content tha ...
 
Arcadology is a podcast focused on looking at the history of video games. The show explores the earliest days of the medium up to present day with examinations into how some of your favorite games and franchises got off the ground. The show will also feature interviews with game developers and designers, as well as journalists and other subject matter experts. New episodes will be posted every two weeks.
 
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show series
 
Explanation of Dijkstra’s algorithm for finding the shortest path in a graph based on a selected starting node. Walkthrough of an example of the algorithm. Demo of implementation of Dijkstra’s algorithm in Unity and C#. Download Slides as PDF Dijkstra Demo in Unity (Unity WebGL) Dijkstra Demo Source Code Links and Notes Dijkstra’s Shortest Path … C…
 
Game Artist precisa participar de conceitos de jogos? Quanto Game Designer e um Game Artist precisam se comunicar? Por que comunicação é sempre um problema? Recebemos Lola de Assunção e Math Oliveira para conversar sobre essa parceria e como ambos podem se ajudar. *Obs: Tivemos um problema como áudio do John, a partir do próximo vai estar corrigido…
 
Hersh Glueck, founder of Hero Time Manufacturing, discusses the most common pitfalls and frequently asked questions when it comes to printing a board game. Hersh lives in China and started a manufacturing company several years ago, so he has a ton of experience and knowledge when it comes to bringing a game to life. We also get into logistics and f…
 
Joseph joins Dirk and David to talk about his game Molly House, which was a Zenobia Award finalist. They discuss the historical theme behind the game, which was the Molly Houses where 18th century queer communities would gather. A major topic is how the game keeps players involved and engaged while including historical setbacks that the queer commu…
 
Scott Smith, designer of Dungeon Drop, discusses how to design games by starting with the components. Scott has become a master at this, and it’s an interesting way to approach design that often begins with theme or a mechanism. The post [BGDL Community Spotlight] Component First Game Design with Scott Smith appeared first on Board Game Design Lab.…
 
Greg Loring-Albright, co-designer of Bloc by Bloc 3rd edition, joined me to talk about this game about social uprisings in a simulated oppressive state. We focused our conversation on the things that 3rd edition adds to the game and the way the game immerses the players in a social uprising. You can look for the game on Gamefound on Feb. 15th.…
 
@RandyReiman, designer of Skate Summer--on KS 1/18/22 from @pandasaurusgame, joined me to talk about Skate Summer. We discussed how the game changed, how virtual playtesting helped, and how Tony Hawk Pro Skater inspired this game. Check out the game on Kickstarter on 1/18/22 if you like the game.
 
Clarence Simpson (@stoichamster) and Mitch Wallace (@MitchWgames) join Mark McGee (@mmark40) to talk about PAX Unplugged. 0:37 – First Timer Palooza with Mitch 6:54 – Tell Me Something Good 10:10 – Main topic: PAX Unplugged Discuss this episode in our guild at podcast.gdofnc.com. Follow us on Twitter at @GDofNC.…
 
David Turczi and Nigel Buckle discuss the making of their hit games Imperium: Classics and Imperium: Legends. We talk through everything from the initial idea all the way to getting the games published and onto people’s tables. The post The Making of Imperium with David Turczi and Nigel Buckle appeared first on Board Game Design Lab.…
 
Jerry Hawthorne, designer of Stuffed Fables, discusses how to design a game that focuses on storytelling. Jerry has created several super popular storytelling games (and has a new one about to come out), and we dive into writing, scenario design, combat mechanisms, and more. The post Designing Storytelling Games with Jerry Hawthorne appeared first …
 
Carol Mertz, senior game designer at Exploding Kittens, designer of games like Pass the Buck, and cool experiences like Hell Couch, joined me on the show to talk about multidisciplinary design. We explored her life as a designer and how her experiences in different disciplines help designers better understand their own discipline.…
 
Sherria joins Dirk and David to talk about her game From Darkness to Light, which explores the intersection between the education of women in Indonesia and the Indonesians’ fight for independence. Plenty of historical background is provided as Sherria discusses why the theme is important to her and how her game represents these stories through mech…
 
Fabio Lopiano, designer of Merv: The Heart of the Silk Road, discusses how to use entangled decision-making as the primary mechanism in a game. In several of Fabio’s designs, players have to make choices based on how things like resources and actions are paired together or “entangled.” We unpack everything that goes into designing games that intert…
 
Explanation of particle systems in Unity, along with modifiers such as emission shape, bursts, color over time, custom shapes, and size over lifetime. Demo project and code – https://github.com/levidsmith/ParticleSystemDemo Download Slides as PDF Links and Notes Unity Particle System documentation – https://docs.unity3d.com/Manual/ParticleSystems.h…
 
Quem nunca quis fazer o jogo do seu livro, filme ou anime favorito? Quantos episodios de desenho infantil você precisa assistir para produzir um jogo deles? Recebemos Julye Correa (Game Designer na Tapps Games) e Izadora Lima (Game e Narrative Designer na Wildlife) para falar sobre o trabalho com IPs e seus impactos no Game Design…
 
Mike Kelley, designer of Mega Man Adventures, discusses cooperative games and what goes into designing a good one. Mike has been designing and reviewing cooperative games for years, and we dive into both creating co-op games and how to stand out to reviewers and gamers. The post How to Design a Cooperative Game with Mike Kelley appeared first on Bo…
 
Ken Spencer, partner at Frog God Games and writer of the Tome of Wondrous Items, joined me to talk about this new 5E supplemental on Kickstarter now. Our conversation focused on the guidelines that Ken and the team employ when creating items for an established system. He also shared a snapshot of the kinds of items that will appear and the rational…
 
Assad Quraishi, designer of Genesis: Battle of Champions, discusses everything to think about if you want to design a trading card game for today’s market. We talk about how to get started, building an audience, when to go to Kickstarter, how to stand out, and more. The post Designing a Trading Card Game in the Modern Era with Assad Quraishi appear…
 
Anya, Director of Games for Kickstarter, joins Dirk and David to talk about how the crowdfunding platform works with creatives in the games industry. The three discuss why games, and especially tabletop games, have thrived on the platform and how to make sure a Kickstarter campaign has the best chance of working for your game. Topics covered includ…
 
Jonny Pac, designer of Merchants Cove and lots of other games, discusses his process of finding the perfect mesh of theme and mechanisms. We talk about his approach to theme in his various games, research, and what it looks like for mechanics to make sense inside the theme. The post Thematically Informed Game Design with Jonny Pac appeared first on…
 
Marvin Hegen, designer of Mindbug, discusses how to use a blue ocean strategy in game design and game publishing. We talk about blue ocean vs red ocean concepts, how the strategy can help you pitch games, marketing, and more. The post Using Blue Ocean Strategy in Game Design with Marvin Hegen appeared first on Board Game Design Lab.…
 
Banana Chan joins Dirk and David to talk about her experience in multiple areas of game design, and how thematic games can be made in each medium. First, Banana discusses live action roleplaying (LARP) design at length, providing tips for a thematic design and explaining how monetization might work as a LARP designer. Next, the trio talks about tab…
 
Overview of the Stencyl game development environment for making 2D games. Explanation of scenes, actors, behaviors, events, and visual coding. Examples of a number guessing game and simple space shooter. Download Slides as PDF Links and Notes Stencyl – https://www.stencyl.com/ Stencyl download archive – http://community.stencyl.com/index.php?topic=…
 
Totsuca Chuo, designer of Ostia, joined me to discuss his game that uses the mancala mechanism in a unique way. Totsuca sent his answers via email, and Quentin Hudspeth provides his voice. A big thank you goes out to Saigo, who helped Totsuca translate. Ostia comes to Kickstarter soon from Uchibacoya Piece. Quentin Hudspeth can be found at quentinh…
 
Trevor Benjamin and David Thompson, designers of the Undaunted series, discuss how to take a solid core idea and then expand on it. We talk about the making of Undaunted games, what goes into creating expansions, standalone sequels, and new games with similar DNA to previous designs. The post How to Expand on a Core Idea with Trevor Benjamin and Da…
 
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