Archive for October, 2009

26
Oct
09

flixel

Fixel

flixel is a completely free collection of Actionscript 3 files that helps organize, automate, and optimize Flash games; an object-oriented framework that lets anyone create original and complex games with thousands of objects on screen in just a few hours.

26
Oct
09

Game Design for Social Networks

game design for social networks

“How can interaction design inform game design practices in the context of designing games for social networks?

How can understanding of user motivations be formalized into design principles that would solve and inspire new design solutions in this particular design space? In the first of two parts, I explore specific issues that game designers will have to face when designing games for social networks.”

Part 1: Interaction Design for Playfulness

Part 2:  A Design Framework

26
Oct
09

Small Worlds

small worlds

Small Worlds

21
Oct
09

Death Rally – for free

Death Rally

One of the golden oldies is now free. Woohoo! And vroooom! And BANG! and all that…

16
Oct
09

Machinarium sketchbook

machinarium sketchbook

While waiting for the game to become available in about 9 hours, here are some scans from the sketchbooks used by Amanita Design’s artists.

15
Oct
09

Gum Drop Celestial Frontier

Gum Drop Celestial Frontier (PC/XBox)

Download Link (the PC version of the game is free)

15
Oct
09

Cave Story

Cave Story (WiiWare) // blog

via Ethan M

12
Oct
09

Gamasutra: Gaming Secrets And Lies

Every game has its hidden doors and, of course, the rewards for finding them. Andrew Vanden Bossche wrote a great article for Gamasutra about games and their secrets. We declare it a “must read” 🙂

12
Oct
09

Postmortem: ACE Team’s Zeno Clash

Zeno Clash

Another interesting read from Gamasutra: a post-mortem for ACE Team’s indie hit Zeno Clash. There are a few novel things that this post-mortem deals with:

– first of all, a look at how low-budget games are made (250.000$ is damn cheap)

– second, how to deal with a failed project and turn it into a more successful one

– third, the advantages of being a developer in a “third world country”

12
Oct
09

The making of Deus Ex

Deus Ex

Fan of the original Deus Ex? Here’s a short round-up of articles detailing the development of the game:

Warren Spector writes a Deus Ex post-mortem for Gamasutra (this is ancient, back from 2000)

– a community interview with various members of the Deus Ex team

EDGE writes about the making of Deus Ex, with insights from Warren Spector

Have a good read!




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