GamersVue

May 1, 2012

5 Alternatives to a Game Design Doc.

Filed under: Development — pogowolf @ 9:44 am

Excerpts from [Source] – See more details and images at the source.

1) Illustration

Few things can sum up your goal like an illustration of the desired result.  Even if you’ve embraced the philosophy of rapid prototyping and iteration, at each stage you need a goal to iterate towards. A visual goal can focus the team on what’s important, and help the designer avoid the temptation to add extraneous features. And don’t underestimate the daily inspiration such an image can provide.

2) Slide Show

What if your game needs moving parts to explain what’s going on? Not to fret. Presentation software is a remarkably easy way to present the actions of a game in sequence.  I made a new slide for every animating progress bar and score increase. It took me about two afternoons to put together, a small amount of time compared to the 6 – 7 week dev cycle ahead.

If you’re lucky, a series of mock-ups like this can do more than explain your goal: it can energize and inspire the team to do their best work. These particular mini-presentations were popular enough that sometimes a few of the senior faculty would sit in on our meetings. The goofy placeholder art and the informal nature of the presentation invited questions and discussion.

3) Flowchart

I first heard about [this] from Steve Swink. The idea is to diagram all the basic components of your game and visualize how they interconnect. Let’s take Pac-Man as an example; Start by writing out all the game’s nouns. Most likely these are the components represented by art assets. Then connect those nouns with the appropriate verbs. This is what the player does in the game.

Next, write out any of the higher-order relationships between various nouns. These aren’t necessarily in the player’s direct control, but they do serve to make the game more fun. Note the many actions that add to the game’s score, and how eating has many different purposes in the game.

If you try diagramming your own game, watch out for nodes that don’t connect to anything. Everything in the game should have a reason to exist, and this is a good way to cull the things that aren’t important.

4) Prototype

One of the surest ways to communicate your vision is to make it playable. These are screenshots of an earlier build of Gravity Ghost, a game assembled from basic geometry, a few simple scripts, and a single art pass.

You might think your coding skills aren’t up to snuff, but please take my word on this: you don’t need a lot of programming experience to make something playable in its most basic state. There are plenty of resources online for this sort of thing.

5) Cloning

One easy way to demonstrate your design vision is to steal it from a game that already exists. Keep a close eye on the top 100 paid iPhone apps, and simply copy the most successful… just kidding. Never do this. Every time you clone a game an angel smacks a puppy.

5) Illustrated Game Design Doc

If you absolutely must explain your game’s systems using large blocks of text, use a visual aid whenever possible. Challenge yourself to present your ideas both visually and in words – people tend to learn better when given redundant information.  The spec doc outlines the entire scope of the game in a broad sense – I created it to show to potential programmers.

August 17, 2011

HeroCloud – Essential Middleware

Filed under: Development — Tags: , , , , , — pogowolf @ 2:04 pm

We are very excited to announce some great news for HeroCloud developers. We have purchased the following licenses for all HeroCloud developers. This means you no longer need to secure your own licensing for any products in the Cloud.

SpeedTree – all relevant downloads (CAD and Library) are in your downloads tab on the account page. (currently the Cloud supports v 4.2).

DPVS Umbra – is now doing line of sight occlusion work for you, saving your game resources and man power. You can toggle it off via the renderer panel to see the amazing difference it makes.

FMOD – You can now create sounds in FMOD Designer and use them in your game. Check out this post to get started:http://community.heroengine.com/forums/index.php/topic,641.msg2795.html#msg2795

FaceGen – It’s all wired up to the cloud and ready to go. Morph targets, scaling, tinting, oh my. Dive in anywhere in the wiki relating to characters and you’ll find mention of what Facegen is doing and can do.

RAD Game Tools – is the art and animation pipeline, and is already doing everything you need it to do.

We are serious about our mission to remove all barriers to creative development for devs, and this latest announcement is a testament to this!  See below for the full press release

Via [Source]

August 15, 2011

Unlimited Detail?

Filed under: Development — Tags: , , , , , — pogowolf @ 8:39 am

Well I’m surprised I’ve not heard of this before..    and I’m mad I’ve not been following this a heck of a lot sooner!!
Euclideon has developed what seems to be a branch off the voxel technology.  By using ‘atoms’ they are able
to produce a unlimited amount of atoms, enough to drop polygons all together.   In the demo above you’ll
see a 1 km square island created with 21,062,352,435,000 atoms.    Granted right now it reminds me of a level
of Quake.. really brown.   But  if this is where graphics are heading, this could be EXTREMLY cool.

November 5, 2009

Epic releases free version of Unreal Engine

Filed under: Development — pogowolf @ 9:44 am

by Michael French 

 

UE3-powered UDK is ‘an unprecedented milestone in game development’ studio says

Just a week after Unity announced its engine was now available for free to indie users Epic Games has revealed a free version of its popular Unreal Engine technology.

Called the Unreal Development Kit (UDK), it is a free edition of UE3 that allows community, modder and indie users more access to the engine’s features and is available for all.
 
Epic said game developers, students, hobbyists, researchers, creators of 3D visualizations and simulations plus digital filmmakers can all take advantage of the UDK for non-commercial use.

The UDK can be downloaded at www.udk.com, which also offers detailed product features, technical documentation, commercial licensing terms and support resources.

Epic is calling the move ‘an unprecedented milestone in game development’ – the Unreal Engine is widely used in games for a variety of projects. Almost ever major publisher has signed up big licensing deals for the engine to form the basis of a number of high profile titles.

The UDK contains all the most recently added features in UE3 including, the studio says, “many that have yet to be seen in an Unreal Engine game”. Epic has also promised to keep releasing ongoing, upgraded builds of UDK for free.

Currently the UDK only supports PC development – but Epic said it was ‘considering’ a console version.

The studio also reckons that the commercial terms for those switching from the free version should they choose to sell their project or have it published will find that is is “easy for independent developers, start-up firms and seasoned professionals to use UDK with minimal financial barrier from concept to deployment”.

“I’m excited about the possibilities the Unreal Development Kit opens to those who are looking to get into the game business but don’t otherwise have the means to acquire world-class technology and tools like ours,” said Mark Rein, vice president of Epic Games said in the announcement of the tech.


“UDK is Unreal Engine 3, which has been used to create games in a wide range of genres, as well as military simulations, 3D architectural walkthroughs, animated movies and more. Users are only limited by their imaginations. Go ahead make something Unreal!”

July 30, 2008

Signature Devices, Inc. Launches Open Source Video Game Development Engine

Filed under: Development, News - Company — Tags: , , — pogowolf @ 8:53 am
Signature Devices, Inc. Launches Open Source Video Game Development Engine

July 30, 2008: 08:31 AM EST

Signature Devices, Inc. (PINKSHEETS: SDVI) is pleased to announce that the Company’s open source video game development platform, the Elemental Engine II, is now available for download. Signature Devices will be showcasing the Elemental Engine II on the the company’s social networking site (www.phatyaffle.com). Signature Devices initially unveiled the platform in San Fransisco, CA, at this year’s Game Developers Conference in February.

Elemental Engine II is a full open source game engine capable of editing and creating 3D video game worlds in real time. Elemental Engine II covers all video game development features, such as 3D rendering, 3D audio, and graphical user interface (GUI) design. The Engine contains built-in networking capabilities including multiplayer online games with tournaments and statistics that integrate into the www.phatyaffle.com website. It also features artificial intelligence using hierarchal state machines and LUA scripting. Elemental Engine II is fully capable of working with next generation consoles and includes LUA scripting, particle system, and is backed by a full physics system. There is also a fully functioning world editor complete with source code.

Support for the Elemental Engine II is through a community-based system at http://wiki.phatyaffle.com and source is available at http://svn.phatyaffle.com. To obtain access it is required to register at www.phatyaffle.com as a developer and the registration is free.

“Signature Devices has naturally felt that we needed to give back to the game development community. The Elemental Engine II received an overwhelmingly positive response at this year’s Game Developers Conference and we believe it will become very popular among industry insiders,” stated Kenneth Hurley, CEO of Signature Devices, Inc. and Graffiti Entertainment, LLC.

About Signature Devices, Inc. and Graffiti Entertainment LLC:

Based in Redwood City, Calif., Signature Devices, Inc. creates, develops and manufactures advanced information technology, including computer systems, software and electronics products. One of the Company’s premier technologies includes a blend of hardware and software for image generation technology used in video games and simulations. Signature Devices also owns Graffiti Entertainment, Inc. (www.GraffitiEntertainment.com), a publisher of interactive entertainment software for advanced entertainment consoles.

The information in this press release includes certain “forward-looking” statements within the meaning of the Safe Harbor provisions of Federal Securities Laws. Investors are cautioned that such statements are based upon assumptions that in the future may prove not to have been accurate and are subject to significant risks and uncertainties, including the future financial performance of the Company. Although the Company believes that the expectations reflected in its forward-looking statements are reasonable, it can give no assurance that such expectations or any of its forward-looking statements will prove to be correct. Readers are cautioned not to place undue reliance on these forward-looking statements that speak only as of the date of this release, and the Company undertakes no obligation to update publicly any forward-looking statements to reflect new information, events, or circumstances after the date of this release except as required by law.

Contact:
For more information, please visit:
http://www.signaturedevices.com/
or Call
Investor Relations
1 (650) 654-4800 x111

May 5, 2008

Popfly Game Creator

Filed under: Development — Tags: , — pogowolf @ 10:45 am

According to the [official blog]  Popfly has added a new 2D game creation system to the website.   I think I’ll need to check this out. =)

February 25, 2008

ARM Leads The Mobile Market Into Console-Quality 3D Gaming

Filed under: Development, Mobile/HandHeld — Tags: , , — pogowolf @ 10:40 pm

Story by Farid – Friday 22nd February 2008, 07:07:30 AM

ARM expands its graphics stack with Mali-JSR297 software for graphics acceleration on a wide range of next-generation mobile devices

CAMBRIDGE, UK – Feb. 20, 2008 – ARM [(LSE:ARM)]; (Nasdaq:ARMHY)] today announced at the Game Developers’ Conference, San Francisco, Calif., the ARM® Mali-JSR297™ software for 3D graphics, the first product to enable developers of Java applications to take advantage of the latest hardware graphics features found in OpenGL ES 2.0 graphics processing units (GPUs), such as the ARM Mali200™ GPU. With the established Mali-JSR184 software (formerly Swerve Client), ARM is uniquely positioned to offer a complete software and hardware graphics stack and is one of the leading suppliers of middleware that enable 3D graphics to be used in Java games. Ericsson Mobile Platforms are the lead Partner for the Mali-JSR297 software, complementing the Mali200 GPU and ARM graphics middleware in the groundbreaking HSPA-enabled mobile platform, U500, bringing console class gaming to 2009 feature phones.

With the ARM Mali-JSR297 software, game developers now have complete control over the visual appearance of their games, enabling the creation of graphics displays on mobile phones that are similar to those seen on high-end gaming consoles and PCs. The Mali-JSR297 software demonstrates a leap in graphics quality that meets consumer demands for advanced-content entertainment on mobile phones.

“The expectations of the gaming community continue to increase, which is driving demand for device manufacturers to deliver the next wave of user experience in mobile gaming. The Mali-JSR297 software will provide game developers with the resources they need to bridge the graphics divide among various gaming platforms,” said Dr. Jon Peddie, president of Jon Peddie Research, a leading multimedia and graphics market research firm. “Historically, graphics quality on mobile phones has lagged in comparison to those displayed on a gaming console or computer screens. The software and hardware products that ARM is now offering mean that mobile graphics will now quickly approach the quality of a dedicated games device.”

In order for Java applications to make use of the graphics hardware, handset manufacturers require an efficient software engine that minimizes the number of calculations that Java games need to perform in order to display the graphics. The Mali-JSR297 software builds on ARM’s legacy in graphics solutions and eliminates the risk of integration issues. Furthermore, the new features in the Mali-JSR297 software reside beneath the gaming applications that users download to their phones and open up the full power of OpenGL ES 2.0, the API used in leading games consoles such as the Sony PlayStation 3 and which is supported by the Mali200 GPU. The ARM Mali-JSR297 software empowers developers with the artistic freedom to produce games with more personality, despite limited display size, which previously had not been possible for mobile Java applications.

“One of the biggest challenges facing game developers today is the lack of tools that allow programmers to capitalize on the most powerful graphics hardware in mobile phones,” said David Brittain, vice president of technology, Superscape. “ARM’s graphics portfolio provides optimal compatibility and enables us to speed time-to-market with the games we develop.”

“The majority of today’s mobile phones are using Java technology to enable additional applications and games to be downloaded to the phone after it is sold. ARM is committed to providing solutions for the gaming community that deliver dramatic improvements in the quality of graphics displayed on these applications,” said Gareth Vaughan, graphics product manager, ARM. “ARM’s support for the Java community and graphics ecosystem with products such as the Mali-JSR297 software enables game developers to harness new hardware capabilities, producing 3D graphics that are markedly superior in quality and performance.”

The Mali-JSR297 software is the latest addition to the Mali™ graphics stack, a fully integrated set of hardware and software IP that supports all the graphics standards a device manufacturer needs. ARM has further expanded this stack with the recent launch of the Mali-JSR226™, Mali-JSR287™ and Mali-SVG-t™ products for the 2D graphics market at Mobile World Congress in Barcelona, Spain. Please visit http://www.arm.com/news/19869.html for more details.

Availability
The ARM Mali-JSR297 software will be released immediately following ratification of the JSR297 standard, with pre-release versions available from ARM in Q3 2008. For more information about the ARM graphics stack, please visit: http://www.arm.com/products/esd/multimediagraphics_home.html.

About ARM
ARM designs the technology that lies at the heart of advanced digital products, from wireless, networking and consumer entertainment solutions to imaging, automotive, security and storage devices. ARM’s comprehensive product offering includes 16/32-bit RISC microprocessors, data engines, graphics processors, digital libraries, embedded memories, peripherals, software and development tools, as well as analog functions and high-speed connectivity products. Combined with the company’s broad Partner community, they provide a total system solution that offers a fast, reliable path to market for leading electronics companies. More information on ARM is available at http://www.arm.com.

ENDS

ARM is a registered trademark of ARM Limited. Mali, Mali200, Mali55, Mali-JSR184, Mali-JSR226, Mali-JSR287, Mali-JSR297 and Mali-SVG-t are trademarks of ARM Limited. All other brands or product names are the property of their respective holders. “ARM” is used to represent ARM Holdings plc; its operating company ARM Limited; and the regional subsidiaries: ARM, Inc.; ARM KK; ARM Korea Ltd.; ARM Taiwan Limited; ARM France SAS; ARM Consulting (Shanghai) Co. Ltd.; ARM Belgium N.V.; AXYS Design Automation Inc.; ARM Germany GmbH; ARM Embedded Technologies Pvt. Ltd.; and ARM Norway, AS.

February 21, 2008

Microsoft Opens Game Development

Filed under: Development, XBox/360 — Tags: , , , , , — pogowolf @ 6:32 pm
Microsoft Corp. says it will make Xbox 360 video games developed by players available for download through the console’s online service.

Microsoft said Wednesday that the new games will double the size of the Xbox 360 game library, to 1,000 games. The new service is expected to launch by the end of the year.

To distribute a game on the Xbox Live service, game creators must use Microsoft’s XNA Game Studio software or be an XNA Creators Club member. Each game will be vetted for quality and appropriateness.

Microsoft also announced that game developers also will be able to build games for Microsoft’s Zune digital media players.

February 20, 2008

Havok Complete – Free!

Filed under: Development — Tags: , — pogowolf @ 3:12 pm

San Francisco (February 20, 2008)– Havok™, the premier provider of interactive software and services to digital creators in the games and movie industries, today announced that the company will offer the PC version of its award-winning physics and animation software product – Havok Complete – for download free of charge.

Available for non-commercial use, Havok Complete for the PC will be freely downloadable in May 2008.

Havok’s core platform, Havok Complete combines the industry-leading Havok Physics engine and Havok Animation, the company’s premier character animation solution. Havok Complete is already the most popular solution in the cross-platform AAA games market, featuring technology used in over 200 games. By making Havok Complete for the PC freely downloadable, Havok will further build on its leading position by completely removing the barriers to entry for the large number of independent developers, academic institutions and enthusiasts in the PC space.

“Havok has an excellent revenue base generated by sales of our three products across multiple platforms and into multiple industries,” said David O’Meara, Managing Director at Havok. “This enables us to make an industry-changing move and opens up a much broader market for products such as Havok Behavior – and our new products Havok Cloth and Havok Destruction – that really come alive when adopted on top of our core platform, Havok Complete.”

Havok has entered into an agreement with Intel, Havok’s parent company, under which approved game developers on the PC platform can execute a commercial distribution license with Havok for free.

“Intel is very pleased to be sponsoring this direction in the PC market. This aligns well with our ongoing strategy of putting the best software tools in the hands of PC games developers,” said Renee J. James, Corporate Vice President and General Manager, Software and Solutions Group, Intel Corporation.

With the free PC download of Havok Complete, Havok enables broad non-commercial development use for artists and engineers around the world, which Havok believes will boost creative game development throughout the industry.

“This is fantastic news for commercial PC game developers as well as the independent game development community, who will really benefit from this move,” said Mark DeLoura, creator of the Game Programming Gems series. “It’s great to see a leading middleware company like Havok show such support for PC game developers by making its physics and animation system freely available.”

Havok’s overall focus remains cross-platform and Havok will continue commercial licensing of Havok Complete for other platforms and in other industries such as movies and serious gaming. This initiative does not apply to license fees that may be payable to Havok for console versions of Havok Complete or to applications developed for other purposes such as game engines for redistribution, other middleware, movies, training, military or industrial simulation.

Havok’s physics software is featured in over 200 AAA games available on stores shelves today. With well over 90 games currently in development to be released this year, use of Havok’s ubiquitous software is up 100% over last year at the same time. Best-selling titles featuring Havok physics include: Halo 3, Assassin’s Creed, Guitar Hero III, BioShock, World in Conflict, Half Life 2: The Orange Box, and Heavenly Sword. Havok’s software will also be featured in the highly-anticipated upcoming games Alan Wake, Indiana Jones, Star Wars: The Force Unleashed and Starcraft II.

With a broad and deep range of tech partners including AMD, Intel, Nvidia, Nintendo, Sony and Microsoft as well as a host of world-class publishers and developers, Havok is well known industry-wide for its excellent customer service.

In addition to the PC software download, Havok also unveiled two new software products, Havok Cloth™ and Havok Destruction™ at this year’s Game Developers Conference. Havok Cloth and Destruction provide artists with dramatically increased control over interactive cloth and destructible objects within games. The company also announced several new features and enhancements across its award winning modular suite of run-time technology and artist tools.

Havok also celebrated a number of key entertainment and technology awards in 2007, including a National Academy of Television, Arts & Sciences Award, Game Developer Frontline Award, and a Develop Industry Excellence Award.

About Havok

Havok, an Intel company, was founded in Dublin, Ireland in 1998, and is the premier provider of interactive software and services for digital media creators in the games and movie industries. With world leading expertise in physics, animation and tools, Havok’s business is to turn our customers’ creative aspirations into technical realities. Havok’s modular suite of tools gives power to the creator, making sure that our clients can reach new standards of realism and interactivity, while mitigating the overall cost and risks associated with creating today’s leading video games and movies.

Havok works in partnership with the world’s best known game developers – including Sony, Nintendo, Microsoft, EA, Ubisoft and Pandemic Studios. Havok’s cross-platform, professionally supported technology is available for the PlayStation®2, PLAYSTATION®3, PSP™, Xbox™, Xbox360™, Wii™, GameCube™, and the PC. Havok’s combination of superior technology and dedication to delivering for our customers every time has led to our technology being used in more than 150 of the world’s best known game titles, including BioShock, Halo 3, MotorStorm, Stranglehold, Crackdown, Age of Empires III and Cars.

Havok products have been used to drive special effects in movies such as Poseidon, The Matrix, Troy, Kingdom of Heaven and Charlie and the Chocolate Factory.

Havok has offices in Dublin, San Francisco, San Antonio, Calcutta, Munich, and Tokyo.

Havok.com, the Havok logo and the buzz-saw logo are trademarks of Havok.com Inc (or its licensors), in the United States and other countries. All other brand names, product names or trademarks belong to their respective holders.

February 19, 2008

Adobe takes aim at video game market

Filed under: Development — Tags: , , — pogowolf @ 10:37 am

The firm that set the standard for digital photo editing intends to do the same for video game making with the Tuesday release of Adobe Director 11 upgraded multimedia software.

Director 11 made its public debut at the annual Game Developers Conference in San Francisco and will begin an international roll-out in March.

The software is designed to make it simple for people to manipulate video and audio and create three-dimensional graphics for video games, virtual worlds, and even interactive store kiosks.

“It really is about digital literacy,” Adobe senior product manager Rick Jones told AFP.

“In the growing world of user-generated content, more and more people trying to take control of their video. We are giving those creators the same kind of tool Adobe Photoshop gave picture takers.”

Photoshop software became the premier tool for editing photographs after the California company released the first version in 1990.

Adobe Director is the descendent of multimedia software released 20 years ago and was last updated in 2004.

Director 11 is revamped to let programmers write code any language and customize video creations by simply “dragging and dropping” icons.

“Publishing is really a matter of one button click and away you go,” Adobe Director “evangelist” Allen Partridge told AFP.

“From greeting cards or wedding albums to corporate presentations or folks that want to make interactive media or go all the way deep into it and create video games.”

Ageia PhysX software engine gives video three-dimensional playback and lets characters or vehicles in games move realistically, a demonstration showed.

“In the gaming world, if you create a race car that careens off a wall it will look like the real world,” Jones said. “It’s an opportunity for people to take their games to the next level.”

Jones added that Adobe wants to make inroads with makers of serious games, those designed to improve health or for training or education.

Game makers can combine Director 11 with Adobe Flash software to craft online games.

“Director takes advantage of the vast group of Flash users that may not have development skills,” Jones said. “Entry-level users can create content of their choice and it is natively 3-D.”

The price of Director 11 will be 999 dollars (US), a drop from the previous generation. There will be a 99-dollar version for classroom use.

[Via Physorg]
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