Monday, January 24, 2011


- 8 design game filters -
         
            #1 -  Artistic impulse: Does the game feel right ?
            #2 -  Demographics : Will the intended audience like this game enough ?  
            #3 -  XP lenses : Is this a well – designed game ?
            #4 -  Innovation : Is this game something new ?
            #5 -  Business : Will this game sell ?
            #6 -  Engineering : Is it technically possible to build this game ?
            #7 -  Social/community : Multiplayer ?
            #8 -  Playtest : Do the playtesters enjoy the game enough ?

-         Loop rule ! –

Risk List :   1) Need game engine tests.
                  2) Characters, story.
                  3) Time lost in no visible details ! Don’t do this for playtest!

Solving :     1) Make prototypes + tests. Geometry test
                  ( poly count how much is the maximum ? )
                  2) Characters -> concept art -> story.
                  3) Storyboard.
                  4) Props - > Concept.
                  5) Maps -> Concept.

Note : Show all this to people. Then go back and change!!! Each back and “go” is a loop to a step closer to final product. ( Equal good game ! )

Sunday, January 23, 2011

Game dev. Tip 1

 
-= Tip 1 =-

             What Game dev. Include:

                - Animation
                - Anthropology  ( Study people ! What they like/want/their XP )
                - Architecture
                - Brain Storming ( Fresh/New ideas )
                - Business ( Market )
                - Cinematography  (Movie cuts -> In game )
                - Communication ( Forums,  chats,  opinions by users )
                - Creative writing ( Scripts, story, new worlds )
                - Economics ( money , resources )
                - Engineering ( Code, strength and weakness, engine )
                - History
                - Math ( AI )
                - Music /Sound
                - Psychology ( Knowing how to satisfy the gamer )
                - Technical writing ( Documents describing the design. Each phase)
                - Visual Art ( 2D , 3D , Animations , GUI )
                - Logic ( What the gamer will do in different situations )

             *Listening *
               
    -          Team, Audience , Game, Client and Self.
    -          XP [ game – base XP ]
    -          How the game feel.
    -          XP from your life ( real things )


    -Important Questions-

   1)      What XP do I want the player to have?
   2)      What is essential to the XP ?
   3)      How can my game capture that essential ?
   4)      What will surprise players when they play my game ?
   5)      Does the story offer surprises ? Do the game ruleZZzz? Does the art work ? The engine ?
   6)      Do the game rules give the player freedom to surprise other players ?
   7)      Do the game rules give the option one player to be surprised by himself ?

Thursday, January 6, 2011

One attr key script

string $myObjects [] = ` ls -sl`;

string $myAttr [] = ` channelBox -q -sma mainChannelBox`;
 

for ($myNode in $myObjects) {
    for ($myNodeAttr in $myAttr) {
        setKeyframe ( $myNode+"."+$myNodeAttr );
    }}





Simply select an attribute and run the script. It will key only the selected one.

Saturday, January 1, 2011

I would like to announce our coming soon game " Endless ".
Publishing date will be unknown for now. We are sorry for that issue.

Here are few screenshots.