- Book Excerpt: The Game Asset Pipeline
[02.21.05]
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In this extract from book The Game Asset Pipeline, author Carter discusses multiple facets of managing asset processing, from dependency-based issues through use of the make tool, finishing by suggesting a range of tips for making robust tools.
- Book Excerpt: A Theory of Fun for Game Design
[12.03.04]
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In Raph Koster's book A Theory Of Game Design, Sony Online's chief creative officer discusses how "games train us to see underlying mathematical patterns," and suggests some new ways to look at the concept of fun when creating games.
- Book Excerpt: AI For Game Developers
[11.22.04]
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In O'Reilly's book AI for Game Developers, Bourg and Seeman run through some practical examples of rule-based AI, highlighting specific explanatory code relating to strike prediction for fighting games.
- Book Review: The Art of Machinima
[10.20.04]
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Brad Kane looks in-depth at Paul Marino's new Paraglyph Press book 3D Game-Based Filmmaking: The Art of Machinima, commenting on this "thorough introduction" to making machinima, DIY real-time cinemas using game engines.
- Book Review: Creating Emotion in Games
[08.18.04]
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The topic of injecting "emotion" into games has been bandied about for years. David Freeman addresses the subject in his recent book, Creating Emotion in Games, which explores techniques that designers can employ to evoke more emotion from players.
- Book Review: Beginning OpenGL Game Programming
[08.17.04]
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Beginning OpenGL Game Programming is an introduction to OpenGL that assumes prior programming experience, although not with OpenGL. It is a solid introduction to the API, particularly for the Windows platform.
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