Casper van Est from the University of Applied Sciences in Amsterdam is going to discuss the teaching of fundamental game design structures such as risk/reward, feedback loops and visual cues, using examples from well known games as well as his own succesful indie game SpeedRunners.
This seminar slide will give you the ideas how much the ARTIFICIAL INTELLIGENCE is important gaming and what hard work should do for movements of other persons in a game.
Casper van Est from the University of Applied Sciences in Amsterdam is going to discuss the teaching of fundamental game design structures such as risk/reward, feedback loops and visual cues, using examples from well known games as well as his own succesful indie game SpeedRunners.
This seminar slide will give you the ideas how much the ARTIFICIAL INTELLIGENCE is important gaming and what hard work should do for movements of other persons in a game.
These are the slides from Dames Making Games' "Introduction to Game-Making Tools" workshop. If you want to make a game, there are lots of tools available to help you -- even if you've never made one before, and even if you don't know how to code! This presentation provides an overview of the tools that are most popular with DMG members.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
All educators seek the magic trinity of attention, comprehension, and retention. For interaction design educators, the struggle to achieve these goals is even greater. Hopeful designers enter the field with lofty aspirations, yet they still need to learn the fundamental principles of design and build the core skills of an interaction designer. While keeping design students engaged is undoubtedly a challenge, there is a medium that allows students to internalize the fundamentals of design by experiencing them.
Games.
Games have become ubiquitous in our culture. They are inherently engaging. Some are good and some are… not. By teaching design students how to design games, educators expose their students to the basics of interaction design in ways that the students can experience themselves. Concepts like affordance, skill building, storytelling, and emotion become real rather than just conceptual. Altering the parameters of their games helps students feel the effect these concepts have on their games.
This method has the potential to improve interaction design education across the board by ensuring that design graduates have internalized the fundamentals by the time they are ready to enter the field. What’s more, any design educator can learn to teach interaction design by teaching their students how to design games. After all, it’s fun!
This presentation was held at CocoaHeads Berlin.
I am explaining the concept of promise with help of OMPromise Library written in ObjC. In the end I present a non complete Swift implementation of Promises concept that I hacked together in couple of hours.
Entity system architecture with Unity @Unite Europe 2015 Maxim Zaks
Unity incorporates the component based architecture in a seamless manner. However for some games a more data driven approach (entity system architecture) fits better. We had very good experience using entity system architecture for simulation and even match three games. Therefore when we switched our development to Unity, we created a small library and a couple of Unity editor extensions to make Unity work seamlessly with entity system architecture. We called it Entitas-CSharp. The code is open source and available on github. In this talk we would like to show why entity system architecture fits us better and how you can use Entitas-CSharp in your own Unity project.
These are the slides from Dames Making Games' "Introduction to Game-Making Tools" workshop. If you want to make a game, there are lots of tools available to help you -- even if you've never made one before, and even if you don't know how to code! This presentation provides an overview of the tools that are most popular with DMG members.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
All educators seek the magic trinity of attention, comprehension, and retention. For interaction design educators, the struggle to achieve these goals is even greater. Hopeful designers enter the field with lofty aspirations, yet they still need to learn the fundamental principles of design and build the core skills of an interaction designer. While keeping design students engaged is undoubtedly a challenge, there is a medium that allows students to internalize the fundamentals of design by experiencing them.
Games.
Games have become ubiquitous in our culture. They are inherently engaging. Some are good and some are… not. By teaching design students how to design games, educators expose their students to the basics of interaction design in ways that the students can experience themselves. Concepts like affordance, skill building, storytelling, and emotion become real rather than just conceptual. Altering the parameters of their games helps students feel the effect these concepts have on their games.
This method has the potential to improve interaction design education across the board by ensuring that design graduates have internalized the fundamentals by the time they are ready to enter the field. What’s more, any design educator can learn to teach interaction design by teaching their students how to design games. After all, it’s fun!
This presentation was held at CocoaHeads Berlin.
I am explaining the concept of promise with help of OMPromise Library written in ObjC. In the end I present a non complete Swift implementation of Promises concept that I hacked together in couple of hours.
Entity system architecture with Unity @Unite Europe 2015 Maxim Zaks
Unity incorporates the component based architecture in a seamless manner. However for some games a more data driven approach (entity system architecture) fits better. We had very good experience using entity system architecture for simulation and even match three games. Therefore when we switched our development to Unity, we created a small library and a couple of Unity editor extensions to make Unity work seamlessly with entity system architecture. We called it Entitas-CSharp. The code is open source and available on github. In this talk we would like to show why entity system architecture fits us better and how you can use Entitas-CSharp in your own Unity project.
Adam Sullivan heads up UI/UX at Space Ape. He and fellow UI artist Lissa Capeleto take students behind the visual language of games. In their class Adam and Lissa share their insights about how to build meaningful player experiences. UI and UX- much more than buttons or layout.
Puzzle game development is the process of designing and creating puzzle games. Puzzle games are a type of video game that typically involve solving puzzles to progress. They can be adapted from other sources, such as board games, card games, and real-world puzzles. Puzzle game development usually begins with coming up with a concept for the game. Once the concept is finalized, the team works on designing the game mechanics and level design. The game is then created using game engines such as Unity or Unreal Engine.
Entity Component System - for App developersMaxim Zaks
Entity Component System is a software development pattern which has its roots in game development. The first use of this pattern dates to 1998. Even though it is almost 20 years old, the pattern is not widely known by non game programmers. I implemented two iOS Apps based on the pattern and would like to share my experiences and compare it to a more widely known patterns like MVC, MVVM, Rx and ReSwift.