This is a talk I gave at the Global Game Jam 2017 in the Cuba location. It has a lot of to the point advice on game development. Some of it is crowd sourced and some of it is personal
Growth Features That All Game Developers Should Know AboutMegacool
Most game developers are nowhere close to having LTV > CPI. In this presentation Aurora will share different techniques to boost your growth through word-of-mouth effects for your game! This session will only focus on what you can do from your game and not external resources like PR and user acquisition.
During the growth track at Casual Connect San Francisco 2016, Aurora Klæboe Berg, Co-Founder and COO of Megacool, presents 12 growth tips for all game developers. Previously Aurora was VP of Business and Marketing of Dirtybit, studio behind the popular Fun Run game series. She holds a MSc in CommTech Engineering and Entrepreneurship, and is deeply passionate about helping game studios grow their user base in creative ways.
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
Game Jams and Hobbyists is a talk I did at Aalto University in Finland in December 2013. Since this was a university talk, I felt it was important to do something Academically substantial and so did a lot of research on the history of collaborative design and the evolution of game jams. I hope you enjoy the slides. Links to videos of the presentation can be found at http://mediafactory.aalto.fi/games-now-2013/game-jams-and-hobbyists/
Making A Game Engine Is Easier Than You ThinkGorm Lai
This is a talk I gave at the Develop Conference 2015 in Brighton. It is a an attempt at making a balanced talk on when it makes sense to make your own technology, and what it takes to get you there.
Growth Features That All Game Developers Should Know AboutMegacool
Most game developers are nowhere close to having LTV > CPI. In this presentation Aurora will share different techniques to boost your growth through word-of-mouth effects for your game! This session will only focus on what you can do from your game and not external resources like PR and user acquisition.
During the growth track at Casual Connect San Francisco 2016, Aurora Klæboe Berg, Co-Founder and COO of Megacool, presents 12 growth tips for all game developers. Previously Aurora was VP of Business and Marketing of Dirtybit, studio behind the popular Fun Run game series. She holds a MSc in CommTech Engineering and Entrepreneurship, and is deeply passionate about helping game studios grow their user base in creative ways.
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
Game Jams and Hobbyists is a talk I did at Aalto University in Finland in December 2013. Since this was a university talk, I felt it was important to do something Academically substantial and so did a lot of research on the history of collaborative design and the evolution of game jams. I hope you enjoy the slides. Links to videos of the presentation can be found at http://mediafactory.aalto.fi/games-now-2013/game-jams-and-hobbyists/
Making A Game Engine Is Easier Than You ThinkGorm Lai
This is a talk I gave at the Develop Conference 2015 in Brighton. It is a an attempt at making a balanced talk on when it makes sense to make your own technology, and what it takes to get you there.
Presentation to F#unctional Londoners Meetup group on cross platform game development with F# & MonoGame, covering games built in a day at the GameCraft game jams.
Why & Which Game Companies Get Invested or Acquired | Eric GoldbergJessica Tams
Delivered at Casual Connect Europe 2016
Which are the criteria that most often result in investment in or acquisition of game companies? What are the key parameters (geography, sector, timing, etc.)? In complement to the many resources that tell how to prepare your company to engage investors' attention, this presentation is all about what causes investors to pull the trigger - after consultation with top-10 investors among institutional VCs, strategics, and superangels.
NetEase (NASDAQ: NTES) is an online gaming and web portal firm. NetEase has 3 revenue sources: online-game services (87.4% of revenues), advertising services (11.2%), and value-added services (1.5%). By iChinaStock.com.
Road to Success (July 1st) - Mobile Game Development Alternatives - Andrew Bu...SanaChoudary
This is the presentation slide used during YetiZen's Road to Success event on Mobile Game Development Alternatives. Presented by Andrew Burgert, GM Mobile of Globant.
Presented at NDC Oslo
C# has become one of the most prolific languages used in game development. Games developed in C# can be created to target desktops, tablets, mobile devices and game consoles, while sharing nearly the entire code base. On mobile devices 2D games in particular are massively popular. In this session, we'll explore how to use C# in conjunction with Microsoft and Xamarin to develop 2D games that will work on iOS, Android and Windows platforms. We'll cover the basics of 2D game development, working with multiple scenes, animation and even physics. By the end of the session, you'll have seen how to make a cross-platform 2D game that you can use as the basis for creating your own games.
MW18 Workshop: No Cheat Codes Needed: We Built A Digital Game For A Museum An...MuseWeb Foundation
By Kate Meyers Emery, George Eastman Museum, USA
Over the last decade, there has been increasing interest in how digital games can support learning goals within museums. These types of ‘serious games’ offer a unique, tactile and immersive form of education, which provides an alternative way for visitors to experience an exhibition, collection, or narrative. In November 2017, the George Eastman Museum launched its first digital game in conjunction with Abandoned and Rescued, and exhibition featuring materials and stories from the rescue of a collection of Indian films and ephemera. The goal of the digital game is to help visitors gain a first-hand appreciation for the circumstances under which these materials were rescued, understand the decisions made by the collections manager, and raise awareness of the historic value of these objects.
This workshop shares the process of creating the game, including how we determined the educational goals, method of creating game mechanics that would match real-world decisions, and the iterative process of working with an exhibition and collection. During the workshop, participants will learn how to design their own game from the basic of the initial design to laying the foundations for their game in Construct 3.
Presentation to F#unctional Londoners Meetup group on cross platform game development with F# & MonoGame, covering games built in a day at the GameCraft game jams.
Why & Which Game Companies Get Invested or Acquired | Eric GoldbergJessica Tams
Delivered at Casual Connect Europe 2016
Which are the criteria that most often result in investment in or acquisition of game companies? What are the key parameters (geography, sector, timing, etc.)? In complement to the many resources that tell how to prepare your company to engage investors' attention, this presentation is all about what causes investors to pull the trigger - after consultation with top-10 investors among institutional VCs, strategics, and superangels.
NetEase (NASDAQ: NTES) is an online gaming and web portal firm. NetEase has 3 revenue sources: online-game services (87.4% of revenues), advertising services (11.2%), and value-added services (1.5%). By iChinaStock.com.
Road to Success (July 1st) - Mobile Game Development Alternatives - Andrew Bu...SanaChoudary
This is the presentation slide used during YetiZen's Road to Success event on Mobile Game Development Alternatives. Presented by Andrew Burgert, GM Mobile of Globant.
Presented at NDC Oslo
C# has become one of the most prolific languages used in game development. Games developed in C# can be created to target desktops, tablets, mobile devices and game consoles, while sharing nearly the entire code base. On mobile devices 2D games in particular are massively popular. In this session, we'll explore how to use C# in conjunction with Microsoft and Xamarin to develop 2D games that will work on iOS, Android and Windows platforms. We'll cover the basics of 2D game development, working with multiple scenes, animation and even physics. By the end of the session, you'll have seen how to make a cross-platform 2D game that you can use as the basis for creating your own games.
MW18 Workshop: No Cheat Codes Needed: We Built A Digital Game For A Museum An...MuseWeb Foundation
By Kate Meyers Emery, George Eastman Museum, USA
Over the last decade, there has been increasing interest in how digital games can support learning goals within museums. These types of ‘serious games’ offer a unique, tactile and immersive form of education, which provides an alternative way for visitors to experience an exhibition, collection, or narrative. In November 2017, the George Eastman Museum launched its first digital game in conjunction with Abandoned and Rescued, and exhibition featuring materials and stories from the rescue of a collection of Indian films and ephemera. The goal of the digital game is to help visitors gain a first-hand appreciation for the circumstances under which these materials were rescued, understand the decisions made by the collections manager, and raise awareness of the historic value of these objects.
This workshop shares the process of creating the game, including how we determined the educational goals, method of creating game mechanics that would match real-world decisions, and the iterative process of working with an exhibition and collection. During the workshop, participants will learn how to design their own game from the basic of the initial design to laying the foundations for their game in Construct 3.
Development Darwinism: How to Win Big at Game Jams and Hackathons
Benjamin Taylor gives 11 game post mortems from a decade of rapid prototyping experience. Presented initially at IGDA's Boston Post Mortem in Cambridge, MA on Wed, Jan 15th, 2014. - “Don’t be afraid to fail”, “find new friends”, “learn something new”, you’ve heard all the reasons why participating in a jam is the right thing to do, but let’s face it, you came in wanting to succeed at making a game. This is your chance to learn from a pro how to do things right and make your jam experience a crowning success, regardless of role and experience. Ben Taylor (EA/Nexon) illustrates how to succeed at making a prototype in 36 hours and demonstrate your utility in the game development process.
Ben Taylor has participated in dozens of game jams and hackathons including all of the Global Game Jams, Ludem Dare, and IGN’s game development reality show “The Next Game Boss”. Ben has worked with the game industry for more than a decade starting with Red Octane and most recently as a game engineer at Nexon Mobile in San Francisco. His most recently released game is the new adaptation of “SimCity” (2013) by EA Maxis.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
Are you a trainer or eLearning designer who wants to use games to engage your learners? While learning games and gamification have the potential to motivate and excite, your efforts can fall flat if not designed properly. To be successful, you need a solid strategy that carefully connects business goals to learning objectives and game mechanics.
Three Powerful Ideas to help investors make smart decisionsAmy Jo Kim
Have you ever been confused by conflicting advice from your stakeholders & colleagues? Do you fall for the siren song of seductive mockups? Learn how to navigate these challenges and spot the signs of a team that's headed for product/market fit.
Bica Studios Game Design Document and the Importance of TestingBica Studios
This is the presentation made by Bica Studios at the Microsoft Game Dev Camp 2014 in Lisbon.
This document features the evolution of a Game Design Document and The Importance of Testing in the game development scene.
This talk describes game design challenges considered in the ongoing development of a tabletop game where players bring their real life problems into a the framed safe-space of a play session. The game, tentatively called Mind Shadows, is a game for two or three players who trust each other. The main aim of the design is to create play situations where players in cooperation better can understand situations in their everyday lives that are emotionally complex or difficult, and by this understanding find ways to cope with the situations.
Similar to Tips & Tricks that every game developer should know (20)
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
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This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
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How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
Tips & Tricks that every game developer should know
1. TIPS AND TRICKS EVERY GAME
DEVELOPER SHOULD KNOW
20+ YEARS OF CREATIVE CODING
2. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
GORM LAI - GAME MAKER
▸ Started with 680x0 Assembly on Amiga
▸ Programmed C++ for over 20 years
▸ Worked on 16 Games
▸ Nearly all platforms
▸ Runs Kotori Studios in the UK
3. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
GORM LAI - JAMMER
▸ 2006: Founded the Nordic Game Jam
▸ 2009: Founded the Global Game Jam
▸ Current President of the Global Game Jam
▸ Still jamming
4. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
AGENDA
▸ Key Team Roles
▸ Crowdsourced Advice
▸ Personal Advice
▸ Questions
5. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
GENERAL TEAM ROLES
▸ Artist
▸ Game Designer
▸ Sound Designer
▸ Producer
▸ Programmer
6. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
ARTIST TIP # 1
▸ Get the sizes right before you start
making artwork. Start with
deciding the game screen size.
Then decide the hero's size. Then
decide the size of a door and a
monster. Then tell the programmer.
Now you can start making assets.
Source: Thomas Ryder via FB (twitter: @ThomasRyder99)
7. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
ARTIST TIP # 2
▸ Your colour palette is as important
as the quality of your drawing. A
bad palette can ruin a good
drawing, a good palette can make
it epic.
Source: Thomas Ryder via FB (twitter: @ThomasRyder99)
8. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
ARTIST TIP # 3
▸ Every screen in your game should
contain both square and curved
shapes. This makes your game
more interesting to look at.
Source: Thomas Ryder via FB (twitter: @ThomasRyder99)
9. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
ARTIST TIP # 4
▸ Think of art as information.
Everything you draw should either
help the player understand the
gameplay, the game world or the
story.
Source: Thomas Ryder via FB (twitter: @ThomasRyder99)
10. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
ARTIST TIP # 5
▸ For art; get all assets into the game
as fast as possible while not caring
about quality too much. Work out
all the technical kinks and bugs.
▸ Get a model in early as possible.
don't refine until its in game where
you can see it's use properly. Don't
sweat the details. The general
public doesn’t care if a 3mm bevel
looks better than a 2mm zoomed
up close.
Anonymous Source x 2
11. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
GAME DESIGNER TIP # 1
▸ Make it simpler
▸ Repeat
▸ Repeat
▸ ….
▸ Repeat
▸ Now make it
Source: Mike Reddy via FB (twitter: @DoctorMikeReddy)
12. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
GAME DESIGNER TIP # 2
▸ Prototype on paper
▸ Card board / cut outs can be very
useful
▸ Very useful for testing out specific
mechanics
13. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
GAME DESIGNER TIP # 3
▸ Know enough scripting to be
able to prototype.
▸ Learn a little bit of all disciplines;
art, sound, etc
14. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
GAME DESIGNER TIP # 4
▸ “Test your ideas as early as you
can on real people”
▸ Testers are never wrong
▸ Observe, question, never blame
▸ Not everyone will like your
game!
Source: Mike Reddy via FB (twitter: @DoctorMikeReddy)
15. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
GAME DESIGNER TIP # 5
▸ Use your target platform for
running the game when iterating
content and features.
Anonymous Source
16. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
SOUND DESIGN TIP # 1
▸ Never play the same sound within
1-2 seconds (unless you want an
arcade / oldschool feel).
Randomize with at least 4
alternatives and repetition is
acceptable - if the random routine
is good enough (e.g. never
alternates between just of the
sounds).
Source: David Filskov via FB (twitter: @dfilskov)
17. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
SOUND DESIGN TIP # 2
▸ Finding the right audio is 20% of
the work; implementing it in the
engine is 80%
Source: Anders Højsted via FB (twitter: @andershojsted)
18. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
SOUND DESIGN TIP # 3
▸ Designers should fully understand
the objective of the game most
esp. if it's a story-based game.
adaptive music is very important
Source: David Cabbs via FB (twitter: @haarryy16)
19. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
SOUND DESIGN TIP # 4
▸ Layering multiple audio files can
net you an entirely new sound
effect. Tedious, but can be
worthwhile
Source: Josh Balane via FB (twitter: @josh_sixtheden)
20. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
SOUND DESIGN TIP # 5
▸ They should know how to have a
constructive discussion when the
director says "I want this sound to
be more purple".
Source: Michael Rose via FB (twitter: @mgr88)
21. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
PRODUCTION TIP # 1
▸ Texture Atlases
▸ Packs sprite into one texture
▸ Look up single frames by UV
coordinates
▸ Saves valuable space
Source: David Filskov via FB (twitter: @dfilskov)
22. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
PRODUCTION TIP # 2
▸ Waterfall model is not good for
games
▸ If huge design docs are used, they
are mostly used to get everyone on
the same page in the beginning of
development
▸ Iterate
▸ Use agile / scrum / kanban
23. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
PRODUCTION TIP # 3
▸ Work your core mechanics
▸ If people don't like to play your
ugly prototype then it's not by
throwing beautiful art at it that will
make it better
Source: Fausto Fonseca via FB (twitter: @faustofonseca)
24. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
PRODUCTION TIP # 4
▸ “It's often a good idea to go for a
walk, or do something completely
unrelated when you're stuck. If you
find yourself getting nowhere, or
making silly mistakes, stop. Get
some rest, mental and physical.
Even the simplest problems are
daunting when you're tired or
burned out.”
Source: Lindsay Grace via FB (twitter: @mindtoggle)
Image: https://www.flickr.com/photos/
vivobarefoot/25103458911
25. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
PRODUCTION TIP # 5
▸ Games are made by teams of
people of different disciplines.
Engineering, QA, Art, Design,
Project Management.
▸ All of those people are key
Anonymous Source
Original Image: http://thegoldguys.blogspot.com/
26. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
PROGRAMMER TIP # 1
▸ You need math, and sometimes
simple physics.
▸ Understand:
▸ Vectors, matrices
▸ Transformation hierarchies
▸ Projections
▸ Optional: Simple integration
▸ Optional: Quaternions
Original Image: https://pixabay.com/en/
chalkboard-math-problem-blackboard-304221/
27. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
PROGRAMMER TIP # 2
▸ KISS
▸ Keep It Simple Stupid
▸ Complexity takes time
▸ “you'll basically always
underestimate how long
stuff takes. Keep it
simple.”
▸ Rewrite when needed
Anonymous Source
Image: https://www.flickr.com/photos/hey__paul/7520544090
Source: Johannes Kraemer (twitter:
@johanneskraem3r)
28. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
PROGRAMMER TIP # 3
▸ Profile
▸ Find hotspots
▸ 10% of the code will use 90% of the
cpu time
▸ Use profiling tools. The hotspot is
rarely where you think it is
29. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
PROGRAMMER TIP # 4
▸ Small, simple & working > large,
complex & broken
▸ "Perfect is the enemy of good”
▸ don't solve problems you don't have
▸ Don’t be afraid to rewrite your code
Source: Eoin Carroll via FB (twitter: @eoincarroll)
Source: Ian Schreiber via FB (twitter: @IanSchreiber)
Source: Richard Baxter via FB (twitter: @raxterbaxter)
30. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
PROGRAMMER TIP # 5
▸ Use Version Control
▸ Git
▸ Mercurial
▸ SVN
▸ VNC
Source: Giselle Rosman via FB (twitter: @jazzrozz)
Image: https://git-scm.com/downloads/logos
31. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
GENERAL ADVICE
32. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
ITERATION
▸ Your first idea rarely works, and
that’s OK.
▸ Play has to be tried out, it can
rarely be thought out.
▸ Iterate until you converge OR you
have to throw out the idea.
33. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
SHOW DON’T TELL - TEAM
▸ Fun can be hard to describe in
words.
▸ If your team disagrees a
mechanic will be fun, build a
prototype.
▸ A prototype says more than a
thousand words.
Image: https://www.flickr.com/photos/mikecogh/
5421238406
34. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
SHOW DON’T TELL - USERS
▸ Players don’t read.
▸ UX is important.
▸ Show players how to play the
game, don’t tell them.
▸ Ease players in. Don’t give away
everything at once.
▸ The best tutorial is no tutorial.
35. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
FRAMERATE
▸ 100% 30 fps > 90% 60 fps
▸ Variable frame rates can be felt,
even at high rates. Player
experiences stuttering.
▸ Steady frame rate is king.
36. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
JUICE - BEJEWELLED 3
37. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
JUICE - PEGGLE 2
38. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
JUICE - PEGGLE 2
39. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
JUICE - EASE IN / EASE OUT
▸ Ease In/ Ease Out all animations
▸ Curves:
▸ Cos
▸ S Curve (3*t^2 - 2 * t^3)
▸ Bezier / Hermite
40. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
JUICE - UX & IMMERSION
▸ Action causes a re-action
▸ User input / interaction should
always cause feedback from the
system:
▸ Sound / Animation
▸ Preferably both
41. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
CRAFTSMANSHIP VERSUS ARTISTRY & INNOVATION
42. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
CRAFTSMANSHIP
▸ Beautiful graphics
▸ Well-designed user experience
▸ Steady fast frame rate
▸ All the tips in this presentation
43. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
ARTISTRY & INNOVATION
▸ Unique look and feel
▸ Auteured experience
▸ Unique way of interaction
▸ New mechanics
▸ Unique mix of mechanics
Image: https://www.flickr.com/photos/
ajc1/6008359552
44. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
GREAT GAMES HAVE BOTH
45. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
NO SILVER BULLET
▸ Use the right tool for the right job
▸ Be versatile
▸ Industry changes fast. Change with
it.
46. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
GAME MAKING TOOLS
▸ Unity
▸ Unreal
▸ Game Maker
▸ Construct
▸ PyGame
▸ C++
47. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
GRAPHICS TOOLS / LIBRARIES
▸ Houdini
▸ Blender
▸ 3D Studio Max
▸ Photoshop
▸ Gimp
▸ Texture Packer
48. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
AUDIO TOOLS / LIBRARIES
▸ Audacity
▸ Wwise / Fmod / OpenAL
▸ Digital Performer
▸ Omnisphere
▸ Kontakt
▸ Wave lab
49. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
PRODUCTION TOOLS
▸ Base Camp
▸ Harvest
▸ Team Viewer
▸ Slack
50. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
OPEN SOURCE LIBRARIES
LibRocket, ZLib, Nothings Public domain projects, Ogg-Vorbis (non-stb),
SDL, Cocos 2D X, FBX SDK, Cricket Audio, Freetype, GLEW, GLM, libpng,
freetype2, ODE, jingle, Newton Game Dynamics, Open Asset Import
Library, SFML, Ant Tweak Bar, Allegro 5, Mono Game, Pugixml, Box 2D,
Geometric Tools, GLFW, Noiselib, Bullet Physics, Gl3w, lib curl, rapidxml,
rapidjson, angelscript, Metal, libGCM, libGDX, Raknet, lwjgl, Opus, Cal3d,
FreeImagePlus, TinyXML, Irrlicht, BGFX, Lua, libjpg, npk, Berkelium,
mysql, Collada, Cryptopp, Gdal, Awesomium…
51. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
STAY HUMBLE
▸ You can always improve
▸ Always someone smarter
▸ Compromise
▸ The bug is more likely to be in your
code than someone elses code
▸ Expect failure and hope for
success
52. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
STAY THE COURSE
▸ Making games is hard
▸ Finding fun can take a long time
▸ Covering all the ways a user can
interact with a game takes time
▸ It takes at least 80% of the time to
make the final 20% of the game
53. TIPS AND TRICKS EVERY GAME DEVELOPER SHOULD KNOW
QUESTIONS
gorm@globalgamejam.org
@gormLai