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Jan 2, 2015
01/15
by
Al Lowe
movies
eye 298
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From http://www.allowe.com/games/game-designs.html Developed by Sierra On-Line, Inc. Released 1995 Platforms DOS, Macintosh, Windows, Windows 3.x Published by Sierra On-Line, Inc. Perspective 3rd-person (Other) Setting Fantasy Genre Adventure Gameplay Graphic Adventure, Puzzle elements Visual Cinematic camera Description Torin is a young boy who lives in a little country house on a planet called Strata with his parents and with his purple cat-like friend Boogle. One day he returns home, only to...
Topic: game design document
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Jan 2, 2015
01/15
by
Al Lowe
movies
eye 443
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From http://www.allowe.com/games/game-designs.html Developed by Sierra On-Line, Inc. Released 1993 Platforms DOS, Macintosh, Windows, Windows 3.x Published by Sierra On-Line, Inc. Perspective 3rd-person (Other) Narrative Adult, Comedy Genre Adventure Gameplay Graphic Adventure, Puzzle elements Visual Fixed / Flip-screen Description Shape Up or Slip Out! is the fifth game in Al Lowe's Leisure Suit Larry series. All the events from the previous games are forgotten. Larry is once again single, and...
Topic: game design document
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Jan 2, 2015
01/15
by
Al Lowe
movies
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From http://www.allowe.com/games/game-designs.html Developed by Sierra On-Line, Inc. Released 1993 Platforms DOS, Macintosh, Windows, Windows 3.x Published by Sierra On-Line, Inc. Perspective 3rd-person (Other) Narrative Comedy Genre Adventure Setting Western Gameplay Graphic Adventure, Puzzle elements Description Freddy Pharkas was one of the fastest guns in the American West of the 1880's. However, in one particular gunfight with an outlaw named Kenny, he was outgunned and had his ear shot...
Topic: game design document
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Jan 2, 2015
01/15
by
Al Lowe
movies
eye 325
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From http://www.allowe.com/games/game-designs.html Developed by Sierra On-Line, Inc. Released 1998 Platform Windows Published by Sierra On-Line, Inc. Official Site Leisure Suit Larry's Casino ESRB Rating Mature Visual Isometric Gameplay Cards / Tiles, Casino / Gambling Perspective 1st-person Description Larry Laffer, the protagonist of the Leisure Suit Larry adventure series, is running a casino. Leisure Suit Larry's Casino offers 5 casino games, 3 party games, a full gift shop, 3 restaurants,...
Topic: game design document
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Jan 2, 2015
01/15
by
Al Lowe
movies
eye 269
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From http://www.allowe.com/games/game-designs.html Developed by Sierra On-Line, Inc. Released 1991 Platforms Amiga, DOS, Macintosh, Windows Published by Sierra On-Line, Inc. Genre Adventure Gameplay Graphic Adventure, Puzzle elements Perspective Side view Visual Fixed / Flip-screen Interface Point and Select Narrative Adult, Comedy Description Passionate Patti Does a Little Undercover Work! is (despite the number) the fourth game in Al Lowe's Leisure Suit Larry series. The middle-aged...
Topic: game design document
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Jan 2, 2015
01/15
by
Al Lowe
movies
eye 601
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From http://www.allowe.com/games/game-designs.html Developed by Sierra On-Line, Inc. Released 1996 Platforms DOS, Macintosh, Windows, Windows 3.x Published by Sierra On-Line, Inc. Genre Adventure Gameplay Graphic Adventure, Puzzle elements Perspective Side view Visual Fixed / Flip-screen Interface Point and Select Narrative Adult, Comedy Description Love for Sail! is the sixth game in Al Lowe's Leisure Suit Larry series. Larry unexpectedly receives a ticket to a cruise ship. Upon the arrival of...
Topic: game design document
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Game Design Dictionary Wiki dumped with WikiTeam tools.
Topics: wiki, wikiteam, MediaWiki, Game Design Dictionary Wiki, game_design_dictionaryfandomcom
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game-design-sp2012 dumped with WikiTeam tools.
Topics: wiki, wikiteam, wikispaces, game-design-sp2012, game-design-sp2012.wikispaces.com
Donkey Kong Country was always about exploration. But DKC2 took this concept to a different level. In fact, the whole series expanded exploration to all sorts of new heights. Featuring: VZed: http://www.youtube.com/vzedshows SteveoHobo: http://www.youtube.com/steveohobo DjaliGoat: http://www.youtube.com/djaligoatshow Royalty-free music by Incompetech.com Intro song by AdhesiveWombat - http://adhesivewombat.bandcamp.com/album/marsupial-madness I am snomaN, and I like to play games! Please...
Topics: Youtube, video, Gaming, donkey kong country, dkc, dk game design, donkey kong game design, dkc game...
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movies
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This talk covers practical approaches to applying various design methods. In particular what can you, as a designer, do when you don't seem to be getting traction with your current approach. Speaker: Will Wright
Topics: gdc, Will Wright, game design, 2004
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movies
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This presentation discusses approximately fifteen guidelines to be followed by developers so that their games will sell successfully. The more closely these guidelines are followed, the better the chance of the game's success. Speaker: Bruce Shelley
Topics: gdc, Bruce Shelley, game design, 2001
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texts
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xx, 220 p. ; 23 cm
Topics: Halo (Game) -- Design, Video games -- Philosophy
Game Studio Seniors developed 10 games, representing a variety of genres, that were selected to be showcased at the Senior Game Show on April 27, 2018, in the Alumni Auditorium.
Topics: Champlain College, video games, game design
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12
Dec 18, 2019
12/19
by
Eric Avila
movies
eye 12
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comment 0
Gameplay of the tabletop (HXGN 766) Korean students are learning how to play the game and evaluting it.
Topics: tabletop game, experiment, game design, HXGN766
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28K
audio
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Instructors: Philip Tan, Jason Begy These lectures discuss the history, tools, and current landscape of game design and analysis. A variety of genres are covered, including cards, games of chance, board games, role-playing, sports, and puzzles. See Singapore-MIT GAMBIT Game Lab (http://gambit.mit.edu/) for more. Visit the course on MIT OpenCourseWare: http://ocw.mit.edu/courses/comparative-media-studies/cms-608-game-design-fall-2010/
Topics: comparative media studies, games, game design
Donkey Kong 64 is a beloved game by many, myself included when I was younger, but when I played it again recently I realized there are so many things that could have been done better! Let's talk about it in the first ever BAD GAME DESIGN. Enjoy, I put a lot of effort into this one. And please tell me your thoughts on the game in the comments below, I'd love to hear it! Support snomaN Gaming on Patreon! https://www.patreon.com/snomangaming Intro animated by Pop Punk Game Time! Youtube:...
Topics: Youtube, video, Gaming, dk64, donkey kong 64, dk64 bad, donkey kong 64 bad, dk64 game design, game...
It’s widely thought that harassment and online gaming go hand in hand. Riot Games has made addressing this issue a top priority, and believes that this pattern can be broken. By developing features, running experiments, and engaging the League of Legends community, the developers on Riot’s player behavior team have learned—and will share—many lessons that help reform toxic players, shield good players from toxic behaviors and reinforce positive behavior all around. Join us for an...
Topics: pax, convention, conventions, panel, game design, video games, league of legends, game design,...
http://www.amazon.com/dp/1942825048 Board games and games in general are witnessing a rapid growth in sales thanks to families and individuals seeking out lower cost forms of entertainment.
Topics: game design, game development, Game Creation Manual
Mark Kern, CEO and Scott Youngblood, Lead Game Designer give us an inside look at how Firefall has become the game it is. Moderator: Keith Anderson [Director of Marketing and Communications, MobyGames ] Panelists: Mark Kern [CEO, Twitter ], Scott Youngblood [Design Master, MobyGames ]
Topics: pax, convention, conventions, firefall, ama, game design
An open forum-type discussion that James and Dan started after the "official" panel ended where people got to ask questions about anything and everything. It was great!
Topics: magfest, extra credits, panel, questions, game design
http://www.amazon.com/dp/1942825048 Game Creation Manual by Mikazuki Publishing House in stores now.
Topics: game design, game creation, Kambiz Mostofizadeh, book
Games can make their money many ways, but how do these models affect, intentionally or not, the design choices of the game makers themselves? What about the players? Do you play a game differently depending on how you paid for it? Free to play, pay once, subscription, or silly hats, what do these different models mean to games at their core? Only ten rupees; hopefully you won't have to pay the door repair charge. We (Rym and Scott of GeekNIghts: www.frontrowcrew.com) presented this first at PAX...
Topics: pax, convention, conventions, geeknights, monitization, game design
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Video Game Design dumped with WikiTeam tools.
Topics: wiki, wikiteam, wikispaces, Video Game Design, techkimgames, techkimgames.wikispaces.com
The impact that audio can have on any game is immense. Even so, audio is a field that few developers have a solid grasp on. How do audio designers create their work? How long does it take? What are some creative audio implementation techniques? Join panelists Marty O’Donnell (Halo, Destiny), Lance Hayes (Forza, Gears of War 3), and Akash Thakkar (Hyper Light Drifter) as they demystify the audio creation process and talk about everything from audio conception, creation, and implementation....
Topics: pax, dev, game design, game audio, panel, ama
How do you design challenges for gamers who haven't played the last thirty famous entries in the genre? What about readers and writers who do not identify as gamers? Video quality is as good as it gets, considering it was shot in a cramped and poorly lit hotel room (the panel was not part of the official PAX proceedings). Thanks to Rob Wheeler for assisting with the camerawork. For more information about this look at the IF Wiki . Panelists: Heather Albano [Storyteller, Twitter ], Tim Crosby...
Topics: pax, convention, conventions, panel, interactive fiction, game design
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204
Jun 16, 2014
06/14
by
GDS207 Class 1
audio
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Recordings from GDS207 class 1 Be aware that these are stereo recordings. If we were using these in a game would they be stereo or mono sound files? Or could they be either? In a film the action the sound is designed for is set and will be the same each time, but in interactive media such as a game the action depends on the player and will likely be different each time. What would need to be different about how the source sound files are handled for interactive media? If we used some of this...
Topics: foley, sound design, samples, loops, student, game design
We’re pleased to present the opening session of PAX East 2014, Storytime with Alex Rigopulos! As the CEO and Co-Founder of Harmonix, Alex has been… instrumental… in creating cult classics such as Frequency and Amplitude to the modern day staples of Rock Band and Dance Central, so we can’t wait to hear what stories he’ll have to share! Panelist: Alex Rigopulos [Chairman, Twitter ]
Topics: pax, convention, conventions, panel, keynote, harmonix, game design
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Game design Wiki dumped with WikiTeam tools.
Topics: wiki, wikiteam, MediaWiki, Game design Wiki, game_designfandomcom
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4.0
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Unitym Game Design Wiki dumped with WikiTeam tools.
Topics: wiki, wikiteam, MediaWiki, Unitym Game Design Wiki, unitymfandomcom
Curator Mike Selinker moderates a closing session on the meaning of game design. The Name of the Wind author Patrick Rothfuss tells us a story about the place of games in our lives. Penny Arcade creator Mike Krahulik talks about what he has discovered in his first game design process. Panelists: Patrick Rothfuss [Author, Website ], Mike Krahulik [Artist, Twitter ], Mike Selinker [President, Twitter ]
Topics: pax, convention, conventions, game design, recap, post mordem
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38
Feb 9, 2022
02/22
by
Mark Davies
texts
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ISBN: 978-1-58450-521-1
Topics: Gamedev, game programming, game design, indie, console, games
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6.0
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Scratch Game Design dumped with WikiTeam tools.
Topics: wiki, wikiteam, wikispaces, Scratch Game Design, 8scratch, 8scratch.wikispaces.com
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web
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SHS Game Design dumped with WikiTeam tools.
Topics: wiki, wikiteam, wikispaces, SHS Game Design, shsgamedesign, shsgamedesign.wikispaces.com
What wonders await you in the Eyrewood? Mike Krahulik and the Thornwatch team have much to tell you about their plans for Penny Arcade's fantasy setting, including news about the upcoming tabletop game of the same name. Panelists: Mike Fehlauer [Business Development, Twitter ], Mike Selinker [President, Twitter ], Mike Krahulik [Artist, Twitter ]
Topics: pax, convention, conventions, panel, tabletop, thornwatch, game design
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The games that enjoy breakout success are typically built on a wide range of key factors. Developers of a hit game may focus on as many as ten fundamental features, but once they release the title, gamers naturally find a deeper appeal through the process of playing through the game. While progressing through the title, the gamer experiences an increasing level of enjoyment, the most critical fundamental factor of game design. Based on his experiences creating groundbreaking hits like Pac-Man...
Topics: Pac-Man, game design, Toru Iwatani, GDC, 2004
Our educational system is broken. It is based on a model that was designed for a time before the combustion engine, much less the personal computer or the Internet. Games inherently challenge us to use the skills children will need in the 21st century: Teamwork, Lateral Thinking, Systemic Problem Solving, Creativity. They’re also a solution that scales (it costs as much to build a game for 1 user as for 10,000,000) which is important in our cash starved educational system. So how do we...
Topics: pax, convention, conventions, panel, education, game design, gamificiation
A discussion on how video games are becoming a more accepted part of society, like movies and books, and a few other things. One of my favorite panels of the weekend.
Topics: magfest, convention, conventions, panel, educational, history, game design
Join Coldwood Creative Director, Martin Sahlin, as he shares his personal story about how Unravel came to be. It all started from a camping trip where Martin had to work with the resources he had at his disposal. Using nature and his surroundings, he built this tiny, new character, Yarny, and the game mechanics at the same time to create this unique puzzle platformer. Panelist: Martin Sahlin [Creative Director, Twitter ]
Topics: pax, convention, conventions, panel, unravel, game design, ama
Have you ever wished to be locked in a room with the design team behind the Rock Band games and ask them anything? Well, now's your chance! Armed solely with a laptop filled with behind the scenes movies and embarrassing pictures, the team of designers behind the Rock Band games will answer your questions and reveal some of the reasons for why they made things in various ways. Panelists: Chris Foster [Designer, Website ], Brian Chan [Game Designer, Website ], Sylvain Dubrofsky [Game Designer,...
Topics: pax, convention, conventions, panel, ama, harmonix, game design
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148
Feb 17, 2019
02/19
by
Zipper Interactive
texts
eye 148
favorite 3
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Here is a game design document for the Windows PC game Crimson Skies for the PC created by Zipper Interactive. Version of the design document is 1.03
favoritefavoritefavoritefavoritefavorite ( 1 reviews )
Topics: Crimson Skies, Zipper Interactive, Game Design, Document, Game
A collection of digitized scans from a large cache of documents related to the game publisher Infocom, Inc. of Cambridge, MA. Assembled by Steven Meretzky of Infocom. In 2006, documentary filmmaker Jason Scott began production on GET LAMP, a video documentary about the realm of text adventures and interactive fiction. Shooting and research time was roughly 4 years, during which Jason interacted with a large variety of members of the various communities and companies that made up the story of...
Topics: Infocom, Meretzky, Text Adventures, Scans, Maps, Game Design
Best known for his work on the Thief series, System Shock and Deus Ex, we welcome Warren Spector as he delivers the keynote for PAX 2010. His history as a master storyteller and game designer will no-doubt play into his keynote as he shares his insight on games and gaming culture in the Main Theatre at Benaroya Hall. Panelist: Warren Spector [Director, Twitter ]
Topics: pax, convention, conventions, keynote, panel, warren spector, game design
GMking's MarkUp Game Development Magazine, Issue #8, Halloween edition.
Topics: Game Development, Game Design, Game Maker, GML, Magazine, GMking
How gaming (especially tabletop games) can be viewed and looked upon as a therapeutic and educational tool!
Topics: magfest, convention, conventions, panel, therapy, game design, psychology, mages
GMking's MarkUp Game Development Magazine, Issue #6.
Topics: Game Development, Game Design, Game Maker, GML, Magazine, GMking
Finnish quarterly computer clubzine, published from late 80s to early 90s. Sviippi started with a focus on MSX computers (the name comes from Spectravideo's SVI-7x8), though by this 1990 issue the focus had changed fully towards PC.
Topics: Sviippi, magazine, computers, computer magazine, game design, computer viruses
So Tycho summons game designer Mike Selinker onto his podcast and says, "Mike, Mike, Mike. We should do a panel at PAX where we design a game in an hour. Your team can make the mechanics, and Krahulik can draw it live. It'll be great." And before Selinker could say "But what are YOU doing, Jerry?" the panel was approved. Selinker's bringing his whole Lone Shark crew to help out. This is probably gonna be a trainwreck, but you will not be able to avert your eyes. Host: Jerry...
Topics: pax, convention, conventions, panel, tabletop game, game design, prototyping
GMking's MarkUp Game Development Magazine, Issue #7.
Topics: Game Development, Game Design, Game Maker, GML, Magazine, GMking
Issue #12 of MarkUp Magazine
Topics: Game Development, Game Design, Game Maker, GML, Magazine, GMking
A new wave of tabletop roleplaying games is re-imagining the classic dungeon-crawling RPG. Hear the designers discuss how they do it, and perhaps more importantly, why they do it. Panelists: Sage LaTorra [Game Designer, Website ], Logan Bonner [Game Designer, RPG Geek ], Adam Koebel [Game Designer, Website ], Rob Heinsoo [Game Designer, Website ], Wade Rockett [Writer, Website ]
Topics: pax, convention, conventions, tabletop rpg, game design, dungeon world