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Massive Entertainment - A Ubisoft Studio is the studio behind classic games like The Division, The Division 2 and World in Conflict, and that's currently working on Avatar: Frontiers of Pandora and the Star Wars Project. In Behind Massive Screens, we dive deeper into games development, the gaming industry and the people behind the games.
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Unity 3D is a fantastic gaming engine for creators that offers a wealth of features and gameplay options. Consider utilizing the Unity 3D game development platform to develop an interactive game that is both fascinating and excellent in its own right. Developing a gaming application will get easier as virtual worlds come to life.
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Game Dev Podcast hosted by Team RisingHigh, a 13 Time Apple Featured Indie Game Studio. Kevin & Jilly discuss everything game development and game making topics. Covering all aspects of creating, designing and marketing mobile and indie games. Actionable, practical Game Dev info squirted up your ears every week, you just bring the biscuits.
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In this episode of Behind Massive Screens, Petter and Dóri meet Marthe Jonkers, Associate Art Director at Massive Entertainment, to learn about the role that art direction plays when creating a game – the impact it has on a game’s development, how it helps set a game’s style and tone early on, and how it together with concept art communicates ideas…
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When designing a game, how do you make sure that the player gets the information they need while playing? Or navigate menus and button prompts in an intuitive way? In this episode of Behind Massive Screens, UI artist Anna Kuzminska takes our dynamic hosts on a journey through the fascinating world of user interface design – from fonts and art to co…
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I am learning Unreal Engine. I know nothing. These are my journals :) In this episode, I talk about learning how to create a UI for an idle-style game. What a Blueprint is for a Widget and the game instance and how they work together. (00:00) - Introduction (00:37) - ProjectHack.net (01:04) - Unity frustrations (02:26) - Unreal Engine 5 first steps…
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It took longer than I thought to release the new episode because I had been swamped. I have a new app, and the Project H8ck idle game is out for folks (that means you) to beta test and give me feedback on—that and more in this episode. (00:00) - Introduction (00:31) - My new iOS App (00:35) - CS Live stream (00:54) - Job Finder Tracker (02:23) - Pr…
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Ever wondered how game developers create stunning visual effects in video games? How they make red barrels blow up and explosions look great? How cars in racing games kick up dirt, or how the energy crackles from magical potions? In this episode of Behind Massive Screens, we meet John Behrens, VFX Artist at Massive Entertainment, who tells us about…
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An update on my progress as I work to complete and release the playable demo version of my idle game built with Unity for multiple platforms. I had some not-so-fun times this week trying to understand why iOS and iPadOS are acting so strange in my game compared to all other platforms (including Mac). Also, I finally got a splash page up for the gam…
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How do you become a playtester for video games and how does a playtest work? And what are the User Researchers, that are running the tests, looking for? In this episode of Behind Massive Screens, we meet User Researcher Hanna Rosvall, who will give us a look behind the scenes.What tools do User Researchers use, how does a games lab look, and what’s…
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Every tool is the right tool for someone. Maybe not you, but let's change how we present our choices and opinions in the developer community, so we do not put off those new to the community. Infighting on tools and hard-nosed opinions is not the way to go. Some thoughts on this episode. Video Vlog Follow the Vlog on YouTube, plus more content ★ Sup…
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In this episode, I explain why just getting the latest version of a tool, framework, or library is not always a good plan. This always risks introducing problems you now have to deal with, which is not something you want when preparing to ship. Prefer YouTube? OK, I have a video for this https://youtu.be/8Sww1wARboQ ★ Support this podcast ★…
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I want to talk about the last 10% of a project timeline. When you're developing things, building things, whatever they may be, the last 10% is always the most challenging part. You want to get it released, and you start to rush without noticing. That is the time to slow down and check every dark corner of the project. Some advice and tips in this e…
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This week, some pain and some pleasure with my game-building in Unity. Ever had that experience of "It worked yesterday and last week. Why does it not work now"? Yep, one of those weeks. Listen on for details and solutions. Reachout to me at peterwitham.com ★ Support this podcast ★Oleh Peter Witham
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Ever wondered how to start working on artificial intelligence in a video game and how the AI in The Division was put together? What do you need to keep in mind when creating AI for an NPC? And how do you get started in modding games and what can you create using the tools available?In this episode of Behind Massive Screens, Associate Game Director …
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In this special episode of Behind Massive Screens, we meet Thomas Parrott, author of Compromised, the latest The Division novel! Learn about how Thomas immerses himself in the worlds he writes about, the research he does, what inspires him and how he has worked with the team at Massive on both Compromised and the previous book in the series, Recrui…
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Join Petter and Dóri as they meet Keltic Vermeersch, Environment Artist at Massive Entertainment, to find out how environments in video games are created - from "simple" hallways to sprawling open worlds. They also learn brand new creative uses for lamps. Yes, lamps.Oleh Massive Entertainment - A Ubisoft Studio
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Welcome to the Behind Massive Screens podcast! But what is it? Let Petter and Dori explain it to you, and then join us as we dig deeper into the games industry, find out more about the people behind some of your favorite games, and learn about what life is like in the gaming industry.Oleh Massive Entertainment - A Ubisoft Studio
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In this episode of Behind Massive Screens, Petter and Dori sit down with Lead Game Designer Lau Korsgaard to talk about experimental game design, indie development versus AAA, what uses a regular controller can have beyond the norm, and how games without rules can encourage social interaction.From being a part of an indie development collective to …
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Join Petter and new co-host Dori as they sit down with Palle Hoffstein, Art Producer for The Division 2, and dive into his job and his long history in the games industry. What does an Art Producer do and how do they work with the artists? What was it like to work in the industry back in the 90s? How did you develop a fully fledged FPS with only 20 …
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We sat down with Chella Ramanan, Narrative Designer at Massive Entertainment, to dig into the complicated subject of storytelling in video games – in everything from smaller indie projects to giant AAA games.Chella has had a long career, spanning over disciplines like literature, games journalism and indie games, before coming to Massive. How did a…
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We all love to try new things, those you see all over the tech news and discussions. But exercise caution when doing so. They might make life far more complicated than it needs to be regarding shipping. Some thoughts and suggestions in this episode.Oleh Peter Witham
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Here are some tips on keeping production stable, development moving forward, and exploring these new cutting-edge tools without encountering nightmares that must be solved immediately. Leave your thoughts over at the blog post on PeterWitham.com. Say thanks for this podcast - buy me a coffee ★ Support this podcast ★…
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In this episode of Behind Massive Screens, Petter meets Concept Artists Topi Pajunen and Marie Isacsson to talk about their job, concept art’s role in game development, and how art can inspire the development teams and communicate ideas. We also gain insights into how fashion can help design characters, the limitations and freedoms artists have, ho…
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Generating random events can keep a game fresh and full of surprises, but it can also ruin it for the player if the balance feels wrong and turns them away from playing. I go over how I'm trying to solve this problem in my new game using a simple random generator and testing the balance. Want to support this podcast? https://peterwitham.com/bmc ★ S…
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I am familiar with the way it works and have been using it for most of my game development explorations over the years. I can write C# with the help of Rider by JetBrains. I use a package called FlowCanvas to help me develop the game code visually with rapid prototyping. I can run the game right there in the Unity tool without having to compile and…
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- Web Development - JetBrains Suite - Web Storm - Nova by Panic - Visual Studio Code - GatsbyJS - Affinity Designer - Figma - MAMP Pro - Trello - Tower - App Development - JetBrains Suite - IntellijIdea and Web Storm - JetBrains Suite - AppCode - Xcode - DevCleaner - Figma - RocketSim - SwiftUI Companion - Trello - Tower - Game Development - JetBra…
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