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Try to get each gameplay element to conform to as many of these as possible:
("participants", means both sides of PvP or PvE)
- All states should be able to change back and forth. (Avoid one ways state changes)
- The all participants should have the ability to change the state.
- The participants should with skill be able to deny others from changing the state.
- All states should be in some circumstances be to the advantage of any participants
- Limit the number of states so that all of them matter.
- Make sure the state is important enough to matter.
- Make states change their meaning depending on other states.
- Denying the mechanic should a major gameplay element.
- In order to consider the state, it must be clear to the player.
- All states should be able to change back and forth. (Avoid one ways state changes)
A door can be locked and unlocked.
- The all participants should have the ability to change the state.
You can take the key from others.
- The participants should with skill be able to deny others from changing the state.
You can hide the key.
- All states should be in some circumstances be to the advantage of any participants
Sometimes you want to escape the burning house, sometimes keep the zombies out.
- Limit the number of states so that all of them matter.
There are limited number of keys and doors. Everyone doesn't get a key.
- Make states change their meaning depending on other states.
Doors significantly limits mobility.
- Make states change their meaning depending on other states.
Doors limit visibility, keeps air/vacuum/fire/smell/gas in or out.
- Denying the mechanic should a major gameplay element.
If I put something in the lock, I can block the use of a key.
- In order to consider the state, it must be clear to the player.
Keys rattle so everyone can tell who has the keys.
- Gameplay first.
- We make games. (For now) Don't make games, if you really want to write a book, make a movie and so on.
- We don't tell stories, players should tell stories of what happens in our games.
- If a game doesn't run at hundreds of FPS on basics computers when have focused on the wrong thing.
- Tools, and process are just as important as product.
- Always optimize for iteration and development time, never fidelity.
- We stay far away from the uncanny valley. (R2D2 has all the expressiveness needed for a great character)
- Everything should respond to the player, Emotional responses are always preferred.
- "That's not realistic!" is not a good argument. We play games to escape reality!
- Avoid consumable "Content".
- The game has to be fun without progression.
- Avoid design based on symmetry or count (5 castles)
- You play as characters(s).
- Games take place in worlds you want to be.
- Games can have Memes in them, but they are not memes.
- Always playtest.
- Games should be designed to be abandoned by developers (not require infrastructure)
- Players time is valuable. We don't let them wait, and we don't take away interactivity.
- If you cant imagine the game turning in to something culturally significant, don't waste your time.
- We want our presentation to be "perfect" for what it is. Don't accept artifacts. Make something simple but well executed.
Players have limited cognitive ability to process decisions when playing a game. We divide all decisions in to 4 buckets, that allocates time for the player to take different kind of decisions, from fast, simple decisions to slow complex decisions. To not overload the player, the game mush change the pacing to let the player exercise each type of decision. A design should decide how long time each type of action will take. Decisions should then be categorized, and synchronized so that each decision takes the time allotted to that category. Not all games needs to have decisions in all categories, but its desirable. The most important thing is that the game isn't forcing players to harder deciding than time allotted, or not giving the player enough decisions for the time allotted.
All gameplay happens in one of 4 time lines:
Moment to moment actions, reflex based. Simple decisions.
- Jump
- Move
- Shoot
- Dodge
Where the player takes tactical decision about how they approach what they are doing. Decisions take longer to execute and have longer term impacts. Try to balance so that all tactical actions take about the same time to execute. Break up twitch time to give player opportunity to make decisions in tactical time.
- Reloading
- Using abilities like healing/grenades/place turrets
- Re-position
Where players can consider where they want to go next and what path they want to take in the game. Players must be give time to take strategic decisions, typically between fight.
- Where should we go
- What things should I upgrade
- What should be our next objective
When the player is not playing the game, can the player make decisions about how they are going to play the game when they get back in to the game.
- Are there new builds to try?
- Are there new strategies to try?
- Are there new thing you want to explore?
- Makers of U-2, SR-17 Blackbird, 117 Nighthawk
- Book: Kelly Johnson auto biography
- Inventors of LAN, Ethernet GUI, mouse, Laser printer, Object oriented programming, among other things.
- Book: Dealers of Lightning: Xerox PARC and the Dawn of the Computer Age
- Compositing, Rendering Renderman, Procedural graphics, Photoshop, Avid, THX, Edit droid,
- Book: Droid maker (In library)
- VFX company behind Star wars, ET, Back to the future, T2, Jurassic park
- Documentary: Light and magic
- Book: Industrial Light and magic: The art of special Effects. (In library)
- Book: Creativity Inc (In library)
- Article: Harward business Review Creativity at Pixar (In library)
- To infinity and beyond (Book in library)
- Documentary: The Pixar story
- Ask Iwata (Book in library)
- Film: My neighbour Totoro
- Books: loads In library
-Film: Pirates of silicon valley.
- Book in library: "Raising the bar" about the process of making HL2
- "Visual futurist"
- Designed Blade runner, Aliens and Tron.
- Many books in the Library
- Designer of all things STAR WARS
- See Many books in the library, especially "Star Wars Art: Ralph McQuarrie"
- Master of fuzzy art and light
- website
- Owns publisher Design studio Press
- Recommend "How to draw" and "How to render" for funamentals. (In library)
- Also very good tutorials.
- Book: "The skilful huntsman" (In library)
- Master of colors
- website
- Comic: Death or glory
- Bok: Labyrinth
- Bok: Electric sate
- Bok: Things from the flood
- Bok: Tales form the loop
- Concept artist for Metal gear series.
- Books: Many art-of books in English and Japanese in library.
- Creator of Ghost in the Shell, Apple seed, Dominion Tank Police.
- Loads available in English and Japanese.
- Recommended reading: original Ghost in the shell.
- Frank Lloyd Wright (Big book)
- Zaha Hadid
- Frank Gehry (Books in library)
- Liam Wong TO:KY:00 (Book in library)
- 12 rules of animation
- Book: Animators survival kit.
- Luxo jr.
- FLCL
- Summer wars
- Ghost in the Shell
-Anime architecture (Book in library)
- VFX of Diablo
- Large collection in Image library
- Planet-M
- Baygon
- CDAK
- Numb Res
- Demoscene the Amiga years (Book in library)
- Demoscene the Aga years (Book in library)
- Demoscene logo art years (Book in library)
- 3 Xbox Bosses Share Secrets of the Console's Past
- Large EDGE collection in Library
- Masters of doom (book in library)
- Play fair (book in library)
- No Clip
- Sensible software (Book in library)
- The bitmap brother (Book in library)
- The GDC vault
- Mark Cerny Method Not how we will develop games, but interesting.
- A playful production process (Book in library)
- Documentary: The Imagineering story (Good story about corporate governance)
- Fork yeah, Epic rant on Oracle
- Arcane
- Spiderman in to the spider verse
- The Mitchells vs the Machines
- Love death and robots
- The wild robot
- The art of Pixar short films
- Batman animated series.
- Remember Me (Book in library)
- The skillfull huntsman (Book in library)
- The weatherman
- 100% Paul pope
- The many Deaths of Laila starr
- Crowded
- CDQ (Character Design Quarterly)
- Straight against the curve.
- Pose first then design.
- Documentary: Inside Pixar: Deanna Marsigliese
- Lots of material in Image library.
- Blunote record covers (Book in library)
- Designers republic (Several books in library)
- Jazz covers (Book in library)
- Wipeout (Book in library)
- Documentary: Stylewars
- Lots of material in image library
- Art deco posters (Book in library)
- Japanese graphics now (Book in library)
- Soviet space graphics (Book in library)-
- Saul bass (Book in library)
- The art of Atari (Book in library)
- Soviet space graphics (Book in library)
- Several Graphitic books in library
- Several Graphitic books in library
- Spiro
- Low
- Sin City
- Scumbag
- Ladykiller
- Pool
- prison
- Odyssey
- Color
- Swimmer
- Guinness
- Seen in all the wrong places
Chris Cunningham
Michel Gondry
- The Hardest Button To Button
- Dead Leaves And The Dirty Ground
- Everlong
Others:
- Sabotage
- 30 frames per second (Book in library)
- Notch
- EmberGen
- DaVinci Resolve
- Loq Airou
S tier
- Blade runner
- Gattaca
- Apocalypse Now (Original version)
- True Romance
A tier
- Heat
- Wallstreet
- Delicatessen
- Nikita
- Close Encounters of the Third kind
- Alien
- Aliens
- Robocop
- Terminator 1/2
- Casablanca
- 12 Angry men
- Point blank (1967)
- Star wars trilogy
- E.T. The extra terrestrial.
- Die Hard
- Back to the future 1/2
Nerd Films
- Colossus: The Forbin project
- Wargames
- Hackers
- Pirates of silicon valley
- The Martian
- Documentary: Hearts of darkness, The making of apocalypse now.
- Documentary: Under pressure The making of Abyss.
- Documentary: Jim and andy
- Making of Empire strikes back (Book in library)
- Making of Alien (Book in library)
- Making of Aliens (Book in library)
- Cinefex (Many issues in library)
- When we where Kings
- A day in September
- Exit through the giftshop
- Tazio Secchiaroli (in library)
- The americans by Robert Frank, (in library)
- World press photo (many in library)
- A period of juvenile prosperity (Book in library)
- See also image collection.
- Real-time rendering (Book in library)
- Physically based rendering (Book in library)
- Advanced Renderman (Book in library)
- Vulkan programming guide (Book in library)
- Computer graphics Principles and practice (Classic book in library)
- Khronos
- A pixel is not a little square
- An Image Synthesizer Ken Perlin 1985
- The art of fluid animation (Book in library)
- UB in C
- What Every programmer should know about memory
- Realtime collision detection (Book in library)
- 2600 (Many in the library)
- Manufacturing Process. For Design professionals (Book in library)
- The material Source book. For Design professionals (Book in library)