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Online FarmVille game ploughs new fields of revenue - Times Online
The cash spent by Zynga’s players on micropayments within FarmVille is one reason why Zynga is generating revenues of more than $150 million (£91.4 million) this year.
Gamasutra - News - In-Depth: Unity Launches Free Option, Announces Xbox 360 Support
The Unity engine is becoming even more affordable to independent and hobbyist developers, as Unity Technologies has retired the $200 "Unity Indie" offering and replaced it with a free license, simply called Unity.
crayonballdemo - Project Hosting on Google Code
A demo to show how to use box2d and cocos2d to make a game on iphone.
ChipWits: The Game of Robot-Programming Fun - Bring Your Brain!
Program Robots using graphic chips. A great way for Kids of all ages to enjoy the fun of programming
Cartoon Network Universe: FusionFall (made with Unity 3D)
Cartoon Networks' MMORPG developed in Unity3D and playable in browser. It seems that there's a limited free option.
Acceleroto » Occurro! - game design 101 with Cocos2D iPhone
Some notes about app development and a scaffolding project are available:
"I was recently asked on the Cocos2D iPhone forum some details about Occurro!. People were interested in the game architecture, special effects & touch controls."
Cogs Postmortem: Tips for the Aspiring Game Developer | Lazy 8 Studios
I don't claim to have the secret formula for bootstrapping a video game startup. I don't claim to have figured out the best practices or know all the right answers. But I have managed to start a company with my own modest savings and bring a new PC game to market. In its first few months, Cogs has managed to sell well enough to keep my little company afloat. Along the way, I've picked up a lot of valuable lessons. To help out the next aspiring indie developer, I've compiled a list of what I've learned, what went right and what went wrong – presented here in no particular order.
Independent Games Sales: Stats 101
A presentation for the Indie Games Summit at Game Developers Conference 2009 by Simon Carless.
journal of graphics, gpu, and game tools - Home
The journal of graphics, gpu, and game tools is a quarterly journal whose primary mission is to provide the computer-graphics research, development, and production community with practical ideas and techniques that solve real problems. We aim to bridge the gap between new research ideas and their use as tools by the computer-graphics professional.
There are several other journals in computer graphics that together provide a good forum for introducing new and seminal research. However, rarely can the ideas described in these journals be applied in practice without a great deal of experimentation and experience.
jgt provides a forum for the presentation of the useful techniques that emerge as new research ideas mature. In addition, we provide a forum for novel ideas and elegant research results that are perhaps too “small” for the heavyweight research journals but that are nonetheless of significant use to practitioners.
GameDev.net - Product Review - Autodesk 3ds Max 2010
After a couple of releases that have focused on internal issues, the latest release of 3ds Max returns to the focus on new features. 3ds Max 2010 includes a number of subtle interface changes and more powerful viewport preview options. It also includes a radical new poly modeling paradigm called collectively, the Graphite Modeling tools. These tools are presented using a new dynamic set of panels and toolbars called the Ribbon.
Other key new features include, the Material Explorer for viewing and changing multiple material properties at once; a Viewport Canvas for painting textures directly on 3D objects; and a feature to auto-render a variety of surface maps. The ProSound feature for adding multiple audio tracks to a scene is also a welcome addition.
Add to this burgeoning list of new features, menus for identifying modeling problems, several new useful modifiers, a Container structure for bundling and locked scene assets and multiple rendering improvements and the results are the most powerful version of Max to date.
Interface Modifications
The interface for 3ds Max 2010 has some subtle changes, but nothing that will severely alter any of your current workflows. The one exception is the new Ribbon interface that holds the Graphite Modeling tools. The most notable new change is that all of the standard icon buttons have been redesigned. The new icons resemble the old ones and are roughly located in the same location, so finding the commands you're familiar with won't be too much of a task.
Another key interface change is that several new icon buttons are located on the document's title bar. These new toolbars include several file buttons for loading and saving files, undo and redo commands and a help search field for quickly finding answers to specific keywords.
Another helpful interface addition is the Transform Toolbox. This panel lets you rotate, size and align the current selection with single button clicks. It also includes a button for creating a quick clone of the current object.
Gamelab 2009: V Feria Internacional del Ocio Interactivo (online lectures)
Incluye de Noel Llopis: iPhone: El renacimiento de los desarrolladores independendientes
TVE a la CARTA: juegos para móviles
At around minute 8:30 SnappyTouch's Noel Llopis (which is catalán for Lopes, probably) demonstrates iPhone Game Flower Garden.
Before there's some talk about a cheesy but well executed cell phone dancing games for teenagers, what is interesting is observe how they used 3D Max's biped.
Also, this RTVE website has tons of materials that are very good for practiving spanish.
Por dentro dos estúdios de games [ Adrenaline.com.br ]
Matéria sobre alguns estúdios brasileiros.
Create 10 games in 10 hours
This guy is good (and know a lot of APIs - Flash, iPhone, Unity) very well.
Game developer Mark Cooke conducted an incredible experiment for his presentation for Pecha Kucha 62, Tokyo. He challenged himself to create 10 games in 10 hours – do you think it’s possible?
I Dig it.. no seriously I do: I Dig It Tech Review
Article of how I Dig It was done. This game is #1 at the app store today, which means about US$ 10000 A DAY. Done in 7 weeks.
Braaaains… Zombieville USA: Tech review
Article about Zombieville usa, note the screenshots that show that this really is a 3D game.
Dúvidas frequentes sobre o registro de marcas – design.blog.br
1. Já tenho meu registro na Junta Comercial. Preciso registrar a marca?
Sim. O registro na Junta Comercial tem abrangência estadual; a marca registrada no INPI tem abrangência nacional. Além disso, o registro da marca no INPI pode cancelar o registro na Junta Comercial.
2. Qual a vantagem de ter uma marca registrada?
Basicamente a marca é registrada de forma defensiva ou ofensiva. Ou seja, você pode registrar uma marca para evitar que alguém tente impedi-lo de usá-la (caso das pequenas empresas) ou para evitar que os outros usem essa marca (geralmente estratégia de empresas médias e grandes).
Gamasutra - Features - iLang Syne: A Guide To iPhone Game Development In 2009
[In this in-depth Gamasutra feature, veteran developer Alessi looks at the state of the iPhone/iPod Touch game market in 2009, mapping out the pitfalls, engine choices and opportunities of developing for Apple's hit device.]
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