play2prevent.org
Our Team | play2PREVENT
http://www.play2prevent.org/about-us/our-team
News & Events. Awards & Accolades. Our team is comprised of a multidisciplinary group of individuals with expertise in HIV, health behavior, addiction, pediatrics, community-based participatory research, community psychology, education, clinical psychology, social psychology, and serious and commercial videogame design and development. Lynn E. Fiellin, MD. Kimberly Hieftje, PhD. Lindsay Duncan, PhD. Tyra Pendergrass, MEM. Deepa Camenga, MD. Cindy Crusto, PhD. E Jennifer Edelman, MD. Tamer Fakhouri, MD.
ludological.wordpress.com
AI Design | Ludological
https://ludological.wordpress.com/online-portfolio/spider-mine
Studying games and their design. The publisher decided to take this Edge of Reality project in a much less sci-fi direction, so my spider mine AI type was cut. Still, I always liked how the design of the spider mine required a change in strategy and how tension builds naturally as several spider mines close in on the player. Spider mines are small, mobile proximity mines that are deployed in groups and use a red light, green light strategy to advance on the player character. Basic Movement and Behavior.
ludological.wordpress.com
Online Portfolio | Ludological
https://ludological.wordpress.com/online-portfolio
Studying games and their design. Here are a few samples from the many design tasks that I’ve loved. Blog at WordPress.com.
neil.melville.ws
Neil Melville - Game Design and Art Links
http://www.neil.melville.ws/links
NEIL MELVILLE Web Site. Home : Main Menu. You are what you read. You can use this image - - - - - - - - - - -. To link to this site:. Here are some of Neil's favorite websites -. Or you can just. Up your own favorite website. Home of Strongbad and vacation spot of Homestar Runner. How many different interpretations are there for a single scene? Web comic from when web comics were new. Web comic from when I cared about webcomics about video games. Where does he find this stuff? New wackiness every week!
stephanebura.com
Emotion Engineering in Videogames
http://www.stephanebura.com/emotion
Emotion Engineering in Videogames. Toward a Scientific Approach to Understanding the Appeal of Videogames. This is a very exciting time to be a videogame designer. But it's still a big mess, a large toolbox where any designer can find the right tool to confirm exactly what he believes in. There are no universally accepted truths, only opinions about what makes a great game, whether or not videogames are an art form or whether there is an effective method to teach videogame design. Where is our redox law?
diaryofagraphicsprogrammer.blogspot.com
Diary of a Graphics Programmer: Light Pre-Pass Renderer
http://diaryofagraphicsprogrammer.blogspot.com/2008/03/light-pre-pass-renderer.html
Diary of a Graphics Programmer. Sunday, March 16, 2008. In June last year I had an idea for a new rendering design. I call it light pre-pass renderer. The idea is to fill up a Z buffer first and also store normals in a render target. This is like a G-Buffer with normals and Z values . so compared to a deferred renderer there is no diffuse color, specular color, material index or position data stored in this stage. The light properties are:. LightColor.r * N.L * Att. LightColor.g * N.L * Att. Normal.z...
en.wikipedia.org
Noah Falstein - Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Noah_Falstein
From Wikipedia, the free encyclopedia. Noah Falstein at Game Developers Conference. Is a game designer. Who has been in the video game. He was one of the first 10 employees at Lucasfilm Games (which became LucasArts. Entertainment), DreamWorks Interactive. Which became EALA), and The 3DO Company. He runs The Inspiracy and writes the "Better by Design" column for Game Developer. Magazine. He is currently employed by Google. A few of his credits include:. Project leader, co-designer ( Williams Electronics.
participant.dk
Participant
http://www.participant.dk/2003_10_01_fedberg_archive.html
Tuesday, October 07, 2003. Well, first things first I guess, having just finished my masters thesis on emotional experience and interactive entertainment of the near future (in 3-5 yrs). But now there is hopefully only going to be a couple of months between posts. The purpose of this site is to promote both the academic study of computergames, as well as myself, being a creative and visionary individual, looking for a job (while your here, check out my CV. Posted by Nikolaj @ 15:44. The Truth is out there.
participant.dk
Participant
http://www.participant.dk/2004_08_01_fedberg_archive.html
Sunday, August 29, 2004. This blog is put on hold for the time being. Follow my work at http:/ www.kommunikation.aau.dk/ansatte/nikolajh/. Posted by Nikolaj @ 08:09. The Truth is out there. Kids, youths, and computergames (in danish). Center for Evolutionary Psychology. Cognitive Sciences E-print Archive. Creativity on the Web.
dukenukem.typepad.com
Game Matters: The God Concept
http://dukenukem.typepad.com/game_matters/2003/12/the_god_concept.html
Design / Business / Marketing - An insider's view of the game industry. (www.GameMatters.com). Laquo; Starry-eyed delusions. The problem with games ». Monday, December 29, 2003. During lunch two weeks ago with a couple of local developers from GraphSim. We started talking about the greatness of older games - inevitable with 30-something gamers! And the mid-1980's game Rogue. The game that officially launched Apogee from a profitable hobby into a full-time business in 1990. In short, the God Concept means...