Warren Spector Master Class
#1056 posted by
ericw on 2008/07/10 06:33:43
These are some great (and long.. over 2 hours each!) videos of Warren Spector interviewing a bunch of game industry people for a master class at U Texas.
info:
http://junctionpoint.wordpress.com/2008/03/03/master-class-videos/
mirror of videos:
http://www.ninjadodo.net/temp/spector/
I watched Hal Barwood, Richard Garriott, and Tim Willits which were all quite interesting. Willits kept calling Quake a "mess", and seemed to like Q2 more.
Into The Pixel 2008 Winners
#1057 posted by
DaZ on 2008/07/11 01:13:41
http://www.intothepixel.com/artwork/2008_contest_winners.asp
Some great artwork by game developers, very nice to look at!
Sneak peak of a possible theme in HL2 ep3 (could perhaps be seen as a spoiler).
Tim Willits Was Only Interesting Due To....
#1058 posted by
- on 2008/07/11 04:32:44
it showing how fucking retarded he really is.
Watch Seamus Blackley
#1059 posted by
Lunaran on 2008/07/12 06:24:52
It's awesome. He's awesome.
Which Shooters
#1061 posted by
bambuz on 2008/07/14 18:13:31
Have a sixties military laboratory environment?
http://history.nasa.gov/SP-4308/p111a.jpg
The Awesome
#1062 posted by
Spirit on 2008/07/14 18:35:40
No-One Lives Forever
I guess.
Parts Of Half-Life
#1063 posted by
HeadThump on 2008/07/14 20:50:40
seem a bit 60's techno retro. I only recall a few labs in No One Lives Forever (btw, it was awesome), a sub base in the second, a chemical lab in the first, but neither had much technical detail. Most of the places were groovy instead, like the club in West Berlin, the shag carpet and corkscrew stairs in one villain's hidden private quarters -- good stuff.
Welcome To Mike Tyson's House Of Gaudy Excess
#1065 posted by
Lunaran on 2008/07/20 18:41:22
#1068 posted by
Zwiffle on 2008/07/22 00:30:55
Neat. I love the idea of procedurally created things, because they can come up with content you may never have thought of or just provide a feeling of 'randomness' within limits. I'm a big fan of controlled chaos, and procedurally generated stuff fits in so snuggly with that.
Cool find.
Cool....
#1069 posted by
metlslime on 2008/07/22 01:27:09
i've wanted to make a game with proceduraly generated worlds for a while. Partly because it's a cool artistic/programming blend, and partly because 1-man teams can't rely on lots of content creation.
Furthermore...
#1070 posted by
inertia on 2008/07/22 02:12:57
As game worlds require increasingly more content, teams using procedural generation can (arguably) always be smaller than teams that do everything "b hand" as it were.
I'm curious, where is the boundary between procedural generation and just really good tools?
Inertia:
#1072 posted by
metlslime on 2008/07/22 02:58:42
that's what i was going to say -- the ideal tools from an efficiency standpoint are probably using some procedural generation layered on top of designed content.
Looking Back On The Futuristic Technology Of Tomorrow At Kennedy Space
#1073 posted by
megaman on 2008/07/22 14:29:04
Nice Weather Over Here Today. Some Interesting Buildings:
#1074 posted by
RickyT33 on 2008/07/25 16:53:49
Lovin' Those Greebles
#1076 posted by
RickyT33 on 2008/07/27 14:36:51
We need more Greebles!!!
Note to self: Put lots of greebles in next map! Like the "superpipes" tex from Doom3!