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红楼&游戏

一位红楼爱好者&游戏策划的blog

 
 
 

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我们身处在一个悲哀的国家, 我们同胞的血脉中流动着短视的劣根性, 我所从事的行业正处于黑暗的时代, 我没有热血,但一息尚存。

网易考拉推荐

几个常去地址和最近阅读的文章  

2007-02-08 14:41:56|  分类: 游戏开发 |  标签: |举报 |字号 订阅

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项目 网址
Sloperama.com http://www.sloperama.com/advice.html
So you wanna be a game designer http://www.gamespot.com/features/6129276/index.html?tag=boxcar_all_features
Gamasutra.com http://www.gamasutra.com/
Gamedev.net http://www.gamedev.net/
IGDA http://www.igda.org/
Postmortem: Wideload Games' Stubbs the Zombie http://gamasutra.com/features/20060811/seropian_01.shtml
XNA Team Blog http://blogs.msdn.com/xna/
Gamedevnews.com http://www.gamedevnews.com
Deer Hunter's Three-Month Development Cycle http://www.gamasutra.com/features/production/19990108/rapid_01.htm
Game Career Guide.com http://www.gamecareerguide.com/
What's Wrong with the Games Industry (And How to Make It Right) http://www.gamasutra.com/features/20061013/ford_01.shtml
Probability for Game Designers http://www.gamasutra.com/features/20061018/sigman_01.shtml
Topics on mapping http://wiki.beyondunreal.com/wiki/Topics_On_Mapping
Multiplayer Level Design In-Depth, Part 1: The Specific Constraints of Multiplayer Level Design http://www.gamasutra.com/features/20061026/luban_01.shtml
The Importance of Risk in Basic Game Design http://www.gamasutra.com/features/20060912/portnow_01.shtml
Multiplayer Level Design In-Depth, Part 2: The Rules of Map Design http://gamasutra.com/features/20061108/luban_01.shtml
Principles of Virtual Sensation http://www.steveswink.com/principles-of-virtual-sensation/
Multiplayer Level Design In-Depth, Part 3: Technical Constraints and Accessibility http://www.gamasutra.com/features/20061122/luban_01.shtml
The Pros and Cons of Licensing http://www.gamasutra.com/features/20061205/nixon_01.shtml
Rethinking Carrots: A New Method For Measuring What Players Find Most Rewarding and Motivating About Your Game http://www.gamasutra.com/features/20070116/rigby_01.shtml
Statistically Speaking, It's Probably a Good Game, Part 2: Statistics for Game Designers http://www.gamasutra.com/features/20070124/sigman_01.shtml
Rock Paper Scissors - A Method for Competitive Game Play Design http://www.gamasutra.com/features/20070123/chelaru_01.shtml
Weapons Sound Effects Recording and Design for the Next Generation http://www.gamasutra.com/features/20070104/maynes_01.shtml
Gameplay Design Fundamentals: Gameplay Progression http://www.gamasutra.com/features/20061128/lopez_01.shtml
So You Want To Be A Game Programmer? http://www.gamasutra.com/features/20060407/mencher_01.shtml
Procedural Content Generation http://www.gamecareerguide.com/features/336/procedural_content_.php?page=1
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