Aller, j'y vais moi aussi de ma petite liste de lien :)

Sur le gamedesign :
Je n'ai pas de mots et je dois créer <http://ptgptb.free.fr/costik/nowords.htm> Example Blank Design Document - Digital Worlds <http://digitalworlds.wetpaint.com/page/Example+Blank+Design+Document?t=anon> (ça c'est essentiel dès que les équipes sont un peu conséquente) A Theory of Fun for Game Design OFFICIAL WEBSITE <http://www.theoryoffun.com/> Gamasutra - Gameplay Fundamentals Revisited: Harnessed Pacing & Intensity <http://www.gamasutra.com/view/feature/3848/gameplay_fundamentals_revisited_.php> Gamasutra - Gameplay Fundamentals Revisited, Part 2: Building a Pacing Structure <http://www.gamasutra.com/view/feature/3863/gameplay_fundamentals_revisited_.php?page=1> Gamasutra - The Designer's Notebook: Bad Game Designer, No Twinkie! IX <http://www.gamasutra.com/view/feature/3812/the_designers_notebook_bad_game_.php> Three Hundred :: Three Hundred Mechanics <http://www.squidi.net/three/index.php> The Escapist : How to Become a Game Designer <http://www.escapistmagazine.com/articles/view/issues/issue_113/1385-How-to-Become-a-Game-Designer> Gamasutra - Features - Designing Games That Don't Suck <http://www.gamasutra.com/view/feature/4072/designing_games_that_dont_suck.php> 50 Books For Everyone In the Game Industry | Edge Online <http://www.edge-online.com/features/50-books-for-everyone-in-game-industry> Gamasutra: Lewis Pulsipher's Blog - Interaction in Games <http://www.gamasutra.com/blogs/LewisPulsipher/20091108/3505/Interaction_in_Games.php>

Sur la réalisation :
Gamasutra - Features - Small Developers: Minimizing Risks in Large Productions - Part II <http://www.gamasutra.com/view/feature/4195/small_developers_minimizing_risks_.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraFeatureArticles+%28Gamasutra+Feature+Articles%29&utm_content=Netvibes> GameDev.net -- A Verlet based approach for 2D game physics <http://www.gamedev.net/reference/programming/features/verletPhys/> Gamasutra - Features - Software Engineering: Best Practices for Game Development <http://www.gamasutra.com/view/feature/4102/software_engineering_best_.php> Three Hundred :: Three Hundred Mechanics <http://www.squidi.net/three/index.php> Gamasutra - Features - Planning For Fun In Game Programming - Part 1 <http://www.gamasutra.com/view/feature/4031/planning_for_fun_in_game_.php> Gamasutra - Features - 10 Game Design Process Pitfalls <http://www.gamasutra.com/view/feature/4017/10_game_design_process_pitfalls.php> Lost Garden: Improving Bug Triage with User Pain <http://lostgarden.com/2008/05/improving-bug-triage-with-user-pain.html> Gamasutra - Creating All Humans: A Data-Driven AI Framework for Open Game Worlds <http://www.gamasutra.com/view/feature/1862/creating_all_humans_a_datadriven_.php> PowerPoint Presentation - Putting the Fun in Functional <http://shufflebrain.com/etech06.htm> Gamasutra: Alistair Doulin's Blog - Fluent Game Design With Fluent Interfaces <http://www.gamasutra.com/blogs/AlistairDoulin/20100204/4319/Fluent_Game_Design_With_Fluent_Interfaces.php>

Peut être que certains article recouvrent les deux sujets, mais là ça fait une bonne liste pour commencer je pense :)

Cédric

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