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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