Sunday, 27 March 2011
GTA design document made public
King's Quest series reboot?
I have to say I am really excited by this news. Not sure if King's Quest can work without Roberta Williams and to be honest something like the Space Quest series would have worked better for a company like Telltale but since King's Quest 2 was the first adventure game I ever played (many, many years ago now!) this still sounds particularly intriguing...
Friday, 25 March 2011
Fundamentals of Computer and Video Games Development short course at Bournemouth University
On this short course you will develop an in-depth knowledge of contemporary game development. Via a set of intensive lecture and tutorial sessions you will comprehensively cover the basics of the three main aspects of modern video game creation; 3D modelling and animation, level design and engine programming.
You will be taught in state-of-the-art, dedicated games development laboratory facilities at Bournemouth University’s Talbot Campus, using industry-standard software such as Autodesk’s 3D Studio Max (used to create content for games such as the Assasin’s Creed series), Epic’s UnrealEd (used in games such as the Gears Of War series and Batman Arkham Asylum) and Unity (a very popular up-and-coming multiplatform indie engine capable of producing browser-based 3D games.
Thursday, 24 March 2011
Centre for Digital Entertainment conference
New PhD studentship advertised at Bournemouth University
Sunday, 20 March 2011
Kinect used by surgeons
This apparently saves up quite a significant amount of time with the original process now replaced by using hand gestures to call up, rotate and zoom in on images. The process has already been used on 6 procedures so far with the hospital hoping to use it in other areas as well (such as physiotherapy).
Dare To Be Digital documentary on C4
Crunchtime begins on Sunday March 27 at 7.25am, I'll definitely be watching this with great interest, as should everybody else in games dev education (whether they are a student or a teacher).
Skullgirls, another cartoon-shaded beat 'em up
Saturday, 19 March 2011
UDK-type product in preparation from Crytek
Sunday, 13 March 2011
City Kit, the new kid on the block in automated virtual city generation apps
Saturday, 12 March 2011
Argon, the mobile AR web browser
Argon operates by taking video from the phone's camera and then rendering content on top of it. The prototype/initial release operates by taking any content from the Apple iPhone's mobile Safari web browser and "pushing it" out on virtual billboards. More interestingly, the creators of Argon promise 3D content support in soon-to-come releases. Other platforms, like Android, are also to be supported in the future.
Monday, 7 March 2011
Member of the International Program Committee for ICADIWT 2011
This conference (ICADIWT 2011) will include presentations of contributed papers and state-of-the-art lectures by invited keynote speakers and is set to take place at Stevens Point, Wisconsin, USA between the 4th and the 6th of August (for more info please check here).
AR hotel reviews on the iPad
You can find the application here.
Sunday, 6 March 2011
Valve is a strong supporter of biometrics in games
Ambinder, currently holding the (particularly ungame-like!) role of experimental psychologist at Valve focuses, as revealed from the above statement on, for example, how players feel while in a heated battle or when encountering a tough puzzle. A number of technologies have been examined for this so far such as heart-rate measurement devices, eye-trackers, brain-wave activity monitoring interfaces and others.
Interestingly, Adminder dismisses (for now) BCIs (brainwave interfaces) as the brain is too noisy to read with current inexpensive devices. Instead, in an experiment using the Left 4 Dead game (discussed during the GDC talk) Valve measured electrical resistance of the player’s skin. This was in order to get an impression of their interest and emotional investment in the game. The data from this was used to increase the challenge of the game during lull of activity, thus producing adaptive manipulation of the games difficulty.
The subsequent survey demonstrates that when the biometrics adaptive mode was in play the subjects found the game significantly more fun. It'll be great to see where Valve can take this and also very impressive to see a company that could be churning out another installment of Half-Life instead investing some of its resources to more visionary research like this.