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Massive Entertainment - A Ubisoft Studio is the studio behind classic games like The Division, The Division 2 and World in Conflict, and that's currently working on Avatar: Frontiers of Pandora and the Star Wars Project. In Behind Massive Screens, we dive deeper into games development, the gaming industry and the people behind the games.
 
Game Dev Podcast hosted by Team RisingHigh, a 13 Time Apple Featured Indie Game Studio. Kevin & Jilly discuss everything game development and game making topics. Covering all aspects of creating, designing and marketing mobile and indie games. Actionable, practical Game Dev info squirted up your ears every week, you just bring the biscuits.
 
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Game Development Podcast

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Game Development Podcast

Auxano Global Services

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Auxano Global Services is a technology-driven, smart web, internet marketing, mobile game development, and mobile app development company, working to build a comprehensive list of successful entrepreneurs and have served the needs of many clients and fortune 500 firms. Renowned for transforming our clients' digital fantasies into reality, we mark our presence in more than 100 countries worldwide, and the quality and brilliancy of our work are unmatched in delivering world-class services to a ...
 
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An update on my progress as I work to complete and release the playable demo version of my idle game built with Unity for multiple platforms. I had some not-so-fun times this week trying to understand why iOS and iPadOS are acting so strange in my game compared to all other platforms (including Mac). Also, I finally got a splash page up for the gam…
 
How do you become a playtester for video games and how does a playtest work? And what are the User Researchers, that are running the tests, looking for? In this episode of Behind Massive Screens, we meet User Researcher Hanna Rosvall, who will give us a look behind the scenes.What tools do User Researchers use, how does a games lab look, and what’s…
 
Every tool is the right tool for someone. Maybe not you, but let's change how we present our choices and opinions in the developer community, so we do not put off those new to the community. Infighting on tools and hard-nosed opinions is not the way to go. Some thoughts on this episode. Video Vlog Follow the Vlog on YouTube, plus more content ★ Sup…
 
In this episode, I explain why just getting the latest version of a tool, framework, or library is not always a good plan. This always risks introducing problems you now have to deal with, which is not something you want when preparing to ship. Prefer YouTube? OK, I have a video for this https://youtu.be/8Sww1wARboQ ★ Support this podcast ★…
 
I want to talk about the last 10% of a project timeline. When you're developing things, building things, whatever they may be, the last 10% is always the most challenging part. You want to get it released, and you start to rush without noticing. That is the time to slow down and check every dark corner of the project. Some advice and tips in this e…
 
This week, some pain and some pleasure with my game-building in Unity. Ever had that experience of "It worked yesterday and last week. Why does it not work now"? Yep, one of those weeks. Listen on for details and solutions. Reachout to me at peterwitham.com ★ Support this podcast ★โดย Peter Witham
 
Ever wondered how to start working on artificial intelligence in a video game and how the AI in The Division was put together? What do you need to keep in mind when creating AI for an NPC? And how do you get started in modding games and what can you create using the tools available?In this episode of Behind Massive Screens, Associate Game Director …
 
As mentioned in this episode My development blog Video showing Unity Device Simulator Install Safe Area Helper Say thanks and support this Podcast Buy me a Coffee ★ Support this podcast ★โดย Peter Witham
 
Chapter List (00:00) - Introduction (00:40) - This years goals (01:36) - 1 (04:31) - 2 (06:27) - 3 (07:08) - Game development update (14:36) - Twitter (14:47) - Buy me a Coffee ★ Support this podcast ★โดย Peter Witham
 
In this special episode of Behind Massive Screens, we meet Thomas Parrott, author of Compromised, the latest The Division novel! Learn about how Thomas immerses himself in the worlds he writes about, the research he does, what inspires him and how he has worked with the team at Massive on both Compromised and the previous book in the series, Recrui…
 
As I reach the end of the year, I always look back and see how well I did with my personal goals and choices. I think this was a good year in my software development journey. But I'm not spoiling the episode!โดย Peter Witham
 
Join Petter and Dóri as they meet Keltic Vermeersch, Environment Artist at Massive Entertainment, to find out how environments in video games are created - from "simple" hallways to sprawling open worlds. They also learn brand new creative uses for lamps. Yes, lamps.โดย Massive Entertainment - A Ubisoft Studio
 
Some of us like it, and some of us dread it. But at the end of it all, we have to promote ourselves, and I'm going to tell you why it's a good thing and some ideas on how to do it without being aggressive.โดย Peter Witham
 
In this episode, I share some experiences using collaboration in public to improve the way I work with folks, learn new things, and create a fun game along the way.โดย Peter Witham
 
Welcome to the Behind Massive Screens podcast! But what is it? Let Petter and Dori explain it to you, and then join us as we dig deeper into the games industry, find out more about the people behind some of your favorite games, and learn about what life is like in the gaming industry.โดย Massive Entertainment - A Ubisoft Studio
 
If you keep doing the same thing for too long, you go in circles and do not improve. This applies not only to your skills but work. In this episode, some suggestions to beat it.โดย Peter Witham
 
In this episode of Behind Massive Screens, Petter and Dori sit down with Lead Game Designer Lau Korsgaard to talk about experimental game design, indie development versus AAA, what uses a regular controller can have beyond the norm, and how games without rules can encourage social interaction.From being a part of an indie development collective to …
 
Do you know what those fancy tools are doing and how? You should, because sometimes you might not have them and need to get work done. Some thoughts in this episode.โดย Peter Witham
 
Join Petter and new co-host Dori as they sit down with Palle Hoffstein, Art Producer for The Division 2, and dive into his job and his long history in the games industry. What does an Art Producer do and how do they work with the artists? What was it like to work in the industry back in the 90s? How did you develop a fully fledged FPS with only 20 …
 
We sat down with Chella Ramanan, Narrative Designer at Massive Entertainment, to dig into the complicated subject of storytelling in video games – in everything from smaller indie projects to giant AAA games.Chella has had a long career, spanning over disciplines like literature, games journalism and indie games, before coming to Massive. How did a…
 
We all love to try new things, those you see all over the tech news and discussions. But exercise caution when doing so. They might make life far more complicated than it needs to be regarding shipping. Some thoughts and suggestions in this episode.โดย Peter Witham
 
You can find a full blog post here Like what you hear? Why not say thanks with a review and rating? Or Buy me a coffee. I'd genuinely appreciate it. ★ Support this podcast ★โดย Peter Witham
 
Here are some tips on keeping production stable, development moving forward, and exploring these new cutting-edge tools without encountering nightmares that must be solved immediately. Leave your thoughts over at the blog post on PeterWitham.com. Say thanks for this podcast - buy me a coffee ★ Support this podcast ★…
 
In this episode of Behind Massive Screens, Petter meets Concept Artists Topi Pajunen and Marie Isacsson to talk about their job, concept art’s role in game development, and how art can inspire the development teams and communicate ideas. We also gain insights into how fashion can help design characters, the limitations and freedoms artists have, ho…
 
Generating random events can keep a game fresh and full of surprises, but it can also ruin it for the player if the balance feels wrong and turns them away from playing. I go over how I'm trying to solve this problem in my new game using a simple random generator and testing the balance. Want to support this podcast? https://peterwitham.com/bmc ★ S…
 
There is a video version of this Podcast with many other episodes available at https://youtu.be/rflUNXGFovM Unity Asset Store Links FlowCanvas Editor Console Pro Rainbow Folders 2 Rainbow Hierarchy 2 ★ Support this podcast ★โดย Peter Witham
 
I am familiar with the way it works and have been using it for most of my game development explorations over the years. I can write C# with the help of Rider by JetBrains. I use a package called FlowCanvas to help me develop the game code visually with rapid prototyping. I can run the game right there in the Unity tool without having to compile and…
 
- Web Development - JetBrains Suite - Web Storm - Nova by Panic - Visual Studio Code - GatsbyJS - Affinity Designer - Figma - MAMP Pro - Trello - Tower - App Development - JetBrains Suite - IntellijIdea and Web Storm - JetBrains Suite - AppCode - Xcode - DevCleaner - Figma - RocketSim - SwiftUI Companion - Trello - Tower - Game Development - JetBra…
 
What goes into adapting a huge AAA video game to other languages and markets than simply English? How do localizers and translators work on the text, but also on voices and UI? How do you work with voice casting and actors, dialects, language differences, and any potential translation mistakes?And how many people are involved in localizing a giant …
 
In this episode of Behind Massive Screens, Petter meets The Division 2’s Creative Director Yannick Banchereau to talk about his job, his background and the new content for The Division 2 that released last week.What does a Creative Director on a Live game such as The Division 2 do, what decisions do they make and how do they work with – and encoura…
 
Using blockchain solutions is the latest technology trend to hit the gaming industry. This form of ledger technology has been transforming how games are created and played, creating an environment that is reliable and transparent. In addition, this facilitates a secure gaming framework for players that use their own funds to purchase in-game assets…
 
In this episode of Behind Massive Screens, Technical Animator Rasmus Björk gives an insight into what technical animation is, how it works and its place in bringing characters to life in video games. How do you make sure that a human, or an orc, or even an animal move in a realistic way? How do you build a skeleton that animators can then use to wo…
 
Online games are becoming popular every day. They have an ever-growing user base and generate massive revenues annually. Among all games, Teen Patti has a specific place. Teen Patti games have become extensively popular in the past few years and most played games with numerous active users. The Teen Patti player base grew 800% in 2020. Since its ex…
 
The Unity development platform is a go-to choice for rapid development and offers developers tools to connect with users from anywhere. Unity 3D is one of the most popular game engines and development tools. It is widely utilized for creating a prototype and completing development. Thousands of businesses use the Unity platform to develop 3D games …
 
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