Один человек, искавший легкого заработка, решил отправиться в страну одноглазых, поймать одноглазого человека и показывать того за деньги, рассчитывая, что каждый зритель будет платить ему по медной монете. Он нашел нашел страну одноноглазых, но сам стал зрелищем для одноглазых, поймавших его и показывавших за деньги двуглазое (японская сказка)
When approaching any obstacle, it’s often useful to be able to remove yourself from the situation and imagine it happening from a third person perspective.
Picture someone else in your situation and look at as if you were just a “fly on the wall.” How should that person act in this hypothetical situation? What advice would you give that person?
“Objectivity means removing ‘you’ – the subjective part – from the equation. Just think, what happens when we give others advice? Their problems are crystal clear to us, the solutions obvious. Sometimes that’s present when we deal with our own obstacles is always missing when we hear other people’s problems: the baggage. With other people we can be objective.
This new perspective can often yield insights that are hard to find if we can only see our problems through our own eyes.
Picture someone else in your situation and look at as if you were just a “fly on the wall.” How should that person act in this hypothetical situation? What advice would you give that person?
“Objectivity means removing ‘you’ – the subjective part – from the equation. Just think, what happens when we give others advice? Their problems are crystal clear to us, the solutions obvious. Sometimes that’s present when we deal with our own obstacles is always missing when we hear other people’s problems: the baggage. With other people we can be objective.
This new perspective can often yield insights that are hard to find if we can only see our problems through our own eyes.
Не загружайте людей математикой. Вместо конкретных дат и времени, используйте простые фразы типа: "20 лет спустя" или "за 2 часа до взрыва».
«Снятый с производства продукт не портит репутацию команды»
Настоящая цель пре-продакшна — не защитить вашу игру от провала, а наоборот — сделать всё возможное, чтобы её убить. Как команда, вы должны выявить все риски и устранить самые высокие из них. Нужно смириться с тем, что вы можете убить игру на ранней стадии. Сделав это, вы сэкономите деньги, время и нервы всех задействованных членов команды. Прототип, который провалился — это ваша победа.
Настоящая цель пре-продакшна — не защитить вашу игру от провала, а наоборот — сделать всё возможное, чтобы её убить. Как команда, вы должны выявить все риски и устранить самые высокие из них. Нужно смириться с тем, что вы можете убить игру на ранней стадии. Сделав это, вы сэкономите деньги, время и нервы всех задействованных членов команды. Прототип, который провалился — это ваша победа.
темных очках, которые можно назвать ленноновскими, а можно лепсовскими — в зависимости от того, какой у вас сегодня дискурс
Things I learned from Hyper Light Drifter: hide your character's arms
One day while driving along Highway 50 in Nevada, photographer David Gardner spotted a giant cottonwood tree draped with what seemed to be hundreds of pairs of shoes. It was a strange sight to find in the middle of nowhere, so naturally he got out and started taking pictures, all the while wondering why anyone would feel compelled to do something like this.
“The only thing I could come up with was that it must have something to do with communication,” he says. “People were using these shoes to create this kind of conversation with each other. They didn’t know what they were talking about, but they were communicating.”
“The only thing I could come up with was that it must have something to do with communication,” he says. “People were using these shoes to create this kind of conversation with each other. They didn’t know what they were talking about, but they were communicating.”
Сравнение – это попытка быть другим, а не собой. Это нереальное напряжение, которое убивает творческий процесс.
Самый простой способ отличить травоядного зверя от хищника: у хищников глаза расположены на передней части морды, чтобы следить за жертвой во время погони. У травоядных – по обе стороны головы, чтобы вовремя заметить врага.
Выложили новую Аркану. В ней добавили кентавров в качестве игровой расы, а также переделали минотавров. У коняшек сказано, что на них можно кататься, но не сказано, что другие кентавры не могут этого делать.
- Idea
- Research
- Reference
- Floor plan
- Game play elements
- Geometry and Modeling
- Texturing
- Lighting
- FX, Sound and Final Touches
- Release Beta for testing
The schedule eliminates a lot of unnecessary behavior what is known as analysis by paralysis.
In my case it would include the search for perfect tutorial.
Watch enough videos, find the perfect textures, and find the perfect model to place in my scene. All without actually opening up the editor and just going along and doing these things.
Smithsonian Earth is a great resource. I’ve had the book for over 4 years now and I still look through it every time I have a shortage of ideas on what environment or terrain to do.
Restrictions and limitations are a good thing. If there were no limitations then nothing would get done. If I
didn’t set any deadlines, I might have procrastinated and found a way to work on something else.
- Research
- Reference
- Floor plan
- Game play elements
- Geometry and Modeling
- Texturing
- Lighting
- FX, Sound and Final Touches
- Release Beta for testing
The schedule eliminates a lot of unnecessary behavior what is known as analysis by paralysis.
In my case it would include the search for perfect tutorial.
Watch enough videos, find the perfect textures, and find the perfect model to place in my scene. All without actually opening up the editor and just going along and doing these things.
Smithsonian Earth is a great resource. I’ve had the book for over 4 years now and I still look through it every time I have a shortage of ideas on what environment or terrain to do.
Restrictions and limitations are a good thing. If there were no limitations then nothing would get done. If I
didn’t set any deadlines, I might have procrastinated and found a way to work on something else.
Despite the cost, Bithell says he cut corners with Volume. For example, the main character wears a mask. Right there you don't have to worry about facial animations or lip-syncing. The environments are abstract meaning the team can use fewer textures, and have an ex-PS1 artist design most of the levels. He calls this the "Kevin Smith approach."
"All he had to do for Clerks was throw in a single line to explain why the shutter was down, and he could film at night savings about a million on what a proper set would cost. Every choice we've made has been made to make the game we want to, and cut around the expensive stuff.
"All he had to do for Clerks was throw in a single line to explain why the shutter was down, and he could film at night savings about a million on what a proper set would cost. Every choice we've made has been made to make the game we want to, and cut around the expensive stuff.
Мой нынешний психотерапевт доктор В. утверждает, что признание в своей тревожности, напротив, снизит ощущение стыда и поможет не замыкаться в своих страданиях. Когда я сомневаюсь, стоит ли заявлять на весь мир о своих психических проблемах, доктор В. отвечает: «Вспомните, сколько лет вы держали свою тревожность в тайне. И как, помогло?»
Резонно. Кроме того, существует масса литературы, убедительно доказывающей (вопреки предостережениям Уилфреда Нортфилда и моей матери), что подавление и сокрытие тревоги ее только увеличивает.
Собственно, ответ на то, почему я не держу в тайне свою болезнь. Мне это помогает с анализом моих чувств, помогает справиться со стыдом и ненавистью к самой себе, да и я просто не люблю тайны. Годы интроверсии закончились, я стала очень открытым и искренним человеком, так что мне больше нечего стесняться.
Резонно. Кроме того, существует масса литературы, убедительно доказывающей (вопреки предостережениям Уилфреда Нортфилда и моей матери), что подавление и сокрытие тревоги ее только увеличивает.
Собственно, ответ на то, почему я не держу в тайне свою болезнь. Мне это помогает с анализом моих чувств, помогает справиться со стыдом и ненавистью к самой себе, да и я просто не люблю тайны. Годы интроверсии закончились, я стала очень открытым и искренним человеком, так что мне больше нечего стесняться.
It may be OK for professional artists to say "Unnoscriptd" but it is far more helpful to give people some hints, just in case they cannot see something as clearly as you can
Ramen has surpassed cigarettes as the top currency for prison inmates.
The moment that really stood out for me was when Alyx passes through the teleporter. You see her on the monitor: when she arrives, she gives Eli a little peck on the cheek. I’ve never seen that in a game... it just nails the relationship, and perfectly sets up the later jeopardy. I don’t think I’d ever seen such a kiss like that in a game before.
ML: That was when the scene really came to fruition. It wasn’t in the noscript. It was implicit in their relationship, but that visual language is not... like... I’ll do everything I can with the words, but I’m finding that we can actually cut lines because the acting and animation supports silence. That’s what I’m shooting for, to get stuff into the animators’ hands that lets them go even further. We know there’s affection between them, we build it up like scaffolding, but when you’re on top of that... A lot of the animation seems to be the extra one percent that tips it over. In that scene, the kiss seems really simple. Even to me, it came out of the meaning of the scene.
ML: That was when the scene really came to fruition. It wasn’t in the noscript. It was implicit in their relationship, but that visual language is not... like... I’ll do everything I can with the words, but I’m finding that we can actually cut lines because the acting and animation supports silence. That’s what I’m shooting for, to get stuff into the animators’ hands that lets them go even further. We know there’s affection between them, we build it up like scaffolding, but when you’re on top of that... A lot of the animation seems to be the extra one percent that tips it over. In that scene, the kiss seems really simple. Even to me, it came out of the meaning of the scene.
Согласно исследованию, писатели-перфекционисты проявляют себя хуже, чем неперфекционисты, потому что «они не разрешают никому заглянуть в черновики сочинений, тем самым лишая себя обратной связи, которая могла бы помочь развить писательские навыки»
I can tell you about the advice which saved my life.
It happened during my business trip to Mauritius. That was the first time that I was going to see Indian Ocean so I was very excited about the prospect. When we arrived, the very first thing I wanted to do was to put my swimming suit on and take a swim from the hotel beach. I did so. I swam a couple of hundred meters and decided to return. I started moving towards the hotel beach. But it did not work out. I tried different methods but each time waves drove me more and more away from the beach. “That might be a silly ending”, I thought. And that was the point when I recalled what my swimming instructor told me once about swimming in open waters. He said, “Never try to fight waters, by doing so you will get tired very quickly and spend your energy with zero result. Your task is to relax, to feel dynamics of the waves and move in line with them. Imagine you’re a part of it”. I guess it was only the 7th try when I managed to catch a wave and finally swam back to hotel.
His causal advice saved my life. I can’t know if it will save yours but you can never know.
Just remember: Swim parallel to the shore to escape a rip tide.
It happened during my business trip to Mauritius. That was the first time that I was going to see Indian Ocean so I was very excited about the prospect. When we arrived, the very first thing I wanted to do was to put my swimming suit on and take a swim from the hotel beach. I did so. I swam a couple of hundred meters and decided to return. I started moving towards the hotel beach. But it did not work out. I tried different methods but each time waves drove me more and more away from the beach. “That might be a silly ending”, I thought. And that was the point when I recalled what my swimming instructor told me once about swimming in open waters. He said, “Never try to fight waters, by doing so you will get tired very quickly and spend your energy with zero result. Your task is to relax, to feel dynamics of the waves and move in line with them. Imagine you’re a part of it”. I guess it was only the 7th try when I managed to catch a wave and finally swam back to hotel.
His causal advice saved my life. I can’t know if it will save yours but you can never know.
Just remember: Swim parallel to the shore to escape a rip tide.
In simple terms, it confuses the destination with the journey, and that’s a killer bodyblow to experiential game design.