April 27, 2012 | No Comments
April 2012 – IGDA Perspectives Newsletter – Table of Contents – Animation Hello! Welcome to the April issue of the IGDA Perspectives Newsletter. Interactive Ray Tracing and Its Place in Games and Animation, Joe Ferfecki IGDA @ GDC 2012, Stephen Dinehart How to Get Your Audience to Fall in Love With a Cartoon, Mary Kurek IndieSpective: Getting Animated, [...]
April 27, 2012 | No Comments
When I was first beginning to learn about computer graphics, I was taught the following: “Rasterization is fast but can’t easily support complex visual effects. Ray tracing supports complex visual effects but is slow. Because of this, rasterization is used in games and interactive simulations, where frames are rendered in real-time, and ray tracing is [...]
April 27, 2012 | No Comments
Every year, about the end of February, game developers around the globe begin to slip into the dream that is the Game Developer’s Conference. Unlike any other conference in the world, the San Francisco GDC pulls in gamemakers from around the world to share, showcase and discuss the bleeding-edge issues in the interactive entertainment industry. [...]
April 27, 2012 | No Comments
In learning the art of storytelling by animation, I have discovered that language has an anatomy. — Walt Disney The grandfather of animation says that the idea for Mickey Mouse popped into his head on a train ride from Manhattan to Hollywood. This occurred at a particularly risky and uncertain point in Disney’s financial status. [...]
April 27, 2012 | No Comments
Animation is the magic that makes our games real. It would be difficult to imagine a game that didn’t use animation, though there have been some. Point-and-click adventures have been created that used little or no animation, and then, of course, there are entire games that have been based only on text. But most current [...]
April 27, 2012 | No Comments
The following article first appeared on the community blog, Game Design Aspect of the Month (http://gamedesignaspect.blogspot.com), also known as GDAM, under the topic of Indie Game Revelations. Each month, game designers and other industry professionals offer their views on a particular game design issue. GDAM is currently edited by Sande Chen, founding member of the [...]
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