February 2006
Game/AI: AI Planning for games and characters CFP
by bcpbcp (via)However though AI Planning has much to contribute to both these fields, particularly in producing more convincing Non-Player Characters and autonomous intelligent characters, few AI planning researchers have been involved in this work, and the technology, where applied at all, has often been used in a somewhat ad hoc way. In addition, games company use of AI planning has so far been limited - A*-based motion planning the main exception - with practitioners feeling that the technology is too computationally expensive or risky for integration into computer games.
Casual Game Design » Game design at Casuality Europe
by bcpbcp# Make it really hard.
# Have a dozen mediocre game modes instead of one good one.
# Make it a 600 MB download that requires two next generation video cards and 4GB RAM.
# Price your game at $35 or $3.50 and sell only from your myspace homepage.
# Use the right mouse button.
# Give it a terrible name or theme.
# Award low scores.
# Expect users to read.
# Make it challenging and cerebral.
# Ignore what everyone else says about your game.
November 2005
October 2005
Grand Text Auto » DAC05 Program
by bcpbcp"Digital Arts and Culture 2005, to be held this December in Copenhagen, looks to be a very stimulating event as usual. The list of papers is now online, including several scholars and artists you may be familiar with from discussions here at GTxA:"
Grand Text Auto » Live at the IndieGamesCon (day 1)
by bcpbcpGarageGames’ introduction:“It is now possible to quit your dayjob and support yourself making indie games”
1
(8 marks)