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Gnome's Lair: Hey indie devs, here's how to contact the press!

Gnome's Lair: Hey indie devs, here's how to contact the press!

A presentation made for the Abertay Video Game Design Society, to introduce the game design technique of triangularity and conflicting objectives.

A presentation made for the Abertay Video Game Design Society, to introduce the game design technique of triangularity and conflicting objectives.

Jeffrey Friedl's Blog » An Analysis of Lightroom JPEG Export Quality Settings

Jeffrey Friedl's Blog » An Analysis of Lightroom JPEG Export Quality Settings

Creating a Game Art Document

Creating a Game Art Document

Game Dev #6: Blender Game Engine – Stalking Enemy AI : CG Masters

Game Dev #6: Blender Game Engine – Stalking Enemy AI : CG Masters

Early WoW Screenshots

The most awesome images on the Internet

Early WoW Screenshots

OpenGameArt.org

OpenGameArt.org

AgentCubes: Creativity 3D

AgentCubes: Creativity 3D

Gamasutra - Constructing Artificial Emotions: A Design Experiment

Gamasutra - Constructing Artificial Emotions: A Design Experiment

Creating and Using Normalmaps -- This is a sweet tutorial specifically for normal maps. For those who aren't familiar, normal maps are a way to give fake detail and depth to an object. For example, a flat plane could look almost exactly like a brick wall with all of the bumps and ridges that respond to light in real time (meaning that the surface is affected by a changing light source). It's cool!

Creating and Using Normalmaps -- This is a sweet tutorial specifically for normal maps. For those who aren't familiar, normal maps are a way to give fake detail and depth to an object. For example, a flat plane could look almost exactly like a brick wall with all of the bumps and ridges that respond to light in real time (meaning that the surface is affected by a changing light source). It's cool!

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