Skip navigation
Help

recorder.sayforward.com

Hey! You're looking at the front page of recorder.sayforward.com which is a temporary storage place for articles I didn't read/evaluate yet. I also use this platform to prepare new content to post sayforward.com where audio/video/image material is hosted completely on my server. On the recorder instead, media is loaded from external sources, so don't get mad if some of them don't work anymore.

Please note that the content posted here is explicitly intended to help me remember certain things, i.e. it is not intended to entertain you in any way (although you certainly will find stuff that fulfills this criteria).

Now: Happy Browsing!

Isaac Asimov on creativity (1959):

In 1959, Isaac Asimov penned an essay about the nature of creativity that was never published until it was recently discovered in a file by an old friend. Read the rest via Boing Boing

0
Your rating: None

F1 racing winners and age:

F1 racing winners and age

So here’s a sport I don’t see or hear much about. F1 racing, which requires a different sort of strength …

Tags: , ,

via FlowingData

0
Your rating: None

A Defense of Randomness in Competitive Games - by Brian Rockwell:

Competitive play in all mediums engages players and spectators, but digital games are uniquely positioned to take advantage of randomness in a way with which physical games would be ill-equipped to replicate. via Gamasutra.com - All Blogs

0
Your rating: None

League of Legends - The Potential of A/B Testing - by Eduardo Cabrera:

The purpose of this entry is to focus on the properties of A/B testing and how it can impact the game League of Legends by Riot Games and the eSports scene. First we must define A/B Testing; it’s a method used to test two or more features simultaneously. via Gamasutra.com - All Blogs

0
Your rating: None

Why Players Can't Stop Playing Destiny - by Cary Chichester:

Looking at some of the reasons players have for wanting to quit Destiny and why they are still hooked. via Gamasutra.com - All Blogs

0
Your rating: None

The Power of Audience Development for Indies - by Joel Dreskin:

While PR, advertising, channel promotions and other vehicles can perform well for games marketing – with audience and community development, YOU can control and manage communications through the programs you build in these areas. via Gamasutra.com - All Blogs

0
Your rating: None

Optimizing Darknet - by E McNeill:

60fps, 1440p, stereoscopic 3D, on a cell phone. Good luck! via Gamasutra.com - All Blogs

0
Your rating: None

Cheaty Tennis For More Than Two: Tennnes:

A very cool and exciting thing happened in indie games in 2011. Unfortunately for most, it was largely confined to far-away events, people’s friend’s houses, pubs, bars, and other dark rooms. Oh, but what wonderful games the local multiplayer minimalist sports game craze brought! Hokra, Tennnes, and others inspired by these that I saw in […] via Rock, Paper, Shotgun

0
Your rating: None

Inside Out, Round And Round: InnerSpace:

I love exploring walking simulators, but I often yearn for movement systems more interesting than placing one foot in front of the other. InnerSpace‘s “exploration-heavy flying” might satisfy. It’s set inside an inverted planet, where gravity causes objects to fall away from its center and you’re consequently surrounded by a bubble of water. Watch the […] via Rock, Paper, Shotgun

0
Your rating: None

Game Categorization: Randomness - by Jesse Karoubas:

Randomness is a major part of many games, whether board games, computer/video games, or many others. In my studies, I have distilled four general categories for randomness found in games, illustrated using dice, cards, rock-paper-sissors, and tic-tac-toe. via Gamasutra.com - All Blogs

0
Your rating: None

Indie Game Analytics 101 (part 1 – five terms) - by Dylan Jones:

A starting point for analytics every indie should know, not just to pay the bills but also to check that players are seeing your true creative vision. via Gamasutra.com - All Blogs

0
Your rating: None

The Role of Luck: Why RNG isn't the answer - by Elyot Grant:

Hearthstone’s design team told us we’d be crazy to make a game without luck. But here’s the secret to why games without luck are actually more addictive, and players are far better off without it (contrary to what most AAA studios would have you believe). via Gamasutra.com - All Blogs

0
Your rating: None

Scripting In The Stars: Limit Theory:

I’d almost entirely forgotten about ultra-pretty, hyper-ambitious procedural space-sim Limit Theory until the ghost of Craig Pearson came to me in a dream. In the spirit of Halloween he informed me there was a neeeeew viiiideeeeeoooo before disappearing in a puff of saltires. Thanks Craig. In one of his largest updates yet, solo dev Josh […] via Rock, Paper, Shotgun

0
Your rating: None

Stories in Games – The Little Things - by Adrian Bauer:

In this article I want to take a brief look at how stories in games can be used effectively through gameplay to flesh out important details that give more weight to the larger much simpler goal of the overall game. via Gamasutra.com - All Blogs

0
Your rating: None

Wizardly: Magic 2015 Reworking Microtransactions:

Oh, what a rare and wonderful day when Wizards of the Coast admit their pricing is wonky! Well, perhaps they haven’t admitted Magic 2015 – Duels of the Planeswalkers was a bit of a mess in as many words, but they’re changing it all the same. 2015 brought to DotP the long-awaited ability to truly […] via Rock, Paper, Shotgun

0
Your rating: None

Google releases set of beautiful, freely usable icons:


They’re licensed CC-BY-SA and designed for use in mobile apps and other interactive stuff — there’s 750 in all! It’s part of Google’s Material Design project.
Read the rest

via Boing Boing

0
Your rating: None

Linked Small Multiples:

Linked Small Multiples

Small multiples are great, and the right interactions can make them even better. A primer and a how-to.

Tags: , , ,

via FlowingData

0
Your rating: None

Katsuya Terada Art Books – The Big List:

Katsuya Terada Art Books - The Big List

The post Katsuya Terada Art Books – The Big List appeared first on Halcyon Realms - Art Book Reviews - Anime, Manga, Film, Photography.

via Halcyon Realms - Art Book Reviews - Anime, Manga, Film, Photography

0
Your rating: None

‘The Tale of Princess Kaguya’ U.S. Trailer: Studio Ghibli Spins a Gorgeous Fairy Tale:

Studio Ghibli is back this year with another gorgeous feature. Based on the classic Japanese folk tale The Tale of the Bamboo Cutter, The Tale of the Princess Kaguya spins a fantastical story about an older couple who find a tiny child inside a special bamboo stalk. She grows into a famous beauty, attracting all […]

The post ‘The Tale of Princess Kaguya’ U.S. Trailer: Studio Ghibli Spins a Gorgeous Fairy Tale appeared first on /Film.

via /Film

0
Your rating: None

Watch a Video Essay Exploring the Directorial Technique of David Fincher:

Things that are absent can be just as important as what is present. When talking about directors, the classic approach is to focus on the “positive space,” to appropriate a concept. What does the director do? They use handheld or dolly shots in a certain way; maybe they have a consistent approach to blocking two-shots […]

The post Watch a Video Essay Exploring the Directorial Technique of David Fincher appeared first on /Film.

via /Film

0
Your rating: None

The Game Election - What makes me buy one game over another - by Aaron Stathi:

It will be awhile before another Election occurs in Australia and while working on design documentation I have been thinking about exercising the right to vote and drawing analogies between elections, voting and why we buy particular games. via Gamasutra.com - All Blogs

0
Your rating: None

Procedural Generation: By Molecule or Mythology - by Tanya X Short:

A designer describes her studio’s methods for choosing the level of detail of their procedural generation algorithms. via Gamasutra.com - All Blogs

0
Your rating: None

The formal systems of games - by Lennart Nacke:

In the second week of my Basic Introduction to Game Design course, I talk about games as systems, their formal structure and the elements that make games into games. via Gamasutra.com - All Blogs

0
Your rating: None

Procedural Generation Jam Is Worth Watching On Nov 8th:

I wouldn’t normally post about something like this so early, but it’s cool. If you judge game jams on their potential to create interesting works, then the Procedural Generation Jam wins by hoping to ride the wave of interest in “making stuff that makes other stuff” towards a slew of fascinating games, tools and toys. […] via Rock, Paper, Shotgun

0
Your rating: None

Abstraction Layers for VR Interfaces - by Richard Marzo:

Some suggestions for VR developers via Gamasutra.com - All Blogs

0
Your rating: None

Understanding "Games as a Service" for Game Development - by Ulyana Chernyak:

Post release support and content is the big trend in the game industry these days and the pros and cons are important to understand for developers moving to this model. via Gamasutra.com - All Blogs

0
Your rating: None

Designing for VR - by Itzhak Wolkowicz:

I’ve interviewed Elad Drory, a producer and game designer at Side-Kick games who has been working on VR games, including ‘Romans 360’ for Samsung’s Gear-VR - Elad shared his tips and views on designing games for Virtual Reality experiences. via Gamasutra.com - All Blogs

0
Your rating: None

5 Ways to Aggressively Defend a Patent Lawsuit - by Eric Buresh:

Often out of the blue, video game companies find themselves the target of so-called patent trolls. If you find yourself on the receiving end, you must immediately mount a defense. Here are five key steps to an effective offensive plan. via Gamasutra.com - All Blogs

0
Your rating: None

How to design for thumbs in the Era of Huge Screens - by Scott Hurff:

Mobile screen sizes are becoming bigger, and that means that learning how to design for thumbs is now more important than ever. via Gamasutra.com - All Blogs

0
Your rating: None

Mobile UI and Game Design: Screens vs. Flows - by Joseph Kim:

A recommended method for mobile game design that focuses on detailing entire series of user flows rather than specific screens. Many PC/console game designers often fail here by focusing on key screens and thereby eventually requiring redesign. via Gamasutra.com - All Blogs

0
Your rating: None

X-Comparisons Inevitable: Falling Skies:

Are there any fans of Falling Skies out there? I have vague memories of a trailer for the first season but it left about as much of an impression as a gnat on a trampoline. As the end times approach for the sci-fi show about the end times that follow an alien invasion, some enterprising […] via Rock, Paper, Shotgun

0
Your rating: None

Dynamic user interfaces, Adapting to changing situations in games to increase player performance - by Bjorn Buchner:

In order to create higher quality user interfaces they need to be able to adapt to changing situations within games. In order to do this context is categorised and problems are overcome. via Gamasutra.com - All Blogs

0
Your rating: None

P.T (Silent Hills teaser) game analysis - by Viktor Eisenmann:

P.T “demo-game-teaser” was introduced in August 12th during the 2014 Gamescom Edition and shocked everyone with it graphics and horror ambience. In this blog post we will analysis the factors that create this fantastic and horrifying experience. via Gamasutra.com - All Blogs

0
Your rating: None

A CS:GO Level Design concept : the pathways - by Enzo Menegazzi:

An article about a map design concept in Counter Strike: Global Offensive. I thought about those pathways and wanted to share my reflexion. via Gamasutra.com - All Blogs

0
Your rating: None

We have a winner! - Luck based monetization in f2p mobile games. - by Tim Rachor:

This article describes some best practises on how to design a luck-based monetization mechanic in free-to-play mobile games. via Gamasutra.com - All Blogs

0
Your rating: None

Things every trailer should do - by Lena LeRay:

I write for Gamasutra’s sister site IndieGames.com and one thing I write is weekly trailer roundups. A game doesn’t need good graphics to have a good trailer, but there are some things every trailer should do. via Gamasutra.com - All Blogs

0
Your rating: None

Hidden Narrative in Games and Literature - by Daniel Shumway:

I posit that there is a story genre that falls under the heading of “hidden narrative”, and that those stories share a common theme. via Gamasutra.com - All Blogs

0
Your rating: None

Randomness and Game Design - by Keith Burgun:

While there will always be a place for randomness of all sorts in some kinds of interactive systems, I believe the current assumptions with regard to randomness in games are largely wrong. via Gamasutra.com - All Blogs

0
Your rating: None

Game Analytics 101 Part 1: Should I deal with this? How do I start? - by Dmitri Williams:

This post is part one of a five-part series on analytics in the gaming industry:
Part 1: Should I deal with this? How do I start?
Part 2: Basic Definitions
Part 3: Understanding Social in Games
Part 4: Cohort Analysis and Segmentation
Part 5: Predict via Gamasutra.com - All Blogs

0
Your rating: None

How to name a video game in 5 steps - by Elyot Grant:

What’s in a name? This is an exposition of how and why indie video game studio Lunarch Studios came up with the name “Prismata,” from trademark rigamarole to sound symbolism. via Gamasutra.com - All Blogs

0
Your rating: None

Emotional Parameters - by Rob Bridgett:

Game sound in both middleware and proprietary engines is controlled and connected to the game by parameters, switches and states. Do parameters hold the key to how deeply integrated into the game your sound really is? via Gamasutra.com - All Blogs

0
Your rating: None

What Indie Game Developers Can Learn From Jordan Mechner's Book "The Making Of Karateka" - by Steve Fulton:

While the story is more than 30 years old, the parallels in The Making Of Karateka to developing indie games today are uncanny. For me, reading it was an experience of universal truth, validation, and exhilaration at the unfolding development story. via Gamasutra.com - All Blogs

0
Your rating: None
Syndicate content