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Game Component: Spaceship editor, part 3

 tháng 1 27, 2009     flash, ideas, project     No comments   


I've been trying out a few ideas with quick & dirty demos to see if
they're at all promising as part of a game. Two posts ago I talked
about a spaceship editor, where you could place the thrusters, and the
“AI” would learn how to pick thrusters that most closely matched your
desired motion. In the last post I spent some time describing how I
spent some time trying to figure out the characteristics of the ship,
how I learned more about the problem I needed to solve, and some of
the things I tried to find a “nice” solution to the math. I was really
happy with the things I had worked on. However…



The real questions I wanted to answer were:




  1. Is it actually fun to fly a ship with this physics model?



  2. Is it actually fun to design a ship? In other words, are there interesting designs and tradeoffs?



Somewhere during the process I realized that getting the “nice”
solution wasn't that important, and I had probably spent too much time
on it. (Reading this
article

reminds me that I get distracted too easily on fun problems and I have
trouble completing things.) I wasn't getting closer to answering the
important questions. Instead, I was having fun learning some math that
I had forgotten 15 years ago. Having fun learning math isn't bad; it's
just not the main goal.



My spaceship flying around


To answer the first question, I spent some time in various ships just
flying around. My conclusion was yes, it's fun to fly around in a
world by itself, but no, it doesn't seem like it'd be fun in an
actual game, where there are other things to do. And that's when it
hit me: all that time I spent thinking about the math might have been
a waste of time (except that it was a lot of fun to learn some math);
I should first make sure I can make the ships fun to fly.



I flew around a lot and thought about what bugged me. The main problem
was that inertia was fun at first but it seemed to get annoying
after a little while. For example, if I'm moving forwards with
W, and then I rotate left with A, I'm still
moving, but my jets are pointed at an angle. To stop moving you need
to use a combination of S and Q. Even worse,
since it's a keyboard instead of an analog controller, you can't hit
the right mix of the two to make yourself stop.



In addition, it wasn't clear to me whether the controls should set
acceleration, velocity, or target position. Acceleration was the most
natural thing, and that's what I started with. But that means when you
hit any key, you start out slow, then go faster and faster, until it's
out of control. That might be realistic but it's not much fun. I
switched it to setting velocity. But what velocity should I target? I
arbitrarily chose some multiple K of the acceleration, so that after K
time you'd reach that velocity.



I also needed to do more tuning. The mass, moment of inertia,
friction, and rotation/translation tradeoffs are set arbitrarily. I
had tried adjusting this but none of the parameters were quite right,
and every time I changed the physics it got worse, and I had to tune
to make it better again.



I tried to answer the second question (whether there are interesting
ship tradeoffs) by creating several ships. Based on that experience,
my answer is maybe. The ships I made are noticeably different but
I have a clear favorite. If there's only one best ship then the ship
editor's not going to be interesting. The problem is that the answer
to the second question depends on what I do with the physics.



So I decided to work on the physics first.



I tried tackling inertia directly, with some ideas from a friend:




  • Inertia in World Coordinates gives me realistic physics for
    flying ships. This is what I had started with, and this is
    what I was unhappy with. When you're going north, and turn
    left, you keep flying north. The inertia keeps moving you
    north, even if you face west.






  • Inertia in Ship Coordinates gives me something that behaves
    more like a vehicle on wheels. When you're going north, and
    turn left, you start going west. The inertia keeps moving you
    forwards, whatever direction that may be.






  • No Inertia would mean that you only move when thrusters are
    fired. This is the most extreme change but if inertia is really
    a problem then it's worth a try.






I also tried treating rotation differently from x and y, because
rotation seems to lead to some of the situations that make the ship
less fun to control.



My spaceship flying around


It was only after playing with the various options that I learned that
I do really want inertia in world coordinates. Sometimes I just have
to try something to help me learn something (also see href="http://paulbuchheit.blogspot.com/2009/01/communicating-with-code.html">this
blog post). Having no inertia, or inertia in ship coordinates,
just didn't feel fun to fly at all, and that's not what I would've
predicted. I had the right form of inertia; something else was wrong.



After all the testing, I realized I wanted inertia but not the full
effect. At low speeds, inertia is great, but at high speeds, inertia
is less fun. With inertia alone it takes as long to speed up as it
does to slow down again. It's okay if it takes a second or two to
reach a high speed. But when I let go of the keys I want the ship to
come to a stop pretty quickly. I added a force to slow the ship down.
I tried three approaches:




  • Constant force decreases velocity V by up to K. This can be
    interpreted as surface friction.






  • Linear force decreases velocity V by K*V. I don't know what
    this might correspond to in physics, but in the calculations it
    corresponds to “reducing” inertia.






  • Quadratic force decreases velocity V by KVV. This can be
    interpreted as air resistance.






All three of them helped. After trying and tuning the three I decided
that the linear force reduction was the most pleasant, but still not
ideal. With quadratic, the problem I ran into (which I might have
predicted if I were smarter) was that you can't increase your maximum
velocity much if you add thrusters. Instead, it was largely determined
by the air resistance. That would be fine if I were creating just one
ship, but for the ship editor to be interesting, I need the number and
power of the thrusters to actually matter! Constant friction left too
much of your motion determined by inertia at higher speeds. The
linear slowdown felt the best. I can't justify it if I were going for
realism, but I'm going for fun, not realism.



I think flying the ship can be made fun. The next question to tackle
is whether there are interesting tradeoffs in ship design.

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Game Component: Spaceship editor, part 2

 tháng 1 11, 2009     flash, ideas, project     No comments   


In the last post, I described a fun problem I wanted to play with, and
my initial attempt to solve it. I made several ships, figured out how
their thrusters worked, and built a simple system for flying. The
keys were W for forwards, S for backwards,
Q for slide left, E for slide right,
A for rotate left, and D for rotate right. Once
I flew them around and saw that it was fun, and ship design might be
interesting for the player, I wanted to understand better the
characteristics of the ships. So I did something that often helps me:
visualize the data.



In this diagram you can see the black dots are the possible outputs
for the first test ship, viewed from three different perspectives.
You can see that it's not completely random. There's a definite shape
there. The variety of shapes is what makes this problem
interesting. I plotted these for all of my test ships, and learned a
lot. For example, look at the lower left plot (with the A–D + W–S axes). From it we can learn that the ship flies forwards quickly (W) but backwards slowly (S). It can rotate left (A) and right (D) slowly. Going forwards makes it easier to rotate quickly; going backwards makes it harder.



Diagram of random output configurations


While flying the ship I noticed however that there was a second
problem I hadn't appreciated at first. When choosing outputs that are
“close” to the desired output, a difference of +3 to +4 is nowhere
near as significant as a difference of 0 to +0.1. When the player
wants zero movement, it's very important to keep it zero. If one key
is pressed down, then there should be one non-zero in the output; if
two keys are pressed then there should be two non-zeros. The most
common case for the random input/output pairs is to have no zeros, but
the most common case for the player is to be pressing just one key,
and thus needing two zeros!



I often work best when alternating between theory and practice.


Because my random input/output approach was fun but didn't handle the
one and two-keystroke cases well, I also looked a few different
analytical approaches to compute the reverse mapping directly. I
looked at the pseudo-inverse operation, which is like matrix
inverse but works with non-square matrices. However, it didn't look
like it would help me. I also looked at it as a linear programming
optimization problem
. That approach looked promising but the
Simplex algorithm was more than I wanted to implement.



None of the mathematical approaches I saw directly matched the problem
I was trying to solve. It's easy to add the constraint about zeros to
a linear programming problem but not to the matrix pseudo-inverse. It
might be made to work with the random input/output pairs, by adding
some weights to the output components, but the outputs generated from
random inputs almost never contained zeros, so I'm never going to get
exactly what I want.



One of my habits that seems to work well for me is to alternate
between working things out on paper and writing code. The ship
thruster physics, the input/output pairs, and the matrix math I first
worked on paper, then implemented it. So I went back to paper and pen
for this problem. Can I increase the number of outputs that contain
some zeros?



First I tried changing the way I picked random inputs, and favored 0
and 1 instead of evenly uniformly choosing any number between 0 and 1.
That didn't help much (but I later had an insight related to this
change, so maybe it was useful after all). I decided I needed to
attack the problem directly. The idea of interpolating between output
points was still in my head, and I used that here. If I picked two
points on opposite sides of a zero plane, I could find some
interpolation that was on the plane. I took pairs of the random
input/output pairs and solved for any zeros on the line
between them. This worked well! I now had a new set of points that
had one zero in the output. By applying the algorithm again, I could
find a set of outputs that had two zeros.



In this diagram you can see the black dots are the random outputs
projected down to the three planes, and also the white dots, which are
formed from finding the point in between two black dots that
intersects the plane. The space covered by white dots is more limited
than that for black dots. That's because there are some wild
movements that can't be controlled if you try to restrict one of the
outputs to zero.



Diagram of restricted output configurations


I had up to 1000 random input/output pairs. Solving the equations for
every zero plane and every pair that was on opposite sides of the
plane meant I needed to solve a matrix equation around 750,000 times.
It took a while but it was reasonable. Applying this again to get the
outputs with two zeros would've been too slow. And I wanted this to
be fast enough so that you could see the flight characteristics as you
were editing the spaceship.



Have you ever noticed that you often find something or think of
something only after you stop looking for it? I've noticed that this
happens for me when solving problems. I had gotten stuck with the
brute force technique and I needed something smarter, but I was
getting nowhere. So I stopped working on the problem. A few days
later, while playing a game, I had an insight that should have been
obvious from the start.



All the random inputs are thruster settings from 0.0 to 1.0. We're
taking matrix M and multiplying it by a vector T, which must be in a
fairly small space. If there are N dimensions, T is an N-dimensional
vector, and all its components are between 0.0 and 1.0. That means …
the space of all valid thruster configurations is a unit N-dimensional
hypercube.



A wise man once told me that it's sometimes easier to solve the
general case than the specific case. I had been trying to solve the
specific case, of a single input mapped to a single output. And then
I'm using computational power to handle lots of them. The general
case is to take the entire hypercube and transform it to the output,
and see what comes out.



What comes out is a polyhedron in 3 dimensions.



This insight seemed like it came out of nowhere, while I was playing a
game, killing orcs. But when I thought about it more, I think it
wasn't out of nowhere. If I were smarter I would've figured it out
from the very beginning, but some things I had thought touched on the
hypercube approach. One clue was that when I picked random numbers for
inputs, I found that it useful to bias towards 0.0 and 1.0. My
experiments were guiding me towards choosing the vertices of the
hypercube. Another clue was that in linear programming, you can think
of the valid space as a convex polyhedron in some higher dimensional space.
I had spent some time thinking about what the polyhedron represented
in my problem but I wasn't able to make the connection. A third clue
was that plotting the black and white dots made it look like there
were simple polygons involved.



For N thrusters the hypercube has 2N vertices. In this
diagram you can see the hypercube vertices, multiplied by the matrix,
do cover the space that the random points covered. As before, the
black dots are the random sample. The colored dots are the vertices
of the hypercube.



Diagram of hypercube vertices


Instead of picking lots of random points, I should pick these points.
And then I can take every pair of these and find the interpolation
that has a zero output. And then I can take every pair of those and
find the outputs with two zeros.



Sometimes I work things out on paper


I worked this out on paper. Page after page of solving equations for
test ship 1, following by plotting things out on graph paper,
convinced me that this was quite promising.



I was really happy with myself. I had figured out a much more elegant
solution that didn't involve random numbers.




I took the equations I solved on paper and wrote some code to solve
them. I tried it out on several different ships. And then I ran into
a problem. For one of my ships, with 8 thrusters, the algorithm still
ran rather slowly. Why? Well, 28 is 256. Finding the
one-zero outputs involved examining 215 pairs in 3
dimensions, or around 100,000 systems of equations to solve. It took
a few seconds, but I hadn't gotten to the one-zero case yet, which is
the really expensive one. For this ship I was almost as slow as the
random point approach. The random points were slow but equally slow
for all ships, whereas the hypercube vertices got worse every thruster
you added. Ick. While starting a cube lamp on my desk, I realized that
all the useful zeros should occur along edges, not as interpolations
between two arbitrary points. I could reduce 28 pairs X
27 pairs to just 28 pairs X 8. Much faster!
However, that was only the one-zero outputs. I still had to run the
interpolations again, to find the two-zero outputs. And even with the
optimization that was around 1,000,000 systems of equations. I was
sure there was another optimization involving surfaces instead of
edges but I just couldn't figure out what it was.



So I took another break. I spent some time plotting what I had, to
see if there were insights I could draw from the visualization. I
plotted sets of points and found that many of them just aren't
relevant because they're in the “interior” of the areas. All I care
about is the perimeter. To compute the perimeter in two dimensions is
a well-known problem: convex hull.



I thought about how to compute a convex hull, and it seemed rather
simple. I wrote down my notes, then proceeded to see what the
standard algorithms were. None of them seemed as simple as my
algorithm, which meant my algorithm probably has a bug. But I couldn't
see what it was, so I decided to let it wait a bit. A few days later,
still unable to think of a flaw, I sketched out the math on paper,
then implemented it. Although I had a few bugs in the code, the
algorithm itself worked.



Once I had the convex hull algorithm available, my next step was to
use it to simplify the one-zero outputs into a convex hull before
finding the two-zero points.



In this diagram you can see the points that make up the convex
hull. As before, the white dots are the interpolations between random
points, to find positions on the zero plane. The colored points with
black borders around them are the interpolations between hypercube
vertices, fed into the convex hull algorithm. You can see that all
the points I computed from the random set lie within the convex hull
computed from the hypercube vertices.



Diagram of convex hulls


In fact the two-zero points always occur between adjacent points in
the convex hull, so I had gotten yet another optimization out of this
change. However, I discovered that my convex hull algorithm does have
a flaw. When there are collinear points it doesn't always remove all of
them. The flaw remains in my code; it doesn't seem to be a big deal in
practice, because my code is now “fast enough”. For each of the five
test ships, generating the flight parameters takes less than a second.



Another thing that wasn't clear to me when I started was that when you
press both W and Q, you want to go both left and
forwards, but there's not a fixed ratio between the two. Sometimes you
can get both and sometimes you have to make a tradeoff, and none of
the techniques worked out of the box for that. I think this might be
something to leave to the ship designer, once the flight
characteristics are known. For example, in the above diagrams you
could have a way to mark what you want a combination of keys to do.



It's been a fun journey. I've taken off some rust from my skills.
And I learned a bit more about linear programming, the simplex
algorithm, physics, and convex hulls.



However, I haven't yet written an editor. But I now have the physics and math
worked out, so once I have an editor, you'll be able to see the flight
characteristics of the ship you're editing. I'll post the demo and source here. It will be nice if there
are interesting tradeoffs for the player. For example, if you put
jets on the wingtips, you can rotate very quickly, but perhaps it adds
a lot of mass to make the wings sturdy enough to take jets, and that
extra mass slows you down in terms of forward acceleration. Once I
have the editor I'll get a better feel for whether there are
interesting tradeoffs to be made, and whether this would be useful to have in a game.

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Game Component: Spaceship editor, part 1

 tháng 1 10, 2009     flash, ideas, project     No comments   


I've been playing Spore recently. It's an interesting game. One of the
criticisms is that the physical characteristics of the things you do
in the editor don't make a difference to gameplay. For example, having
wide legs or narrow legs or four legs or six legs doesn't affect your
speed. Only the +Speed items affect speed. Only in the Cell stage does
placement matter. I read some of their reasoning behind this design
and I agree with it. In a game where creativity is more important than
realism, simplifying that aspect of the game will encourage people to
be more creative in their designs. I know that if the number of legs
actually mattered for gameplay, I wouldn't have made my creature hop
around on one leg.



Although I think they made the right decision for Spore, I was
inspired to explore the alternative: something where the way you
design your creature matters a great deal. To fit in with the
2d top-down theme I've been using (see the space station
miniproject
), I'm using spaceships instead of creatures.



The main idea for this miniproject is that you'd design the ship, and
then the “AI” would learn how to fly the ship you designed. For
example, let's consider the following ship with four thrusters:



Diagram of Test Ship 1 and its thrusters


If you fire either thruster A or B, you'd end up rotating. But if you
fire both at once, you would go forwards. Given a set of thrusters
(location on the ship, direction they fire, and their maximum power),
I can calculate the effect on the ship (acceleration and rotational
acceleration). Initially I was calculating the force to be only what
was transmitted along the A→O vector, but later I realized that
because the ship is rigid, the entire force gets transmitted to the
entire ship, and is independent of the location of the thruster.
Since thruster A fires in direction (0, +2), the force on the ship is
(0, -2). Rotation is slightly trickier, as we need to calculate
torque, and take into account the rotational moment of inertia. For
now I'm assuming the mass and moment of inertia are constants, but
later I'll compute these based on the characteristics of the ship. The
torque does take into account the position of the thruster, and we
have to compute the cross product of the A→O vector (-2, 4) and the
force vector (0, -2).




The forward mapping from thrusters to forces turns out to be a matrix
multiplication. Each thruster is a column and each effect on the ship
is a row. Doing this for each of the thrusters, we get the thruster
matrix M mapping thrusters to force and torque:









M:ABCD
Fx 0 0 -0.5 0.5
Fy-2 -2 0.5 0.5
Tq 10 -10 1.25-1.25


Given a thruster configuration vector T, M∙T gives us the forces
acting on the ship.



The real problem though is reversing that mapping. The player presses
a key to move forwards, and I need to figure out which combination of
thrusters best accelerates the ship forwards. What value of T leads
to M*T being close to [ 0 1 0 ]?



The simplest approach is brute force. So I started with that first. I
generated lots of random inputs and calculated their outputs. Then
when I needed some particular output, I scanned them all and picked
the input that most closely generated that output. Over multiple
simulation cycles, any errors would be corrected by picking different
input/output pairs. I could make this even more stable by iterating
within a single simulation cycle, and interpolating among the results.



This approach worked reasonably well!



The ship behavior was interesting. My first test ship (the one I'm
using for these examples) moved reasonably well forwards and
backwards, and could rotate well, but it couldn't slide left and right
quickly.



My second ship is a variant of the first. When moving forwards it can
rotate well, but if you're stationary or going backwards the rotation
is limited. When you fly it you'll see that if you want to rotate, you
need to move forwards at the same time. Here's what it looks like:



Closeup of Test Ship 2


My third ship had reasonable movement, and rather asymmetric: it could
rotate and slide left at the same time, or rotate and slide right at
the same time, but it was much slower if you rotated left while
sliding right or vice versa. It looks a little different from the
first two, but right now that makes no difference in the physics:



Closeup of Test Ship 3


My fourth ship is a damaged version of the third ship, to see if
having inoperable thrusters would make for interesting gameplay. Going
forwards would also make you spin around in circles. It was fun to
play with in the prototype but I'm not convinced it'd be fun in a game. You
can see why it's unstable:



Closeup of Test Ship 4


My fifth test ship could rotate very quickly but couldn't go backwards
at all (at least until I fixed a bug in the physics calculations), so
you'd turn around and go forwards in order to stop moving. This might
be a ship you can't build until later stages of the game, when you've
gained building points or parts or money. Just look at how much power
it has:



Closeup of Test Ship 5


At this point the prototype made me think there was something potentially
fun for a game. You could design your own ship and make
tradeoffs. The game “AI” would learn how to map your keys to thruster
movements, and the player would then have to learn best to use the
controls for navigation and combat. For example, having to turn a ship
around to stop is unusual but you might design a ship that way if you
could get lightning-quick rotation in return. You might design
different ships for different levels. Or you might learn how to play
a ship so well that you don't want to switch to something else with
different characteristics.



I knew the ships were all different in their behaviors but I didn't
understand what their limits were. So my next step was to try to
understand the flight characteristics of the ships. That's for the next post.

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Nhãn

  • ‘Drawing for Games’ session!
  • 'Plinky Plonk' version 2 is out!
  • #DS16 Uclan Games Design Private view.
  • #UCLanCF - MA Show
  • 0ad
  • 14 Uclan Games Design Alumni are credited on Lego Starwars Force Awakens.
  • 2d
  • 2x0ng
  • 3D
  • 3rd Year student
  • 9-Bit Idol pitch for Dare To Be Digita
  • A Grand Day Out with UCLan Games Design.
  • a las barricadas
  • A very Merry Christmas to you all
  • AAA Game Review
  • Action Games
  • Adam Mattis.
  • Adventure Games
  • alienarena
  • Alpha Texturing
  • ALUMNI GAMES DESIGNERS HAVE ‘THE FORCE’
  • Alumni Robin Willians work results in demand for GTA vehicle.
  • Alumni Sian Knight begins job with Fat Fraken Studios.
  • ancientbeast
  • Andy Gahan
  • Andy Wood of Double Fine Productions QA Session
  • annex-glest-mod
  • antargis
  • arcade
  • arewealone
  • art
  • Arthur Parsons
  • Arthur Parsons of TTGames awarded an Honorary Fellowship from Uclan
  • Arthur Parsons visit to Uclan Games Design Course 2017
  • article
  • arxendofsun
  • arxliberatis
  • assaultcube
  • Athletic achievements by Uclan Games Design student
  • AtomicGameEngine
  • Augsburg University of Applied Sciences visit to Uclan
  • award
  • BA Games Design at UCLan
  • BA(Hons) Games Design at Uclan.
  • BA(Hons) Games Design UCLan Graduates
  • Bajakan
  • ball-rolling
  • Bank BTN
  • Berita
  • Best Game Award at Uclan Games Jam 2016 .
  • bge
  • BIG CONGRATULATIONS to WHITEPAPERGAMES
  • Blackvoxel
  • blender
  • bombable
  • bos
  • bos-wars
  • boswars
  • BugBox- visual programming experiment.
  • bullet
  • bushidoblocks
  • bygfoot
  • canvas
  • cataclysm
  • Chocolate Doom
  • codecombat
  • commercial
  • community
  • competition
  • Computer
  • conquests
  • contest-gamedev
  • corebreach
  • Crates and Barrels
  • creativecommons
  • Crosby Game WIP
  • crowdfunding
  • crowdsourcing
  • crystalspace
  • Cube2
  • cytopia
  • Dan Bavin starts new job at Ninja Theory
  • Dan Bavin wins Creative Focus Award for Design 2015
  • darkmod
  • darkplaces
  • data dealer
  • deadmorning
  • Debut
  • deceiver
  • design
  • Design Director at Travellers Tales
  • devcorner
  • dhewm3
  • Diablo
  • Digital
  • Doom
  • Doom3
  • Double presentation by Alumni for UCLan Games Design
  • duckmarines
  • eatthewhistle
  • ecksdee
  • emiliapinball
  • emscripten
  • Emulator
  • Engine
  • engines
  • erebus
  • escoria
  • European Women in Games Conference 2016
  • Even more recent graduates now working in the Games industry
  • event-conference
  • Excellent NSS Uni Stats for Uclan BA(Hons) Games Design.
  • extremetuxracer
  • FGD
  • Fighting Games
  • Finale of the Games Design Degree Show
  • Finalist in 'Break Through Talent' Award.
  • First week of Uclan Games Jam 2015
  • First Year Games Design Students make games at UCLan
  • First year project examples
  • flare
  • flash
  • flightgear
  • Fraud
  • Freeablo
  • freedink
  • freegamer
  • freeorion
  • freesound
  • Freshers Games Design Challenge 2018
  • frogatto
  • FS-UAE
  • Further good news for UCLAN 3rd year student
  • future
  • Gagal
  • Game
  • Game by Nellie Sandblom as published on Scirra Arcade.
  • game engine
  • GameDevelop
  • Games
  • Games Course Alumni Postcards
  • Games Design and Games programming students team up.
  • Games Design course visit from Concept Games Artist
  • Games Design day of Speakers from industry.
  • Games design first years using 'actual' Ether-One assets.
  • Games Design Graduation ceremony 2018
  • Games Design students at the Harris.
  • Games Guru
  • Games student chosen for Noise Festival
  • Games students visit Blackpool Zoo and Tower
  • Gatget Review
  • genre-adventure
  • genre-buildingsim
  • genre-cards
  • genre-educational
  • genre-engine
  • genre-exploration
  • genre-flighsim
  • genre-fps
  • genre-mmo
  • genre-platformer
  • genre-precision
  • genre-puzzle
  • genre-racing
  • genre-roguelike
  • genre-rpg
  • genre-rts
  • genre-sandbox
  • genre-shooter
  • genre-space
  • genre-stealth
  • genre-tbs
  • geometry
  • gigalomania
  • Girls design games @jamuclan
  • glamour
  • GLSL
  • godot
  • Gorynlich
  • Grads In Games visit to UCLAN for the Get in the Game Careers Talk Tour
  • Graduate success
  • graphics
  • Gratis
  • grids
  • gsoc
  • h-craft
  • Hand Painted texturing
  • Hardware
  • haxe
  • HDD
  • hedgewars
  • hero of allacrost
  • hexagons
  • hexenedgeofchaos
  • hexoshi
  • Horror Games
  • html5
  • http://gamescourse.blogspot.co.uk/2017/03/ba-games-design-at-uclan.html
  • https://www.uclan.ac.uk/about_us/case_studies/game-jam-2018.php
  • ideas
  • idtech2
  • idtech3
  • idtech4
  • Indie Games Review
  • indiegogo
  • Induction week for BA(Hons) Games Design Uclan.
  • Info Handheld 3DS
  • Info PS4
  • Info TV
  • infrastructure
  • International Women's Day celebration
  • Introducing Pinterest to students as a visual research tool
  • Introduction to PanoPainter.
  • Introduction to TiltBrush by Google.
  • ioquake3
  • ironbane
  • irrlamb
  • irrlicht
  • James Burton - MA Games Design - UCLan
  • jediknight
  • jme
  • jmonkey3
  • jrpg
  • Jual
  • keeperrl
  • Knowledge
  • language
  • Lego Game Design Live brief
  • licensing
  • lincityng
  • linux
  • linuxgameawards
  • lipsofsuna
  • Live Stream on Twitch TV.
  • love
  • löve
  • löve2d
  • lugaru
  • MA Design Degree Show - UCLan. Featuring our MA Games Design students!
  • MA Games Design Show at Uclan 2013
  • mac
  • making-of
  • Mandiri
  • mapgen4
  • maps
  • Marco Carmo is Games Design Nominee for Lancs Arts festival 2018
  • math
  • MCV talk to the finalists ahead of this year’s Women in Games Awards.
  • Meet the Developer - Steven Thornton
  • Meet the Developer. Stephen Morris of Greenfly Studios
  • MegaGlest
  • MIT
  • mode-multiplayer
  • mode-onedevicemultiplayer
  • mode-singleplayer
  • Moonshades
  • More robot games designed by Year 1 Uclan Games design students
  • More Top-down shooter games- designed by year 1 Uclan students.
  • More Uclan Games Graduates from class of 2017 now have jobs!
  • Movie Review
  • My Story
  • Mystery
  • naev
  • neverball
  • New Games Design Students arrive for Induction week
  • Nik Hughes. Realtime Job Update
  • Nintendo Switch
  • noise
  • Nominated for Develop Award
  • nova pinball
  • occulusrift
  • oceansheart
  • octaforge
  • ogre3d
  • olpc
  • open-source
  • openart
  • opencaesar3
  • opencity
  • opendungeons
  • openflashpoint
  • openfootball
  • opengameart
  • openig
  • openjk
  • openmw
  • openra
  • openxcom
  • osx
  • overdose
  • ows
  • pathfinding
  • patreon
  • Pete Bottomley to talk at GDC 2015
  • Peter Dimitrov makes his mark.
  • Peter Dimitrov.
  • Peter Field - Games Designer at Naughty Dog
  • Peter Field from 'Media Molecule' visits Uclan Games design
  • Peter Field of Media Molecule visits Uclan Games Design
  • pinball
  • pixel art
  • Platform Games created by Year 1 Games Design students @UclanCF
  • platform-android
  • platform-handheld
  • platform-html5
  • platform-linux
  • platform-osx
  • platform-webgl
  • platform-windows
  • Playful ideas by Bev Bush - try them on GameJolt.
  • pleethebear
  • Plinky Plonk Xmas App is live
  • Portable Console
  • portrait-marathon
  • PotM
  • power
  • programming
  • project
  • projectfootball
  • projectofthemonth
  • PS Plus
  • PS+
  • PS4
  • PS4 Bajakan
  • PS4 Original
  • PS5
  • PSN Store
  • Puzzle Games
  • racer
  • racing
  • Racing Games
  • ransom
  • Recent Graduate employed as a Games Designer
  • Recent Uclan Games Design Graduates now in work!
  • redeclipse
  • retro
  • retro games
  • retux
  • Review
  • roguerepublic
  • Role-Playing Games
  • ROTC
  • rpg
  • rts
  • Rumor dan isu
  • ryzom
  • Saija Sipila interviewed on Linkedin.
  • Sarah Akers and Will Butterworth visit Uclan Games Design
  • scifi
  • SDD
  • sdl
  • Secret Santa day for Uclan Games Design
  • Shaun Mooney
  • Shooting Games
  • Siân Knight
  • Simulation Games
  • sintel
  • sintelthegame
  • solarus
  • Some of our UCLan Games Design Success Stories.
  • space station 13
  • spacenerdsinspace
  • Spider Man
  • Sports Games
  • SSD
  • standalone
  • Stealth Games
  • steam
  • strategy
  • Strategy Games
  • Strife
  • structure
  • Student Hero Nomination for James Moorby
  • stuntrally
  • style-historical
  • style-retro
  • style-sci-fi
  • summerofcards
  • superpowers
  • supertuxkart
  • Survival Games
  • systemshock
  • Tales of Maj'Eyal
  • TBS
  • td
  • terminal-overload
  • Terra Centauri
  • Tesseract
  • The Castle Doctrine
  • The Great Northern Creative Festival
  • The Great Northern Creative Festival Games Event.
  • The Great Northern Expo award for Games Design 2108
  • The Great Northern Festival - Games Design UCLan
  • The Impact of Play in Society.
  • THE NORTHERN FESTIVAL AWARDS
  • theskyofverdun
  • theyearning
  • Three more Games course Alumni Posters
  • Tips and Trick PS4
  • tobutobugirl
  • tol
  • ToME
  • Top Down Shooter Bugs
  • Top Down Shooter BUGS!
  • torque2d
  • torque3d
  • tournament
  • towerdefense
  • tremulous
  • triangles
  • Trip and Trick PS4
  • tutorial
  • UCLan Alumni selected as part of BAFTA Games Crew.
  • UCLan Alumni Steph McStea named in the 100 rising stars of the UK games industry.
  • Uclan BA(Hons) Games Design Book
  • Uclan Game Jam 2015
  • UCLan Game Jam 2017
  • UCLan Games Alumni 'White Paper Games' featured in both Edge and Games TM Magazines.
  • Uclan Games Design - Night of the Private View 2014
  • UCLan Games Design Alumni
  • Uclan Games Design Alumni are amongst the best at EGX 2017
  • Uclan Games Design Christmas Party 2018.
  • UCLan Games Design Course trip to EGX 2018
  • Uclan Games Design Degree Show 2013
  • Uclan Games Design degree show 2014
  • UCLan Games Design Degree Show 2018
  • UCLan Games Design Degree Show 2019
  • Uclan Games Design Easter Quiz
  • UCLan games design groups present Lego game ideas.
  • Uclan Games Design Induction week 2014
  • Uclan Games Design Second Year student showcase 2014
  • Uclan Games Design Student
  • Uclan Games Design students in Global Game Jam
  • Uclan Games Design visit EUROGAMER 2015
  • Uclan Games Grad Steph McStea is now...
  • Uclan Games Jam 2016 Finale and Awards
  • Uclan Games Student designs Summer Reading Scheme characters for The SCART Club
  • UCLan Games Student enters Rookies Competition 2019
  • Uclan Games students working with 'Soccer Manager'.
  • UCLan Global Game Jam 2016
  • Uclan Groups present GAME JAM concepts
  • Uclan Lecturer
  • Uclan's Games Design Alumni
  • Ukie team on the UK pavilion at Gamescom
  • unvanquished
  • UPS
  • Urho3D
  • valyriatear
  • vdrift
  • vdrift-ogre
  • veraball
  • video
  • video games
  • Views of Preston created by Uclan Games Design Students
  • Visit from Tom Kewell of Foundry 42
  • Visit to Uclan Games Design by Joe Nelson
  • visits Uclan Games Design course
  • voadi
  • voronoi
  • vote
  • voxel
  • vue
  • Warner Bros. visits Uclan
  • warsow
  • warzone2100
  • wesnoth
  • White Paper Games launch 'The Occupation.
  • White Paper Games launch 'The Occupation' at EGX Rezzed 2017.
  • WhitePaper Games QA session with Uclan Games Course
  • windows
  • worldforge
  • wtactics
  • WTS
  • Wurmsyn
  • wyrmsun
  • xonotic
  • ya3dag
  • Year 1 Games Design student completes timelapse concept art film.
  • yodasoccer
  • ysoccer
  • zelda
  • zero-k

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