Cheap Xbox Games

Assassin’s Creed Odyssey Free Download PC Game

 tháng 11 30, 2018     Action Games, Role-Playing Games, Stealth Games     No comments   

Assassin’s Creed Odyssey Free Download PC Game Direct In Here. This Is A Best Action Role-Playing With Stealth Video Game Developed By Ubisoft Quebec And Published By Ubisoft. It Is The 11th Installment of Assassin’s Creed Video Series. Released Date 05 October, 2018. This Game Play Only Single Player Modes. Assassin’s Creed Odyssey PC Download Free Full Version Game For Windows.

Assassin’s Creed Odyssey Free Download

Assassin’s Creed Odyssey Free Download PC Game

Assassin’s Creed Odyssey PC Game Features:

1. It Is An Awesome Stealth Action RPG Video Game Series. 
2. You Can Travel To Ancient Greece. 
3. Now You Get Forge Your Legend. 
4. New Scale Added On A Fight. 
5. Gaze In Wonder. 
6. Also Added Eye Tracking Features Available With Tobii Eye Tracking.
7. Amazing Graphics And Visual Effect.

Assassin’s Creed Odyssey Game Minimum System Requirements:

Operating System: Windows 7 SP1, 8.1, 10 (64-bit versions only) 
Processor: AMD FX 6300 at 3.8 GHz, Ryzen 3 – 1200 or Intel Core i5 2400 at 3.1 GHz. 
RAM: 8 GB 
Video Card: AMD Radeon R9 285 or NVIDIA GeForce GTX 660 (2GB VRAM with Shader Model 5.0). 
Direct-X: 11 Version. 
Additional Notes: Video Preset: Lowest (720p) 
Hard Disk: 46+ GB Free Spaces. 
File: 64.5 GB

You Can Also Download Assassin's Creed Rogue Game.

Assassin’s Creed Odyssey Free Download PC Game Now:

Click Here To- Link
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Mapgen4: finished

 tháng 11 28, 2018     mapgen4, maps     No comments   


“Not with a bang but a whimper”




Back in July, I started mapgen4, the successor to mapgen2, my Voronoi-polygon map generator from 2010. Back in August I posted that I had planned to finish the map generator “in a month”, and then write a tutorial.




That was three months ago.









I'm finished.




Looking back on the blog post from three months ago, I implemented all the things in my plan, and more. There are still so many more things to implement. But after four months, I'm tired of working on this project. The past few weeks I've only done a little bit. I've not run into any more show-stopping bugs. I've fixed some annoyances. I think it's in reasonable shape. So I decided that I'm finished.








At some point I want to write a tutorial explaining all the parts of this map generator, but for now, the blog posts will have to do. I have other projects I want to do too!




Play with mapgen4 here!

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The Great Northern Expo award for Games Design 2108

 tháng 11 26, 2018     The Great Northern Expo award for Games Design 2108     No comments   

Big Congratulations go to our nominees for Games Design in the
'The Great Northern Creative Expo' awards 2018.
Peter Dimitrov,
James Moorby and
Jakob MacDonald were nominated for their creative excellence and passion for their subject.

























AND......really well done to Jakob MacDonald, the final winner.












































Also see the video of the award ceremony in the link below.

 Awards


















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Math explorables

 tháng 11 24, 2018     math     No comments   


There are times when I'm on YouTube watching a math video that I think, “oh, that would be fun to play with!” What I should do is recreate the diagram in Desmos or Geogebra. But instead I just move on to another video. Recently I decided I should try making some diagrams, in part to improve my Javascript/web skills, but in part because it seemed like it'd be fun! So I did this for two math videos:






Mathologer multiplication on a circle





3Blue1Brown Feynman's Last Lecture




Both of these were quick, under an hour (mostly fiddling with colors, line widths, transparency, etc): an ellipse from line segments, multiplication with modulo on a circle.


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Download BOS Wars 2.7 RTS for Windows

 tháng 11 22, 2018     bos, bos-wars, boswars, rts, strategy     No comments   

BosWars Gameplay

Bos Wars is still a nice fast-paced and somewhat lightweight RTS for you to enjoy, even though the sound mixing is still brutal but getting your hands on the latest Version for Windows is not as straightforward, as it was in 2010.

Thankfully, you can get a working version for Windows from Portableapps.

The cool 3D pixel soldier in the thumbnail above is from OpenGameArt by the way. Still kicking, old design and all.

  • BosWars homepage
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The Great Northern Festival - Games Design UCLan

 tháng 11 14, 2018     The Great Northern Festival - Games Design UCLan     No comments   

Just want to say 'thank you' to David Hothersall of Insight Simulation
and Hannah Spikings of Spikings Art
for joining us in the UCLan games studio yesterday for the Great Northern Festival and for inspiring the students and staff with their presentations which we all enjoyed.

Here is a link to Tuesday's highlights video of The Great Northern Creative Expo:
https://youtu.be/H8NSje_UV7M

David and Hannah are both featured in it!

David shared his extensive experience in the world of virtual reality and talked about the evolution and future of VR.






Hannah gave some insightful guidance about working as a freelance designer.















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Procedural face generator

 tháng 11 13, 2018     project     No comments   


I've had my red blob logo since 1987. I doodle various facial expressions on the blobs, and also experiment with mathematical representations.









In 2011 while reading Scott McCloud’s Making Comics I saw the part about interpolating between facial expressions on page 85. I hadn't considered that facial expressions could be interpolated. I played with splines to generate mouth expressions in a simple comic style. Recently I wanted to update this project with better code and a better UI. While I was updating it, I also realized the brow-lift parameter was backwards (increasing lift would lower the brows). The smile parameter (s) was also backwards (increasing s would make it frown).




I would like to use these faces in my tutorials but haven't yet decided where.








Play with the procedural face generator

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Mapgen4: beta

 tháng 11 13, 2018     mapgen4     No comments   


I put mapgen4 on hold a few weeks ago because I was having some seemingly random unreproducible freezes, where it would still calculate the map updates but it wouldn't draw them. I had tried everything (or so I thought), gotten frustrated, and taken a break. I often find that I need to take a break from something, and then when I get back to it, I figure out the problem. During this break I've been "productively procrastinating", working on several other things that I've wanted to do, including map generation on a sphere, a procedural face generator, improving touch support on many of my pages, and improving my tower defense pathfinding page. I ended up also experimenting with a better interface for my mouse-drag code, a recursive renderer in Vue.js, and a D3 + Vue.js experiment in which Vue keeps track of dependencies for D3.





Mapgen4's style takes inspiration from hand drawn fantasy maps






It's time to get back to work on mapgen4.




Within 10 minutes I had written a test environment to try to trigger the bug. It didn't. But the test environment in combination with moving the sliders around triggered the bug reliably. There were 2 sliders out of 27 that would cause the symptoms I was dreading. But in making the problem reproducible, I had made it much easier to find the problem. Within another 10 minutes I had fixed it. Yay!!




I believe I have fixed the bug, but it's possible there's another bug hiding in there.




Why was I able to find this now but not earlier?




  1. I was frustrated earlier. After taking a break, I'm calm. Being frustrated makes it harder for me to figure things out.

  2. I was looking in the wrong place. I was convinced it was a problem with my multithreading (in part because multithreading is such a common source of bugs), but it wasn't.

  3. By taking a break, my brain generated new hypotheses in the background. At some point, maybe a week ago, a thought came to me: there's some weird behavior with rivers. When I came back to this project, I discovered that the weird behavior was linked to the bug. The problem is that occasionally, no rivers are large enough to be drawn, and my code tries to draw 0 rivers. This seems to mess up the graphics state. I fixed it by only drawing if the number of rivers was greater than 0.




I'm posting this in part to remind myself to take more breaks and to get frustrated less.




I can now get back to implementing the remaining features. Yay!




Go play with the mapgen4 beta! If you run into a bug, let me know!

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Tower Defense page: distance fields

 tháng 11 12, 2018     making-of, pathfinding     No comments   


One reason I prefer having web pages instead of videos or academic papers is that they're easy to update over time. I'm still updating pages I wrote over 20 years ago.




Yesterday I was reviewing the Tower Defense page (2014) and decided the gap between the diagram at the top:





Tower Defense page: introductory diagram





and the next diagram:





Tower Defense page: frontier concept




was too large. The first diagram explains the end goal. The second diagram explains the “frontier”. But why do we need the frontier? It's because we're trying to generate a distance or vector field. I decided to add a diagram in between that shows a distance field:





Tower Defense page: distance field concept




I think the page flows a little better now but it still needs more work. Since I'm working with a web page and not a video or academic paper, there's no need to wait until everything is finished; I can update the page as I come up with improvements. Take a look at the updated Tower Defense page and let me know what you think!

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DevCorner: FreeDink sound design replacements

 tháng 11 09, 2018     devcorner, freedink, freesound, rpg     No comments   


FreeDink is older than some kids that downloaded open source games on their own by now. The two main cornerstones of the game are: low resolution, twisted humor. One really cool thing about FreeDink is that you can play it in a browser.

Anyway, I worked on replacing some sounds years ago and just recently the same bug bit me again and I made replacements for all sounds that didn't have free versions of themselves yet.


For creation, I remixed a *lot* of freesound.org sounds and uploaded all the remixes right back there. The attribution feature of Freesound is quite cool, especially if very different sounds are made (see screenshot above).

However, I underestimated how much effort it takes to test them and to give some clarity to myself as well as share the process with the world, I made a video showing the steps taken for testing sounds:


I could not have done it without the excellent documentation and progress report.

I will continue testing and hopefully, soon all the audio will be fully free on this um... cult classic™!

Dev's Corner is a featured article series focusing on tutorials and tips for game developers operating on a Libre Software environment.
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Touch events on the pathfinding pages, part 2

 tháng 11 07, 2018     making-of     No comments   


I've been avoiding mapgen4 for a few weeks now. I ran into a really annoying bug that frustrated me enough that I wanted to give up. I still need to get back to it, but I'm “productively procrastinating”. Instead of sitting around being frustrated, I'm getting other things done: map generation on a sphere, a procedural face generator, and adding touch event support to my pathfinding pages.




When I wrote the A* tutorial, I didn't consider touch events at all. The traffic I got from mobile/tablet was small. I soon added some touch event handling, but it was incomplete. I figured I'd fix it later. Well, it's been four years now. It's time to fix it finally! (Update: I think my touch event handlers used to work, but I think they stopped working when Chrome 56 and Safari 11.1 changed event handlers to default to passive sometime in late 2017 / early 2018; see this and this)






The main problem is that although I added a touch event handler, it still scrolled the page. So you'd try to paint a wall and it'd be scrolling at the same time. Annoying!




The way mouse events work on the A* page is that I capture mousedown on any tile and then put mousemove and mouseup on the window object. On mouseup I remove the event handlers from the window object. The mousemove will get sent to the window, but it will tell me which tile is under the mouse at the time. I was using that to tell me which graph node to point to.




The way touch events work is that I capture touchstart on any tile and then receive touchmove and touchend events as you move your finger around. These events get sent to the original tile, not to the tile your finger is under. The logic has to be different for touch events. I was using some browser-specific code to map the event location to an SVG element, and then using d3.js to map the SVG element to my graph node.




For grids it's easy to map a pixel location to the grid coordinates directly, without using browser-specific code. So I only needed the browser-specific code for the non-grid map at the top of the page. I decided to implement point-in-polygon to handle the non-grid map. Although there are some easy solutions on stackoverflow and also on Paul Bourke's site, many of them are not numerically robust, as pointed out in Schirra S. (2008) How Reliable Are Practical Point-in-Polygon Strategies? (Thanks to Mikola Lysenko for this link.) I ended up spending too much time reading about this before deciding the numerical stability wasn't a problem for this page.




While working on this I also discovered:




  • Some diagrams use mouse hover, which doesn't work on touch devices.

  • Some code was populating a diagram that no longer existed. The way d3.js works, if you selectAll something that doesn't exist, it will create an empty selection. Then when you set attributes or create elements inside that empty selection, it does nothing. So this bug went unnoticed until now.

  • Some CSS was for a different diagram I no longer have.

  • The paint operation occasionally wrapped around the left/right sides of the grid. It only happened when the pixel-to-grid fallback code was called. After making this the primary path (removing the browser-specific code), it happened frequently, so I fixed it.




I also fixed touch events on some of the other pathfinding pages:




  • [X] tower-defense

  • [X] distance-to-any

  • [X] grids/algorithms

  • [ ] 1712-astar-graph

  • [ ] 1537-tonypickford1

  • [X] l1-clarkson

  • [ ] making-of

  • [X] heuristics/differential




It turned out the diagrams on the making-of page were broken. I fixed them, but the mouse events aren't right. I think I need to use window.getComputedStyle(element).transform to get the 3D matrix transform, invert that, and then apply that to the mouse pixel coordinates. And it's somewhat browser specific, as there's both WebKitCSSMatrix and DOMMatrix, neither supported by all browsers. Neither is GeometryUtils. Ugh. I spent an hour on this and decided although it's a cool page, very few people see or use it, so I shouldn't spend any more time on it. I can take a look another day.




So the good news is that most of the pathfinding pages now properly work with touch screens. Try Introduction to A* on a phone or tablet. The bad news is that the "exploded diagrams" page doesn't respond to mouse events properly. Overall, a good day!

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Nerdy Space Game for Hackerspaces - 6 Years of Development

 tháng 11 06, 2018     scifi, spacenerdsinspace, video     No comments   

Space nerds in space is an impressive piece of work most of us will never play. But we get to enjoy watching others do so. And also 28 minutes of looking at the history of the game:

Six Years of Space Nerds In Space -- 2018-11-03

More videos on Stephen Cameron's channel.
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Review : Dragon Quest XI: Echoes of an Elusive Age (PS4)

 tháng 11 03, 2018     AAA Game Review     No comments   

Dragon Quest XI: Echoes of an Elusive Age (DQ11) merupakan sebuah game ber genre role-playing video game (RPG) yang dikembangkan dan diterbitkan Square Enix. Dragon Quest sendiri sebenarnya umurnya lebih tua dibandingkan dengan seri Final Fantasy, Dragon Quest tahun 1986 sedang Final Fantasy 1987. Sebuah perjalanan panjang sebuah game yang anti mainstream untuk bisa bertahan sampai 2018 ini.
Dragon Quest XI: Echoes of an Elusive Age merupakan sebuah karya gemilang yang telah berhasil dibuat oleh Square Enix. DQ11 ini berhasil terjual hingga 3 juta copy di Jepang November 2017 dan berhasil bertengger di No. 2 best seller games di UK. Prestasi DQ11 tidak berhenti disitu saja, DQ11 merupakan No. 3 Most Popular games by GameFAQs. Kalau saya lihat sangat jarang game bergenre JRPG turn base sampai bisa se sukses ini.
Saya menamatkan sempurna game ini, membutuhkan waktu 140 Jam/ 3 minggu, 4 hari. Waktu yang cukup lama untuk memainkan sebuah game, terakhir kali saya memainkan game tembus 100 jam adalah The Witcher 3: Wild Hunt, saya bermain cukup intens 4-6 jam/ hari dan yang saya rasakan sama sekali tidak membosankan, setiap hari selalu ada cerita baru dari game ini, sebuah game game yang memiliki cerita yang sangat kuat dan sebuah game bernuansa petualangan yang cukup kuat. Cerita DQ11 ini cukup simple di awalnya, sangat mudah dan menarik sekali untuk di ikuti, sampai tengah - tengah petualangan, cerita mulai mengerucut, mulai padat sampai akhirnya terjadi berbagai macam dilema dan twist cerita dan akhirnya cerita DQ11 ini ditutup dengan SEMPURNA.
Yang mencolok dari game ini tentunya karakter pendukungnya (companion), setiap karakter pendukung memiliki motivasi yang sangat kuat untuk ikut dalam petualangan karakter utama, setiap detail karakter di gali backstorynya dengan sangat detail, semua kejadian dalam game ini seperti ada penjelasannya, yang di awal game menimbulkan sebuah tanda tanya, makan di pertengahan dari game ini akan dijelaskan dengan indah, ini membuat kita penasaran dan seakan akan ingin memainkan game ini lagi dan lagi. Karakter pendukung game yang kuat menurut saya ada di FF7 dan FFX, saat terjadi sesuatu pada salah satu karakter tersebut membuat kita tergugah dan peduli terhadapnya, karena karakter yang dibuat cukup kuat, sehingga seakan-akan karakter tersebut hidup.
Untuk Soundtrack  dari game ini sangatlah indah, sebuah musik orchestra yang terdengar begitu brlian dan megah akan mengikuti setiap petualangan dari game ini. Musik dari game ini memang dibuat secara sangat serius membuat game ini menjadi semakin solid. Untuk suara narasi dari masing-masing karakter juga terdengar begitu cocok sekali, aksen suara inggris UK cukup kental dari game ini, dan beberapa karakter memiliki aksen suara yang unik, dan setiap aksen dari masing masing kota terdengar unik, ada sebuah kota yang satu desa kalau bicara selalu menggunakan sebuah puisi yang ini terdengar cukup unik sekali, jadi seakan-akan kita tau ciri khas dari masing-masing kota dari game ini.
Untuk grafis ini salah satu yang sangat menonjol, grafik nya indah sekali, color tone dari game ini colorful sekali, warna-warna yang sangat kontras namun berimbang membuat mata saya betah memainkan game ini selama berjam-jam. DQ11 menggunakan Unreal Engine 4 Cel Shading, terlihat Square Enix cukup ahli dalam menggunakan Unreal Engine 4 ini, sebuah engine yang cukup matang yang berhasil di maksimal-kan, teknik ini akan kita lihat lagi dalam game yang sudah lama kita tunggu-tunggu yakni Kingdom Heart 3.
Struktur kota dan jenis-jenis bangunan yang terlihat begitu presisi memang telah dipikirkan secara detail oleh team Square Enix. Kita sebagai player di tuntut untuk masuk - masuk ke dalam rumah untuk melihat betapa detailnya setiap bangunan dari game ini. Dengan masuk ke dalam-dalam rumah kita akan diberikan sebuah item-item unik yang akan membuat kita semakin kuat dalam melanjutkan petualangan, hal ini menurut saya cukup brilian, item-item unik itu memang sengaja di taruh di tempat-tempat tertentu agar kita sebagai player mendatangi tempat tersebut. Setiap kota di bangun begitu megahnya, dan masing-masing kota memiliki sebuah ciri khas masing-masing, ada yang merupakan kota tambang, kota yang mata pencahariannya dari air panas, yang struktur daerahnya di sekitaran gunung berapi yang sedang aktif, setiap detail dari semua parameter tersebut telah dipikirkan oleh Square Enix. Kadang saya merasa kalau saat mendatangi sebuah kota, dalam pikiran saya "wah ini nih kota utama dari game ini, terlihat luas dan megah, begitu lanjut petualangan ternyata ada kota yang ukurannya lebih besar dari kota yang saya kunjungi sebelumnya.
Battle system yang terbilang kembali ke turn base merupakan sebuah pemilihan yang sangat tepat, dimana game-game sejenis yang telah berubah menjadi game action-rpg namun game DQ11 ini masih berpedoman pada classic RPG. Setiap battle dari game ini kita bisa memilih mau membunuh musuh atau hanya melewatinya, ini membuat game ini menjadi lebih general bisa di mainkan oleh siapa saja, random encounter kadang membuat orang yang tidak terlalu suka main game RPG menjadi malas memainkan game tersebut, karena terlalu banyak battle, dengan musuh yang terlihat seperti di DQ11 ini jadi player bisa memilih mau bertarung banyak atau hanya ingin menikmati story dari game ini. 
Battle dari game ini terbilang cukup ringan, seperti saya bilang tadi, player baru diberikan segala kemudahan untuk memainkan game DQ11 ini, dimana dalam battle ada sistem pertarungan otomatis, jadi karakter-karakter utama akan menyerang sesuai dengan elemen mush, dan akan mengeluarkan skill dan magic sesuai dengan musuh yang sedang di hadapi jadi kita tidak usah pusing memikirkan strategi melawan musuh tertentu. Setiap arena saat kita bertarung juga selalu berubah mengikut daerah terakhir kita bertemu musuh tersebut, jadi ini membuat suasana yang sangat dinamis, dimana saat kita bertarung melawan musuh kadang posisi tanah yang tidak lurus atau berbukit atau bahkan kita bisa melihat musuh lain yang sedang berjalan di belakang background.
Game ini terbilang cukup padat, story dari game ini di bolak balik sehingga terlihat sangat panjang, namun proses ini sama sekali tidak membuat saya bosan, story yang kuat merupakan pondasi dari cerita yang padat ini. Untuk arena yang terbilang cukup liner dimana pada suatu poin kita akan mengulangi atau mendatangi daerah-daerah yang pernah kita datangi, namun dengan moster yang lebih kuat, membahas monster, game DQ11 ini terdiri dari monster-monster dengan nama yang unik, bentuk yang unik dan terlihat lucu dan kuat secara bersamaan.
Yang unik dari game ini adalah setelah tamat, credit pembuat game ini sudah kita lihat, dan ternyata setelah tamat masih ada story yang sesungguhnya merupakan cerita inti dari game ini, semua rahasia dan pintu-pintu terkunci sebelumnya akan di buka, sehingga kita akan memulai kembali petualangan untuk mengetahui cerita asli dari game ini.
Overall game ini merupakan sebuah MAHA KARYA dari Square Enix, sebuah game JRPG yang kembali ke akarnya, dengan story yang sangat kuat, battle yang membuat saya ketagihan, grinding item yang membuat durasi dari game ini cukup panjang. Saya sangat-sangat menyarankan untuk memainkan game ini, baik bagi para penggemar jrpg atau bukan, paling tidak nikmatilah cerita dari game ini jika teman-teman tidak suka gameplaynya. Game yang sangat worth it untuk di beli. Minus dari game ini cuma 1 aja, yakni karakter utama yang tidak ada dialognya dan terkesan karakter sifatnya malah paling tidak kuat diantara yang lainnya. Kita tidak usah memainkan seri Dragon Quest sebelumnya untuk bisa memahami cerita dari game ini.

Skor dari saya : 10/10 (Masterpiece)

Played at : PS4 Pro, HDR, 4K TV
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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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