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UCLan Games Design Degree Show 2019

 tháng 5 31, 2019     UCLan Games Design Degree Show 2019     No comments   

So proud of all our third year Games Design students today on the final submission of their work for BA(Hons) Games Design. There'll be some lovely work and playable games to be enjoyed at the Games Design Degree Show Opening on Thursday 13th June at 6 pm.

Our final year students are now preparing the Games Design Studio for the Degree Show 2019.
https://www.uclan.ac.uk/news/degree-shows.php

We'd love to see everyone there.
There's a variety of awesome games art and loads of playable games! Just a few examples shown below in the pics. Calling out to our ALUMNI...come and join us celebrating the private view on Thursday 13th June from 6 pm!

























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Coordinate transforms, still

 tháng 5 30, 2019     No comments   


Last post was about my attempt at explaining coordinate transforms. Progress has been slow. I've implemented many of the diagrams but I'm still having trouble with the narrative. Last time I said this was my outline:




  1. Show a side scrolling game with some cool camera effects.

  2. Introduce world coordinates vs screen coordinates.

  3. Solve the problem of scrolling: subtract an offset.

  4. Introduce transforms. (may need to be later)

  5. Introduce inverse transforms, for mouse clicks. (may need to be later)

  6. Introduce cameras. More complicated than offsets, but can do more.

  7. Show some cool effects with cameras. (may need to be earlier)

  8. Introduce chaining transforms.

  9. Show some cool effects with chaining.

  10. Demo showing all concepts together.




I've been experimenting with different orders for the topics and now think there are two intertwined “tracks”: the concept track introduces mathematical concepts and terminology, and the problem solving track shows solutions to specific gamedev problems. These two tracks are paired up:









































Problem solvingConcept
scrollingworld/screen coordinates, translate transform
following the playercameras, view coordinates
tile grid coordinatesscale transform, chaining transforms
mouse clicksinverse transforms
?function composition
?transform matrices



I think in each case I should start with the problem to be solved, then show the immediate solution, then explain the concept behind the solution. The concepts then lead to a reusable solution. Example:




  1. Problem: we want to scroll the screen

  2. Immediate solution: add an offset before drawing

  3. Concept: we're transforming world coordinates to screen coordinates

  4. Reusable solution: a translate transform is a function or object that converts coordinates




The next section is:




  1. Problem: we want to keep the player in the center of the screen

  2. Immediate solution: use the player plus half the screen size as the offset

  3. Concept: a "camera" points at the player, using view coordinates

  4. Reusable solution: a camera object is placed in the world, and we use that to build the translate transform




What order should I present these topics? I'm not sure. I know I want to put scrolling first. If I put mouse clicks second, then it's fairly easy to solve, and there's less motivation to learn inverse transforms. So I might put that later. If I put tile grid coordinates second, then it leads to chaining transforms together, which will be useful for following the player with a camera. Or if I put following the player second, then it leads to view coordinates, which might further motivate chaining transforms.




I think the main problem is that I'm not feeling particularly inspired right now, so I'm working very slowly.


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Coordinate transforms, again

 tháng 5 20, 2019     No comments   


Back in 2015, I had attempted to explain coordinate transforms in terms of matrices. In 2016, I started over, trying to focus on coordinate transforms without matrices. That didn't work the way I wanted either, and I wrote a blog post about that, saying that I was going to focus on game cameras. I started that, but lost motivation. The last line of that blog post is: Well, I failed. I lost motivation to work on this so I've put it on hold … again. I think I may take a long break from tutorials.




I did take a long break. I joined a game company as a consultant, mentored people making interactive articles, improved my existing pages, and also worked on lots of other things (2017, 2018). I'm reasonably happy with how things went. I've continued doing these things, but my attempts at making new tutorials have failed. Several times I tried to make a tutorial about differential heuristics for A*, but lost motivation. I tried to make a tutorial about common heuristics for A*, but lost motivation. In both those cases, I realized that it's hard to write a tutorial when I don't really understand the topic nearly as well as I thought I did. I also run into scope creep: I start with an idea but keep adding more topics to the page faster than I can actually write them.




I don't know where that leaves me. Will I ever write a comprehensive tutorial again? I don't know.




For the past few weeks I've been revisiting coordinate transforms. What am I doing differently this time? I'm keeping the scope small. Instead of all topics related to coordinate transforms, I've picked a style of game and limiting myself to the transforms that make sense for that style of game. All other topics I can tackle later.




Here's the rough outline:




  1. Show a side scrolling game with some cool camera effects.

  2. Introduce world coordinates vs screen coordinates.

  3. Solve the problem of scrolling: subtract an offset.

  4. Introduce transforms. (may need to be later)

  5. Introduce inverse transforms, for mouse clicks. (may need to be later)

  6. Introduce cameras. More complicated than offsets, but can do more.

  7. Show some cool effects with cameras. (may need to be earlier)

  8. Introduce chaining transforms.

  9. Show some cool effects with chaining.

  10. Demo showing all concepts together.




In parallel with implementing the interactive diagrams, I'm working on the narrative structure. The standard textbook style is to start with definitions and then give examples. I think that can be unmotivating. But it's also hard to talk about an example without knowing what the concept is. I'm still trying to figure out how to best arrange these sections. This part is often harder than implementing the diagrams.




If this page works, I can then add another style of game to introduce vertical scrolling, and then another style of game to introduce rotation or zooming. With enough examples, I think I'll understand the topic well enough to be able to write a reference that covers translate, scale, rotate, skew, etc. But even if I don't get that far, the first page can be useful on its own.




The "first page can be useful on its own" also served me well for the A* page and the hexagon page. The A* page was originally intended to be one part of a much longer series about pathfinding. The hexagon page was originally intended to be one part of a set of pages that covers all grid types. Those pages became useful on their own, and I haven't written the rest.

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Review : Days Gone (PS4)

 tháng 5 17, 2019     AAA Game Review, Games, PS4     No comments   

Days Gone merupakan sebuah game Action-Adventure Survival Horror yang di develop oleh SIE Bend Studio, yang merupakan salah satu first-party developer milik  Sony Interactive Entertainment. Game ini menceritakan tentang keadaan dunia Post-Apocalyptic dimana dunia sudah lumpuh dan hancur. Pembuatan game ini dimulai tahun 2015 dan di umumkan pada E3 2016 dan pada saat itu mendapat hype yang cukup tinggi dari para gamers di seluruh dunia, direncanakan release pada tahun 2018 namun karena masalah teknis akhirnya di tunda hingga akhirnya release pada 26 April 2019. Days Gone merupakan sebuah game exclusive yang khusus di buat untuk Playstation 4. 

Game dengan tema open world dan mengambil sudut pandang orang ke 3 ini, menceritakan tentang krisis dunia akibat sebuah wabah global misterius yang menewaskan hampir semua umat manusia, ada beberapa manusia yang kebal terhadap wabah tersebut dan bisa bertahan hidup, salah satunya adalah karakter utama protagonist yang kita mainkan bernama Deacon St. John seorang Veteran Perang Divisi ke-10 Tentara AS di Afghanistan. Wabah misterius ini merubah manusia menjadi wujud yang dinamakan Freakers, sebuah penyakit yang membuat manusia menjadi hilang kesadaran dan menjadi zombie kanibal yang sangat aggressive. Para Freakers ini pun semakin lama semakin ber evolusi sehingga menciptakan ancaman baru yang semakin berbahaya bagi para umat manusia yang tersisa. Pada saat semua harapan sudah  mulai sirna Deacon menemukan kemungkinan istrinya yang bernama Sarah Whitaker masih hidup, yang itu akhirnya menuntun Deacon dalam pencarian untuk menemukannya.

Grafis dari game ini sangat lah indah, menggunakan Unreal Engine 4 membuat semua aspek grafis dari game ini terlihat cukup matang. Siklus siang - malam, pergantian cuaca secara dinamis, hujan, salju dan panas menambah efek megah pada game ini. Suasana dunia 2 tahun setelah umat manusia hampir punah, membuat dunia pada game ini terlihat sudah sepi, hancur berantakan, rumah-rumah yang kosong dan mulai di jarah menggambarkan sebuah keadaan yang menurut saya sangat kacau balau. Untuk bisa bertahan hidup manusia-manusia yang tersisa harus membuat sebuah kelompok-kelompok pertahanan untuk bisa bertahan hidup, baik itu dari Freakers atau dari kelompok lainnya, yang ingin menguasai sumber daya dari kelompok lainnya.

Memang musuh utama dari game ini tidak hanya kumpulan Freakers /Horde namun hal yang lebih berbahaya adalah kelompok-kelompok manusia yang memiliki kepentingannya masing-masing. Freakers dalam game ini di gambarkan dengan cukup buas dan menakutkan, bayangkan saja dalam gua yang sempit dan gelap kita harus lari-lari mencari jalan keluar dan di kejar-kejar oleh para Freakers. Terdapat juga ancaman dari beberapa binatang yang ikut terinfeksi yang bisa menyerang kita kapan saja. Terdapat juga kelompok-kelompok yang sengaja membuat kerusuhan di dunia yang sudah hancur ini seperti kelompok Anarchists dan Rippers, sebuah kelompok yang menganut sebuah kepercayaan yang sesat.


Gameplay dari game ini terbilang cukup standard, menurut saya tidak ada hal yang baru dari sisi gameplaynya. Misi-misi yang terbilang cukup repetitive dan singkat. Karakter utama Deacon harus bertahan hidup, dengan memanfaatkan berbagai macam barang-barang yang tersisa di dunia yang sedang sekarat ini, mengkombinasi kan beberapa item tertentu untuk membuat berbagai macam senjata baru agar bisa bertahan hidup. Peta yang di sajikan juga menurut saya bisa dibilang cukup pas, tidak terlalu besar dan tidak terlalu kecil, adanya sistem menaklukkan arena tertentu untuk membuka full map merupakan hal yang sudah banyak kita temui di game-game open world lainnya tetap di implementasi kan pada game ini. Hal baru yang saya dapatkan dari game ini adalah sistem "Horde" yakni segerombolan Freakers yang akan muncul dari gua atau tempat-tempat tertentu yang akan menyerang kita secara bersamaan dan brutal, kita harus berlari dan menyusun strategi yang matang untuk bisa membasmi titik-titik dimana horde berada.
Satu hal yang cukup menarik adalah persenjataan, handling senjata, apa lagi Sniper saya rasa cukup terasa nyata, saat menembakkan peluru ke musuh serasa benar-benar menembus daging musuh yang kita tembak. Terdapat juga senjata jarak dekat seperti balok kayu, parang, pemukul bisbol yang bisa kita modifikasi dengan memberikan paku atau roda gear, dan saat menghantam kan senjata ini ke musuh maka akan ada anggota tubuh musuh yang lepas atau hancur menambahkan unsur gore pada game ini.
Nilai sangat plus dari game ini menurut saya ada pada bagian Story line, narasi percakapan yang sangat kuat antara masing-masing karakter membuat game ini menjadi sangat menarik untuk di ikuti. Ekspresi wajah yang kuat menjadikan karakter utama seperti benar-benar hidup dalam game ini. Cerita yang bertingkat dan perlahan menjadi berat serta perlahan-lahan mengungkap berbagai macam misteri yang ada dalam dunia Days Gone ini. Karakter yang tidak terlalu banyak membuat kita mudah menghafal nama dan karakter dari game ini. Banyaknya twist cerita yang membuat kita tidak bisa menerka-nerka akhir dari cerita game ini. Adanya karakter representasi LGBT, untung saja tidak di boikot masuk ke Indonesia.

Nilai-nilai Brotherhood (Persaudaraan) yang kuat benar-benar saya rasakan dari game ini, perjuangan demi sahabat satu-satunya di dunia ini, melakukan hal-hal gila demi sahabat yang sangat berarti. Pengorbanan dan rela mati membuat cerita dari game ini menjadi cukup mengharukan dari berbagai aspek nya. Saya benar-benar merasa karakter utama memiliki sifat yang sangat "Manusiawi" dalam menghadapi berbagai macam ancaman di dunia yang sudah hancur ini, rasa takut, marah, benci dan rasa bersalah tercermin dari ekspresi wajah dari karakter utama. Kisah cinta manis yang tidak di buat-buat dan menurut saya cukup terasa real jika terjadi di dunia yang sudah hancur seperti pada game ini. Di saat dunia sudah hancur lebur berantakan, memang sangat susah mempertahankan sifat kemanusiaan dan ini lah yang di pertunjukan pada game ini, disaat hukum sudah tidak ada, maka yang kuatlah yang akan menindas yang lemah.


Untuk berpindah-pindah tempat kita menggunakan Motor Harley, motor ini bisa kita upgrade masing-masing part nya sehingga menjadi lebih kuat, lebih hening dan bahan bakar bisa bertahan lebih lama, kondisi motor kita pun lama-kelamaan bisa rusak dan kita harus perbaiki menggunakan komponen scrap yang kita temukan dari sisa-sisa mobil yang ada. Motor ini juga bisa kita modifikasi secara visual, mengganti warna, merubah tampilan part tertentu. Motor ini pun bisa kita gunakan untuk Fast Travel yang menurut saya sangat membantu. Effect berat, dan suara Motor Harley pun di diimplementasikan cukup bagus pada game.
Untuk Soundtrack dan Sound Effect juga sangat bagus sekali, bisa dibilang sound akan membangun suasana dunia dalam game ini. Lagu melodi gitar dan biola khas lagu-lagu country. Pada saat-saat tertentu suasana yang hening, terdengar suara angin, rumput dan berbagai macam hewan membuat dunia dalam game ini menjadi cukup mencekam, suara Freakers yang mengerikan, binatang buas meraung-raung yang siap menerkam kita kapan saja. Tema-tema alunan musik yang Syahdu menggambarkan sebuah harapan (HOPE) yang hampir sirna, depresi mendalam. Beberapa lagu dengan lyric yang mengiringi perjalanan kita, mengendarai motor di jalanan yang sepi suasana gelap dan matahari mulai terbit perlahan benar-benar sangat menyentuh hati saya, membuat air mata lelaki menetes (ini adegannya: https://www.youtube.com/watch?v=tqhh18gp5l0)

Beberapa panorama yang terlihat sangat megah dan cantik, membuat saya ingin selalu terhenti sejenak memperhatikan se-sekitar dan mengambil gambar dari game ini, pepohonan yang bertiup angin yang terlihat begitu detail dan nyata, hujan salju pun terlihat begitu detail, salju yang mulai menebal dan menempel di baju karakter utama, saat hujan salju usai pun salju mulai mencair dan tanah menjadi lumpur, benar-benar developer dari game ini memperhatikan sampai ke hal-hal yang kecil, memang waktu 4 tahun membuat game ini menjadi sebuah game yang cukup matang.

Overall Days Gone merupakan game yang cukup menarik, game yang memiliki durasi kurang lebih 80 jam ini cukup worth it untuk di miliki, memiliki narasi story yang cukup menarik, story yang tidak terduga-duga. Saya menyarankan untuk memainkan game ini di level hard, sehingga kita benar-benar bisa merasakan begitu pentingnya 1 buah peluru untuk kelangsungan hidup, lebih banyak membunuh musuh secara sembunyi-sembunyi dan benar-benar merasakan beratnya bertahan hidup dalam dunia Days Gone. Rasanya rindu saat menulis review ini, melihat-lihat kembali capture-capture dari game ini, sedih rasanya 80 jam pengalaman menarik yang sudah berlalu.

Game ini juga sedikit banyak menceritakan tentang club motor besar, dengan nama Mongrel MC. Dengan moto "Moriour Invictus" yang artinya "Death Before Defeat"

*NB: Game ini mendapat review yang kurang bagus di awal pe-release-annya nya, namun menurut saya kalau kita memainkan game hanya mencari kelemahan dari game tersebut tanpa menikmatinya maka game se bagus apa pun kita tidak akan bisa menikmatinya. Lihatlah dari sisi bagusnya.

Score dari saya : 9/10

Saya memainkan di PS4 Pro, HDR, TV4K.


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ClockworkPi GameShell

 tháng 5 17, 2019     Emulator, Portable Console, retro games     No comments   

ClockworkPi GameShell merupakan sebuah Portable Console yang harus kita rakit terlebih dahulu untuk dapat berfungsi, karena sistem nya adalah modular jadi masing-masing komponen terpisah dan harus kita gabungkan. Cara merakit portable console ini juga cukup sederhana dan menarik, seakan-akan kita membuat console milik kita sendiri.
Sebenarnya ingin sekali memiliki portable console seperti ini untuk memainkan berbagai macam Emulator seperti NES, SNES, SEGA, GBA, PSP, PS1 dan game-game retro lainnya dalam sebuah perangkat kecil, memasukkan semua library ROM game retro kedalam 1 memory card (Sandisk 512GB) sehingga kita bisa memainkan semua game tersebut dalam mode portable.
Kelebihan game modular seperti ini, jika ada komponen yang bermasalah menggantinya cukup mudah, tinggal beli modul yang bermasalah. Dengan sistem developing by community juga membuat sistem ini akan selalu berkembang dengan banyaknya komunitas yang selalu menemukan hal baru dan memaksimalkan kinerja hardware dari GameShell ini.

GameShell sendiri menggunakan kernel Linux, sehingga kita bebas meng-kostumisasi dan memasukkan berbagai macam emulator ke dalamnya. GameShell awalnya merupakan project kick starter yang sekarang bisa kita beli dengan harga 139-159$ 

Spesifikasi :
- Quad-core Cortex-A7 CPU
- WI-FI & Bluetooth on-Board
- ATmega168p Programmable Keypad
- Linux Kernel 4.1 Supported
- 1GB DDR3 Memory Ram
- 16GB MicroSD with ClockworkPi OS
- Micro HDMI output
- 1200 mAh Rechargeable Battery 

Sumber: https://www.clockworkpi.com/
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  • 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.
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  • Bajakan
  • ball-rolling
  • Bank BTN
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  • Best Game Award at Uclan Games Jam 2016 .
  • bge
  • BIG CONGRATULATIONS to WHITEPAPERGAMES
  • Blackvoxel
  • blender
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  • bos
  • bos-wars
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  • BugBox- visual programming experiment.
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  • Dan Bavin starts new job at Ninja Theory
  • Dan Bavin wins Creative Focus Award for Design 2015
  • darkmod
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  • design
  • Design Director at Travellers Tales
  • devcorner
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  • Digital
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  • Double presentation by Alumni for UCLan Games Design
  • duckmarines
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  • Engine
  • engines
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  • 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
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  • Further good news for UCLAN 3rd year student
  • future
  • Gagal
  • Game
  • Game by Nellie Sandblom as published on Scirra Arcade.
  • game engine
  • GameDevelop
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  • 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
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  • geometry
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  • Girls design games @jamuclan
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  • Grads In Games visit to UCLAN for the Get in the Game Careers Talk Tour
  • Graduate success
  • graphics
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  • 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
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  • Indie Games Review
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  • 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
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  • James Burton - MA Games Design - UCLan
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  • Lego Game Design Live brief
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  • Live Stream on Twitch TV.
  • love
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  • MA Design Degree Show - UCLan. Featuring our MA Games Design students!
  • MA Games Design Show at Uclan 2013
  • mac
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  • 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
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  • 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
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  • Nominated for Develop Award
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  • 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
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  • Platform Games created by Year 1 Games Design students @UclanCF
  • platform-android
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  • Playful ideas by Bev Bush - try them on GameJolt.
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  • Plinky Plonk Xmas App is live
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  • Recent Graduate employed as a Games Designer
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  • Rumor dan isu
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  • Saija Sipila interviewed on Linkedin.
  • Sarah Akers and Will Butterworth visit Uclan Games Design
  • scifi
  • SDD
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  • Secret Santa day for Uclan Games Design
  • Shaun Mooney
  • Shooting Games
  • Siân Knight
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  • sintel
  • sintelthegame
  • solarus
  • Some of our UCLan Games Design Success Stories.
  • space station 13
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  • Spider Man
  • Sports Games
  • SSD
  • standalone
  • Stealth Games
  • steam
  • strategy
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  • Student Hero Nomination for James Moorby
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  • Tales of Maj'Eyal
  • TBS
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  • 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
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  • ToME
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  • Top Down Shooter BUGS!
  • torque2d
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  • 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
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  • 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
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