Serious games are being described by some analysts as the next wave of technology-mediated learning. In the market report released by IDATE, one of Europe’s foremost market analysis and consulting firm for Telecom, Internet and Media industries, in July 2010, estimates that serious game sector currently generates 1.5 billion EUR in revenue around the globe, and that by 2015 sales will be almost seven times what they are in 2010 – with an average annual growth rate of 47% between 2010 and 2015.
-by ROBERT CHESEBROUGH //
Several weeks ago I did an unofficial google survey to see if there was much information on the topic of using OpenmP for games. There were not that many posts on the subject and most were rather negative on using OpenMP for games – and the general consensus was that OpenMP is fine for data decomposition of for loops only and since this does not apply to the main game loop this relegated OpenMP to a minor role for developing parallel games.
An artist starts his career from one company or the other. As he grows in his career path, he coordinates and interacts with lot many people and other artists. During this stint of growing professionally everyone makes mistakes sometime. There are few set of common mistakes that everybody do that are known as professional snag. There are few best practices that need to be remembered. This article covers few of them.
It’s one major factor that I take into consideration when thinking about a game now a days. Designing an audience. As usual the question is Why? Game Developers design the game why the audience. Well, what the game developers are excited about can’t be always the case for the audience. At times its like that most excited feature for the developer is least one for the gamer.
A game designer is at the same time at the beginning of the creation process of a game, at the middle of the process for “building” the game and at the end to ensure of the quality of this entertaining experience we call a video game. - by Alexis Madinier