Monday, August 22, 2016

oyun geliştirmede cerny methodu

slideshow http://www.slideshare.net/holtt/cerny-method

2002 tarihli videosu

https://youtu.be/QOAW9ioWAvE

Oyunlarda tarih ne kadar ve ne şekilde kullanılmalı? Paradox interactive sunumu

This 2016 GDC talk from Paradox's Chris King looks at some of the solutions Paradox Development Studio uses to grapple with making entertaining games based on historical fact. 
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

https://www.youtube.com/watch?v=hYzxcf_ZL_g

Sunday, August 21, 2016

Jung'un Arketipleri Slideshow


Arketip meselesi oyunun karakterlerini oluştururken çok işinize yarayacak bir bilgi. Aşağıdaki linkte özet olarak ve çok genel hatlarıyla Jung'un arketipleri ile ilgili faydalı bir slideshow var. Arketip kavramını eğer daha önce duymamışsanız ekşi sözlük vb sitelerden genel olarak araştırdıktan sonra aşağıdaki slideshow'u inceleyiniz.

http://www.slideshare.net/mchabner/jung-archetypes-powerpoint-presentation

konu hakkında detaylı türkçe kaynak için Dört Arketip isimli kitabı satın alabilirsiniz. Kitabın pdf versiyonları da internette mevcut.

http://www.kitapyurdu.com/kitap/dort-arketip/53387.html

Brass Lantern

Brass Lantern adventure oyunları ile ilgili güzel bir kaynak sitesi. Siteyi yapan Stefın isimli arkadaş oyun yazarı. Senaryo yazımı ve bulmaca teknikleri ile ilgili güzel makaleler var.

Sitesinin amacını şöyle açıklamış;

And so Stephen created Brass Lantern. Its goals were threefold:
  1. Act as a repository for writings about adventure games, especially his own, and do so in a less blinky and whirry fashion than did the company site on which he used to work.
  2. Make available to readers the latest news and goings-on in the community.
  3. Maintain a reduced collection of links to other adventure game resources, for lo, links are verily a pain in the frontal lobe to maintain, but some are still worth that trouble.

http://www.brasslantern.org/


Game Development Postmortems



Buradaki videoları seçip teker teker koyacaktım ama sonradan vazggeçtim hepsini mutlaka izlemelisiniz. Bu video serisinde GDC fuarına katılan klasik oyunları yapan tasarımcılar oyunlarını o yıllarda nasıl tasarladıklarını ve sorunlara nasıl çözüm bulduklarını slideshowlar eşliğinde anlatıyorlar. Oyun tasarımcısı olarak mutlaka izlemenizi tavsiye edeirm.

https://www.youtube.com/watch?v=wNpjGvJwyL8&list=PLgwRNW5bpx2af-t9GtcFLh1R4Trkkm4xG

Ayrıca bu postmortem(ingilizce otopsi demek) videoları hoşunuza gittiyse gamasutra'daki 20 sayfalık postmortem serisine de göz atmanızda fayda var. Ben daha bakamadım hala ama aralarında çok güzel oyunlar var(resident evil 4 gibi);

http://www.gamasutra.com/features/postmortem/?page=1

Adventure oyunları için puzzle tasarım ve analizi



"Adventure game puzzles: unlocking the secrets of puzzle design" isimli faideli makale.

http://www.adventureclassicgaming.com/index.php/site/features/423/

Adventure oyunları tarihsel gelişim ve kronolojisi



Klasik adventure oyunları bir zamanların en büyük sükse yapan oyunları idi. Yeni nesil arkadaşların mutlaka bunları oynaması lazım. Benim favroim Phantasmogaria 2, The Curse of Monkey Island,  Harvester ve Gabriel Knight 3'tür.

http://tvtropes.org/pmwiki/pmwiki.php/Main/AdventureGame

Saturday, August 20, 2016

Propp'un Masal Çözümleme metodu



Meşhur Rus bilim adamı Vladimir Propp'un masal çözümleme sistemi. Adam oturmuş bütün masalları incelemiş ve bunların madde madde şablonunu çıkarmış. Oyun tasarımcılarının ve holywood senaristlerinin her daim değişmez ilkeleri Propp'un çıkarttığı şablonlardan gelir. Senaryo yazım aşamasında mutlaka değerlendirilmeli.

Türkçe makeleler;

http://turkoloji.cu.edu.tr/HALKBILIM/nilgun_ciblak_propp'un%20masal%20cozumleme_metodu.pdf

http://www.academia.edu/1877753/_Modern_Masallar%C4%B1n_Analizinde_Propp_Metodu_Metodu_Propps_Method_in_Analyzing_Modern_Tales_A%C3%9C_%C3%87OGEM_3._Ulusal_%C3%87ocuk_ve_Gen%C3%A7lik_Edebiyat%C4%B1_Sempozyumu_5-7_Ekim_2011_Bildiriler_Kitab%C4%B1_haz._Sedat_Sever_Ankara_2012_ss.729-736

http://www.turkishstudies.net/Makaleler/2005225936_15BarsMehmetEmin-edb-257-269.pdf

ilgili konunun wikipedia sayfası;

https://en.wikipedia.org/wiki/Vladimir_Propp

Polycount en iyi tutoriallar listesi



Polycount her tasarımcının takip etmesi gereken hazine kıymetinde site. Bu sayfa en iyi tutorialların derlemesinden oluşuyor. Çok yararlı bilgiler var.

http://polycount.com/discussion/137096/tutorial-hoarders-dump-collage-of-tutorials-hoarded-over-time

3d modelleme üzerine faydalı pratik bilgiler



Polonyalı bir 3d'ci arkadaşın pinterestteki tips and tricks kolleksiyonu.

https://tr.pinterest.com/strzyg/cg-tips-tricks/

Arketip Semboller nelerdir?

Pdfler siliniyor, buraya kopyalıyorum.

pdf link

Archetypal Symbols Cautionary note: The archetypes and symbolic meanings that follow are merely common and representative, that is, by no means exhaustive. These images do not function as archetypes each time they appear in literature; rather, their meaning will vary somewhat according to their contexts.

A. Archetypal images:

1. Water: the mystery of creation; birth-death-resurrection; purification and redemption; fertility and growth. According to Carl Jung, water is most common symbol for the unconscious.

 a) The Sea: the mother of all life; spiritual mystery and infinity; death and rebirth; timelessness and eternity; the unconscious.

b) Rivers: death and rebirth (baptism); the flowing of time into eternity; transitional phases of the life cycle; incarnations of deities.

 2. Sun (fire and sky are closely related): creative energy; law in nature; consciousness (thinking, enlightenment, wisdom, spiritual vision); father principle (moon and earth tend to be associated with the mother principle); passage of time and life.

 a) Rising sun: birth; creation; enlightenment

b) Setting sun: death

3. Colors:

a) Red: blood, sacrifice, violent passion, disorder
b) Green: growth, sensation, hope, fertility, in ironical context may be associated with death and decay
c) Blue: usually highly positive, associated with truth, religious feeling, spiritual purity, security
d) White, highly multivalent; signifying in its positive aspects light, purity, innocence, and timelessness; signifying in its negative aspects, death, terror, the supernatural, and the blinding truth of an inscrutable cosmic mystery as in “The Whiteness of the Whale” chapter in Moby Dick
e) Black (darkness): chaos, mystery, the unknown, death, primal wisdom, the unconscious, evil, melancholy

4. Circle (sphere): wholeness, unity

a) Mandela (a geometric figure based upon the squaring of a circle around a unifying center; the desire for spiritual unity and psychic integration. In classical forms features the juxtaposition of the triangle, the square, and the circle with their numerical equivalents of three, four, and seven.

b) Egg (oval): the mystery of life and the forces of generation

c) Yang-Yin- the Chinese symbol representing the union of opposite forces of the Yang (masculine principle: light, activity, the conscious mind) and the Yin (the feminine principle: darkness, passivity, and the unconscious mind).

d) Ouroboros: the ancient symbol of a snake biting its own tail, signifying the eternal cycle of life, primordial unconsciousness, the unity of opposing forces (as in Yang-Yin).

5. Serpent (snake or worm): symbol of energy and pure force (cf. libido); evil, corruption, sensuality; destruction; mystery; wisdom; the unconscious.

6. Numbers:

 a) Three: light; spiritual awareness and unity (cf. The Holy Trinity); the male principle.
b) Four: associated with the circle, life cycle, four seasons; female principle, earth, nature; four elements (earth, air, fire, water).
c) Seven: the most potent of all symbolic numbers – signifying the union of three and four, the complement of the cycle, the perfect order.

7. The archetypal woman (Great Mother- the mysteries of life, death, and transformation):

a) The Good Mother (positive aspects of the Earth Mother): associated with the life principle, birth, warmth, nourishment, protection, fertility, growth, abundance (for example, Demeter, Ceres).
b) The Terrible Mother: the witch, sorceress, siren, whore, femme fatale – associated with sensuality, sexual orgies, fear, danger, darkness, dismemberment, emasculation, death; the unconscious in its terrifying aspects.
c) The Soul Mate: the Sophia figure, Holy Mother, the princess or “beautiful lady” – incarnation of inspiration and spiritual fulfillment (cf. Jungian anima)

8. The Wise Old Man (savior, redeemer, guru): personification of the spiritual principle, the representing, Carl Jung says, “ knowledge, reflection, insight, wisdom, cleverness, and intuition on the one hand, and on the other hand, moral qualities such as goodwill and readiness to help, which make his “spiritual” character sufficiently “plain." What is more, he even tests the moral qualities of others and makes gifts dependent on this test. The old man always appears when the hero is in a hopeless and desperate situation from which only profound reflection or a lucky idea can extricate him. For internal and external reasons, though, the hero can not accomplish this himself; the knowledge he needs to compensate for his deficiency comes in the form of a personified thought, i.e., in the shape of his sagacious and helpful old man.”

9. Garden: paradise; innocence; unspoiled beauty (especially feminine); fertility.

10. Tree: denotes life of the cosmos; its growth, proliferation, generative and regenerative processes. It stands for inexhaustible life, and is, therefore, equivalent to immortality.

11. Desert: spiritual acridity; death; nihilism, hopelessness

B. Archetypal Motifs or Patterns

1. Creation: perhaps the most fundamental of all archetypal motifs – virtually every mythology is built on some account of how the Cosmos, Nature, and Man were brought into existence by some supernatural Being or Beings.

2. Immortality: another fundamental archetype, generally taking one of two basic narrative forms:

a) Escape from time: “Return to Paradise, the state of timeless bliss enjoyed by man before his tragic Fall into corruption and mortality.
b) Mystical submersion into cyclical time: the theme of endless death and regeneration – man achieves a kind of immortality by submitting the vast, mysterious rhythm of Nature’s eternal cycle, particularly the cycle of the seasons.

3. Hero archetypes (archetypes of transformation and redemption):

a) The quest: the hero (savior, deliver) undertakes some long journey during which he must perform impossible tasks, battle with monsters, solve unanswerable riddles, and overcome insurmountable obstacles to save the kingdom and, perhaps, marry the princess.
b) Initiation: the hero undergoes a series of excruciating ordeals in passing from ignorance and immaturity to social and spiritual adulthood, that, is in achieving maturity and becoming a full-fledged member of his social group.

The initiation most commonly consists of three distinct phases:
(1) separation, (2) transformation, and (3) return. Like the quest, this is a variation of the death-and-rebirth archetype. c) The sacrificial scapegoat: the hero, with whom the welfare of the tribe or nation is identified, must die to atone for the people’s sins and restore the land to fruitfulness. Examples of heroes: Moses, Hercules, Siegried, Luke Skywalker, and Arthur. In the “standard the story” some of the following occur: (1) the hero is the child of distinguished parents, usually the son of a king. (2) His origin is preceded by difficulties such as prolonged barrenness, or secret intercourse of due to external prohibition or obstacles. (3) During or before the pregnancy, there is a prophecy in the form of an oracle, cautioning against his birth, and usually threatening danger to the father (or his representative). (4) As a rule, he is surrendered to the water, often in a box of some sort. (5) He is then saved by animals, or by lowly people (shepherds, for instance), and is suckled by animals or a humble woman – literally or figuratively. (6) After he has grown up, he finds his distinguished parents, in highly versatile fashion. (7) He takes revenge on his father, on the one hand, and is acknowledged on the other. (8) Finally, he achieves rank and honors.

C. Archetypes as Genres In addition to appearing as images and motifs, archetypes may be found in even more complex combinations as genres that conform with the major phases of seasonal cycle The correspondent genres for the four seasons follow:
a) The mythos of spring: comedy.
b) The mythos of summer: romance.
c) The mythos of fall: tragedy.
d) The mythos of winter: irony.

Finally, consider the following idea concerning. Myth is the organizing principle of literary form, providing a diagram or blueprint of what literature as a whole is about, that is, an imaginative survey of what is imaginatively conceivable in the human condition - from the beginning to the end, from the height to the depth.

Oyun tasarımını A'dan Z'ye anlatan kitap


Aşırı faideli bir kitap "The Ultimate Guide to Video Game Writing and Design"


pdf linki


İyi bir oyun senaryosu nasıl yazılır?



Sayfanın başlığı "iyi bir oyun hikayesi nasıl yazılır ve nasıl bok gibi zengin olunur?". Abartılı bir tabir:) ama güzel yönlendirmeler ve ufuk açıcı fikirler var.

http://www.paladinstudios.com/2012/08/06/how-to-write-a-good-game-story-and-get-filthy-rich/

Node Based(düğüm temelli) Senaryo yazımı



Oyun senaryosu en düzgün şekilde nasıl yazılır? Şekiller üzerinden anlatımların da yer aldığı ufuk açıcı içeriğe sahip bir sayfa. Oyun senaryosu nasıl yazılır? Hikaye nasıl yazılır? Oyuna nasıl uygulanır?

http://thealexandrian.net/wordpress/7949/roleplaying-games/node-based-scenario-design-part-1-the-plotted-approach

Monument Valley tasarım notları



Geçtiğimiz sene büyük başarı kaydeden monument valley oyunun tasarım a'dan z'ye çözümlemesi... Görsel tasarım için çok değerli notlar barındırıyor.

http://nabauer.com/monument-valley-design-analysis/



Al Lowe'un oyun tasarım sitesi



Leisure Suit Larry oyunlarının tasarımcısı olan Al Lowe'un Leisure Suir Larry serileri ile ilgili çok değerli notlarını paylaştığı site.

http://allowe.com/games/game-designs.html

Leveldesign.org sitesi



Sadece level tasarımı üzerine bir site. Genel olarak başka sitelerden derlemeler videolar ve scrshotlar var.

http://level-design.org/

The Legend of Zelda Level design/ tasarım notları



Efsane oyun The Legend of Zelda'nın level design/ tasarım notları... 3 sayfa.


http://www.gamasutra.com/view/feature/6582/learning_from_the_masters_level_.php

Grim Fandango genel tasarım ve puzzle notları



Grim Fandango genel tasarım ve puzzle notları. Adventure oyunu tasarlamak isteyenler için hazine niteliğinde notlar... Aşağıdaki linkte pdf linkini bulacaksınız.

http://gameshelf.jmac.org/2008/11/grim-fandango-puzzle-design-do/

Fallout 4 modular level design slideshow(274 sayfa)



Joel Burgess ve  Nathan Purkeypile'ın gdc fuarında paylaştıkları fallout 4 level tasarım notları ile ilgili hazine değerinde slideshow. Mekan tasarımı konusunda ufuk açıcı...

http://www.slideshare.net/JoelBurgess/gdc-2016-modular-level-design-of-fallout-4

Skyrim modular level design notları



Skyrim modüler level tasarım notları. Modüler level tasarımı nedir? Skyrim oyununda nasıl uygulanmıştır? Hem bu soruların cevabı hem de oyunun ilk aşamasından son aşamasına gelene kadar yaşanan süreç, sorunlar ve çözümleri... Mükemmel bir makale.

http://www.gamasutra.com/blogs/JoelBurgess/20130501/191514/Skyrims_Modular_Approach_to_Level_Design.php

Shogun Total War 2 concept art



Roland isimli fransız elemanın Shogun Total War 2 concept art tasarımları

http://www.conceptart.org/forums/showthread.php/34646-prince-of-persia-warrior-within-concept-design-(heavy-download)

Prince of Persia warrior within concept art



Prince of Persia warrior within'in ilham verici concept art tasarımları.

http://www.conceptart.org/forums/showthread.php/34646-prince-of-persia-warrior-within-concept-design-(heavy-download)

Halo 2 concept art



Halo 2'nin concept art tasarımları

http://www.neoseeker.com/halo-2/concept_art/

başka bir link

http://halo.wikia.com/wiki/Category:Halo_2:_Anniversary_concept_art

Assasin's Creed: Syndicate concept art



Fernando Acosta'nın Assasin's Creed: Syndicate  concept art çizimleri

http://www.facosta.com/#/assassins-creed/

Sergey Samuilov 3d portfolyo




Sergey Samuilov'un ilham verici zbrush modelleri

https://www.artstation.com/artist/tonzy

Ariel Perez character concept art



Ariel Perez'in ilham verici karakter tasarımı portfolyosu

https://www.artstation.com/artist/arielp

Martin Deschambault portfolyo



Martin Deschambault'un artstation portfolyosu...

https://www.artstation.com/artist/dechambo

cgsociety portfolyosu

http://dechambo.cgsociety.org/

Assasin's Creed: Revelations concept art



Martin Deschambault'un Türkiye'de geçen Assasin's Creed: Revelations için hazırladığı concept art çizimleri.

http://conceptartworld.com/?p=13361

Daha kapsamlı başka bir link

http://www.neoseeker.com/assassins-creed-revelations/concept_art/

Morrowind Concept Art



Michael Kirkbride'in morrowind için yaptığı concept art çizimleri. Çizimleri bir Türk çizerin çizimlerini hatırlatıyor, ismi bir türlü aklıma gelmedi, gelince editlerim.

Bu çizimlerin olduğu kendi blog sitesi


bu da tasniflenmiş hali

Oblivion concept art

SwimC02

Adam Adamowicz'in oblivion için yaptığı concept art çizimleri.

https://www.flickr.com/photos/47857688@N08/sets/72157629321027031/

Skyrim concept art

z57

Adam Adamowicz'in skyrim concept art çizimleri

https://www.flickr.com/photos/47857688@N08/sets/72157629321466509/

Fallout 3 concept art

Waste01

Adam Adamowicz'in fallout 3 concept art çizimleri

https://www.flickr.com/photos/47857688@N08/sets/72157629320774861/

bu sırada adam ölmüş, allah rahmet eylesin

http://kotaku.com/5883988/concept-artist-behind-fallout-3-skyrim-has-died