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My Favorite Links:
Here I'll add some of my favorite links. The lists will grow as I find new links worth putting here and, also, check through my bookmarks for the ones I've forgotten about (it will take me some time). If you want more, you can also check the Interesting Links section of this blog, where I compile links I tweet about.
- Game Development: Talks
- Game Development: Other Videos
- Game Development: Good Reads
- Game Development: Websites
- Game Development: Resources
- Game Development: Source Code
- Game Development: Marketing & Distribution
- Programming & Computers
- Free Software & Tools
- Art
- Ebooks
- Magazines
- Other
Game Development: Talks
- Juice it or lose it
- Creating FPS Open Worlds Using Procedural Techniques
- Creating Bioshock Infinite's Elizabeth
- Animation Bootcamp: An Indie Approach to Procedural Animation
- Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2
- Technical Artist Bootcamp: The VFX of Diablo III
- Classic Game Postmortem - Maniac Mansion
- Classic Game Postmortem - DOOM
- The Art of Firewatch
- QuakeCon 2011 - John Carmack Keynote
- QuakeCon 2012 - John Carmack Keynote
- QuakeCon 2013 - John Carmack Keynote
- The Physics of Light and Rendering - A Talk by John Carmack
- A coder's guide to spline-based procedural geometry (Unity)
- Rami Ismail to indie startups: You Don't Stand a Chance
- How Cameras in Side-Scrollers Work
- Writing Shaders (Unity)
- AI in the Awesomepocalypse - Creating the Enemies of Sunset Overdrive
- Level Design in a Day: The Worlds of Sunset Overdrive
- HandmadeCon (audio)
- Classic Game Postmortem - Elite
- Classic Game Postmortem - Another World
- Classic Game Postmortem: Fallout
- Classic Game Postmortem: Alone in the Dark
- Classic Game Postmortem - Pitfall!
- Dynamic porting of Dying Light for Linux/SteamOS
- Cyber Necromancy: Reverse Engineering Dead Protocols
- Oculus Connect Keynote: John Carmack
- Oculus Connect 2 Keynote with John Carmack
- 50 Game Camera Mistakes
- How We Used Iterative Level Design to Ship Skyrim and Fallout 3
- The Implementation of Rewind in Braid
- Designing Over the Top - Saints Row: The Third Postmortem
- The Creation of Saints Row's Open World Cityscape: Stilwater (audio) + slides
- The AI of BioShock 2: Methods for Innovation and Iteration
- Dead Island: How to Create a Mega Seller on a Moderate Budget
- The Quake 3 Rendering Engine (1999 GDC - Brian Hook)
Game Development: Other Videos
- Handmade Hero (channel)
- Chess Engine In C (playlist)
- Half Life 2 Level Design Gameplay Analysis
- Great Levels in Gaming - Episode 13 - Half-Life 2
- Game Maker's Toolkit - Half-Life 2's Invisible Tutorial
- Game Maker's Toolkit - Theme and Mechanics in Far Cry 2 and Far Cry 4
- Let's Play: the first room of Anomalous Materials in Half-Life 1
- Make A Game With No Experience (Tom Francis) (playlist)
- Double Fine Adventure! (playlist)
- Adventures in Game Development (playlist)
- The Unseen History of Portal
- Battlefield 3 Campaign Developer Commentary (playlist)
- Devs Play Legend of Zelda (Part 4 - Hacking the ROM)
- Devs Play Doom
- GET LAMP: The Text Adventure Documentary
- Castle Does Subnautica (playlist)
- An Oral History of Star Wars: Republic Commando by its Lead Programmer
- The History of Ken Silverman's Build Engine
- Let's Play Deus Ex with Warren Spector, Sheldon Pacotti and Chris Norden
- In the Directors Chair [AI and Games Lectures #4]
- How "oldschool" graphics worked Part 1 - Commodore and Nintendo
- How "oldschool" graphics work, part 2 - Apple and Atari
- Thief vs. AAA Gaming
- Quest Design I - Why Many MMOs Rely on Repetitive Grind Quests
- Quest Design II - How to Create Interesting MMO and RPG Quests
- Architecture of Deus Ex: Human Revolution (playlist)
- Artificial Intelligence: Skyrim - The Elder Scrolls V, Video 01
- Legends of Game Design (CGDC 1997)
- Making of BioShock
- The Making of Fallout 3
- Making of Fallout: New Vegas
- The Making of Oblivion
- Making of The Elderscroll V Skyrim
- Blizzard Retrospective
- Making Of - Deus Ex Human Revolution
- How Did They Do That? (playlist)
- Game Maker's Toolkit - Why Nathan Drake Doesn't Need a Compass
- GAT #56: Fallout 4 - The Mushroom Case
- GAT #58: Alpha 1 - My Top 5 Usecases
- GAT #62: Alien vs Wolfenstein - Cutting Torch
Game Development: Good Reads
- Three States and a Plan: The A.I. of F.E.A.R. (PDF|2.3MB)
- Rendering Wounds in Left 4 Dead 2 (PDF|4.3MB)
- Game Programming Patterns
- Skyrim's Modular Approach to Level Design
- GTA V - Graphics Study
- Deus Ex: Human Revolution - Graphics Study
- AI Madness: Using AI to Bring Open-City Racing to Life
- OpenGL - Introduction
- Unity Voxel Tutorial
- Doom3 Source Code Review
- Doom3 BFG Source Code Review
- Quake 3 Source Code Review
- Quake 2 Source Code Review
- Quake Engine code review
- Prince Of Persia Code Review
- Another World Code Review
- Doom engine code review
- Let's Compile like it's 1992
- Just starting out, what games should I make?
- Introduction to A*
- Rendering and simulation in offroad driving game
- Fully Interactive Surfaces In DOOM3
- Lou's Pseudo 3d Page
- How To Project Decals
- Behavior trees for AI: How they work
- Doom 3 – Volumetric Glow – A Game Art Trick
- Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
- The Poor Man's Voxel Engine
- Technical breakdown: Assassin's Creed II
- Far Cry: How the Fire Burns and Spreads
- Windows AC/Row/Infinite - A Game Art Trick
- Working with Modular Sets
- Zelda: Wind waker Tech and Texture Analysis
- Creating Modular Environments in UDK
- The Poor Man's Dialogue Tree
- How Does It Work? - Voxel Quest
- An Analysis of Minecraft-like Engines
- Minecraft Like Rendering Experiments in OpenGL 4
- Let's Make a Voxel Engine
- Bézier Path Algorithms
- Bézier Curves for your Games: A Tutorial
- How to Use Perlin Noise in Your Games
- How to Choose Colours Procedurally (Algorithms)
- Defining Boundaries: Creating Credible Obstacles In Games
- Defining Boundaries: Creating Credible Obstacles In Games, Part 2
- Water interaction model for boats in video games
- Water interaction model for boats in video games: Part 2
- How to do subtitles well – basics and good practices
- Composition in Level Design
- Secrets of the Sages: Level Design
- Half Life Maps per chapter - Gallery
- Game Design Essentials: 20 Atari Games
- Game Design Essentials: 20 RPGs
- Game Design Essentials: 20 Difficult Games
- Game Design Essentials: 20 Mysterious Games
- Game Design Essentials: 20 Real-World Games
- Learning From The Masters: Level Design In The Legend Of Zelda
- Designing an RPG Inventory System That Fits: Preliminary Steps
- How OpenGL works: software renderer in 500 lines of code
- Building PBR-environments for Games
- Fixing E.T. The Extra-Terrestrial for the Atari 2600
- Graphics Programming Black Book
Game Development: Websites
- Fabien Sanglard's website: Deep magic explained
- Amit’s Game Programming Information
- GDC Vault Free Content
- Programming - Twenty Sided
- Game Development Tutorial Series
- Invent with Python
- Game accessibility guidelines
- Unity C# Tutorials - Catlike Coding
- GTC On-Demand Featured Talks | GPU Technology Conference
- Bullet Physics - Real-Time Physics Simulation
- Game Studies
- 80 level - Articles
- Essays Archives - Theory of Gaming
- Control500 - Game Development Stories
- Archives | The Psychology of Video Games
- Features - Making Games
- The Digital Antiquarian - A history of computer entertainment
- In The Games Of Madness - Frictional Games
- Joost's Dev Blog
Game Development: Resources
- Textures.com
- Freesound.org - collaborative database of Creative Commons Licensed sounds
- iconmonstr - free simple icons
- Game-icons.net - free SVG and PNG icons
- OpenGameArt.org
- Kenney - public domain assets
- openclipart.org
- Reiner's Tilesets
Game Development: Source Code
- stb single-file public domain libraries for C/C++
- Other single-file public-domain/open source libraries with minimal dependencies
- XInputDotNet - C# wrapper around XInput
- Steamworks.NET - a C# Wrapper for Valve's Steamworks API
- PhysicsFS - a library to provide abstract access to various archives
- tinyobjloader - Tiny but powerful single file wavefront obj loader
- Typogenic - high-quality 3D text renderer for Unity
- Miniz - Single C source file Deflate/Inflate compression library with zlib-compatible API
- Simple DirectMedia Layer (SDL) - cross-platform development library
- SMFL - Simple and Fast Multimedia Library
- Doom 3 BFG Edition GPL Source Code
- Quake III Arena GPL source release
- Quake 2 GPL source release
- DOOM Open Source Release
- Quake GPL Source Release
- Doom 3 GPL source release
- The original open source release of Wolfenstein 3D
- General Purpose Goal Oriented Action Planning
- Unity UI Extensions
- SharpPhysFS - PhysicsFS wrapper for .NET
- Kino/Obscurance - screen-space ambient occlusion/obscurance image effect for Unity
- FPS Creator Classic
- Tiny Renderer
- NoiseShader - Noise shader library for Unity
- UnityStbEasyFont - A port of stb_easy_font.h to Unity/C#
- Vox - Voxel Engine and Voxel Game Development
- Code for the "Graphics Gems" book series
- libsoundio - C library providing cross-platform audio input and output
- usfxr - A Unity port of sfxr/as3sfxr/bfxr
- Blitz3D open source release
- The code accompanying the book "Artificial Intelligence for Games"
- FRONTIERS source code
- Space Engineers source code
- AwesomeBump - generate normal, height, specular or ambient occlusion textures from a single image
- Bullet 2.x official repository
- Prince of Persia - Apple II
- Torque3D - MIT Licensed Open Source version
- Lemma source code
- Chocolate Wolfenstein 3D
- Tutorials from GameTutorials.com
- Serious Engine - open source version of the Serious Sam games' engine
- ink - open source scripting language for writing interactive narrative (C# - Unity)
- VertexPaint - Unity 5.0 Vertex Painter
Game Development: Marketing & Distribution
- presskit() 2.0 Spend time making games, not press
- The Marketing Guide for Game Developers
- Distributing pre-release builds with itch.io
- itch.io - Creator FAQ
- distribute() - keep track of your press lists and (p)review build distribution
- GOG -submissions
- The Humble Widget
Programming & Computers
- GIT - Book
- PC Assembly Language Book
- OSDev Wiki
- JamesM's kernel development tutorials
- Bran's Kernel Development Tutorial
- The little book about OS development
- The Lost Art of C Structure Packing
- Beej's Guide to Network Programming
- 100 bugs in Open Source C/C++ projects
- Linux Documentation Project Guides
- Neural Doodle - Turn two-bit doodles into fine artworks with deep neural networks (source code)
Free Software & Tools
- GNU Image Manipulation Program (GIMP) (open source)
- Blender - 3D creation suite (open source)
- Krita - sketching and painting program (open source)
- Inkscape - vector graphics software (open source)
- Wings 3D - subdivision modeler (open source)
- Audacity - recording and editing sounds (open source)
- 7-zip - manipulate 7z, ZIP, GZIP, BZIP2 and TAR (open source)
- Open Broadcaster Software (open source)
- ScreenToGif (open source)
- Notepad++ (open source)
- VLC - multimedia player (open source)
- Firefox - Web browser (open source)
- Visual Studio Community
- Visual Studio Code
- NetBalancer - internet traffic control
- WinCDEmu - CD/DVD/BD emulator (open source)
- ImageMagick (open source)
- TightVNC (open source)
- InfraRecorder - CD/DVD burning solution (open source)
- NormalMap Online (website)
- Bfxr - make sound effects for computer games (open source)
- Unity - game engine
- Unreal Engine - game engine
- Godot Engine - game engine (open source)
Art
- Feng Zhu Design - Tutorials | Youtube
- Save Loomis!
- David Revoy - Videos
- David Revoy - Tutorials
- Imagine FX - Videos
- Free Video Library — Ctrl+Paint
- COLOURlovers :: Color Trends + Palettes
- Drew Struzan - Portfolio
Ebooks
- Project Gutenberg - over 50,000 free ebooks
- Hackers, Heroes of the Computer Revolution by Steven Levy
- The Hacker Crackdown: Law and Disorder on the Electronic Frontier by Bruce Sterling
- Underground: Hacking, madness and obsession on the electronic frontier by Dreyfus
- The Digital Antiquarian - Ebooks
- ManyBooks
Magazines
- Linux Voice - Creative Commons issues
- Index of /magpi-issues
- RetroManiac (Spanish)
- Game Developer Magazine - Complete Archives
Other
- PCGamingWiki
- ScummVM
- BBS - The Documentary (playlist)
- The Feynman Lectures on Physics
- The Digital Comic Museum - Free and Public Domain Comic Books
- LCD monitor test images
- MAME - Multiple Arcade Machine Emulator
- Build A Life-Size Phone Controlled BB8 Droid (video)
- AT&T Archives (playlist)
- 2600: The Hacker Quarterly (channel)
- Font Awesome - The iconic font and CSS toolkit
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