top of page
The Witness Documentary
47:59
Making Games Better for Gamers with Colourblindness & Low Vision | Designing for Disability
13:56

Making Games Better for Gamers with Colourblindness & Low Vision | Designing for Disability

🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴 Video games are for everyone. But disabled people can be left out if developers don’t consider their needs. In this series of videos, I’ll be sharing guidelines and best practices for making games more accessible to a wide range of disabilities. This time, I’m looking at design choices and menu options that will affect those who are colourblind or have low vision. Resources Game accessibility guidelines http://gameaccessibilityguidelines.com Color Oracle https://colororacle.org Sim Daltonism https://michelf.ca/projects/sim-daltonism/ Colourblind Simulator - Unity https://www.alanzucconi.com/2015/12/16/color-blindness/ Colourblind Simulator - Game Maker https://marketplace.yoyogames.com/assets/486/color-blindness-simulation Guidelines for Building Blind-Accessible Computer Games http://www.blindcomputergames.com/guidelines/guidelines.html Screenreader support on Xbox One (video) https://channel9.msdn.com/Events/GDC/GDC-2017/GDC2017-009 Accessibility on iOS https://developer.apple.com/library/archive/documentation/UserExperience/Conceptual/iPhoneAccessibility/Introduction/Introduction.html Accessibility on Android https://material.io/design/usability/accessibility.html#understanding-accessibility Games shown in this episode (in order of appearance) Half-Life 2 (Valve Corporation, 2004) Hue (Fiddlesticks Games, 2016) God of War (Santa Monica Studio, 2018) Cuphead (Studio MDHR, 2017) BioShock 2 (2K Marin, 2010) DOOM (id Software, 2016) Tom Clancy's Rainbow Six Siege (Ubisoft Montreal, 2015) Super Smash Bros. for Wii U (Sora, 2014) Fortnite (Epic Games, 2017) ReCore (Armature Studio, 2016) ChromaGun (Pixel Maniacs, 2015) Into the Breach (Subset Games, 2018) Battlefield 1 (EA DICE, 2016) Call of Duty: Modern Warfare 3 (Infinity Ward, 2011) The Spectrum Retreat (Dan Smith Studios, 2018) Rocket League (Psyonix, 2015) Pyre (Supergiant Games, 2017) Overwatch (Blizzard Entertainment, 2016) Splatoon 2 (Nintendo, 2017) Dead Rising (Capcom, 2006) Kirby's Epic Yarn (Good-Feel, 2010) Life Is Strange: Before the Storm (Deck Nine, 2017) Yakuza 0 (Sega, 2017) Invisible, Inc. (Klei Entertainment, 2015) Monster Hunter: World (Capcom, 2018) Borderlands: The Pre-Sequel (Gearbox Software, 2014) Assassin's Creed: Origins (Ubisoft Montreal, 2017) Alien: Isolation (The Creative Assembly, 2014) Kingdom Come: Deliverance (Warhorse Studios, 2018) Gone Home (Fulbright, 2013) The Awesome Adventures of Captain Spirit (Dontnod Entertainment, 2018) Street Fighter IV (Capcom, 2008) Shoot 1UP (Mommy’s Best Games, 2010) Mortal Kombat X (NetherRealm Studios, 2015) Injustice: Gods Among Us (NetherRealm Studios, 2013) Killer Instinct (Double Helix Games, 2013) Skullgirls (Reverge Labs, 2012) Hearthstone (Blizzard Entertainment, 2014) Dream Daddy: A Dad Dating Simulator (Game Grumps, 2017) Semblance (Nyamakop, 2018) Transformers: Devastation (Platinum Games, 2015) Music used in this episode Puzzle Pieces, Lee Rosevere Substory Theme A (Yakuza 0) Free Roam Theme (Life is Strange: Farewell) Zen 4 (Life is Strange: Farewell) Dynamic Theme Music (Life is Strange: Before the Storm) k. Part 2 - 01 untitled 1, animeistrash Contribute translated subtitles - https://amara.org/v/C3BE8/
Secrets of Game Feel and Juice
05:19

Secrets of Game Feel and Juice

🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴 Some game designers use words like "game feel" and "juice" to describe the abstract and often invisible factors that make the best action games surge with life and energy. In this episode of Game Maker's Toolkit, we try to figure out what those words mean, and how you can capitalise on them to make your game feel more fun and satisfying. === Sources and Resources === Jan Willem Nijman (Vlambeer)'s "The art of screenshake" https://www.youtube.com/watch?v=AJdEqssNZ-U Jonatan Söderström (Cactus)'s "The 4 Hour Game Design" https://www.youtube.com/watch?v=sgwlJu8Ql2o Martin Jonasson & Petri Purho (Grapefruit)'s "Juice it or lose it" https://www.youtube.com/watch?v=Fy0aCDmgnxg === Games Shown === Hotline Miami (Dennaton Games, 2012) Random Heroes (Ravenous Games, 2012) Super Time Force (Capybara Games, 2014) Rogue Legacy (Cellar Door Games, 2013) Super Meat Boy (Team Meat, 2010) Castle Crashers (The Behemoth, 2008) The Binding of Isaac: Rebirth (Nicalis / Edmund McMillen, 2014) Super Mario World (Nintendo, 1990) Super Mario 64 (Nintendo, 1996) Nuclear Throne (Vlambeer, 2015) rymdkapsel (Grapefrukt, 2013) Ridiculous Fishing (Vlambeer, 2013) Gunbrick (Nitrome, 2015) Street Fighter II: The World Warrior (Capcom, 1992) God of War (Santa Monica Studio, 2005) The Legend of Zelda: The Wind Waker (Nintendo, 2002) Shantae and the Pirate's Curse (WayForward, 2014) Guacamelee (Drinkbox Studios, 2013) Shank (Klei Entertainment, 2010) Gun Godz (Vlambeer, 2013) Super Crate Box (Vlambeer, 2010) Peggle (PopCap Games, 2007) Alien Hominid HD (The Behemoth, 2007) === Credits === Music used in this episode: Miami (Hotline Miami) Main Theme (Super Mario 64) Forest Funk (Super Meat Boy) Luftrauser (Luftrausers) Construction Yard (Super Crate Box Decade Dance (Hotline Miami 2: Wrong Number) Clip credits: "God of War 1 - Part 1 of 11" - bdcool213 https://www.youtube.com/watch?v=KhdvGcLp4FY Contribute translated subtitles - https://amara.org/v/C3BGA/
METAL GEAR SOLID: Tóm tắt dòng thời gian
22:03

METAL GEAR SOLID: Tóm tắt dòng thời gian

Dòng game Metal Gear Solid, gọi đúng hơn là Metal Gear, có lẽ là một cái tên không quá xa lạ, hay thậm chí là rất nổi tiếng và khiến nức lòng rất nhiều những người say mê với video game chúng ta. Metal Gear được mệnh danh là dòng game hành động ẩn nấp vĩ đại nhất mọi thời đại, nhưng đồng thời nó cũng nổi tiếng là có một cốt truyện và dòng thời gian cực kỳ phức tạp và dễ gây hiểu lầm. Nếu bạn chưa từng chơi, hoặc chưa hiểu được rõ được cốt truyện của Metal Gear, thì hôm nay, Phê Game xin giới thiệu một series các video để giới thiệu và tóm tắt nội dung của một số các tựa game Metal Gear chính. Và ở video đầu tiên này, chúng ta sẽ điểm sơ qua về dòng thời gian cùng các sự kiện chính của dòng game đình đám này của Hideo Kojima. Script: Hùng (Admin ViNa Ludens) Voice: Trường Editor: Luân ViNa Ludens Fan Page: https://www.facebook.com/ViNaLudens/ Phê Game Fanpage: https://www.facebook.com/phegame/ Phê Game Group: https://www.facebook.com/groups/1861498563898804/ -------------------------------------- ++ MUA/THUÊ GAME BẢN QUYỀN GIÁ RẺ TẠI: Website: http://divineshop.vn Fanpage: https://www.facebook.com/Divine.Shop.Steam Nhập ngay mã PHEGAME để được giảm giá 5% khi mua game Steam tại Divine Shop nhé ^^
How Jonathan Blow Designs a Puzzle
08:35

How Jonathan Blow Designs a Puzzle

🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴 For Jonathan Blow, a puzzle is never just a puzzle - it's a communication from the designer to the player about the game's universe. In this episode, I share the philosophy and design process of the brains behind Braid and The Witness. More on Blow's philosophy: IndieCade: "Jonathan Blow & Marc Ten Bosch - Designing to Reveal the Nature of the Universe" https://www.youtube.com/watch?v=OGSeLSmOALU IndieCade: "Jonathan Blow, Marc Ten Bosch & Droqen - Empuzzlement" https://www.youtube.com/watch?v=Ul_ZfzfHRek Shivmoo: "Game City Jonathan Blow Braid Talk" https://www.youtube.com/watch?v=gwsi7TEQxKc&feature=youtu.be A MAZE: "Berlin 2014 - Masterclass with Jonathan Blow" https://www.youtube.com/watch?v=3LDJt9zS8ko Gamasutra: "Jonathan Blow: The Path to Braid" http://www.gamasutra.com/view/feature/132180/jonathan_blow_the_path_to_braid.php Gamasutra: "The Witness: Modeling epiphany" http://gamasutra.com/view/news/218953/The_Witness_Modeling_epiphany.php GrabItMagazine: "How To Design Deep Games with Jonathan Blow" https://www.youtube.com/watch?v=d0m0jIzJfiQ&feature=youtu.be GameSpot: "Break Room Interviews: Jonathan Blow" https://www.youtube.com/watch?v=6OV2rYM6mRo&feature=youtu.be GDC Vault: "Jonathan Blow - Truth in Game Design" http://www.gdcvault.com/play/1014982/Truth-in-Game Games shown in this episode (in order of appearance): Braid (Number None, 2008) The Witness (Thekla, Inc, 2016) Oracle Billiards (Jonathan Blow, Unreleased) Galstaff (Jonathan Blow, Unreleased) Music used in this episode: Greenhouse (The Swapper, Carlo Castellano) Adventure (Fez, Disasterpeace) Flower Girl (Gravity Ghost, Ben Prunty) Terraforming (Gravity Ghost, Ben Prunty) I just like to sleep under the stars (Gravity Ghost, Ben Prunty) Other credits: Simon Carless: "IGS 2007: Jon Blow - 'Indie Prototyping, Braid, & Making Innovative Games'" https://www.youtube.com/watch?v=p4903fcskqY JustJack: "Oracle Billiards Game" https://www.youtube.com/watch?v=kKl8CM1Cft4 tvdays: "1980 RUBIKS CUBE IDEAL TOYS" https://www.youtube.com/watch?v=AxU7e0qHk4o Contribute translated subtitles - https://amara.org/v/C3BFd/

Like ViNa Ludens trên Facebook

© 2018 ViNa Ludens. All Rights Reserved.

Background & Header by freepik.com

Muốn hợp tác cùng ViNa Ludens? Liên hệ với chúng tôi tại Fanpage hoặc địa chỉ email alex.vu@vinaludens.com

bottom of page