1. Webinar: Houdini in Games


    from Go Procedural / Added

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    Modern game engines are capable of handling more high quality assets than ever before which can stretch a game studio’s resources to the max. Learn how you can create more game art and work more efficiently by going procedural with Houdini.

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    • Madrid Game Conference - 10 meses 10 profesiones - el game designer


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      Dentro de la Madrid Game Conference, el ciclo 10 meses 10 profesiones, procura acercar los empleos del mundo de los videojuegos a todos los que quieren realmente conocerlos. Madrid Game Conference es una iniciativa del ESNE, Escuela Universitaria de Diseño, para contribuir a la consolidación de la industria de los videojuegos y la preparación de los futuros profesionales de un sector lleno de potencial.

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      • Visual Scripting in Kismet


        from Pralie Dutzel / Added

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        This is the latest UDK workshop video I've done, which covers the basics of visual scripting in Kismet. No UnrealScript is used in this video, and it is about 40 minutes long. This is a tutorial video which will walk you through completing various scripts in Kismet, so it's recommended to have UDK open so you can work alongside the video. If you have any feedback or questions, feel free to contact me. Thanks for watching!

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        • Conferencia Gabirel Vasco en el [RECODROMO]


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          Gabriel Vasco - Level Designer Conferencia: Level design en los videojuegos http://www.efectostudios.com/

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          • Learn UDK in a Day Workshop


            from Pralie Dutzel / Added

            2,014 Plays / / 4 Comments

            This is the video version of the beginner's workshop I held to teach the basics of the Unreal Development Kit. The video is about 40 minutes long, and teaches the fundamentals of using UDK, as well as how to create a simple, playable level. This is a tutorial video which will walk you through the steps to creating the level, so it's recommended to have UDK open so you can work alongside the video. If you have any feedback or questions, feel free to contact me. Thanks for watching!

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            • Trey Smith - Live at App Empire 2012


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              Trey Smith teaching how to create medium tiered games that will convert high at a cheap price.

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              • Using Tiled and Defining Boundaries in the Fantastic Worlds iOS Starter Kit


                from Cartoon Smart / Added

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                This video will show you how to graphically layout levels and define circular, rectangular or linear boundaries using the Fantastic Worlds iOS Starter Kit... http://www.cartoonsmartkits.com/fantastic_worlds_ios_starter_kit.php5 This is a Sprite Kit based app. So for those of you curious to see how well Tiled integrates with Sprite Kit take a look (they go together very well!) Tiled is a free map editor available at... http://www.mapeditor.org

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                • Conferencia Jairo Nieto en el [RECODROMO]


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                  Conferencia dentro del marco del Ciclo de Game Design en el RECODROMO de la mano del Global Game Designers Guild Colombia. Jairo Nieto - Game Designer Chief Gaming Officer en http://brainz.co/about/the-crew/ Conferencia: "10 THINGS I WISH I KNEW" / "10 COSAS QUE ME HUBIERA GUSTADO SABER"

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                  • Modéliser une Base Forerunner Fondations, Segment 1


                    from Red Hyperion / Added

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                    Voici comment modéliser une base Forerunner de style Vahala, nous allons créer le premier segment de la première partie de la base : les fondations. Notions étudiées : - Modélisation par Lignes - Polygones par Editable Poly - Modifications des Angles et des arrêtes - Extrusion - Clonage

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                    • Houdini Engine | Game Art in Unity


                      from Go Procedural / Added

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                      Houdini @ Unity2013 in Vancouver - http://bit.ly/14OvX1l SPOILER ALERT: Avoid this video if you are coming to our Wednesday 4PM presentation at Unite2013 in Room 212 because it covers similar material. With the recent announcement of the Houdini Engine, which allows for deep integration of Houdini technology into a wide variety of Digital Content Creation tools, a plug-in for the Unity game engine was announced. In this presentation, a series of Houdini Digital Assets have been created to demonstrate an efficient Level Creation process using the Houdini Engine inside Unity. This process involves a low resolution "set-up" mode where a level designer can quickly mock-up a level then a "testing" mode and higher resolution "gameplay" mode. The system includes a procedurally generated environment, embedded runtime scripts and integration of Allegorithmic's Substance smart textures. The setup of these assets involved two and a half artists working for a few months to build level creation tools which make it possible to design a detailed game-ready level in under two hours. As the demand for more and more game art continues to increase, going procedural with the Houdini Engine inside Unity provides a powerful production-friendly solution. SIGGRAPH 2012 Game Art presentation - https://vimeo.com/49472813 (referenced in this year's presentation)

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