Fun Factory Book

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Fun Factory Book

Fun Factory Book

@FunFactoryBook

“Fun Factory: An Insider’s Guide on the Video Game Industry” gives an eye-opening grand tour answering the question "How do video games actually get made?”

London 加入时间 Ağustos 2017
8 关注6 粉丝
Fun Factory Book
Fun Factory Book@FunFactoryBook·
@JonVirtes And ironically “period” (Or full stop over here in the UK) is meant as a highlighting, a pointing out of how final or important. An exclamation if you will...
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Jon Virtes
Jon Virtes@JonVirtes·
Can we stop saying "period" at the end of every statement to try & make it stronger? It doesn't. Also, that's why we have punctuation. I mean, why not end statements with "Exclamation!" if you really want to make it strong. Why? Because you'd sound like a crazy person. Period.
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
Because of my current work at Oculus, the planned update to the VR section may be put off, BUT...I am seriously considering a full book on the subject. What would you want to know more about in a future book on the subject of VR/ VR design?
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
How does it work with a design team that wants the world on a stick, and the gameplay programmers that have to interpret that into something that actually functions (and is shippable). Find out in funfactorybook.com
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
Design is bottom up, creative direction is top down, production is wholistic and reconciling all that is how good games get made. Make sense? No? funfactorybook.com attempts to explain in detail with first hand examples of the games you love to play.
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
Production is the “never your fault but always your problem world” of making things in a creative environment. The mediator of where “reach for the stars” meets the practical, “ya but when is it done?”. Find out more about this endless tug of war at funfactorybook.com
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
What is it like to make something while the tech is still being made? When the foundations are made of shifting sands how do you approach something that even resembles a schedule or even a cohesive vision? Examples (both good and bad) are in funfactorybook.com
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
Data is everything, and design is crippled without it. How do we use your data to design better games and how do we gather it? It’s in funfactorybook.com
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
Why is Strogg (bad guys in Quake universe) blood orange? How are these decisions made and who makes them? Find out at funfactorybook.com
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
Is VR just a subset of AR and AR is our final destination? What are each good for…really? funfactorybook.com touches on this and more!
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
The move from 2d to 3d was incredibly disruptive in 90s gaming. It totally changed how we looked at design, and what we could (or should) make. Sound familiar? So, what does VR do to those same concepts? funfactorybook.com touches on where we are headed.
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
So what does a teen do up in the near-arctic when growing up (like I did)? According to X-men you have cage fights with Wolverine, but what if you are a gamer instead of a pit fighter? Hear how to get into the game industry no matter WHERE you are from in funfactorybook.com
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
Elegant design is clean, uncluttered and streamlined. If something is not clear to the user adding layers, directions or hints may be your first instinct, but it’s wrong. Justify the feature and its elements, and actually cut for clarity. Find out more at funfactorybook.com
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
How “good” is VR now, what are some folks first experiences like? What was VR like in 1995 (the first time around for many) vs. today? All this and more in funfactorybook.com.
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
VR “Are we there yet?” discussions are always interesting. I talk about it in funfactorybook.com The book is only a few months old, and I already have enough to write nearly another whole book on just that one topic. Don’t wait however, get the original book first =)
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
In design when faced with something being unreadable, don’t add, but cut. Additional guides, hints, and rails may be hiding your underlying issue, overly complex design. Being clever can get you out of, as well as into trouble. Find out more at funfactorybook.com
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
Did I ever tell you about the story and process that lead to my first cancelled game title? Worse yet it was the first greenlight process I ever went through as a new employee at Activision, so ya, a bit of drama. It’s in funfactorybook.com
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
With all that data collected, how do we harness it to make better games? What does that process even look like? funfactorybook.com to find out!
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
What does crunch time really look like? What kind of sacrifices are made (mostly to life and limb) in the name of making a great game hitting a fixed ship date back in the day? funfactorybook.com to find out.
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
Last day for the 50% off the Kindle version of funfactorybook.com. If you were on the fence, now is a great time to hop off and read all about how your favourite games are made!
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Fun Factory Book
Fun Factory Book@FunFactoryBook·
It’s resolution time of year, why not resolve to learn more about how video games are made? What?! 50% off the Kindle version of funfactorybook.com until Jan 5th? No excuse not to at that price =)
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