
Aguardem novidades, já já sai um beta para avaliação!!! ;)
Feliz 2010 pra todo mundo!!! o/
O PontoV é o mais novo portal brasileiro sobre desenvolvimento de jogos que tem com objetivo ser um ponto de encontro de profissionais e amadores desta industria fascinante, trazendo tutoriais e artigos de qualidade sobre a industria e técnicas utilizadas.
“Descobri que o videogame é instrumento poderoso, com inúmeras possibilidades para se colocar em prática ideias e criações. Na verdade, um milagre”
O Concurso de Jogos Ecológicos em Software Livre é um dos eventos anuais que acontecem durante a LatinoWare. O seu principal propósito é aumentar o acervo de jogos desenvolvidos em Software Livre, de forma que possam ser apresentados e compartilhados entre todos os participantes do evento. O uso da linguagem LUA, que atualmente é uma das mais usadas no mundo com esse propósito, não é obrigatório, mas é um "must".
Os biomas de interesse para o Concurso incluem:
* Andes;
* Charco (Pantanal matogrossense);
* Floresta Amazônica;
* Foz do Iguaçu.
This year's competition will again feature independently-developed handheld games for all mobile devices including Apple's iPhone, other cellphone and smartphone OSes, Nintendo DS, Sony PSP, and other handheld devices. IGF Mobile submissions are now being accepted at http://www.igfmobile.com/ through December 1, 2009; finalists will be announced in January 2010, and will each receive one pass to attend the 2010 Game Developers Conference.
Amigos[...]
Tudo em Paz?
[...] estou lhes escrevendo para compartilhar um momento feliz em minha carreira: O lançamento de "Uhuru", meu mais recente livro!
Será uma honra contar com sua presença no lançamento[...]:
Local: Livraria Cultura (no Shopping Casa Park de Brasília)
Data e hora: Neste sábado, dia 03 de Outubro, a partir das 16:00h.
[...]a sinopse do livro!
'Uhuru' é um romance curto, baseado no roteiro de cinema homônimo.
Nesta adaptação para livro, Uhuru é um menino magrelo, bom de bola e com um nome estranho, que à medida que cresce e enfrenta problemas na sua rotina de pré-adolescente, descobre aos poucos a história de seus antepassados e o segredo por trás de seu nome. Apesar do foco principal do livro ser o público jovem, Uhuru é uma história para todos, que fala sobre superação, amor e coragem, e sobre o verdadeiro valor dos seres humanos, que transcende nomes ou raças. Vale o destaque para a bela arte de E.C.Nickel, ilustrador e desenhista de quadrinhos, que completou de maneira brilhante a emoção do livro!
E tudo isso no estilo de 'O Nome da Águia' (http://www.ONomeDaAguia.com), com muita pesquisa histórica, ação e emoção!
Saiba mais sobre o livro e outras novidades em meu blog, em Dicas do Alexandre Lobão. Saúde, Paz e Sucesso!
as these wouldn't exist if I hadn't of climbed into a filthy dumpster at 3am in the morning behind the old Atari building in Sunnyvale and salvaged them and restored them from their diskettes.^^'
With 3D RAD - the hottest free 3d game maker available - you can bring life to your 3d models and learn how to make a 3d game in a fraction of the time it would take with other tools.
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Position: Computer Engineer – focused in distributed systems (2 positions open)
Contract: CLT
Skills:Task:
- recently (under)graduated in Computer Science, Computer Engineering or similar;
- fluent in both English and Portuguese languages;
- good communicator;
- able to live in Campinas, Brazil;
- eager to grow inside the game industry;
- passionate for games;
- deep knowledge in distributed systems;
- good notions of network security and cryptography;
- good with computer architecture;
- fluent in C/C++.
the exciting challenge of giving life to network-based games.
Benefits:Application: Send your CV to careers[at]tectoydigital[dot]com mentioning the Computer Engineer focused in distributed systems position
- plain contract (called CLT in Brazil);
- help with food expenses (Ticket Restaurante);
- full medical assistance (SulAmerica saude);
- optional dental assistance (MetLife odonto);
- optional public transportation assistance;
- optional help in parking (in case you come by car;
- subsidies on foreign language studies;
- subsidies on sports practices or Gym academy;
- at least 40 days of yearly vacation;
- one of the coolest work environments you′ll ever find.
Blizzard Entertainment is seeking a regional manager to help strengthen and extend the Blizzard Entertainment, Warcraft, StarCraft, Diablo, and Battle.net brands in Latin America and Brazil. This is a challenging and crucial role within a very global-minded company, and it requires working with the global management team on the strategic development and growth of our regional business as well as the local know-how to implement expansion plans into the region.
This position reports to Blizzard Entertainment's vice president and executive managing director of international operations.
Responsibilities:
- Develop and implement regional business models to maximize profitable growth opportunities in the region.
- Evaluate and recommend local partnerships with companies that will help to grow the Blizzard Entertainment business in the region while keeping in line with regional goals and objectives. Formulate and negotiate business contracts with these companies.
- Manage ongoing distribution partnerships to ensure that Blizzard Entertainment products are receiving optimal retail distribution. Work with Activision Blizzard sales force to evaluate and manage new distribution opportunities.
- Keep Blizzard Entertainment headquarters in Irvine informed of current issues, status, and plans on an ongoing basis.
- Work with Blizzard Entertainment functional areas to communicate opportunities, manage cross-functional projects related to the region, and report results.
- Ensure that our business conforms to country and regional laws and regulations.
- Resolve operating problems and inform global management team of problems of major significance or public importance.
Requirements:
- A passion for games and a keen knowledge and enthusiasm for MMORPGs
- 5 or more years game/entertainment industry or similar experience; at least 3 years at a director or senior manager leadership level
- Fluency in Spanish
- Strong oral and written communication skills in English
- Understanding of the Latin American and US game industries
- Ability to work, thrive, and interact at all levels within a global organization
- Ability to initiate and manage change
- Commitment to quality in all things
- Commitment to making the most epic entertainment experiences of all time within the context of providing high-quality service to our players in Latin America and Brazil
- Strong organizational, analytical, and presentation skills
- Ability to manage multiple complex projects simultaneously and to meet deadlines
- Ability to work well in a team environment with various internal organizations (such as customer service, marketing, public relations, legal, executives, and development teams)
- A team-player attitude and ability to be a promoter / advocate of teamwork at all levels
- Intelligence, confidence, humility, discretion, and intellectual curiosity
- Bachelor's degree
- Willingness to travel to local markets and to the global headquarters office on a regular basis
Pluses:
- Strong passion for and knowledge of Blizzard Entertainment's intellectual properties
- A proven track record of growing and managing a new business
- Expert-level proficiency in Microsoft Office products
- A demonstrable passion for creating the best team in the industry
- Understanding of regional marketing and retail landscape
- Fluency in Portuguese
Please send a cover letter, resume, and salary history (required) to resumes[at]blizzard[dot]com.
Basic Tips for Resume/Demo Submission
No calls or follow-up emails, please. This is a full-time position in Irvine, California.
GameCareerGuide.com's Game Design Challenge is an exercise in becoming a game developer, asking you to look at games in a new way -- from the perspective of a game creator, producer, marketer, businessperson, and so forth.
Every other Wednesday we'll present you with a challenge about developing video games. You'll have two weeks to brainstorm a brilliant solution (see below for how to submit your answers). After the two week submission period elapses, the best answers and the names of those who submitted them will be posted, along with some commentary.
The Challenge
Design a stylus-based DS platformer with an innovative game mechanic.
Assignment Details
Though the Nintendo DS has been out for years and is one of the most successful platforms in the history of gaming, very few games have truly innovated in the standard platforming genre. The system's most popular platformer, New Super Mario Bros. plays it safe with tested 2D gameplay and button input.
HAL Laboratory's Kirby Canvas Curse, on the other hand, breathes new life into a series otherwise known for being reliable and cute. And it does this with a very DS-centric play mechanic: using the stylus to draw ramps for the ever-moving Kirby to traverse.
There's much more room for innovation in this genre.
Your task is to create an innovative, stylus-based platforming game mechanic for the Nintendo DS. You can't use the buttons on the system; just the touch-screen. Bear in mind that you only have to concentrate on the mechanic itself, not the full game design that supports it -- but feel free to elaborate as much or as little as you like.
To Submit
Work on your ideas, figure out your strategy for coming up with a solution, and ask questions on the forum. When your submission is complete, send it to gamedesignchallenge@gamecareerguide.com with the subject line "Design Challenge: DS Platforming Innovation." Please type your answer directly in the email body.
Submissions should be no more than 500 words and may contain up to three images. Be sure to include your full name and school affiliation or job title.
Entries must be submitted by Wednesday, July 15
Results will be posted Tuesday, July 21
Para trabalhar com games, é preciso gostar de jogos, como era de esperar. "Vale desde dominó e baralho, passando por jogos de tabuleiro, até RPG e consoles de última geração", afirma o engenheiro de software Chedwick Montoril, que já passou por empresas como a Electronic Arts, responsável por títulos como Need for Speed e The Sims.
Ele acrescenta, ainda, que é fundamental estudar inglês e devorar literatura, cinema, "anime", história, arte, música, entre outros assuntos.
"Depois, [é preciso] trabalhar em um portfólio. É importante mostrar com uma prova de conceito o que você sabe e é capaz de fazer. Não adianta nada dizer que é programador, artista, game designer, roteirista. Todas as empresas com que tive contato no Brasil e no exterior exigem um portfólio", diz.
Chedwick jogava desde criança -aos nove anos, começou a mexer com programação. Cursou ciência da computação e trabalhou por um tempo na área até decidir migrar para os jogos. "Descobri que o mercado nacional não existia e decidi focar no mercado internacional."
Depois de cofundar a empresa Playlore, decidiu seguir voo solo. "Coloquei meu currículo na internet e, em um mês e meio, tinha umas 15 propostas de trabalho."
Para o artista gráfico Rafael Fernandes (www.rafaelfe.com), a trajetória se deu ao acaso. "Trabalhava com web, e meu gerente falou para eu estudar pixel art, pois ia entrar em um projeto de games para celular. Sempre gostei muito de jogos, desde moleque, mas nunca havia cogitado trabalhar com isso", afirma.
Para aprender o novo ofício, ele se dedicou a estudos sobre desenho, anatomia, perspectiva, luz, sombra etc., que dão base para a criação da arte conceitual dos games. "Aprendi muita coisa com outros profissionais da área e com tutoriais e artigos na internet." Hoje, Fernandes trabalha como free-lancer, desenvolvendo jogos para aparelhos portáteis. (DA)
A empresa Ilusis Interactive Graphics oferece vagas para programadores
e artistas.
A Ilusis é uma startup sediada em Belo Horizonte, dedicada ao
desenvolvimento de jogos e sistemas interativos.
O último trabalho da empresa pode ser visto em: http://www.peixis.ilusis.com
Perfil desejado dos programadores:
- Requisitos: Experiência em C++, DirectX ou OpenGL
- Desejável: Conhecimentos de Sockets, Banco de Dados ou Visão Computacional.
Perfil desejado dos artistas:
- Requisitos: Experiência em animação de personagens 3D
- Desejável: Saber desenhar a mão
Regime de trabalho: CLT
Local: Sede da empresa em Belo Horizonte
Carga horária e salário: a combinar
Interessados devem enviar currículos e portfólio para contato@ilusis.com
*** Papers for the Computing Track ***
You are invited to submit your work to the Computing Track of SBGames 2008. The computing track will feature both full papers and technical posters (short papers):
- Full Papers must report mature work in the area of games and digital entertainment (a list of topics of interested is shown below). They should be written in ENGLISH and do not exceed 10 pages.
- Technical Posters (Short papers) are suitable for short reports on game research and development and works which are not mature enough for a complete publication. They may be written in Portuguese or English and are limited to 4 pages.
All contributions must be original, unpublished work. Any work that has previously been published or is been simultaneously submitted in similar form to any other conference or journal will be rejected. Accepted papers will be published in the Conference Proceedings, and at least one author must be registered, attend and present the work at the symposium.
Submissions will be made electronically through the JEMS System. Papers will be subjected to a double blind review system, thus authors must avoid including information that allow their identification (names, affiliations, explicit self-references, project names, etc). Detailed instructions including paper formatting are available at the conference web site. (http://www.puc-rio.br/sbgames09)
The authors of the best papers will be invited by the editors of the ACM CIE to submit an extended version of their papers to be published in the ACM Computers in Entertainment (To be confirmed).
Topics of interest include, but are not restricted to:
- Accessibility
- Affective computing
- Architectures, engines, and design patterns
- Artificial Intelligence
- Augmented Reality
- Camera techniques
- Computer Animation
- Computer Graphics
- Console programming
- Convergence of areas in game development
- Crowd Simulation
- Dedicated hardware
- Development process and tools
- Emotional agents
- Facial expressions
- Game audio techniques
- Games in Education
- Human-computer interfaces
- Interactive and 3D sound
- Interactive digital TV
- Massive Multiplayer Games
- Mobile computing
- Models and Infrastructure for networked games
- Parallel Processing CPU-GPU
- Pervasive and crossmedia games
- Physical modeling
- Procedural modeling
- Programming languages and techniques
- Realistic physics
- Sensors and interface hardware
- Serious games systems
- Storytelling
- Virtual reality
(Topics addressing game design (including specific-style games, graphics and sound), as well as digital art, should be submitted to Arts & Design track. Papers related to Cultural and Social aspects of digital games should be submitted to the Culture track).
*** Organization ***
Conference Chairs
- Bruno Feijó (PUC – Rio) – bfeijoinf.puc-rio.br
- Maria das Graças Chagas (PUC – Rio) – chagaspuc-rio.br
Computing Track Program Committee Chairs
- Chair: Luiz Chaimowicz (UFMG) – chaimodcc.ufmg.br
- Co-chair: Fernando Trinta (UNIFOR) – trintaunifor.br
Technical Program Committee
- To be announced.
[...]procurando a cada nova edição melhorar ainda mais nosso conteúdo e qualidade.
A Revista Maker World é uma revista que visa melhorar e contribuir cada vez mais para o crescimento do RPG Maker no Brasil e temos orgulho de conquistar novos leitores a cada nova edição.[...]