Culture magazines
https://www.openculture.com/ https://www.sciencenews.org/ https://www.quantamagazine.org/archive/ https://futurism.com/ http://www.cgchannel.com/
Code
The Hitch-Hiker’s Guide to Evolutionary Computation
Houdini Vex
CG wiki - Matt Estela blog
Vex sheet - Vex attributes list
Partikula -
The Brain Extension vex notes
Houdini
Houdini Blogs
Entagma - Manuel & Moritz blog
Karl Sims - Karl Sims blog (simulations)
Houdini advanced - procedural town
Richlord - Richard Lord blog
Toadstorm nerdblog - Henry Foster blog
Vimeo
Vimeo
Dailyhip
Houdini advanced - for mathematicians
Houdini advanced
Houdini blog
Houdini Tumblrs
spyrogif.tumblr
richardlord.tumblr
beesandbombs.tumblr
the12principles.tumblr
Houdini Gits
ofavrel.git
wirginiaromanowska.git
jhorikawa.git
jtomori.git
toadstorm.git
kiryha.git
nitzan-treg.git
Simulation
2d fluids
Lagrangian-Eulerian method Examples
YT
shadertoy
shadertoy
Nvidia sim
Math
papers from confereences library
graph theory - graph theory
vector fielsd visualizer - vector fielsd visualizer
Wavefunction collapse YT - wave function collapse
Papers on algorithms
Scratch a Pixel - math for cg
Biology and fractals
Topology 3d
Machine Lerning
Game Tech Art
Game Graphics Programming
Programing patterns in games - programming games
Resources for Graphics Programming
Blogs
Morad.in - Rendering
bartwronski - Bart Wronski
YT Art of code -
Game Graphics articles
Morad.in - Custom engines
Unreal
Animations
motion examples - motion examples
Shaders
Book of Shaders - book of shaders
Shader Bits
Volumetric rendering article
UE Rendering getting started
Programing/Rendering
SDF - distance fields
GPU - GPU
Processing
https://processing.org/tutorials/objects
https://mbaadsgaard.com/portfolio/laplacian-eigenvector-plugin-for-houdini/ LAPLACIAN EIGENVECTOR
WaveFn collapse - Wave fn collapse
Art
https://androidarts.com/art_tut.htm
https://www.designboom.com/art/
https://thinkzone.wlonk.com/index.htm
Papers
https://blog.demofox.org/ - Gamedev Math Programing Blog with fn()
http://school.geometryprocessing.org - CG presentations list
Methodology
Earth - earth rendering
Clouds - clouds
https://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch38.html
https://graphics-programming.org/
https://vimeo.com/zengchen
Game rendering
http://morad.in/2019/06/16/dissecting-a-plague-tale-innocence/
https://gist.github.com/raysan5/909dc6cf33ed40223eb0dfe625c0de74 - custom engines
https://www.youtube.com/watch?v=PGtv-dBi2wE - Art of code
Game Design
Level Design
Google dock
An Approach to Holistic Level Design - Steve Lee
Creative Process for Level Designers - Steve Lee
Environment Design as Spatial Cinematography: Theory and Practice - Miriam Bellard
Level Design Workshop: Designing Radically Non-Linear Single Player Levels - Aubrey Serr
The Schema is Mightier than the Sword: How Player Cognition Predicts Gaming Behavior - Vanessa Hemovich - Vanessa Hemovich
The Schema is (Still) Mightier than the Sword: How Cognition Predicts Player Spatial Coding Systems - Vanessa Hemovich
Designing FPS Multiplayer Maps - Mike Stout
Landmarks in Level Design
Practical guide on first person level design - IronEqual
Defining Environment Language for Video Games - Emilia Schatz
My Level Design Guidelines - Michael Barclay
Color in games: An in-depth look at one of game design’s most useful tools- Herman Tulleken
Action Adventure Level Design, Part 1
(all parts) - Toby Gard
The dos and don’ts of CS:GO level design - El_Exodus
LD Russia
How an Environment Layout Affects Difficulty
Creating a Single-Player Combat Space
Single Player Level Design Pacing and Gameplay Beats
Designing Single-Player levels for First Person Shooters - Killzone Mercenary Presentation - Pete Ellis
Pacing in Games - Pete Ellis
LawBreakers Dev Diary #1: Map Design Process
10 Minutes To Better Painting (series) - Marco Bucci
Level Design & Environment Art Tips and Techniques - Peter Field
The Art and Science of Pacing and Sequencing Combat Encounters - Travis Hoffstetter
Composition in Level Design - Mateusz Piaskiewicz
Multiplayer Level Design Guide - Patrick (pjw) Williams
Map Design Theory - Insane54 & Mick Raider
Game Level Design: Art and Science - Cliff Bleszinski
Linear/Multi-path/Open-world - Julius-Cosmo Oniscu
Everything I Learned About Game Design I Learned From Disneyland - Scott Rogers
What is Prospect-Refuge? - Graham Slocombe
Design Flow in Games - Jenova Chen
Ten Principles for Good Level Design - Dan Taylor
Multi-player Level Design - Thomas Buijtenweg
A Beginner’s Guide to Designing Video Game Levels - Mike Stout
The Metrics of Space: Tactical Level Design- Luke McMillan
How Level Flow Works In Uncharted 4 And The Last Of Us - Trinh Nguyen
Level Design for Combat
(all parts) - Max Pears
Pacing And Gameplay Analysis In Theory And Practice - Filip Coulianos
Composition techniques and player direction - Lewis Gunson
How to Tell Stories and Guide Players Through Level Design- Brendon Chung
Od Karola
Understanding Comics Scott McCloud -Podstawowy: Dekonstrukcja i Analiza Komiksu jako medium, Kopalnia wiedzy o “Narracji Wizualnej”
Convergence Culture Henry Jenkins Podstawowy.Bardzo fajna książka o ewolucji mediów, ich przenikaniu i wzajemnym uzupełnianiu prowadzącym do tworzenia uniwersów w ramach wielu środków przekazu.
“Transmedia Storytelling: Implicit Consumers, Narrative Worlds, and Branding in?Contemporary Media Production.”Zaawansowany.-http://ijoc.org/index.php/ijoc/article/viewFile/477/336.
Człowiek - istota społeczna Elliot Aronson. Podstawowy - “Jeden z najlepszych podręczników psychologii społecznej.” Bardzo prosto napisany, masa przykładów i wyczerpujących opisów poszczególnych eksperymentów. Bardzo dobra książka do poszerzenia sobie horyzontów. Jak komuś “siądzie” temat to mogę szczerze polecić “Jak myślimy?” Dewey’a - Krótkie, treściwe, ale też bardzo trudne w czytaniu (przynajmniej jak dla mnie).
Edit: Z tego wszystkiego zapomniałem o : Morfologia Bajki W. Propp - Zaawansowany, Ale po sieci krążą bardzo dobre opracowania książki podsumowujące spostrzeżenia autora.
Level Up! Scotta Rogersa + Art of Game Design
Kobold’s Guide to Board Game Design
100 Things I Learned in Architecture School
“Architectural Approach To Level Design” C. Totten - Koles po studiach architektonicznych i wykladowca wkleja teorie architektury do level designu. Czasem ciekawie, czasem kompletnie mija sie z celem. Glownie sa to zasady LD ubrane w inne nazwy. Nie polecam jezeli zrobiliscie juz kilka leveli tzn. nie jestescie beginners i macie chociaz male pojecie o procesie poznawczym przestrzeni i planowaniu przestrzennym, a jezeli nie macie to polecam “Psychologia Srodowiskowa” Bell, Baum, Greene, ktora jest o wiele ciekawiej napisana. Ksiazke polecano mi jeszcze na studiach arch. krajobrazu, gdzie percepcja krajobrazu to spory deal ;)
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“Game Feel”, Swink - Przyjemna ksiazka o tzw. juicingu i jak postrzegamy feel: flow, detal, latency itd. Fajnie porzadkuje wiedze o tym jak gracz, a raczej “nie-developer” postrzega gre majac w dupie jak co dziala, ale jak to widac na ekranie i czuc na controllerze.
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“Game Mechanics - Advanced Game Design”, Adams, Dormans - Ksiazke mozna podzielic na 2 czesci. Pierwsza, teoretyczna z wieloma przykladami. Swietnie opisana, bardzo polecam. Druga czesc to konkretne sytuacje w grze i wszystkie mechaniki rozpisane atom po atomie, bardziej nudnawe i troche meczace.
Teraz czytam “Visual Storytelling” - glownie kinematografia, ale duuzo dobrych rzeczy dla LD, osietleniowcow i env artystow i “Man, Play, Games”.