- published: 17 Sep 2017
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GDC may refer to:
Facebook is a social network service website launched on February 4, 2004. This is a list of software and technology features that can be found on the Facebook website.
On September 6, 2006, Ruchi Sanghvi announced a new home page feature called News Feed. Originally, when users logged into Facebook, they were presented with a customizable version of their own profile. The new layout, by contrast, created an alternative home page in which users saw a constantly updated list of their friends' Facebook activity. News Feed highlights information that includes profile changes, upcoming events, and birthdays, among other updates. This has enabled spammers and other users to manipulate these features by creating illegitimate events or posting fake birthdays to attract attention to their profile or cause. News Feed also shows conversations taking place between the walls of a user's friends. An integral part of the News Feed interface is the Mini Feed, a news stream on the user's profile page that shows updates about that user. Unlike in the News Feed, the user can delete events from the Mini Feed after they appear so that they are no longer visible to profile visitors. In 2011 Facebook updated the News Feed to show top stories and most recent stories in one feed, and the option to highlight stories to make them top stories, as well as to un-highlight stories. In response to users' criticism, Facebook later updated the News Feed to allow users to view recent stories first.
Clash of Clans is a freemium mobile MMO strategy video game developed and published by Supercell.
The game was released for iOS platforms on 2 August, 2012, and on Google Play for Android on 7 October, 2013.
Clash of Clans is an online multiplayer game in which players build a community, train troops, and attack other players to earn gold and elixir, and Dark Elixir, which can be used to build defenses that protect the player from other players' attacks, and to train and upgrade troops. The game also features a pseudo-single player campaign in which the player must attack a series of fortified goblin villages.
To earn and store gold and elixir, players must build gold mines and gold storages and elixir collectors and elixir storages, respectively. Elixir is used to train new troops, carry out research in the laboratory to upgrade troops, to re-load X-Bows (available from Town Hall 9) and to build and upgrade certain buildings, mostly pertaining to buildings used in attacking another player's base. Gold is used to build defensive buildings and to upgrade the town hall, which allows access to more buildings and higher levels for existing buildings. At higher levels, dark elixir becomes available; this type of elixir is used to train and upgrade dark elixir troops and heroes, create dark spells, and fuel the Inferno Tower, a defensive building that is available only at Town Hall 10. To earn and store dark elixir, players must build dark elixir drills and dark elixir storages.
The Stanley Parable is an interactive fiction video game designed by Davey Wreden. The game originally released on July 27, 2011 as a free modification for Half-Life 2. A high-definition stand-alone remake, including new story elements, was again designed by Davey Wreden together with Source engine modeler William Pugh, under the Galactic Cafe studio name. The remake was announced and approved via Steam Greenlight in 2012, and was released on October 17, 2013 for Microsoft Windows. Later updates of the game added support for OS X on December 19, 2013, and for Linux on September 9, 2015.
While both the mod and the remake use the first-person perspective common to other Source engine mods, there are no combat or other action-based sequences. Instead, the player guides Stanley, the game's protagonist, through a surreal environment while the narrator, voiced by British actor Kevan Brighting, delivers exposition. The player has the opportunity to make numerous decisions on which paths to take, and because at times the narrator says what Stanley will do next, the player can choose to ignore the narration and make a different choice. Every choice made by the player is commented on by the narrator, and depending on the choices the player makes, they will encounter different endings to the game before it restarts.
"Your Game" is the second single from Will Young's second studio album Friday's Child. It was co-written by Young, Taio Cruz and Blair MacKichan. It went to number three in the UK Singles Chart. The song also appears on the international version of Young's third album Keep On. It also won the Brit Award for "British Single" in 2005.
The music video was directed by Michael Gracey and Pete Commins. After this successful music video, they were invited to direct Will's live tour at Wembley in 2004.
Designing AI for Killer Instinct
Hitchhiker's Guide to Rapid Prototypes!
DOOM: Behind the Music
The Flash Games Postmortem
Everything I Said Was Wrong: Why Indie Is Different Now
The 2017 Failure Workshop
The Art of Pre-Production
A Course About Game Balance
Breaking Conventions with The Legend of Zelda: Breath of the Wild
LA GDC 2017 LA PLUS EPIQUE ! Best clan fr VS Best clan mondial sur Clash of Clans
Tech Toolbox for Game Programmers
Level Up Your Game: The Untapped Potential of Roguelikes
Darkest Dungeon: A Design Postmortem
How To Make Your Game Just Completely Hilarious: The Stanley Parable
Diablo: A Classic Game Postmortem
Klarifikasi Tepe Keluar Clan GDC
Classic Game Postmortem: Sid Meier's Civilization
Shigeru Miyamoto's 1999 GDC Keynote
John Carmack on The Issues and Rewards of Bleeding Edge Engine Development
Classic Game Postmortem: Deus Ex
In this 2016 GDC session, Derek Neal and Bruce Hayles, two of the key developers behind Killer Instinct's Shadow system, use the system as a case study in how to address some of the current problems with AI in competitive games. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
In this 2017 GDC talk, PopCap's Mark Barrett presents a low-cost, high-speed guide to how a person with limited ability to code, design, draw, or pay for help, can still build a testable prototype in less than a month. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
In this 2017 session, Doom composer Mick Gordon provides a detailed look into the compositional process, production techniques and creative philosophies behind the hell-raising soundtrack to the 4th installment of the seminal first-person shooter franchise, Doom. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2c...
In this 2017 GDC talk, Kongregate's John Cooney attempts to encapsulate the immense history of Flash games and how it has shaped the current game industry by giving game developers their first chance to build and publish their games quickly to the web. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
In this 2017 GDC session, Ubisoft's Liz England, indie designer Lisa Brown, Spryfox's Daniel Cook, and Vlambeer co-founder Rami Ismail break down why some of their older advice for starting indie developers hasn't held up, how they'd update that advice, and how developers can better think about giving advice to each other and interpret advice. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives ...
In this 2017 workshop, three game developers, Adriaan de Jongh, Michael Molinari and Tim Rogers candidly discuss recent failures in their careers, what went wrong, and what could have gone differently, to help viewers learn from their lesson and take a different path. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm...
In this 2017 GDC bootcamp, Firaxis Games' Greg Foertsch takes a close look at preproduction and the array of challenges faced by art directors during the early stages of game development, including management, vision, and inspiring the team. In this 2017 GDC bootcamp, Firaxis Games' Greg Foertsch takes a close look at preproduction and the array of challenges faced by art directors during the early stages of game development, including management, vision, and inspiring the team. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-...
In this 2016 GDC session, game designer and educator Ian Schreiber presents a summary of his college-level course in game balance, examining the major topics covered in the syllabus and a set of assignments that can be used to further build balance skills by putting the theory into practice. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Vis...
In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Qui va gagner ? Un séisme a secoué l'élite mondiale du jeu : Imaginatic contre le l'un des tous meilleurs clans mondiaux INVAINCU à 57 victoires sur 57 guerres jouées ! ► Vous voulez m'aider ? Visitez mon tipee ➜ https://www.tipeee.com/lordval ► La Youtube Family 2.0 : ✔ Reise ➜ https://www.reise.yt ✔ Lhira ➜ https://www.lhira.yt ✔ Alexcalibur ➜ https://www.alexcalibur.yt ✔ Aurél ➜ https://www.youtube.com/channel/UCO2eafM4qx7AAHViDb5AihA ✔ HawkCoc ➜ https://www.hawk.yt ✔ Rayven ➜ https://www.rayven.yt ✔ Goulouloucoc ➜ https://www.gouloulou.yt ► Abonne toi à ma chaine ➜ http://supr.cl/LordVal ✔ Twitch TV ➜ https://www.twitch.tv/lordval_ ✔ Inscris toi sur le forum français de Clash of Clans ➜ http://clashofclans.fr ✔ Statistiques et classements Clash of Clans ➜ http://clashofstats.com...
Have you ever bumped into another developer and noticed they're using a code snippet or tool that you feel like you could've used a million times? In this collection of ten-minute technical talks, developers Jonatan Van Hove, Omar Cornut, Keir Miron, Evan Todd, Kate Compton and Alan Hazelden take you through one of their tools, solutions, or hacks that could benefit the average indie developer on a very practical level. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter http...
In this 2015 GDC session, Riot Games' Tom Cadwell explains how design elements from roguelike games can help game designers working in multiple genres. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
In this 2016 GDC postmortem, Red Hook Studios' Tyler Sigman covers what went right from a design perspective and what didn't during the development of Darkest Dungeon. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
One of the funniest and plain silliest talks at GDC 2015 - but no less rewarding for that - The Stanley Parable co-creator William Pugh tries, in his own words, to "desperately attempt to deconstruct The Stanley Parable to find an excuse for its success. Be amazed as he lists pre-prepared top tips for making your game funny. Leave in awe at his complementary speaker pass."
Diablo developer David Brevik returns to the GDC stage to give a classic post-mortem on Blizzard's action RPG hit Diablo in this 2016 talk. Brevik shares key takeaways from the experience and sheds light on how the game went from a single-player, turn-based claymation DOS game to the genre-defining classic it became. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/Gam...
Kenapa Video ini Berdurasi 35 Menit ? -Saya ga ingin memotong cerita sedikitpun saya ingin cerita yang berimbang semua cerita fakta dengan bukti yang ada.. ini cerita tentang beberapa tahun yang lalu hingga sekarang Kenapa Akhirnya membuat video klarifikasi ? -Tonton aja videonya , semua ada alasannya Sampai saya mengupload video ini , saya masih ragu harus mengupload atau engga , karna sebenernya ini masalah pribadi saya, tapi saya merasa harus mengupload, karna ini faktanya, saya ga bisa diserang terus menerus, saya diamkan semakin menjadi jadi. :) Link Video IfunWp :https://www.youtube.com/watch?v=6-SVi0ncwLo&t;=6026s _ Semoga Suka dengan videonya ya... Jangan lupa Klik tombok Like ,Comment , Subscribe dan jangan lupa share ke temen temen kalian TERIMA KASIIIH ~!~ Twitter ► ...
In this 2017 GDC classic game postmortem, Civilization creators Sid Meier and Bruce Shelley tell the story of how Shelley's background in board game design and Meier's history of sim game development blended together perfectly to create what is perhaps the biggest and longest-running strategy game franchise in the world. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com...
In this 1999 GDC Keynote, Nintendo creative director Shigeru Miyamoto shares some of his core thoughts about the art of game design, and provides a vision of a world where games are part of a bigger, broader world. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
In this classic 2004 talk, legendary game engine programmer John Carmack engages in a candid and topical discussion about game development, technology, and the ideas that feed his appetite for innovation. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
In this 2017 GDC postmortem, acclaimed game designer Warren Spector walks through the development of the 2000 hit game Deus Ex and reflects on some of the key lessons from launching the critically-acclaimed immersive sim. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
He might just look a little bit kooky
But he thinks that's okay
he needs a job to pay off his mortgage and his chevrolet
If tricks you want then he ain't your person
All he does is stand
Except the time when he is running from the policeman
Ah... Ah... Ah... yeah
Banana Man! 1 2 3!
Banana Man! I'm Banana Man!
Banana Man! Dance with me!
Whoa, Oh!
Banana Man! 1 2 3!
Banana Man! I'm Banana Man!
Banana Man! Dance with me!
Whoa, Oh!
It might surprise you he went to college
And got his degree
It's hard to find a job with a major in plant psychology
His identity he tries to keep secret
But not because he's great
Cause the girls will just keep on laughing
And he'll never get a date
Ah... Ah... Ah... Yeah!
Banana Man! 1 2 3!
Banana Man! I'm Banana Man!
Banana Man! Dance with me!
Whoa, Oh!
Banana Man! 1 2 3!
Banana Man! I'm Banana Man!
Banana Man! Dance with me!
Whoa, Oh!
Banana Man! 1 2 3!
Banana Man! I'm Banana Man!
Banana Man! Dance with me!
Whoa, Oh!
Banana Man! 1 2 3!
Banana Man! I'm Banana Man!
Banana Man! Dance with me!