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Games

Best Way To Sell a Game Concept? 250

dunng808 writes "If a couple of young, game-crazy guys wanted to get started designing a game with the intention of selling the concept, how should they proceed? In the music industry they would make a demo MP3. In the film industry they would write a script (and I would recommend lyx with the hollywood document class). Should they develop some sample game play with a well-known engine? Is the one in Blender good enough? This somewhat dated list suggests it is. Or should they focus on textual descriptions and static scenes made with Blender and the GIMP? Is there even a market, let alone a convention, for selling game concepts?"

Comment Project Gaydar (Score 1) 171

A lot of replies to this seem to be dismissing it as irrelevant. Yes, social networks are not private. But determining aspects of your identity that you yourself do not choose to post can have serious implications. Project Gaydar at MIT showed that it was possible to determine sexual orientation via social networks. In many parts of the world, including the US, this matters. As might information about what preexisting medical conditions you might have...

Comment From 1959: "How no-talent singers get 'talent'" (Score 1) 437

From a 1959 article describing "How no-talent singers get 'talent'":

"Recording techniques have become so ingenious that almost anyone can seem to be a singer. A small, flat voice can be souped up by emphasizing the low frequencies and piping the result through an echo chamber. A slight speeding up a the recording tape can bring a brighter, happier sound to a naturally drab singer or clean the weariness out of a tired voice. Wrong notes can be snipped out of the tape and replaced by notes taken from other parts of the tape. Almost every pop recording made today , even by well established talents, carries some evidence of he use of echo chambers, tape reverberation, over-dubbing, or splicing"

Same old, same old...

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