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Audio Middleware the Essential Link from Studio to Game Design
AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer. -
Edinburgh Research Explorer
Edinburgh Research Explorer Specialization Opportunities in Graphical Workloads Citation for published version: Crawford, L & O'Boyle, M 2019, Specialization Opportunities in Graphical Workloads. in 2019 28th International Conference on Parallel Architectures and Compilation Techniques (PACT). Institute of Electrical and Electronics Engineers (IEEE), pp. 272-283, 28th International Conference on Parallel Architectures and Compilation Techniques, Seattle, United States, 21/09/19. https://doi.org/10.1109/PACT.2019.00029 Digital Object Identifier (DOI): 10.1109/PACT.2019.00029 Link: Link to publication record in Edinburgh Research Explorer Document Version: Peer reviewed version Published In: 2019 28th International Conference on Parallel Architectures and Compilation Techniques (PACT) General rights Copyright for the publications made accessible via the Edinburgh Research Explorer is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The University of Edinburgh has made every reasonable effort to ensure that Edinburgh Research Explorer content complies with UK legislation. If you believe that the public display of this file breaches copyright please contact [email protected] providing details, and we will remove access to the work immediately and investigate your claim. Download date: 07. Oct. 2021 Specialization Opportunities in Graphical Workloads Lewis Crawford, Michael O’Boyle School of Informatics, University of Edinburgh, UK Abstract—Computer games are complex performance-critical before passing their output to the next round of shaders in the graphical applications which require specialized GPU hardware. pipeline, and eventually outputting pixel colours to the screen. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games
The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games by Yin Wu B.A., (New Media Arts, SIAT) Simon Fraser University, 2008 Thesis Submitted In Partial Fulfillment of the Requirements for the Degree of Master of Arts in the School of Interactive Arts and Technology Faculty of Communication, Art and Technology Yin Wu 2012 SIMON FRASER UNIVERSITY Fall 2012 Approval Name: Yin Wu Degree: Master of Arts Title of Thesis: The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games Examining Committee: Chair: Carman Neustaedter Assistant Professor School of Interactive Arts & Technology Simon Fraser University Jim Bizzocchi, Senior Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Steve DiPaola, Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Thecla Schiphorst, External Examiner Associate Professor School of Interactive Arts & Technology Simon Fraser University Date Defended/Approved: October 09, 2012 ii Partial Copyright Licence iii Abstract Every video game has a distinct visual style however the functions of visual style in game graphics have rarely been investigated in terms of medium-specific design decisions. This thesis suggests that visual style in a video game shapes players’ gaming experience in terms of three salient dimensions: narrative pleasure, ludic challenge, and aesthetic reward. The thesis first develops a context based on the fields of aesthetics, art history, visual psychology, narrative studies and new media studies. Next it builds an analytical framework with two visual styles categories containing six separate modes. This research uses examples drawn from 29 games to illustrate and to instantiate the categories and the modes. -
708 Game List (Vertical Monitor)
708 Game List (Vertical Monitor) - 1. 10-Yard Fight (Japan) 2. 1941: Counter Attack (World 900227) 3. 1942 (set 1) 4. 1943 Kai: Midway Kaisen (Japan) 5. 1943: The Battle of Midway (US) 6. 1945k III 7. 19XX: The War Against Destiny (USA 951207) 8. 4 Fun in 1 9. 4 Player Bowling Alley 10. 600 11. '99: The Last War 12. Abscam 13. Action Fighter 14. Aero Fighters 15. Agent Super Bond (Super Cobra conversion) 16. Air Gallet 17. Ali Baba and 40 Thieves 18. All American Football (rev D 19. Alley Master 20. Alpha Mission 21. Alpine Ski (set 1) 22. American Horseshoes (US) 23. Amidar 24. Angel Kids (Japan) 25. Anteater 26. APB - All Points Bulletin (rev 7) 27. Apocaljpse Now 28. Arabian 29. Arbalester 30. Argus 31. Arkanoid - Revenge of DOH (World) 32. Arkanoid (World) 33. Armed Formation 34. Armored Car (set 1) 35. ASO - Armored Scrum Object 36. Assault 37. Astro Blaster (version 3) 38. Astro Invader 39. Atari Mini Golf (prototype) 40. Avengers (US set 1) 41. Azurian Attack 42. Bagman 43. Balloon Bomber 44. Baluba-louk no Densetsu 45. Bandido 46. Batsugun (set 1) 47. Battlantis 48. Battle Cruiser M-12 49. Battle Field (Japan) 50. Battle Lane! Vol. 5 (set 1) 51. Battle of Atlantis (set 1) 52. Battle Wings 53. Beastie Feastie 54. Bee Storm - DoDonPachi II (V102 55. Beezer (set 1) 56. Bermuda Triangle (Japan) 57. Big Event Golf 58. Big Kong 59. Bio Attack 60. Birdie King 2 61. Birdie King 3 62. Birdie King 63. Birdie Try (Japan) 64. -
SHMUP-Kalender 2019 Von Gamersglobal.De
HAUPTMENÜ Editorial 3 #25 F RefRain - Prism Memories 4 #24 F Supercharged Robot Vulkaiser 5 #23 F Witch-Bot Meglil 6 #22 F Sine Mora Ex 7 #21 F Bullet Heaven 2 8 #20 F Deathsmiles 9 #19 F Steredenn - Binary Stars 10 #18 F Geometry Wars 3 - Dimensions Evolved 11 #17 F Blue Revolver 12 #16 F R-Type Dimensions Ex 13 #15 F Dodonpachi Resurrection 14 #14 F Bit Blaster XL 15 #13 F Chicken Invaders 5 - Definitive Edition 16 #12 F Super Galaxy Squadron Ex Turbo 17 #11 F Sturmwind Ex 18 #10 F Luftrausers 19 #09 F Jamestown - Legend of the Lost Colony 20 #08 F Sky Force Reloaded 21 #07 F Super Hydorah 22 #06 F Crimzon Clover - World Ignition 23 #05 F Ikaruga 24 #04 F Zero Ranger 25 #03 F Astebreed - Definitive Edition 26 #02 F Mushihimesama 27 #01 F Jets’n’Guns Gold 28 Impressum & Nutzungsbedingungen 29 EDITORIAL Anfang Dezember 2019 verfasste Harald Wie auch auf GamersGlobal.de um- Fränkel für GamersGlobal.de mit dem Titel fasst natürlich auch der „PDF-Kalender“ Die Rückkehr der Space Invaders einen um- die einzelnen Texte, Wertungen und fangreichen Report zum Genre der Shoot Screenshots sowie zusätzliche Informa- ’em Ups. Einen Tag nach der Veröffentli- tionen wie zum Beispiel Plattformen chung dieses Artikels startete der und Preise am Erscheinungstag eines SHMUP-Kalender, der täglich die Vor- Kalenderblattes. Darüber hinaus bie- stellung eines Spieles bot. In der Sum- tet jede Spiel-Beschreibung eine be- me umfasst das Projekt 25 Shoot ’em sonders hervorgehobene Aussage. Na- Ups, jeweils mit einem Screenshot türlich ist auch jeder Beitrag verlinkt, und einer Wertung, die von 6.0 bis 9.0 reicht sodass bei Bedarf der bequeme Wechsel zu den (die Note 10 stellt auf GamersGlobal den best- einzelnen Online-Fassungen sowie den Kom- möglichen Wert dar). -
Xbox 360 Total Size (GB) 0 # of Items 0
Done In this Category Xbox 360 Total Size (GB) 0 # of items 0 "X" Title Date Added 0 Day Attack on Earth July--2012 0-D Beat Drop July--2012 1942 Joint Strike July--2012 3 on 3 NHL Arcade July--2012 3D Ultra Mini Golf July--2012 3D Ultra Mini Golf Adventures 2 July--2012 50 Cent: Blood on the Sand July--2012 A World of Keflings July--2012 Ace Combat 6: Fires of Liberation July--2012 Ace Combat: Assault Horizon July--2012 Aces of Galaxy Aug--2012 Adidas miCoach (2 Discs) Aug--2012 Adrenaline Misfits Aug--2012 Aegis Wings Aug--2012 Afro Samurai July--2012 After Burner: Climax Aug--2012 Age of Booty Aug--2012 Air Conflicts: Pacific Carriers Oct--2012 Air Conflicts: Secret Wars Dec--2012 Akai Katana July--2012 Alan Wake July--2012 Alan Wake's American Nightmare Aug--2012 Alice Madness Returns July--2012 Alien Breed 1: Evolution Aug--2012 Alien Breed 2: Assault Aug--2012 Alien Breed 3: Descent Aug--2012 Alien Hominid Sept--2012 Alien vs. Predator Aug--2012 Aliens: Colonial Marines Feb--2013 All Zombies Must Die Sept--2012 Alone in the Dark Aug--2012 Alpha Protocol July--2012 Altered Beast Sept--2012 Alvin and the Chipmunks: Chipwrecked July--2012 America's Army: True Soldiers Aug--2012 Amped 3 Oct--2012 Amy Sept--2012 Anarchy Reigns July--2012 Ancients of Ooga Sept--2012 Angry Birds Trilogy Sept--2012 Anomaly Warzone Earth Oct--2012 Apache: Air Assault July--2012 Apples to Apples Oct--2012 Aqua Oct--2012 Arcana Heart 3 July--2012 Arcania Gothica July--2012 Are You Smarter that a 5th Grader July--2012 Arkadian Warriors Oct--2012 Arkanoid Live -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Du Mutisme Au Dialogue
École Nationale Supérieure Louis Lumière Promotion Son 2015 Du mutisme au dialogue Les interactions vocales dans le jeu vidéo Partie pratique : v0x Mémoire de fin d'étude Rédacteur : Charles MEYER Directeur interne: Thierry CODUYS Directrice externe : Isabelle BALLET Rapporteur : Claude GAZEAU Année universitaire 2014-2015 Mémoire soutenu le 15 juin 2015 Remerciements : Je tiens à remercier chaleureusement mes deux directeurs de mémoire pour leur implication, leur confiance et leur exigence. Je remercie tout particulièrement Nicolas GIDON, sans qui la réalisation de la partie pratique de ce mémoire aurait été plus chronophage et complexe.. Je remercie et salue Nicolas FOURNIER et Baptiste PALACIN, dont les travaux et la gentillesse ont été une source d'inspiration et de détermination. Je remercie également ma mère, ma tante, Jordy, Julien et Julien (n'en déplaise à Julien), Timothée et mes amis pour leur soutien indéfectible. Merci à madame VALOUR, monsieur COLLET, monsieur FARBRÈGES ainsi qu'à leurs élèves. Enfin, merci à From Software et à NetherRealm Studios pour leur jeux, qui auront été un défouloir bienvenu. Page 2 Résumé Ce mémoire de master a pour objet d'étude les interactions vocales dans le jeu vidéo. Cependant, il ne se limite pas à une étude historique de l'évolution de la vocalité au sein des jeux vidéo mais en propose une formalisation théorique autour de trois concepts essentiels : Mécanique, Narration et Immersion. De ces trois concepts découlent trois types de voix : les voix système, les voix narratives (linéaires et non- linéaires) et les voix d'ambiance. Dans le prolongement de cette étude et en s'appuyant sur les travaux menés dans le cadre des parties expérimentale et pratique de ce mémoire, ayant abouti à la réalisation d'un jeu vidéo basé sur l'analyse spectrale de la voix du joueur, v0x, nous proposons une extension de cette théorie de la vocalité vidéo-ludique afin d'intégrer l'inclusion de la voix du joueur au sein de ce cadre d'étude. -
Newagearcade.Com 5000 in One Arcade Game List!
Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51. -
Arcade Rewind 3500 Games List 190818.Xlsx
ArcadeRewind.com.au [email protected] Facebook.com/ArcadeRewind Tel: 1300 272233 3500 Games List No. 3/4 Player Games 1 2 On 2 Open Ice Challenge (rev 1.21) 114 Metamorphic Force (ver EAA) 2 Alien Storm (US,3 Players,FD1094 317-0147) 115 Mexico 86 3 Alien vs. Predator 116 Michael Jackson's Moonwalker (US,FD1094) 4 All American Football (rev E) 117 Michael Jackson's Moonwalker (World) 5 Arabian Fight (World) 118 Minesweeper (4-Player) 6 Arabian Magic <World> 119 Muscle Bomber Duo - Ultimate Team Battle <World> 7 Armored Warriors 120 Mystic Warriors (ver EAA) 8 Armored Warriors (Euro Phoenix) 121 NBA Hangtime (rev L1.1 04/16/96) 9 Asylum <prototype> 122 NBA Jam (rev 3.01 04/07/93) 10 Atomic Punk (US) 123 NBA Jam T.E. Nani Edition 11 B.Rap Boys 124 NBA Jam TE (rev 4.0 03/23/94) 12 Back Street Soccer 125 Neck-n-Neck (4 Players) 13 Barricade 126 Night Slashers (Korea Rev 1.3) 14 Battle Circuit <Japan 970319> 127 Ninja Baseball Batman <US> 15 Battle Toads 128 Ninja Kids <World> 16 Beast Busters (World) 129 Nitro Ball 17 Blazing Tornado 130 Numan Athletics (World) 18 Bomber Lord (bootleg) 131 Off the Wall (2/3-player upright) 19 Bomber Man World <World> 132 Oriental Legend <ver.112, Chinese Board> 20 Brute Force 133 Oriental Legend <ver.112> 21 Bucky O'Hare <World version> 134 Oriental Legend <ver.126> 22 Bullet (FD1094 317-0041) 135 Oriental Legend Special 23 Cadillacs and Dinosaurs <World> 136 Oriental Legend Special Plus 24 Cadillacs Kyouryuu-Shinseiki <Japan> 137 Paddle Mania 25 Captain America 138 Pasha Pasha 2 26 Captain America -
AARON DODD Vancouver B.C
AARON DODD Vancouver B.C. [email protected] 778.908.6870 SENIOR ENVIRONMENT ARTIST www.artstation.com/aarondodd Highlights___________________________________________________________________________ • 11+ years of experience in AAA development • Proactive in learning new skills, software and workflows • Versatile skill set including the execution and integration of art outsourcing • Background in lighting with experience in lighting for cinematics • Active in interviewing, training and mentoring team members • Strong cross-discipline collaborator Professional Experience______________________________________________________________ Senior Environment Artist Feb 2012-Sept 2018 Capcom Vancouver • Dead Rising 4 o Created material sets and texture standards for PBR workflow o Worked with Tech Art to optimize and create best practices o Layout and art production for multiple areas • Dead Rising 3 o World building, set dressing and prop creation o Performance optimizations with Tech Art • Unannounced Project o Responsible for look development, texturing and modelling of key gameplay feature Mentor Apr 2011- Feb 2012 Think Tank Training Center • Coached and trained multiple artists working on their demo reels in their final semester at the Think Tank Training Center Environment Artist Apr 2011- Feb 2012 EA Black Box • Need for Speed: The Run o Responsible for level construction and balancing performance for multiple tracks o Road textures for numerous levels based on specific art direction and style guides Environment Artist/Lighting Artist Apr