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Rise of the LEGO® Digital Creator
Rise of the LEGO® Digital Creator While you’ve always been able to build your own physical creations with a bucket of LEGO® bricks, the route to the same level of digital LEGO freedom for fans has taken a bit longer. The latest step in that effort sees the LEGO Group teaming up with Unity Technologies to create a system that doesn’t just allow anyone to make a LEGO video game, it teaches them the process. The Unity LEGO Microgame is the most recent microgame created by Unity with the purpose of getting people to design their own video game. But in this case, the interactive tutorial turns the act of creation into a sort of game in and of itself, allowing players to simply drag and drop LEGO bricks into a rendered scene and use them to populate their vision. Designers can even give their LEGO brick creations life with intelligent bricks that breath functionality into any model to which they’re attached. Users can even create LEGO models outside of the Unity platform using BrickLink Studio, and then simply drop them into their blossoming game. While this is just the beginning of this new Unity-powered toolset for LEGO fans, it’s destined to continue to grow. The biggest idea that could come to the Unity project is the potential ability for a fan to share their LEGO video game creations with one another and vote on which is the best, with an eye toward the LEGO Group officially adopting them and potentially releasing them with some of the profit going back to the creator. -
Cult of Lego Sample
$39.95 ($41.95 CAN) The Cult of LEGO of Cult The ® The Cult of LEGO Shelve in: Popular Culture “We’re all members of the Cult of LEGO — the only “I defy you to read and admire this book and not want membership requirement is clicking two pieces of to doodle with some bricks by the time you’re done.” plastic together and wanting to click more. Now we — Gareth Branwyn, editor in chief, MAKE: Online have a book that justifi es our obsession.” — James Floyd Kelly, blogger for GeekDad.com and TheNXTStep.com “This fascinating look at the world of devoted LEGO fans deserves a place on the bookshelf of anyone “A crazy fun read, from cover to cover, this book who’s ever played with LEGO bricks.” deserves a special spot on the bookshelf of any self- — Chris Anderson, editor in chief, Wired respecting nerd.” — Jake McKee, former global community manager, the LEGO Group ® “An excellent book and a must-have for any LEGO LEGO is much more than just a toy — it’s a way of life. enthusiast out there. The pictures are awesome!” The Cult of LEGO takes you on a thrilling illustrated — Ulrik Pilegaard, author of Forbidden LEGO tour of the LEGO community and their creations. You’ll meet LEGO fans from all walks of life, like professional artist Nathan Sawaya, brick fi lmmaker David Pagano, the enigmatic Ego Leonard, and the many devoted John Baichtal is a contribu- AFOLs (adult fans of LEGO) who spend countless ® tor to MAKE magazine and hours building their masterpieces. -
Lego Star Wars: the Video Game
YMJCC0B69K # Articles On Lego Video Games, including: Lego Star Wars: The Video Game,... eBook A rticles On Lego V ideo Games, including: Lego Star W ars: Th e V ideo Game, Lego Island, Lego Island 2 Th e Brickster's Revenge, Lego Ch ess, Lego Universe, Island Xtreme Stunts, Lego Rock Band By Books, Hephaestus To download Articles On Lego Video Games, including: Lego Star Wars: The Video Game, Lego Island, Lego Island 2 The Brickster's Revenge, Lego Chess, Lego Universe, Island Xtreme Stunts, Lego Rock Band eBook, remember to click the button below and save the ebook or have access to other information which might be relevant to ARTICLES ON LEGO VIDEO GAMES, INCLUDING: LEGO STAR WARS: THE VIDEO GAME, LEGO ISLAND, LEGO ISLAND 2 THE BRICKSTER'S REVENGE, LEGO CHESS, LEGO UNIVERSE, ISLAND XTREME STUNTS, LEGO ROCK BAND ebook. Our solutions was released with a hope to work as a full on the web computerized library that oers entry to multitude of PDF e-book catalog. You may find many dierent types of e-guide as well as other literatures from your paperwork data source. Distinct preferred subjects that distribute on our catalog are popular books, solution key, assessment test questions and solution, guide example, exercise guideline, test trial, end user manual, consumer manual, service instruction, fix manual, and so on. READ ONLINE [ 3.32 MB ] Reviews It in a of the best publication. It really is loaded with knowledge and wisdom You may like the way the blogger write this ebook. -- Prof. Shannon Wehner PhD Completely among the best pdf We have at any time study. -
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A Fabled LEGO® Brick History
A Fabled LEGO® Brick History The LEGO Group’s decision to hand off the development of LEGO® Star Wars™: The Video Game to an outside group in the early 2000s was both difficult to make and not well- informed, said Jørgen Vig Knudstorp, who was the CEO of the LEGO Group at the time and is now the executive chairman of LEGO Brand Group. “It was a very difficult decision,” he said. “And I think also a decision that unfortunately, was biased by having a management team – not least including myself and the board of directors – that actually knew relatively little about this massive market of video gaming.” In retrospect, Knudstorp said, the LEGO Group should have probably struck a deal similar to the one made about LEGOLAND, which included the LEGO Group maintaining an ownership stake. Kristiansen recreating, in 2008, an image of he and his sister playing with a LEGO set in 1958. Instead, Giant Interactive maintained not just full ownership of the 2005 game, but – for a time – had full global rights to all LEGO video games. Knudstorp said that ultimately the company learned a lot of important lessons through that deal. “I think from the beginning we should have taken an equity stake to be able to co-invest and co-influence and be part of that journey, while recognizing that we might not be the best operators of that company.” Importantly, he added, it wasn’t about the money, but rather the LEGO Group’s ability to better help shape the direction of the studio by being more directly involved. -
Inside the LEGO Group's Secretive Strategic Product Unit Darwin
Inside the LEGO Group’s Secretive Strategic Product Unit Darwin The LEGO Group's biggest early exploration into the digitization of the brick was started by a group of friends and their wild dream to create a computer animated LEGO® movie at a time before Pixar's amazing films like Toy Story dominated theaters. Despite the lack of any high-end equipment, despite being years ahead of their time and initially getting a firm no from the LEGO Group, this band of friends persevered and were ultimately brought on to start a skunkworks LEGO Group R&D unit that would propel the company into its future of video games, movies, and an adept blending of the digital and physical. It all started in the crisp Swiss air above Lake Thun near Bern, The LEGO Movie (1994) Switzerland, in the early 90s. An eclectic mix of dreamers that included a NASA scientist, a rock and roll roadie, and a photography student were brought together by the singular vision of a nature-loving wandering scholar who called himself Dent-De-Lion Du Midi. A sort of Renaissance man, Dandi – as he was known to his friends – was consumed with the idea of remaking the LEGO brick in digital form and then using those digital creations to create a Pixar-like movie, instructions, commercials, even video games. Dandi and one-time photography student Claude Aebersold became friends over their love of computers and 3D graphics. "We went for long walks up in the mountains [in Beatenberg, Switzerland], harvesting wild blueberries and stuff like that for hours, just philosophizing and talking about this data and technology and where it all could lead,” Aebersold said, “and one day, we were talking about how everything in 3D looks like plastic. -
A Casual Revolution Reinventing Video Games and Their Players
A CASUAL REVOLUTION REINVENTING VIDEO GAMES AND THEIR PLAYERS JESPER JUUL ACASUALREVOLUTION ACASUALREVOLUTION Reinventing Video Games and Their Players Jesper Juul The MIT Press Cambridge, Massachusetts London, England 8 2010 Jesper Juul All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or informa- tion storage and retrieval) without permission in writing from the publisher. For information about special quantity discounts, please email [email protected] This book was set in Scala Serif and Scala Sans on 3B2 by Asco Typesetters, Hong Kong. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Juul, Jesper, 1970– A casual revolution : reinventing video games and their players / Jesper Juul. p. cm. Includes bibliographical references and index. ISBN 978-0-262-01337-6 (hardcover : alk. paper) 1. Video games—Psychological aspects. 2. Video gamers—Psychology. I. Title. GV1469.34.P79J88 2010 794.8—dc22 2009009091 10987654321 Contents Acknowledgments vii 1 A Casual Revolution 1 2 What Is Casual? 25 3 All the Games You Played Before 65 4 Innovations and Clones: The Gradual Evolution of Downloadable Casual Games 79 5 Return to Player Space: The Success of Mimetic Interface Games 103 6 Social Meaning and Social Goals 121 7 Casual Play in a Hardcore Game 129 8 Players, Developers, and the Future of Video Games 145 Appendix A: Player Survey 153 Appendix B: Player Stories 157 Appendix C: Developer Interviews 175 Notes 219 References 233 Index 247 Acknowledgments First, I must thank colleagues and students for the knowledge, helpful- ness, and discussions that made this book infinitely better than it would have been otherwise. -
Lego Dimensions Ghostbusters Build Instructions
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Lego Friends Skate Park Instructions
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LEGO® Island: Birth of a LEGO Video Game
LEGO® Island: Birth of a LEGO Video Game It may not have been the first LEGO® video game, but it was arguably the most impactful. LEGO Island released in September 1997 to overwhelmingly positive reviews. The open- world LEGO game went on to become a best seller two years in a row and planted the roots for what would become the most successful approach to both the looks of digital LEGO bricks and the philosophical approach to digital play with those toys. The game's timing couldn't have been better. Game Crash and Nintendo Fear To fully understand how and why the LEGO Group greenlit the creation of LEGO Island, you need to go back to the infamous video game crash of 1983. Video game revenue peaked that year, but a combination of over investment and poor control of physical stock led to a drop of nearly 97 percent in revenue by 1985. The collapse bankrupted a slew of video game companies and nearly destroyed the once-booming video game industry. In 1986, Nintendo managed to revive the industry by sneaking its Nintendo Entertainment System console into toy stores. It did this by packaging the system with a plastic robot and marketing it more as a toy than a video game console. The NES's tremendous success reinvigorated the market, and then the arrival of the Game Boy portable system in 1989 expanded that market. Over the next half-decade, the number of companies reentering the game industry began to blossom. By 1995, the arrival of the fifth generation of consoles included massive players like Sony and its PlayStation. -
Razlike Između Opengl I Direct3d Programskih Sučelja Differences
POLYTECHNIC & DESIGN Vol. 4, No. 2, 2016. DOI: 10.19279/TVZ.PD.2016-4-2-03 RAZLIKE IZMEĐU OPENGL I DIRECT3D PROGRAMSKIH SUČELJA DIFFERENCES BETWEEN THE OPENGL AND DIRECT3D PROGRAMMING INTERFACES Andrija Bernik1, Vedran Bergovec1, Zvonimir Sabati2 1Sveučilište Sjever – Sveučilišni centar Varaždin 2Fakultet organizacije i informatike Sažetak 1. Uvod U ovom radu prikazane su i objašnjene razlike između dva najpopularnija grafička programska 1. Introduction sučelja počevši od njihovih izoliranih početaka 1992. godine, preko njihovih čestih srazova Direct3D i OpenGL su konkurentska u područjima performansi, jednostavnosti programska sučelja (API) koja se mogu koristiti korištenja, pokušaja upadanja u ciljane skupine u aplikacijama za prikazivanje 2D i 3D računalne onog drugog i neuspjelog pokušaja spajanja u grafike. Hardverska akceleracija tog procesa jedan proizvod. Ovaj rad također se bavi raznim je učestalo koristi od otprilike 1999. Od 2005. tehnikama i problemima koje spomenuti API- grafičke procesorske jedinice (GPU) gotovo uvijek evi moraju savladati i nadvladati da mi se izdigli koriste oba API-a. Direct3D aplikacije se najčešće iznad konkurencije. Na kraju rada prikazana je koriste na Microsoft Windows platformi dok je raspodjela spomenutih API-eva prema određenim OpenGL otvoreni standard i koristi se na širokom korisničkim skupinama i objašnjeno je zašto su baš spektru platformi. Glavna razlika je da OpenGL te skupine odabrale određeni API u svom radu. procesuira 2D i 3D grafiku dok DIrect3D samo 3D grafiku, no postoje i druge, manje -
Video Games, Digital Play, and the Future of the LEGO Group
Video Games, Digital Play, and the Future of the LEGO Group Video games and the LEGO Group’s many other digital efforts are among the company's chief focuses for the year, LEGO Group CEO Niels B. Christiansen said in a recent episode of the LEGO® Bits N’ Bricks podcast. “It's clearly either the one – or one of the very few – topics on top of my agenda, and something that will never be done in one year,” Christiansen said. “It is a bit of an inflection point right now, in the sense that we're driving from it being fragmented, not such a big part of the totality, to really trying to make it integrated and mainstream, on product and ecosystem and on the entire architecture of our setup of the company.” Christiansen, along with LEGO Group chief product and marketing officer Julia Goldin, and vice president of LEGO Games Sean McEvoy, discussed the current state of the company’s involvement with digital efforts and video games and its path forward in an increasingly digital world. The LEGO Group’s 25-year history with video games started with LEGO® Fun to Build, an educational project created by SEGA® for the “Kids Computer Pico” to appeal to young children, fostering their natural creativity. Since that game’s release in 1995, the company has released more than 180 video games. Christiansen said that a number of very big milestones for the company have happened since that first game, including the launch of LEGO MINDSTORMS®, which layered coding onto the LEGO bricks system of play.