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Catalis Se Annual Report 2017
CATALIS SE ANNUAL REPORT 2017 CATALIS SE CONTENTS Delivering quality to the global entertainment and media marketplace. Page Board Report 2 Financial Statements 15 Other Information 62 1 CATALIS SE BOARD REPORT The Catalis Group is comprised of Catalis SE (the ‘Company’) as the ultimate parent company of two divisions: Testronic Laboratories (Testing Division) and Curve Digital Entertainment (Publishing Division). The Testing Division provides quality assurance services to the computer games and entertainment markets and operates from offices in the US, UK, and Poland. The Publishing Division is based in the UK and comprises a publisher of independent console and PC games (Curve Digital), a development studio for third party games (Kuju Limited), and a mobile game (Crack Attack). Overview During 2017 the Catalis Group has built upon the strong foundations laid down in the prior year to consolidate our position in the games testing market and delevop our publishing business, although the Film, TV & DVD business continues to face difficult market conditions. The Group has continued to reduce external debt levels and this now provides us with a strong platform for growth. The formation of the Publishing Division in 2016 provided the cornerstone for our objective of creating a major UK video games publisher and this Division has seen significant growth in revenues and profits during 2017. The Board expects this to continue as Curve Digital establishes itself in the marketplace. Within the Testing Division, growth in the Games testing segment was offset by some shrinkage in the Film and TV sector in 2017 due to lower DVD sales in the global market. -
Flame in the Flood Avatars Download Error Ps4 the Flame in the Flood Crashes? Game Not Starting? Bugs in the Flame in the Flood? Solution to Most Technical Problems
flame in the flood avatars download error ps4 The Flame in the Flood crashes? Game not starting? Bugs in The Flame in the Flood? Solution to most technical problems. If The Flame in the Flood crashes, The Flame in the Flood will not start, The Flame in the Flood not installing, there are no controls in The Flame in the Flood, no sound in game, errors happen in The Flame in the Flood – we offer you the most common ways to solve these problems. Be sure to update your graphics card drivers and other software. Before letting out all of your bad feelings toward development team, do not forget to go to the official website of your graphics card manufacturer and download the latest drivers. There are often specially prepared optimized drivers for specific game. You can also try to install a past versions of the driver if the problem is not solved by installing the current version. It is important to remember that only the final version of the video card driver must be loaded – try not to use the beta version, since they can have some terrible bugs. Do not also forget that for good game operation you may need to install the latest version DirectX, which can be found and downloaded from official Microsoft website. The Flame in the Flood not starting. Many of the problems with games launching happen because of improper installation. Check, if there was any error during installation, try deleting the game and run the installer again, but before install don’t forget to disable antivirus – it may often mistakenly delete files during installation process. -
Effects of Community's Monetary Engagement on the Quality of The
Effects of community’s monetary engagement on the quality of the final product The game development on Kickstarter MASTER PROJECT THESIS WITHIN: Informatics NUMBER OF CREDITS: 30 PROGRAMME OF STUDY: Information Architecture AUTHORS: Vojciech Sobolevski & Gözde Meydan JÖNKÖPING 05 2021 Master Thesis in Informatics Title: Effects of community’s monetary engagement on the quality of the final product Authors: V. Sobolevski and G. Meydan Tutors: Ahmad Ghazawneh and Osama Mansour Date: 2021-05-22 Key terms: Platform, crowdfunding, game development, Kickstarter. Abstract Kickstarter is a relatively new platform that has risen from coordinating a group of friends and like-minded people to finance some niched and highly unique projects, to the platform, where strangers from all around the world, finance the work of their favorite creators in hundreds of thousands or even millions of dollars. The academic literature and general focus of the public was concentrated to find what makes a campaign successful, advantages of the platform and its origins. We, the authors of this paper, believe that Kickstarter is continuously evolving, which raises some new questions, not of its history and use, but rather of its future potential and what happens, when the campaigns are won. We will look into how backers interact with the creators through monetary engagement and if these creators are able to deliver quality products when provided with much more resources. Our focus on the game industry allows us to see if Kickstarter performs well within the market, where big players exist with experience and lots of funding. If Kickstarter’s developers will be able to keep up with the industry leaders, using financing through crowdfunding, the platform might become a serious financial player similar to venture capitalists or angel investors. -
Website Design Version 3
WEBSITE DESIGN VERSION 3 DESIGNS N FULL SPECTRUM CREATIVITY From the FIRST CONCEPT to the FINAL RENDER [email protected] HOMEPAGE 2 About Games News Support Contact KEY ART: Thomas was Alone Device Container Art Stretched and Blurred 01N http://tympanus.net/Blueprints/ZoomSlider/ The primary marquee carousel will swap device images with respective game screenshots. Clicking ‘LEARN MORE’ will zoom in via the magnifying glass functionality as exhibited above. KEY ART: Thomas was Alone PORTING YOUR CONTENT TO NEW PLATFORMS Donec sed odio dui. Vivamus sagittis lacus vel augue laoreet rutrum faucibus dolor auctor. LEARN MORE 02N https://daneden.github.io/animate.css/ Services will animate in utilizing the above library. A CENTURY OF EXPERIENCE TOUGH AS NAILS! SETTING THE BAR SECURE AND RELIABLE A Team of extremely experienced Not scared to take on the Gnarly jobs! Always striving for excellence in Ultimately, “A safe pair of hands” – industry veterans with over a hundred Some of our porting work required a everything we develop (whether it’s our Your IP is safe with us! years of experience making games huge technical challenge! own IP or someone else’s). between us. PASSIONATE ABOUT TECHNOLOGY, WE LOVE TO EMBRACE NEW PLATFORMS AND HAVE DELIVERED TITLES ON: VIDEO: http://www.shutterstock.com/video/clip-21491848-stock-footage-abstract-geometry-plexus-background-connected-particles.html?src=rel/21648508:7/3p All New Legacy Platform KEY ART: Thomas Was Alone KEY ART: The Swapper KEY ART: Dear Esther THOMAS WAS ALONE THE SWAPPER DEAR ESTHER KEY ART: Flame in the Flood KEY ART: Fluidity KEY ART: Explodemon FLAME IN THE FLOOD FLUIDITY EXPLODEMON ALL GAMES 03N http://isotope.metafizzy.co/layout-modes.html The filter functionality will utilize Isotope (the results will truncate by default). -
Here Young Developers Can Learn the Ins and Outs of Game Development
2016 Pre-PAX East Made in MA Party MassDiGI would like to welcome all to the annual Pre-PAX East Made in MA Party! Join friends from across the street or across the world in celebrating games! The party features: Wicked fun College & University Showcase Awesome people Big screen music & video Excellent food Incredible view of Boston Two floors of fun Giveaways, music and much more! Amazing games and demos Follow @mass_digi for updates! Spread the Main Showcase word! #MadeInMA Indie Showcase The Showcases Main Showcase 10 and 11th Floors Microsoft New England – www.microsoftnewengland.com Bostonians are pretty clever folks. From Ben Franklin to the Big Dig–they’ve been solving difficult problems in creative ways for centuries. And today the Greater Boston area is home to cutting edge tech companies, world class hospitals, a vibrant startup community, plus a few universities you might have heard of. So when Microsoft needed the brightest minds to work on tomorrow’s technologies, Boston was the natural choice. And we love our New England home. The people. The ideas. The history. The culture. The food. It’s what makes us Microsoft New England. Disruptor Beam – www.disruptorbeam.com Stories are a part of what it is to be human: they entertain us, inspire us and move us. Every once in a while, a really great story is embraced by our culture at large — becoming a “place” around which people live part of their lives. Star Trek and Game of Thrones are two examples of this. These are settings that charge the imagination and have spawned communities of passionate, dedicated fans — communities that span cultures, time zones and technologies. -
The Call of Karen
The Call of Karen A Major Qualifying Project Submitted to the faculty of WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Bachelor of Science in Interactive Media and Game Development And for the Degree of Bachelor of Arts in Interactive Media and Game Development (Technical Art Concentration) Authors: Kate Olguin (IMGD BS) Thomas Tawadros (IMGD BA) Diana Kumykova (IMGD/CS) Mikel Matticoli (IMGD/CS) Advisors: Farley Chery (IMGD) Dr. Gillian Smith (IMGD/CS) 14 May 2020 1 Abstract The Call of Karen is a PC simulation comedy game about a 1950s suburban housewife whose home is invaded by Cthulhu. The player controls the titular housewife, Karen, who is trapped in an unhappy marriage taking care of an ungrateful child, and must keep up appearances in the face of a home gone mad. The goal of this MQP was to create a fun, funny, and full-fledged game of high enough quality to be released on a major distribution platform such as Steam or the Epic Games Store. We also wanted to create a compelling narrative that deconstructed the nostalgia associated with the 1950s by telling a story from the often neglected and demeaned perspective of a 1950s suburban housewife. This report describes the production process of The Call of Karen, including details of the evolution and completion of the game’s design, art, gameplay, playtesting, and showcasing procedures. The game at the time of this report is functionally complete, and playtesting and showcasing results indicate that we did achieve our goal. Acknowledgments We’d like to thank our advisors, Professors Farley Chery and Gillian Smith. -
Stakeholder Management in Crowdfunded Video Game Development
Fabian Unger Stakeholder management in crowdfunded video game development Faculty of Information Technology and Communication Sciences Master’s Thesis May 2019 2 ABSTRACT Fabian Unger: Stakeholder management in crowdfunded video game development Master’s Thesis, 155 pages, 7 appendices Tampere University Master's Degree Programme in Media Management May 2019 This case study examines, how stakeholder interests affect reward-based crowdfunded video game development, how managers cope with (potential) stakeholder conflicts, and the similarities and differences between crowdfunding video game projects of different scales. As research on stakeholder interests in the production of crowdfunded video games is scarce, this study thus aims to fill a gap in scholarly literature. The purpose of this study is to contribute to the field of managing crowdfunding projects using a reward-based model, to examine stakeholder-developer interactions and the management of interests in crowdfunded video games, specifically from a manager’s point of view. The outcomes of this study should provide valuable insights for media managers, who deal with varying stakeholders as part of the development of a crowdfunded video game. The study examines seven cases of crowdfunded video games developed by video game companies using a reward-based financing model. It takes a qualitative approach, using semi-structured in-depth interviews with a sample of one employee per company in charge of the overall game development process. The results demonstrate the various ways in which stakeholders influence the development process, similarities and differences of crowdfunding projects of various size, and the impact of crowdfunding on the video game development process in general. -
Pelitutkimuksen Vuosikirja 2020
This is a self-archived version of an original article. This version may differ from the original in pagination and typographic details. Author(s): Title: Pelitutkimuksen vuosikirja 2020 Year: 2020 Version: Published version Copyright: © Kirjoittajat ja Pelitutkimuksen vuosikirja 2020 Rights: CC BY-NC-ND 4.0 Rights url: https://creativecommons.org/licenses/by-nc-nd/4.0/ Please cite the original version: Arjoranta, J., Friman, U., Koskimaa, R., Mäyrä, F., Sotamaa, O., Suominen, J., & Välisalo, T. (Eds.). (2020). Pelitutkimuksen vuosikirja 2020. Pelitutkimuksen seura. Pelitutkimuksen vuosikirja, 2020. http://www.pelitutkimus.fi/vuosikirja-2020 PELITUTKIMUKSEN VUOSIKIRJA 2020 Jonne Arjoranta, Usva Friman, Raine Koskimaa, Frans Mäyrä, Olli Sotamaa, Jaakko Suominen, Tanja Välisalo (toim.) Pelitutkimuksen vuosikirja 2020 Pelitutkimuksen vuosikirjan artikkelit käyvät läpi anonyymin vertaisarvioinnin ja vuosikirja noudattaa arvioinnissa Tieteellisten Seurain Valtuuskunnan arviointiohjeistoa. Ainoastaan artikkelit ovat käyneet läpi vertaisarvioinnin. Toimituskunta: Jonne Arjoranta, Usva Friman, Raine Koskimaa, Frans Mäyrä, Olli Sotamaa, Jaakko Suominen, Tanja Välisalo Tekninen toimitustyö ja taitto: Jonne Arjoranta Korjausluku: Tanja Välisalo ISSN: 1798-355X Julkaisija: Pelitutkimuksen seura Tekijänoikeudet: © Kirjoittajat ja Pelitutkimuksen vuosikirja. Tämä teos on lisensoitu Creative Commons Nimeä-EiKaupallinen- EiMuutoksia 4.0 Kansainvälinen -lisenssillä. Kansikuva: Markus Spiske: CAPTCHA Versio: 1.0 http://pelitutkimus.fi/vuosikirja-2020 ii -
3 Definitions of Gamification and Serious Games
D2.3 Best practices in serious games D2.3 Best practices in serious games Smart Toolbox for Engaging Citizens into a People-Centric Observation Web Abstract Whilst citizen participation in environmental policy making is still in its infancy, there are signs of a growing level of interest. The majority of citizens, though, both as individuals and as groups often feel disengaged from influencing environmental policies. They also remain unaware of publicly available information, such as the GEOSS or Copernicus initiatives. The SCENT project will alleviate this barrier. It will enable citizens to become the ‘eyes’ of the policy makers by monitoring land- cover/use changes in their everyday activities. This is done through a constellation of smart collaborative technologies delivered by the SCENT toolbox in TRLs 6-8. In this deliverable, we examine 28 serious games, mostly related to environmental protection and monitoring. By analyzing these games in relation to 4 components (game mechanics, story, aesthetics and technology), we aim at pinpointing best practices in the application of gamification techniques. Key learning points that will inform the work in Scent are also identified. Keywords: gamification, serious games, game mechanics D2.3 Dissemination Level: PU Deliverable Type: R The research leading to these results has received funding from Horizon 2020, the European Page 1 of 94 Union’s Framework Programme for Research and Innovation (H2020/2014-2020 under grant agreement no 688930 D2.3 – Best practices in serious games Authoring and