Carleton University Electronic Arts Incorporated Capstone Report
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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. -
009NAG – September 2012
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 6 BORDERLANDS 2 COMPETITION Stuff you can’t buy anywhere! PC / PLAYSTATION / XBOX / NINTENDO PREVIEWS Sleeping Dogs Beyond: Two Souls Pikmin 3 Injustice: Gods among Us ENEMY UNKNOWN Is that a plasma rifl e in your pocket, or are you just happy to see me? ULTIMATE GAMING LOUNGE What your lounge should look like Contents Editor Michael “RedTide“ James Regulars [email protected] 10 Ed’s Note Assistant editor 12 Inbox Geoff “GeometriX“ Burrows 16 Bytes Staff writer Dane “Barkskin “ Remendes Opinion 16 I, Gamer Contributing editor Lauren “Guardi3n “ Das Neves 18 The Game Stalkerer 20 The Indie Investigatorgator Technical writer 22 Miktar’s Meanderingsrings Neo “ShockG“ Sibeko 83 Hardwired 98 Game Over Features International correspondent Miktar “Miktar” Dracon 30 TOPTOP 8 HOLYHOLY SH*TSH*T MOMENTS IN GAMING Contributors Previews Throughout gaming’s relatively short history, we’ve Rodain “Nandrew” Joubert 44 Sleeping Dogs been treated to a number of moments that very nearly Walt “Ramjet” Pretorius 46 Injustice: Gods Among Us made our minds explode out the back of our heads. Miklós “Mikit0707 “ Szecsei Find out what those are. Pippa “UnexpectedGirl” Tshabalala 48 Beyond: Two Souls Tarryn “Azimuth “ Van Der Byl 50 Pikmin 3 Adam “Madman” Liebman 52 The Cave 32 THE ULTIMATE GAMING LOUNGE Tired of your boring, traditional lounge fi lled with Art director boring, traditional lounge stuff ? Then read this! Chris “SAVAGE“ Savides Reviews Photography 60 Reviews: Introduction 36 READER U Chris “SAVAGE“ Savides The results of our recent reader survey have been 61 Short Reviews: Dreamstime.com tallied and weighed by humans better at mathematics Fotolia.com Death Rally / Deadlight and number-y stuff than we pretend to be! We’d like 62 The Secret World to share some of the less top-secret results with you. -
Advance Program
1 Advance Program N O L O G H Y C E T I N S P I R A T I O N N I N I O N O V A T The 41st International Conference and Exhibition on Computer Graphics and Interactive Techniques Table of Contents s2014.siggraph.org Table of Contents 2 3 Conference at a Glance 27 Real-Time Live! 4 Reasons to Attend 28 Studio 5 Conference Overview 32 Talks 7 Conference Schedule 37 Technical Papers 10 Art Gallery: Acting in Translation 50 Exhibitor Tech Talks 12 Art Papers 51 Exhibitor List (as of 6 June) 13 Computer Animation Festival 52 Job Fair Participants (as of 6 June) 14 Courses (See Studio for more Courses.) 53 General Information 18 Emerging Technologies 54 Registration Fee Information 20 Panels 55 Conference Committee 22 Production Sessions 56 Co-Located Events Cover images left to right: 1. Mesh Denoising via L0 Minimization © 2013 Lei He & Scott Schaefer, Texas A&M University. 2. ORU BURUS © 2013 Supinfocom Valenciennes, Autour de Minuit. 3. Weighted Averages on Surfaces Using Phong Projection © 2013 Daniele Panozzo, ETH Zürich. 4. not over © 2013 Toru Hayai, Taiyo Kikaku co., ltd. 5. The Octopus and the Geisha © 2013 Edward Dawson-Taylor, EDJFX. 6. Realtime Facial Animation with On-the-fly Correctives © 2013 Hao Li, University of Southern California, Industrial Light & Magic. Table of Contents s2014.siggraph.org Conference at a Glance 3 Conference Registration Categories Schedule subject to change. F Full Conference Access S Select Conference Access E+ Exhibits Plus Ex Exhibitors 10 August 11 August 12 August 13 August -
[Catalog PDF] Manual Line Changes Nhl 14
Manual Line Changes Nhl 14 Ps3 Download Manual Line Changes Nhl 14 Ps3 NHL 14 [PS3] - PS3. Trainers, astuces, triches et solutions pour Jeux PC, consoles et smartphones. Unlock the highest level of hockey aggression, speed and skill. NHL 14 brings together the best technology from EA SPORTS to deliver the most authentic hockey experience ever. Deliver hits with the cutting-edge NHL Collision Physics, built from FIFA's. NHL 14 for the Sony Playstation 3. Used game in great condition with a 90-day guarantee. DailyFaceoff line combinations - team lineups including power play lines and injuries are updated before and after game days based on real news delivered by team sources and beat reporters. Automated line changes based on calculations do not give you the team’s current lines – and that’s what you need for your fantasy lineups. EA Sports has announced that details of NHL 14 will be unveiled. Seeing as I have NHL 13 I can't imagine wanting to buy NHL 14 - but it'll be. In North America and on Wednesday in Europe (both XBox and PS3). It doesn't help that there's nothing in the manual to explain how to carry out faceoffs. Auto line changes and the idiot assistant coach. This problem seems to date back to time immemorial. Let’s say you have a bona fide top line center, rated at 87. Your second line center is an 82. Your third line center is an 80, and your fourth is a 75. NHL 14 PS3 Cheats. Gamerevolution Monday, September 16, 2013. -
Franchise-Defining EA SPORTS NHL 13 in Stores Now
September 11, 2012 Franchise-Defining EA SPORTS NHL 13 in Stores Now Major Gameplay Innovations and All-New Connected Experiences Deliver Biggest Leap for the Franchise on This Console Generation REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ: EA) announced today that EA SPORTSTM NHL®13 is now available at retail stores throughout North America. NHL 13 is available on the PlayStation®3 computer entertainment system and Xbox 360® video game and entertainment system. Headlined by all-new True Performance Skating and EA SPORTS Hockey I.Q., NHL 13 offers an innovative new gameplay experience that definitively captures the speed, creativity and strategy of NHL® hockey. NHL 13 also delivers brand new experiences that connect hockey fans to their friends and the real world of hockey with the all-new GM Connected and NHL Moments Live modes. Early critical reception for NHL 13 has been extremely positive with Bleacher Report calling NHL 13 a "strong early candidate for sports game of the year", while Jeff Bakalar, CNET says that NHL 13 is "the most realistic hockey game ever". NHL 13 represents the biggest year-on-year leap for the franchise on this console generation and has been eagerly anticipated by sports fans across the world. "The EA SPORTS NHL team has always been a leader in innovation within the sports videogame category but the quality of innovation found within NHL 13 is the crowning achievement for this franchise," said Dean Richards, General Manager, NHL, EA SPORTS. "Our team has delivered a feature set that will truly change the way you play the game." EA SPORTS NHL 13 in Stores Across North America (Photo: Business Wire) New features and modes include: ● True Performance Skating — A game-changing innovation for the franchise that adds physics-driven skating and over 1000 new animations, True Performance Skating authentically replicates the explosiveness, momentum and top end speed displayed by today's NHL players. -
NHL 13 Delivers Major Innovations That Will Change the Way You Play the Game
May 18, 2012 NHL 13 Delivers Major Innovations That Will Change the Way You Play the Game True Performance Skating and Hockey I.Q. Create Innovative New Gameplay Experience GM Connected and NHL Moments Live Provide All-New Experiences that Connect Hockey Fans to Their Friends and the Real- World of the NHL REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:EA) announced today the key features for EA SPORTSTM NHL®13, promising the biggest change to the franchise since the introduction of the Skill Stick in NHL® 07. Headlined by all-new True Performance Skating, and supported by an innovative new A.I. system dubbed EA SPORTS Hockey I.Q., NHL 13 will deliver a revamped gameplay experience that accurately captures the speed, creativity and strategy of NHL hockey. In addition, NHL 13 will also deliver new experiences that connect hockey fans to their friends and the real world of hockey with the all-new GM Connected and NHL Moments Live modes. NHL 13 will be available on September 11, 2012 in North America and September 14, 2012 in Europe. "The NHL team has been a leader when it comes to innovation in the sports videogame category on this console generation by redefining player control with the introduction of the Skill Stick, creating connected experiences such as the EA SPORTS Hockey League and introducing real world physics to the team sports category," says Dean Richards, General Manager, NHL, EA SPORTS. "With our feature set in NHL 13, hockey fans and sports gamers have a lot to be excited about as we are again going to deliver major innovations that will change the way you play the game." NHL 13 delivers an innovative new gameplay experience, accurately capturing the speed, creativity and strategy of today's NHL through: NHL 13 - True Performance Skating (Photo: Business Wire) ● True Performance Skating — A game-changing innovation for the franchise that adds physics-driven skating and over 1000 new animations. -
[Cloud-PDF] Game Manual Nhl 14 Review
Game Manual Nhl 14 Review Download Game Manual Nhl 14 Review At the moment, that game seems to be NHL 14, and if you're not a hockey diehard, you certainly won't need this year's game. But if you want a hockey video game, you can't go wrong here. NOTE: All shooting controls are based on players moving toward the top of the game screen. To change your shooting controls, select SETTINGS in the Customize. NHL 15 isn't a bad game, but at $60 (or $70 if you're Canadian), it's a bad value, considering how little the core mechanics and suite of modes have improved from NHL 14, or even since NHL 13. Unless last year's broken Be A GM progression system and goofy dump-in puck physics were game-killers for you, NHL 15's few minor fixes won't justify the.NHL 14 looks amazing. Its like your watching a real NHL game in HD! Its a really realistic game in other aspects too, like puck control, player skating, and goalie saves. GM mode and season mode are my favorite modes to play but the training mode and practice drills are also fun to play and learn. 4.5 out of 5 stars from 7014 reviews 7,014. NHL®14 Facebook Like Button Game Rating: E10 (Everyone 10. Download the manual for this game by going to 2J Electronic Arts Vancouver, Electronic Arts, Inc, NuFX, Inc. , Park Place Productions, Hitmen Productions and Distinctive Software, Inc.. This does not imply employment by these companies. -
T. Wakelam Thesis
Durham E-Theses The Cultural Representation of Non-Western Cultures through Music in Mainstream Video Games WAKELAM, THOMAS,STEPHEN,DAVID How to cite: WAKELAM, THOMAS,STEPHEN,DAVID (2014) The Cultural Representation of Non-Western Cultures through Music in Mainstream Video Games , Durham theses, Durham University. Available at Durham E-Theses Online: http://etheses.dur.ac.uk/10544/ Use policy The full-text may be used and/or reproduced, and given to third parties in any format or medium, without prior permission or charge, for personal research or study, educational, or not-for-prot purposes provided that: • a full bibliographic reference is made to the original source • a link is made to the metadata record in Durham E-Theses • the full-text is not changed in any way The full-text must not be sold in any format or medium without the formal permission of the copyright holders. Please consult the full Durham E-Theses policy for further details. Academic Support Oce, Durham University, University Oce, Old Elvet, Durham DH1 3HP e-mail: [email protected] Tel: +44 0191 334 6107 http://etheses.dur.ac.uk 2 The Cultural Representation of Non-Western Cultures through Music in Mainstream Video Games Thomas Wakelam (2013) A thesis presented in complete fulfilment of the requirements for the Master of Arts by Research in Musicology at Durham University. 1 Contents Acknowledgements p 5 1. Introduction p 6 1.1 Methodology p 8 1.2 Literature Review p 11 1.2.1 World Music p 14 1.2.2 Music Perception p 15 1.2.3 Film Music p 16 1.2.4 Video Game Sources p 17 1.3 Music in Video Games – A Brief history p 23 1.4 Video Game Soundtracks and Films p 25 1.5 Musical Perception, Associationism, and Semiotics p 26 1.6 Advertising, World Music & Cultural Representation p 29 1.7 The ‘Epic’ Cut Scene, and the Scenario ‘Loop’ p 31 2. -
Nhl-13-Manuals Microsoft XBOX360.Pdf
NHL 13 CONTENTS PASSING Pass Saucer pass 2 COMPLETE CONTROLS 8 HOCKEY UlTIMATE TEAM Dump puck (hold) + 6 On THE IcE 9 OTHER GAME MODES Drop pass (release) + (tap) 7 NEW AND IMPROVED FEATURES! 10 XBOX LIVE Slap pass (during a slap shot) + (release) 8 PlAY NOW 12 MY NHL 13 NOTE: Users have full control of the direction of their pass (open passing) and full control of 1 NHL 13 the speed. Tapping gives a short/slower pass, while holding gives a longer, harder pass. To cancel a pass, press while pulling . 2 COMPLETE CONTROLS 6 On THE IcE COMPLETE CONTROLS DEFENSE 7 NEW AND IMPROVED FEATURES! Move 8 PlAY NOW OFFENSE Switch players 8 HOCKEY UlTIMATE TEAM SKATING AND DEKING Body check (in player’s direction) Skate/Aim 9 OTHER GAME MODES Poke check 10 XBOX LIVE Hustle (hold) Stick lift k 12 MY NHL 13 Glide (release) Sweep stick (contextual) (hold) Explosive cut T/N (from glide) Sweep stick (manual) + (hold) Deke / Chop puck (direction to chop) + (tap) Loose puck deke + / Instigate fight (tap) Vision control/Skate backwards (hold) Dive/Block + Protect puck (hold) Pin player to boards (hold) Offensive boardplay with puck (hold with the puck near boards) Boardplay kick + Quick plays Hip check (hold) Drop to skate + Block pass Jump defender deke + Manual goalie + (hold) Pull goalie + SHOOTING Last man back (hold) Wind up Shoot puck/Slap shot Wrist shot / (move quarter-circle upward)/ Fake shot with leg kick NOTE: All shooting controls are based on players moving toward the top of the game screen. -
Companion Gaming: Improving the Quality of Gaming
COMPANION GAMING: IMPROVING THE QUALITY OF GAMING EXPERIENCES THROUGH INTERCONNECTED GAMEPLAY A Thesis by JACOB MACLIN ROSS Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Chair of Committee, Tim McLaughlin Co-Chair of Committee, Jinsil Hwaryoung Seo Committee Member, Dennie Smith Head of Department, Tim McLaughlin December 2013 Major Subject: Visualization Copyright 2013 Jacob Maclin Ross ABSTRACT In recent years, video game publishers and developers such as Ubisoft, Bioware, Microsoft, Capcom, Wideload Games, and NeatherRealm have all attempted to increase brand engagement by means of increased interconnectivity between games of the same franchise, a form of gameplay called companion gaming. In 2011 Chris Early, one of the pioneers of companion gaming, set forth seven principles defining the qualities that exemplify companion game design. This study offers a history of companion gaming, an explanation for how companion gaming improves the quality of the gaming experience, and a modification and extension of the aforementioned principles. Through the use of an analysis of pre-existing companion games, user studies of said companion games, and interviews with industry professionals who have experience working on companion games, a determination of best practices in developing connected gameplay experiences is defined in the form of the “Companion Gaming Design Principles.” Along with the unification of existing knowledge on companion games pertaining to different techniques for designing connectivity, companion game/base game platform combinations, and examples of what has come before, these principles will enlighten developers and publishers wishing to create companion gaming experiences in the future by highlighting the most important aspects of companion game design and how each can affect the user’s experience. -
YOUR VOICE HAS BEEN HEARD No
Katie Sokolowski talks about the hot No. 1. spot. 8 the antelope www.unkantelope.com September 12, 2012 Volume 114, Issue 02 Loper volleyball YOUR VOICE HAS BEEN HEARD No. 1 Deter, Student Government tackle dining policy disagreements in nation BY JAY OMAR Antelope Staff Student body president Cam Deter had to get right to work this semester as com- plaints piled up concerning the changes to the dining services on campus. Students have already been protesting the cost and availability of meals on cam- pus. Deter said that the complaints from students fell into one of three cat- egories. “The biggest prob- lems students had were with the limited number Photo by Rick Tucker courtesy of the of transfer options at Photo by Lacey McPhillips Subway, the overall cost Kearney Hub CAM DETER A few students wait in line at Subway in the Nebraskan Student Union to order their din- of dining for commuting ner. According to Cam Deter, student body president, one of the biggest problems students students, or the lack of dining in University had with the new dining options was the limited number of transfer options at Subway. Results from last week's online poll Residence North and South,” Deter said. Previously, Subway offered only three sandwiches students could use meal transfers for, at unkantelope.com Action was taken immediately, and but Deter said they will now be offering eight subs. Take your pick: change has already begun. Last week Assistant Director Jon the last few weeks the campus, Subway, access to meals especially around the West Apple or Android Watts from the Business and Finance of- as well as other services, are now cheaper Center area. -
An Overview Study of Game Engines
Faizi Noor Ahmad Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 3, Issue 5, Sep-Oct 2013, pp.1673-1693 RESEARCH ARTICLE OPEN ACCESS An Overview Study of Game Engines Faizi Noor Ahmad Student at Department of Computer Science, ACNCEMS (Mahamaya Technical University), Aligarh-202002, U.P., India ABSTRACT We live in a world where people always try to find a way to escape the bitter realities of hubbub life. This escapism gives rise to indulgences. Products of such indulgence are the video games people play. Back in the past the term ―game engine‖ did not exist. Back then, video games were considered by most adults to be nothing more than toys, and the software that made them tick was highly specialized to both the game and the hardware on which it ran. Today, video game industry is a multi-billion-dollar industry rivaling even the Hollywood. The software that drives these three dimensional worlds- the game engines-have become fully reusable software development kits. In this paper, I discuss the specifications of some of the top contenders in video game engines employed in the market today. I also try to compare up to some extent these engines and take a look at the games in which they are used. Keywords – engines comparison, engines overview, engines specification, video games, video game engines I. INTRODUCTION 1.1.2 Artists Back in the past the term ―game engine‖ did The artists produce all of the visual and audio not exist. Back then, video games were considered by content in the game, and the quality of their work can most adults to be nothing more than toys, and the literally make or break a game.