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Ubisoft® Celebrates 30 Years of Creating Games at E3 2016
Ubisoft® Celebrates 30 Years of Creating Games at E3 2016 PARIS, FRANCE — June 2, 2016 — Today, Ubisoft reveals its plans for E3 2016, where its creative teams will proudly present highly anticipated titles such as Watch Dogs® 2, For Honor™ or Tom Clancy’s Ghost Recon® Wildlands. They’ll also detail new content coming for live games and – as usual – unveil some surprises. The week will kick off with Ubisoft’s E3 2016 Conference, taking place on Monday, June 13 starting at 1 p.m. PDT and preceded by a 30-minute pre-show. E3 attendees can experience Ubisoft games at its booth (booth #1023, South Hall, Los Angeles Convention Center) from June 14 – 16. More than 1,700 fans also have the opportunity to play Ubisoft games and meet the development teams at the fourth-annual Ubisoft Lounge. “E3 is always a very special moment when everyone in the entertainment business does their best to amaze and engage gamers. For Ubisoft’s teams, it’s a period of pride and of anxious anticipation because they are finally showing off the games they’ve poured so much passion into, and receiving feedback from players and peers. Our industry has evolved so much in the past 30 years, but what hasn’t changed is my love and respect for the limitless passion and talent of developers and players alike,” said Yves Guillemot, co-founder and CEO, Ubisoft. “The video game industry continues to enjoy strong momentum, with powerful new platforms that enable more creativity, expression and imagination. More than ever, video games are showing how they will shape the future of entertainment. -
Ubisoft Studios
CREATIVITY AT THE CORE UBISOFT STUDIOS With the second largest in-house development staff in the world, Ubisoft employs around 8 000 team members dedicated to video games development in 29 studios around the world. Ubisoft attracts the best and brightest from all continents because talent, creativity & innovation are at its core. UBISOFT WORLDWIDE STUDIOS OPENING/ACQUISITION TIMELINE Ubisoft Paris, France – Opened in 1992 Ubisoft Bucharest, Romania – Opened in 1992 Ubisoft Montpellier, France – Opened in 1994 Ubisoft Annecy, France – Opened in 1996 Ubisoft Shanghai, China – Opened in 1996 Ubisoft Montreal, Canada – Opened in 1997 Ubisoft Barcelona, Spain – Opened in 1998 Ubisoft Milan, Italy – Opened in 1998 Red Storm Entertainment, NC, USA – Acquired in 2000 Blue Byte, Germany – Acquired in 2001 Ubisoft Quebec, Canada – Opened in 2005 Ubisoft Sofia, Bulgaria – Opened in 2006 Reflections, United Kingdom – Acquired in 2006 Ubisoft Osaka, Japan – Acquired in 2008 Ubisoft Chengdu, China – Opened in 2008 Ubisoft Singapore – Opened in 2008 Ubisoft Pune, India – Acquired in 2008 Ubisoft Kiev, Ukraine – Opened in 2008 Massive, Sweden – Acquired in 2008 Ubisoft Toronto, Canada – Opened in 2009 Nadeo, France – Acquired in 2009 Ubisoft San Francisco, USA – Opened in 2009 Owlient, France – Acquired in 2011 RedLynx, Finland – Acquired in 2011 Ubisoft Abu Dhabi, U.A.E – Opened in 2011 Future Games of London, UK – Acquired in 2013 Ubisoft Halifax, Canada – Acquired in 2015 Ivory Tower, France – Acquired in 2015 Ubisoft Philippines – Opened in 2016 UBISOFT PaRIS Established in 1992, Ubisoft’s pioneer in-house studio is responsible for the creation of some of the most iconic Ubisoft brands such as the blockbuster franchise Rayman® as well as the worldwide Just Dance® phenomenon that has sold over 55 million copies. -
The Shadow Isle: a 3D Survival Virtual Reality Game Using A* Search Algorithm
Anna Liza A. Ramos et al, International Journal of Computer Science and Mobile Computing, Vol.8 Issue.4, April- 2019, pg. 217-225 Available Online at www.ijcsmc.com International Journal of Computer Science and Mobile Computing A Monthly Journal of Computer Science and Information Technology ISSN 2320–088X IMPACT FACTOR: 6.199 IJCSMC, Vol. 8, Issue. 4, April 2019, pg.217 – 225 The Shadow Isle: A 3D Survival Virtual Reality Game using A* Search Algorithm Anna Liza A. Ramos1; Lorenz E. Laza2; Laurence Dale M. Cartilla3; Yannah Mitch Z. Cayetano4; Rosebeth M. Roxas5; Jan Raymond T. Martin6 Institute of Computer Studies, Saint Michael’s College of Laguna 1 [email protected]; 2 [email protected]; 3 [email protected]; 5 [email protected]; 6 [email protected] Abstract— Virtual reality is the new emerging games where gamers experience a real world thus elicit emotional activation. The study aims to build a game model using Unity3D for building the game functionality, Blender for the character 3D model, ZBrush, Autodesk for character sketching, Photoshop for character enhancement, and VR box for viewing the game environment and the application of the A* search algorithm in the game. Furthermore, the prototype game model was evaluated by five (5) game developers and ten (10) gamers using the criterion on the Clarity of Rules, Flow, Strategy Luck, Balance, Length, Theme and Mechanics Integration, Tension and Fun. In result the game prototype marked an over-all performance result of 83.22% specifically recorded highest score in two (2) criterion on for both strategy, luck and balance and tension fun of 93.33%. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Le Jeu Vidéo Sur Youtube : Historique De La Captation Et De La Diffusion Du Jeu Vidéo
Université de Montréal Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo par Francis Lavigne Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2017 © Francis Lavigne, 2017 Résumé Ce mémoire s’intéresse à la captation audiovisuelle et aux pratiques de commentaires sur le jeu vidéo. Tout d’abord, nous remettons en contexte l’émergence de ce type de production à l’aide d’une analyse historique de divers formats de diffusion (à la télévision, à l’aide de vidéocassettes, dans les suppléments de magazines et sur Internet). Ensuite, nous détaillons les limites et affordances de la plateforme participative YouTube. Puis, nous rattachons les commentaires de jeux vidéo aux concepts de boniment, de performance et de double performance. Enfin, nous analysons quatre genres de vidéos présents sur YouTube : les machinimas, les speedruns, les longplays et les let’s plays. Mots-clés Jeu vidéo, machinima, longplay, let’s play, speedrun, YouTube, boniment, commentaire, double performance i Abstract This research is aimed to understand the audiovisual recording and commentary practices of video games. First of all, we do a contextualisation of these types of production through a historical analysis of the way theses videos were diffused (from televised shows, to VHS, magazines’ bonuses, and on the Internet). After, we detail the limits and affordances of the YouTube sharing platform. Then, we create links between the commentary of video game and the concepts of film lecturer, performance and double performance. -
Translating Game Achievements: Case Study of the Long Dark and Spyro the Dragon
Translating game achievements: Case study of The Long Dark and Spyro the Dragon Venla Virtanen MA Thesis English, Degree Programme for Multilingual Translation Studies School of Languages and Translation Studies Faculty of Humanities University of Turku May 2020 The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. UNIVERSITY OF TURKU School of Languages and Translation Studies / Faculty of Humanities VIRTANEN, VENLA: Translating game achievements: Case study of The Long Dark and Spyro the Dragon MA thesis, 45 p., 3 appendices. English, Degree Programme for Multilingual Translation Studies May 2020 – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – Though localisation in general and video game localisation in particular is increasing in popularity as a subject of research within Translation Studies, it is still a recent phenomenon, and there are many subjects and perspectives in it left to explore. One such subject is the translation of video game achievements, which currently remains completely unstudied. It is the purpose of this thesis to fix this research gap to the extent it is able. Because of the lack of research on the subject in Translation Studies, much of the background of this thesis comes from the domains of Video Game Studies and gamification research. While achievements are a particularly popular topic of research in gamification, translation has not been taken into account in any of that research. This thesis aims to examine features of achievement translation by comparing the source and target achievements of the games The Long Dark and Spyro the Dragon and classifying the translation strategies used in them. -
A Howard Becker Influenced Institutional Theory of Games
American International Journal of Humanities and Social Science Vol. 2 No. 3; June 2016 Game Worlds: A Howard Becker Influenced Institutional Theory of Games Theresa Devine New College of Interdisciplinary Arts and Sciences Arizona State University P.O. Box 37100 M/C 2151 Phoenix, AZ 85069-7100, USA Abstract Usually the term "Gameworld" or "game world" refers to an in-game space of a digital game designed by developers and enjoyed by players. In this article, I am not using the term in that way. I am interested in situating the makers, supporters, and critics of the game world in relationship to one another, using the template set forth in Art Worlds written by Howard S. Becker in 1982. His institutional theory of art serves as an exemplar to comprehend the game world from a sociological viewpoint. Currently, no one has taken the time to sort out the sociological structure of the construction, delivery and reception of games. This article fills that gap. Keywords: Artworld, Gameworld, games as Art, Howard Becker, institutional theory, video games, game field analysis 1. Introduction Usually the term "Gameworld" or "game world" refers to an in-game space of a digital game designed by developers and enjoyed by players. A plethora of game studies articles uses this context. (e.g. Gazzard, 2011; Miller, 2008; Doh & Whang, 2014; Latorre, 2015; Grimshaw, et al., 2011; Cassar, 2013) As David Surman put it: "Gameworlds are the expression of a complex cultural and textual interaction, in which the foundational structures of the videogame solicit investment and belief from the player" (Surman, 2007, p. -
Human Driven Development
Hi, I’m Rok Erjavec, and today I’ll be talking to you about VR, and the associated challenges of developing against market expectations from a ‘AAA’ developer, while working with the market and budgetary constraints of this new medium. 1 Postmortems of Climb/Robinson will do a bit of a dive into some of the tech-successes/innovations we delivered during this period as well. 2 2016 was a year of many firsts for Crytek: First VR release, and consequently first in-house PS4 (and PSVR/Oculus) releases, first game with no weapons (2x), first commercial game with Dinosaurs (given the history, a bit of a surprise), first console release from Crytek to run at 60fps and many more. Last and not least – the experience of going through shipping 2 full-priced launch titles on a new medium on two separate launch platforms, from conception to release – in just a bit over a year, is one that no one in the teams would have predicted when we started all this. Given all that – we felt it would be worth sharing the experiences of doing all these firsts while simultaneously trying to hit market-expectations on some very constrained timelines and with limited resources. Obviously this also coincides with many things in 2016 being game industry firsts – and VR as a medium creates so many new unknowns, that just talking about how we dealt with them on first try is a learning experience into itself. 3 Also – before moving forward – lets clarify the vocabulary of the talk-title used – “AAA” being rather poorly defined as a term. -
Exploring Crowdfunding's Influence on Video Game Production
The backer-developer connection : exploring crowdfunding’s influence on video game production Smith, AN http://dx.doi.org/10.1177/1461444814558910 Title The backer-developer connection : exploring crowdfunding’s influence on video game production Authors Smith, AN Type Article URL This version is available at: http://usir.salford.ac.uk/id/eprint/33590/ Published Date 2015 USIR is a digital collection of the research output of the University of Salford. Where copyright permits, full text material held in the repository is made freely available online and can be read, downloaded and copied for non-commercial private study or research purposes. Please check the manuscript for any further copyright restrictions. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. The backer-developer connection: Exploring crowdfunding’s influence on video game production Anthony N. Smith University of Salford, UK Abstract As video game development studios increasingly turn to digital crowdfunding platforms such as Kickstarter for financing, this article explores the ways in which these processes shape production. It examines in particular the interactions that typically occur between studios and players as part of crowdfunded development, analysing the ways in which these activities inform aspects of video game design. By charting the implications of this burgeoning economic model, the article contributes to scholarship concerning video game production, and intervenes within more specific discussions concerning the role of the player within development. The article’s case study, which draws from evidence of production concerning multiple Kickstarter projects, is organised into two sections. The first ascertains the degrees to which Kickstarter users can influence the details of a proposed project during a crowdfunding campaign; the second looks at how developers involve crowdfunding communities within production once funding is secured. -
From Virtual Reality to Androids, Five Expectations for E3 11 June 2016, by Derrik J
From virtual reality to androids, five expectations for E3 11 June 2016, by Derrik J. Lang CEO of the Entertainment Software Association, which organizes E3. "There's tremendous momentum going into E3." The festivities will spill out onto nearby streets and venues in downtown Los Angeles with companies such as Electronic Arts, Microsoft and Sony hosting fan-centric events. The organizers of E3 are joining them for the first time with their own public event, E3 Live . Gallagher expects 20,000 fans to show up for game demonstrations and other revelry. Here's a look at other E3 prospects: ___ In this June 15, 2015 file photo, Andrew House, president and global CEO of Sony Computer SECOND WIND Entertainment Inc., talks about the Sony Morpheus virtual reality headset at the Sony Playstation at E3 2015 news conference in Los Angeles. From virtual reality to As has become familiar practice at E3, a litany of the latest installments of "Gears of War" and sequels and prequels will be on hand at the "Battlefield," the newest hardware and software will be convention, including several sophomore outings. hyped by nearly 300 exhibitors at the Electronic They include the stealth adventure "Dishonored 2," Entertainment Expo, the gaming industry's annual trade mech-heavy shooter "Titanfall 2," superhero mash- show kicking off Sunday, June 12, 2016. (Photo by Chris up "Injustice 2," hacker tale "Watch Dogs 2" and sci- Pizzello/Invision/AP, File) fi strategy game "Halo Wars 2." There will likely be many more franchise follow-ups unveiled at publishers' splashy press conferences Sunday and Monday. -
Quality Control in Games Development
Quality Control in Games Development Marwa Syed 2019 Laurea Laurea University of Applied Sciences Importance of Quality Control in Games Development Marwa Syed Business Information Technology Bachelor’s Thesis May 2019 Laurea University of Applied Sciences Abstract Business Information Technology Degree Programme in Business Information Technology Bachelor’s Thesis Marwa Syed Development Year 2019 Pages 45 The purpose of this thesis was to provide more information regarding the role of quality con- trol in game development to game industry professionals, game development start-ups and potential employees of this field. There are several misconceptions about this profession and this thesis contains information regarding the impact quality control has in games develop- ment. The motivation to conduct this research and write this thesis comes from the author’s work experience in testing games in a game development studio. From personal experience, the author had some misconceptions about this profession as well, which were cleared when she began working as a tester. The information regarding quality control is sparse compared to other aspects of game development. This thesis was written using a qualitive research method where the sources were from data collection, online survey, printed and online literature. The results of this research outlined the different methods of testing processes the quality control department must undergo to produce a feasible outcome for a game. Quality control is one of the main aspects of game development, since this activity results in the discovery of bugs, establishing a defect database, and most importantly, the approval for a viable game to be published. Quality control does not cease when the game is released but continues postproduction as well. -
Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology
Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology Maxwell Foxman Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy under the Executive Committee of the Graduate School of Arts and Sciences COLUMBIA UNIVERSITY 2018 © 2018 Maxwell Foxman All rights reserved ABSTRACT Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology Maxwell Foxman This dissertation examines early adopters of mass-marketed Virtual Reality (VR), as well as other immersive technologies, and the playful processes by which they incorporate the devices into their lives within New York City. Starting in 2016, relatively inexpensive head-mounted displays (HMDs) were manufactured and distributed by leaders in the game and information technology industries. However, even before these releases, developers and content creators were testing the devices through “development kits.” These de facto early adopters, who are distinctly commercially-oriented, acted as a launching point for the dissertation to scrutinize how, why and in what ways digital technologies spread to the wider public. Taking a multimethod approach that combines semi-structured interviews, two years of participant observation, media discourse analysis and autoethnography, the dissertation details a moment in the diffusion of an innovation and how publicity, social forces and industry influence adoption. This includes studying the media ecosystem which promotes and sustains VR, the role of New York City in framing opportunities and barriers for new users, and a description of meetups as important communities where devotees congregate. With Game Studies as a backdrop for analysis, the dissertation posits that the blurry relationship between labor and play held by most enthusiasts sustains the process of VR adoption.