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Game Oscars, Recap, and Evaluation
"Every creative act is open war against The Way It Is. What you are saying when you make • “Everything should be as simple as something is that the universe is possible, but not simpler.” – Einstein • Occam (of Razor fame – parsimony, not sufficient, and what it really economy, succinctness in needs is more you. And it does, logic/problem-solving) actually; it does. Go look outside. • “Entities should not be multiplied more You can’t tell me that we are than necessary” • “Of two competing theories or done making the world." explanations, all other things being equal, -Tycho Brahe, Penny Arcade the simpler one is to be preferred.” • Mikhail Kalashnikov (of AK-47 fame) • “All that is complex is not useful. All that is useful is simple.” • “Perfect is the enemy of good” • https://en.wikipedia.org/wiki/Perfect_is_ the_enemy_of_good Course Recap & Game Oscars 2019-11-25 CIOS: The Course Instructor Opinion Survey • Please do CIOS: http://gatech.smartevals.com • Disclaimers: https://www.academiceffectiveness.gatech.edu/resources/cios/ • Please complete. I take them seriously and use them to improve my methods • Should only take 10 to 15 minutes, tops. • Surveys are anonymous, and instructors do not see survey results until 5 days after grades are due. Also, please address comments directly to your instructors. Comments for your regular instructors are shared only with those instructors (not with school chairs or other administrators, as they see the numerical results only), while comments for your TAs are shared with both the TA and their supervising instructor. Announcements • HW 8 due December 2, 23:55 • FINAL EXAM: • Friday, December 6, here. -
LUDIC VISUALS the Visualizations of Game Mechanics
LUDIC VISUALS The Visualizations of Game Mechanics Laura Laakso Master’s Thesis Master of Arts in New Media New Media: Game Design and Production Department of Media School of Arts, Design and Architecture Aalto University 2019 P.O. BOX 31000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract Author Laura Laakso Title of thesis Ludic Visuals: The Visualizations of Game Mechanics Advisor Laura Valojärvi Supervisor Miikka Junnila Department Department of Media Degree program New Media: Game Design and Production Year 2019 Number of pages 167 Language English BSTRACT A There is a lot of systemic information in games, but its visual expression has been a relatively under-researched phenomenon. Earlier research tends to pair the visual presentation of games together with the game narrative. However, game mechanics can also be expressed visually. In this thesis, game mechanics are the parts that form the game system such as the rules, the events, and the pieces of a game. This thesis studies how game mechanics are visualized. My research hypothesis suggests that there are components that consist of both game- mechanical and visual aspects. I have named them ludic visuals. This research identifies and explores the presence of ludic visuals in games from the perspective of what is available for a player. This thesis is largely based on previous game research and various theories of perception and experiencing. The experience of being inside a gameworld is deemed similar to the experience of being inside the real world, which made it possible to approach ludic visuals as functional parts of gameworlds. -
How to Know If It Is Art ? the Case of Video Games
How to know if it is art ? / P Krajewski – Juin 2018 How to know if it is art ? The case of video games Pascal Krajewski Context : Proposal for : Pascal Krajewski et Jorge Martins Rosa, Convocarte N°6-7: Ars Ludens, l'art, le jeu et le ludique, 1st trimester 2019. Index Table of contents: Prolegomena to the question Enrolment in an institutional artistic context Analogy with reputed concomitant arts Integration into an extended fine arts system Identification of universal art markers Election of (Ur) masterpieces Highlighting art compatible principles Conclusion: “to do as if” 1 / 17 How to know if it is art ? / P Krajewski – Juin 2018 How to know if it is art ? The case of video games What good would it be to demonstrate that video game is an art ? Or is not ? Why trying to link it to a discipline is not even eyeing ? Do we wonder if sport is art ? No, sport is sport, and that sounds OK to anyone. Yet, even sport do use occasionally some artistic terms : this player is an artist; that gesture was almost art; such game will stay as a masterpiece of great game; such a sport, played at this level of skills, is reaching art (fencing, skying); and eventually some sports do deserve the adjective of “artistic” since they aim at the beauty of a sequence and not the efficiency of a gesture (figure skating, synchronized swimming). Sport could – by chance, temporarily or specifically – produce “artistic” results, when they prove a perfect mastery allied to a gracious beauty. And even then, they remain sports, because, by vocation, they don't aim at being art. -
Universidade Do Estado Do Rio De Janeiro Centro De Educação E Humanidades Instituto De Letras
Universidade do Estado do Rio de Janeiro Centro de Educação e Humanidades Instituto de Letras Simone Silva Campos Jogos eletrônicos: ficções e playgrounds filosóficos? Rio de Janeiro 2019 Simone Silva Campos Jogos eletrônicos: ficções e playgrounds filosóficos? Tese apresentada como requisito parcial para obtenção do título de Doutor ao Programa de Pós-Graduação em Letras da Universidade do Estado do Rio de Janeiro. Área de concentração: Estudos de Literatura. Orientador: Prof. Dr. João Cezar de Castro Rocha Rio de Janeiro 2019 CATALOGAÇÃO NA FONTE UERJ/REDE SIRIUS/BIBLIOTECA CEH/B C198 Campos, Simone Silva. Jogos eletrônicos: ficções e playgrounds filosóficos? / Simone Silva Campos. – 2019. 222 f.: il. Orientador: João Cezar de Castro Rocha. Tese (doutorado) – Universidade do Estado do Rio de Janeiro, Instituto de Letras. 1. Jogos eletrônicos – Teses. 2. Literatura e tecnologia – Teses. 3. Literatura e sociedade – Teses. 4. Literatura e antropologia – Teses. 5. Literatura e filosofia – Teses. 6. Retórica antiga – Teses. 7. Dialética – Teses. 8. Ficção – Teses. I. Rocha, João Cezar de Castro. II. Universidade do Estado do Rio de Janeiro. Instituto de Letras. III. Título. CDU 82-3:[004:793.7] Bibliotecária: Eliane de Almeida Prata. CRB7 4578/94 Autorizo, apenas para fins acadêmicos e científicos, a reprodução total ou parcial desta tese, desde que citada a fonte. ________________________________________ _________________ Assinatura Data Simone Silva Campos Jogos eletrônicos: ficções e playgrounds filosóficos? Tese apresentada como requisito parcial para obtenção do título de Doutor, ao Programa de Pós-Graduação em Letras da Universidade do Estado do Rio de Janeiro. Área de concentração: Estudos de Literatura. Aprovada em 1º de Julho de 2019. -
Australia India Institute Volume 20, February 2021 Fostering
Australia India Institute Volume 20, February 2021 Fostering Opportunities in Video Games between Victoria and India Dr Jens Schroeder Fostering Opportunities in Video Games between Victoria and India The Australia India Institute, based at The University of Melbourne, is funded by Australian Government Department of Education, Skills and Employment, the State Government of Victoria and the University of Melbourne. Video games are booming all over the world, during the COVID-19 pandemic more than Summary ever. Australia and India are no exceptions. This policy brief focuses on the opportunities for both Indian and Victorian game developers and educators in the context of the Victorian government's support for its creative industries. Based on desk research and discussions at the Victoria-India Video Games Roundtable conducted on 8 December 2020 by the Australia India Institute in collaboration with Creative Victoria and Global Victoria, this report identified the following avenues for collaboration: • Access to complementary expertise and talent in both countries • Joint education programs and exchanges • Victorian game developers working with Indian partners to adapt their games to the Indian market and its complexities and challenges Video games1 are one of the world's largest and fastest-growing entertainment and media Introduction industries. In Australia, Victoria is the hotspot for game development. With 33% of all studios and 39% of all industry positions,2 more studios call Victoria home than any other state in Australia. Meanwhile, India's smartphone penetration has skyrocketed to the point where the country has become the world's most avid consumer of mobile gaming apps. This policy brief sets out to explore how Victoria-based game developers and educators can take advantage of this emerging market and the opportunities it presents. -
NG18 Program (Screen)
PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world. -
IGD 720 Essay
Juan Uys - IGD 720 Essay Introduction Contumacious Commuter (Uys 2021) is built with Godot Engine (Engine n.d.). The game is a combination of many prototypes across the 7 disciplines of game development. This essay discusses three of the disciplines in depth, which are narrative design, game design, and art direction. These are also the disciplines I highlighted at the start of the module as being most excited about mastering (Uys 2021). I’ll also cover a bit of programming, as it’s my dominant skill, but there’s always room for improvement. A lesson I learned during this process was that I, as a programmer, can’t rely on just my programming skills to make a game. A game designer needs as many skills as they can muster, as almost anything that you can be good at, can become a useful skill for a game designer (Schell 2019). This is a tall order, especially for a small studio, or a single-person micro/nano studio like myself. As such, Renaud Forestié reminds us to minimise scope, as “it’s really about putting the minimum eort possible to do what works” (Unity 2018). I set out to consider the development of this prototype the “pre-production” phase of Mark Cerny’s The Method (Academy of Interactive Arts & Sciences 2012), aer which I would have a “publishable” rst playable, and be ready to enter the production phase, which should only involve content creation for the game, and not be spent making any new game-changing decisions. More importantly, prototyping is supposed to be a time-saving experiment in that each prototype should be designed to answer a question (Schell 2019: 109), which I certainly feel I’ve achieved. -
Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture By
Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture by Robin Lillian Haislett, B.S., M.A. A Dissertation In Media and Communication Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY Approved Dr. Robert Moses Peaslee Chair of Committee Dr. Todd Chambers Dr. Megan Condis Dr. Wyatt Philips Mark Sheridan Dean of the Graduate School December, 2019 Copyright 2019, Robin Lillian Haislett Texas Tech University, Robin Lillian Haislett, December 2019 ACKNOWLEDGMENTS This is the result of the supremely knowledgeable Dr. Robert Moses Peaslee who took me to Fantastic Fest Arcade in 2012 as part of a fandom and fan production class during my doctoral work. This is where I met many of the independent game designers I’ve come to know and respect while feeling this renewed sense of vigor about my academic studies. I came alive when I discovered this area of study and I still have that spark every time I talk about it to others or read someone else’s inquiry into independent game development. For this, I thank Dr. Peaslee for being the catalyst in finding a home for my passions. More pertinent to the pages that follow, Dr. Peaslee also carefully combed through each malformed draft I sent his way, narrowed my range of topics, encouraged me to keep my sense of progress and challenged me to overcome challenges I had not previously faced. I feel honored to have worked with him on this as well as previous projects. -
UN LINE-UP 2019 RICHE EN ACTION ET ÉMOTION Tous Publics Avec Avertissement Tous
UN LINE-UP 2019 RICHE EN ACTION ET ÉMOTION Tous publics avec avertissement Tous Distribution : SEVEN 7 73, rue de Courcelles 75008 Paris Tél. : 01 56 43 12 00 - Fax : 01 56 43 12 52 email : [email protected] Informations et visuels non contractuels www.sevensept.com PUB LINEUP S7 MM1 Double 2E 3E Trim 2019.indd Toutes les pages 13/02/2019 14:45 UN LINE-UP 2019 RICHE EN ACTION ET ÉMOTION Tous publics avec avertissement Tous Distribution : SEVEN 7 73, rue de Courcelles 75008 Paris Tél. : 01 56 43 12 00 - Fax : 01 56 43 12 52 email : [email protected] Informations et visuels non contractuels www.sevensept.com PUB LINEUP S7 MM1 Double 2E 3E Trim 2019.indd Toutes les pages 13/02/2019 14:45 LES COURSES DU FUTUR ! 26 MARS 2019 SOMMAIREMM1 N255/ FÉVRIER 2018 NEWS 14 REPÈRES DOSSIER : RÉINVENTION DOSSIER DU RETAIL Le retail ne peut plus se contenter des RÉINVENTION DU RETAIL / 14 anciennes recettes. Il doit se réinventer - Alexei Kounine - Selligent - « Retailers : êtes-vous prêt à vous réinventer ? » grâce à de nouvelles idées. Tour d’horizon (Microsoft) des concepts et outils qui pourraient augurer - Qunkai Liu - Alibaba d’un avenir radieux. - La 2e vie du smartphone : un secteur en pleine expansion - Mediaclinic, un 5e magasin pour cette nouvelle franchise 38 - Patrick Richard - Recommerce. 2018 : NOUVEAU DOSSIER CES / 26 MILLÉSIME RECORD - French Tech et EGP au CES 2019 POUR LE CINÉMA - Asus ROG réinvente les codes du gaming au CES - Pixminds en vedette au CES MONDIAL - Les biens techniques franchissent la barre du milliard 2018 a été à nouveau un très bon cru pour les salles de cinéma. -
Design and Implementation of Mechanics for the Development of Introspective and Alterbiographical Narratives in First Person Exploration Video Games
Design and implementation of mechanics for the development of introspective and alterbiographical narratives in First Person Exploration video games. Jorge Fernández Sánchez Advisor: Marta Martín Núñez Final Degree Work Bachelor's Degree in Video Game Design and Development Universitat Jaume I Castelló, June 9th, 2020 Final Report: Oceans of Reflection Jorge Fernández Sánchez 2 Final Report: Oceans of Reflection Jorge Fernández Sánchez ACKNOWLEDGEMENTS To Marta Martin for being our mentor and helping us to cross the line. To Xavi Perona, my brother, for being the Boyle of my Peralta, in other words, the best journey partner ever. To Rosana Hernández, Oli Ketill and Juan Antonio Plazas for being the voice of my thoughts. To my friends for making me blossom in Castellón and taking care of my roots in Murcia. To my family for trusting me blindly and supporting me in every step I take. And to the moon for standing by my side each and every night. To all of you, thank you very much for being part of Oceans of Reflection and of my life. 3 Final Report: Oceans of Reflection Jorge Fernández Sánchez ABSTRACT The following document represents the report of my final work in the degree in Design and Development of Video Games. This project consists essentially of the development of Oceans of Reflection, a video game based on introspective narratives that allow the player to approach her own being through the mechanics and the environment. More specifically, the main objective is to allow the player to build a narrative together with us, the developers, moving away from traditional storytelling and adapting the experience to each of the users; in other words, exploring the concept known as alterbiography. -
Department of Communications and the Arts Australian and Children's
Submission to Department of Communications and the Arts Subject Australian and Children’s Screen Content Review Date 21 September 2017 Table of Contents 1. Introduction ............................................................................................................................... 3 2. About IGEA ................................................................................................................................ 4 3. Executive Summary .................................................................................................................... 4 4. Responses to Questions ............................................................................................................. 5 5. State of the Interactive Games Industry ................................................................................... 17 A. Global and Australian interactive games industry ........................................................... 17 B. Australian interactive games development ..................................................................... 18 C. Impediments to the growth of Australian games development....................................... 19 6. Parliament Reports on Australian Video Game Development ................................................... 22 A. Senate – Future of Australia’s video game development industry ................................... 23 B. House of Representatives – Inquiry into innovation and creativity .................................. 24 7. Factors to Grow and Sustain Australia’s Video -
Australia India Institute Volume 20, February 2021 Fostering
Australia India Institute Volume 20, February 2021 Fostering Opportunities in Video Games between Victoria and India Dr Jens Schroeder Fostering Opportunities in Video Games between Victoria and India The Australia India Institute, based at The University of Melbourne, is funded by Australian Government Department of Education, Skills and Employment, the State Government of Victoria and the University of Melbourne. Video games are booming all over the world, during the COVID-19 pandemic more than Summary ever. Australia and India are no exceptions. This policy brief focuses on the opportunities for both Indian and Victorian game developers and educators in the context of the Victorian government's support for its creative industries. Based on desk research and discussions at the Victoria-India Video Games Roundtable conducted on 8 December 2020 by the Australia India Institute in collaboration with Creative Victoria and Global Victoria, this report identified the following avenues for collaboration: • Access to complementary expertise and talent in both countries • Joint education programs and exchanges • Victorian game developers working with Indian partners to adapt their games to the Indian market and its complexities and challenges Video games1 are one of the world's largest and fastest-growing entertainment and media Introduction industries. In Australia, Victoria is the hotspot for game development. With 33% of all studios and 39% of all industry positions,2 more studios call Victoria home than any other state in Australia. Meanwhile, India's smartphone penetration has skyrocketed to the point where the country has become the world's most avid consumer of mobile gaming apps. This policy brief sets out to explore how Victoria-based game developers and educators can take advantage of this emerging market and the opportunities it presents.