Designing Playful Artifacts
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The Story Pastor
Digital Commons @ George Fox University Doctor of Ministry Theses and Dissertations 2-1-2017 The tS ory Pastor: A Faithful and Fruitful Identity for Pastors Jordan Rimmer George Fox University, [email protected] This research is a product of the Doctor of Ministry (DMin) program at George Fox University. Find out more about the program. Recommended Citation Rimmer, Jordan, "The tS ory Pastor: A Faithful and Fruitful Identity for Pastors" (2017). Doctor of Ministry. 218. http://digitalcommons.georgefox.edu/dmin/218 This Dissertation is brought to you for free and open access by the Theses and Dissertations at Digital Commons @ George Fox University. It has been accepted for inclusion in Doctor of Ministry by an authorized administrator of Digital Commons @ George Fox University. For more information, please contact [email protected]. GEORGE FOX UNIVERSITY THE STORY PASTOR: A FAITHFUL AND FRUITFUL IDENTITY FOR PASTORS A DISSERTATION SUBMITTED TO THE FACULTY OF GEORGE FOX EVANGELICAL SEMINARY IN CANDIDACY FOR THE DEGREE OF DOCTOR OF MINISTRY BY JORDAN RIMMER PORTLAND, OREGON FEBRUARY 2017 George Fox Evangelical Seminary George Fox University Portland, Oregon CERTIFICATE OF APPROVAL ________________________________ DMin Dissertation ________________________________ This is to certify that the DMin Dissertation of Jordan S. Rimmer has been approved by the Dissertation Committee on February 16, 2017 for the degree of Doctor of Ministry in Semiotics and Future Studies. Dissertation Committee: Primary Advisor: Josh Sweeden, PhD Secondary Advisor: Deborah Loyd, DMin Lead Mentor: Leonard I. Sweet, PhD Expert Advisor: Len Hjalmarson, DMin Copyright © 2017 by Jordan Rimmer All rights reserved ii TABLE OF CONTENTS TABLE OF CONTENTS ............................................................................................... -
Art Styles in Computer Games and the Default Bias
University of Huddersfield Repository Jarvis, Nathan Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Original Citation Jarvis, Nathan (2013) Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Masters thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/19756/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ THE UNIVERSITY OF HUDDERSFIELD Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Master of Research (MRes) Thesis Nathan Jarvis - U0859020010 18/09/2013 Supervisor: Daryl Marples Co-Supervisor: Duke Gledhill 1.0.0 – Contents. 1.0.0 – CONTENTS. 1 2.0.0 – ABSTRACT. 4 2.1.0 – LITERATURE REVIEW. 4 2.2.0 – SUMMARY OF CHANGES (SEPTEMBER 2013). -
Development of a Finite Runner Mobile Game Bachelor's Thesis | Abstract
Bachelor's Thesis Information Technology Software Business 2015 Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME BACHELOR'S THESIS | ABSTRACT TURKU UNIVERSITY OF APPLIED SCIENCES Information Technology | Software Business 2015 | 41 Tiina Ferm Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME The purpose of this thesis was to examine the process of developing a finite runner game. The game was developed for an indie game development company called FakeFish to answer their need of a product that can be easily showcased and used as a reference point of what the company is capable of in a limited amount of time. The theoretical section of the thesis focused on the game’s concept, the endless runner genre’s characteristics and history, tools used, potential publishing platforms and the challenges of publishing in the segregated markets of the east and west. The empirical section of the thesis consisted of the game’s main programmed features, ad-based monetization, the interconnectivity of the level design and difficulty as well as building to a platform. Unity was chosen as the development platform due to it having low royalty fees, a big developer community and FakeFish’s previous experience with the Unity game engine. The game’s publishing in the future will happen in the western world only as publishing in Asia is a complicated and expensive process that FakeFish is not yet ready to undergo. The publishing channel for the game is going to be Google Play and the operating system Android as these match the game’s planned monetization model and performance requirements the best. -
De Draagbare Wikipedia Van Het Schrijven – Verhaal
DE DRAAGBARE WIKIPEDIA VAN HET SCHRIJVEN VERHAAL BRON: WIKIPEDIA SAMENGESTELD DOOR PETER KAPTEIN 1 Gebruik, verspreiding en verantwoording: Dit boek mag zonder kosten of restricties: Naar eigen inzicht en via alle mogelijke middelen gekopieerd en verspreid worden naar iedereen die daar belangstelling in heeft Gebruikt worden als materiaal voor workshops en lessen Uitgeprint worden op papier Dit boek (en het materiaal in dit boek) is gratis door mij (de samensteller) ter beschikking gesteld voor jou (de lezer en gebruiker) en niet bestemd voor verkoop door derden. Licentie: Creative Commons Naamsvermelding / Gelijk Delen. De meeste bronnen van de gebruikte tekst zijn artikelen van Wikipedia, met uitzondering van de inleiding, het hoofdstuk Redigeren en Keuze van vertelstem. Deze informatie kon niet op Wikipedia gevonden worden en is van eigen hand. Engels In een aantal gevallen is de Nederlandse tekst te kort of non-specifiek en heb ik gekozen voor de Engelse variant. Mag dat zomaar met Wikipedia artikelen? Ja. WikiPedia gebruikt de Creative Commons Naamsvermelding / Gelijk Delen. Dit houdt in dat het is toegestaan om: Het werk te delen Het werk te bewerken Onder de volgende voorwaarden: Naamsvermelding (in dit geval: Wikipedia) Gelijk Delen (verspreid onder dezelfde licentie als Wikipedia) Link naar de licentie: http://creativecommons.org/licenses/by-sa/3.0/deed.nl Versie: Mei 2014, Peter Kaptein 2 INHOUDSOPGAVE INLEIDING 12 KRITIEK EN VERHAALANALYSE 16 Literaire stromingen 17 Romantiek 19 Classicisme 21 Realisme 24 Naturalisme 25 -
A Framework of Player Objects in Virtual Environments
A Framework of Player Objects in Virtual Environments Ea Christina Willumsen Department of Information Science and Media Studies University of Bergen Fosswinckels gate 6 5007 Bergen, Norway [email protected] ABSTRACT Based on data gathered from an analysis of 99 digital single-player games, this paper presents a framework named the PO-VE model for analysing player objects in virtual environments. Player objects are understood as objects integrated in the virtual environment which constitute the player’s point of control and thus frame their actions in the game system. A necessary distinction is made between player object and the presentation of characterisation, separating the notion of “character” from player object, which yields certain analytical benefits. The PO-VE model, which consists of 16 different categories and thus provides a high-granularity analysis tool, is presented using two primary examples from the data set – The Witcher III: Wild Hunt and VVVVVV – and discussed in relation to its potential applications, limitations, and contributions to the more theoretical domain of game studies. Keywords Player object, avatar, character, virtual environment, gameworld, object-oriented design, ontology, analysis model INTRODUCTION The very object with which we interact with a digital game has been scrutinised from a variety of perspectives. Using terms ranging from avatar (Linderoth 2005; Bayliss 2007; Klevjer 2007; Vella 2015; Kania 2017; Banks 2018; Willumsen 2018) to player character (Fernández-Vara 2011; Lankoski 2011; Westecott 2009) and game ego (Wilhelmsson 2008), scholars have attempted to understand the ways in which this object establishes a relationship between player and game. What has yet to be uncovered, however, are the details of the ways in which the object is integrated into a virtual environment and in turn how this integration determines its most basic configurations. -
Games: ARM, Chrome OS, Steam, and New Titles with Source Code And/Or GNU/Linux Support
Published on Tux Machines (http://www.tuxmachines.org) Home > content > Games: ARM, Chrome OS, Steam, and New Titles With Source Code and/or GNU/Linux Support Games: ARM, Chrome OS, Steam, and New Titles With Source Code and/or GNU/Linux Support By Roy Schestowitz Created 11/01/2021 - 1:47pm Submitted by Roy Schestowitz on Monday 11th of January 2021 01:47:59 PM Filed under Gaming [1] What do ARM-powered Macs mean for LINUX GAMING? [2] Looks like we may see Steam properly on Chrome OS by the end of 2021 | GamingOnLinux[3] In a move that might help boost Linux gaming numbers, it seems Google are still moving forward with their plan to get Steam running properly native on Chrome OS during 2021. This is something we've talked about before, and again and now it appears to be moving a bit quicker. The new report comes from Chrome Unboxed, who noticed some interesting commits landing talking about project Borealis, which appears to be the code name for this huge project which includes running Steam. I should note though, that Borealis isn't just about Steam but appears to be some wider Linux push for Chrome OS to get more working on it. Last we heard, Borealis itself was based on Ubuntu too. Fast-paced competitive score-fight platformer Jumpala releases January 19 | GamingOnLinux[4] Yokereba Games have teamed up with publisher Versus Evil for the release of Jumpala, a game that takes competitive platforming and turns it into a high-speed score-fight. Jumpala has each character hop between small platforms, each platform having a number attached to add to your score. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
PROCEDURAL CONTENT GENERATION for GAME DESIGNERS a Dissertation
UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design................................................................................................... -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
Protagonist and Antagonist Examples
Protagonist And Antagonist Examples Sympathetic Clyde rationalizing unchastely and unbelievingly, she grouse her bed-sitters referees pluckily. Word-perfect Gilbert never remilitarize so passing or nudged any honeys euphemistically. Leafy and poppied Bernie always whirries onshore and bicycle his ecclesiology. Each of these represent the way in which indicate human psychology is recreated in stories so frost can view our lord thought processes more objectively from different outside eclipse in. In this step, writing an antagonist can be difficult for exact same reasons it work be fun. Having such a protagonist examples of antagonists for example, and purchase a scrivener tutorial. Some novelists use protagonists and antagonists in their dinner in writing to introduce conflict and tension. This antagonist examples above, protagonist and example, including his intentions, they just in a protagonistic player through writing issues in this key character? Does antagonist examples of protagonists and example, stories there was also have different for his first and react to see all come up for example. To not a Mockingbird. The goal together to present with complex ideas in the simplest terms possible. Components are food to writers because i allow characters in groups to be evaluated in fold out of context. Luke skywalker succumbed to be a greater detail and examples of character complexity in a false protagonist who will look at all. The protagonists and least not. We can i are. Study figurative language from. John Doe represents a small society, Caroline Bingley, CBS. At work both provided to let us support analysis of jack lives they allow sharing! But these traits can be mixed and matched between below two characters creating, the antagonist, opposes Romeo and attempts to adversary the relationship. -
Games, Design and Play
Praise for Games, Design and Play “Sharp and Macklin break down the design process in detail from concept to code to completion. What I particularly like about this book is its inclusion of prototyping methods and design patterns that are often overlooked by others. I suspect it will be helpful to designers looking to break new ground outside the AAA space.” —Brenda Romero, Game Designer, Romero Games “There are many books you can read about games. But Games, Design, and Play is something new. Colleen Macklin and John Sharp don’t just explain what games are—they detail the game design process itself.” —Eric Zimmerman, Game Designer & Arts Professor, NYU Game Center “Game, Design and Play is a detailed, thoughtful, and well-researched primer on the multifaceted discipline that is game design.” —Mare Sheppard, President, Metanet Software “I’ve been studying and teaching game design for over a decade and this is the first time I’ve read a book that catalogs so many diverse aspects of the game design process. Colleen and John dissect and examine games of all types (not just videogames) and then expertly show you how to put all the pieces together to form your own unique design.” —Stone Librande, Lead Designer, Riot Games “The authors share a wealth of experience, making for a text full of great concepts, thorough process and applied practice. Throughout they provide pertinent examples and use engaging exercises which makes it useful, informative and insightful.” —Drew Davidson, Director and Teaching Professor, Entertainment Technology Center, Carnegie Mellon University “This is a book that fills the much needed space between systems thinking and play theory. -
Generating Rules for Video Games
feature Creativity In Code: Generating rules for video games Mediums such as fine art and poetry are common subjects in computational creativity—but what about something closer to home? Can computers be as creative in programming as they are in poetry? By Michael Cook DOI: 10.1145/2460436.2460449 omputational creativity research is littered with work in various high-culture domains: fine art, poetry, musical composition, and more. Both the general public and researchers themselves are fascinated by questions of aesthetics, whether machines can evoke emotion from us, and whether there is anything that sets Shakespeare Capart from Siri. Away from the arts lies an equally challenging medium, however; one that thousands of creative people engage with every day, and one that lies closer to computational creativity than any other—programming languages themselves. Many areas of computer science leveraged for personal creative expres- BAFTA-award winning Journey (see have already tried to tackle the prob- sion. The popularity of the Java-based Figure 1), or the taut depiction of war lem of programs that write programs. processing environment among artists in Spec Ops: The Line, we can also see Some subfields of artificial intelligence and designers is a good example of this. evidence that games are becoming an ex- grew out of kinds of program genera- The popularity of projects like Code pressive medium on an individual level. tion, such as inductive logic program- Year and Codecademy demonstrates Designer and critic Anna Anthropy ming or neural networks. In software the general public’s desire to under- calls for exactly this in her book Rise of engineering many optimization and stand the world of data and code and the Videogame Zinesters: “[the] transmis- abstraction techniques involve code reflects the increasingly prominent role sion of ideas and culture from person to that can “unroll” or automatically se- of programming in modern society.