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Emotional and Linguistic Analysis of Dialogue from Animated Comedies: Homer, Hank, Peter and Kenny Speak
Emotional and Linguistic Analysis of Dialogue from Animated Comedies: Homer, Hank, Peter and Kenny Speak. by Rose Ann Ko2inski Thesis presented as a partial requirement in the Master of Arts (M.A.) in Human Development School of Graduate Studies Laurentian University Sudbury, Ontario © Rose Ann Kozinski, 2009 Library and Archives Bibliotheque et 1*1 Canada Archives Canada Published Heritage Direction du Branch Patrimoine de I'edition 395 Wellington Street 395, rue Wellington OttawaONK1A0N4 OttawaONK1A0N4 Canada Canada Your file Votre reference ISBN: 978-0-494-57666-3 Our file Notre reference ISBN: 978-0-494-57666-3 NOTICE: AVIS: The author has granted a non L'auteur a accorde une licence non exclusive exclusive license allowing Library and permettant a la Bibliotheque et Archives Archives Canada to reproduce, Canada de reproduire, publier, archiver, publish, archive, preserve, conserve, sauvegarder, conserver, transmettre au public communicate to the public by par telecommunication ou par I'lnternet, prefer, telecommunication or on the Internet, distribuer et vendre des theses partout dans le loan, distribute and sell theses monde, a des fins commerciales ou autres, sur worldwide, for commercial or non support microforme, papier, electronique et/ou commercial purposes, in microform, autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriete du droit d'auteur ownership and moral rights in this et des droits moraux qui protege cette these. Ni thesis. Neither the thesis nor la these ni des extraits substantiels de celle-ci substantial extracts from it may be ne doivent etre imprimes ou autrement printed or otherwise reproduced reproduits sans son autorisation. -
Jobs and Education
Vol. 3 Issue 3 JuneJune1998 1998 J OBS AND E DUCATION ¥ Animation on the Internet ¥ Glenn VilppuÕs Life Drawing ¥ CanadaÕs Golden Age? ¥ Below the Radar WHO IS JARED? Plus: Jerry BeckÕs Essential Library, ASIFA and Festivals TABLE OF CONTENTS JUNE 1998 VOL.3 NO.3 4 Editor’s Notebook It’s the drawing stupid! 6 Letters: [email protected] 7 Dig This! 1001 Nights: An Animation Symphony EDUCATION & TRAINING 8 The Essential Animation Reference Library Animation historian Jerry Beck describes the ideal library of “essential” books on animation. 10 Whose Golden Age?: Canadian Animation In The 1990s Art vs. industry and the future of the independent filmmaker: Chris Robinson investigates this tricky bal- ance in the current Canadian animation climate. 15 Here’s A How de do Diary: March The first installment of Barry Purves’ production diary as he chronicles producing a series of animated shorts for Channel 4. An Animation World Magazine exclusive. 20 Survey: It Takes Three to Tango Through a series of pointed questions we take a look at the relationship between educators, industry representatives and students. School profiles are included. 1998 33 What’s In Your LunchBox? Kellie-Bea Rainey tests out Animation Toolworks’ Video LunchBox, an innovative frame-grabbing tool for animators, students, seven year-olds and potato farmers alike! INTERNETINTERNET ANIMATIONANIMATION 38 Who The Heck is Jared? Well, do you know? Wendy Jackson introduces us to this very funny little yellow fellow. 39 Below The Digital Radar Kit Laybourne muses about the evolution of independent animation and looks “below the radar” for the growth of new emerging domains of digital animation. -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
Nintendo Switch
Nintendo Switch Last Updated on September 30, 2021 Title Publisher Qty Box Man Comments サムライフォース斬!Natsume Atari Inc. NA Publi... 1-2-Switch Nintendo Aleste Collection M2 Arcade Love: Plus Pengo! Mebius Armed Blue Gunvolt: Striker Pack Inti Creates ARMS Nintendo Astral Chain Nintendo Atsumare Dōbutsu no Mori Nintendo Bare Knuckle IV 3goo Battle Princess Madelyn 3goo Biohazard: Revelations - Unveiled Edition Capcom Blaster Master Zero Trilogy: MetaFight Chronicle: English Version Inti Creates Bloodstained: Ritual of the Night 505 Games Boku no Kanojo wa Ningyo Hime!? Sekai Games Capcom Belt Action Collection Capcom Celeste Flyhigh Works Chocobo no Fushigi na Dungeon: Every Buddy! Square Enix Clannad Prototype CLANNAD: Hikari Mimamoru Sakamichi de Prototype Code of Princess EX Pikii Coffee Talk Coma, The: Double Cut Chorus Worldwide Cotton Reboot!: Limited Edition BEEP Cotton Reboot! BEEP Daedalus: The Awakening of Golden Jazz: Limited Edition Arc System Works Dairantō Smash Bros. Special Nintendo Darius Cozmic Collection Taito Darius Cozmic Collection Special Edition Taito Darius Cozmic Revelation Taito Dead or School Studio Nanafushi Devil May Cry Triple Pack Capcom Donkey Kong: Tropical Freeze Nintendo Dragon Marked For Death: Limited Edition Inti Creates Dragon Marked For Death Inti Creates Dragon Quest Heroes I-II Square Enix Enter the Gungeon Kakehashi Games ESP RA.DE. ψ M2 Fate/Extella: Limited Box XSEED Games Fate/Extella Link XSEED Games Fight Crab -
Notes on Superflat and Its Expression in Videogames - David Surman
Archived from: Refractory: a Journal of Entertainment Media, Vol. 13 (May 2008) Refractory: a Journal of Entertainment Media Notes On SuperFlat and Its Expression in Videogames - David Surman Abstract: In this exploratory essay the author describes the shared context of Sculptor turned Games Designer Keita Takahashi, best known for his PS2 title Katamari Damacy, and superstar contemporary artist Takashi Murakami. The author argues that Takahashi’s videogame is an expression of the technical, aesthetic and cultural values Murakami describes as SuperFlat, and as such expresses continuity between the popular culture and contemporary art of two of Japan’s best-known international creative practitioners. Introduction In the transcript accompanying the film-essay Sans Soleil (1983), Chris Marker describes the now oft- cited allegory at work in Pac-Man (Atarisoft, 1981). For Marker, playing the chomping Pac-Man reveals a semantic layer between graphic and gameplay. The character-in-action is charged with a symbolic intensity that exceeds its apparent simplicity. Videogames are the first stage in a plan for machines to help the human race, the only plan that offers a future for intelligence. For the moment, the insufferable philosophy of our time is contained in the Pac-Man. I didn’t know when I was sacrificing all my coins to him that he was going to conquer the world. Perhaps [this is] because he is the most graphic metaphor of Man’s Fate. He puts into true perspective the balance of power between the individual and the environment, and he tells us soberly that though there may be honor in carrying out the greatest number of enemy attacks, it always comes a cropper (Marker, 1984, p. -
SIMPSONS to SOUTH PARK-FILM 4165 (4 Credits) SPRING 2015 Tuesdays 6:00 P.M.-10:00 P.M
CONTEMPORARY ANIMATION: THE SIMPSONS TO SOUTH PARK-FILM 4165 (4 Credits) SPRING 2015 Tuesdays 6:00 P.M.-10:00 P.M. Social Work 134 Instructor: Steven Pecchia-Bekkum Office Phone: 801-935-9143 E-Mail: [email protected] Office Hours: M-W 3:00 P.M.-5:00 P.M. (FMAB 107C) Course Description: Since it first appeared as a series of short animations on the Tracy Ullman Show (1987), The Simpsons has served as a running commentary on the lives and attitudes of the American people. Its subject matter has touched upon the fabric of American society regarding politics, religion, ethnic identity, disability, sexuality and gender-based issues. Also, this innovative program has delved into the realm of the personal; issues of family, employment, addiction, and death are familiar material found in the program’s narrative. Additionally, The Simpsons has spawned a series of animated programs (South Park, Futurama, Family Guy, Rick and Morty etc.) that have also been instrumental in this reflective look on the world in which we live. The abstraction of animation provides a safe emotional distance from these difficult topics and affords these programs a venue to reflect the true nature of modern American society. Course Objectives: The objective of this course is to provide the intellectual basis for a deeper understanding of The Simpsons, South Park, Futurama, Family Guy, and Rick and Morty within the context of the culture that nurtured these animations. The student will, upon successful completion of this course: (1) recognize cultural references within these animations. (2) correlate narratives to the issues about society that are raised. -
The Play of Contradictions in the Music of Katamari Damacy
Chaos in the Cosmos: The Play of Contradictions in the Music of Katamari Damacy. Steven B. Reale (Youngstown, OH) Ausgabe 2011/2 ACT – Zeitschrift für Musik & Performance, Ausgabe 2011/2 2 Steven B. Reale: Chaos in the Cosmos: The Play of Contradictions in the Music of Katamari Damacy. Abstract. At first glance, Katamari Damacy (Namco, 2004) is a simple and cheery video game. Yet the game is full of thematic complexities and complications, which raise a number of ethical and aesthetic prob- lems, including the relationships between childhood and terror, father and son, and digital and analog; furthermore, the complexities gov- erning each of these pairs are cleverly underscored by the game’s mu- sic. The article traces a musical theme that serves as the game’s idée fixe which is transformed in the music across several of the game’s levels. Because the music has the potential to affect player performance, even non-diegetic, non-dynamic video game music can serve profoundly different functions than non-diegetic film music. Zusammenfassung. Auf den ersten Blick ist Katamari Damacy (Namco, 2004) ein simples und heiteres Computerspiel. Dennoch steckt es voller thematischer Verwicklungen und Komplikationen, die eine Reihe von ethischen und ästhetischen Fragen aufwerfen, beispielsweise die Beziehung von Kind- heit und Schrecken, zwischen Vater und Sohn sowie von digital und analog; darüber hinaus werden all die Verwicklungen, die diese Paa- rungen bestimmen, geschickt von der Musik des Spiels unterstrichen. Der Artikel spürt einem musikalischen Thema nach, welches als idée fixe des Spiels fungiert und im Verlauf mehrerer Levels des Spiels musikalisch umgestaltet wird. -
Family and Satire in Family Guy
Brigham Young University BYU ScholarsArchive Theses and Dissertations 2015-06-01 Where Are Those Good Old Fashioned Values? Family and Satire in Family Guy Reilly Judd Ryan Brigham Young University - Provo Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Film and Media Studies Commons, and the Theatre and Performance Studies Commons BYU ScholarsArchive Citation Ryan, Reilly Judd, "Where Are Those Good Old Fashioned Values? Family and Satire in Family Guy" (2015). Theses and Dissertations. 5583. https://scholarsarchive.byu.edu/etd/5583 This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Where Are Those Good Old Fashioned Values? Family and Satire in Family Guy Reilly Judd Ryan A thesis submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Arts Darl Larsen, Chair Sharon Swenson Benjamin Thevenin Department of Theatre and Media Arts Brigham Young University June 2015 Copyright © 2015 Reilly Judd Ryan All Rights Reserved ABSTRACT Where Are Those Good Old Fashioned Values? Family and Satire in Family Guy Reilly Judd Ryan Department of Theatre and Media Arts, BYU Master of Arts This paper explores the presentation of family in the controversial FOX Network television program Family Guy. Polarizing to audiences, the Griffin family of Family Guy is at once considered sophomoric and offensive to some and smart and satiric to others. -
Mukokuseki and the Narrative Mechanics in Japanese Games
Mukokuseki and the Narrative Mechanics in Japanese Games Hiloko Kato and René Bauer “In fact the whole of Japan is a pure invention. There is no such country, there are no such peo- ple.”1 “I do realize there’s a cultural difference be- tween what Japanese people think and what the rest of the world thinks.”2 “I just want the same damn game Japan gets to play, translated into English!”3 Space Invaders, Frogger, Pac-Man, Super Mario Bros., Final Fantasy, Street Fighter, Sonic The Hedgehog, Pokémon, Harvest Moon, Resident Evil, Silent Hill, Metal Gear Solid, Zelda, Katamari, Okami, Hatoful Boyfriend, Dark Souls, The Last Guardian, Sekiro. As this very small collection shows, Japanese arcade and video games cover the whole range of possible design and gameplay styles and define a unique way of narrating stories. Many titles are very successful and renowned, but even though they are an integral part of Western gaming culture, they still retain a certain otherness. This article explores the uniqueness of video games made in Japan in terms of their narrative mechanics. For this purpose, we will draw on a strategy which defines Japanese culture: mukokuseki (borderless, without a nation) is a concept that can be interpreted either as Japanese commod- ities erasing all cultural characteristics (“Mario does not invoke the image of Ja- 1 Wilde (2007 [1891]: 493). 2 Takahashi Tetsuya (Monolith Soft CEO) in Schreier (2017). 3 Funtime Happysnacks in Brian (@NE_Brian) (2017), our emphasis. 114 | Hiloko Kato and René Bauer pan” [Iwabuchi 2002: 94])4, or as a special way of mixing together elements of cultural origins, creating something that is new, but also hybrid and even ambig- uous. -
Game Developer’S Advice the Fine Art of for the Industry’S Sake? for the Great Job Hunt Corel Painter X
>> PROFESSIONAL CAREER ADVANCEMENT ISSUE MAY 2007 THE LEADING GAME INDUSTRY MAGAZINE >>A WHOLE LOTTA COLLADA >>MOVING ON UP >>PRODUCT REVIEW STANDARD FILE FORMAT GAME DEVELOPER’S ADVICE THE FINE ART OF FOR THE INDUSTRY’S SAKE? FOR THE GREAT JOB HUNT COREL PAINTER X POSTMORTEM: ELEBITSKONAMI’S ¼ËÉ9gÉÛпÉP¿g9ËÃÉ Ù9ËÉËÉGgPgÉ¿g9ËÛÉ Larger data sets and escalating build times are the harsh realities that face anyone trying to achieve a greater sense of realism in 3D simulations and games. That’s why SGI and PipelineFX have teamed to deliver a scalable, easy-to-deploy render management solution—including SGI® Altix® XE integrated server systems built on Quad-Core Intel® Xeon® 5300 processors and Qube!™ software from PipelineFX—that can move projects from rendering to reality in no time. Read how you can accelerate your rendering workflow with our new White Paper, “Managing Rich-Media Workflows,” at www.sgi.com/go/create ©Ïß߯É,ÉÉ¿zËÃÉ¿gÃg¿Øg^É,ÉÃÉ9ÉË¿9^g9¿ÉsÉ,PÉ¿9§PÃ[ÉP[ÉÉËgÉ.Ëg^É,Ë9ËgÃÉ9^È¿ÉËg¿ÉPÐË¿gÃÉÙ¿^Ù^gÉ Ëg[ÉËgÉz[É5g[É9^É5gÉÃ^gÉ9¿gÉË¿9^g9¿ÃɿɿgzÃËg¿g^ÉË¿9^g9¿ÃÉsÉËgÉ ¿§¿9ËÉ¿ÉËÃÉÃÐGÃ^9¿gÃÉÉËgÉ.Ëg^É,Ë9ËgÃÉ9^ÉËg¿ÉPÐË¿gà -gÉ)§gg5É9^É*ÐGgqÉzÃÉ9¿gÉË¿9^g9¿ÃÉsÉ)§gg5[É [ÉÐÐ[É9Ù9 []CONTENTS MAY 2007 VOLUME 14, NUMBER 5 PROFESSIONAL CAREER GUIDE 7 FEATURE Moving On Up A career move doesn’t always involve leaving a company. Developers have a bounty of choices within reach, from changing job titles to moving to a different studio within the same company. -
Momaexh 1405 Masterchecklist
\ . The Museum of Modern Art CHECKLIST Officeof the Registrar November 4, 1985 112-700 96.34 "That's Not All Folks! Warner Brothers Animation" September 10, 1985 - January 7, 1986 85.1336 - 85.1342 DUCK SOUP TO NUTS, 1944 Directed by Friz Freleng Animation drawings by Richard Bickenbach MoMAExh_1405_MasterChecklist 85.1343 - 85.1344 DUCK SOUP TO NUTS, 1944 Directed by Friz Freleng Animation drawings by Herman Cohen 85 .1345 DUCK AMUCK, 1953 Directed by Chuck Jones Character layout drawing by Chuck Jones 85.1346 DAFFY DUCK HUNT, 1949 Directed by Robert McKimson Preliminary model poses by John Carey 85.1347 YOU OUGHT TO BE IN PICTURES, 1940 Directed by Friz Freleng Preliminary model poses 85.1348 - 85.1352 THE OLD GREY HARE, 1944 Directed by Bob Clampett Character layout drawings by Michael Sasanoff 85.1353 BUGS BUNNY NIPS THE NIPS, 1944 Directed by Friz Freleng Animation drawing 85.1354 WHAT'S COOKIN', DOC? Directed by Bob Clampett Animation drawing .. 11 West 53 Street, New York, N Y 10019-5486Tel 212-700 94()()Coble MOOERNARI Telex. 62370MOOA�l -2- 85 .1355 BUGS BUNNY AND THE THREE BEARS, 1944 Directed by Chuck Jones Animation drawing 85.1356 THE WACKY WABBIT, 1942 Directed by Bob Clampett Animation drawing 85.1357 A WILD HARE, 1940 Directed by Tex Avery Size chart by Robert Givens 85.1358 THE HARE BRAINED HYPNOTIST, 1942 MoMAExh_1405_MasterChecklist Directed by Friz Freleng Animation drawing by Phil Monroe 85.1359 - 85.1362 HARE RIBBIN' , 1944 Directed by Bob Clampett Animation drawing by Robert McKimson 85.1363 HARE CONDITIONED, 1945 -
Taylor, Fowler Seek Office
SPORTS Walk-off homerun lifts Tide to victory the Sc getsne technical 14 9 in extra innings Thursday, February 26, 2009 Serving the University of Alabama since 1894 Vol. 115, Issue 94 SGA | VP OF EXTERNAL AFFAIRS PEDESTRIAN SAFETY Taylor, Fowler seek offi ce Right of way only secure in crosswalks By Patty Vaughan Contributing Writer Fast Facts Over the past few years, • If a pedestrian enters a Alabama’s student population crosswalk then the pedes- has increased by thousands of students. With this increase trian has the right of way came a growing number of cars, • Cross at crosswalks, and an increase in the odds the two will collide. when the crosswalk says “Students cross the street “WALK” at any place they want to and • Pedestrians not using they assume people will stop for them,” Ronnie Robertson, crosswalks must yield to director of transportation ser- oncoming traffi c vices, said. “It’s difficult for us to make students aware that contact, I would be very hesi- that is not always the case.” tant to step out in a crosswalk,” If a pedestrian enters a cross- Robertson said. walk, then they have the right According to the State Codes CW | Marion R Walding away and cars are obligated to of Alabama, pedestrians are Collin Taylor, left, and James Fowler, right, are the two candidates running for the offi ce of vice president of external affairs. stop, said Robertson. However, obligated to use the signs it is common sense for the “WALK,” and “DON’T WALK.” pedestrian crossing to make The codes also said that when Taylor sets sights volunteer work, Fowler proposes railroad quiet zones, eye contact with the driver there are no traffic-control sig- before they step out into the nals, the driver should always lobbying state, communtity growth Sunday sales, Dining Dollar Reform street.