Base De Datos: Arte Y Ecología
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Links to the Past User Research Rage 2
ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is. -
EXTENDED FICTION in GAME DESIGN Austin Anderson (Michael Young) Department of Computer Science
University of Utah UNDERGRADUATE RESEARCH JOURNAL UNMASKING THE PLAYER: EXTENDED FICTION IN GAME DESIGN Austin Anderson (Michael Young) Department of Computer Science INTRODUCTION In any story, an element being diegetic means that it is an element of the story that the characters of the fiction can sense. The simplest example is that of music in a movie; if there is a radio playing music in the scene, that music is diegetic. If a musical soundtrack plays over the scene but is something the characters cannot hear, it is non-diegetic(DIEGETIC). The border between the diegetic and non-diegetic is most commonly referred to as “the fourth wall” (Webster), in reference to the imaginary fourth wall of a play set, where the sides and back of the room that events are taking place in are fully represented on the theater stage, but the opening through which the audience observes the events of the play is an imaginary barrier. This barrier isn’t just literally a completion of the four walls in a traditional room of a building, but also metaphorically separates the reality from the fiction, quarantining both from each other as to not interfere. The problem with this boundary is that it can’t fully encompass the medium of video games. Video games, at their very essence, are an interactive medium. They require some breach of the fourth wall for them to function, as the game could not proceed to tell its story without a player’s input, which is an addressing of the audience due to the necessity of their action. -
Graph-Based Generation of Action-Adventure Dungeon Levels Using Answer Set Programming
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of Bath Research Portal Citation for published version: Smith, T, Padget, J & Vidler, A 2018, Graph-based Generation of Action-Adventure Dungeon Levels using Answer Set Programming. in S Deterding, M Khandaker, S Risi, J Font, S Dahlskog, C Salge & CM Olsson (eds), Proceedings of the 13th International Conference on the Foundations of Digital Games., 52, Proceedings of the International Conference on the Foundations of Digital Games, Association for Computing Machinery, pp. 52:1-52:10, Foundations of Digital Games 2018, Malmö, Sweden, 7/08/18. https://doi.org/10.1145/3235765.3235817 DOI: 10.1145/3235765.3235817 Publication date: 2018 Document Version Publisher's PDF, also known as Version of record Link to publication Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]. University of Bath General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. -
Vulnerability and Growth in Video Game Narratives 2019
Master's thesis Thomas Fusdahl Vulnerability and Growth in Video Game Narratives 2019 Master's thesis Approaches to Storytelling in Dark Souls 3 and Thomas Fusdahl Hellblade: Senua's Sacrifice NTNU May 2019 Faculty of Humanities Department of Design Norwegian University of Science and Technology Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Thomas Fusdahl Medievitenskap Submission date: May 2019 Supervisor: Sara Brinch Norwegian University of Science and Technology Thomas Fusdahl Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Master’s thesis in Medievitenskap Master’s thesis Master’s Supervisor: Sara Brinch May 2019 NTNU Faculty of Humanities Faculty of Humanities Faculty Norwegian University of Science and Technology of Science University Norwegian Thomas Fusdahl Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Master’s thesis in Medievitenskap Supervisor: Sara Brinch May 2019 Norwegian University of Science and Technology Faculty of Humanities Faculty of Humanities Acknowledgments: After finally finishing I want to thank the people who believed in me when I didn’t. Most of all my parents for both financial and moral support. I couldn’t have done it without you. Additionally, I want to thank my supervisor Sara Brinch for her understanding and support and helping me believe in the project. Lastly, I want to give a shout out to the Easy Allies, an online media outlet that has made it fun to stay engaged in both the culture and business of video games. -
Sony Computer Entertainment Inc. Introduces Playstation®4 (Ps4™)
FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4™) PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. Gamer Focused, Developer Inspired PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers. PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development. PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor. The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation. -
Electronic Arts Reports Q2 Fy11 Financial Results
ELECTRONIC ARTS REPORTS Q2 FY11 FINANCIAL RESULTS Reports Q2 Non-GAAP Revenue and EPS Ahead of Expectations Reaffirms Full-Year Non-GAAP EPS and Net Revenue Guidance FIFA 11 Scores With 8.0 Million Units Sold In Need For Speed Hot Pursuit with Autolog, Ships November 16 REDWOOD CITY, CA – November 2, 2010 – Electronic Arts Inc. (NASDAQ: ERTS) today announced preliminary financial results for its second fiscal quarter ended September 30, 2010. “We had another strong quarter, beating expectations both top and bottom line,” said John Riccitiello, Chief Executive Officer. “We credit our results to blockbusters like FIFA 11 and to innovative digital offerings like The Sims 3 Ambitions and Madden NFL 11 on the iPad.” “EA reaffirms its FY11 non-GAAP guidance,” said Eric Brown, Chief Financial Officer. “EA is the world’s #1 publisher calendar year-to-date and our portfolio is focused on high- growth platforms -- high definition consoles, PC, and mobile.” Selected Quarterly Operating Highlights and Metrics: EA is the #1 publisher on high-definition consoles with 25% segment share calendar year-to date, two points higher than the same period a year ago. In North America and Europe, the high-definition console software market is growing strongly with the combined PlayStation®3 and Xbox 360® segments up 23% calendar year-to-date. The PlayStation 3 software market is up 36% calendar year-to-date. EA is the #1 PC publisher with 27% segment share at retail calendar year-to-date and strong growth in digital downloads of full-game software. For the quarter, EA had six of the top 20 selling games in Western markets with FIFA 11, Madden NFL 11, NCAA® Football 11, NHL®11, Battlefield: Bad Company™ 2 and FIFA 10. -
Pixelated Nature: Ecocriticism, Animals, Moral Consideration, And
Pixelated nature: ecocriticism, animals, moral consideration, and degrowth in videogames Natureza pixelada: ecocrítica, animais, consideração moral e decrescimento nos videogames RESUMO ABSTRACT O campo dos game studies eco- The field of ecocritical game stud- críticos cresceu significativamente ies has grown significantly in re- nos últimos anos. O entendimento cent years. Reading videogames dos videogames através das de- through the demands of the cli- mandas da crise climática e dos mate crisis and the social debates debates sociais sobre o que signi- around what ecology and nature ficam ecologia e natureza nos aju- mean helps us assess their role in da a avaliar seu papel na cultura e culture and as culture. This paper como cultura. Este artigo combina combines the analysis of game a análise de conteúdo do jogo e content and of the ways of play- das maneiras de jogar oferecidas ing afforded by that content to de- por esse conteúdo para delinear lineate a draft of a map of games um rascunho de um mapa de jogos about and in defense of nature. sobre e em defesa da natureza. As The guiding questions are how questões norteadoras são: como they create their discourses and esses jogos criam seus discursos what strategies they use for that, e quais estratégias eles usam em distinguishing between represen- prol de seus objetivos, fazendo tation (or how nature appears) and a distinção entre representação ecocriticism (or what is said about (ou como a natureza aparece) e the relationship between people ecocrítica (ou o que é dito sobre and their environment), as well as a relação entre as pessoas e seu what type of player behaviour they ambiente), bem como que tipo de allow and favour. -
Bonus Card Infernus 6 2 16Cdcapc002 30 Day
Lot of games for PC and Console Law Court of Bolzano Bankruptcy N. 57/2014 Total Value: 35.698 EUR Prog. Article Description Quantity 1 16CDACDS117 DS GTA CHINATOWN WARS - BONUS CARD INFERNUS 6 2 16CDCAPC002 30 DAY GAME TIME CARD 6 3 16CDCAPC003 60 DAY GAME TIME CARD 2 4 16CDDS169 DS PROFESSOR LAYTON COUNTRY D.MIST *** 3 5 16CDP3083 PS3 NBA 2K9 1 6 16CDP3101 PS3 BLITZ THE LEAGUE II 2 7 16CDPC497 MySims PC 6 8 16CDPP101 PSP FIFA 09 1 9 16CDSW3D004 3DS Nintendogs + Cats And POODLES 3 10 16CDSW3D005 3DS Pilotwings Resort 1 11 16CDSW3D006 3DS SUPER STREET FIGHTER 4 3D EDIT 2 12 16CDSW3D010 3DS RESIDENT EVIL: THE MERCENARIES 8 13 16CDSW3D023 3DS TETRIS 1 14 16CDSW3D024 3DS SUPER POKEMON RUMBLE 2 15 16CDSWDS185 DS DON KING BOXING 3 16 16CDSWDS192 DS RHYTHM PARADISE 1 17 16CDSWDS198 DS MySims Agents 2 18 16CDSWDS273 DS Pokemon SoulSilver + ACCESSORY POKEWAL 8 19 16CDSWDS282 FIFA 10 SPECIAL PRICE 1 20 16CDSWDS302 DS FACE TRAINING DSI 2 21 16CDSWDS311 DS Professor Layton and the Unwound Future 7 22 16CDSWDS320 DS POKEMON BLACK VERSION 6 23 16CDSWDS321 DS POKEMON WHITE VERSION 5 24 16CDSWDS331 DS DRAGON QUEST MONSTERS - JOKER 3 25 16CDSWP2224 BOOGIE 1 26 16CDSWP2340 ROCK BAND 5 27 16CDSWP3040 PS3 TOP SPIN 3 1 28 16CDSWP3118 PS3 F.E.A.R. 2 PROJECT ORIGIN 1 29 16CDSWP3127 PS3 WANTED WEAPONS OF FATE 1 30 16CDSWP3136 PS3 FIGHT NIGHT ROUND 4 1 31 16CDSWP3138 PS3 RED FACTION: GUERRILLA 2 32 16CDSWP3151 PS3 THE BEATLES ROCK BAND 6 33 16CDSWP3152 PS3 WATCHMEN 1 34 16CDSWP3162 PS3 LEGO ROCK BAND 4 35 16CDSWP3163 PS3 Where the Wild Things Are 2 36 16CDSWP3187 BIOSHOCK 2 4 37 16CDSWP3188 BIOSHOCK 2 SPECIAL EDITION 1 38 16CDSWP3194 PS3 SCENE IT? TAKE! TURNS! 2 39 16CDSWP3195 FIFA WORLD CUP SOUTH AFRICA 2010 4 40 16CDSWP3206 GREEN DAY ROCK BAND 4 41 16CDSWP3209 PS3 LEGO HARRY POTTER YEARS 1-4 1 42 16CDSWP3216 PS3 Mafia II 2 43 16CDSWP3223 PS3 L.A. -
Electronic Arts Reports Q1 Fy11 Financial Results
ELECTRONIC ARTS REPORTS Q1 FY11 FINANCIAL RESULTS Reports Q1 FY11 Non-GAAP Net Revenue and EPS Ahead of Expectations Reaffirms Full-Year Non-GAAP EPS and Net Revenue Guidance Q1 Non-GAAP Digital Revenue was $188 Million 2010 FIFA World Cup South Africa Sells-In 3 Million Units To Date Madden NFL 11, With Breakthrough “GameFlow” Feature, Launches August 10 REDWOOD CITY, CA – August 3, 2010 – Electronic Arts Inc. (NASDAQ: ERTS) today announced preliminary financial results for its first fiscal quarter ended June 30, 2010. “We had a solid first quarter, exceeding expectations both top and bottom line.” said John Riccitiello, Chief Executive Officer. “Top quality titles like 2010 FIFA World Cup South Africa, innovative digital offerings for titles like Battlefield: Bad Company 2 and Scrabble on the Apple iPad are driving the business.” “EA is well-positioned for the year ahead and reaffirms its FY11 non-GAAP guidance,” said Eric Brown, Chief Financial Officer. “Digital revenue is expected to grow approximately 30% year over year, to $750 million in the fiscal year.” Q1 FY11 Financial Highlights: Non-GAAP net revenue of $539 million exceeded guidance of $460 million to $500 million. Non- GAAP EPS of ($0.24) exceeded guidance of ($0.35) to ($0.40). As expected, non-GAAP net revenue in Q1 fiscal 11 was lower compared to Q1 fiscal 10 due to a reduced title slate, which went from 10 major titles in Q1 fiscal 10 to six in Q1 fiscal 11. This was somewhat offset by strong digital revenue growth. Quarter Quarter Ended Ended (in millions of $ except -
RENAUD TERNYNCK Mobile Game Exploration & Prototyping Simcity – Cities of Tomorrow Simcity PROFILE EXPERIENCE
RENAUD TERNYNCK Piedmont, CA 415.297.2185 [email protected] PROFILE 15 years of game and interactive design experience with focus on UI/UX. Strong skills in creating, producing and managing team projects as well as creative problem solving, meeting tight deadlines and taking projects from concept to completion. Strong design process, from interfacing with the design and engineering teams to flow diagramming, concept iterations, prototyping, icon design and in-game implementation. Expertise in key production software for interactive design, image manipulation, 2D and 3D motion graphics, 3D modeling, flow diagrams and wireframing. EXPERIENCE EA/Maxis Over 11 years of user experience work for several AAA PC titles. Includes: User flow diagramming, Interactive prototyping, UI Tech research and evaluation. UI tool design, Artist management, Presentation. Mobile Game Exploration & Prototyping [2014 to Present] Director/Senior UI Designer Worked on several UX/UI game prototypes for unreleased mobile title. SimCity – Cities of Tomorrow [2009 to 2013] Lead Senior UI Designer In charge of the SimCity expansion pack user interface. Game Intro Animation. SimCity [2009 to 2013] Co-Lead Senior UI Designer Prototyping, Icon design, Interfacing with Engineering team for in-game implementation. Game Intro Animation. !1 of !3 ”MUiLE” Internal UI Tool [2009 to 2014] Feature and UI Designer Main customer and UX/UI designer for the SimCity home brewed UI tool, developed in EA Webkit. Darkspore [2010 to 2011] Senior UI Designer Co-led the design and implementation of the Darkspore user interface in Scaleform. Spore Galactic Adventures [2008 to 2009] Lead UI Designer Led the design and implementation of the Spore user interface. -
This Item Was Submitted to Loughborough's Institutional Repository ( by the Author and Is Made
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Loughborough University Institutional Repository This item was submitted to Loughborough’s Institutional Repository (https://dspace.lboro.ac.uk/) by the author and is made available under the following Creative Commons Licence conditions. For the full text of this licence, please go to: http://creativecommons.org/licenses/by-nc-nd/2.5/ Where have all the games gone? An exploratory study of digital game preservation by Joanna Barwick A Doctoral Thesis Submitted in partial fulfilment of the requirements for the award of the degree of Doctor of Philosophy of Loughborough University July 2010 © Joanna Barwick 2010 CERTIFICATE OF ORIGINALITY This is to certify that I am responsible for the work submitted in this thesis, that the original work is my own except as specified in acknowledgments or in footnotes, and that neither the thesis nor the original work contained therein has been submitted to this or any other institution for a degree. ……………………………………………. ( Signed ) ……………………………………………. ( Date) i Abstract It is 50 years since the development of the first computer game and digital games now have an unprecedented influence on our culture. An increasingly popular leisure activity, digital games are also permeating other aspects of society. They continue to influence computer technology through graphics, animation and social networking; an influence which is also being felt in other media, in particular film and television. They are a new art form and they are seen to be influential on children’s learning and development. However, despite their pervasiveness and apparent importance within our society and culture, they are still largely ignored as part of our cultural heritage. -
Universidade Federal De Pernambuco Centro De Informática Pós-Graduação Em Ciência Da Computação
UNIVERSIDADE FEDERAL DE PERNAMBUCO CENTRO DE INFORMÁTICA PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO CATÁLOGO DE PADRÕES ISOMÓRFICOS DE TÉCNICAS DE INTERAÇÃO PARA JOGOS DIGITAIS POR FELIPE BORBA BREYER Tese de Doutorado Recife 2015 UNIVERSIDADE FEDERAL DE PERNAMBUCO CENTRO DE INFORMÁTICA PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO FELIPE BORBA BREYER CATÁLOGO DE PADRÕES ISOMÓRFICOS DE TÉCNICAS DE INTERAÇÃO PARA JOGOS DIGITAIS ESTA TESE FOI SUBMETIDA AO CENTRO DE INFORMÁTICA DA UNIVERSIDADE FEDERAL DE PERNAMBUCO COMO REQUISITO PARCIAL PARA A OBTENÇÃO DO GRAU DE DOUTOR EM CIÊNCIA DA COMPUTAÇÃO. ORIENTADORA: PROFª. DRª. JUDITH KELNER Recife 2015 Catalogação na fonte Bibliotecária Jane Souto Maior, CRB4-571 B848c Breyer, Felipe Borba Catálogo de padrões isomórficos de técnicas de interação para jogos digitais / Felipe Borba Breyer. – Recife: O Autor, 2015. 179 f.: il., fig., tab., quadro Orientador: Judith Kelner. Tese (Doutorado) – Universidade Federal de Pernambuco. CIn, Ciência da computação, 2015. Inclui referências e anexo. 1. Interação humano-computador. I. Kelner, Judith (orientadora). II. Título. 004.019 CDD (23. ed.) UFPE- MEI 2015-58 Tese de Doutorado apresentada por Felipe Borba Breyer à Pós Graduação em Ciência da Computação do Centro de Informática da Universidade Federal de Pernambuco, sob o título “CATÁLOGO DE PADRÕES ISOMÓRFICOS DE TÉCNICAS DE INTERAÇÃO PARA JOGOS DIGITAIS”, orientada pela Profa. Judith Kelner e aprovada pela Banca Examinadora formada pelos professores: __________________________________________ Prof. Pedro Machado Manhaes de Castro Centro de Informática / UFPE ___________________________________________ Prof. Ismar Frango Silveira Faculdade de Computação e Informática / UPM ___________________________________________ Prof. Esteban Walter Gonzalez Cluan Instituto de Computação / UFF ___________________________________________ Profa. Maria Lencastre Pinheiro de Menezes Cruz Escola Politécnica de Pernambuco / UPE ____________________________________________ Prof.