Design of Computer Video Games 2
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Achieve Your Vision
ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology. -
EA and Crytek Recruit Players Into Free Trial for Crysis Wars
EA and Crytek Recruit Players Into Free Trial for Crysis Wars New Players Can Experience the Critically-Acclaimed Multiplayer Action GameFree from April 9- April 17 and Get the Complete Crysis CompilationCrysis Maximum EditionStarting May 5 REDWOOD CITY, Calif., Apr 09, 2009 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) and Crytek GmbH announced the start of a free trial period for Crysis Wars(R)*, the multiplayer game for Crysis Warhead(R), the award-winning first-person shooter originally released last Fall. Starting today, gamers can play all of Crysis Wars** online for free including each of the game's three action-packed multiplayer modes and all 23 maps. The free trial period runs until Friday, April 17, 2009. This trial is designed to give players a sample of the signature action and visuals that only the Crysis(R) series delivered. For those players that want more than just a sample, EA and Crytek will release Crysis(R) Maximum Edition, a compilation of all three Crysis games in one box (Crysis, Crysis Warhead and Crysis Wars). Available beginning May 5th for the MSRP of $39.99, Crysis Maximum Edition is the ultimate Crysis experience. "When Crysis Wars was released seven months ago, one of our biggest goals was to be able to deliver continued support to our growing multiplayer community," said Cevat Yerli, CEO and President of Crytek. "We think we have delivered on that promise, not only by releasing new content, fixes and our powerful MOD SDK, but also by continuing to offer these types of free trials." Crysis Wars supports matches for up to 32 players and contains three distinct gameplay modes; InstantAction, frenetic deathmatch enhanced by the power of the nanosuit, PowerStruggle, a hardcore team-based mode and TeamInstantAction, a mix of fast-paced action in a team-based environment. -
EA and Crytek Launches Crysis Warhead in North America and Europe
EA and Crytek Launches Crysis Warhead in North America and Europe The Next Installment of the Award-Winning Crysis Franchise Arrives at Retail Stores This Week REDWOOD CITY, Calif., Sep 16, 2008 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) and Crytek GmbH announced today that Crysis Warhead(R), the next installment in the award-winning Crysis(R) franchise, has shipped to retailers in North America and Europe and will hit store shelves and participating digital download services starting September 18, 2008 exclusively for the PC. Containing a new single player campaign featuring Crytek's trademark open-ended gameplay and stunning visuals along with Crysis Wars(R), the exciting new multiplayer suite for the Crysis universe, Crysis Warhead is a tremendous value at only $29.99 and does not require the original Crysis to play. "The launch of Crysis Warhead marks a significant milestone for the entire Crytek family," said Cevat Yerli, CEO and President of Crytek. "The team at Crytek Hungary has delivered a dynamic and intense single player experience more than worthy of the Crysis franchise, while the multiplayer team in Frankfurt has revisited and extended multiplayer in the Crysis universe with Crysis Wars. They are both great representations of our studio's core values of technical excellence, craftsmanship and quality." "Crytek is a world-class partner and quickly becoming one of the most formidable independent developers in the industry," said David DeMartini, Senior Vice President and General Manager of EA Partners. "Crysis was one of the best games of last year and we are thrilled to have the opportunity to bring Crysis Warhead, a game that actually improves upon Crysis' core experience, to the largest possible audience on a global stage." Crysis Warhead takes place alongside the events of last year's critical hit, with players experiencing the explosive battles against waves of challenging enemies on the other side of the island through the eyes and nanosuit of the bold and aggressive Sergeant "Psycho" Sykes. -
Patch Control Mechanism for Large Scale Software
The following paper was originally presented at the Ninth System Administration Conference (LISA ’95) Monterey, California, September 18-22, 1995 Patch Control Mechanism for Large Scale Software Atsushi Futakata Central Research Institute of Electric Power Industry (CRIEPI) For more information about USENIX Association contact: 1. Phone: 510 528-8649 2. FAX: 510 548-5738 3. Email: [email protected] 4. WWW URL: http://www.usenix.org Patch Control Mechanism for Large Scale Software Atsushi Futakata – Central Research Institute of Electric Power Industry (CRIEPI) ABSTRACT Applying patches to large scale software is often difficult because unofficial patches and user modifications conflict with any ‘‘official’’ patches. Version control systems such as RCS[1], CVS[2], and configuration management[3,4,5] are useful solutions for this problem when the baseline of the software is fixed. However, an official patch that is developed externally changes the baseline and any local changes based on this become obsolete. Thus we must re-apply various unofficial patches and modifications, identify the causes of conflict, change or remove patches, and repeat the patch and unpatch operations. This paper presents a mechanism for (1) managing versions of a software package based on patches, (2) automating the application of unofficial patches and modifications by the user, and (3) rebuilding the package using file versions instead of timestamps. Using this mechanism, it becomes easy to apply patches and re-build software. Introduction Configuration management systems such as Aegis[7], CMS/MMS[8] are useful for version con- We have spent a lot of time installing and trol and building software for multi-user develop- patching large scale software packages such as the ment. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Designing Gameplay Researching and Testing Nintendo’S Game Design
Designing Gameplay Researching and testing Nintendo’s game design Malin Ribäck Arcada Biblioteket och Språkenheten Helsingfors 2019 EXAMENSARBETE Arcada Utbildningsprogram: Mediekultur Identifikationsnummer: 6847 Författare: Malin Ribäck Arbetets namn: Gameplays design – Undersökning och test av Nintendos speldesign Handledare (Arcada): Mirko Ahonen Uppdragsgivare: Sammandrag: Studien gick ut på att utforska hur spelföretaget Nintendo designar gameplay. För att testa resultaten i praktiken skapades ett game design-dokument. Därför börjar arbetet med att diskutera vad game design-dokument är och vad de används för. Game design-dokumentet som gjordes i samband med studien är en kombination av det huvudsakliga game design- dokumentet och ett konceptdokument. Därför tar arbetet också upp skillnaderna mellan dessa dokument. För att utreda hur Nintendo designar gameplay utfördes en litteraturundersökning. Materialet som användes i litteraturundersökningen består av intervjuer. Majoriteten av intervjuerna härstammar från Nintendos egen hemsida. För att utforma en teori tar arbetet upp några befintliga teorier för hur Nintendo designar sina spel. För att kunna diskutera Nintendos gameplay definieras gameplays koncept genom att diskutera olika definitioner av olika författare som tar upp ämnet i fråga. Litteraturundersökningen inleds med en presentation av varifrån materialet för studien har kommit. Inledningsvis tar också arbetet upp två viktiga spelutvecklare från Nintendo, för att ge insikt i varför just de personerna är viktiga. För att presentera en helhet över hur Nintendo designar gameplay studeras, organiseras, presenteras och diskuteras innehållet från litteraturundersökningen. Resultatet från undersökningen visar bland annat att när Nintendo designar sina spel, fokuserar man på följande saker: Att göra spelen användarvänliga, att formge dem enligt deras funktion, att göra spelvärlden responsiv i förhållande till spelaren och att undvika störa eller avbryta spelarens inlevelse i spelet. -
Future Graphics in Games
Future graphics in games Anton Kaplanyan Lead researcher Cevat Yerli Crytek CEO Agenda • The history: Crytek GmbH • Current graphics technologies • Stereoscopic rendering • Current graphics challenges • Graphics of the future • Graphics technologies of the future • Server-side rendering • Hardware challenges • Perception-driven graphics The Past - Part 1 • March 2001 till March 2004 • Development of Far Cry • Development of CryEngine 1 • Approach: A naïve, but successful push for contrasts, by insisting on opposites to industry. size, quality, detail, brightness • First right investment into tools - WYSIWYPlay Past - Part 1: CryEngine 1 • Polybump (2001) • NormalMap extraction from High-Res Geometry • First „Per Pixel Shading“ & HDR Engine • For Lights, Shadows & Materials • High Dynamic Range • Long view distances & detailed vistas • Terrain featured unique base-texturing • High quality close ranges • High fidelity physics & AI • It took 3 years, avg 20 R&D Engineers CryENGINE 2 The Past – Part 2 – CryENGINE 2 • April 2004 till November 2007 • Development of Crysis • Development of CryEngine 2 • Approach: Photorealism meets interactivity! • Typically mutual exclusive directions • Realtime productivity with WYSIWYPlay • Extremely challenging, but successful CryEngine 2 - Way to Photorealism The image cannot be displayed. Your computer may not have enough memory to open the image, or the image may have been corrupted. Restart your computer, and then open the file again. If the red x still appears, you may have to delete the image and then insert it again. The Past - Part 2: CryEngine 2 • CGI Quality Lighting & Shading • Life-like characters • Scaleable architecture in • Both content and pipeline • Technologies and assets allow various configurations to be maxed out! • Crysis shipped Nov 2007, works on PCs of 2004 till today and for future.. -
Design and Implementation of a Single-Player First-Person Shooter Game Using XNA Game Development Studio
Final Report Design and implementation of a single-player first-person shooter game using XNA game development studio Master of Science Thesis in the Department of Computer Science and Engineering Hatice Ezgi TUGLU Kahraman AKYIL Chalmers University of Technology Department of Computer Science and Engineering Göteborg, Sweden, 2010 The Author grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Design and implementation of a single-player first-person shooter game using XNA game development studio Hatice Ezgi TUGLU Kahraman AKYIL © Hatice Ezgi TUGLU, October 2010. © Kahraman AKYIL, October 2010. Examiner: Per ZARING Chalmers University of Technology University of Gothenburg Department of Computer Science and Engineering SE-412 96 Göteborg Sweden Telephone + 46 (0)31-772 1000 Department of Computer Science and Engineering Göteborg, Sweden October 2010 1 | P a g e HUMANKILLERS Will you keep your promise? 2 | P a g e Abstract “Humankillers” is a name of the game that was developed for Master Thesis in Computer Science Department at Chalmers University of Technology. -
Crysis: EVALUATION SUMMARY
Crysis: EVALUATION SUMMARY About INDIVIDUAL SCORES RYG’s RATING* Crysis Developed by Crytek, Crysis is a science fiction, first- 37% person shooter game. Crysis was also the first game to utilise Crytek’s CryEngine2 and was one of the first game engines to utilise Microsoft’s DirectX 10. In spite of its piracy rates as commented by Cevat Yerli, Crysis was one UNACCEPTABLE of the top-performing games in 2007. 33% 40% N/A Medium: Disc Version Versions Tested: 1.1.15767 and 1.20 * RYG’s Rating is an aggregate of the Individual Scores AREAS OF CONCERN About SecuROM Pre-Purchase & DRM Notification Activation DRM: Documentation absent between Publisher’s websites, Gaming DRM: Constant disc verification; Resale not permissible; No Package, Manual, Readme and EULA. documentation provided with respect to activation process. SecuROM is developed by Sony DADC and remains one Publisher: As above. Publisher: As above. of the oldest DRM series in the Video Gaming market. This version implemented by Electronic Arts is a EULA Manual Patches & Updates hardware-binding DRM with software blacklisting DRM: DRM information absent. BOTH: Rollback option not provided; Sunset option not provided; capabilities. Publisher: As above; Not written for AUS Consumers; Installation logs not provided. Incomprehensible, inconsistent and overwritten; Limited warranties/refunds provisions for consumers outside Germany/UK; Uninstallation Ownership bias. DRM: Some files and registry keys remain; DRM Removal tool(s) not About provided. Personal Backup Publisher: As above; Uninstallation link not provided; Some game Electronic Arts BOTH: Not Permissible as per the EULA. files and registry keys remain. Installation Customer / Technical Service and Internal With over 8,000 employees and $3 Billion USD in Disputes Resolution revenue, Electronic Arts Inc (EA) is one of the world’s DRM: DRM Files not contained to Gaming Directory; Installation logs largest developer and publisher of Video Games. -
Analysing Constraint Play in Digital Games 自製工坊:分析應用於數碼遊戲中的限制性玩法
CITY UNIVERSITY OF HONG KONG 香港城市大學 Workshops of Our Own: Analysing Constraint Play in Digital Games 自製工坊:分析應用於數碼遊戲中的限制性玩法 Submitted to School of Creative Media 創意媒體學院 In Partial Fulfilment of the Requirements for the Degree of Doctor of Philosophy 哲學博士學位 by Johnathan HARRINGTON September 2020 二零二零年九月 ABSTRACT Players are at the heart of games: games are only fully realised when players play them. Contemporary games research has acknowledged players’ importance when discussing games. Player-based research in game studies has been largely oriented either towards specific types of play, or towards analysing players as parts of games. While such approaches have their merits, they background creative traditions shared across different play. Games share players, and there is knowledge to be gleamed from analysing the methods players adopt across different games, especially when these methods are loaded with intent to make something new. In this thesis, I will argue that players design, record, and share their own play methods with other players. Through further research into the Oulipo’s potential contributions to games research, as well as a thorough analysis of current game studies texts on play as method, I will argue that the Oulipo’s concept of constraints can help us better discuss player-based design. I will argue for constraints by analysing various different types of player created play methods. I will outline a descriptive model that discusses these play methods through shared language, and analysed as a single practice with shared commonalities. By the end of this thesis, I will have shown that players’ play methods are often measured and creative. -
D3.5 Game Design Document
Grant Agreement No. 687676 Innovation Action ICT-20-2015 D3.5 Game Design Document Due date Month 12 Actual date Month 12 Deliverable author(s) Laurent Auneau Partner(s) Succubus Interactive Version 1.0 Status Draft Dissemination level Public Project Coordinator Coventry University Sylvester Arnab Priory Street, Coventry CV1 5FB, UK E-mail: [email protected] Project website: http://www.beaconing.eu This project has received funding under the Horizon 2020 Framework Programme of the European Union – Grant Agreement No. 687676 D3.5 Game Design Document Version control Version Date Author Institution Change and where applicable reason for change 0.1 12/12/16 Laurent Auneau Succubus 0.4 13/12/16 Laurent Auneau Succubus Merged Geomotion’s review 0.5 22/12/16 Laurent Auneau Succubus Merged Imaginary’s review 1.0 30/12/16 Laurent Auneau Succubus Merged Sebit’s review 1.1 31/12/16 Jayne Beaufoy COVUNI Language check and Abrv. table Quality control QA Date QA Responsible Institution Change and where applicable Version reason for change 0.5_Sebit 23/12/2016 A.M. Turker SEBIT See track changes 1.1 31/12/2016 Ioana Stefan, Antoniu ATS See track changes Stefan Release approval Version Date Name Institution Role 1.1 31/12/2016 Jannicke Baalsrud Hauge BIBA QM Statement of originality This deliverable contains original unpublished work except where clearly indicated otherwise. Acknowledgement of previously published material and of the work of others has been made through appropriate citation, quotation or both. BEACONING Page 2 of 22 D3.5 Game Design Document TABLE OF CONTENTS EXECUTIVE SUMMARY ..................................................................................................................... -
Bf2 Update 1.4 Download
Bf2 update 1.4 download click here to download This is patch v for Battlefield 2. It is required for the installation of the latest patch, v Downloads. 20, (3 today). This is the Full Install patch which comes in at around mb. This patch will update any version to Battlefield 2 - Urban Conflict v, mod, MB, 7/28/, , Battlefield 2 - BF2 Total War Realism Mod v, mod, MB, 5/20/, , This patch adds a new level, a new server option, new exploit eliminations, and a number of minor bug fixes. Battlefield 2 v Patch Full Installfree full download. 5. Sept. Der Patch aktualisiert die Verkaufsversion (oder jede andere Version) von Battlefield 2 oder Battlefield 2: Special Forces auf v Battlefield 2 v ENG. Download Battlefield 2 v Public Server Patch · Battlefield 2: Special Forces All · Battlefield 2 v Public Server. The massive Battlefield 2 patch, version , can be applied to any version of Battlefield 2 (either a previously patched or fresh installation). Free Download. Just wondering about the patches for the game Do I need to download all of them or do I just need patch and patch. Battlefield 2 - Client Patch (Full Install). October 2, BUG FIX. Fixed an extremely intermittent server www.doorway.ru, , Download. Check what BF2 version you have; Exit BF2Hub; Download the necessary patches; Install the For every version below (e.g. , , , ) you need to download: Battlefield 2 patch (incremental patch, version needed). If you have already installed PR:BF2 v, visit the downloads page and download the Manual v to v Updater and run the executable.