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Dead Space 2: the Sublime, Uncanny and Abject in Survival Horror Games
Dead Space 2: The Sublime, Uncanny and Abject in Survival Horror Games Garth Mc Intosh 404209 Master of Arts by Course Work in Digital Animation 18 February 2015 Supervisor: Hanli Geyser ` 1 Figure 1. Visceral Games, Dead Space II, game cover, 2011. Copyright U.S.A. Electronic Arts. ` 2 Table of Contents INTRODUCTION ................................................................................................................................. 4 HORROR GENRE................................................................................................................................................ 5 ‘DEAD SPACE 2’ ................................................................................................................................................ 6 METHODOLOGY & STRUCTURE ...................................................................................................................... 8 CLARIFICATION OF TERMS .............................................................................................................................. 9 CHAPTER 1 SUBLIME WITHIN NARRATIVE AND MIS-EN-SCENE ....................................10 THE MARKER AND GOYA .............................................................................................................................. 11 AWAKING TO A NIGHTMARE ........................................................................................................................ 13 THE SUBLIME ................................................................................................................................................ -
EA Delivers the First Big Blockbuster Game of 2011 with Dead Space 2
EA Delivers the First Big Blockbuster Game of 2011 With Dead Space 2 The Most Unrelentingly Intense Action Horror Game Hits Retail Shelves; Downloadable Campaigns Revealed with Dead Space 2: Severed Distinctive Dead Space Experience Available for iPhone, iPad and iPod touch REDWOOD CITY, Calif.--(BUSINESS WIRE)-- The psychological thrill of deep space rises to an electrifying new level as Visceral Games™, a studio ofElectronic Arts Inc. (NASDAQ:ERTS), today announced the internationally-acclaimed action horror game Dead Space™ is2 now available at retail stores in North America and on January 28 in Europe. This highly- anticipated sequel has been heralded as one of the top games of 2011 by New York Times' Seth Schiesel and has received 25 scores of 90+ from top gaming outlets such as Official Xbox Magazine, Playstation: The Official Magazine and Game Informer. PlayStation: The Official Magazine said that "'Dead Space 2' surpasses the original in every capacity," while IGN calls it "a new gold standard" and Game Informer declares the game "a monster of a sequel, offering bigger scares and more excitement." Visceral Games also announced today Dead Space 2: Severed, an all-new digital download pack that extends the Dead Space 2 story with the addition of two standalone chapters in the single-player game. Dead Space 2: Severed will see the return of Gabe Weller and Lexine Murdock, the two main characters from the award-winning 2009 game, Dead Space Extraction. In Dead Space 2: Severed, the story of Weller and Lexine runs parallel to Isaac's blood-curdling adventure in Dead Space 2, but this time players will take on the role of Gabe Weller. -
ATINER's Conference Paper Series COM2018-2492
ATINER CONFERENCE PAPER SERIES No: COM2018-2492 Athens Institute for Education and Research ATINER ATINER's Conference Paper Series COM2018- 2492 Motion Sickness in VR Learning Environments Carsten Lecon Professor Aalen University Germany An Introduction to 1 ATINER CONFERENCE PAPER SERIES No: COM2018-2492 ATINER's Conference Paper Series Conference papers are research/policy papers written and presented by academics at one of ATINER’s academic events. ATINER’s association started to publish this conference paper series in 2012. All published conference papers go through an initial peer review aiming at disseminating and improving the ideas expressed in each work. Authors welcome comments. Dr. Gregory T. Papanikos President Athens Institute for Education and Research This paper should be cited as follows: Lecon, C., (2018). “Motion Sickness in VR Learning Environments”, Athens: ATINER'S Conference Paper Series, No: COM2018-2492. Athens Institute for Education and Research 8 Valaoritou Street, Kolonaki, 10671 Athens, Greece Tel: + 30 210 3634210 Fax: + 30 210 3634209 Email: [email protected] URL: www.atiner.gr URL Conference Papers Series: www.atiner.gr/papers.htm Printed in Athens, Greece by the Athens Institute for Education and Research. All rights reserved. Reproduction is allowed for non-commercial purposes if the source is fully acknowledged. ISSN: 2241-2891 27/08/2018 2 ATINER CONFERENCE PAPER SERIES No: COM2018-2492 Motion Sickness in VR Learning Environments Carsten Lecon Abstract Virtual 3D worlds are not only used for the visualization of complex learning matter, but get increasing importance in learning environments. Students for example act as avatars in an artificially generated world, in which they learn, develop, and present similarly. -
A Guideline Study for Designing Virtual Reality Games
AJIT-e: Bilişim Teknolojileri Online Dergisi Date Received: 6.07.2020 2020 Fall/Güz – Cilt/Vol: 11 ‐ Sayı/Issue: 43 Publishing Date: 31.12.2020 DOI: 10.5824/ajite.2020.04.001.x A Guideline Study for Designing Virtual Reality Games Güven ÇATAK, Bahçeşehir University, Digital Game Design, Dr., [email protected], 0000-0002-4679-8973 Server Zafer MASALCI, Bahçeşehir University, Game Design, MA, [email protected], 0000-0002-5876-8210 Seray ŞENYER, Bahçeşehir University, Game Design, MA, [email protected], 0000-0002- 6243-2349 ABSTRACT Virtual reality has great potential for immersive experiences that is not available in other mediums. Thus, it has a significant place in the entertainment and the game industry. However, creating a well-designed immersive experience can be extremely complicated due to the replacement of human perception from the real-world to an isolated virtual world. Understanding the essentials of virtual reality (VR) experiences and game design principles is necessary for designing an immersive VR game. Although there are many differences in design elements of VR games according to the experience that is wanted to be given to the player, many games also have common elements. In the line of this view, a guideline is aimed to be framed for VR game designers in the current study. For this purpose, design pillars of VR experiences and game design principles were reviewed, and five VR games were analyzed. Games are highly plastic mediums that can be adapted to any environment and technology. Many game types have a close relationship in terms of game elements and design. -
4. Wargaming the Middle East: the Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities
4. Wargaming the Middle East: The Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities Janina Schupp Abstract Shortly after the end of a tank combat during the Gulf War, a team of US Army historians, scientists, and engineers flew to Iraq to gather detailed data of the battle. The collected information was used to create an exact virtual simulation of the combat for training. The mapping capability – offered by the resulting simulation game 73 Easting – to visualize the battlefield from any position and point in time revolutionized military exercises. With ongoing conflicts in the Middle East, these digital training cartographies are now linked to real bodies and vehicles through digital and mobile technologies during live training in artificially constructed villages. This chapter analyses this evolution and critically investigates the growing ‘gamification’ ensuing in these representations of Middle Eastern battlefields. Keywords: Wargames, Middle East, interactive battlespace, live simulations In war the experienced soldier reacts in the same way as the human eye does in the dark: the pupil expands to admit what little light there is, discerning objects by degrees, and finally seeing them indistinctly. By contrast, the novice is plunged into the deepest night. […] It is immensely important that no soldier, whatever his rank, should wait for war to expose him to those aspects of active service that amaze and confuse him when he first comes across them. (Clausewitz 1989, p. 122) Strohmaier, A. and A. Krewani (eds.), Media and Mapping Practices in the Middle East and North Africa: Producing Space. Amsterdam: Amsterdam University Press, 2021 doi 10.5117/9789462989092_ch04 96 JANINA SCHUPP The act of playing at war is deeply engrained in human history and has per- sisted to the present day in both professional and hobby culture. -
Official Transcript of Proceedings Before the Postal Regulatory Commission
OFFICIAL TRANSCRIPT OF PROCEEDINGS BEFORE THE POSTAL REGULATORY COMMISSION In the Matter of: COMPLAINT OF GAMEFLY, INC. Docket No.: C2009-1 VOLUME V Pages: 668 through 957 Place: Washington, D.C. Date: July 28, 2010 HERITAGE REPORTING CORPORATION Official Reporters 1220 L Street, N.W., Suite 600 Washington, D.C. 20005 (202) 628-4888 668 POSTAL REGULATORY COMMISSION In the Matter of: COMPLAINT OF GAME FLY , INC. Docket No.: C2009-1 Main Hearing Room Postal Regulatory Commission 901 New York Avenue, N.W. Washington, D.C. Volume V Wednesday, July 28, 2010 The above-entitled matter came on for a hearing, pursuant to notice, at 9:45 a.m. BEFORE: HON. RUTH Y. GOLDWAY, Chairman HON. TONY HAMMOND, Vice Chairman HON. DAN G. BLAIR, Commissioner HON. NANCI E. LANGLEY, Commissioner HON MARK ACTON, Commissioner APPEARANCES: On Behalf of United States Postal Service: MICHAEL T. TIDWELL JAMES ME CONE United States Postal Service 475 L'Enfant Plaza West, S.W. Washington, D.C. 20260 (202) 268-6525 On behalf of GameFly: DAVID LEVY, Esquire MATTHEW FIELD, Esquire Venable LLP 575 7th Street, N.W. Washington, D.C. Heritage Reporting Corporation (202) 628-4888 669 APPEARANCES: On Behalf of Postal Regulatory Commission: MICHAEL RAVNITSKY KIRSINE DEBRY APRIL BOSTON DARCIE TOKIOKA PAUL HARRINGTON STEPHEN L. SHARFMAN Heritage Reporting Corporation (202) 628-4888 670 CON TEN T S VOIR WITNESSES: DIRECT CROSS REDIRECT RECROSS DIRE For the GameFly: Sander Glick By Mr. Levy 683 David Hodess By Mr. Levy 940 946 By Mecone 879 942 948 DOCUMENTS TRANSCRIBED INTO THE RECORD -
Jason Graves
JASON GRAVES AWARDS & NOMINATIONS SXSW GAMING AWARD NOMINATION (201 4) TO MB RAIDER Excellence in Musical Sco re HOLLYWOOD MUSIC IN MEDIA DEAD SPACE 2 NOMINATION (2011) Best Original Score for Video Game BRITISH ACADEMY AWARD (2008) DEAD SPACE Best Original Music BRITISH ACADEMY AWARD USE OF AUDIO DEAD SPACE AIAS OUTSTANDING ACHIEVMENT IN AUDIO DEAD SPACE (2008) AIAS OUTSTANDING ACHIEVMENT IN MUSIC DEAD SPACE COMPOSITION FINALIST (2008) GAME DEVELOPERS CHOICE AWAR D DEAD SPACE Audio of the Year G.A.NG. AUDIO OF THE YEAR (2008) DEAD SPACE G.A.N.G. SOUND DESIGN OF THE YEAR (2008) DEAD SPACE G.A.N.G. MUSIC OF THE YEAR DEAD SPACE BSO SPIRIT AWARD NOMINEE (2006) DEAD SPACE Best Videogame Score G.A.N.G INSTRUMENTAL OF THE YEAR BLAZING ANGELS 2 FINALIST (2006) G.A.N.G. SOUNDTRAC K OF THE YEAR DEAD HEAD FRED FINALIST (2006) G.A.N.G BEST HANDHELD AUDIO FINALIST DEAD HEAD FRED (2006) G.A.N.G. RECOGNITION AWARD (2006) DEAD HEAD FRED G.A. N.G. BEST HANDHELD AUDIO FINALIST TRANSFORMERS (2006) G.A.N.G. BEST INSTRUMENTAL OF THE YEAR STAR TREK: LEGACY FINALIST (2005) G.A.N.G. BEST ARRANGMENT OF SCORE JAWS FINALIST (2005) The Gorfaine/ Schwartz Agency, Inc. (818) 260-8500 1 JASON GRAVES AIAS OUTSTANDING ACHIEVMENT IN MUSIC RISE OF THE KASAI COMPOSITION FINALIST (2004) G.A.N.G. MUSIC OF THE YEAR FINALIST KING ARTHUR (2004) G.A.N.G. BEST CHORA L PERFORMANCE KING ARTHUR FINALIST (2004) G.AN.G. SOUNDTRACK OF THE YEAR THE HOBBIT WINNER (2003) G.AN.G. -
Virtual Reality Design: How Upcoming Head-Mounted Displays Change Design Paradigms of Virtual Reality Worlds
MediaTropes eJournal Vol VI, No 1 (2016): 52–85 ISSN 1913-6005 VIRTUAL REALITY DESIGN: HOW UPCOMING HEAD-MOUNTED DISPLAYS CHANGE DESIGN PARADIGMS OF VIRTUAL REALITY WORLDS CHRISTIAN STEIN “The matrix has its roots in primitive arcade games. […] Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts. […] A graphic representation of data abstracted from banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding.” — William Gibson, Neuromancer (1984) 1. Introduction When William Gibson describes the matrix in his canonical cyber-punk novel Neuromancer, it is a computer-generated parallel universe populated and designed by people all over the world. While it would be an exaggeration to say this is about to become a reality, with current-generation virtual reality systems an important step toward immersive digital worlds has already taken place. This article focuses on current developments in virtual reality (VR) with head-mounted displays (HMDs) and their unique digital experiences. After decades of experimentation with VR beginning in the late 1980s, hardware, software, and consumer mindsets are finally ready for the immersive VR experiences its early visionaries dreamed of. As far back as 1962, Morton Heilig developed the first true VR experience with Sensorama, where users could ride a “motorcycle” coupled with a three-dimensional picture; it even www.mediatropes.com MediaTropes Vol VI, No 1 (2016) Christian Stein / 53 included wind, various smells, and engine vibrations. Many followed in Heilig’s footsteps, perhaps most famously Ivan Sutherland with his 1968 VR system The Sword of Damocles.1 These developments did not simply constitute the next step in display technology or gamer hardware, but rather a major break in conceptualizations of space, speed, sight, immersion, and even body. -
EA Games Frank Gibeau, President
EA Games Frank Gibeau, President 1 Safe Harbor Statement Some statements set forth in this presentation, including estimates and targets relating to future financial results (e.g., revenue, profitability, margins), operating plans, business strategies, objectives for future operations, and industry growth rates contain forward-looking statements that are subject to change. Statements including words such as "anticipate", "believe", “estimate”, "expect" or “target” and statements in the future tense are forward- looking statements. These forward-looking statements are subject to risks and uncertainties that could cause actual events or actual future results to differ materially from the expectations set forth in the forward-looking statements. Some of the factors which could cause the Company’s results to differ materially from its expectations include the following: timely development and release of Electronic Arts’ products; competition in the interactive entertainment industry; the Company’s ability to successfully implement its Label structure and related reorganization plans; the consumer demand for, and the availability of an adequate supply of console hardware units (including the Xbox 360, the PLAYSTATION3, and the Wii); consumer demand for software for legacy consoles, particularly the PlayStation 2; the Company’s ability to predict consumer preferences among competing hardware platforms; the Company’s ability to realize the anticipated benefits of its acquisition of VG Holding Corp. and other acquisitions and strategic transactions -
Race Driver: GRID: EVALUATION SUMMARY
Race Driver: GRID: EVALUATION SUMMARY About Race INDIVIDUAL SCORES RYG’s RATING* Driver: GRID Developed and published by Codemasters, Race Driver: 48% GRID is a racing-simulation game and forms a part of the TOCA Touring Car Series. Many critics praised GRID for its realism, particularly on car damages. This version of DiRT was bundled within a Racing Megapack distributed UNACCEPTABLE by Codemasters. 44% 52% N/A Medium: Disc Version Versions Tested: 1.00 and 1.30 * RYG’s Rating is an aggregate of the Individual Scores AREAS OF CONCERN About SecuROM Pre-Purchase & DRM Notification Activation DRM: SecuROM documentation absent from Publisher’s DRM: Hardware activation; Disc required to play GRID; Resale SecuROM is developed by Sony DADC and remains one websites, Gaming Package, Manual, Readme and EULA. prohibited. of the oldest DRM series in the Video Gaming market. Publisher: As above. Publisher: As above. This version implemented by Codemasters is a hardware- based DRM with blacklisting capabilities. EULA Manual Game Patches & Updates DRM: EULA absent from Sony DADC. DRM: No notification of DRM upgrade. About Publisher: As above; Written based on UK laws; Publisher: As above; No EULA provided; Cannot roll back to Incomprehensible and inconsistent; No warranties/refunds previous version if errors arise. Codemasters provisions for consumers outside UK; Ownership bias; Internal Disputes Resolution non-existent. Uninstallation DRM: DRM Removal tool not provided in game; Many files Codemasters Software Company Limited is a UK-based Personal Backup and registry keys remain. video games developer and publisher overseeing about BOTH: Not permissible as per EULA and DRM implemented. -
Crossing the Streams: Game Audio Rule Breakers of the Last Decade
Crossing the Streams: Game Audio Rule Breakers of the Last Decade Scott Selfon Development Lead | Xbox Advanced Technology Group, Microsoft Event Sound Event Sound Parameter(s) Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Event Sound Parameter(s) The Unexpected Pivot Event Sound Parameter You Don’t Know Jack (Jellyvision/Berkeley Systems, 1995) Braid (Number None, 2008) The Non-Event Event Sound SSX Tricky (Electronic Arts, 2001) SSX (Electronic Arts, 2012) VOLUME Eternal Darkness: Sanity’s Requiem (Silicon Knights, 2002) Dead Space (Electronic Arts, 2008) The Displaced Sound Event Sound The Chronicles of Riddick: Escape from Butcher Bay (Starbreeze/Tigon, 2004) Independence Event Sound Grim Fandango (LucasArts, 1998) Grim Fandango (LucasArts, 1998) The Reversal Event Sound Ghost Recon: Advanced Warfighter 2 (Red Storm Entertainment/Ubisoft, 2007) Halo 3 (Bungie, 2007) 4 6 5 4 5 3 4 The Audience is Listening Sound Player Silent Hill 2 (Konami, 2001) Portal 2 (Valve, 2011) Portal 2 (Valve, 2011) Portal 2 (Valve, 2011) The Game is Listening Player Event Sound Tom Clancy’s Splinter Cell (Ubisoft, 2002) The Audience is Speaking Player Event Voice Mass Effect 3 (BioWare, 2012) The Elder Scrolls V: Skyrim (Bethesda, 2012) The Feedback Loop Event Sound Gears of War (Epic Games, 2006) Gears of War 2 (Epic Games, 2008) BioShock (2K Games, 2007) Event Sound Questions? [email protected] Xbox LIVE Gamertag: Timmmmmay. -
Win 98 HP DVD-LG CD Mitologia Atlas CD Atlas Encarta (Ins) Disco 1 CD Nexus CD Nero 5 Grabadora CD CD Softfull Flash 5 CD Infone
Win 98 HP DVD-LG CD Mitologia Atlas CD Atlas Encarta (Ins) Disco 1 CD Nexus CD Nero 5 Grabadora CD CD SoftFull Flash 5 CD Infonet Publisher 98 CD Wargasm BlueShift CD GAMES Wolfsenstein Max Payne 1 CD GAMES H&D IGI 1 CD MARIO Sin Rainbow Six CD GAMES Call of Duty Call of Duty CD GAMES Crimson Skies Mortyr CD GAMES Fifa 2001 Unreal CD GAMES Quake 2 Quake 3 CD GAMES FlashPoint Fly Simulator CD GAMES MechWarriors 3 StarWars CD GAMES Medal of Honor Medal of Honor CD GAMES Warcraft The Sim´s CD GAMES Max Payne 2 Max Payne 2 CD GAMES Combat Fly Sim Combat Fly Sim CD GAMES BreakThrough Vietnam CD GAMES AOE 2 Exp. AOE 2 CD GAMES Drivers IRDA Delta Force CD GAMES SOF 2 SOF 2 CD GAMES 4X Corel 11 DBZ-Covers-Xtras CD SpearHead Black Hawk Down CD GAMES Call of Duty 2 Encarta 2005 DVD-DVD GAMES IGI 2 IGI 2 CD GAMES Libro de la selva 2 Primavera Verano Bon Jovi-London DVD-DVD Queen on Fire Spartakus DVD-DVD Los Simpsons 1 Mentiras Verdader DVD-DVD Antes Amanecer Antes Atardecer DVD-DVD Snatch Cerdos y Bailamos DVD-DVD La niña santa La Pasion DVD-DVD Blood (anime) Frank Sinatra VCD-DVD Woodstock 1 Woodstock 2 DVD-DVD 12 del Patibulo Spiderman 2 DVD-DVD El exorcista Star Wars 1 DVD-DVD Spiderman 1 Alcatraz DVD-DVD Apocalipsis Now Delgada Lin Roja DVD-DVD River Kwai Three Stooges 2 DVD-DVD Rivieres Pourpres 1 Three Stooges 1 DVD-DVD M-1 M-2 DVD-DVD M-3 Pacto con Lobos DVD-DVD Acorralada Libro de la Selva DVD-DVD David Gale YU-GI-OH DVD-DVD Lawrence of Arabia Lawrence of Arabia DVD-DVD Vacas Vaqueras M-4 DVD-DVD Pulp Fiction Shrek 1 DVD-DVD Armagedon Planeta del Tesoro DVD-DVD Harry Potter 3 WWII-Sniper DVD-CD GAMES Shrek 2 The Ring DVD-DVD Acechada La puta y la ballena DVD-DVD Imaginando Arg.