2017-02-06 Starbreeze Publishing Signs Doubble Fines Psychonauts
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Edinburgh Research Explorer
Edinburgh Research Explorer Specialization Opportunities in Graphical Workloads Citation for published version: Crawford, L & O'Boyle, M 2019, Specialization Opportunities in Graphical Workloads. in 2019 28th International Conference on Parallel Architectures and Compilation Techniques (PACT). Institute of Electrical and Electronics Engineers (IEEE), pp. 272-283, 28th International Conference on Parallel Architectures and Compilation Techniques, Seattle, United States, 21/09/19. https://doi.org/10.1109/PACT.2019.00029 Digital Object Identifier (DOI): 10.1109/PACT.2019.00029 Link: Link to publication record in Edinburgh Research Explorer Document Version: Peer reviewed version Published In: 2019 28th International Conference on Parallel Architectures and Compilation Techniques (PACT) General rights Copyright for the publications made accessible via the Edinburgh Research Explorer is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The University of Edinburgh has made every reasonable effort to ensure that Edinburgh Research Explorer content complies with UK legislation. If you believe that the public display of this file breaches copyright please contact [email protected] providing details, and we will remove access to the work immediately and investigate your claim. Download date: 07. Oct. 2021 Specialization Opportunities in Graphical Workloads Lewis Crawford, Michael O’Boyle School of Informatics, University of Edinburgh, UK Abstract—Computer games are complex performance-critical before passing their output to the next round of shaders in the graphical applications which require specialized GPU hardware. pipeline, and eventually outputting pixel colours to the screen. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Blast Off Broken Sword
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Broken Sword blast off Revolution’s fight Create a jetpack in for survival Unreal Engine 4 Issue 15 £3 wfmag.cc TEARAWAYS joyful nostalgia and comic adventure in knights and bikes UPGRADE TO LEGENDARY AG273QCX 2560x1440 A Call For Unionisation hat’s the first thing that comes to mind we’re going to get industry-wide change is collectively, when you think of the games industry by working together to make all companies improve. and its working conditions? So what does collective action look like? It’s workers W Is it something that benefits workers, getting together within their companies to figure out or is it something that benefits the companies? what they want their workplace to be like. It’s workers When I first started working in the games industry, AUSTIN within a region deciding what their slice of the games the way I was treated wasn’t often something I thought KELMORE industry should be like. And it’s game workers uniting about. I was making games and living the dream! Austin Kelmore is across the world to push for the games industry to But after twelve years in the industry and a lot of a programmer and become what we know it can be: an industry that horrible experiences, it’s now hard for me to stop the Chair of Game welcomes everyone, treats its workers well, and thinking about our industry’s working conditions. Workers Unite UK, allows us to make the games we all love. That’s what a a branch of the It’s not a surprise anymore when news comes out Independent Workers unionised games industry would look like. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Design Challenge Panel
Hi guys! My name is Anna Kipnis and I work as a Senior Gameplay Programmer at Double Fine Productions. Psychonauts Brutal Legend The Cave Once Upon a Monster Costume Quest Broken Age Just a quick introduction. I’ve worked at Double Fine for 13 years now, on Psychonauts, Brütal Legend, Costume Quest, Once Upon a Monster, The Cave, Broken Age, Amnesia Fortnight Prototype I also designed a prototype for a narrative simulation game, Dear Leader. Headlander Rhombus of Ruin and now I’m working on Headlander and Psychonauts: Rhombus of Ruin. À trente ans, un homme devrait se tenir en main, savoir le compte exact de ses défauts et de ses qualités, connaître sa limite, prévoir sa défaillance - être ce qu'il est. -Albert Camus, Carnets II (janvier 1942 - mars 1951) On the subject of 30 The very first thing I thought of when I heard the theme (30 years) was this quote by Albert Camus At 30 a man should know himself like the palm of his hand, know the exact number of his defects and qualities, know how far he can go, foretell his failures - be what he is. And, above all, accept these things. -Albert Camus, (Notebooks II, Jan 1942 - Mar 1951) On the subject of 30 Here it is in English (read). This is something that I thought a lot about in my 20s, nearing that notorious milestone. And to be honest, I’m not sure that I quite succeeded in answering these questions for myself, which is why the idea of basing a game on this quote is so appealing to me. -
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. -
[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
'Littlebigplanet' Wins Big at Video Game Awards 26 March 2009, by DERRIK J
'LittleBigPlanet' wins big at video game awards 26 March 2009, By DERRIK J. LANG , AP Entertainment Writer "Fallout 3" lead writer Emil Pagliarulo during his acceptance speech. "To all the nerds growing up in South Boston, don't play hockey. Don't join Little League. Stay in your room, read your Lloyd Alexander and play 'Dungeons and Dragons.' It all works out in the end." Selected by a jury of game creators, the Game Developers Choice Awards honor the best games of the past year. The lively ninth annual ceremony was hosted by "Psychonauts " and "Brutal Legend" developer Tim Schafer. The show was capped off with the debut teaser trailer for "Call of Duty: Modern Warfare 2," the upcoming sequel to the best-selling game of 2007. Other winners at the ceremony at the Moscone Video game enthusiasts attend the Game Developers Convention Center were Ubisoft Montreal's "Prince Conference Wednesday, March 25, 2009, in San of Persia" for best visual art, Ready at Dawn Francisco. (AP Photo/Ben Margot) Studios' "God of War: Chains of Olympus" for best handheld game, EA Redwood Shores' "Dead Space" for best audio and 2D Boy's "World of Goo" for best downloadable game. (AP) -- "LittleBigPlanet" sacked the competition to win four trophies at the Game Developers Choice "Video Games Live" concert series co-founder Awards. Tommy Tallarico was awarded the ambassador trophy. Alex Rigopulos and Eran Egozy, co- Developed by Media Molecule, the cutsey founders of "Rock Band" developer Harmonix, PlayStation 3 adventure game which allows received the pioneer award. "Metal Gear Solid" players to create and share their own levels was creator Hideo Kojima was bestowed with the honored for best game design, debut, technology lifetime achievement award. -
Why Crowdfund? Motivations for Kickstarter Funding
Why Crowdfund? Motivations for Kickstarter Funding Author: William LaPorta Advisor: Dr. Michele Naples 13 May 2015 The College Of New Jersey Abstract This paper attempts to answer the question, "What makes entrepreneurs utilize crowdfunding?" To answer this question we analyze the level of Kickstarter funding per capita in each state as a function of various macroeconomic variables. We find that states with higher income, states with higher income inequality, states with a lower concentration of small firms, states with lower unemployment and high social media usage are more likely to have higher levels of Kickstarter funding. These results indicate that Kickstarter and other crowdfunding websites are utilized in more affluent and technologically savvy parts of the country, with high levels of business activity. LaPorta 1 Table of Contents INTRODUCTION ................................................................................................................................................... 2 LITERATURE REVIEW ...................................................................................................................................... 3 HOW KICKSTARTER WORKS ............................................................................................................................................. 3 ECONOMIC LITERATURE ON CROWDFUNDING ........................................................................................................... 4 BASIS OF RESEARCH AND DESIGN ................................................................................................................................. -
Lucasarts and the Design of Successful Adventure Games
LucasArts and the Design of Successful Adventure Games: The True Secret of Monkey Island by Cameron Warren 5056794 for STS 145 Winter 2003 March 18, 2003 2 The history of computer adventure gaming is a long one, dating back to the first visits of Will Crowther to the Mammoth Caves back in the 1960s and 1970s (Jerz). How then did a wannabe pirate with a preposterous name manage to hijack the original computer game genre, starring in some of the most memorable adventures ever to grace the personal computer? Is it the yearning of game players to participate in swashbuckling adventures? The allure of life as a pirate? A craving to be on the high seas? Strangely enough, the Monkey Island series of games by LucasArts satisfies none of these desires; it manages to keep the attention of gamers through an admirable mix of humorous dialogue and inventive puzzles. The strength of this formula has allowed the Monkey Island series, along with the other varied adventure game offerings from LucasArts, to remain a viable alternative in a computer game marketplace increasingly filled with big- budget first-person shooters and real-time strategy games. Indeed, the LucasArts adventure games are the last stronghold of adventure gaming in America. What has allowed LucasArts to create games that continue to be successful in a genre that has floundered so much in recent years? The solution to this problem is found through examining the history of Monkey Island. LucasArts’ secret to success is the combination of tradition and evolution. With each successive title, Monkey Island has made significant strides in technology, while at the same time staying true to a basic gameplay formula. -
Community and Practice in Two Generations of Online Illicit Drugs Discussions
Community and practice in two generations of online illicit drugs discussions A thesis submitted to the University of Manchester for the degree of Doctor of Philosophy in the Faculty of Humanities. 2020 P. O. Enghoff School of Social Sciences, Department of Criminology and Criminal Justice Table of Contents Abstract .................................................................................................................. 5 Acknowledgements .............................................................................................. 8 Other acknowledgements .................................................................................... 9 The author .............................................................................................................. 9 Chapter 1. Introduction ..................................................................................... 10 1.1 Background ........................................................................................... 11 1.2 Summary of thesis contents ................................................................ 19 1.2.1 Literature review .......................................................................... 20 1.2.2 Research design ............................................................................. 24 1.2.3 Research papers ............................................................................ 28 1.2.4 Discussion ...................................................................................... 31 Chapter 2. Literature review ............................................................................ -
Splat the Cat: the Name of the Game Pdf, Epub, Ebook
SPLAT THE CAT: THE NAME OF THE GAME PDF, EPUB, EBOOK Rob Scotton | 31 pages | 17 Aug 2012 | HarperCollins Publishers Inc | 9780062090140 | English | New York, United States Splat the Cat: The Name of the Game PDF Book Continuum Games. A "celebrity vegetable museum" just wouldn't be funny in a Disney film. Matrix Games. Customer Service. Animal Crossing. Reduced Price. If you bat an Atari joystick quickly from left to right, Pac-Man looks confused as he turns from side to side, and that's funny. This is a game. Basic Fun! But once Duke's crass style became its own archetype, Croteam brought about Sam 'Serious' Stone, who injected some much-needed sarcasm and self-doubt into Duke's braggadocio. DZT Family board games , ideal for family game nights, are designed for various ages to play side by side, encouraging your child to bond with all generations of players. The visual amount displayed in the in-game Mobility meter. The student without a partner is the 'leader'. The plot goes all H. You, as the player, are put into different sit-com scenarios that complement the game's known quantities--Homer, Lisa, Bart, Flanders, Marge, Apu, and so on. Have fun! Next, erase the target vocabulary from the board and stick up both team's pictures in a random order. Mayday Games. Both board games and puzzles have the ability to lengthen a child's attention span as they become excited to be engaged in the activity. Portal Games. Japanime Games. The visual amount displayed in the in- game Damage meter.