IND13 ISSUE-FOUR.Pdf

Total Page:16

File Type:pdf, Size:1020Kb

IND13 ISSUE-FOUR.Pdf Save the sheep from a horde of wolves by building a fence around them, in this increasingly difficult new puzzler from McPeppergames www.mcpeppergames.com 2 ind13.com EDITORIAL Introduction we are Hello and welcome to IND13 (Indie), the magazine sound effect artistry to retro arcades – we’ll take a that champions independent games. look at anything that grabs our interest. Maybe you’re a developer, or a hardcore gamer, We’re a small core team of just six members – so or someone new to the concept of indie games we’re always looking for new angles and fresh wanting to learn more – we’ve got something for writing. If you think you’ve got something that’ll you all. make indie game developers step away from their consoles for a few minutes, get in touch by emailing Just like the games we love, we’re independent: us at [email protected]. this means no editorial agenda except good, solid reporting on all aspects of indie gaming. From Enjoy, veteran developers to crowdfunding campaigns, ind13 Who we are... IND13 is a games magazine dedicated to independent games placements in the magazine. development. The team is made up of voluntary contributors from different areas of independent games development. We also give pro bono ad placements to the companies the team work for, in exchange for our time spent contributing to the We’ve created a magazine which discusses topics we think magazine and to keep our employers happy. are important to, and cater to the fans of, independent games development. We hope you enjoyed the magazine and please do get in touch with questions and comments. Our aim is to create interesting news, reviews and articles, all focusing on independent games development. The nucleus The Team: of our team is based in the UK but we hope to have a team Richard Hoffmann Editor-in-Chief stretching the globe. We aim to have independent gaming news Harry Cole Publisher from the UK, US, Europe and Asia, but also from all other gaming Lee Smith Creative Director territories. Rokas Butkus Art Editor Sophie Rossetti Copy Editor The team behind IND13 are all volunteers, and we are giving our time because we are passionate about independent games Website: www.ind13.com development. The content of the magazine will be made up of articles created by the IND13 team but also by voluntary Facebook: www.facebook.com/ind13 contributors from the games industry. Save the sheep from a horde of wolves by building a fence around Twitter: @official_Ind13 Advertising is available in the magazine, at this time all proceeds them, in this increasingly difficult new puzzler from McPeppergames will go into the development and stability of IND13’s production. For editorial enquires: [email protected] Paying for advertising will also mean we can cover paying clients’ titles with editorial as well as with traditional advertising For advertising enquires: [email protected] www.mcpeppergames.com 2 3 ind13.com ind13.com The Way Home Pages 12 - 15 Regional Report: Kenya Pages 44 - 47 KOLM Review Page 48 The Fist of Jesus Pages 50 - 54 Embrace YouTube gaming Pages 62 - 63 4 ind13.com Q&A with the IND13 team Skater Page 6 Pages 36 - 42 What are the biggest changes in video Skateboarding with a clever social twist games development that you have seen in the last ten years? Regional Report: Kenya Pages 44 - 47 39 Days to Mars We talk to Leon Oscar Kidando who lives Pages 9 - 11 and works in Kenya developing games A game that is so full of Steampunk Sci-fi goodness, we are not sure whether to KOLM play it or just admire the artwork Page 48 A review of the browser-based game The Way Home Pages 12 - 15 The Fist of Jesus We hear from Mowow Studios about their Pages 50 - 54 time travelling game that is inspired by There has been a history of games based the classic tv series Quantum Leap on movies, but Fist of Jesus is different The Magnificent Stunts Mushroom 11 Pages 16 - 19 Pages 56 - 58 Stunt Guy: The Getaway 2.0. where The unique puzzle platformer that is you hang onto the back of a speeding going to be destroying worlds on a motorcar, and bash other stunt drivers computer screen near you soon... out of the way Back to Bed RuPaul's Drag Racing Pages 60 - 61 Pages 20 - 21 Where high art meets gaming... Drag is moving into the digital age and is challenging conventions. We talk to the Why you should embrace makers to discuss this crossover title YouTube gaming Pages 62 - 63 Accelerator Ophelia discusses YouTube and it's Page 22 delights for gamers A review of the browser-based game Interstella Marines Verdun Pages 64 - 67 Pages 24 - 28 First contact with Interstellar Marines, A squad-based multiplayer FPS set in a new first person shooter from indie the First World War and inspired by the studio Zero Point Software. infamous battle of Verdun in 1916 SpecialEffect Pages 30 - 35 A charity that aims to beat physical disability to enable people to enjoy video games 5 ind13.com EDITORIAL Q&A with the ind13 team What are the biggest changes in video games development that you have seen in the last ten years? HARRY SOPHIE ROKAS RICHARD LEE JENNIFER Harry people out there making them, catering them to new and varied audiences I think the way that the internet allows us to share information has as there are more people out there to play them. This effect may mean to changed everything. Ideas and experiences can be shared across the world some that the market is flooded with inferior 'quantity' over 'quality', but I and that has affected both the content and creation of games. One specific think it means people are making better games in order to get noticed, and area that has become huge for videogames is Digital Distribution on PC and distributors and reviewers just work harder to help curate the best of the Mobile, the fact that videogames can now be distributed without needing best. shop space or a huge marketing budget, is massive. Richard If you have a good idea you can get your game out there, and even better Free to play became big and for some Indie developers this is not the than that, you can create an Alpha and actually have your audience work best business model to sell their games in the mobile sector. Kickstarter, with you to make your game. These new distribution platforms have now Indiegogo and Co on the other hand helped Indies to raise significant been widely adopted and I expect to see this trend overtake traditional amount of money to fund their game development. Steam obviously forms of distribution in the next ten years. pushed DLC and killed the middle man aka the traditional distribution channels.. Rokas This is a difficult one as so much has happened in 10 years. One of the Jennifer biggest things I would have to say is the birth of smartphones and mobile The biggest change in the process of videogame development has been gaming. This has put games in the hands of everyday people you may not in communication between developers and players. Over the past ten have expected to play games. But what I find fascinating is the rate of years, thanks to platforms like Steam and Kickstarter, game development development this new technology has undertaken. It has jumped to catch has become much more of an exercise in conversation than dictation. up graphically and processing wise to AAA titles from a few years ago, Nowadays, players feel more entitled and empowered to have their say in to the point where you can get an emulator on your phone and play AAA the development of the games that they play. tittles from a few years back! Lee Smith When I first saw GTA 3 in all it's 3D glory on the Playstation 2, my mind was One of the the biggest changes, away from the technology side of things, is blown. Now to see it again but portable on my phone, it blows my mind how computer games touch pretty much everyone’s lives now. From the stay again. I still remember snake... and only snake.. no play store, just snake. -at-home parent, to the commuter, to the grandparent, to the school kid. Sophie Games were usually seen as the preserve of the kids and the geeks (which I agree with the others in that the increase in gaming platforms (especially we have all been, admit it...) but now, with the rise of mobile gaming and mobile) and distribution methods (digital) has redefined us as a gaming *shudder* Facebook games, they are used by the majority now. Even David society. 10 years ago, 'gamer' meant something completely different, Cameron probably allows himself a few games of Bejewelled at the end of whereas now anyone who enjoys Candy Crush on the bus home should be a hard day’s night messing up the country. able to comfortably call themselves one. Strangely, though, a lot of the people who play these games, if asked, Development has changed because not only have games never been easier would probably say that they don't really play, or have an interest in, to own / play, they have also become easier to make. There are simply more games. 6 ind13.com A platformer with a unique mechanic You can dive into the ground. Momentum is conserved but gravity is reversed, letting you fling yourself high into the air or deep “Overall USD $9.99 winner of beneath the surface.
Recommended publications
  • Adaptivity in Single Player Video Games
    FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Adaptivity in Single Player Video Games João Augusto dos Santos Lima Mestrado Integrado em Engenharia Informática e Computação Supervisor: João Jacob Co-Supervisor: Zafeiris Kokkinogenis July 23, 2021 Adaptivity in Single Player Video Games João Augusto dos Santos Lima Mestrado Integrado em Engenharia Informática e Computação July 23, 2021 Abstract Players typically play video games to have fun and enjoy the moments they create during the gaming session. Each game gives the player a unique gaming experience, differentiating them from an ever-growing video game market. Additionally, each player has a specific genre of games that they enjoy. Even in the same game, different players have distinct objectives of what they seek in the gameplay. Furthermore, games try to compensate for the discrepancy of skill found between players by allowing them to choose a level of difficulty. However, this method depends on the player’s ability to self judge and self assign themself to a difficulty on a game they may never have played before. Consequently, this assignment may lead to a poor gaming experience, not allowing the player to enjoy all the creative content available in the game. This dissertation tries to present a machine learning approach to game adaptivity in order to maximize the player’s gaming experience. Firstly, to solve this problem, a player simulation needs to be created to have sufficient data points to train the reinforcement learning adaptivity system. Then, with the adaptivity system, the adapted game will change its content depending on the playing user to improve the gaming experience and game flow.
    [Show full text]
  • Elements of Gameful Design Emerging from User Preferences Gustavo F
    Elements of Gameful Design Emerging from User Preferences Gustavo F. Tondello Alberto Mora Lennart E. Nacke HCI Games Group Estudis d’Informàtica, HCI Games Group Games Institute Multimedia i Telecomunicació Games Institute University of Waterloo Universitat Oberta de Catalunya University of Waterloo [email protected] [email protected] [email protected] ABSTRACT Gameful systems are effective when they help users achieve Several studies have developed models to explain player pref- their goals. This often involves educating users about topics erences. These models have been developed for digital games; in which they lack knowledge, supporting them in attitude or however, they have been frequently applied in gameful design behaviour change, or engaging them in specific areas [10]. To (i.e., designing non-game applications with game elements) make gameful systems more effective, several researchers have without empirical validation of their fit to this different context. attempted to model user preferences in these systems, such as It is not clear if users experience game elements embedded user typologies [40], persuasive strategies [31], or preferences in applications similarly to how players experience them in for different game elements based on personality traits [21]. games. Consequently, we still lack a conceptual framework of Nevertheless, none of these models have studied elements design elements built specifically for a gamification context. used specifically in gameful design. To select design elements To fill this gap, we propose a classification of eight groups of that can appeal to different motivations, designers still rely gameful design elements produced from an exploratory factor on player typologies—such as Bartle’s player types [3, 4] or analysis based on participants’ self-reported preferences.
    [Show full text]
  • Studio Showcase
    Contacts: Holly Rockwood Tricia Gugler EA Corporate Communications EA Investor Relations 650-628-7323 650-628-7327 [email protected] [email protected] EA SPOTLIGHTS SLATE OF NEW TITLES AND INITIATIVES AT ANNUAL SUMMER SHOWCASE EVENT REDWOOD CITY, Calif., August 14, 2008 -- Following an award-winning presence at E3 in July, Electronic Arts Inc. (NASDAQ: ERTS) today unveiled new games that will entertain the core and reach for more, scheduled to launch this holiday and in 2009. The new games presented on stage at a press conference during EA’s annual Studio Showcase include The Godfather® II, Need for Speed™ Undercover, SCRABBLE on the iPhone™ featuring WiFi play capability, and a brand new property, Henry Hatsworth in the Puzzling Adventure. EA Partners also announced publishing agreements with two of the world’s most creative independent studios, Epic Games and Grasshopper Manufacture. “Today’s event is a key inflection point that shows the industry the breadth and depth of EA’s portfolio,” said Jeff Karp, Senior Vice President and General Manager of North American Publishing for Electronic Arts. “We continue to raise the bar with each opportunity to show new titles throughout the summer and fall line up of global industry events. It’s been exciting to see consumer and critical reaction to our expansive slate, and we look forward to receiving feedback with the debut of today’s new titles.” The new titles and relationships unveiled on stage at today’s Studio Showcase press conference include: • Need for Speed Undercover – Need for Speed Undercover takes the franchise back to its roots and re-introduces break-neck cop chases, the world’s hottest cars and spectacular highway battles.
    [Show full text]
  • Game Console Rating
    Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon
    [Show full text]
  • The Interplay of Game Elements with Psychometric Qualities, Learning, and Enjoyment in Game-Based Assessment
    Computers & Education 87 (2015) 340e356 Contents lists available at ScienceDirect Computers & Education journal homepage: www.elsevier.com/locate/compedu The interplay of game elements with psychometric qualities, learning, and enjoyment in game-based assessment * Yoon Jeon Kim a, , Valerie J. Shute b a Worcester Polytechnic Institute, USA b Florida State University, USA article info abstract Article history: Educators today are increasingly interested in using game-based assessment to assess and Received 26 April 2015 support students' learning. In the present study, we investigated how changing a game Received in revised form 6 July 2015 design element, linearity in gameplay sequences,influenced the effectiveness of game- Accepted 13 July 2015 based assessment in terms of validity, reliability, fairness, learning, and enjoyment. Two Available online 17 July 2015 versions of a computer game, Physics Playground (formerly Newton's Playground), with different degrees of linearity in gameplay sequences were compared. Investigation of the Keywords: assessment qualitiesdvalidity, reliability, and fairnessdsuggested that changing one game Game-based assessment fi fl Game-based learning element (e.g., linearity) could signi cantly in uence how players interacted with the game, Psychometric evaluation thus changing the evidentiary structure of in-game measures. Although there was no Validity significant group difference in terms of learning between the two conditions, participants Reliability who played the nonlinear version of the game showed significant improvement on Fairness qualitative physics understanding measured by the pre- and posttests while the partici- Gameplay sequences pants in the linear condition did not. There was also no significant group difference in terms of enjoyment. Implications of the findings for future researchers and game-based assessment designers are discussed.
    [Show full text]
  • The Zombie in Popular Culture from "Night of the Living Dead" to "Shaun of the Dead"
    Brigham Young University BYU ScholarsArchive Theses and Dissertations 2010-03-17 Ghouls, Hell and Transcendence: The Zombie in Popular Culture from "Night of the Living Dead" to "Shaun of the Dead" Jasie Stokes Brigham Young University - Provo Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Classics Commons, and the Comparative Literature Commons BYU ScholarsArchive Citation Stokes, Jasie, "Ghouls, Hell and Transcendence: The Zombie in Popular Culture from "Night of the Living Dead" to "Shaun of the Dead"" (2010). Theses and Dissertations. 2103. https://scholarsarchive.byu.edu/etd/2103 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]. Ghouls, Hell and Transcendence: the Zombie in Popular Culture from Night of the Living Dead to Shaun of the Dead Jasie Stokes A thesis submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Arts Carl Sederholm Charlotte Stanford Kerry Soper Department of Humanities, Classics and Comparative Literature Brigham Young University April 2010 Copyright © 2010 Jasie Stokes All Rights Reserved ABSTRACT Ghouls, Hell and Transcendence: the Zombie in Popular Culture from Night of the Living Dead to Shaun of the Dead Jasie Stokes Department of Humanities, Classics and Comparative Literature Master of Arts Considering the amount of media created around the zombie and the sustained interest in its role in our society, we can clearly see that a cultural phenomenon is underway, and it is important for us to question this phenomenon in order to gain some understanding of how and why its appeal has stretched so far.
    [Show full text]
  • Beneke Simone 2019.Pdf (4.953Mb)
    THE HIDDEN WORLD OF GAMING AN EXPLORATION OF PRE-PRODUCTION DESIGN, HYPERREALISM, AND ITS FUNCTION IN ESTABLISHING CONCEPTUAL AND AESTHETIC VISUALISATION, CHARACTERISATION AND NARRATIVE STRUCTURE By Simone Beneke Student No.: 212505903 Submitted in fulfilment of the requirements for the degree of Master of Arts in the School of Humanities, University of KwaZulu-Natal Supervisor: Michelle Stewart 2019 Declaration I, Simone Beneke, declare that: 1. The research reported in this thesis, except where otherwise indicated, is my original research. 2. This thesis has not been submitted for any degree or examination at any other university. 3. This thesis does not contain other persons’ data, pictures, graphs or other information, unless specifically acknowledged as being sourced from other persons. 4. This thesis does not contain other persons' writing, unless specifically acknowledged as being sourced from other researchers. Where other written sources have been quoted, then: a. their words have been re-written, but the general information attributed to them has been referenced b. where their exact words have been used, then their writing has been placed in italics and inside quotation marks and referenced. 5. This thesis does not contain text, graphics or tables copied and pasted from the internet, unless specifically acknowledged, with the source being detailed in the thesis and in the References sections. Simone Beneke Student Name _______________ Signature 8th of August 2019 Date _______________ Name of Supervisor _______________ Signature _____________ Date ii Dedication I would like to dedicate this body of work to my husband Niall for his amazing continual support and belief in me as well as the energy boosting cups of tea he makes and my parents Johann and Chyrine for their love and support throughout my academic journey.
    [Show full text]
  • Grimmfest Programming Team
    partners Contents Introduction from the Festival Director 5 A huge ‘thank you’ to our partners: Preview Night 7 Film programme: Angst, Piss and Shit 14 Antisocial 22 Attack of the Brainsucker 13 Big Bad Wolves 29 The Body 33 The Borderlands 15 The Butterfly Room 32 The Conspiracy 29 Crazy For You 15 Curse of Chucky 9 Found 28 Girl at the Door 13 The Gloaming 11 The Guest 24 Hansel and Gretel Get Baked 7 Hellraiser (special event) 23 Home Sweet Home 12 ATTACK OFHouse THE With WEREWOLVES 100 Eyes 14 The Human Race 27 [LOBOS DEJohn ARGA] Dies at the End 31 Spain; 2012; Jug98 min Face 24 Kiss of the Damned 28 Director: Juan Martinez Moreno The Machine 34 Starring: Gorka Otxoa, Carlos Areces, Secun de la Make-up Workshop 22 Rosa Modus Anomali 26 Status: English Premiere My Amityville Horror 21 Screening: 6.45PM – 8.25PM Next Exit 12 The Bastard On Love Air Child Of… 15 Paul Naschy and John Landis Out There 25 After 15 yearsThe away, Plan Tomas, an unsuccessful writer, 22 returns to theRadio village Silence of Arga in his native Galicia, 9 sponsors supposedly toSamuel get an and award. Emily In reality,vs. The however,World he is 27 needed thereSFX to endSession a curse that has been hanging 23 over the village for the past hundred years. A huge ‘thank you’ to our sponsor: Shellshocked 34 GRIMM’s EYESleep VIEW: Working Achieving the same masterful 25 balance of blackSmiley comedy and genuine chills as the 21 classic AMERICANStalled WEREWOLF IN LONDON, Juan 33 Martinez Moreno’s gory and mordantly funny tribute to Thanatamorphose 31 the classic werewolf films of Spanish horror icon Paul To Jennifer 11 Naschy, and the Universal horror movies that inspired him, has beenThe a hugeWicker hit Man in Spain.
    [Show full text]
  • National Skateboarding Championships Guide to Results Homologation for World Skateboarding Ranking
    NATIONAL SKATEBOARDING CHAMPIONSHIPS GUIDE TO RESULTS HOMOLOGATION FOR WORLD SKATEBOARDING RANKING This document aims to guide World Skate Member Federations governing Skateboarding, to apply for the inclusion of National Rankings into the World Skateboarding Ranking (WSR) valid toward the qualification to TOKIO2020 Olympic Games. The National Rankings may result from single events or circuit of events at the NF discretion. In order to maintain a certain standard and level in all National World Skate WSR homologated Championships, World Skate requires the National Federation to submit, at least 3 months before the event to be staged (according to the Olympic Qualifying Seasons dates), an application which shall include: a) Event(s) Name, dates and details; b) Exact location(s); c) Discipline (Street, Park or both); d) Detailed Event(s) Program; e) Flyer and other graphics and promotional material; f) Official website; g) Official social networks contacts; h) Skatepark/s images; Maison du Sport International | Av. De Rhodanie, 54 |1007 | Lausanne | Switzerland | Phone +41 216011877 [email protected] | [email protected] | www.worldskate.org i) Should the event(s) be staged with different age categories (e.g. Junior and Senior), establishment of which category will earn points for World Skate Ranking; The application must be sent within the limit set above to [email protected] and in cc to [email protected]. Meeting all these requirements will lead the National Federation concerned to a valuation process to be carried out by World Skate based on objective criteria, truthfulness of the information provided for in the application and equity. Within two weeks from the submission of the application, World Skate will provide the National Federation concerned with a final decision on the event provisional inclusion.
    [Show full text]
  • VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
    ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di
    [Show full text]
  • Artistic Swimming
    ARTISTIC SWIMMING EVENTS Women (3) Duets Teams Highlight Mixed (1) Duets QUOTA Qualification Host NOC Total Men 7 1 8 Women 64 8 72 Total 71 9 80 athletes MAXIMUM QUOTA PER NOC EVENT Qualification Host NOC Total Duets 1 duet (2 athletes) 1 duet (2 athletes) 12 duets of 2 athletes Teams 1 team (8 athletes) 1 team (8 athletes) 8 teams of 8 athletes Highlight 1 team (8 athletes) 1 team (8 athletes) 8 teams of 8 athletes Mixed Duets 1 duet (2 athletes) 1 duet (2 athletes) 8 Duets of 2 athletes Total 9 athletes (8 women + 1 man) 9 athletes (8 women + 1 man) 80 athletes (72 women + 8 men) Athletes may register for more than one event. Eight teams with a maximum of 8 (eight) athletes each may participate in the team and highlight competition (no reserves will be allowed). Eight duets with a maximum of 2(two) athletes (one man and one woman) each may participate in the mixed duet competition (no reserves will be allowed). Twelve teams with a maximum of 24 athletes (no reserves will be allowed) may participate in the duet competition. As Host Country, Colombia automatically will qualify one team in each event, with a maximum of 9 athletes (8 women and 1 man). Athlete eligibility The athletes must have signed and submitted the Athlete Eligibility Condition Form. Only NOCs recognized by Panam Sports whose national swimming federations are affiliated with the International Swimming Federation (FINA) and the Union Americana de Natación (UANA) may enter athletes in the Cali 2021 Junior Pan American Games.
    [Show full text]
  • Createworld 2011 Proceedings [PDF]
    CreateWorld 2011 Proceedings CreateWorld11 Conference 28 November - 30 November 2011 Griffith University, Brisbane Queensland Australia Editors Michael Docherty :: Queensland University of Technology Matt Hitchcock :: Griffith University, Qld Conservatorium CreateWorld 2011 Proceedings of the CreateWorld11 Conference 20 - 30 November Griffith University, Brisbane Queensland Australia Editor Michael Docherty :: Queensland University of Technology Matt HItchcock :: Griffith University Web Content Editor Andrew Jeffrey http://www.auc.edu.au/Create+World+2011 ISBN: 978-0-947209-38-4 © Copyright 2011, Apple University Consortium Australia, and individual authors. Apart from any use as permitted under the Copyright Act 1968, no part may be reproduced by any process without the written permission of the copyright holders. CreateWorld 2011 Proceedings of the CreateWorld11 Conference 28 - 30 November, 2011 Griffith University, Brisbane Queensland Australia Contents Robert Burrell, Queensland Conservatorium, Griffith University 1 Zoomusicology, Live Performance and DAW [email protected] Dean Chircop, Griffith Film School (Film and Screen Media Productions) 10 The Digital Cinematography Revolution & 35mm Sensors: Arriflex Alexa, Sony PMW-F3, Panasonic AF100, Sony HDCAM HDW-750 and the Cannon 5D DSLR. [email protected] Kim Cunio, Queensland Conservatorium Griffith University 18 ISHQ: A collaborative film and music project – art music and image as an installation, joint art as boundary crossing. [email protected]; Louise Harvey,
    [Show full text]