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Guidelines on Successfully Porting Non-Immersive Games to Virtual
Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft John Porter III Matthew Boyer Andrew Robb Clemson University Clemson University Clemson University Clemson, SC, USA Clemson, SC, USA Clemson, SC, USA [email protected] [email protected] [email protected] ABSTRACT top 10 best seller list on the Steam marketplace after it was Virtual reality games have grown rapidly in popularity since released for pre-ordering. the first consumer VR head-mounted displays were released When porting a game to VR, one of the major challenges faced in 2016, however comparatively little research has explored by developers is adapting the controls of the non-immersive how this new medium impacts the experience of players. In game to work in the new immersive context. Several options this paper, we present a study exploring how user experience are open to developers. At the most basic level, developers can changes when playing Minecraft on the desktop and in im- change nothing and continue to allow users to play the game mersive virtual reality. Fourteen players completed six 45 using a keyboard or a gamepad. This method relies purely on minute sessions, three played on the desktop and three in VR. indirect input, as no aspect of the player’s bodily motion is The Gaming Experience Questionnaire, the i-Group presence used to interact with the game (expect for head motion). At the questionnaire, and the Simulator Sickness Questionnaire were most advanced level, developers can completely recreate the administered after each session, and players were interviewed controls to take full advantage of the motion controls afforded at the end of the experiment. -
10 Bad Ass Games DONG 3
(Oldest to Newest) DONG 1: Top 6 Scariest The Cell: http://www.gameshed.com/Adventure-Games/The-Cell/play.html The House Horror: http://www.gamezhero.com/online-games/adventure-games/thehouse-horror.html exmortis: http://www.gameson.com.br/Jogos-Online/Terror/Exmortis.html Purgatorium: http://www.gameson.com.br/Jogos-Online/Terror/Purgatorium.html Bright in the Screen: http://www.newgrounds.com/portal/view/469443 Closure: http://www.newgrounds.com/portal/view/480006 DONG 2: 10 Bad ass games Dress-up Elf: http://www.badassflashgames.com/flash-arcade-game.php?gameid=34455&gamena... Mechanical Commando: http://www.newgrounds.com/portal/view/475495 Fish like a man: http://www.i-am-bored.com/bored_link.cfm?link_id=55253 Zombie Tower Defense:http://666games.net/Violent/Flash/Play/620/Zombie_Tower_Defense_3.html Zombie Bites: http://www.hairygames.com/play-zombie-bites.html Zombie Golf Riot: http://www.addictinggames.com/zombiegolfriot.html Penguinz: http://www.kongregate.com/games/LongAnimals/penguinz Curious Weltling: http://www.newgrounds.com/portal/view/390151 Tactical Assassin Substratum: http://armorgames.com/play/2500/tactical-assassin-substratum Gangsta Bean: http://www.addictinggames.com/gangstabean.html Kill Kar II: Revenge: http://www.newgrounds.com/portal/view/519830 DONG 3: Make Harry and Herimone kiss and other online games Harry and Hermione: http://www.buzzfeed.com/ashleybaccam/harry-potter-kiss-game-battle Kill the pop-ups: http://www2.b3ta.com/realistic-internet-simulator/ I Don't Even Know: http://www.i-am-bored.com/bored_link.cfm?link_id=32676 -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
OMG Game Library
OMG Game Library Title Platform Arcade Archives VS. SUPER MARIO BROS. Nintendo Switch Arms Nintendo Switch ATV Drift & Tricks Nintendo Switch Bendy and the Ink Machine Nintendo Switch Carnival Games Nintendo Switch Donkey Kong Country: Tropical Freeze Nintendo Switch FIFA 20 Nintendo Switch Guacamelee! One-Two Punch Collection Nintendo Switch Just Dance 2019 Nintendo Switch Just Dance 2020 Nintendo Switch Just Dance 2021 Nintendo Switch Let’s Sing: Country Nintendo Switch Mario & Sonic at the Olympic Games: Tokyo 2020 Nintendo Switch Mario Kart 8 Deluxe Nintendo Switch Mario Kart 8 Deluxe Nintendo Switch Mario Kart Live: Home Circuit Nintendo Switch Monopoly for Nintendo Switch Nintendo Switch Mortal Kombat 11 Nintendo Switch Namco Museum Arcade Pac Nintendo Switch NBA 2K Playgrounds 2 Nintendo Switch NBA 2K20 Nintendo Switch New Super Mario Bros. U Deluxe Nintendo Switch PBA Pro Bowling Nintendo Switch Pokkén Tournament DX Nintendo Switch Rocket League Nintendo Switch Super Mario 3D All-Stars Nintendo Switch Super Smash Bros. Ultimate Nintendo Switch WWE 2K Battlegrounds Nintendo Switch Bait Oculus Quest 2 Beat Saber Oculus Quest 2 Creed Oculus Quest 2 Pistol Whip Oculus Quest 2 Racket Fury Oculus Quest 2 Real Fishing Oculus Quest 2 Stat Wars : Tales from the galaxy Oculus Quest 2 SUPERHOT Oculus Quest 2 Madden NFL 20 PlayStation 4 Ace Combat 7: Skies Unknown PlayStation 4 Apex Legends - Bloodhound Edition PlayStation 4 1 OMG Game Library Assetto Corsa Competizione PlayStation 4 Astro Bot Rescue Mission PlayStation 4 Batman Arkham VR -
Graveyard Keeper. a Review by Kathrin Trattner, 250
Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Graveyard Keeper. A Review Kathrin Trattner Abstract Review of the game Graveyard Keeper. Keywords: Graveyard Keeper, indie gaming, management simulation, death, postmortality, capitalism, gamevironments To cite this article: Trattner, K., 2018. Graveyard Keeper. A Review. gamevironments 9, 250-258. Available at http://www.gamevironment.uni-bremen.de. -
Schedule Devgamm Online
Red Stage Orange Stage Devtodev Stage Green Stage Unity Stage Streaming Stage Technology & May 14 GMT +3 Development 9:55 10:00 Opening by Lerika Mallayeva Art & Visuals New approach to reach core Power to the Artists: The Game Studies audience by psychology Evolution of 2D Game Tools 10:00 10:30 Aleksandr Odaynik, humanteq. Rus Scammell, Unity io Technologies Interactive Cognitive Art – (RU) Game Design Review (EN) Envisioning Information of Code quality of game engines: is it Game Design & Narrative Complex Interfaces really that bad? Let’s Work Together! How to Artyom Volkov, Hattori Graphics debugger RenderDoc: Ivana Randelshofer, Ubisoft George Gribkov, PVS-Studio improve your game with your vs breaking graphics down to the Düsseldorf (RU) players. Spaceship Commander last detail 10:30 11:00 (EN) Cooking Diary Case (RU) Sergey Kormishin, Igor Petrov, MYTONA CoreMission.net (RU) (RU) 11:00 11:15 B R E A K Mix Designing Real-time Dashboards to Analytics User segmentation, RFM support eSports spectating analysis or "fishing dialogue" 11:15 11:45 Sven Charleer, Freelance UX / Streaming Showcase Kate Nagornaya, Belka Games Game Design Review Dashboard / Dataviz R&D The Art of the Pitch Deck (RU) Automating game testing: War (EN) Christopher Wulf, Those Awesome Anna Kersar, AppQuantum Robots experience Guys Pacing the Flow of Information in vs Eugene Demidenko, Pixonic Business & Marketing Alan Dang, Genvid Technologies AAA Games: From the Open World "Whales" in free-to-play games Jumpy Quads (RU) of Horizon Zero Dawn, to the (EN) Vasiliy -
Evolution of the Youtube Personas Related to Survival Horror Games
Toniolo EVOLUTION OF THE YOUTUBE PERSONAS RELATED TO SURVIVAL HORROR GAMES FRANCESCO TONIOLO CATHOLIC UNIVERSITY OF MILAN ABSTRACT The indie survival horror game genre has given rise to some of the most famous game streamers on YouTube, especially titles likes Amnesia: The Dark Descent (Frictional Games 2010), Slender: The Eight Pages (Parsec Productions 2012), and Five Nights at Freddy’s (Scott Cawthon 2014). The games are strongly focused on horror tropes including jump scares and defenceless protagonists, which lend them to displays of overemphasised emotional reactions by YouTubers, who use them to build their online personas in a certain way. This paper retraces the evolution of the relationship between horror games and YouTube personas, with attention to in-game characters and gameplay mechanics on the one hand and the practices of prominent YouTube personas on the other. It will show how the horror game genre and related media, including “Let’s play” videos, animated fanvids, and “creepypasta” stories have influenced prominent YouTuber personas and resulted in some changes in the common processes of persona formation on the platform. KEY WORDS Survival Horror; Video Game; YouTube; Creepypasta; Fanvid; Let’s Play INTRODUCTION Marshall & Barbour (2015, p. 7) argue that “Game culture consciously moves the individual into a zone of production and constitution of public identity”. Similarly, scholars have studied – with different foci and levels of analysis – the relationships between gamers and avatars in digital worlds or in tabletop games by using the concept of “persona” (McMahan 2003; Waskul & Lust 2004; Isbister 2006; Frank 2012). Often, these scholars were concerned with online video games such as World of Warcraft (Filiciak 2003; Milik 2017) or famous video game icons like Lara Croft from the Tomb Raider series (McMahan 2008). -
Polish Game Industry
THE GAME INDUSTRY REPORT 2020 OF POLAND W ASD Enter Shift Alt Ctrl W A S D The game industry of Poland — Report 2020 Authors: Eryk Rutkowski Polish Agency for Enterprise Development Jakub Marszałkowski Indie Games Poland, Poznan University of Technology Sławomir Biedermann Polish Agency for Enterprise Development Edited by Sławomir Biedermann, Jakub Marszałkowski Cooperation: Ministry of Development Ministry of Culture and National Heritage Expert support: Game Industry Conference Published by the Polish Agency for Enterprise Development Pańska 81/83, 00-834 Warsaw, Poland www.parp.gov.pl © Polish Agency for Enterprise Development 2020 ISBN 978-83-7633-434-9 The views expressed in this publication are those of the authors and do not necessarily coincide with activities of the Polish Agency for Enterprise Development. All product names, logos and brands mentioned in this publication are the property of their respective owners. Printing of this publication has been co-financed from the European Regional Development Fund in the framework of the Smart Growth Operational Programme. 4 Table of contents Overview of the gaming sector .............................................................................................................. 7 A game has to stir up emotions Success story of 11 bit studios ............................................................................................................... 11 Global game market growth estimates and drivers ................................................................... 13 To diversify -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
Elenco-Giochi-Usati.Pdf
Elenco aggiornato il 09/07/2021 Il servizio di ritiro usato è un'attività che viene svolta SOLO in Negozio Recati nel Negozio più vicino a te per conoscere la valutazione dei giochi. L'elenco e le valutazioni sono soggette a variazioni; Il ritiro dei giochi usati è a discrezione del Negozio, il gioco deve essere in buone condizioni, completo di scatola e manuale e in versione Europea (PAL). Il codice ean deve corrispondere; EAN TITOLO PIATTAFORMA 45496420178 1-2 SWITCH NSW NINTENDO SWITCH 45496426347 51 WORLDW GAMES NSW NINTENDO SWITCH 5060327535468 A.O.T. 2 FINAL BATT. NSW NINTENDO SWITCH 3307216112006 AC 3+AC LIBER.REM. NSW NINTENDO SWITCH 3307216148401 AC REBEL COLLECTION NSW NINTENDO SWITCH 5060146468428 ALADDIN & LION KING NSW NINTENDO SWITCH 45496425463 ANIMAL CROSS.NEW H.NSW NINTENDO SWITCH 3499550384352 AO TENNIS 2 NSW NINTENDO SWITCH 5060327534409 AOT 2 NSW NINTENDO SWITCH 3499550362077 AQUA MOTO RACING NSW NINTENDO SWITCH 45496420352 ARMS SWITCH NINTENDO SWITCH 45496424701 ASTRAL CHAIN NSW NINTENDO SWITCH 5060327535314 ATELIER LULUA NSW NINTENDO SWITCH 45496428594 AVANCE WARS 1+2 NSW NINTENDO SWITCH 45496421472 BAYONETTA 2 NSW NINTENDO SWITCH 5060528033459 BEN 10: POWER TRIP NSW NINTENDO SWITCH 5026555067973 BIOSHOCK THE COLLECTION NINTENDO SWITCH 8023171043265 BLOODSTAINED NSW NINTENDO SWITCH 5026555068093 BORDERLANDS LEGENDARY C. NINTENDO SWITCH 45496425937 BRAIN TRAINING NSW NINTENDO SWITCH 45496426125 BRAVELY DEFAULT II NSW NINTENDO SWITCH 5030946124008 BURNOUT PARAD RE.NSW NINTENDO SWITCH 3391892009743 C. TSUBASA RISE OF NSW NINTENDO SWITCH 45496422349 CAPTAIN TOAD NSW NINTENDO SWITCH 5026555067386 CARNIVAL GAMES NSW NINTENDO SWITCH 5051891149618 CARS 3 NS NINTENDO SWITCH 3760156486413 CATS AND DOG NSW NINTENDO SWITCH 5030917294211 CRASH BANDICOOT 4 NSW NINTENDO SWITCH 5030917236778 CRASH BANDICOOT NSW NINTENDO SWITCH 5030917269844 CRASH TEAM RAC. -
Level Design in Virtual Reality
Level Design in Virtual Reality Veikka Saaristo BACHELOR’S THESIS November 2020 Degree Programme in Business Information Systems Game Development ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied Sciences Degree Programme in Business Information Systems Game Development SAARISTO, VEIKKA: Level Design in Virtual Reality Bachelor's thesis 68 pages November 2020 This thesis studies level design methodology and best practices regarding both traditional and virtual reality level design, as well as the author’s own professional experience as a virtual reality level designer with the objective of creating a custom map extension to Half-Life: Alyx (Valve 2020). The purpose of this thesis was to introduce virtual reality level design and to display how virtual reality levels are designed and created through a documented example. The thesis focuses on methods and practices that are applicable to work outside of a specific engine or editor. Data was collected from various sources, including several online publications, the individual views of industry professionals, developer websites of headset fabricators, and from literature. The map extension was created as a part of this thesis. It was developed using Valve’s own Hammer editor, which enabled building the level based on an original design. In addition to theory, this thesis addresses the design and creation of this map extension, offering excerpts from the process in form of in-editor screenshots and descriptions. During the creation of this thesis, the superiority of the Hammer editor compared to other editors and game engines used before was noted due to its first-class built-in level design tools. Learning a new work environment from the beginning and the choice of virtual reality headset used in the development proved challenging as the older Oculus Rift headset caused issues while working with a game as new as the one used as the case study. -
Spatial Communication in Videogame Environments
by Gregory Martin Whistance-Smith A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts Digital Humanities University of Alberta © Gregory Martin Whistance-Smith, 2019 Videogame environments constitute a vast expansion of the built environment, offering new worlds to explore and new spaces for engaging in a range of activities. While often framed by their activities, these virtual spaces are also meaningful for how they communicate values and shape behaviour, much as physical ones do. Theories of embodied cognition argue that human cognitive processes are grounded in our body-based engagement with the world, and they provide a robust way into analyzing how spaces communicate to their inhabitants and interactors. Using analyses of nine videogames, this study argues that virtual environments communicate spatially through the design of their interactive affordances, and how these evoke cognitive schemas, metaphors, and frames through interactions within the space. The nine works span three types of virtual environments: spaces designed (1) as rich worlds to explore (e.g. gardens), (2) as settings for meaningful action (e.g. workplaces), and (3) as scaffolds for training new modes of perception (e.g. installation artworks). These categories address players’ differing forms of engagement with each type of space, and the comparative analyses between works (within and across categories) capture a range of spatial communication strategies by revealing important commonalities and differences between works. Together, the analyses reveal the semiotic strategies used to create meaningful virtual places, while also suggesting approaches to designing meaningful built environments of all sorts. ` This thesis was a significant undertaking that I could not have completed without support from many sources.