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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? . -
[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. -
19. CD-ROM Games
Forthcoming in WOLF, Mark J.P. (ed.). Video Game History: From Bouncing Blocks to a Global Industry, Greenwood Press, Westport, Conn. 19. CD-ROM Games Carl Therrien While it became a standard relatively recently, disc-based storage goes a long way back in the history of video game distribution. The term encompasses a wide range of technologies, from magnetic floppy discs, analog laserdiscs, to a variety of digital optical media. Of the latter, the CD-ROM enjoyed the strongest following and the longest lifespan; as of 2006, a significant number of PC games are still burned on CDs. When it became the most common video game distribution format in the mid nineteen-nineties, the compact disc was already a standard in the music industry. In contrast to the magnetic tapes used for the distribution of albums and movies, optical discs allowed relatively fast, random, non-linear access to the content. But these features were already common in the realm of cartridge-based video game systems; the ROMs in Atari 2600 or Super Nintendo game cartridges were directly connected to the system’s working memory and could be read instantly. The CD drive optical head couldn’t compete; as a matter of fact, optical discs introduced the infamous “loading” screen to the console gamer. Video games benefited first and foremost from the storage capabilities of the CD-ROM. While the CD format shares its core technical principle with the more recent DVD standard (found in the Xbox and PlayStation 2) and other dedicated formats (such as the Dreamcast’s GD-ROM and the Gamecube optical disc), this chapter will focus solely on the integration of CD-ROM technology and its consequences on game design and development. -
Le Jeu Vidéo Sur Youtube : Historique De La Captation Et De La Diffusion Du Jeu Vidéo
Université de Montréal Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo par Francis Lavigne Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2017 © Francis Lavigne, 2017 Résumé Ce mémoire s’intéresse à la captation audiovisuelle et aux pratiques de commentaires sur le jeu vidéo. Tout d’abord, nous remettons en contexte l’émergence de ce type de production à l’aide d’une analyse historique de divers formats de diffusion (à la télévision, à l’aide de vidéocassettes, dans les suppléments de magazines et sur Internet). Ensuite, nous détaillons les limites et affordances de la plateforme participative YouTube. Puis, nous rattachons les commentaires de jeux vidéo aux concepts de boniment, de performance et de double performance. Enfin, nous analysons quatre genres de vidéos présents sur YouTube : les machinimas, les speedruns, les longplays et les let’s plays. Mots-clés Jeu vidéo, machinima, longplay, let’s play, speedrun, YouTube, boniment, commentaire, double performance i Abstract This research is aimed to understand the audiovisual recording and commentary practices of video games. First of all, we do a contextualisation of these types of production through a historical analysis of the way theses videos were diffused (from televised shows, to VHS, magazines’ bonuses, and on the Internet). After, we detail the limits and affordances of the YouTube sharing platform. Then, we create links between the commentary of video game and the concepts of film lecturer, performance and double performance. -
Realfilmaufnahmen in Computerspielen
Realfilmaufnahmen in Computerspielen. Analyse von Live-Action Full Motion Video Spielen. Autor: Steffen Boos - im März 2012 eingereicht als Masterarbeit - HOCHSCHULE MITTWEIDA UNIVERSITY OF APPLIED SCIENCES (FH) Fachbereich Medien Studiengang Information and Communication Science Erstprüfer: Prof. Dr. Ludwig Hilmer Zweitprüfer: Prof. Dr.-Ing. Robert J. Wierzbicki Datum 11.08.2013 Ort: Hamburg Inhaltsverzeichnis iii Inhaltsverzeichnis Vorwort 5 Referat 6 1 Einleitung 7 1.1 Zielsetzung . 9 1.2 Vorgehensweise . 11 2 Wissenschaftliche Einordnung und Historie von Live-Action Full Motion Video Spielen 12 2.1 Definition des Begriffs Spiel ........................... 12 2.1.1 Definition nach SALEN/ZIMMERMAN . 13 2.1.2 Definition nach JUUL ........................... 14 2.1.3 Definition nach ADAMS/ROLLINGS ................... 17 2.1.4 Fazit Definition des Begriffs Spiel .................... 17 2.2 Definition des Begriffs Computerspiel ...................... 18 2.2.1 Fazit Definition des Begriffs Computerspiel . 19 2.3 Definition des Begriffs Live-Action Full Motion Video Spiel . 20 2.3.1 Produktionsarten von Full Motion Video Spielen . 20 2.4 Historische Entwicklung von Full Motion Video Spielen . 23 3 Analyse von Live-Action Full Motion Video Spielen 36 3.1 Narration in Live-Action Full Motion Video Spielen . 36 3.1.1 Linearität vs. Nichtlinearität . 38 3.1.2 Interactive Storytelling . 39 3.1.2.1 Verzweigte Narration . 40 3.1.2.2 String of Pearls (Perlenkettenmodell) . 43 3.1.2.3 Foldback Stories (zurückgefaltete Geschichten) . 45 3.1.2.4 Amusement Park Model (Vergnügungsparkmodell) . 45 3.1.2.5 Building Blocks Model (Baukastenmodell) . 46 3.1.2.6 Fazit Interactive Storytelling . 46 3.2 Interaktivität in Live-Action Full Motion Video Spielen . -
7Th Guest Pc Download Frequently Asked Questions
7th guest pc download Frequently Asked Questions. Simple! To upload and share games from GOG.com. What is the easiest way to download or extract files? Please use JDownloader 2 to download game files and 7-Zip to extract them. How are download links prevented from expiring? All games are available to be voted on for a re-upload 30 days after they were last uploaded to guard against dead links. How can I support the site? Finding bugs is one way! If you run into any issues or notice anything out of place, please open an issue on GitHub. Can I donate? Donate. Do you love this site? Then donate to help keep it alive! So, how can YOU donate? What are donations used for exactly? Each donation is used to help cover operating expenses (storage server, two seedboxes, VPN tunnel and hosting). All games found on this site are archived on a high-speed storage server in a data center. We are currently using over 7 terabytes of storage. We DO NOT profit from any donations. What is the total cost to run the site? Total expenses are €91 (or $109) per month. How can I donate? You may donate via PayPal, credit/debit card, Bitcoin and other cryptocurrencies. See below for more information on each option. The 7Th Guest for Windows. The 7th Guest is a puzzle-based adventure game. In it, you take on the role of a mysterious person who finds himself in an old house with no idea of how he got there. Solving the puzzles located throughout the house will gradually reveal more of the story of Henry Stauf, the home's original inhabitant. -
I Lev Manovich the Language of New Media
I Lev Manovich The Language of New Media II To Norman Klein / Peter Lunenfeld / Vivian Sobchack III Table of Contents Prologue: Vertov’s Dataset.................................................................................VI Acknowledgments........................................................................................ XXVII Introduction ......................................................................................................... 30 A Personal Chronology........................................................................... 30 Theory of the Present.............................................................................. 32 Mapping New Media: the Method.......................................................... 34 Mapping New Media: Organization ....................................................... 36 The Terms: Language, Object, Representation ...................................... 38 I. What is New Media?........................................................................................ 43 Principles of New Media.............................................................................. 49 1. Numerical Representation................................................................... 49 2. Modularity .......................................................................................... 51 3. Automation ......................................................................................... 52 4. Variability .......................................................................................... -
The Performance of Interactive Narrative Experiences
School of Media, Culture, and Creative Arts Department of Communication and Cultural Studies Techno-Historical Limits of the Interface: the Performance of Interactive Narrative Experiences Andrew Hutchison This thesis is presented for the Degree of Doctor of Philosophy of Curtin University of Technology June 2009 Declaration To the best of my knowledge and belief this thesis contains no material previously published by any other person except where due acknowledgment has been made. This thesis contains no material that has been accepted for the award of any other degree or diploma in any university. Signature: …………………………………………. Date: ………………………... 2 Abstract This thesis takes the position that current analyses of digitally mediated interactive experiences that include narrative elements often lack adequate consideration of the technical and historical contexts of their production. From this position, this thesis asks the question: how is the reader/player/user's participation in interactive narrative experiences (such as hypertext fiction, interactive fiction, computer games, and electronic art) influenced by the technical and historical limitations of the interface? In order to investigate this question, this thesis develops a single methodology from relevant media and narrative theory, in order to facilitate a comparative analysis of well known exemplars from distinct categories of digitally mediated experiences. These exemplars are the interactive fiction Adventure, the interactive art work Osmose, the hypertext fiction Afternoon, a story, and the computer/video games Myst, Doom, Half Life and Everquest. The main argument of this thesis is that the technical limits of new media experiences cause significant ‘gaps’ in the reader’s experience of them, and that the cause of these gaps is the lack of a dedicated technology for new media, which instead ‘borrows’ technology from other fields. -
Eleventh Guest Pdf, Epub, Ebook
ELEVENTH GUEST PDF, EPUB, EBOOK Bodie Thoene,Brock Thoene | 279 pages | 28 Jun 2010 | Tyndale House Publishers | 9780842375382 | English | Wheaton, IL, United States Eleventh Guest PDF Book April 1, Michelle Fedele rated it really liked it Apr 14, Retrieved December 28, Although the game's manual states that there may be consequences for using the hint book , it can be used without penalty for every puzzle save for the last one. NA : EU : Overall Reviews:. Good, but rather short, and not as well written as the first few books of this series. This story goes back to the ten lepers that left the Valley of MaKob in the second book. Just Updated Version 1. Enter up to characters to add a description to your widget:. Stauf disappears into his mansion and is never seen again. Lisa rated it liked it Oct 10, You can use this widget-maker to generate a bit of HTML that can be embedded in your website to easily allow customers to purchase this game on Steam. These visions all take place on a night sometime after the deaths of the children, where six guests were invited to the Stauf mansion: Martine Burden, a former singer; Edward and Elinor Knox, a dissatisfied middle-aged couple; Julia Heine, a bank worker who reminisces of her youth; Brian Dutton, a fellow shop owner; and Hamilton Temple, a stage magician. Your Store. I This A. The Video Game Explosion. No minimum to No maximum. When all hope is lost an Angel of Mercy brings them to the Healer. WW : October 19, Sign In or Open in Steam. -
Final Report for George Sanger ADAT Project
Final Report for George Sanger ADAT Project Jeff Crow, Justin Kovar, Susanne Ristow and George Royer Problems in the Permanent Retention of Electronic Records Dr. Patricia Galloway University of Texas at Austin School of Information Spring 2010 Introduction The UT Videogame Archive at The Dolph Briscoe Center for American History seeks to preserve materials related to all aspects of videogame design and production. The Archive has taken possession of materials donated by George Sanger, the creator of music and sound for numerous videogames. Calling himself "The Fat Man," Sanger often collaborated with a group dubbed "Team Fat." One part of the collection is a number of ADAT digital audio tapes with music from the game The 7th Guest, which was developed by the company Trilobyte. It was released for multiple platforms by Virgin Interactive beginning in 1993. The game was one of the first to be released solely on CD-ROM due to the large amount of full motion video included in the game, which was also something new to videogames at that point. The game proved to be successful, winning multiple awards and spawning a sequel, The 11th Hour. As our project for Professor Pat Galloway's class INF 392K "Problems in the Permanent Retention of Electronic Records," we migrated digital audio from ADAT tapes provided by Sanger into WAV format that can preserved long term. This document describes the process undertaken to migrate the recordings in order to provide instructions and insights for posterity. It also details an interview we performed with Sanger, as well as recommendations for the future. -
Pour Une Analyse Des Discours Sur Le Jeu Vidéo : L'exemple
Décadrages Cinéma, à travers champs 39 | 2018 Jeu vidéo et cinéma Pour une analyse des discours sur le jeu vidéo : l’exemple des « cinématiques » Selim Krichane et Yannick Rochat Édition électronique URL : http://journals.openedition.org/decadrages/1341 DOI : 10.4000/decadrages.1341 ISSN : 2297-5977 Éditeur Association Décadrages Édition imprimée Date de publication : 1 décembre 2018 Pagination : 62-92 ISBN : 978-2-9700963-5-1 ISSN : 2235-7823 Référence électronique Selim Krichane et Yannick Rochat, « Pour une analyse des discours sur le jeu vidéo : l’exemple des « cinématiques » », Décadrages [En ligne], 39 | 2018, mis en ligne le 05 février 2021, consulté le 05 février 2021. URL : http://journals.openedition.org/decadrages/1341 ; DOI : https://doi.org/10.4000/ decadrages.1341 ® Décadrages 93 Selim Krichane et Yannick Rochat Pour une analyse des discours sur le jeu vidéo : l’exemple des « cinématiques » Le jeu vidéo God of War (Santa Monica Studio), paru le 20 avril 2018, a été qualifié à l’unanimité de jeu en « plan-séquence » par la presse spécia- lisée, nous rappelant ainsi la prégnance du lexique cinématographique au sein des schèmes de perception et d’évaluation des productions vi- déoludiques. L’absence de « saute » dans le flux visuel du jeu amène un journa liste de Libération à le qualifier de « plan-séquence de 30 heures » 1, 1 Marius Chapuis, « God of War : hache avant de se fendre d’une référence à La Corde (Alfred Hitchcock, 1948, de raison », Libération, 27 avril 2018, ver- E-U), puis d’ajouter : « Pas un temps de chargement, pas un plan de coupe, sion en ligne : http://next.liberation.fr/ images/2018/04/27/god-of-war-hache- pas un fondu au noir ne vient interrompre la progression d’une forêt de-raison_1646376. -
Klassiker Der Spielegeschichte
Klassiker der Spielegeschichte FMV-Adventures 27. November 2014 Prof. Dr. Jochen Koubek | Universität Bayreuth | Digitale Medien | [email protected] Virgin Games Trilobyte 1990-1999 1983-2003 1990 Rob Landeros, Graeme Devine 7th Guest „the new standard in interactive entertainment.“ — Bill Gates 7th Guest, Making of http://www.youtube.com/watch?v=X0IX4ajhlLA 1993 Narration: Matthew Costello 1995: The 7th Guest (with Craig Shaw Gardner) 2005: King Kong: The Island of the Skull 2008: Doom 3: Worlds on Fire 2009: Doom 3: Maelstrom 2011: RAGE Matthew J. Costello und Craig Shaw Gardner, 1995 3D-Grafik: Robert Stein Full Motion Video (FMV): Debra Mason Statische Kamera Halbtotale bis Halbnahe Einstellung Georges Méliès: L’homme à la tête de caoutchouc (1901) Musik: George Sanger Leitmotiv „The Game“ Maniac Mansion (NES) 1990 Wing Commander 1990 Loom (an adaptation of Tchaikovsky's Swan Lake) 1990 Fun House (NES) 1991 Home Alone (NES) 1991 Might and Magic III: Isles of Terra 1991 Wing Commander II: Vengeance of the Kilrathi 1991 RPM Racing 1991 Planet's Edge 1992 Ultima Underworld 1992 Faceball 2000 (SNES) 1992 Wings 2: Aces High 1992 The 7th Guest 1992 Zombies Ate My Neighbors 1993 IndyCar Racing 1993 NASCAR Racing 1994 The 11th Hour 1995 Scene It? 2000 Gameplay This was the personal computer's answer to Dragon's Lair. The programmer, Graeme Devine, was brilliant with video technology, creating an engine capable of playing video from the slow CD's of the time. The designer, Rob Landeros, had a cinematist's feel for imagery and emotion. Together, they built a smashingly beautiful product with truly haunting, genuinely frightening imagery.