UNIVERSIDADE ESTADUAL DE CAMPINAS Instituto De Artes JULIA
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Fumito Ueda Och Samtalet Mellan Maskin Och Människa
INSTITUTIONEN FÖR KULTURVETENSKAPER Fumito Ueda och samtalet mellan maskin och människa Filip Ekström Kandidatuppsats: 15 hp Program: Kultur, kandidatprogrammet (KP1125) Nivå: Kandidat Termin/år: VT18 Handledare: Ola Stockfelt Examinator: Viveka Kjellmer ABSTRACT University of Gothenburg Department of Cultural Sciences Gothenburg, Sweden Bachelor of Arts – Program in Cultural Sciences, 15.0 higher education credits Graduating Thesis, spring 2018 Author: Filip Ekström Mentor: Ola Stockfelt Examinator: Title: Fumito Ueda – And the Conversation Between Human and Machine This thesis approaches videogame-designer Fumito Uedas three major works, ICO, Shadow of the Colossus and The Last Guardian, through the theories of cybernetics. Mostly those of the philosopher and mathematician Norbert Wiener. With the focus on the relation and communication between the player/human and the videogame/machine/computer. How the a.i-characters through Uedas games develop more and more liberties of being their own individuals, free from the player-characters full control, and how this effects the gameplay and players relation to the machine and his/hers interaction with them. It shows that through the evolution of Uedas a.i-characters, players learn to adapt more to the demands of a computer, and the digitally generated world. And using the communication made available by videogames, is able to adjust to these artificial creatures requirements, just as if they were real beings. Keywords: Cybernetics, videogames, intergration, machine/human interaction 1 INNEHÅLLSFÖRTECKNING -
Playstation Desvela Tráiler De La Historia De Shadow of the Colossus
PlayStation desvela tráiler de la historia de Shadow of the Colossus También al compositor Kow Otani hablando de la espectacular obra maestra que pone música a este videojuego tan especial. Sony Interactive Entertainment (SIE) ha presentado hoy dos nuevos vídeos del remake de Shadow of the Colossus™ para PlayStation®4 (PS4™) en los que se muestran el principio de esta épica historia y al compositor Kow Otani hablando de la espectacular obra maestra que pone música a este videojuego tan especial. En el tráiler de la historia se observan los inicios de la aventura tal y como fue concebida por Fumito Ueda en el videojuego original de PlayStation®2 publicado en 2005. Wander llega a la ciudad prohibida a lomos de su fiel yegua Agro con la bella Mono en sus brazos, la deposita cuidadosamente en el altar del Templo de Adoración y pide al misterioso Dormin que la ayude. Éste le dice que la única manera de ayudarla es derrotar a los 16 colosos que habitan la Tierra Prohibida, unos extraordinarios seres acorazados de dimensiones enormes que deberá encontrar siguiendo el haz de luz emanado de su espada. Uno de los aspectos que hacen de Shadow of the Colossus™ una obra de arte es, sin lugar a dudas, su maravillosa banda sonora. En ella se encuentra música de batalla, ambiental y de victoria y en palabras de su compositor Kow Otani, “Shadow of the Colossus™ ha renacido y el nivel de inmersión es increíble. Al actualizar la música quisimos dar más intensidad al inicio y al final, así que introdujimos más músicos y también instrumentos de cuerda. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
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. -
La Evolución De La Narrativa En El Videojuego Trabajo Final De Grado
La evolución de la narrativa en el videojuego Trabajo final de grado Curso 2018/2019 Javier M. García González Beneharo Mesa Peña Grado en Periodismo Profesor tutor: Dr. Benigno León Felipe Facultad de Ciencias Sociales y de la Comunicación Trabajo final de grado RESUMEN En este trabajo se pretende mostrar los mecanismos y funcionamientos narrativos dentro de la industria lúdica del videojuego, comentando los primeros títulos que fueron creados y la posterior evolución de la narración de sus historias. Asimismo, se analizarán las particularidades entre las mecánicas del videojuego y cómo estas se ajustan a la narrativa a cada género, señalando cuáles son los más populares, cuáles incurren más en disonancias, juegos de autor, así como aquellos títulos que han sentado precedentes a la hora de crear historias en los videojuegos. Como conclusión final, se tratará de mostrar las particularidades y complejidades de un medio que, si bien es menos longevo que el cine, música o la literatura, genera más beneficio que los anteriores en su conjunto. Por otro lado, aunque en sus inicios el videojuego tuviera unos objetivos más limitados, a lo largo de su evolución se ha acercado al lenguaje literario y cinematográfico, creando así una retroalimentación entre estas tres modalidades artísticas. PALABRAS CLAVE Videojuego, narrativa, ludonarrativa, software, interactividad, transmedia, arte, literatura, cine. ABSTRACT The aim of this work is to show the narrative mechanisms and functions within the video game industry, commenting on the first titles that were created and the subsequent evolution of storytelling. Also, It will analyze the particularities between the mechanics of the game and how they fit the narrative to each genre, indicating which are the most popular, which incur more dissonance, author games, as well as those titles that set precedents to create stories in video games. -
The Last Guardian Free Download
THE LAST GUARDIAN FREE DOWNLOAD Eoin Colfer | 328 pages | 10 Jul 2012 | Hyperion | 9781423161615 | English | New York, United States The Last Guardian His own development process? August 6th, - Fumito Ueda says the new project has a long way to go before finishing development. Also, Trico's size prevents it from entering small spaces, although not from lack of trying. The The Last Guardian is regurgitated, now suddenly covered in the tattoo-like markings. There are very few games that become legendary for a single moment, a single unforgettable The Last Guardian, but Ico is certainly one of them. While initially stunned by the talismans, Trico overcomes its fear and rescues the Boy, using its partially-healed wings to glide to safety. Inside, they discover the Master of the Valleyan evil being resembling an orb of both darkness and pale light, who controls the Knights and the other Trico-beasts. It upsets our deeply learned patterns of spatial reasoning in video games. Refuses to commit to a release. Retrieved 17 February The Last Guardian distribution:. The Last Guardian received "generally favorable" reviews, according to video game review aggregator Metacritic. Retrieved 13 June The game is so beautiful and amazing with a fascinating story. One including a strange tower that Trico does not dare go The Last Guardian. August 4th, - Shuhei Yoshida: "Team Ico has something really, really good on the way. When it first encounters the Boy, it is hostile, as he is under the direction of the Master. Start a Wiki. There were a hundred games released this year that are more fluid The Last Guardian fun to play minute-to-minute, and dozens that perform with a silky smooth frame rate, yet I'll remember this adventure with Trico long after I've forgotten those. -
Reverberations: How Modern Video Game Design
REVERBERATIONS: HOW MODERN VIDEO GAME DESIGN RELIES ON AUDIO AND HAPTIC COMMUNICATION TO ENFORCE RHETORICS OF PROCEDURE AND PLAY by Saunder Waterman Bachelor of Arts (Honours), University of King’s College, 2018 Supervisor: Dr. John Shiga A Major Research Paper presented to Ryerson University in partial fulfillment of the requirements for the degree of Master of Professional Communication In the program of Communications Toronto, Ontario, Canada, 2020 ©Waterman, 2020 Author’s Declaration I hereby declare that I am the sole author of this MRP. This is a true copy of the MRP, including any required final revisions. I authorize Ryerson University to lend this MRP to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this MRP by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my MRP may be made electronically available to the public. ii Abstract Modern video games are increasingly becoming a more mature and respected form of storytelling and art. The way in which games can interact with players provides those players with a control over their product that is unmatched by literature or cinema. Games communicate with players in many direct and indirect ways. This paper explores how audio and haptic modes of communication are employed by different types of video games to support both elements of gameplay and the themes and rhetoric that a game possesses. Specifically, this paper focuses on how Super Smash Bros. Ultimate and Legend of Zelda: Breath of the Wild express different aspects of control and procedural rhetoric through audio and haptic communication. -
The Last Guardian Narrating Through Mechanics and Empathy
The Last Guardian Narrating through Mechanics and Empathy Beat Suter In my dream I was flying. Flying through the darkness … I awoke to find myself in a strange cave. I noticed with a start that I was not alone. Beside me lay a great man-eating beast. (The Last Guardian 2016) Thus an older man begins with a deep voice from offstage and tells in retrospect his story, which he experienced as a boy. The poetic beginning is quickly re- placed by the presence of the boy and the beast that have to get familiar with each other and find their way in a foreign environment. Together they learn the mechanics of interaction and progress. The narrative mechanics of the game The Last Guardian couldn’t be easier at first. A boy and an animal find themselves in a chasm, which looks like a dun- geon. The large beast is chained and injured. The boy wakes up from uncon- sciousness and does not know where he is. It quickly becomes clear that the boy and the animal are in mutual dependence to each other. One cannot move for- ward without the other. EMPATHY AND SMALL NARRATIVE INTERPERSONAL INTERACTIONS It takes time for them to get to know each other and develop mutual support and cooperation. It is a slow approach. The boy tries to win the trust of the animal, 310 | Beat Suter which is much more powerful than him. This is the only way he can free the ani- mal from the chain and pull the spears from its wounds. -
Step 1. Place Garlic Near Every Entrance of the Room. This Will Keep Him Away. Step 2. Hold Onto a Cross Or Other Religious Symb
Step 1. Place garlic near every entrance of the room. This will keep him away. Step 2. Hold onto a cross or other religious symbol. He will not touch you as long as you keep it on your person. Step 3. Wait until sunrise. His powers will be nulled then and only during the day. Step 4. Place a wild rose stem and holy water on his coffin lid. This will prevent escape. Step 5. Drive a wooden stake into his heart Step 6. Decapitate the un-dead fiend. What a horrible night to have a curse, and what a wonderful night to bring back Creature Feature! After my Molyneaux meltdown in the last Creature Feature, I promised everyone a creature feature on the Prince of Darkness, himself. The Immortal Count. Nosferatu. The Impaler. The Night Walker. Vlad. The Vamp. That’s absolutely right! Today, I will be covering Count Dracula! You got your wooden stakes and crosses? Then, let us go out this evening for pleasure; the night is still young. Now, I should preface this by stating that the character of Count Dracula is NOT exclusive to video games. In fact, he didn’t even originate in the young form of media! The Count has his twisted roots in an actual person, a man named Vlad III of Wallachia—which is currently known as Romania. Vlad “Dracula” Tepes was a sadistic voivode (voy-vood), the equivalent of a prince. He was known for, among other things, impaling his victims on stakes slowly and painfully. This practice, meant to strike fear into any potential invaders and enemies, earned him the nickname “The Impaler”. -
2006 DICE Program
Welcome to the Academy of Interactive Arts and Sciences’® fifth annual D.I.C.E. Summit™. The Academy is excited to provide the forum for the interactive enter- tainment industry’s best and brightest to discuss the trends, opportunities and chal- lenges that drive this dynamic business. For 2006, we have assembled an outstanding line-up of speakers who, over the next few days, will be addressing some of the most provocative topics that will impact the creation of tomorrow’s video games. The D.I.C.E. Summit is the event where many of the industry’s leaders are able to discuss, debate and exchange ideas that will impact the video game business in the coming years. It is also a time to reflect on the industry’s most recent accomplish- ments, and we encourage every Summit attendee to join us on Thursday evening Joseph Olin, President for the ninth annual Interactive Achievement Awards®, held at The Joint at the Academy of Interactive Hard Rock Hotel. The creators of the top video games of the year will be honored Arts & Sciences for setting new standards in interactive entertainment. Thank you for attending this year’s D.I.C.E. Summit. We hope that this year’s confer- ence will provide you with ideas that spark your creative efforts throughout the year. The Academy’s Board of Directors Since its inception in 1996, the Academy of Interactive Arts and Sciences has relied on the leadership and direction of its board of directors. These men and women, all leaders of the interactive software industry, have volunteered their time and resources to help the Academy advance its mission of promoting awareness of the art and science of interactive games and entertainment. -
A Sutileza Do Silêncio
UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL INSTITUTO DE ARTES CURSO DE GRADUAÇÃO – LICENCIATURA EM ARTES VISUAIS Daniel Paulo Trindade A SUTILEZA DO VAZIO E D0 SILÊNCIO - APRENDENDO COM DESIGN POR SUBTRAÇÃO Porto Alegre 2019 Daniel Paulo Trindade A SUTILEZA DO VAZIO E D0 SILÊNCIO - APRENDENDO COM DESIGN POR SUBTRAÇÃO Projeto de Trabalho de Conclusão de Curso de Graduação apresentado ao Instituto de Artes da Universidade Federal do Rio Grande do Sul, como requisito parcial para a obtenção do título de Licenciado (a) em Artes Visuais. Área de habilitação: Artes Visuais Orientador: Prof. Dr. Celso Vitelli Porto Alegre 2019 Resumo Essa pesquisa tem como foco o estudo dos games - jogos digitais - mais especificamente sobre um método especifico de desenvolvimento, o Design por Subtração. Depois, relaciono esse método com o ensino dentro das escolas, mais especificamente o ensino de Arte. Acrescento aqui exemplos pontuais, como algumas práticas do estágio docente além de frases e relatos de alguns alunos. A prática em questão aconteceu em duas escolas diferentes, E.E.E.M. Baltazar de Oliveira Garcia para o ensino fundamental, 6º e 7º anos. E I.E. Dom Diogo de Souza para o ensino médio, 1º e 2º anos. Para me ajudar a pensar e construir a pesquisa e as aulas uso como base os jogos e a filosofia de design de games de Fumito Ueda, famoso por popularizar o termo Design por Subtração. Palavras-chave: subtração, jogos, ensino de arte. Sumário Introdução ................................................................................................................................................................................... -
Nintendo Game Boy
Nintendo Game Boy Last Updated on September 26, 2021 Title Publisher Qty Box Man Comments 4 in 1: #1 Sachen 4-in-1 Fun Pak Interplay Productions 4-in-1 Funpak: Volume II Interplay Productions Addams Family, The Ocean Addams Family, The: Pugsley's Scavenger Hunt Ocean Adventure Island II: Aliens in Paradise, Hudson's Hudson Soft Adventure Island II: Aliens in Paradise, Hudson's: Electro Brain Rerelease Electro Brain Adventure Island, Hudson's Hudson Soft Adventure Island, Hudson's: Electro Brain Rerelease Electro Brain Adventures of Rocky and Bullwinkle and Friends, The THQ Adventures of Star Saver, The Taito Aerostar VIC Tokai Aerostar: Sunsoft Rerelease Sunsoft Aladdin, Disney's Virgin Interactive Aladdin, Disney's: THQ Rerelease THQ Alfred Chicken Mindscape Alien vs Predator: The Last of His Clan Activision Alien³ LJN All-Star Baseball '99 Acclaim Alleyway Nintendo Altered Space Sony Imagesoft Amazing Penguin Natsume Amazing Spider-Man 3, The: Invasion of the Spider-Slayers LJN Amazing Spider-Man, The LJN Amazing Tater Atlus Animaniacs Konami Arcade Classic #1: Asteroids & Missile Command Nintendo Arcade Classic #2: Centipede & Millipede Nintendo Arcade Classic No. 3: Galaga & Galaxian Nintendo Arcade Classic No. 4: Defender / Joust Nintendo Asteroids Accolade Atomic Punk Hudson Soft Attack of the Killer Tomatoes THQ Avenging Spirit Jaleco Balloon Kid Nintendo Barbie Game Girl Hi-Tech Express Bart Simpson's Escape From Camp Deadly Acclaim Baseball Nintendo Bases Loaded Jaleco Batman Sunsoft Batman Forever Acclaim Batman: Return of the