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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. -
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. -
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). -
Schedule. May 15, 2014 Schedule. May 16, 2014
SCHEDULE. MAY 15, 2014 Conference Hall Tolstoy Hall Pushkin Hall Chekhov Hall Keynote: “Sincere Game Design" Simultanious translation of all sessions in Conference and Tolstoy Halls is provided Technology & Development 10:00 - 11:00 Rami Ismail, Vlambeer Art & Animation Game Design Production “Preproduction of art in Zeptolab games" “Unity 5 - What News is There For You" Games & Indies 11:00 - 11:30 Alexey Atomsky, Zeptolab Oleg Pridiuk, Unity “Interactive Installations: Massively Marketing Single-player Offline Games" Unity@DevGAMM “The Power of the Facebook Platform for “Game cinematics. Money waste or Valentin Simonov, Interactive Lab 11:30 – 12:00 Gaming Developers" important part of success?" Julia Ognieva, Facebook Vitalijus Zukas, OKTA Speed Game Dating First Stream “Ten Key Steps to a Successful Release “Manifesto of computer game writers" 12:00 – 12:30 Partnership" Nikolay Dybovskiy, Ice-Pick Lodge “Think in other way? Good luck then!" Ted Ursu, Funtomic Maria Kochakova, Message Quest Anton Volkov, AlternativaPlatform “Creation of graphics for Maze and “Finding AwayJS" 12:30 – 13:00 5734L3R" Rob Bateman, Away3D Stanislav Baturin, Indie Developer 13:00 – 15:00 Lunch Lunch Lunch Lunch “Game design. “Overcome the bottleneck of HTML5 Discussion Panel: “Postmortem Sheep Happens" 15:00 – 15:30 Problem – solution" mobile game performance" Elena Stolbova, LingPlay Alexey Davydov, Flazm.com David Goemans, BoosterMedia Speed Game Dating Anton Karlov, Indie Developer Second Stream “Road To Japan - How To Do Marketing of Vladimir Kovtun, -
The Turning Tide: Independent Game Sales in 2015
The Turning Tide: Independent Game Sales in 2015 Mike Rose tinyBuild Games @RaveofRavendale Welcome to digital game sales in 2015 ● Making a great game is only half the battle ● You need to know how, and where, to sell it ● How do you decide which digital platforms will work for you? Let’s look at digital sales figures for… ● Nintendo eShop ● PC (Steam vs GOG, Humble etc) ● Mobile ● PlayStation Network ● Xbox Marketplace Omissions Xbox 360/PS3? ● Barely any indie titles on 360/PS3 in 2014 ● PS3 now folds into Cross-play Free-to-play? ● Difficult to quantify in terms of sales ● Barely any real data out there for indies ● Crossy Road talk tomorrow at 4:30pm! Wii U eShop - overview ● Nintendo Wii U – 9.2m units worldwide ● Around 80 indie games released in 2014 ● Prices tend to range from $3 to $15 ● Nintendo may feature on front of store ● Cut-price sales are uncommon Wii U eShop – sales figures Low-end: 300 to 1,000 sales Poorly rated, no marketing, Wii U only Mid-end: 1,000 to 10,000 sales Multiplatform, marketing presence High-end: 10,000 to 60,000 sales Massive success on other platforms Wii U eShop - notes ● Can provide a great launch if featured… ● But sales peter out quickly ● Needs more discount opportunities ● Sells less than other platforms… ● But devs say it’s worth the port 3DS eShop - overview ● Nintendo 3DS – 50.41m units worldwide ● Around 15 indie games released in 2014 ● Prices tend to range from $3 to $15 ● Nintendo may feature on front of store ● Cut-price sales are not common 3DS eShop – sales figures Low-end: 1,000 to -
5. Build the Game You Can Afford 5
STEAM 201 SOUND ADVICE FROM SUCCESSFUL STEAM DEVELOPERS “If you could share one very important tip for an up-and-coming PC game developer, what would it be?” “If you could make one change to the way you launched your game, knowing what you know now, what would you change?” Don’t assume anyone knows what they are talking about… Including me • You know your game best • Your community will be a unique group • You are a part of your community Do what is best for them • There is no “one size fits all” 1. BE HONEST WITH YOUR WORK 1. Be Honest with Your Work “Game design is a conversation with players about things you find interesting” “Passionate developers make a long lasting impact on their community” “Pick apart the shortcomings of your work, what needs to be worked on and where do you need to grow” Edmund McMillen – Binding of Isaac Rebirth, Super Meat Boy “Make the game for yourself. The biggest mistake I see people make is to target an audience they're not a part of, and don't understand - just because that's where all the popularity is right now.” Garry Newman – Garry’s Mod, Rust 1. Be Honest with Your Work “As a small developer you can’t afford to be the best at everything. Figure out what you do better than anyone else and hone in on that” Jeremy Stieglitz – ARK: Survival Evolved Dino-Riders © 1988 Marvel Productions / Turok – Dinosaur Hunter © 1997 Acclaim Entertainment / Dinotopia: A Land Apart From Time © 1992 James Gurney “Believe in yourself and have complete faith in your game. -
Weekly News Digest #6
Feb 8 — Feb 14, 2021 Weekly News Digest #6 Hi everyone, Last week we've had an awesome collaboration with our friends from Master the Meta and wrote a few words about the Glu Mobile acquisition by EA. You can read the full article via the link. Though It partially explains the strategic rationale behind the deal, we still have some more numbers and details to present in our today’s digest. Let’s dive into the recently announced transactions in the gaming industry. EA Acquires Glu Mobile at $2.1B enterprise valuation U.S.based video game giant Electronic Arts (NASDAQ: EA) enters into an agreement to acquire U.S. based mobile game developer Glu Mobile (NASDAQ: GLUU) for $2.1B in enterprise value. The equity purchase price is paid in cash and accounts for $2.4B ($12.5 per share), including a ~$364m net cash on the balance. Transaction details > The price includes a 36% premium to Glu’s closing share price on the previous day (Feb 5, 2021); > The transaction is fully financed by EA’s cash on hand; > Based on Glu’s annual 2020 results, the transaction multiplies are 3.9x EV/Revenue, 71.2x EV/EBITDA, and 27.5x EV/adj. EBITDA; > The acquisition should be closed by the end of Q2’21. Strategic Rationale > Further expansion into the rapidly growing mobile space — increasing EA’s mobile bookings by 70% Based on 2020 results, Glu’s bookings accounted for $660m whereas EA reported $780m. Moreover, EA’s mobile sports games’ revenue fouryear CAGR of 24% is almost 2x times higher than sport PC/console games (13%). -
Ico Partners
1 Guerrilla Marketing Promote your game with little money, much insanity and maximum impact @Olima Thomas REISENEGGER MORE GAMES but… … not more websites Some games get more love than others @Olima 5 @Olima 6 @ Trials ofBlood Dragon the Trials Olima Number of online articles 100 150 200 250 50 0 08.06 10.06 12.06 14.06 16.06 18.06 + Release + Reveal E3 20.06 22.06 24.06 26.06 28.06 30.06 02.07 04.07 06.07 08.07 – 10.07 Coverage Media 12.07 14.07 16.07 18.07 20.07 22.07 24.07 26.07 28.07 7 30.07 SOURCE : ICO PARTNERS 01.08 03.08 05.08 07.08 09.08 11.08 @Olima 8 @ Trials ofBlood Dragon the Trials Olima Number of online articles 100 150 200 250 50 0 08.06 10.06 12.06 14.06 16.06 18.06 + Release + Reveal E3 20.06 22.06 24.06 26.06 28.06 30.06 02.07 announced Demo 04.07 06.07 08.07 – 10.07 Coverage Media 12.07 14.07 16.07 18.07 20.07 released Demo 22.07 24.07 26.07 28.07 9 30.07 SOURCE : ICO PARTNERS 01.08 03.08 05.08 07.08 09.08 11.08 Content Overview 1 What is Guerrilla marketing? 2 How to do Guerrilla marketing 3 Media & sales impact 4 5 free Guerrilla marketing ideas @Olima 10 Thomas Reisenegger • Currently - PR Manager ICO Partners, Brighton UK League of Legends, SMITE, Endless Space 2, Endless Legend Armello, Fragments of Him, The Lion’s Song, Blackwood Crossing • consol.AT / consolPlus 7 years freelance video game journalist • Austrian Award „PR Panther“ in Youngster Category Launch PR campaign for iOS/Android game Diskobolos • Talks about games PR at GDC, Digital Tapei... -
Second-Annual SXSW Gaming Awards Announces Finalists in 21 Categories Actress and Comedian Janet Varney and Youtube Personality
Second-Annual SXSW Gaming Awards Announces Finalists in 21 Categories Actress and comedian Janet Varney and YouTube personality Markiplier to host Dragon Age: Inquisition out in front with five nominations including Excellence in Narrative and Game of the Year AUSTIN, Texas (Jan. 22, 2015) — South by Southwest (SXSW) Gaming today announced the finalists for its second-annual SXSW Gaming Awards presented by iam8bit, Logitech, Porter Novelli and Wikia – part of SXSW Gaming 2015 – taking place on Saturday, March 14 at 7 p.m. at Austin City Limits Live at The Moody Theater. The Gaming Awards will honor major studio and indie game titles in 21 categories. The SXSW Gaming Awards are free and open to the public of all ages; Interactive, Gold and Platinum Badge holders receive early entry and preferred seating. The SXSW Gaming Awards complements the 2015 SXSW Gaming Expo, which runs March 13- 15, 2015. Located at the Palmer Events Center, the SXSW Gaming Expo is also a free event and open to the public of all ages. “It’s fantastic to see the SXSW Gaming Expo continue to get bigger and better each year and to have the Gaming Awards continue to grow along with it,” said Justin Burnham, SXSW Gaming Project Manager. “We’ve added several new award categories in 2015 and with a diverse list of finalists, from heavy-hitting AAA titles like Middle-earth: Shadow of Mordor to indie stand-outs like Shovel Knight, we’re excited to see who comes out on top!” Making the awards ceremony a truly entertaining and celebratory evening, this year’s event will be hosted by actress and comedian Janet Varney along with actor and popular YouTube personality Markiplier. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Earnings Release for Fiscal Year Ended March 2016 Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2012 FY3/2013 FY3/2014 FY3/2015 FY3/2016 Net sales 647,652 635,422 571,726 549,780 504,459 Cost of sales 493,997 495,068 408,506 335,196 283,494 Gross profit 153,654 140,354 163,219 214,584 220,965 (Gross profit ratio) (23.7%) (22.1%) (28.5%) (39.0%) (43.8%) Selling, general and administrative expenses 190,975 176,764 209,645 189,814 188,083 Operating income -37,320 -36,410 -46,425 24,770 32,881 (Operating income ratio) (-5.8%) (-5.7%) (-8.1%) (4.5%) (6.5%) Non-operating income 9,825 48,485 53,136 46,043 14,550 (of which foreign exchange gains) ( - ) (39,506) (39,287) (34,051) ( - ) Non-operating expenses 33,368 1,592 624 283 18,641 (of which foreign exchange losses) (27,768) ( - ) ( - ) ( - ) (18,356) Ordinary income -60,863 10,482 6,086 70,530 28,790 (Ordinary income ratio) (-9.4%) (1.6%) (1.1%) (12.8%) (5.7%) Extraordinary income 84 2,957 4,922 3,737 407 Extraordinary losses 98 3,243 79 2,176 1,482 Income before income taxes and minority interests -60,877 10,197 10,929 72,091 27,715 Income taxes -17,659 3,029 34,132 30,228 11,197 Profit -43,217 7,168 -23,202 41,862 16,518 Profit attributable to non-controlling interests -13 68 20 18 13 Profit attributable to owners of parent -43,204 7,099 -23,222 41,843 16,505 (Profit attributable to (-6.7%) (1.1%) (-4.1%) (7.6%) (3.3%) owners of parent ratio) - 1 - Nintendo Co., Ltd. -
Pathologic 2 Soundtrack Download Link
Pathologic 2: Soundtrack Download Link 1 / 4 Pathologic 2: Soundtrack Download Link 2 / 4 3 / 4 The soundtrack and effects are scary and forbidding in the same breath, and the voiceover used by the characters is excellently performed.. Volch'ya Yagoda Soundtrack for the game Pathologic 2 - a dark adventure in the ... the free Bandcamp app, plus high-quality download in MP3, FLAC and more.. If there are any soundtracks matching the game for download, a list will appear. ... through a hundred OST albums rather than having no soundtrack to download at all! ... If you like this site, please consider donating by clicking this link. ... Burnout 2 Soundtrack (FLAC + MP3, 32 songs) ... Pathologic Classic OST (32 songs). Pathologic 2 Demo Now Available To Download On PC ... you're interested in trying out the demo for yourself, it is available for free at this link.. Pathologic is a 2005 role-playing and survival game developed by Russian studio Ice-Pick ... Under publisher tinyBuild, the Pathologic remake was retitled Pathologic 2 to distinguish it from ... Special pages · Permanent link · Page information · Cite this page · Wikidata item. Print/export. Download as PDF · Printable version .... The Void is a 2008 first-person adventure video game developed by the Russian studio ... 1 Synopsis; 2 Gameplay; 3 Reception ... The bonus disk contains a full soundtrack, all the trailers ever made for the game, Nikolay Dybowskiy's recordings from KRI, a game music video about Pathologic, and artwork from the game.. So much is defined and enhanced by the soundtrack: each planet has ... is the perfect accompaniment to Pathologic 2's dreadful, dying world. -
Lifting the Lid on Video Games
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Mystery Shopper Issue 8 £3 wfmag.cc Mystery and making in Mineko’s Night Market 08 GAME-CRAFTING TIPS/ADVICE/GUIDES 72000 Make a score Horror city Amazing 16 attack game planning sound design 7263 Cram an action Simple ways to make Create worlds with 97 08 game into 1kB of code scarier locations sound and music Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory oer The ugliness of photorealism an we stop calling triple-A games ‘beautiful’ massive commercial ventures and characterise them as as a reflexive move? This is probably an beautiful’ extremely distasteful. We should know better. unreasonable ask, and there’s likely some ost, if not entirely all, game developers who work C beauty to be found in some of these big, big at triple-A studios don’t enoy many protections from games. ut every year we get the same maor studios abusive crunch practices: massive layoffs (as we’ve ust racing towards a chasm of hyper-fidelity. Throwing more DIA LACINA seen at Activision liard) to make earnings calls sound money, time, and bodies into the problem, as though better, or the ability to petition for the kinds of bonuses Dia Lacina is a they’re trying to build a bridge ust stable enough to or residuals they deserve from shipping a title that sells. queer indigenous cross into the next hardware cycle. trans woman writer, We know that labour conditions in this industry suck And every year, we get critics, and gamers, and photographer, and because we know how uickly people burn out and marketing departments all enraptured with the founding editor of leave.