Sony Computer Entertainment America Announces PLAYSTATION(R)
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Will Sony╎s Fourth Playstation Lead to a Second Sony V. Universal?
WILL SONY’S FOURTH PLAYSTATION LEAD TO A SECOND SONY V. UNIVERSAL? † SETH ASCHER ABSTRACT Sony has included a “share” button on the next version of their popular PlayStation video game system. This feature is meant to allow players to record and share videos of their gameplay. This service shares similarities with the controversial “record” button that Sony included with its Betamax players over thirty years ago. The Betamax player was the subject of the landmark case Sony v. Universal, a foundational case for the modern application of copyright law to new technology. This Issue Brief examines how this “share” feature would fare under the framework laid out by Sony v. Universal and other evolutions in copyright law. INTRODUCTION On February 20, 2013, Sony announced their newest videogame system, predictably named the PlayStation 4.1 Chief among its new features is the share button displayed prominently on its controller.2 Microsoft’s newest offering also has a similar feature.3 Pressing the share button will allow a player to post images or videos of their gameplay to the internet, sharing them with their friends and complete strangers.4 The PlayStation 4 even buffers the last few minutes of gameplay so that a player can share their gameplay video after the fact.5 Sony’s intention is to provide an easy way for players to share images and videos online. Copyright © 2014 by Seth Ascher. † Duke University School of Law, J.D. 2014. 1 Video of the press announcement is available on numerous websites. E.g., Sony PlayStation 4 Press Conference, GAMESPOT (Feb. -
Playstation®4 Launches Across the United States
FOR IMMEDIATE RELEASE PLAYSTATION®4 LAUNCHES ACROSS THE UNITED STATES AND CANADA With the PS4™system, Sony Computer Entertainment Welcomes Gamers to a New Era of Rich, Immersive Gameplay Experiences TOKYO, November 15, 2013 – Sony Computer Entertainment Inc. (SCEI) today launched PlayStation®4 (PS4™), a system built for gamers and inspired by developers. The PS4 system is now available in the United States and Canada at a suggested retail price of USD $399 and CAD $399, arriving with a lineup of over 20 first- and third-party games, including exclusive titles like Knack™ and Killzone: Shadow Fall™. In total, the PS4 system will have a library of over 30 games by the end of the year. *1 “Today’s launch of PS4 represents a milestone for all of us at PlayStation, our partners in the industry, and, most importantly, all of the PlayStation fans who live and breathe gaming every day,” said Andrew House, President and Group CEO, Sony Computer Entertainment Inc. “With unprecedented power, deep social capabilities, and unique second screen features, PS4 demonstrates our unwavering commitment to delivering phenomenal play experiences that will shape the world of games for years to come.” The PS4 system enables game developers to realize their creative vision on a platform specifically tuned to their needs, making it easier to build huge, interactive worlds in smooth 1080p HD resolution.*2 Its supercharged PC architecture – including an enhanced Graphics Processing Unit (GPU) and 8GB of GDDR5 unified system memory – is designed to ease game creation and deliver a dramatic increase in the richness of content available on the platform. -
Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data
MASTER THESIS Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data Author: Stijn de Koning Supervisor: Mata Haggis-Burridge This thesis is submitted in fulfilment of the requirements for the degree of Master Game Technology In the International Games Architecture and Design Academy for Digital Entertainment June 25, 2021 Declaration of Authorship I, Stijn de Koning, declare that this thesis titled, “Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data” and the work presented are my own. I confirm that: ● This work was done wholly or mainly while in candidature for a research degree at this University. ● Where any part of this thesis has previously been submitted for a degree or any other qualification at this University or any other institution, this has been clearly stated. ● Where I have consulted the published work of others, this is always clearly attributed. ● Where I have quoted from the work of others, the source is always given. With the exception of such quotations, this thesis is entirely my own work. ● I have acknowledged all main sources of help. ● Where the thesis is based on work done by myself jointly with others, I have made clear exactly what was done by others and what I have contributed myself. Signed: Date: June 24, 2021 1 2 Breda University of Applied Sciences Abstract International Games Architecture and Design Academy for Digital Entertainment Master of Game Technology Real-Time Procedural Risers in Games: Mapping Riser Audio Effects to Game Data By Stijn de Koning The application of audio to a nonlinear context causes several issues in the game audio design workflow. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Established in 1998 Sumthing Else Music Works Is the Industry Leader
SUMTHING ELSE MUSIC WORKS’ SOUNDTRACKS HONORED AT 6TH ANNUAL GAME AUDIO NETWORK GUILD AWARDS Halo 3, Mass Effect, Red Steel Nominated for “Best Original Soundtrack Album” Halo 3 and Mass Effect Nominated for “Audio of the Year” New York – February 7th, 2008 – The Game Audio Network Guild (G.A.N.G.), the non-profit organization dedicated to the advancement and recognition of game audio, recently announced the finalists for the 6th Annual G.A.N.G. Awards to honor outstanding creative, technical and artistic audio achievement in the world of interactive entertainment. Of the 20 entries in the top 4 Award categories, 7 are on the Sumthing Else Music Works (SEMW) Label. These include 3 of the 5 nominees in “Best Original Soundtrack Album” and 2 of the 5 for “Audio of the Year.” Winners will be announced at the 6th Annual G.A.N.G. Awards ceremony being held on Thursday, February 21st, 2008 in San Francisco, CA during the Game Developers Conference. The show will take place in the North Hall of the Moscone Center (Room 134) and will include live video game music performances throughout the evening. SEMW finalists in the 6th Annual G.A.N.G. Awards are highlighted below. AUDIO OF THE YEAR BioShock Call of Duty 4: Modern Warfare God of War II Halo 3 Mass Effect MUSIC OF THE YEAR Assassin’s Creed BioShock God of War II Halo 3 The Golden Compass SOUND DESIGN OF THE YEAR BioShock Call of Duty 4: Modern Warfare Crysis The Orange Box Uncharted: Drake’s Fortune BEST ORIGINAL SOUNDTRACK ALBUM Dead Head Fred God of War II Halo 3 Mass Effect Red Steel BEST -
PS4 Bundle Description Playstation 4: Playstation 4 Is the Best Place To
PS4 Bundle Description PlayStation 4: PlayStation 4 is the best place to play with dynamic, connected gaming, powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second- screen features. Combining unparalleled content, immersive gaming experiences, all of your favorite digital entertainment apps, and PlayStation exclusives, PS4 centers on gamers, enabling them to play when, where and how they want. PS4 enables the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. Includes PlayStation 4 System with 500 Gb Hard Drive, PlayStation 4 DualShock 4 Controller, HDMI Cable, Power Cable, Wired Mono Headset, and USB Charging Cable. (Please see Spec Sheet for additional details) Call of Duty: Ghosts: The franchise that has defined a generation of gaming is set to raise the bar once again with the all-new Call of Duty: Ghosts. Published by Activision and developed by Infinity Ward, the studio that created the original Call of Duty and the critically-acclaimed Call of Duty: Modern Warfare series, Call of Duty: Ghosts ushers in the next generation of the franchise, delivering a riveting all-new gameplay experience built on an entirely new story, setting and cast, powered by a new next-generation Call of Duty engine. For the first time in Call of Duty, gamers play as the underdog, fighting as part of a single squad against an enemy that has superior numbers and firepower. Call of Duty: Ghosts' genre-defining multiplayer delievers gameplay innovations throughout, including dynamic map events, character customization, and more. -
Chris Riddell
84 Greville Road, Cambridge, Chris Cambridgeshire, CB1 3QL Mobile: +44 (0)7395 484351 Riddell E-Mail: [email protected] Portfolio: www.axisphere.art -3D Artist- Profile As a highly motivated and self-taught CG artist I have always pushed the industries current tools to produce real-time art work of the upmost quality. Being interested in game engines, I have always enjoyed working with cutting edge technology to push the envelope of real- time graphics. I continue to provide creative input into producing some of the industry's best tools and rendering technology to produce work of excellent merit. As a keen learner and avid tech fanatic I always seek and pursue innovation. Experience Virtual Arts Limited 2017 - Present - Principal Artist/Tech Art I joined a new startup in Cambridge for a fresh challenge in Mobile VR/AR. My role at Virtual Arts Limited is creating shader networks, Unity tech art, content creation, inputting into creating our own engine/tool pipeline and to schedule artwork. Sony Interactive Entertainment 2004-2017 - Principal Artist I joined SCEE/SIE as a standard level artist and progressed to principal level. My 13-year period saw a lot of projects with some very challenging situations creating games for brand new platforms/technology, the toughest challenge being to create a Virtual Reality title (RIGS) which would be fast paced without creating nausea and achieve a solid 60 FPS throughout the experience. In my career at Sony I’ve inputted into developing our internal engines and tools, create 2D/3D graphics for our products, produce basic concept art to focus prototypes for future projects, write technical documentation and tutorials to educate the art team, worked closely with marketing to provide resources to advertise and create online social media presence, entertained VIP visitors, and educated myself in legal issues regarding design and copyright issues. -
The Playstation Vita Checklist
The PlayStation Vita Checklist - (R2) A Complete List of all 229 Western Europe (Region 2) Physical Vita Game Releases 7’s Carlet Handball 16 Resistance: Burning Skies 99 Vidas Hatsune Miku: Project Diva F 2nd Riddled Corpses EX A Rose in the Twilight History: Legends of War Ridge Racer Aegis of Earth: Protonovus Assault Hyperdevotion Noire: Goddess Black Heart Root Letter Akiba's Beat Hyperdimension Neptunia: Producing Perfection Rugby 15 Akiba's Trip: Undead & Undressed Hyperdimension Neptunia Re;Birth2 Rugby World Cup 2015 Angry Birds: Star Wars Hyperdimension Neptunia Re;Birth3 Sayonara UmiharaKawase++ Arcana Heart 3: LOVE MAX!!!!! Hyperdimension Neptunia U: Action Unleashed Senran Kagura: Estival Versus Army Corps of Hell Ice Cream Surfer Shinobido 2: Revenge of Zen Asphalt Injection Injustice: Gods Among Us: Ultimate Edition Silent Hill: Book of Memories Assassin's Creed III: Liberation inviZimals: The Alliance Slain: Back from Hell Assassin's Creed Chronicles inviZimals: The Resistance Sly Cooper: Thieves in Time Atelier Shallie Plus: ~Alchemists of the Dusk Sea~ Jonah Lomu Rugby Challenge Smart as... Axiom Verge J-Stars Victory VS + Sonic & All Star Racing Transformed Bad Apple Wars Killzone: Mercenary Sorcery Saga: Curse of the Great Curry God Batman: Arkham Origins: Blackgate Lego: Batman 2: DC Super Heroes Soul Sacrifice Ben 10: Galactic Racing Lego: Batman 3: Beyond Gotham Space Hulk Best of Arcade Games Lego: Harry Potter: Years 5 - 7 Spongebob Hero Pants Bit Dungeon + Lego: Jurassic World Spy Hunter BlazBlue: Chrono Phantasma -
Copyrighted Material
Index Ace Combat, 11 audience achievements, 368–369 age of, 29 Action Cartooning (Caldwell), 84n1 control needs of, 158–159 actuators, 166–167 pitch presentation and, 417–421 Advance Wars series, 11 Auto Race, 7 aerial combat, 270 autosave, 192, 363–364 Aero the Acrobat, 52 “ah-ha!” experience, 349 background music, 397–398 “aim assist,” 173 backtracking, 228 aiming, 263–264 badass character, 86–88, 86n2 Aliens (movie), 206 bad video games, 25, 429 “alley” level design, 218–219 Band Hero, 403 Alone in the Dark, 122 Banjo-Kazooie, 190 Alphabetical Bestiary of Choices, 304–313 Batman: Arkham Asylum, 46, 50, 110, 150, 173, 177, alternate endings, 376 184, 250, 251, 277, 278, 351, 374 American Physical Therapy Association exercises/ Batman comic book, 54 advice, 159–161, 159n3 Batman TV program, 86, 146 ammunition gauge, 174 Battle of the Bands, 404 amnesia, 47, 76, 76n9 BattleTech Centers, 5–6 Animal Crossing, 117n10, 385 Battletoads, 338 animated cutscenes, 408 Battlezone, 5, 14 animatics, 74 beat chart, 74, 77–79, 214–216 anthropomorphic characters/themes, 92, 459 Beetlejuice (movie), 18 anti-hero, 86n2 beginning/middle/end (stories), 41, 50–51, 50n9, 435 anti-power-ups, 361 behavior (enemies), 284–289 appendixes (GDD), 458 Bejeweled, 41, 350, 368 armor, 259–261, 361 bi-dimensional gameplay, 127 Army of Two, 112, 113 Bilson, Danny, 3 Arnenson, Dave, 217n13, 223–229 Bioshock, 46, 46n9, 118, 208n9, 212, 214, 372 artifi cial intelligence, 13,COPYRIGHTED 42, 71, 112, 113, 293 “bite-size” MATERIAL play sessions, 46, 79 artist positions (video game industry), 13–14 Blade Runner, 397 Art of Star Wars series (Del Rey), 84n1 Blazing Angels series, 11 The Art of Game Design (Schell), 15n14 Blinx: the Time Sweeper, 26 Ashcraft, Andy, 50 blocks/parries, 258–259, 287, 300–301 Assassin’s Creed series, 21, 172 Bluth, Don, 13 Asteroids, 5 bombs, 47–48, 247, 272, 358, 381 attack matrix, 248, 267, 279 bonus materials, 373–376 Attack of the Clones (movie), 202n6 bonus materials screen, 195 attack patterns (boss attack patterns), 323 rewards and, 373–376 attacks. -
1 Before the U.S. COPYRIGHT OFFICE, LIBRARY of CONGRESS
Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the Matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Reply Comments of the Electronic Frontier Foundation 1. Commenter Information Mitchell Stoltz Kendra Albert Corynne McSherry (203) 424-0382 Kit Walsh [email protected] Electronic Frontier Foundation 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents over 25,000 dues-paying members, including consumers, hobbyists, artists, writers, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate incentives for creative work while facilitating innovation and broad access to information in the digital age. In filing these reply comments, EFF represents the interests of gaming communities, archivists, and researchers who seek to preserve the functionality of video games abandoned by their manufacturers. 2. Proposed Class Addressed Proposed Class 23: Abandoned Software—video games requiring server communication Literary works in the form of computer programs, where circumvention is undertaken for the purpose of restoring access to single-player or multiplayer video gaming on consoles, personal computers or personal handheld gaming devices when the developer and its agents have ceased to support such gaming. We propose an exemption to 17 U.S.C. § 1201(a)(1) for users who wish to modify lawfully acquired copies of computer programs for the purpose of continuing to play videogames that are no longer supported by the developer, and that require communication with a server. -
An Adaptive Music Engine for Interactive Systems University of Dublin, Trinity College
barelyMusician: An Adaptive Music Engine For Interactive Systems by Alper Gungormusler, B.Sc. Dissertation Presented to the University of Dublin, Trinity College in fulfillment of the requirements for the Degree of Master of Science in Computer Science (Interactive Entertainment Technology) University of Dublin, Trinity College September 2014 Declaration I, the undersigned, declare that this work has not previously been submitted as an exercise for a degree at this, or any other University, and that unless otherwise stated, is my own work. Alper Gungormusler September 1, 2014 Permission to Lend and/or Copy I, the undersigned, agree that Trinity College Library may lend or copy this thesis upon request. Alper Gungormusler September 1, 2014 Acknowledgments First and foremost, I would like to thank my supervisors Dr. Mads Haahr and Natasa Paterson-Paulberg for their guidance and support in the completion of this project. I would like to specially thank Altug Guner, Talha & Tarik Kaya (Kayabros) for the ridiculous amount of playtesting they had to suffer throughout the process. Finally, I would like to thank my family and friends for all their encouragement and support. Alper Gungormusler University of Dublin, Trinity College September 2014 iv barelyMusician: An Adaptive Music Engine For Interactive Systems Alper Gungormusler University of Dublin, Trinity College, 2014 Supervisors: Mads Haahr, Natasa Paterson-Paulberg Aural feedback plays a crucial part in the field of interactive entertainment when delivering the desired experience to the audience particularly in video games. It is, however, not yet fully explored in the industry, specifically in terms of interactivity of musical elements. Therefore, an adaptive music engine, barelyMusician, is proposed in this dissertation in order to address this potential need. -
Playstation®4 (Ps4™)
FOR IMMEDIATE RELEASE PLAYSTATION®4 (PS4™) GLOBAL SALES SURPASS 2.1 MILLION UNITS FOLLOWING EUROPE, AUSTRALASIA AND LATIN AMERICA LAUNCH Strong momentum for the PS4™ system continues following record-breaking launch Tokyo, December 3, 2013 – Sony Computer Entertainment Inc. (SCEI) today announced that cumulative sell through for the PlayStation®4 (PS4™) computer entertainment system worldwide has surpassed 2.1 million units*1 as of December 1, 2013. The number includes the 700,000 units sold through in Europe and Australasia launching on November 29. The PS4 system became available on November 15 in the United States and Canada and on November 29 in Europe, Australasia and Latin America and is now available in 32 countries globally. “PS4 delivered the best launch in PlayStation history with the North American release and we’ve continued this incredibly successful start in Europe, Australasia and Latin America,” said Andrew House, President and Group CEO, Sony Computer Entertainment Inc. “Demand remains incredibly strong and continues to overwhelm the supply worldwide, but we are diligently working to meet those growing demands and to deliver additional PS4 units to our retail partners throughout the holiday season. We are extremely grateful for the passion of PlayStation fans and thank them for their continued support.” PS4 consumers embraced the deep social capabilities offered by the PS4 system, including heavy use of live broadcasting on Ustream and Twitch and sharing content through Facebook® and Twitter. PS4 gamers have demonstrated particular interest in the new “SHARE” button on the DUALSHOCK®4 Wireless Controller, with more than 6.5 million shares captured.