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L'expérience De Création De Jeux Vidéo En Amateur Travailler Son
Université de Liège Faculté de Philosophie et Lettres Département Médias, Culture et Communication L’expérience de création de jeux vidéo en amateur Travailler son goût pour l’incertitude Thèse présentée par Pierre-Yves Hurel en vue de l’obtention du titre de Docteur en Information et Communication sous la direction de Christine Servais Année académique 2019-2020 À Anne-Lyse, à notre aventure, à nos traversées, à nos horizons. À Charlotte, à tes cris de l’oie, à tes sourires en coin, à tes découvertes. REMERCIEMENTS Écrire une thèse est un acte pétri d’incertitudes, que l’auteur cherche à maîtriser, cadrer et contrôler. J’ai eu le bonheur d’être particulièrement bien accompagné dans cette pratique du doute. Seul face à mon document, j’étais riche de toutes les discussions qui ont jalonné mes années de doctorat. Je souhaite particulièrement remercier mes interlocuteurs pour leur générosité : - Christine Servais, pour sa direction minutieuse, sa franchise, sa bienveillance, ses conseils et son écoute. - Les membres du jury pour avoir accepté de me livrer leur analyse du présent travail. - Tous les membres du Liège Game Lab pour leur intelligence dans leur participation à notre collectif de recherche, pour leur capacité à échanger de manière constructive et pour leur humour sans égal. Merci au Docteure Barnabé (chercheuse internationale et coauteure de cafés-thèse fondateurs), au Docteure Delbouille (brillante sitôt qu’on l’entend), au Docteur Dupont (titulaire d’un double doctorat en lettres modernes et en élégance), au Docteur Dozo (dont le sens du collectif a tant permis), au futur Docteur Krywicki (prolifique en tout domaine), au futur Docteur Houlmont (dont je ne connais qu’un défaut) et au futur Docteur Bashandy (dont le vécu et les travaux incitent à l’humilité). -
Tie Break Tennis by 01Toys Review by Jr2swiss Nov/04/2004
Offline Edition Version: Mar/22/2005 14:13 http://reviews.chemicalkungfu.de/ 1 Ah Catsmanga Daioh by taRo Review by BobBorakovitz Nov/03/2004 This is a really nice little game, very polished with excellent graphics and music! The text is in Japanese (or another similar foreign language) but it's easy to understand the menus. The gameplay is simple, you are a little anime girl on the bottom of the screen, your goal is to avoid the many cats that are falling from the sky while collecting tokens that also fall from the sky. For every cat that you avoid you get 1 point, and you get bonus points by collecting the tokens. I love the music, it's a catchy tune, but there's not too many sound effects, however the ones that are there work well and sound great without crackling. The feature in this game that really makes it stand out is the online ranking system! When your game ends you get a screen that has a password and a website to rank yourself among other players! At the time of this writing, my ranking is a dismal #144! Oh well, I'll keep trying! Graphics: 9 Sound: 8 Gameplay: 9 Progress: 10 Gameidea: 6 Replay value: 7 OVERALL RATING: 8.2 2 Air Rage by Taras Young Review by frolik Nov/04/2004 Coded for the 15 days Coding Competition was this little one-shot shootemup where you fly a Boeing 737 that has been armed to the teeth with weapons and are pursued by government jets intent on taking you down. -
The Golden Age of Video Games
The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry Roberto Dillon CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2011 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20130822 International Standard Book Number-13: 978-1-4398-7324-3 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, trans- mitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright. com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. -
Download Case Study Zynga Inc
Case Study: For academic or private use only; all rights reserved May 2014 Supplement to the Treatise WOLFGANG RUNGE: TECHNOLOGY ENTREPRENEURSHIP How to access the treatise is given at the end of this document. Reference to this treatise will be made in the following form: [Runge:page number(s), chapters (A.1.1) or other chunks, such as tables or figures]. To compare the games business in the US and Germany to a certain degree references often ad- dress the case of the German firm Gameforge AG. For foundations of both the startups serial entrepreneurs played a key role. Wolfgang Runge Zynga, Inc. Table of Content Remarks Concerning the Market and Industry Environments ....................................................... 2 The Entrepreneur(s) .................................................................................................................... 3 The Business Idea, Opportunity and Foundation Process ............................................................ 5 Corporate Culture.................................................................................................................... 7 Market Entry, Expansion and Diversification ................................................................................ 9 Vision/Mission, Risks and Business Model ................................................................................ 11 Intellectual Property ................................................................................................................... 15 Key Metrics .............................................................................................................................. -
Investor Presentation
Investor presentation May 2021 Disclaimer In this strategic presentation, the terms "Atari“ and/or the "Company" mean Atari. The term "Group" means the group of companies belonging to the parent Company and all companies within its consolidation’s scope. This strategic presentation contains statements relating to ongoing or future projects, future financial and operating results and other statements about Atari’s managements’ future expectations, beliefs, goals, plans or prospects that are based on current expectations, estimates, forecasts and projections about Atari, as well as company’s future performance and the industries in which Atari operate will operate, in addition to managements’ assumptions. Words such as “expects,” “anticipates,” “targets,” “goals,” “projects,” “intends,” “plans,” “believes,” “seeks,” “estimates,” variations of such words and similar expressions are intended to identify such forward-looking statements which are not statements of historical facts. These forward-looking statements are not guarantees of future performance and involve certain risks, uncertainties and assumptions that are difficult to assess. Therefore, actual outcomes and results may differ materially from what is expressed or forecasted in such forward-looking statements. These risks and uncertainties are based upon a number of important factors including, among others: political and economic risks of our respective global operations; changes to existing regulations or technical standards; existing and future litigation; difficulties and costs in protecting intellectual property rights and exposure to infringement claims by others summarized in chapter 5 of the company’s annual financial report for the financial year ended March 31, 2020 available on the investor relations website of Atari at www.atari- investisseurs.fr. -
Games: Atari VCS, Chiaki Quits Github (Microsoft), and More
Published on Tux Machines (http://www.tuxmachines.org) Home > content > Games: Atari VCS, Chiaki Quits GitHub (Microsoft), and More Games: Atari VCS, Chiaki Quits GitHub (Microsoft), and More By Roy Schestowitz Created 29/12/2020 - 6:19pm Submitted by Roy Schestowitz on Tuesday 29th of December 2020 06:19:47 PM Filed under Gaming [1] Atari VCS games really are just plain Linux desktop builds | GamingOnLinux[2] Now that the Atari VCS is out in the wild for plenty of IndieGoGo backers, we've seen plenty of reports of how it works and one GamingOnLinux reader gave us plenty of info. Currently, it seems like the whole thing is still in something of a Beta stage. The software seems a little on the buggy side, and there's still not much in the way of games available for it. However, it actually does sound like a reasonable good little device - which I am sure will surprise plenty of naysayers. User slaapliedje in our Forum has been going through details including how, yes, you really can load a plain Linux distribution up with Debian Buster tested working (once you do a couple small tweaks). All very interesting but even more so is how their own Atari World OS is clearly a normal Linux distribution with a fancy console interface on top. Chiaki, a free and open source PlayStation Remote Play client adds PlayStation 5 support | GamingOnLinux[3] Own a shiny new PlayStation 5 and want to stream games from it to your desktop or laptop? Or perhaps you're clinging onto your PlayStation 4 and want to do the same? Chiaki is here to help. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
Zynga Acquires "Words with Friends" Developer NEWTOY
Zynga acquires "words with friends" developer NEWTOY Social Game Leader Bolsters World Class Mobile Games Group With "The Zynga With Friends Studio" SAN FRANCISCO – December 2, 2010 - Zynga Inc. today announced it has acquired Texas-based mobile game development company Newtoy, Inc., makers of the popular Games With Friends franchise that includes mobile games such as Words With Friends and Chess With Friends. The Newtoy headquarters in McKinney, Texas will become The Zynga With Friends Studio, a new game studio that leverages the popular franchise and builds new games for the Zynga network. Terms of the acquisition were not disclosed. "The Games With Friends franchise is the best social game experience available on mobile today and we are excited to welcome the Newtoy team to the Zynga family," said Mark Pincus, founder and CEO of Zynga. "The Zynga With Friends Studio will continue to invent great mobile social game experiences for Zynga users everywhere." Newtoy CEO and co-founder Paul Bettner immediately assumes the role of VP and GM of The Zynga With Friends Studio, reporting to David Ko, senior vice president of mobile at Zynga. Bettner will lead the team to develop new mobile social games for the Zynga network that leverage the company’s rich experience and creative game development environment. "We're reinventing the way people are social on their mobile devices," said Paul Bettner, VP and GM of The Zynga With Friends Studio. "The Zynga With Friends Studio will build on the Newtoy legacy of creating approachable, highly social games that are accessible to anyone from anywhere." This acquisition continues to extend Zynga’s global footprint, creating more opportunities for Zynga to connect the world through games. -
Annual Results 2020/2021
ANNUAL RESULTS 2020/2021 A transition year and implementation of a new strategy allying premium games, Atari VCS, Blockchain/NFTs and Licensing Press release - Paris, France - August 16, 2021 - 07:00pm - During its meeting on August 16, 2021, Atari SA’s Board of Directors reviewed the preliminary financial estimates for the year ended March 31, 2021 and authorized its disclosure. The audit procedures for the consolidated accounts are in the process of being finalized, however they still require certain verifications by the statutory auditors, notably regarding the transactions in digital assets, NFTs and tokens. Furthermore, in the context of the evolution of the current strategy, the budget for 2021/2022 is under review. The finalization of this budget may impact the fair value attributed to R&D costs for free-to-play mobile games capitalized on the balance sheet, depending on the continued exploitation, discontinuation or sale of these games. All these options are currently being examined. Under these conditions, the annual financial report will be published during the month of September 2021, once the work of the statutory auditors is completed, following the verification of the management report and its notes and the conclusion of all the required diligence measures. With the appointment of Wade Rosen as CEO in April 2021, the Group has undertaken an in-depth review of the business. As a result, the Company will implement a new strategy focused on the development of premium games and cash flow generation. This strategic evolution has prompted the Group to increase selectivity for its projects, halt investments in certain free-to-play games while exploring their divestment, and to wind down Atari’s operations in Africa. -
The Platform Culture of Intellivision
Implementing Intelligence: The Platform Culture of Intellivision Tom Boellstorff The University of California, Irvine Department of Anthropology 3151 Social Science Plaza Irvine, CA 92697-5100 949-824-9944 [email protected] Braxton Soderman The University of California, Irvine Department of Film and Media Studies 2000 Humanities Gateway Irvine, California 92697-2435 949-824-3532 [email protected] Keywords Platform, Platform Studies, Intellivision, Intelligence, Artificial Intelligence, Aesthetics INTRODUCTION The Intellivision home game console, developed by Mattel Electronics in the late 1970s and early 1980s, is an understudied platform in the history of video games. The portmanteau “Intellivision” invokes the idea of an “intelligent television” while also alluding to the system’s intelligent vision as a game console. The system’s name functioned as a marketing maneuver that fought two-fronts simultaneously: elevating the system above the more popular (but less technologically sophisticated) Atari VCS while remediating the television (understood pejoratively as the idiot box). Yet, beyond these obvious implications, we argue that Mattel Electronics cultivated an aesthetics and pragmatics of intelligence that shaped the entire Intellivision platform: from the initial hardware design that sought to produce “sophisticated game play” (Chandler, 1982) to the design of the system’s unique controllers that resembled touch-button phones, from its library of games that often redefined play through notions of seriousness, strategy, education, and simulation to Mattel’s embrace of a modular and extendable platform that promoted an aesthetic of augmented intelligence through various peripheral devices. If the Intellivision did not have the processing power and memory for encoding complex artificial intelligence, then how was “intelligence” implemented into the system? This paper explores how cultural assumptions about intelligence were expressed within a platform containing severe technical limitations. -
of Video Games IND - Survey of Peers on Interactive Entertainment I
Games for Education 14 Article: Peppler, K., & Ka/ai, Y. (n. d.) . What videogame GRP Genre Power Point making can teach us about literacy and learning: Alternative pathways into participatOlY culture. Final Project and Team due during finals week Retrievedfrom hllp:/lwww.digra.org/dlldbl073/1.335 76.pd( WeekI History of Gaming ,http://en.wikipedia.org/wiki/History of video games IND - Survey of peers on Interactive Entertainment I This link covers the history of video gaming Read: http://en.wikipedia.org/wiki/History of video games The Entertainment Software Association (ESA) reported that video gaming is the fastest growing form of entertainment. The Entertainment Retailers Association (ERA) announced in 2008 that sales of video games have surpassed music sales. According to the PEW Internet project "Nearly all American teens (97%), and more than half of adults age 18+ (53%) say they play video games, and about one-in-five adults (21 %) plays video games every day or almost every day". Although deemed unstoppable, NPD market research announced that the recession in 2009 put a dent in video game sales with sales falling 17% from the previous year in March 2009 (Modine, 2009). However, NPD notices that one must take into account that during March 2008 the video game Super Smash Bros. was released on the Wii which became the fourth best selling game that year (Modine, 2009). Research shows that playing an interactive game is an interactive social activity that can develop knowledge and also improve social and communication skills (Vorderer & Bryant, 2006). Robert Kotick, chairman and chief executive of Activision Inc. -
Premiere Issue Monkeying Around Game Reviews: Special Report
Atari Coleco Intellivision Computers Vectrex Arcade ClassicClassic GamerGamer Premiere Issue MagazineMagazine Fall 1999 www.classicgamer.com U.S. “Because Newer Isn’t Necessarily Better!” Special Report: Classic Videogames at E3 Monkeying Around Revisiting Donkey Kong Game Reviews: Atari, Intellivision, etc... Lost Arcade Classic: Warp Warp Deep Thaw Chris Lion Rediscovers His Atari Plus! · Latest News · Guide to Halloween Games · Win the book, “Phoenix” “As long as you enjoy the system you own and the software made for it, there’s no reason to mothball your equipment just because its manufacturer’s stock dropped.” - Arnie Katz, Editor of Electronic Games Magazine, 1984 Classic Gamer Magazine Fall 1999 3 Volume 1, Version 1.2 Fall 1999 PUBLISHER/EDITOR-IN-CHIEF Chris Cavanaugh - [email protected] ASSOCIATE EDITOR Sarah Thomas - [email protected] STAFF WRITERS Kyle Snyder- [email protected] Reset! 5 Chris Lion - [email protected] Patrick Wong - [email protected] Raves ‘N Rants — Letters from our readers 6 Darryl Guenther - [email protected] Mike Genova - [email protected] Classic Gamer Newswire — All the latest news 8 Damien Quicksilver [email protected] Frank Traut - [email protected] Lee Seitz - [email protected] Book Bytes - Joystick Nation 12 LAYOUT/DESIGN Classic Advertisement — Arcadia Supercharger 14 Chris Cavanaugh PHOTO CREDITS Atari 5200 15 Sarah Thomas - Staff Photographer Pong Machine scan (page 3) courtesy The “New” Classic Gamer — Opinion Column 16 Sean Kelly - Digital Press CD-ROM BIRA BIRA Photos courtesy Robert Batina Lost Arcade Classics — ”Warp Warp” 17 CONTACT INFORMATION Classic Gamer Magazine Focus on Intellivision Cartridge Reviews 18 7770 Regents Road #113-293 San Diego, Ca 92122 Doin’ The Donkey Kong — A closer look at our 20 e-mail: [email protected] on the web: favorite monkey http://www.classicgamer.com Atari 2600 Cartridge Reviews 23 SPECIAL THANKS To Sarah.