The Edge of Nowhere (The Edge of Nowhere Series) by Elizabeth George
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Lizengland Resume
Liz England Toronto, ON Systems Designer [email protected] SKILLS Almost 15 years of professional design experience in the game industry, and in a large variety of roles. I work best when wrangling huge complex game systems at the high level, and then also implementing and tuning the detail work needed to support that system at the low level. Some more specific skills and areas of design I am looking to explore on my next project(s): ● systems driven games ● procedural generation ● high player agency & expression ● emergent narrative systems ● simulations ● new/experimental tech (i.e. machine ● AI (non-combat) learning) EXPERIENCE TEAM LEAD GAME DESIGNER, Ubisoft Toronto 2016-2021 Watch Dogs Legion / 2020 / PC & Consoles Design lead on procedural generation and simulation systems involved in the "Play as Anyone" pillar, including: narrative tools and technology development (writing, audio, cinematic, and localization support for procgen characters and dynamic dialogue) and procedurally generated AI (assembling assets/data to generate coherent characters, narrative backstories, relationships, persistent schedules, recruitment systems, and more). DESIGNER, Insomniac Games 2010 - 2016 The Edge of Nowhere and Feral Rites / 2016/ PC & Oculus Rift VR General design tasks (scripting, level design, story development, puzzle design). Created development guidelines (level design, camera, UI, fx, art) to mitigate simulation sickness. Left prior to shipping. Sunset Overdrive / 2014 / Xbox One Focused mainly on integrating many large and small systems together to make a smooth open world experience, such as downtime between missions, shared spaces (quest/mission hubs), roll out of content, abilities, and rewards (macro progression), and miscellaneous open world systems such as collectibles, vendors , fast travel, maps, checkpoints/respawn, and player vanity. -
Ludic Dysnarrativa: How Can Fictional Inconsistency in Games Be Reduced? by Rory Keir Summerley
Ludic Dysnarrativa: How Can Fictional Inconsistency In Games Be Reduced? by Rory Keir Summerley A Thesis submitted in partial fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) at the University of the Arts London In Collaboration with Falmouth University December 2017 Abstract The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. While they operate very differently to most single-player games in terms of their fiction, multiplayer games still provide useful clarifications and principles for reducing fictional inconsistencies in all games. -
Ukázka Knihy Z Internetového Knihkupectví OBSAH ÚVODNÍ SLOVO TÉMA Šéfredaktora S Březnem Přišlo Konečně Jaro a S Ním I Konec Dlouhých Ted Price
BŘEZEN - DUBEN 2018 14 CENA: 49 KČ / 1,90 EUR AGE OF EMPIRES: DE SURVIVING MARS STAR WARS: BF II SUBNAUTICA SPIDER-MAN RECENZE | A WAY OUT | PAST CURE | OCTOGEDDON | U k á z k a k n i h y z i n t e r n e t o v é h o k n i h k u p e c t v í w w w . k o s m a s . c z , U I D : K O S 2 9 0 4 1 7 Nakladatelství pro mladé a neobjevené autory Vydáváme, propagujeme a podporujeme www.nakladatelstvi-monument.cz Ukázka knihy z internetového knihkupectví www.kosmas.cz OBSAH ÚVODNÍ SLOVO TÉMA Šéfredaktora S březnem přišlo konečně jaro a s ním i konec dlouhých Ted Price.............................................................................................3 ospalých zimních dnů a chladných nocí. Příliv energie se Far Cry 5..............................................................................................4 ale nekonal jen v rámci psychologického vnímání střídá- ní ročních období, ale konal se i na herní scéně. S áčko- vými tituly jako je Far Cry 5 RECENZE a God of War koneční víme, Pit People...........................................................................................5 že jsme se naplno ocitli v One Hour One Life...........................................................................6 roce 2018 a čekají nás vel- We Were Here Too............................................................................7 ké věci. Octogeddon.....................................................................................8 Fe...........................................................................................................9 -
Jaume Mora Bao About Me Games Developed Or
JAUME MORABAO ABOUT ME Art Director & Creative Sixteen years creating experiences for world-class consumer brands and video games. +1 917 445 2223 My career has been shaped by a multidisciplinary education and the drive to become the [email protected] best professional I could be on every milestone that I hit. This has led me to gain expertise in a wide range of disciplines like art direction, design, illustration, animation, photography, www.additive.es and, recently, undertaking filmmaking. behance.net/jaumeav My ability to combine strategic thinking, creative concept, user experience and design with a deep understanding of visual language and technology allows me to carry any project from ideation to execution turning complex ideas into sophisticated and entertaining experiences. I’m always looking for a challenge that will allow me to develop my skills as a creative and push the standards and boundaries of any medium that I work in. I have always had a knack for teamwork. I thrive in building and nurturing teams and talent, being a pillar on which colleagues can rely upon and look up to for direction as well as keeping myself humbled and surrounded by people who can teach and challenge me allowing me to continue curbing my skills and knowledge day after day. GAMES DEVELOPED OR CURRENTLY IN DEVELOPMENT ·NeonDistrict DRIFTERS (Blindsquirrel (Blockade Games Games - in- indev), dev) Spider-Man· PS4Outernauts (Insomniac (Insomniac) Games/Marvel/SONY), ·Edge NeonDistrict of Nowhere, (Blockade Feral RitesGames) (Insomniac Games/Oculus· Spider-Man Rift), Ratchet Unlimited and Clank(Gameloft/Marvel) PS4 ·(Insomniac Spider-Man Games/SONY), PS4 (Insomniac/Marvel/SONY) Sunset Overdrive (Insomniac· Cars: Games/Microsoft), Fast as Lightning Outernauts (Gameloft/Disney) ·(Insomniac Edge of Nowhere, Games), FeralSpider-Man Rites (Insomniac/Oculus) Unlimited (Gameloft/Marvel),· Zombiewood Cars: (Gameloft)Fast as Lightning ·(Gameloft/Disney-Pixar), Ratchet and Clank PS4 (Insomniac/SONY)Zombiewood (Gameloft). -
Virtual and Augmented Reality: Are You Sure It Isn't Real?, Which Summarized Market Trends from a Systematic Perspective
VIRTUAL AND AUGMENTED REALITY Are you sure it isn’t real? Citi GPS: Global Perspectives & Solutions October 2016 Citi is one of the world’s largest financial institutions, operating in all major established and emerging markets. Across these world markets, our employees conduct an ongoing multi-disciplinary global conversation – accessing information, analyzing data, developing insights, and formulating advice for our clients. As our premier thought-leadership product, Citi GPS is designed to help our clients navigate the global economy’s most demanding challenges, identify future themes and trends, and help our clients profit in a fast-changing and interconnected world. Citi GPS accesses the best elements of our global conversation and harvests the thought leadership of a wide range of senior professionals across our firm. This is not a research report and does not constitute advice on investments or a solicitation to buy or sell any financial instrument. For more information on Citi GPS, please visit our website at www.citi.com/citigps. Citi GPS: Global Perspectives & Solutions October 2016 Kota Ezawa is a Managing Director covering the Industrial, Consumer Electronics and Electric Components sector. He joined the firm in May 2006. He began his career at the Daiwa Institute of Research, covering the Utility and Machinery sectors before becoming the Small-Cap technology Analyst in 2000. Between 2003 and 2005, he covered European Technology stocks and between 2005 and 2006 he covered Japanese Industrial Electronics stocks. Mr. Ezawa graduated with a Master's degree in engineering from the Interdisciplinary Graduate School of Science and Engineering at the Tokyo Institute of Technology +81-3-6270-4804 | [email protected] Jason B Bazinet Dennis Chan U.S. -
On the Cultural Inaccessibility of Gaming: Invading, Creating, and Reclaiming the Cultural
On the Cultural Inaccessibility of Gaming: Invading, Creating, and Reclaiming the Cultural Clubhouse by Emma Vossen A thesis presented to the University of Waterloo in fulfillment of the thesis requirements for the degree of Doctor of Philosophy in English Waterloo, Ontario, Canada 2018 © Emma Vossen 2018 Examining Committee Membership The following served on the Examining Committee for this thesis. The decision of the Examining Committee is by majority vote. External Examiner Dr. Todd Harper Assistant Professor Supervisor(s) Dr. Neil Randall Associate Professor Internal Member Dr. Aimée Morrison Associate Professor Internal-external Member Dr. Shana MacDonald Assistant Professor Other Member(s) Dr. Jennifer R. Whitson Assistant Professor ii Authors Declaration I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. iii Abstract This dissertation uses intersectional feminist theory and Autoethnography to develop the concept of “cultural inaccessibility”. Cultural inaccessibility is a concept I’ve created to describe the ways that women are made to feel unwelcome in spaces of game play and games culture, both offline and online. Although there are few formal barriers preventing women from purchasing games, playing games, or acquiring jobs in the games industry, this dissertation explores the formidable cultural barriers which define women as “space invaders” and outsiders in games culture. Women are routinely subjected to gendered harassment while playing games, and in physical spaces of games culture, such as conventions, stores, and tournaments. -
Aural (Re)Positioning and the Aesthetics of Realism in First-Person Shooter Games
University of Rhode Island DigitalCommons@URI Open Access Master's Theses 2014 AURAL (RE)POSITIONING AND THE AESTHETICS OF REALISM IN FIRST-PERSON SHOOTER GAMES Ryan P. LaLiberty University of Rhode Island, [email protected] Follow this and additional works at: https://digitalcommons.uri.edu/theses Recommended Citation LaLiberty, Ryan P., "AURAL (RE)POSITIONING AND THE AESTHETICS OF REALISM IN FIRST-PERSON SHOOTER GAMES" (2014). Open Access Master's Theses. Paper 301. https://digitalcommons.uri.edu/theses/301 This Thesis is brought to you for free and open access by DigitalCommons@URI. It has been accepted for inclusion in Open Access Master's Theses by an authorized administrator of DigitalCommons@URI. For more information, please contact [email protected]. AURAL (RE)POSITIONING AND THE AESTHETICS OF REALISM IN FIRST-PERSON SHOOTER GAMES BY RYAN P. LALIBERTY A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS IN COMMUNICATION STUDIES UNIVERSITY OF RHODE ISLAND 2014 MASTER OF ARTS THESIS OF RYAN P. LALIBERTY APPROVED: Thesis Committee: Major Professor Ian Reyes Norbert Mundorf Valerie Karno Carolyn Betensky Nasser H. Zawia DEAN OF THE GRADUATE SCHOOL UNIVERSITY OF RHODE ISLAND 2014 ABSTRACT The following study is concerned with how immersive experiences are constructed in first-person shooter (FPS) video games through the implementation of “realistic” audio. Bringing together the three fields of video game studies, sound studies, and science and technology studies in its theoretical framework, this study approaches FPS games as commodities, marketed for their capabilities towards providing the player with an immersive and realistic experience, and constructed in particular ways, for particular ends. -
Gaming and the Arts of Storytelling
Gaming and the Arts of Storytelling Edited by Darshana Jayemanne Printed Edition of the Special Issue Published in Arts www.mdpi.com/journal/arts Gaming and the Arts of Storytelling Gaming and the Arts of Storytelling Special Issue Editor Darshana Jayemanne MDPI • Basel • Beijing • Wuhan • Barcelona • Belgrade Special Issue Editor Darshana Jayemanne Abertay University UK Editorial Office MDPI St. Alban-Anlage 66 4052 Basel, Switzerland This is a reprint of articles from the Special Issue published online in the open access journal Arts (ISSN 2076-0752) in 2018 (available at: https://www.mdpi.com/journal/arts/special issues/ gaming and storytelling) For citation purposes, cite each article independently as indicated on the article page online and as indicated below: LastName, A.A.; LastName, B.B.; LastName, C.C. Article Title. Journal Name Year, Article Number, Page Range. ISBN 978-3-03921-231-6 (Pbk) ISBN 978-3-03921-232-3 (PDF) Cover image courtesy of pixabay.com. c 2019 by the authors. Articles in this book are Open Access and distributed under the Creative Commons Attribution (CC BY) license, which allows users to download, copy and build upon published articles, as long as the author and publisher are properly credited, which ensures maximum dissemination and a wider impact of our publications. The book as a whole is distributed by MDPI under the terms and conditions of the Creative Commons license CC BY-NC-ND. Contents About the Special Issue Editor ...................................... vii Preface to ”Gaming and the Arts of Storytelling” ........................... ix Darshana Jayemanne “Gaming and the Arts of Storytelling” Introduction Reprinted from: Arts 2018, 7, 100, doi:10.3390/arts7040100 ..................... -
Virtual Reality Immersive User Interface for First Person View Games
UNIVERSITY OF BEIRA INTERIOR Engineering Virtual Reality Immersive user interface for first person view games RENNAN CAVALCANTE RAFFAELE Dissertation to obtain Master’s degree in Digital Game Design and Development (2º cycle of studies) Advisor: Ph.D. Frutuoso Gomes Mendes Silva Co-Advisor: Master Breno José Andrade de Carvalho Covilhã, June 2017 ii Dedication To my dear family, especially my grandmother, and all my teachers who supported me since the bachelor’s and to my new teachers in the Master course thank you all for guided me in this master quest, I hope to see you all in another journey. iii iv Acknowledgements I dedicate this work to my family that supported me through all my academic years of study. I hope that all the effort and motivation that they gave me, I can demonstrate through this research, and to everyone who love video games, a knowledge capable to help game developers and designers to bring better games experiences to the people around the world. A special thanks to my professors, Breno Carvalho and Anthony Lins, who always took care of me and motivated me in undergraduate and master's, there are no words that I can express my gratitude for you two, I am very proud to have these two as my mentors. Another thanks to Frutuoso Silva and Farley Millano, who helped me in researches and master's projects, thanks for everything. Thanks to all of you that helped and believed in me throughout these years to make this possible, and the journey doesn’t stop here, there is a whole new frontier to come. -
Approp and Est Res 4.26.18.Xlsx
EX. A.1 ~ April 26, 2018 Page 1 of 1 Appropriations Adjustments 4.26.18 Fund Adjustments Explanation: 002 - Bond Retirement $ 18,646,196.35 Bond Expenditure 007 - Special Trust $ 3,195.00 Employee Benefits/Staff Donations 009 - Uniform School Supplies $ 9,100.71 Student Fees 018 - Public School Support $ 81,818.00 Fundraisers/Donations 200 - Student Activity $ 89,963.71 New Activities/Fundraisers 300 - Athletics $ 9,000.00 Athletic Events/Equipment $ 18,839,273.77 EX. A.2 ~ April 26, 2018 Page 1 of 1 Donations for April 26, 2018 Meeting Olentangy High School Lacrosse Coach Supplemental Contracts $4,779.62 From: Olentangy Athletic Boosters To: Olentangy Local Schools EX. B.1 ~ April 26, 2018 Page 1 of 1 CERTIFIED CONTRACTS 2018-19 School Year Recommended for Board of Education Approval on April 26, 2018 Employee Name Contract Last Name First Name MI Position Location Effective Date Term Salary Barnes Carly M. Intervention Specialist, ID SLC OBMS 08/13/18 1-Year $ 59,620.00 Borders Bobbi J. ELL OBHS/OLHS 08/13/18 1-Year $ 64,316.00 Boroff Holly P. Intervention Specialist, MD SLC OBMS 08/13/18 1-Year $63,666 Wheatley Michael J. Intervention Specialist, ID SLC OBMS 08/13/18 1-Year $ 44,540.00 EX. B.2 ~ April 26, 2018 Page 1 of 1 CERTIFIED NEW TEACHER ACADEMY STIPEND PAID THROUGH MEMORANDUM BILLING 2018-19 School Year Recommended for Board of Education Approval on April 26, 2018 Last Name First Name MI Barnes Carly M. Borders Bobbi J. Boroff Holly P. Wheatley Michael J. -
Silent Hill: the Terror Engine by Bernard Perron
Silent Hill LANDMARK VIDEO GAMES The Landmark Video Games book series is the first in the English language in which each book addresses a specific video game or video game series in depth, examining it in the light of a variety of approaches, including game design, genre, form, content, meanings, and its context within video game his- tory. The specific games or game series chosen are historically significant and influential games recognized not only for their quality of gameplay but also for setting new standards, introducing new ideas, incorporating new technol- ogy, or otherwise changing the course of a genre or area of video game history. The Landmark Video Games book series hopes to provide an intimate and detailed look at the history of video games through a study of exemplars that have paved the way and set the course that others would follow or emulate, and that became an important part of popular culture. Myst and Riven: The World of the D’ni by Mark J. P. Wolf Silent Hill: The Terror Engine by Bernard Perron DIGITALCULTUREBOOKS, an imprint of the University of Michigan Press, is dedicated to publishing work in new media studies and the emerging field of digital humanities. Silent Hill The Terror Engine Bernard Perron The University of Michigan Press • Ann Arbor Copyright © by Bernard Perron 2012 Some rights reserved This work is licensed under the Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.