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Persistent Realtim E Building Interior Generation
Persistent Realtime Building Interior G eneration By Evan Hahn A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfilment of the requirements for the degree of Master of Computer Science Ottawa-Carleton Institute for Computer Science School of Computer Science Carleton University Ottawa, Ontario September 2006 © Copyright 2006, Evan Hahn Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. Library and Bibliotheque et Archives Canada Archives Canada Published Heritage Direction du Branch Patrimoine de I'edition 395 Wellington Street 395, rue Wellington Ottawa ON K1A 0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre reference ISBN: 978-0-494-18353-3 Our file Notre reference ISBN: 978-0-494-18353-3 NOTICE: AVIS: The author has granted a non L'auteur a accorde une licence non exclusive exclusive license allowing Library permettant a la Bibliotheque et Archives and Archives Canada to reproduce,Canada de reproduire, publier, archiver, publish, archive, preserve, conserve,sauvegarder, conserver, transmettre au public communicate to the public by par telecommunication ou par I'lnternet, preter, telecommunication or on the Internet,distribuer et vendre des theses partout dans loan, distribute and sell theses le monde, a des fins commerciales ou autres, worldwide, for commercial or non sur support microforme, papier, electronique commercial purposes, in microform,et/ou autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriete du droit d'auteur ownership and moral rights in et des droits moraux qui protege cette these. this thesis. Neither the thesis Ni la these ni des extraits substantiels de nor substantial extracts from it celle-ci ne doivent etre imprimes ou autrement may be printed or otherwise reproduits sans son autorisation. -
Fortnite I Wake up Every Day Wondering If “There’S Going to Be a Surprise Addition That Day, Something People Don’T Know About Yet
Fortnite I wake up every day wondering if “there’s going to be a surprise addition that day, something people don’t know about yet. I’ve never felt that in a game before, never truly believed that “anything” could happen on an ongoing basis. Fortnite feels alive in a way that few other games do. —Patricia Hernandez for Kotaku If You Build It, They Will Come . There’s a lot to keep up with as a parent these days. As soon as you’ve become aware of the most recent internet trend, another one is sweeping youth culture and commanding their attention. One of the most recent of these fads is the online video game Fortnite: Battle Royale. Fortnite has a minimum of 45 million players and more than 3 million concurrent players. Popular among both kids and adults, the game earned $223 million in March and $296 million in April. If it continues to pull in that kind of money, it will surpass Call of Duty in annual revenue. The game’s creators have successfully targeted women as part of their audience: Almost half of Fortnite players are female. During the month of April, people streamed 128 million hours of Fortnite on Twitch, the primary online platform for watching people play video games (see our “Parent’s Guide to Twitch. tv” for more info). With around 7.7 million subscribers, the most popular Fortnite streamer on Twitch by far is Tyler Blevins, aka “Ninja,” who set a record in March for the most-viewed Twitch stream (over 600,000 viewers) when rapper Drake played the game with him, then broke that record in April with 667,000 views while playing Fortnite at an esports event. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Defend the City
COMPUTER GAMES LABORATORY DOCUMENTATION Defend the City By ToBeUmbenannt Prepared By: Last Updated: Josef Stumpfegger 11/01/2020 Sergey Mitchenko Winfried Baumann Defend the City Documentation TABLE OF CONTENTS GAME IDEA PROPOSAL 4 GAME DESCRIPTION 4 TECHNICAL ACHIEVEMENT 8 "BIG IDEA" BULLSEYE 8 SCHEDULE & TASKS 8 LAYERED TASK BREAKDOWN 8 TIMELINE 9 ASSESSMENT 10 PROTOTYPE REPORT 11 PROTOTYPING GOALS 11 MODELED GAME 11 GENERAL RULES 11 ACTORS 11 ENEMY BEHAVIOR 12 BUILDINGS AND THEIR PURPOSE 14 TRAPS 15 LEVEL DESIGN 15 WHAT WE’VE LEARNED 17 INFLUENCES ON THE GAME 18 INTERIM REPORT 18 PROGRESS REPORT 19 CHARACTER 19 TRAPS 20 AI 20 DESTRUCTIBLE ENVIRONMENT 21 LEVEL DESIGN 21 GENERAL GAMEPLAY 22 CHALLENGES AND PROBLEMS 22 TODOS FOR NEXT MILESTONE 23 ALPHA RELEASE REPORT 23 PROGRESS REPORT 23 TRAPS 23 22222 2 Page 2 of 42 Defend the City Documentation UI 25 AI 26 DESTRUCTIBLE ENVIRONMENT 27 CHALLENGES AND PROBLEMS 27 TODOS FOR NEXT MILESTONE 27 PLAYTESTING 28 CHANGES BEFORE PLAYTESTING 28 PLAYTESTING REPORT 30 SETTING 30 QUESTIONS 30 OBSERVATIONS 31 RESULTS AND CHANGES 33 ADDITIONAL FEEDBACK 35 CONCLUSION 36 THE FINAL PRODUCT 36 EXPERIENCE 38 COURSE PERSONAL IMPRESSION 38 33333 3 Page 3 of 42 Defend the City Documentation Game Idea Proposal Game Description Our game takes place in medieval times setting combined with some fantasy aspects. You control in a standard 3rd person fashion a hero, whose task is to protect the kingdom from a series of attacks on different cities of bloodthirsty creatures. The attack is continuous but sometimes offers some time where the soldiers of the city can defend on their own while you prepare some additional defenses to assist you when the attacks intensify again. -
Being Virtual: Embodiment and Experience in Interactive Computer Game Play
Being Virtual: Embodiment and Experience in Interactive Computer Game Play Hanna Mathilde Sommerseth PhD The University of Edinburgh January 2010 1 Declaration My signature certifies that this thesis represents my own original work, the results of my own original research, and that I have clearly cited all sources and that this work has not been submitted for any other degree or professional qualification except as specified. Hanna Mathilde Sommerseth 2 Acknowledgements I am grateful to my supervisor Ella Chmielewska for her continued support throughout the past four years. I could not have gotten to where I am today without her encouragement and belief in my ability to do well. I am also deeply thankful also to a number of other mentors, official and unofficial for their advice and help: Richard Coyne, John Frow, Brian McNair, Jane Sillars, and most especially thank you to Nick Prior for his continued friendship and support. I am thankful for the Higher Education Funding Council in Scotland and the University of Edinburgh for the granting of an Overseas Research Student award allowing me to undertake this thesis in the first place, as well as to the Norwegian State Educational Loan Fund for maintenance grants allowing me to live while doing it. In the category of financial gratefulness, I must also thank my parents for their continued help over these four years when times have been difficult. Rumour has it that the process of writing a thesis of this kind can be a lonely endeavour. But in the years I have spent writing I have found a great community of emerging scholars and friends at the university and beyond that have supported and challenged me in ways too many to mention. -
Artificial and Computational Intelligence in Games
Artificial and Computational Intelligence in Games A Follow-up to Dagstuhl Seminar 12191 Edited by Simon M. Lucas Michael Mateas Mike Preuss Pieter Spronck Julian Togelius DagstuhlFollow-Ups – Vol.6 www.dagstuhl.de/dfu Editors Simon M. Lucas Michael Mateas School of Computer Science and Center for Games and Playable Media Electronic Engineering University of California, Santa Cruz University of Essex [email protected] [email protected] Mike Preuss Pieter Spronck European Research Center for Tilburg Center for Cognition and Communication Information Systems Tilburg University University of Münster [email protected] [email protected] Julian Togelius Center for Computer Games Research IT University of Copenhagen [email protected] ACM Classification 1998 I.2.1 Applications and Expert Systems: Games ISBN 978-3-939897-62-0 Published online and open access by Schloss Dagstuhl – Leibniz-Zentrum für Informatik GmbH, Dagstuhl Publishing, Saarbrücken/Wadern, Germany. Online available at http://www.dagstuhl.de/dagpub/978-3-939897-62-0. Publication date November, 2013 Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche Nationalbibliografie; detailed bibliographic data are available in the Internet at http://dnb.d-nb.de. License This work is licensed under a Creative Commons Attribution 3.0 Unported license: http://creativecommons.org/licenses/by/3.0/legalcode. In brief, this license authorizes each and everybody to share (to copy, distribute and transmit) the work under the following conditions, without impairing or restricting the authors’ moral rights: Attribution: The work must be attributed to its authors. The copyright is retained by the corresponding authors. -
Subterranean Space As Videogame Place | Electronic Book Review
electronic home about policies and submissions log in tags book share: facebook google+ pinterest twitter review writing under constraint first person technocapitalism writing (post)feminism electropoetics internet nation end construction critical ecologies webarts image + narrative music/sound/noise critical ecologies fictions present search Vibrant Wreckage: Salvation and New View full-screen This essay appears in these Materialism in Moby-Dick and Ambient gatherings: Parking Lot by Dale Enggass Cave Gave Game: Subterranean Space as 2018-05-29 Videogame Place Digital and Natural Ecologies by Dennis Jerz and David Thomas A Strange Metapaper on Computing 2015-10-06 Natural Language by Manuel Portela and Ana Marques daJerz and Thomas identify our fascination with Silva natural cave spaces, and then chart that 2018-05-07 fascination as it descends into digital realms, all in order to illustrate the importance of “the cave” as a metaphor for how we interact with our environment. Beyond Ecological Crisis: Niklas Luhmann’s Theory of Social Systems by Hannes Bergthaller 2018-04-01 Note: This essay is a part of a “gathering” on the topic of digital and natural ecologies. Thirteen Ways of Looking at ElectronicIn the popular conception of game development, fantastic videogame spaces Literature, or, A Print Essai on Tone in Electronic Literature, 1.0 are whimsically spun from the intangible thread of computer code. Like by Mario Aquilina and Ivan Callus literary authors, videogame developers take on the roles of dreamers of new 2018-02-04 places and inventors of new worlds. This popular notion remains at odds with the relatively small number of formal game spaces typically found in Thinking With the Planet: a Review of Tvideogames.he In his chapter “Space in the Video Game” Mark J.P. -
Team KaijŪ Contents
Computer Games Laboratory - WS 2019/2020 Team Kaijū Maximilian Mayer Lukas Goll Tim Kaiser Evgenija Pavlova Contents 1. Formal Game Proposal 3 1.1. Game Description 3 1.1.1. Game Idea 3 1.1.2. Graphics and tone 3 1.1.3. Gameplay 4 1.1.4 About the background 4 1.1.5 Concept Art and sketches 5 1.2. Technical Achievement 7 1.2.1. Core technical feature 7 1.2.2. Challenges 7 1.3. “Big Idea” Bullseye 8 1.4. Development Schedule 8 1.4.1. Plan in Layers 8 1.4.2. Task Timeline 11 1.4.3. Task List 14 1.5. Assessment 16 2. Prototype 17 2.1. Overview 17 2.2. Gameplay 17 2.2.1. Attacks 18 2.2.2. Games Rules 18 2.3. Experiences and Learnings 19 2.4. Revisions to the Game Idea 20 3. Interim 21 3.1. Feedback review 21 3.2. Game Development 22 3.2.1 Level and Task System 22 3.2.2 Static Enemy AI 22 3.3. Character Development 22 3.3.1 Character : Camera & Actions 22 3.3.2 Chaining Destruction 23 3.3.3 Input System 23 3.4. Design 24 3.4.1 Color Scheme 24 3.4.2 Character 24 3.4.3 Environment and Obstacles 25 3.5. Environment & Destruction 26 3.5.1 Procedural Generation 26 3.5.2 Asset Pipeline 27 3.5.3 Destruction 27 4. Alpha Release 28 4.1 Design and Changes 28 4.1.1 Godzilla 28 4.1.2 The City 28 4.1.3 Cars as enemies 29 4.1.4 UI 31 4.2 Procedural Map Generation 32 4.3 The Game 33 1 4.3.1 Stages of Growth 33 4.3.2 Balancing the Game 34 4.3.3 Player’s full Action Set 35 5. -
"AM2526" Manual
EPILEPSY WARNING PLEASE READ THIS NOTICE BEFORE PLAYING THIS GAME OR BEFORE ALLOWING YOUR CHILDREN TO PLAY. Certain individuals may experience epileptic seizures or loss of consciousness when subjected to strong, flashing lights for long periods of time. Such individuals may therefore experience a seizure while operating computer or video games. This can also affect individuals who have no prior medical record of epilepsy or have never previously experienced a seizure. If you or any family member has ever experienced epilepsy symptoms (seizures or loss of consciousness) after exposure to flashing lights, please consult your doctor before playing this game. Parental guidance is always suggested when children are using a computer and video games. Should you or your child experience dizziness, poor eyesight, eye or muscle twitching, loss of consciousness, feelings of disorientation or any type of involuntary movements or cramps while playing this game, turn it off immediately and consult your doctor before playing again. PRECAUTIONS DURING USE: - Do not sit too close to the monitor. Sit as far as comfortably possible. - Use as small a monitor as possible. - Do not play when tired or short on sleep. - Take care that there is sufficient lighting in the room. - Be sure to take a break of 10-15 minutes every hour. © 2009 Matrix Publishing, LLC. and Ntronium Games. All Rights Reserved. Matrix Publishing, LLC. and Matrix Publishing, LLC. logo are trademarks of Matrix Publishing, LLC. and Armada 2526™ is a trademark of Matrix Publishing, LLC. and Ntronium Games. All other trademarks and trade names are the properties of their respective owners and Matrix Publishing, LLC. -
Emergent Behavior in Playerunknown's Battlegrounds by Christopher Aguilar, B.A. a Thesis in Mass Communications Submitted to T
Emergent Behavior in PlayerUnknown’s Battlegrounds by Christopher Aguilar, B.A. A Thesis In Mass Communications Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Approved Bobby Schweizer, Ph.D. Chair of Committee Glenn Cummins, Ph.D. Megan Condis, Ph.D. Mark Sheridan Dean of the Graduate School August, 2019 Copyright 2019, Christopher Aguilar Texas Tech University, Christopher Aguilar, August 2019 ACKNOWLEDGEMENTS I just want to thank everyone that has been an inspiration for me on this journey to get me to this point of my academic success. To Dr. John Velez, who taught the gaming classes during my undergraduate that got me interested in video game research. For helping me choose which game I wanted to write about and giving me ideas of what kinds of research is possible to write. To Dr. Bobby Schweizer, for taking up the reigns for helping me in my thesis and guiding me through this year to reach this pedestal of where I am today with my work. For giving me inspirational reads such as T.L Taylor, ethnography, helping me with my critical thinking and asking questions about research questions I had not even considered. Without your encouragement and setting expectations for me to reach and to exceed, I would not have pushed myself to make each revision even better than the last. I am grateful to Texas Tech’s teachers for caring for their student’s success. My journey in my master’s program has been full of challenges but I am grateful for the opportunity I had. -
The Procedural Rhetoric of War: Ideology, Recruitment, and Training in Military Videogames
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Concordia University Research Repository The Procedural Rhetoric of War: Ideology, Recruitment, and Training in Military Videogames David Demers A Thesis in the Department of Film Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts (Film Studies) at Concordia University Montreal, Quebec, Canada April 2014 © David Demers, 2014 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: David Demers Entitled: The Procedural Rhetoric of War: Ideology, Recruitment, and Training In Military Videogames and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Film Studies) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final Examining Committee: ________________________________________________________ Chair Catherine Russell ________________________________________________________ Examiner Haidee Wasson ________________________________________________________ Examiner Elena Razlogova ________________________________________________________ Supervisor Marc Steinberg Approved by _______________________________________________________________________ Catherine Russell, Graduate Program Director April 15, 2014 ________________________________________________________ Catherine Wild, Dean of Faculty Abstract The Procedural Rhetoric of War: Ideology, Recruitment, -
Jakks Pacific Tapped As Global Master Toy Licensee for Apex Legends™
JAKKS PACIFIC TAPPED AS GLOBAL MASTER TOY LICENSEE FOR APEX LEGENDS™ Santa Monica, Calif., - June 23, 2020— Leading U.S. toymaker JAKKS Pacific, Inc., today announced it has entered into a multi-year, global toy licensing deal with Electronic Arts Inc. (NASDAQ:EA) to create an exclusive toy line based on the popular, free-to-play battle royale game, Apex Legends™. JAKKS has secured the worldwide rights to manufacture, market, and distribute action figures and accessories, plush, role-play, toy weapons and blasters, with a first wave of collectibles launching at retail this October. The deal was brokered by licensing agent, Retail Monster. Apex Legends, which achieved universal acclaim for reaching 50M downloads in its first month, is a squad-based game that aims to deliver a strategic, ever-evolving, high octane competitive experience to fans. Since its launch, the game has amassed over 70M players and has enjoyed continued success through regular seasonal updates with Season 5 earning its best start of any season to date. Additionally, Apex Legends has 1.6M+ Twitter followers, as well as 9M followers on Twitch with over 25B+ minutes watched to-date. “Apex Legends has a huge and growing fan base, and the breadth and depth of characters and their stories makes it perfect for a collectibles line,” said Craig Drobis, SVP Marketing, JAKKS Pacific. "We are very excited to introduce a full range of premium products, allowing fans to extend and showcase their affinity for this massively popular game." Developed by Respawn Entertainment, Apex Legends delivers a squad-based battle royale experience where players select from a growing roster of Legends – each with their own unique abilities and playstyles – and the last team standing wins.