The Videogame Style Guide and Reference Manual
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The Anime Galaxy Japanese Animation As New Media
i i i i i i i i i i i i i i i i i i i i Herlander Elias The Anime Galaxy Japanese Animation As New Media LabCom Books 2012 i i i i i i i i Livros LabCom www.livroslabcom.ubi.pt Série: Estudos em Comunicação Direcção: António Fidalgo Design da Capa: Herlander Elias Paginação: Filomena Matos Covilhã, UBI, LabCom, Livros LabCom 2012 ISBN: 978-989-654-090-6 Título: The Anime Galaxy Autor: Herlander Elias Ano: 2012 i i i i i i i i Índice ABSTRACT & KEYWORDS3 INTRODUCTION5 Objectives............................... 15 Research Methodologies....................... 17 Materials............................... 18 Most Relevant Artworks....................... 19 Research Hypothesis......................... 26 Expected Results........................... 26 Theoretical Background........................ 27 Authors and Concepts...................... 27 Topics.............................. 39 Common Approaches...................... 41 1 FROM LITERARY TO CINEMATIC 45 1.1 MANGA COMICS....................... 52 1.1.1 Origin.......................... 52 1.1.2 Visual Style....................... 57 1.1.3 The Manga Reader................... 61 1.2 ANIME FILM.......................... 65 1.2.1 The History of Anime................. 65 1.2.2 Technique and Aesthetic................ 69 1.2.3 Anime Viewers..................... 75 1.3 DIGITAL MANGA....................... 82 1.3.1 Participation, Subjectivity And Transport....... 82 i i i i i i i i i 1.3.2 Digital Graphic Novel: The Manga And Anime Con- vergence........................ 86 1.4 ANIME VIDEOGAMES.................... 90 1.4.1 Prolongament...................... 90 1.4.2 An Audience of Control................ 104 1.4.3 The Videogame-Film Symbiosis............ 106 1.5 COMMERCIALS AND VIDEOCLIPS............ 111 1.5.1 Advertisements Reconfigured............. 111 1.5.2 Anime Music Video And MTV Asia......... -
Relatório PCC 2
1 Gabriel Soares Gado CONCEPT DE PERSONAGEM PARA GAMES: PROJETANDO CRIATURAS COMO PERSONAGENS JOGÁVEIS Projeto de Conclusão de Curso submetido ao Curso de Design da Universidade Federal de Santa Catarina para a obtenção do Grau de Bacharel em Design Orientador: Prof. Dr. Luciane Maria Fadel Florianópolis, 2018 2 3 Gabriel Soares Gado CONCEPT DE PERSONAGEM PARA GAMES: PROJETANDO CRIATURAS COMO PERSONAGENS JOGÁVEIS Este Projeto de Conclusão de Curso foi julgado adequado para obtenção do Título de Bacharel em Design,e aprovado em sua forma final pelo Curso de Design da Universidade Federal de Santa Catarina Florianópolis, 08 de Junho de 2018. ________________________ Prof.ª Ana Veronica Pazmino, Dr.ª Coordenadora do Curso Banca Examinadora: ________________________ Prof.ª Luciane Maria Fadel, Dr.ª Orientadora Universidade Federeal de Santa Catarina ________________________ Prof.ª Mônica Stein, Dr.ª Universidade Federeal de Santa Catarina ________________________ Prof.ª Cristina Colombo Nunes, Dr.ª Universidade Federeal de Santa Catarina 4 5 Este trabalho é dedicado a todos os jogadores, estudantes e profissionais da indústria de jogos eletrônicos 6 7 AGRADECIMENTOS Gostaria de agradecer primeira e principalmente minha orientadora Profa. Dra. Luciane Maria Fadel, por toda a sua ajuda, apoio, paciência (principalmente), correções, conselhos, sem seu auxílio a realização deste projeto seria impossível. Agradeço a minha família por me dar suporte e facilitar meu trajeto neste trabalho. Reconheço a sorte que tenho em poder contar com eles ao me prover com sustento e me permitir focar meu tempo exclusivamente a produção deste projeto. Agradeço aos meus amigos por proporcionar momentos de descontração, diversão, apoio nas dificuldades, e auxílio. -
Squeeze More Fun out of the Last Week of Summer with Majesco's Phineas and Ferb: Quest for Cool Stuff Available Now
August 13, 2013 Squeeze More Fun Out of the Last Week of Summer With Majesco's Phineas and Ferb: Quest for Cool Stuff Available Now Join the Creative Stepbrothers on a Treasure Hunting Adventure on Xbox 360, Wii U, Wii, Nintendo 3DS and Nintendo DS EDISON, NJ -- (Marketwired) -- 08/13/13 -- Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of games for the mass market, along with Disney Interactive, announced today that Phineas and Ferb: Quest for Cool Stuff is available now in North America. Based on the top-rated Emmy Award-winning hit series, Phineas and Ferb: Quest for Cool Stuff brings outrageous fun and adventure to the Xbox 360® games and entertainment system from Microsoft, Wii U™ system, Wii™ system, Nintendo DS™ hand- held system and Nintendo 3DS™ hand-held system. Majesco will also release Agent P Doofendash later this fall, a unique Phineas and Ferb smartphone and tablet game. Featuring Agent P and the top agents of the O.W.C.A. (Organization Without a Cool Acronym), our teal-toned hero must save the Tri-State Area once again from the evil Dr. Doofenshmirtz. Download new Phineas and Ferb: Quest for Cool Stuff assets HERE. "Phineas and Ferb: Quest for Cool Stuff encompasses all the action, humor and imagination inherent in the Disney hit series," said Jesse Sutton, Chief Executive Officer, Majesco Entertainment. "We are excited to bring this multiplatform experience to kids and families who will enjoy the outlandish adventures playing as Phineas, Ferb and Agent P." Join the clever stepbrothers, Phineas and Ferb, as they travel to out-of-this-world places in their latest invention, the A.T.T. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
'From Beneath the Waves'.Pdf
British Library Cataloguing in Publication Data Beasts of the Deep: Sea Creatures and Popular Culture A catalogue entry for this book is available from the British Library Contents ISBN: 9780 86196 733 9 (Paperback); 9780 86196 939 5 (Ebook) Acknowledgements vii Introduction: Beasts of the Deep Part 1: FOLKLORE AND WEIRD TALES 9 Chapter 1 "From Beneath the Waves": Sea-Draugr and the Popular Conscience,Alexander Hay 11 Chapter 2 The Depths of our Experience: Thalassophobia and the Oceanic Horror, Sean J. Harrington 27 Chapter 3 From Depths of Terror to Depths of Wonder: The Sublime in Lovecraft's 'Call of Cthulhu' and Cameron's The Abyss, VivanJoseph 42 Part 2: DEPTHS OF DESIRE 57 Chapter 4 Beauty and the Octopus: Close encounters with the other-than-human, Marco Benoit Carbone 59 Chapter 5 The Octopussy: Exploring representations offemale sexuality in Victor Hugo's The Toilers of the Sea (1866) and The Laughing Man (1868), Laura Ettenfield 78 Chapter 6 Psychedelic Deep Blues: the Romanticised Sea Creature in Jimi Hendrix's '1983... (A Merman I Should Turn to Be)' (1968), Tim Buckley's 'Song to the Siren' (1968) and Captain Beefheart's 'Grow Fins' (1972), Richard Mills 94 Part 3: AQUATIC SPACES AND PRACTICES 109 Chapter 7 Fan Totems: Affective Investments in the Sea Creatures of Horror and Science Fiction, Brigid Cherry 111 Chapter 8 Mermaid Spotting: the Rise of Mermaiding in Popular Culture, Maria Mellins 128 Chapter 9 Adventures in Liquid Space: Representations of the Sea in Disney Theme Parks, Lee Brooks 142 Chapter 10 Rivers of Blood, -
The History of Video Games
The history of video games • Introduction • Arcades • Nintendo • Sega • Sony • Microsoft • PC • Conclusion • Bibliography We are going to talk about the most known gaming systems up until now. We are also going to talk about the major console-producing companies, one by one. Arcade games are coin-operated machines, usually installed in public businesses, such as restaurants. They were most popular from the late 1970s to the mid-1990s. Even though they lost popularity in the western market, they still continue strong in Asian territory such as Japan. Arcades were home to great games like: Mortal Kombat Pac-man And Donkey Kong This is one of the most well-known and prominent video game companies of all time. Although they didn’t start out with video games they had great sucess with the Nintendo Entertainment System and it’s sucessor.Until now they have released the N64, the Gamecube, the Wii and Wii U. They also released various mobile consoles like the Gameboy, Ds, 3Ds and their variants. Nintendo owns great franchises like: Mario Legend of Zelda Metroid And Pokémon SEGA is also a very important company, being the competitor of Nintendo during the 1980s. They achieved this with Sonic, the companie’s mascot. He was a platformer like Nintendo’s Mario, but instead of being an italian plumber he was a fast and “hip” blue hedgehog. In 2001, the Dreamcast (their latest console) failed and forced the company into going third-party. This means they started making games for other consoles instead of their own. They have many iconic franchises like: Crazy Taxi Sonic the Hedgehog And Super Monkey Ball As you know Sony doesn’t only produce games, but they are “big dogs” in the gaming industry. -
Sony Corporation Announces Signing of a Definitive Agreement for the Acquisition of Equity Interest in Insomniac Games, Inc
August 19, 2019 Sony Corporation Sony Corporation Announces Signing of a Definitive Agreement for the Acquisition of Equity Interest in Insomniac Games, Inc. by its Wholly-owned Subsidiary August 19, 2019 (Pacific Standard Time) – Sony Interactive Entertainment LLC (“SIE”), a wholly-owned subsidiary of Sony Corporation (“Sony”), today announced that SIE has entered into definitive agreements to acquire the entire equity interest in Insomniac Games, Inc. Completion of the acquisition is subject to regulatory approvals and certain other closing conditions. Financial terms of this transaction are not disclosed due to contractual commitments. For further details, please refer to the attached press release. This transaction is not anticipated to have a material impact on Sony's forecast for its consolidated financial results for the fiscal year ending March 31, 2020. SONY INTERACTIVE ENTERTAINMENT TO ACQUIRE INSOMNIAC GAMES, DEVELOPER OF PLAYSTATION®4 TOP-SELLING MARVEL’S SPIDER-MAN, RATCHET & CLANK ~Highly-acclaimed Game Creators to Join Sony Interactive Entertainment’s Worldwide Studios to Deliver Extraordinary Gaming Experiences~ SAN MATEO, Calif., August 19, 2019 - Sony Interactive Entertainment (“SIE”) announced today that SIE has entered into definitive agreements to acquire Insomniac Games, Inc. (“Insomniac Games”), a leading game developer and long-time partner of SIE, in its entirety. Insomniac Games is the developer of PlayStation®4’s (PS4™) top-selling Marvel’s Spider-Man and the hugely popular PlayStation® Ratchet & Clank franchise. Upon completion of the acquisition, Insomniac Games will join the global development operation of Sony Interactive Entertainment Worldwide Studios (“SIE WWS”). Insomniac Games is the 14th studio to join the SIE WWS family. -
Inc. in the US Only. © 2011 Twentieth Century
ALVINCW 360 MANUAL-EN_. 12/13/12 9:04 PM Page 2 © 2011 Twentieth Century Fox Film Corporation and Regency Entertainment (USA), Inc. in the U.S. only. © 2011 Twentieth Century Fox Film Corporation and Monarchy Enterprises S.a.r.l. in all other territories.Alvin and the Chipmunks: Chipwrecked. Alvin and the Chipmunks, the Chipettes and Characters TM & © 2011 Bagdasarian Productions, LLC. All rights reserved. Published by Majesco Entertainment Company. Developed by Behaviour Interactive, Inc. KINECT, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft. ALVINCW 360 MANUAL-EN_. 12/13/12 9:04 PM Page 4 WARNING Before playing this game, read the Xbox 360® console instructions, KINECT sensor manual, and any other peripheral manuals for Table of Contents importanttant safety and health information. Keep all manuals for future reference. For replacement hardware manuals, go to wwww.xbox.com/support or call Xbox Customer Support. Controls ............................................2 ForFor additional safety information, see the inside back coveroverr.. On Screen Display ...........................2 Importanttant Health Warning About Playing Video Games PPhotosensitivehotosensitive seizurseizureses Questionnaire ..................................3 A very small percentage of people may experience a seizure when exposed to FHUWDLQYLVXDO LPDJHV LQFOXGLQJ ÁDVKLQJ OLJKWV RU SDWWHUQV WKDW PD\ DSSHDU LQ videovideo games. Even people who have no history of seizures or epilepsy may have anan undiagnosed condition that can cause these “photosensitive epileptic seizures” Main Menu ......................................3 while watching video games. These seizureess may have a variety of symptoms, including lightheadedness, altered vvision,ision, eye or face twitching, jerking or shaking of arms or legs, disorientation, Co-Op ...............................................4 confusion, or momentary loss of awareness. -
Mad Catz Becomes Latest Immersion Licensee for Video Game Console Peripherals
Mad Catz Becomes Latest Immersion Licensee for Video Game Console Peripherals SAN JOSE, Calif. Oct. 17, 2001--Immersion Corp. (Nasdaq:IMMR), the leading developer and licensor of force feedback technologies, and Mad Catz Interactive Inc., a leading gaming peripheral maker, today announced that Mad Catz has become a licensee of Immersion's TouchSense technology for gaming console peripherals. Mad Catz develops gamepads, steering wheels, and other peripherals for dedicated gaming consoles such as the Sony PlayStation®and PlayStation®2, the Nintendo 64 and GameCube(TM), Sega Dreamcast and the Microsoft® Xbox(TM). The agreement expands a partnership established between the two companies in 1998. "Mad Catz is a leader in the gaming market, and their adoption of Immersion's technology in console accessories is a strong endorsement," said Louis Rosenberg, founder of Immersion. "We are pleased to have reached this agreement prior to the release of the Microsoft Xbox and Nintendo GameCube and we look forward to the products Mad Catz has developed for them." "Immersion's TouchSense technology is a valuable asset to console and peripheral manufacturers. By providing an increased sense of realism, it allows us to make products that add substantial value to the gaming experience," said Darren Richardson, president and chief operating officer of Mad Catz, Inc. About Mad Catz Interactive Inc. (www.madcatz.com) Mad Catz Interactive Inc., (AMEX:MCZ)(TSE:MCZ) designs, develops, manufactures and markets a full range of accessories for video game consoles and PC gaming systems. Mad Catz is a worldwide leader of innovative peripherals in the interactive entertainment industry. Headquartered in San Diego, Calif., Mad Catz has offices in the U.S. -
Take-Two Interactive Software, Inc. Announces Sale of Joytech Video Game Accessories Subsidiary
Take-Two Interactive Software, Inc. Announces Sale of Joytech Video Game Accessories Subsidiary September 7, 2007 8:46 AM ET NEW YORK--(BUSINESS WIRE)--Sept. 7, 2007--Take-Two Interactive Software, Inc. (NASDAQ:TTWO) today announced that it has sold substantially all of the assets of its wholly owned Joytech video game accessories subsidiary to Mad Catz Interactive, Inc. (AMEX/TSX: MCZ). The Joytech sale reflects Take-Two's previously announced plans to divest its non-core businesses. "The sale of the Joytech assets is consistent with one of the key goals we established in our 100 Day Plan: to develop strategic alternatives for any operations that we determined to be outside our core publishing business," said Ben Feder, Take-Two's Chief Executive Officer. "We are particularly pleased that we accomplished this goal in a manner that will allow substantially all of our Joytech employees in the U.S. and U.K. to join Mad Catz, which is a highly respected provider of video game peripherals." The Joytech sale is not expected to be material to Take-Two's financial results. About Take-Two Interactive Software Headquartered in New York City, Take-Two Interactive Software, Inc. is a global developer, marketer, distributor and publisher of interactive entertainment software games for the PC, PlayStation(R) game console, PlayStation(R)2 and PLAYSTATION(R)3 computer entertainment systems, PSP(R) (PlayStation(R)Portable) system, Xbox(R) and Xbox 360(TM) video game and entertainment systems from Microsoft, Wii(TM), Nintendo GameCube(TM), Nintendo DS(TM) and Game Boy(R) Advance. The Company publishes and develops products through its wholly owned labels Rockstar Games, 2K and 2K Sports, and Global Star Software; and distributes software, hardware and accessories in North America through its Jack of All Games subsidiary. -
Magisterarbeit / Master's Thesis
MAGISTERARBEIT / MASTER’S THESIS Titel der Magisterarbeit / Title of the Master‘s Thesis „Player Characters in Plattform-exklusiven Videospielen“ verfasst von / submitted by Christof Strauss Bakk.phil. BA BA MA angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Magister der Philosophie (Mag. phil.) Wien, 2019 / Vienna 2019 Studienkennzahl lt. Studienblatt / UA 066 841 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Magisterstudium Publizistik- und degree programme as it appears on Kommunikationswissenschaft the student record sheet: Betreut von / Supervisor: tit. Univ. Prof. Dr. Wolfgang Duchkowitsch 1. Einleitung ....................................................................................................................... 1 2. Was ist ein Videospiel .................................................................................................... 2 3. Videospiele in der Kommunikationswissenschaft............................................................ 3 4. Methodik ........................................................................................................................ 7 5. Videospiel-Genres .........................................................................................................10 6. Geschichte der Videospiele ...........................................................................................13 6.1. Die Anfänge der Videospiele ..................................................................................13 -
Theescapist 031.Pdf
In talking further with Alex, I realize he that instance when expectations aren’t It’s the best online mag I’ve ever had didn’t see it coming. He was in design met, when bitterness ensues. Raph the pleasure of reading, and that’s not mode when he made the characters. He suggests that the client is in the hands of just because it’s the only one I’ve read. “It only took us 26 minutes to break it!” thought serpents were powerful and the enemy, and that developers should Well, actually it is ... but it’s still the I said, laughing. Everyone else was quick-striking animals and they made not trust the players. Cory Ondrejka of best! (So cliche). What I love most about laughing, too. Well, everyone except sense as a model for a fighting style. He Linden Lab, the developers of Second the mag is what a lot of others seem to Alex. didn’t expect us to take the martial art in Life has a slightly different take on this enjoy ... the perspective presented by any other way than just that. We idea, as we discovered when Pat Miller your writers and their grasp on the You see, Alex had been tinkering and expected a Friday night of fun, relaxation spoke with him. Also in this issue, Bruce gaming world as a whole. I would have planning for weeks on a new idea for a and laughter. That’s what we made it, Nielson discusses different companies’ to say that my favorite read thus far tabletop game and this was its big debut seeing humor in places it was not policies regarding modders.