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Investigating the Effect of Pace Mechanic on Player Motivation And
Investigating the Effect of Pace Mechanic on Player Motivation and Experience by Hala Anwar A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Applied Science (MASc) in Management Sciences Waterloo, Ontario, Canada, 2016 © Hala Anwar 2016 AUTHOR'S 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. Hala Anwar ii Abstract Games have long been employed to motivate people towards positive behavioral change. Numerous studies, for example, have found people who were previously disinterested in a task can be enticed to spend hours gathering information, developing strategies, and solving complex problems through video games. While the effect of factors such as generational influence or genre appeal have previously been researched extensively in serious games, an aspect in the design of games that remains unexplored through scientific inquiry is the pace mechanic—how time passes in a game. Time could be continuous as in the real world (real-time) or it could be segmented into phases (turn- based). Pace mechanic is fiercely debated by many strategy game fans, where real-time games are widely considered to be more engaging, and the slower pace of turn-based games has been attributed to the development of mastery. In this thesis, I present the results of an exploratory mixed-methods user study to evaluate whether pace mechanic and type of game alter the player experience and are contributing factors to how quickly participants feel competent at a game. -
Manual F3goty Ps3 En-Int.Pdf
PRECAUTIONS SYSTEM SOFTWARE UPDATES • This disc contains software for the PLAYSTATION®3 system. Never use this disc on any other system, as it could damage it. For details about how to perform System Software updates for the PLAYSTATION®3 system, visit • This disc conforms to PLAYSTATION®3 specifications for the PAL market only. It cannot be used on other specification versions of eu.playstation.com or refer to the PS3™ system’s Quick Reference document. PLAYSTATION®3. • Read the PLAYSTATION®3 system Instruction Manual carefully to ensure correct usage. • When inserting this disc in the PLAYSTATION®3 system always place it with the required playback side facing down. • When handling the disc, do not touch the surface. Hold it by the edge. • Keep the disc clean and free of scratches. Should the surface become dirty, wipe it gently with a soft dry cloth. • Do not leave PARENTAL CONTROL the disc near heat sources or in direct sunlight or excessive moisture. • Do not use an irregularly shaped disc, a cracked or warped disc, or one This product has a preset Parental Control Level based on its content. You can set the Parental Control Level on the PLAYSTATION®3 system that has been repaired with adhesives, as it could lead to malfunction. to restrict the playback of a product with a Parental Control Level that is higher than the level set on the PS3™ system. For more information, please refer to the PS3™ system Instruction Manual. HEALTH WARNING This product is classified according to the PEGI rating system. The PEGI rating marks and content descriptors are displayed on the product Always play in a well lit environment. -
Found in Translation
Monaco: What’s Yours is Mine Interpreting Feedback and Maintaining Your Vision “Design is a plan for arranging elements in such a way as best to accomplish a particular purpose” - Charles Eames Monaco: What’s Yours is Mine • Released: – April 24th, 2013 • Platforms – Windows – Mac – Linux – Xbox 360 Best Idea Ever!!! + Feedback “That’s the worst idea I’ve ever heard.” – Andy Schatz “You’re going to injure yourself.” – Andy Schatz “You’re the most retarded person I’ve ever met.” – Andy Schatz Part 1 INTERPRETING FEEDBACK Beta Questionnaire 1. What did you like? 2. What didn’t you like? 3. What confused you? 3 MOST COMMON FEEDBACK 1. Did not like LOS • Wanted to plan more • Traditional Stealth “Observe your enemies from afar, manipulate them with your tools, and execute your plan with precision” – Mark of the Ninja 2. Did not like Random AI • Wanted AI patterns • “Solve” the game 3. Did not like lack of failure • Wanted strict punishment • Mandatory stealth • Rewards “ghosting” Monaco’s Design Goals • Unpredictability • Improvisation • Emotional Range What did Pocketwatch do? 1. Kept the LOS 2. Kept Guard AI 3. Cannot Ghost Change the Narrative 3 INDUSTRY EXAMPLES 1. Journey • Journey friend invites – “I want to talk with my friend” What did thatgamecompany do? • “We want friend chat” • Removed friend invites 2. Borderlands • Feedback on Skag Gully – “This isn’t fun” – “Too many enemies” What did Gearbox do? • “Too many enemies” • 3x number of enemies • Became a “Combat Zone” 3. World of Warcraft • Fatigue XP • Player’s HATED it • Punished -
Backgrounder: AIIDE 07 Invited Speakers
Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry. -
Slugmag.Com 1
slugmag.com 1 SaltLakeUnderGround • Vol. 25 • Issue #310 • October 2014 • slugmag.com ABOUT THE COVER: There’s something out there, right in our back yard—in Ft. Duchesne, Utah, where Publisher: Eighteen Percent Gray Marketing Coordinator: people often report sightings of lights, noises and Editor: Angela H. Brown Robin Sessions voices possibly associated with UFOs. Revel in illus- Managing Editor: Alexander Ortega Marketing Team: Alex Topolewski, Carl Acheson, trator Robin Banks’ sensationalized presentation of Junior Editor: Christian Schultz Cassie Anderson, Cassie Loveless, Ischa B., Janie this Northeastern Utah point of interest. SLUG Senior Office Coordinator:Gavin Sheehan Greenberg, Jono Martinez, Kendal Gillett, Rachel Staff Writer Cody Kirkland went down to investi- Fact Checker: Henry Glasheen Roller, Raffi Shahinian, Robin Sessions, Zac Freeman gate—read his story on pg. 36. Copy Editing Team: Alex Cragun, Alexander Social Media Coordinator: Catie Weimer Ortega, Allison Shephard, Christian Schultz, Cody Distribution Manager: Eric Granato DISCLAIMER: SLUG Magazine does not necessarily Kirkland, Genevieve Smith, Henry Glasheen, Distro: Adam Okeefe, Eric Granato, John Ford, maintain the same opinions as those found in our John Ford, Jordan Deveraux, Julia Sachs, Maria Jordan Deveraux, Julia Sachs, Michael Sanchez, content. We seek to circulate ideas and dialogue Valenzuela, Mary E. Duncan, Shawn Soward, Traci Nancy Burkhart, Nancy Perkins, Nate Abbott, Ricky through quality coverage of contemporary music, art, Grant Vigil, Ryan Worwood, Tommy Dolph, Tony Bassett, action sports and the subcultures therein … except Content Consultants: Jon Christiansen, Xkot Toxsik rollerblading. Content is property of SLUG Magazine— Matt Hoenes Senior Staff Writers: Alex Springer, Alexander Cover Illustration: Robin Banks Ortega, Ben Trentelman, Brian Kubarycz, Brinley please do not use without written permission. -
Game Developer Magazine
>> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game. -
Organic Matter Release by Red Sea Cnidarians and Its Function As Energy Carrier – Effects of Environmental Variables
Organic matter release by Red Sea cnidarians and its function as energy carrier – effects of environmental variables Dissertation zur Erlangung des Doktorgrades der Fakultät für Geowissenschaften der Ludwig-Maximilians-Universität München vorgelegt von Wolfgang Niggl geboren in Traunstein München, 23. September 2010 Dissertation zur Erlangung des Doktorgrades der Naturwissenschaften der Fakultät für Geowissenschaften der Ludwig-Maximilians-Universität München, Fachbereich Geobiologie. Die vorliegende Arbeit wurde in der Zeit von Juli 2007 bis September 2010 an der Fakultät für Geowissenschaften und am GeoBio-Center der LMU in München angefertigt. Die mündliche Prüfung fand am 10.12.2010 statt. Betreuer und Erstgutachter: PD Dr. Christian Wild Zweitgutachter: Prof. Dr. Alexander Altenbach Table of Contents Acknowledgements Thesis Abstract 1 A precise and non-destructive method to calculate the surface area in living scleractinian corals using X-ray computed tomography and 3D modelling 2 Coral surface area quantification – evaluation of established techniques by comparison with computer tomography 3 Benthic community composition, coral-algal contact and fish distribution in coral reefs around the urbanized area of Dahab, Northern Red Sea 4 Spatial distribution of the upside-down jellyfish Cassiopea sp. within fringing coral reef environments of the Northern Red Sea: implications for its life cycle 5 Organic matter release by the benthic upside-down jellyfish Cassiopea sp. fuels pelagic food webs in coral reefs 6 Carbohydrate composition -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
Foregrounding Narrative Production in Serial Fiction Publishing
University of Rhode Island DigitalCommons@URI Open Access Dissertations 2017 To Start, Continue, and Conclude: Foregrounding Narrative Production in Serial Fiction Publishing Gabriel E. Romaguera University of Rhode Island, [email protected] Follow this and additional works at: https://digitalcommons.uri.edu/oa_diss Recommended Citation Romaguera, Gabriel E., "To Start, Continue, and Conclude: Foregrounding Narrative Production in Serial Fiction Publishing" (2017). Open Access Dissertations. Paper 619. https://digitalcommons.uri.edu/oa_diss/619 This Dissertation is brought to you for free and open access by DigitalCommons@URI. It has been accepted for inclusion in Open Access Dissertations by an authorized administrator of DigitalCommons@URI. For more information, please contact [email protected]. TO START, CONTINUE, AND CONCLUDE: FOREGROUNDING NARRATIVE PRODUCTION IN SERIAL FICTION PUBLISHING BY GABRIEL E. ROMAGUERA A DISSERTATION SUBMITTED IN PARTIAL FULLFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY IN ENGLISH UNIVERSITY OF RHODE ISLAND 2017 DOCTOR OF PHILOSOPHY DISSERTATION OF Gabriel E. Romaguera APPROVED: Dissertation Committee: Major Professor Valerie Karno Carolyn Betensky Ian Reyes Nasser H. Zawia DEAN OF THE GRADUATE SCHOOL UNIVERSITY OF RHODE ISLAND 2017 Abstract This dissertation explores the author-text-reader relationship throughout the publication of works of serial fiction in different media. Following Pierre Bourdieu’s notion of authorial autonomy within the fields of cultural production, I trace the outside influence that nonauthorial agents infuse into the narrative production of the serialized. To further delve into the economic factors and media standards that encompass serial publishing, I incorporate David Hesmondhalgh’s study of market forces, originally used to supplement Bourdieu’s analysis of fields. -
Immersion and Worldbuilding in Videogames
Immersion and Worldbuilding in Videogames Omeragić, Edin Master's thesis / Diplomski rad 2019 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: Josip Juraj Strossmayer University of Osijek, Faculty of Humanities and Social Sciences / Sveučilište Josipa Jurja Strossmayera u Osijeku, Filozofski fakultet Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:142:664766 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-10-01 Repository / Repozitorij: FFOS-repository - Repository of the Faculty of Humanities and Social Sciences Osijek Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Odsjek za engleski jezik i književnost Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Znanstveno područje: humanističke znanosti Znanstveno polje: filologija Znanstvena grana: anglistika Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. University of J.J. Strossmayer in Osijek Faculty of Humanities and Social Sciences Study Programme: -
Pyffi Documentation Release 2.2.3
PyFFI Documentation Release 2.2.3 Amorilia February 04, 2018 Contents 1 Download 3 2 Examples 5 3 Questions? Suggestions? 7 4 Documentation 9 4.1 Introduction...............................................9 4.2 Installation................................................ 11 4.3 pyffi — Interfacing block structured files............................... 12 4.4 How to contribute............................................ 232 4.5 Authors.................................................. 234 4.6 License.................................................. 234 4.7 ChangeLog................................................ 235 4.8 Todo list................................................. 259 4.9 Thanks.................................................. 262 4.10 Glossary................................................. 263 5 Indices and tables 265 Python Module Index 267 i ii PyFFI Documentation, Release 2.2.3 Release 2.2.3 Date February 04, 2018 The Python File Format Interface, briefly PyFFI, is an open source Python library for processing block structured binary files: • Simple: Reading, writing, and manipulating complex binary files in a Python environment is easy! Currently, PyFFI supports the NetImmerse/Gamebryo NIF and KFM formats, CryTek’s CGF format, the FaceGen EGM format, the DDS format, and the TGA format. • Batteries included: Many tools for files used by 3D games, such as optimizers, stripifier, tangent space calcu- lator, 2d/3d hull algorithms, inertia calculator, as well as a general purpose file editor QSkope (using PyQt4), are included. • Modular: Its highly modular design makes it easy to add support for new formats, and also to extend existing functionality. Contents 1 PyFFI Documentation, Release 2.2.3 2 Contents CHAPTER 1 Download Get PyFFI from Sourceforge, or install it with: easy_install-U PyFFI To get the latest (but possibly unstable) code, clone PyFFI from its Git repository: git clone--recursive git://github.com/amorilia/pyffi.git Be sure to use the –recursive flag to ensure that you also get all of the submodules. -
MAD SCIENCE! Ab Science Inc
MAD SCIENCE! aB Science Inc. PROGRAM GUIDEBOOK “Leaders in Industry” WARNING! MAY CONTAIN: Vv Highly Evil Violations of Volatile Sentient :D Space-Time Materials Robots Laws FOOT table of contents 3 Letters from the Co-Chairs 4 Guests of Honor 10 Events 15 Video Programming 18 Panels & Workshops 28 Artists’ Alley 32 Dealers Room 34 Room Directory 35 Maps 41 Where to Eat 48 Tipping Guide 49 Getting Around 50 Rules 55 Volunteering 58 Staff 61 Sponsors 62 Fun & Games 64 Autographs APRIL 2-4, 2O1O 1 IN MEMORY OF TODD MACDONALD “We will miss and love you always, Todd. Thank you so much for being a friend, a staffer, and for the support you’ve always offered, selflessly and without hesitation.” —Andrea Finnin LETTERS FROM THE CO-CHAIRS Anime Boston has given me unique growth Hello everyone, welcome to Anime Boston! opportunities, and I have become closer to people I already knew outside of the convention. I hope you all had a good year, though I know most of us had a pretty bad year, what with the economy, increasing healthcare This strengthening of bonds brought me back each year, but 2010 costs and natural disasters (donate to Haiti!). At Anime Boston, is different. In the summer of 2009, Anime Boston lost a dear I hope we can provide you with at least a little enjoyment. friend and veteran staffer when Todd MacDonald passed away. We’ve been working long and hard to get composer Nobuo When Todd joined staff in 2002, it was only because I begged. Uematsu, most famous for scoring most of the music for the Few on staff imagined that our three-day convention was going Final Fantasy games as well as other Square Enix games such to be such an amazing success.