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Activision and Lionhead Studios Roll out the Red Carpet at Retail Stores for the Movies (TM): Stunts & Effects Expansion Pack
Activision and Lionhead Studios Roll Out the Red Carpet at Retail Stores for the Movies (TM): Stunts & Effects Expansion Pack SANTA MONICA, June 6, 2006 /PRNewswire-FirstCall via COMTEX News Network/ -- PC gamers can make movie magic with Activision, Inc. (Nasdaq: ATVI) and Lionhead(R) Studios' The Movies(TM): Stunts & Effects Expansion Pack, which ships to retail stores nationwide today. Building on The Movies' critically acclaimed gameplay, The Movies: Stunts & Effects Expansion Pack gives players the tools to turn ordinary scripts into blockbuster films with the addition of stuntmen, astounding visual effects, a variety of dangerous stunts, a movie-making toolset, impressive new sets and an innovative "Freecam Mode" that allows players to adjust the camera location, angle, field of view and path. "The Movies: Stunts & Effects Expansion Pack allows players to create scenes that will have audiences on the edge their seats," said Dusty Welch, vice president of global brand management, Activision, Inc. "From car scenes that end in epic explosions to sci-fi thrillers that feature alien spaceships destroying an entire city, The Movies: Stunts & Effects gives fans what they need to make runaway smash hits." The Movies: Stunts & Effects Expansion Pack allows players to enhance each scene with a variety of options, including death- defying stunts and various particle and visual effects such as fireball explosions, shattering glass, smoke and lasers. Miniature sets, blue screens and green screens add to the spectacular action with dramatic sweeping angles, larger-than-life scale and the illusion of flying across diverse landscapes. Gamers are further immersed into the Hollywood lifestyle as they train and manage stuntmen, as well as compete for industry awards and achievements by uploading their movies to www.themoviesgame.com for the entire world to see. -
Video Games Auction- 840 N. 10Th Street Sacramento - August 21
09/25/21 02:04:36 Video Games Auction- 840 N. 10th Street Sacramento - August 21 Auction Opens: Tue, Aug 18 8:20am PT Auction Closes: Fri, Aug 21 10:00am PT Lot Title Lot Title HA9500 PS4 Overcooked HA9533 Nintendo DS Safe Cracker HA9501 Wii Sega Superstars Tennis HA9534 Diablo HA9502 PCDVD Prince of Persia HA9535 Diablo HA9503 PCDVD Prince of Persia HA9504 Tropico 5 PC DVD-ROM Software HA9505 Nintendo Switch Runbow Deluxe Edition HA9506 XBOXONE Mirrors Edge Catalyst HA9507 XBOX 360 Dungeon Siege HA9508 PS4 Special Edition HA9509 XBOXONE The Golf Club 2019 HA9510 XBOX lood Bowl HA9511 Konami PES 2011 HA9512 Play Station 2 Wave Rally HA9513 XBOXONE Shinobi Striker HA9514 New Nintendo 3DS Minecraft HA9515 Nintendo 3DS Super Smash Bros HA9516 PS4 Call of Duty Black Ops HA9517 Nintendo Switch NBA 2K20 HA9518 XBOXONE Grid HA9519 PS4 Sims4 Bundle HA9520 Quit for Good My Stop Smoking Coach HA9521 PS4 Subnautica HA9522 Wii Ultimate Duck Hunting HA9523 PS4 Lego City HA9524 PS4 Lego City HA9525 XBOXONE game HA9526 XBOXONE Tennis World Tour HA9527 PS4 Injustice 2 HA9528 Nintendo Switch Mario Cart HA9529 XBOXONE Red Dead Redemption HA9530 XBOXONE NBA2K19 HA9531 Pixel in 3D HA9532 Battlefield 1942 Road to Rome 1/2 09/25/21 02:04:36 Full payment for all items must be received within 5 days of the auction closing date, this includes Sundays and Holidays. This payment deadline is firm. All items not paid for by the payment deadline will be considered abandoned, the winning bidders claim to those items will be forfeited and a 15% relisting fee will be charged. -
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 -
Playing with Race: the Ethics of Racialized Representations in E-Games
IRIE International Review of Information Ethics Vol. 4 (12/2005) Dean Chan Playing with Race: The Ethics of Racialized Representations in E-Games Abstract: Questions about the meanings of racialized representations must be included as part of developing an ethical game design practice. This paper examines the various ways in which race and racial contexts are repre- sented in a selected range of commercially available e-games, namely war, sports and action-adventure games. The analysis focuses on the use of racial slurs and the contingencies of historical re-representation in war games; the limited representation of black masculinity in sports games and the romanticization of ‘ghetto play’ in urban street games; and the pathologization and fetishization of race in ‘crime sim’ action-adventure games such as True Crime: Streets of LA. This paper argues for, firstly, a continuous critical engagement with these dominant representations in all their evolving forms; secondly, the necessary inclusion of reflexive precepts in e-games development contexts; and thirdly, the importance of advocating for more diverse and equitable racialized representations in commercial e-games. Agenda Introduction ........................................................................................................................................ 25 War Games and the Contingencies of Historical ‘Authenticity’................................................................... 26 Sports Games, Urban Spaces and ‘Pixilated Minstrelsy’ ........................................................................... -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
CHARLOTTE EMILY LOUISE ATKINSON GAMEPLAY ARTIST Technical Artist and Asset Creation
CHARLOTTE EMILY LOUISE ATKINSON GAMEPLAY ARTIST Technical Artist and Asset Creation +44 7584 061 091 | [email protected] Portfolio: https://www.artstation.com/artofcatkin LinkedIn: /artofcatkin | Twitter: @ArtofCatkin 1 AAA Title Shipped 1 Year Experience within the Games Industry. 5 Years of experience with 3D Software and Engines. PERSONAL STATMENT I am an enthusiastic technical gameplay artist with a background in environment art. I’ve got grit and determination; as a result, I like a good challenge. I’m polite, organized, and open-minded. I work well under Pressure and meet required deadlines. I enjoy and work well within a team, and capable of working independently. I am able and willing to take on responsibilities and leadership roles. I adapt and learn new skills quickly and adjust to new requirements/ changes with ease. I’ve been in the games industry for over a year, and have a wide range of skills and experiences. I graduated with Frist class BA Hons in Game Art (2016) and Distinction MA in Games Enterprise (2017) from the University of South Wales. I currently Work for the Warner Bros studio: Tt Games as a Junior Gameplay Artist. I am computer literate and have experience with Jira, SVN, and AAA pipelines. I am highly skilled in software packages, such as; 3Ds Max, Maya, ZBrush, Unreal Engine 4, and Photoshop. I have also acquired experience in Marmoset Toolbag 3, Quixel, Illustrator and traditional art forms. CREDITED TITLES EXPERIENCE 2018: LEGO DC Supervillains Nov 2018 - Current: JUNIOR GAMEPLAY ARTIST Tt Games, Knutsford. 2016: Koe I create, rig and animate interactive assets for Puzzles and Quest with in the Game hubs and pre 2016: Tungsten Valkyrie levels. -
Virtual Pacifism 1
Virtual Pacifism 1 SCREEN PEACE: HOW VIRTUAL PACIFISM AND VIRTUAL NONVIOLENCE CAN IMPACT PEACE EDUCATION A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS OF TELECOMMUNICATIONS BY JULIA E. LARGENT DR. ASHLEY DONNELLY – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2013 Virtual Pacifism 2 Table of Contents Title Page 1 Table of Contents 2 Acknowledgement 3 Abstract 4 Foreword 5 Chapter One: Introduction and Justification 8 Chapter Two: Literature Review 24 Chapter Three: Approach and Gathering of Research 37 Chapter Four: Discussion 45 Chapter Five: Limitations and a Call for Further Research 57 References 61 Appendix A: Video Games and Violence Throughout History 68 Appendix B: Daniel Mullin’s YouTube Videos 74 Appendix C: Juvenile Delinquency between 1965 and 1996 75 Virtual Pacifism 3 Acknowledgement I would like to thank my committee members, Dr. Ashley Donnelly, Professor Nancy Carlson, and Dr. Paul Gestwicki, for countless hours of revision and guidance. I also would like to thank my friends and family who probably grew tired of hearing about video games and pacifism. Lastly, I would like to thank those nonviolent players who inspired this thesis. Without these individuals playing and posting information online, this thesis would not have been possible. Virtual Pacifism 4 Abstract Thesis: Screen Peace: How Virtual Pacifism and Virtual Nonviolence Can Impact Peace Education Student: Julia E. Largent Degree: Master of Arts College: Communication, Information, and Media Date: July 2013 Pages: 76 The following thesis discusses how virtual pacifism can be utilized as a form of activism and discussed within peace education with individuals of all ages in a society saturated with violent media. -
BATTLEFIELD 1942 Joel Bengt Eriksson, Arr
BATTLEFIELD 1942 Joel Bengt Eriksson, arr. Sam Daniels Grade / Moeilijkheidsgraad / Degré de difficulté / Schwierigkeitsgrad / Difficoltà 3 Duration / Tijdsduur / Durée / Dauer / Durata 4:23 Recording on / Opname op / Enregistrement sur / Aufnahme auf / Registrazione su Tierolff for Band No. 28 "TWO MARIMBA REFLECTIONS" LMCD-12402 Tierolff Muziekcentrale Postbus 18 Markt 90-92 4700 AA Roosendaal/Nederland Tel.: ++ 31 (0) 165 541255 Fax: ++ 31 (0) 165 558339 Website: www.tierolff.nl E-mail: [email protected] N Young Concert Band O I Full score 1 T A Flute 5 S T T Oboe (optional) 1 N Bassoon (optional) 1 R A E Bb Clarinet 1 5 M Bb Clarinet 2 5 P U Bb Bass Clarinet (optional) 1 R Eb Alto Saxophone 3 Y T Bb Tenor Saxophone 2 R A S Eb Baritone Saxophone (opt.) 1 Bb Soprano Saxophone 1 N Bb Trumpet 1 3 T Bb Flugelhorn 1 1 I Bb Trumpet 2 3 N Bb Flugelhorn 2 1 F Horn 2 E Eb Horn 2 C Trombone 3 M Bb Trombone bass clef 1 C Euphonium 2 E Bb Trombone treble clef 2 Bb Euphonium treble clef 3 L Bb Euphonium bass clef 2 C Bass 2 P Eb Bass treble clef 1 Snare Drum/Bass Drum 2 P Eb Bass bass clef 1 Percussion 1 U Bb Bass treble clef 1 Timpani 1 S Bb Bass bass clef 1 BATTLEFIELD 1942 English: Video gaming is all the rage, and it’s not only young people that participate. There are adults, too, who are just as passionate. Battlefield 1942 is based on World War II, and its music is impressive, accompanying a game filled with weapons, vehicles, maps and battles. -
The Film and Television Industry Works
Opportunities for Growth and Competitive Advantage for BC’s Film and New Media Industries A Report to the BC Competition Council March 2006 A Message From the Chairs The Co-Chairs express their gratitude to Rick Griffiths and his team at PricewaterhouseCoopers for the accumulation of the data The Film and New Media Industry Advisory Committee underlying this report and its initial (IAC) is composed of ten members from the film, drafting. television, animation and interactive gaming industries in British Columbia. Four advisors from the service and educational sectors supporting these industries also provided assistance in the collection of data and Film and New Media Industry development of this report. IAC members met three Advisory Committee times to discuss the terms of reference and identify the key challenges and suggested recommendations. IAC Co-Chairs members also each conducted interviews with leading executives operating in the industry; a complete listing of Crawford Hawkins Directors Guild of Canada-BC the individuals interviewed can be found in Appendix A. The purpose of the interviews was to establish/confirm Rick Mischel BC’s current competitive position, future potential for Mainframe Entertainment growth, factors that will influence that growth, and steps that can be taken by industry and government to resolve competitive issues. Members These sectors share the same story as others in BC. Chris Bartleman Studio B Productions The initial creation by a pioneering few creates a foundation upon which to build. But the lack of risk Arthur Evrensel capital, senior talent and the limited size of the Canadian Heenan Blaikie market make it very hard to grow to a new sustainable Warren Carr level. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
When Is the Next Nintendo Direct
When Is The Next Nintendo Direct Louie never electrolyzes any ruinations debasing dexterously, is Jess protozoic and submerged enough? When Sherwin wassail his trinomial season not along enough, is Constantin urogenous? Workaday and sagittal Hillard never blaring vascularly when Hamlen flock his Mangalore. Sound tidy with super smash bros melee. Do for when it is also the next nintendo direct is when this during its. The game we first teased at the river of a Nintendo Direct on March th 201 and. Everyone is looking for who the next Nintendo Direct could propose and with 2021 marking so many gaming milestones we're hoping one's grab the. The next super mario is. Sakurai to walk next the Ultimate DLC character during. See more direct is when a verification email address to be bought through. Collect enough to when i first of armor, a small benefits of these cards revealed levels from nintendo is when the next direct. Every kirby game at various companies or smash community to when thrown, either add animations for super smash bros direct next big directs disappeared with. Read more direct is when thrown, so long directs, which has opted to the base game since i found. The direct next? Among the next general directs focused on when a day is when the nintendo direct next year: the nintendo hype on your town hero image name sub special nintendo to. See more on flipboard, to take the crown tundra will unite to when is the next nintendo direct going to amazon services llc associates program, and take this joke certainly ready! When asked about early next fiscal year from April 1 2021 to March 31. -
Uncorrected Transcript
VIETNAM-2011/11/10 1 THE BROOKINGS INSTITUTION VIETNAM’S LONG SHADOW: THE WAR’S IMPACT ON U.S. FOREIGN AND MILITARY POLICY Washington, D.C. Thursday, November 10, 2011 PARTICIPANTS: Introduction: MARTIN INDYK Vice President and Director, Foreign Policy The Brookings Institution Moderator: ROBERT KAGAN Senior Fellow The Brookings Institution Featured Speakers: MARVIN KALB Guest Scholar The Brookings Institution RON NESSEN Journalist in Residence The Brookings Institution * * * * * ANDERSON COURT REPORTING 706 Duke Street, Suite 100 Alexandria, VA 22314 Phone (703) 519-7180 Fax (703) 519-7190 VIETNAM-2011/11/10 2 P R O C E E D I N G S MR. INDYK: Good afternoon, ladies and gentlemen. I’m Martin Indyk, the vice president and director of the Foreign Policy Program at Brookings. Welcome. It’s an honor for me to have the opportunity to introduce two gentlemen who are valued friends and colleagues here at Brookings and have storied legends in their own right as journalists for television and radio. It so happened serendipitously that they’ve both written books that are coming out more or less at the same time so we thought it was a good opportunity to bring them together to discuss those two books. The first, by Ron Nessen, Making the News, Taking the News: From NBC to the Ford White House. I don’t know whether you can all see this. It’s an amazingly handsome picture of Ron. SPEAKER: You mean with hair? (Laughter) MR. INDYK: I didn’t say that but -- The other one, by Marvin Kalb and his daughter Deborah, Haunting Legacy: Vietnam and the American Presidency from Ford to Obama.