Game Developers Who Started Their Careers by Working on Mods
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BUSINESS NAME BUSINESS ADDRESS CITY ST ZIPCODE Tax1 Tax2 Tax3 Tax4 Tax5 Tax6 Tax7 Tax8 Tax9 Tax10 S & a CAB CO 3203 W
BUSINESS NAME BUSINESS ADDRESS CITY ST ZIPCODE Tax1 Tax2 Tax3 Tax4 Tax5 Tax6 Tax7 Tax8 Tax9 Tax10 S & A CAB CO 3203 W. BERWYN AVE., Apt./Suite 2.W CHICAGO IL 60625 7595ACO S & A CONSTRUCTION AND REMODELING CORP 3804 BRETT LN. GLENVIEW IL 60025 8402CO S & A LIMOUSINE INC 1133 E. 83RD ST. CHICAGO IL 60619 7595 S & A TRANSPORTATION 4118 W. LAWRENCE AVE. CHICAGO IL 60630 7595ACO S & B CONSTR & REMOD CO INC 3657 N. LUNA AVE., Floor 1 CHICAGO IL 60641 8402B S & B FINISHING CO INC. 3005 W. FRANKLIN BLVD. CHICAGO IL 60612 7540 S & Bros Ventures Inc. 105 W. MADISON ST., Floor BASEMENT CHICAGO IL 60602 7525 S & C ELECTRIC COMPANY 6601 N. RIDGE BLVD. CHICAGO IL 60626 7525 7540 7550 7590 8402B S & D AMUSEMENTS, INC. 1109 MONROE , Apt./Suite 1ST EVANSTON IL 60202 8402B S & F CAB COMPANY 1816 S. INDIANA AVE. CHICAGO IL 60616 7595ACO S & G CONSTRUCTION & PAVING INC 675 PHELPS , Floor 1ST ROMEOVILLE IL 60446 8402CO S & H ELECTRIC CO. INC. 3125 N. WILKE RD., Apt./Suite F RLINGTON HEIGHT IL 60004 8402CO S & H SERVICES INC. 4000 N. WESTERN AVE. CHICAGO IL 60618 1904 S & J AUTOMOTIVE SALES AND REPAIR, INC. 5475 W. LAKE ST. CHICAGO IL 60644 7540 S & J CAB CO. 2353 W. BELMONT AVE. CHICAGO IL 60618 7595ACO S & K FAST FOOD INC 238 W. DIVISION ST., Floor #, Apt./Suite 2 CHICAGO IL 60610 7525 S & K INC 1657 E. 87TH ST. CHICAGO IL 60617 7525 S & L ENTERTAINMENT, LLC 52 W. ELM ST., Floor 1 CHICAGO IL 60610 7525 S & L FOOD & LIQUORS INC 4958 W. -
MODUL PELATIHAN MIGRASI OPEN SOURCE SOFTWARE “Level Pengguna”
MODUL PELATIHAN MIGRASI OPEN SOURCE SOFTWARE “Level Pengguna” Update : Juli 2010 Oleh : Hasan B. Usman L Kelompok TIK Open Source Software Keterampilan √ Tingkat Pemula Tingkat Menengah Tingkat Mahir Jenis Buku √ Referensi √ Tutorial Latihan Pendukung √ CD/DVD OSS Linux √ Video Tutorial OSS √ Modul lain yg relevan URL http://www.igos.web.id, http://www.igos.or.id Email : [email protected] KATA PENGANTAR KATA PENGANTAR Adopsi terhadap perangkat lunak open source juga bisa diartikan sebagai bagian dari proses migrasi yang tidak secara kasat mata merupakan perpindahan, karena pada dasarnya migrasi bertujuan untuk menguatkan penggunaan software legal oleh pengguna perangkat lunak. Migrasi adalah pekerjaan dengan tingkat kerumitan yang sangat beragam, bisa mudah dan bahkan bisa menjadi sulit. Bila tidak ahli di bidangnya, proses migrasi akan menjadi lebih sulit. Untuk memudahkan anda dalam melakukan proses migrasi, buku panduan ini disusun sebagai salah satu referensi dan diperuntukkan bagi pengguna (end user) dan mudah-mudahan dengan adanya referensi ini dapat membantu anda. Salam Hangat Hasan B. Usman Ketua Tim Migrasi ([email protected] ) Modul Pelatihan Migrasi OSS Untuk Level Pengguna, update Juli 2010 http://www.igos.or.id, email : [email protected] i RINGKASAN RINGKASAN Materi pelatihan teknologi informasi menggunakan open source software ini adalah salah satu referensi untuk mendukung proses migrasi untuk level pengguna. Topik pembahasan pada materi ini adalah mengenai pengantar oss, Instalasi linux, desktop linux, aplikasi perkantoran openoffice, aplikasi internet, aplikasi multimedia dan grafis sampai dengan cara akses file melewati jaringan Modul Pelatihan Migrasi OSS Untuk Level Pengguna, update Juli 2010 http://www.igos.or.id, email : [email protected] ii COURSE OBJECTIVE COURSE OBJECTIVE 1.1. -
Autodesk Entertainment Creation Suite
Autodesk Entertainment Creation Suite Top Reasons to Buy and Upgrade Access the power of the industry’s top 3D modeling and animation technology in one unbeatable software suite. Autodesk® Entertainment Creation Suite Options: Autodesk® Maya® Autodesk® 3ds Max® Entertainment Creation Suite 2010 includes: Entertainment Creation Suite 2010 includes: • Autodesk® Maya® 2010 software • Autodesk® 3ds Max® 2010 • Autodesk® MotionBuilder® 2010 software • Autodesk® MotionBuilder® 2010 software • Autodesk® Mudbox™ 2010 software • Autodesk® Mudbox™ 2010 software Comprehensive Creative Toolsets The Autodesk Entertainment Creation Suite offers an expansive range of artist-driven tools designed to handle tough production challenges. With a choice of either Autodesk Maya 2010 software or Autodesk 3ds Max 2010 software, you have access to award-winning, 3D software for modeling, animation, rendering, and effects. The Suite also includes Autodesk Mudbox 2010 software, allowing you to quickly and intuitively sculpt highly detailed models; and Autodesk MotionBuilder 2010 software, to quickly and efficiently create, manipulate and process massive amounts of animation data. The complementary toolsets of the Suite help you to achieve higher quality results more efficiently and more cost-effectively. Real-Time Performance with MotionBuilder The addition of MotionBuilder to a Maya or 3ds Max pipeline helps increase production efficiency, and produce higher quality results when developing projects requiring high-volume character animation. With its real-time 3D engine and dedicated toolsets for character rigging, nonlinear animation editing, motion-capture data manipulation, and interactive dynamics, MotionBuilder is an ideal, complementary toolset to Maya or 3ds Max, forming a unified Image courtesy of Wang Xiaoyu. end-to-end animation solution. Digital Sculpting and Texture Painting with Mudbox Designed by professional artists in the film, games and design industries, Mudbox software gives 3D modelers and texture artists the freedom to create without worrying about technical details. -
MASHRU MISHU CHARACTER ARTIST | | [email protected] | Cell: 347.981.3042
MASHRU MISHU CHARACTER ARTIST | WWW.FX81.COM | [email protected] | Cell: 347.981.3042 PROFILE I love making characters and creatures for video games. I have over a decade of experience and have worked on 30+ game titles. It still feels fresh and interesting to me because I absolutely enjoy making art and learning new techniques and styles every day. I hope to continue making art and contribute to many more projects in the future. SKILLS TOOLS ▪ Realistic human and creature anatomy sculpting ▪ Maya – advanced knowledge 15+ years ▪ Stylized human and creature modeling and sculpting ▪ Photoshop – expert knowledge 20+ years ▪ Hand-painted and photo-realistic texture painting ▪ Mudbox – expert knowledge 15+ years ▪ Realistic costume and cloth sculpting ▪ Topogun ▪ Efficient lowpoly modeling and UV layout ▪ Substance Painter ▪ Strong understanding of materials definition ▪ Zbrush ▪ R&D pipeline and tools improvement ▪ UDK ▪ Optimize art production and scheduling ▪ CryEngine3 ▪ Mentoring and training ▪ Marvelous Designer ▪ Strong communication ▪ 3ds Max EXPERIENCE July-2017 ▪ Senior Character Artist – Cryptic Studios -Present Magic: Legends May-2010 ▪ Freelance Artist - Self Employed Apr-2018 Created characters, creatures, weapons and props for 30+ game titles. (List 2nd page) Jun-2013 ▪ Freelance Artist - Arkane Studios Nov-2014 Character artist on Dishonored 1 & 2 Apr-2013 ▪ Freelance Character Artist - RedLynx Studios Aug-2014 Character artist on Trials: Fusion, Evolution & DLC Jun-2006 ▪ Character Artist - THQ Kaos Studios May-2010 Character -
Multimedia Systems DCAP303
Multimedia Systems DCAP303 MULTIMEDIA SYSTEMS Copyright © 2013 Rajneesh Agrawal All rights reserved Produced & Printed by EXCEL BOOKS PRIVATE LIMITED A-45, Naraina, Phase-I, New Delhi-110028 for Lovely Professional University Phagwara CONTENTS Unit 1: Multimedia 1 Unit 2: Text 15 Unit 3: Sound 38 Unit 4: Image 60 Unit 5: Video 102 Unit 6: Hardware 130 Unit 7: Multimedia Software Tools 165 Unit 8: Fundamental of Animations 178 Unit 9: Working with Animation 197 Unit 10: 3D Modelling and Animation Tools 213 Unit 11: Compression 233 Unit 12: Image Format 247 Unit 13: Multimedia Tools for WWW 266 Unit 14: Designing for World Wide Web 279 SYLLABUS Multimedia Systems Objectives: To impart the skills needed to develop multimedia applications. Students will learn: z how to combine different media on a web application, z various audio and video formats, z multimedia software tools that helps in developing multimedia application. Sr. No. Topics 1. Multimedia: Meaning and its usage, Stages of a Multimedia Project & Multimedia Skills required in a team 2. Text: Fonts & Faces, Using Text in Multimedia, Font Editing & Design Tools, Hypermedia & Hypertext. 3. Sound: Multimedia System Sounds, Digital Audio, MIDI Audio, Audio File Formats, MIDI vs Digital Audio, Audio CD Playback. Audio Recording. Voice Recognition & Response. 4. Images: Still Images – Bitmaps, Vector Drawing, 3D Drawing & rendering, Natural Light & Colors, Computerized Colors, Color Palletes, Image File Formats, Macintosh & Windows Formats, Cross – Platform format. 5. Animation: Principle of Animations. Animation Techniques, Animation File Formats. 6. Video: How Video Works, Broadcast Video Standards: NTSC, PAL, SECAM, ATSC DTV, Analog Video, Digital Video, Digital Video Standards – ATSC, DVB, ISDB, Video recording & Shooting Videos, Video Editing, Optimizing Video files for CD-ROM, Digital display standards. -
Lollipop Chainsaw Goichiego Sudy I Problem Autorstwa W Medium Gier Wideo
2015 / Homo Ludens 2(8) Lollipop Chainsaw Goichiego Sudy i problem autorstwa w medium gier wideo DOMINIKA STASZENKO Uniwersytet Łódzki Abstract Goichi Suda's Lollipop Chainsaw and the problem of authorship in video games This paper examines the phenomenon of the game designed by Goichi Suda, also known as Suda 51. It focuses on the analysis of Lollipop Chainsaw, detailing the characteristics of his work, such as a sense of humor, unique aesthetics and controversial solutions. This Japanese designer is sometimes considered as an artist who manifests his original ideas even in high-budget games. This paper also describes the problem of authorship in the video games medium using Suda’s creation as an example. KEYWORDS: Goichi Suda, aesthetics, remediation, authorship 1. Wprowadzenie Kategoria autora w przypadku medium gier wideo nastręcza wiele trud- ności nie tylko w kwestii interpretacji, kim tak właściwie jest autor gry, ale Homo Ludens 2(8) / 2015 © Polskie Towarzystwo Badania Gier 2015 154 Dominika Staszenko także w kontekście pytania, czy w ogóle używanie takiego pojęcia jest zasad- ne w stosunku do interaktywnego dzieła powstałego przy współpracy wielu osób. W teorii filmu przyjmuje się, że reżyser odpowiada zarówno za aspekty techniczne związane z produkcją utworu, jak i estetyczne, co pozwala określić reżysera mianem autora sprawującego pieczę nad wszystkimi etapami powsta- wania dzieła, a także elementami decydującymi o wartości artystycznej obrazu (Carr, 2013, s. 11). Ze względu na fakt, że zarówno filmy, jak i gry powstają dzię- ki zaangażowaniu wieloosobowych zespołów, próba przełożenia takiej defi- nicji autorstwa na grunt badań nad nowym medium wydaje się uzasadniona. Jednakże problemem uniemożliwiającym zastosowanie analogii jest przede wszystkim trudność w rozstrzygnięciu, kto odpowiada za całokształt projektu. -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
BOLD VISIONS SPACE CITY PORT Enormous Space Cities Docking Over a Terrestrial Metropolis on a Distant World
2_Spaceports_TEMP.jpg on ftp site. *THIS IMAGE IS NOT FINISHED - Gary will send final version prior to repro BOLD VISIONS SPACE CITY PORT Enormous space cities docking over a terrestrial metropolis on a distant world. T H E D I G I T A L P A I N T I N G B I B LE FOR FANTASY AND SCIENCE-FICTION ARTISTS GARY TONGE To my daughter Catherine, light of my life. A DAVID & CHARLES BOOK Copyright © David & Charles Limited 2008 David & Charles is an F+W Publications Inc. company MASTER UNIVERSE Depiction of the universe. 4700 East Galbraith Road Cincinnati, OH 45236 First published in the UK in 2008 First published in the US in 2008 Text and illustrations copyright © Gary Tonge 2008 except those acknowledged on page 128. Gary Tonge has asserted his right to be identified as author of this SYSTEM BIRTH An alignment of celestial bodies orbiting in a young solar system. work in accordance with the Copyright, Designs and Patents Act, 1988. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic or mechanical, by photocopying, recording or Introduction 6 otherwise, without prior permission in writing from the publisher. Materials 8 The publisher has endeavoured to contact all contributors of pictures for permission to reproduce. Basic Techniques 18 A catalogue record for this book is available from the British Library. CONTENTS Colour and Light 32 ISBN-13: 978-1-6006-1-020-2 paperback Concept and Design 48 ISBN-10: 1-6006-1-020-X paperback Textures and -
Metadefender Core V4.12.2
MetaDefender Core v4.12.2 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
Threat Simulation in Virtual Limbo Preprint
This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out. -
Film Flight: Lost Production and Its Economic Impact on California
I MILKEN INSTITUTE California Center I July 2010 Film Flight: Lost Production and Its Economic Impact on California by Kevin Klowden, Anusuya Chatterjee, and Candice Flor Hynek Film Flight: Lost Production and Its Economic Impact on California by Kevin Klowden, Anusuya Chatterjee, and Candice Flor Hynek ACKnowLEdgmEnts The authors gratefully acknowledge Armen Bedroussian and Perry Wong for their expert assistance in preparing this study. We also thank our editor, Lisa Renaud. About tHE mILKEn InstItutE The Milken Institute is an independent economic think tank whose mission is to improve the lives and economic conditions of diverse populations in the United States and around the world by helping business and public policy leaders identify and implement innovative ideas for creating broad-based prosperity. We put research to work with the goal of revitalizing regions and finding new ways to generate capital for people with original ideas. We focus on: human capital: the talent, knowledge, and experience of people, and their value to organizations, economies, and society; financial capital: innovations that allocate financial resources efficiently, especially to those who ordinarily would not have access to them, but who can best use them to build companies, create jobs, accelerate life-saving medical research, and solve long-standing social and economic problems; and social capital: the bonds of society that underlie economic advancement, including schools, health care, cultural institutions, and government services. By creating ways to spread the benefits of human, financial, and social capital to as many people as possible— by democratizing capital—we hope to contribute to prosperity and freedom in all corners of the globe. -
Avatare in Katastrophensimulationen
Andreas Siemon Avatare in Katastrophensimulationen Entwicklung eines Katastrophen-Trainings-Systems ISBN 978-3-86219-610-4 Siemon Andreas zur Darstellung von Beteiligten in Großschadenslagen Avatare in Katastrophensimulationen in Katastrophensimulationen Avatare Andreas Siemon Avatare in Katastrophensimulationen Entwicklung eines Katastrophen-Trainings-Systems zur Darstellung von Beteiligten in Großschadenslagen kassel university press Die vorliegende Arbeit wurde vom Fachbereich Elektrotechnik / Informatik der Universität Kassel als Dissertation zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften (Dr. rer. nat.) angenommen. Erster Gutachter: Prof. Dr.-Ing. D. Wloka Zweiter Gutachter: Prof. Dr. A. Zündorf Tag der mündlichen Prüfung 27. März 2013 Bibliografische Information der Deutschen Nationalbibliothek Die Deutsche Nationalbibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Daten sind im Internet über http://dnb.dnb.de abrufbar Zugl.: Kassel, Univ., Diss. 2013 ISBN 978-3-86219-610-4 (print) ISBN 978-3-86219-611-1 (e-book) URN: http://nbn-resolving.de/urn:nbn:de:0002-36118 © 2013, kassel university press GmbH, Kassel www.uni-kassel.de/upress Druck und Verarbeitung: Print Management Logistics Solutions, Kassel Printed in Germany Danksagung Die vorliegende Dissertation entstand im Zeitraum von Oktober 2008 bis November 2012 am Fachgebiet Technische Informatik der Universit¨at Kassel. Sie w¨are nicht ohne die Unterstutzung,¨ den Rat und die Geduld zahlreicher Personen m¨oglich gewesen, bei denen ich mich im nachfolgenden herzlich bedanken m¨ochte. Mein besonderer Dank gilt meinem Betreuer, Herrn Prof. Dr.-Ing. Dieter Wloka, fur¨ die interessante Aufgabenstellung verbunden mit der M¨oglichkeit, die vorliegende Arbeit an seinem Fachgebiet anfertigen zu durfen.¨ Weiterhin bedanke ich mich fur¨ die ausgezeichnete Betreuung, die st¨andige Diskussionsbereitschaft sowie die wertvollen Anregungen und Hinweise.