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The Art of Video Games Voting Results
The Art of Video Games Voting Results The Art of Video Games exhibition will explore the 40‐year evolution of video games as an artistic medium, with a focus on striking visual effects, the creative use of new technologies, and the most influential artists and designers. A website (www.artofvideogames.org) offered participants a chance to vote for 80 games from a pool of 240 proposed choices in various categories, divided by era, game type and platform. Voting took place between February 14, 2011 and April 17, 2011. The exhibition will be on display at the Smithsonian American Art Museum from March 16, 2012 through September 30, 2012 (www.americanart.si.edu/taovg). Visit www.artofvideogames.org to sign up to receive updates about this exhibition. Era 1: Start! System Image Genre Winning Game Other Nominees Atari VCS Action Pac‐Man , 1981, Toru Iwatani /Tod Haunted House Frye. ™ and © NAMCO BANDAI Tunnel Runner Games Inc. Adventure Pitfall! , 1982, David Crane. Adventure Activision Publishing. All trade E.T. The Extra‐Terrestrial names and trademarks are properties of their respective parties. All rights reserved. Target Space Invaders , 1980, Rick Maurer. Missile Command® Yars’ Revenge® Cb/SCombat/Strategy CbCombat ®®, 19771977, SSteve MMayer, JJoe SStar RidRaiders ® Decuir, Larry Kaplan, Larry Wagner. Video Chess® © 1978 Atari Interactive, Inc. ColecoVision Action Donkey Kong ™, 1982, Created by Jungle Hunt Shigeru Miyamoto. Smurf: Rescue in Gargamel’s Castle Adventure Pitfall II: Lost Caverns , 1984, David Alcazar: The Forgotten Crane, adapted by Robert Fortress Rutkowski. Activision Publishing. Gateway to Apshai All trade names and trademarks are properties of their respective parties. -
GAME DEVELOPERS BUTT HEADS T: 800.250.2429 F: 847.763.9606 DEK E: [email protected]
SPECIAL FEATURE: TOP DEVELOPERS OF 2009 VOL17 NO6 JUNE/JULY2010 THE LEADING GAME INDUSTRY MAGAZINE sf_gd_june10.pdf 1 4/29/2010 5:46:05 PM C M Y CM MY CY CMY K Create animated 3D interfaces using Scaleform GFx 3.2 CONTENTS.0610 VOLUME 17 NUMBER 6 POSTMORTEM DEPARTMENTS 20 VIGIL GAMES' DARKSIDERS 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Four developers with a cracked laptop monitor and a dream—that's Players Vs. Users the legend of DARKSIDERS' creation. How the team went from there to over 120 people and a completed game under THQ is the reality, and 4 HEADS UP DISPLAY [NEWS] the team shares some very honest moments here, from concept art First quarter console trends, Canada Video Game Awards, trouble to lessons from playtesting. IGF hires new chairman, and more. By Timothy Bell 32 TOOL BOX By Adam May [REVIEW] FEATURES Pixologic's Zbrush 3.5 r3 6 TOP 30 DEVELOPERS 35 THE INNER PRODUCT By Bill Bilodeau [PROGRAMMING] 2009 was an interesting year, with social shakeups and mid- Decal Tessellation lifecycle consoles. Though the money was down a bit in 2009, the professionalism, quality, and innovation had never been higher. 42 PIXEL PUSHER By Steve Theodore [ART] In this non-empirical list, we share our choices for the best game The Real World developers of the year. By Brandon Sheffield and Jeffrey Fleming 44 DESIGN OF THE TIMES By Soren Johnson [DESIGN] The Social Revolution 13 AN ARTIST'S EYE Does the Golden Ratio have application in game design? These two 46 AURAL FIXATION By Jesse Harlin [SOUND] trained artists say so. -
Skydance Media Partners with Award-Winning Interactive Director Amy Hennig
SKYDANCE MEDIA PARTNERS WITH AWARD-WINNING INTERACTIVE DIRECTOR AMY HENNIG Santa Monica, CA – November 18, 2019 – Skydance Media has tapped award-winning creative director Amy Hennig (Uncharted) and her executive producer partner Julian Beak to form a new division to shape the future of interactive media. Designed to reach gamers and non-gamers alike on emerging streaming platforms, new story-focused experiences – crafted as an interactive series – will employ state-of-the-art computer graphics to provide the visual fidelity of television and film, but with an active, lean-in experience that puts the audience in the driver’s seat. Hennig and Beak will establish and build a team based in the San Francisco Bay Area and will maintain offices at Skydance Media’s Santa Monica headquarters. A game industry veteran with more than 30 years of experience, Hennig was recently honored with the Lifetime Achievement Award at 2019’s Game Developers Choice Awards and was presented with the 2016 BAFTA Special Award in recognition of her outstanding contribution to the video game industry. “The interactive media landscape is continually changing and Amy and Julian are creative and visionary leaders of this evolution,” said David Ellison, CEO Skydance Media. “Together, we will create within this new sphere the same type of event-level entertainment experiences that Skydance is known for in features and television.” “Julian and I are thrilled to be part of the Skydance creative team and excited to partner with Skydance to explore this new frontier in entertainment while pioneering new ways to tell immersive stories through technology,” said Hennig. -
Retroparla 2020 Mujeres En El Mundo De La VISIBLES Informática Y Los Videojuegos
_VISIBLES_ RetroParla 2020 Mujeres en el mundo de la _VISIBLES_ informática y los videojuegos ¿Sabías que el primer programa informático de la historia lo escribió una mujer, un siglo antes de que se construyera el primer ordenador? ¿O que fueron mujeres las que calcularon a mano la trayectoria que llevó a los astronautas a la Luna? ¿O que su trabajo fue clave para que hoy puedas llevar un móvil en el bolsillo y conectarte a internet desde el sofá de tu casa? ¿Sabías que hay una mujer detrás de las aventuras de Lara Croft o las andanzas de Nathan Drake? ¿O de Halo? ¿O de Los Sims? ¿O que llevan más de cuarenta años programando videojuegos, desde los tiempos de la Atari 2600? Desde aquel primer programa de Ada Lovelace, generaciones de mujeres han contribuido de manera decisiva al avance de la tecnología en todos sus campos, y en la mayoría de los casos sin el reconocimiento que merecían. Estas cincuenta reseñas son solo una pequeñísima muestra de las miles de ingenieras, diseñadoras, programadoras, artistas e inventoras que desde hace siglo y medio están consiguiendo hacernos la vida mucho más fácil (¡y mucho más entretenida!). El equipo de RETRO RetroParla PARLA ASOCIACION DE AFICIONADOS A LA RETROINFORMATICA DE PARLA Ada Lovelace (Matemática y programadora) Augusta Ada King, condesa de Lovelace, nació en Londres en 1815. Única hija legítima del poeta Lord Byron y de Anne Isabella Milbanke, fue su madre quien la educó de forma tan esmerada como exigente tras la separación del matrimonio, inculcándole su amor por las matemáticas. -
Mujeres Emprendedoras
MUJERES EMPRENDEDORAS Índice 1. INFANTIL……………………………………………………………………………....3 pág a. Sofía Benjumea…………………………………………………………….3-4 pág b. Beatriz Montera…………………………………………………………….5-6 pág c. Elena García Armand……………………………………………………...6-7 pág d. Elsa Punset…………………………………………………………….….7-10 pág e. Rosa Mª Jové Montanyola……………………………………………...10-11 pág 2. INFORMÁTICA Y PROGRAMACIÓN……………………………………………...12 pág a. Hedy Lamarr………………………………………………………….…..12-13 pág b. Ada Lovelace………………………………………………………………....13 pág c. Ashley Qualls……………………………………………………….…….13-14 pág d. Valeria Castro…………………………………………………………….......14 pág 3. MARKETING Y PUBLICIDAD…………………………………………………….....15 pág a. Helen Resor…………………………………………………………………...15 pág 4. REALIZACIÓN………………………………..……………………………………….16 pág a. Alice Guy………………………………………………………………………16 pág 5. SANIDAD...…………………………………………………………………………….17 pág a. Fatu Kekula…………...…………………………………………………….17 pág b. Linda Diane……...……………………………………………………...17-18 pág c. Margarita Salas……………………...…………………………………....18-19 pág d. María Blasco……………………………………………………………....19-20 pág e. Pilar Mateo Herrero…………………………………………………….20-21 pág f. Rita Levi Montalcini……………………………………………………….21-22 pág g. Rosalyn Sussman………………………………………………………...…..23 pág 6. DISEÑO……………………………………………………………………..………....23 pág a. Coco Chanel…………………………………………………………………..23 pág b. Zaha Hadid…………………………………………………………..….23-24 pág c. Ray-Bernice Alexandra Kaiser Eames……………………...………….24 pág d. Elsie Macgill…………………………………………………………………...24 pág e. Julia Morgan…………………………………………………………………..25 pág f. Charlotte Perriand…………………………………………………………....25 -
Ludic Dysnarrativa: How Can Fictional Inconsistency in Games Be Reduced? by Rory Keir Summerley
Ludic Dysnarrativa: How Can Fictional Inconsistency In Games Be Reduced? by Rory Keir Summerley A Thesis submitted in partial fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) at the University of the Arts London In Collaboration with Falmouth University December 2017 Abstract The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. While they operate very differently to most single-player games in terms of their fiction, multiplayer games still provide useful clarifications and principles for reducing fictional inconsistencies in all games. -
Uncharted 2: Among Thieves Breaks Away and Flees with 10 Awards During the 13Th Annual Interactive Achievement Awards
Contact: Debby Chen / Wendy Zaas Geri Gordon Miller Rogers & Cowan Academy of Interactive Arts and 310-854-8168 / 310-854-8148 Sciences [email protected] 818-876-0826 x202 [email protected] [email protected] UNCHARTED 2: AMONG THIEVES BREAKS AWAY AND FLEES WITH 10 AWARDS DURING THE 13TH ANNUAL INTERACTIVE ACHIEVEMENT AWARDS LAS VEGAS – February 18, 2010 – Escaping with10 outstanding awards, Uncharted 2: Among Thieves (Sony Computer Entertainment) ran over the competition at the 13th Annual Interactive Achievement Awards®. Hosted by stand-up comedian and video game enthusiast Jay Mohr at the Red Rock Resort in Las Vegas, the evening brought together renowned leaders from the gaming industry to recognize their outstanding achievements and contributions to the space. The 13th Annual Interactive Achievement Awards honored successful game designer and Activision co-founder, David Crane with the AIAS’ first Pioneer Award. Entertainment Software Association (ESA) founder, Douglas Lowenstein was honored with the Lifetime Achievement Award. Gaming legend behind successful titles, Crash Bandicoot and Spyro the Dragon, Mark Cerny, was inducted into the Hall of Fame, one of the organization’s highest honors. “The interactive world continues to grow and move forward every day. While we have seen tremendous advances in the community, I believe this is only the beginning,” said Joseph Olin, president, AIAS. “With the help of the tremendously talented men and women here tonight, we will continue to create games that inspire each other to continue pushing the envelope.” These peer-based awards recognize the outstanding products, talented individuals and development teams that have contributed to the advancement of the multi-billion dollar worldwide entertainment software industry. -
Amy Hennig and the Importance of Women in Video Game Writing Printing: This Poster Is 48” Wide by 36” High
Greatness from Small Beginnings: Amy Hennig and the Importance of Women in Video Game Writing Printing: This poster is 48” wide by 36” high. Rachel Wood, Dr. Andy Black (Mentor) It’s designed to be printed on a Murray State University, Department of English and Philosophy large INTRODUCTION AVERAGE GAME RATING (BY STUDIO) METHOD Customizing the Content: . With recent advances in video game technology, producers have This project used the Uncharted action/adventure series and its primary encouraged writers and directors to improve their characters, dialogue, writer/creative director, Amy Hennig, as a case study to: and plot lines to correspond. These narrative improvements required • find key similarities between traditional narrative writing and video The placeholders in this the use of more advanced literary techniques, now allowing audiences game writing using literary analysis to analyze game writers, their games, and players in the more • study the traits of female protagonists/antagonists written by a formatted for you. traditional “author, text, and reader” format. female director as compared to those written by men • trace the success of triple-A video game franchises with female Using the creative director of the Uncharted series, Amy Hennig, as an writers/creative directors through an analysis of critic ratings placeholders to add text, or click example of this new type of video game narrative, this paper explored • survey the treatment of female creatives in the gaming industry using the ways in which female writers have used a traditional literary format incidents on social media in recent action/adventure games to improve the portrayal of women in an icon to add a table, chart, this genre, thereby emphasizing the importance of female creatives in the video game industry. -
Well Played 3.0: Video Games, Value and Meaning Drew Davidson Et Al
Well Played 3.0: Video Games, Value and Meaning Drew Davidson et al. Published: 2011 Categorie(s): Tag(s): "Video Games" Criticism Analysis Play Literacy 1 Preface Copyright by Drew Davidson et al. & ETC Press 2011 ISBN: 978-1-257-85845-3 Library of Congress Control Number: 2011932994 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: All images appearing in this work are used and reproduced with the permission of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. Design & composition by John J. Dessler THANK YOU This third Well Played book was yet another enjoyable project full of in- teresting insights into what makes videogames great. A huge thank you to all the contributors who shared their ideas along with some insipiring analysis. A thank you to John Dessler for his great work on the book design. And thanks again to participation and support of everyone who has joined in the discussion around games being well played. And to my wife, as always. 2 Table of Contents The Deeper Game of Pokémon, or, How the world's biggest RPG inad- vertently teaches 21st century kids everything they need to know ELI NEIBURGER Hills and Lines: Final Fantasy XIII SIMON FERRARI And if You Go Chasing Rabbits: The Inner Demons of American McGee's Alice MATTHEW SAKEY Limbo ALICE TAYLOR The Neverhood; A Different Kind of Never Never Land.You Had Me at Claymation STEPHEN JACOBS Heavy Rain – How I Learned to Trust the Designer JOSÉ P. -
Treball De Fi De Grau
Facultat de Ciències de la Comunicació Treball de Fi de Grau Títol La evolución de la mujer en los videojuegos: discriminación, empoderamiento y normalización Autoria Jonathan Romero Martínez Professorat tutor Jesús Martínez Fernández Grau Periodisme Tipus de TFG Recerca Data 19/06/20 Universitat Autònoma de Barcelona Facultat de Ciències de la Comunicació Full resum del TFG Títol del Treball Fi de Grau: Català: L'evolució de la dona en els videojocs: discriminació, empoderament i normalització Castellà: La evolución de la mujer en los videojuegos: discriminación, empoderamiento y normalización Anglès: The evolution of woman in video games: discrimination, empowerment and normalization Autoria: Jonathan Romero Martínez Professorat Jesús Martínez Fernández tutor: Curs: 4t Grau: Periodisme Paraules clau (mínim 3) Català: dona, videojocs, eSports, discriminació, assetjament, masclisme, misogínia, toxicitat Castellà: mujer, videojuegos, eSports, discriminación, acoso, machismo, misoginia, toxicidad Anglès: woman, video games, eSports, discrimination, harassment, male chauvinism, misogyny, toxicity Resum del Treball Fi de Grau (extensió màxima 100 paraules) Català: Radiografia i anàlisi de la figura de la dona en la indústria dels videojocs, un sector dominat per ideals masclistes i misògins durant molts anys. Presenta la percepció sexualitzada del gènere femení, així com la discriminació i l'assetjament de gènere sofert. A més, aquesta recerca té com a doble objectiu reivindicar els actes de violència de gènere i dignificar el paper de la dona en el sector. Castellà: Radiografía y análisis de la figura de la mujer en la industria de los videojuegos, un sector dominado por ideales machistas y misóginos durante muchos años. Presenta la percepción sexualizada del género femenino, así como la discriminación y el acoso de género sufrido. -
Finalists Announced for the Uncharted Audition by Sony
Mar 27, 2012 17:28 CEST Making Gaming History - Finalists Announced for the Uncharted Audition by Sony After 10 days of intense auditions on Sony's Facebook fan pages and over 6,000 entries from 16 countries, 10 lucky finalists have been selected to take part in the grand finale in LA and win the chance to make gaming history to become a playable character[i] in 'Uncharted 3: Drake's Deception™' on PlayStation®3. This once in a lifetime experience is made possible through bringing together Sony's expertise and heritage in film and gaming. In recent hit games, including the Uncharted franchise, Sony has taken computer games to new levels of film-like reality and this audition goes one step further to find and nurture creative talent and create an opportunity that only Sony can make a reality. The ten finalists are: Genevieve Sibayan, London Shabaz Sarwar, Copenhagen Dzyan Wattimena, Amsterdam Georgina Ruth Hanmer, London James Crerar, Dublin Maria Fritsche, Copenhagen Laetitia Monsieur, Brussels James Cooper, London Bastien Bourlé, Paris Farshid Abdollahi, Vienna The final event takes place on 28th March at the Sony Pictures studios in Culver City where the finalists will meet their heroes from the game, including Nolan North who plays the infamous Nathan Drake, to receive hands on coaching for their final audition. The auditions will put each finalist's skill and talent to the test and will see them compete against each other in a series of gaming challenges, go through their action-man paces with legendary stunt experts, improve their acting and improvisation skills and endeavour to impress the team of judges with their character creations. -
The Paradox of Interactive Fiction a New Approach to Imaginative Participation in Light of Interactive Fiction Experiences
The Paradox of Interactive Fiction A New Approach to Imaginative Participation in Light of Interactive Fiction Experiences Thesis submitted for the degree of doctor in Philosophy at the University of Antwerp to be defended by Nele Van de Mosselaer Faculty of Arts – Department of Philosophy Supervised by prof. dr. Arthur Cools & prof. dr. Erik Myin Antwerp 2020 De paradox van interactieve fictie Een nieuwe benadering van verbeelding in het licht van interactieve fictie-ervaringen Proefschrift voorgelegd tot het behalen van de graad van doctor in de Wijsbegeerte aan de Universiteit Antwerpen te verdedigen door Nele Van de Mosselaer Faculteit Letteren en Wijsbegeerte – Department Wijsbegeerte Promotoren: prof. dr. Arthur Cools & prof. dr. Erik Myin Antwerpen 2020 Acknowledgements “My friends are my power!” – Sora, Kingdom Hearts (Square Enix 2002) Writing this dissertation on our interactions with the fictional worlds, characters, and objects represented in videogames was in many ways a fun endeavor. This is the case not only because it involved some actual videogame play, but also because I learned a lot in the last three years. I sincerely hope this dissertation also provides its readers with interesting insights, and helpfully contributes to the philosophy of fiction, which still has a remarkable focus on non-interactive works of literature, theatre, and film. At least in that way, my fearful encounters with zombies, stressful rescue missions of aliens, and countless deaths also gain some relevance outside of the respective fictional worlds in which they occurred. Although my interactions with videogame characters often inspired me to criticize established philosophical ideas on emotions, actions, and desires towards fiction, these characters were particularly unhelpful when it came to philosophical discussions, moral support, and constructive feedback on my manuscripts.