Assassin's Creed and Transmedia Storytelling
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Ubisoft Studios
CREATIVITY AT THE CORE UBISOFT STUDIOS With the second largest in-house development staff in the world, Ubisoft employs around 8 000 team members dedicated to video games development in 29 studios around the world. Ubisoft attracts the best and brightest from all continents because talent, creativity & innovation are at its core. UBISOFT WORLDWIDE STUDIOS OPENING/ACQUISITION TIMELINE Ubisoft Paris, France – Opened in 1992 Ubisoft Bucharest, Romania – Opened in 1992 Ubisoft Montpellier, France – Opened in 1994 Ubisoft Annecy, France – Opened in 1996 Ubisoft Shanghai, China – Opened in 1996 Ubisoft Montreal, Canada – Opened in 1997 Ubisoft Barcelona, Spain – Opened in 1998 Ubisoft Milan, Italy – Opened in 1998 Red Storm Entertainment, NC, USA – Acquired in 2000 Blue Byte, Germany – Acquired in 2001 Ubisoft Quebec, Canada – Opened in 2005 Ubisoft Sofia, Bulgaria – Opened in 2006 Reflections, United Kingdom – Acquired in 2006 Ubisoft Osaka, Japan – Acquired in 2008 Ubisoft Chengdu, China – Opened in 2008 Ubisoft Singapore – Opened in 2008 Ubisoft Pune, India – Acquired in 2008 Ubisoft Kiev, Ukraine – Opened in 2008 Massive, Sweden – Acquired in 2008 Ubisoft Toronto, Canada – Opened in 2009 Nadeo, France – Acquired in 2009 Ubisoft San Francisco, USA – Opened in 2009 Owlient, France – Acquired in 2011 RedLynx, Finland – Acquired in 2011 Ubisoft Abu Dhabi, U.A.E – Opened in 2011 Future Games of London, UK – Acquired in 2013 Ubisoft Halifax, Canada – Acquired in 2015 Ivory Tower, France – Acquired in 2015 Ubisoft Philippines – Opened in 2016 UBISOFT PaRIS Established in 1992, Ubisoft’s pioneer in-house studio is responsible for the creation of some of the most iconic Ubisoft brands such as the blockbuster franchise Rayman® as well as the worldwide Just Dance® phenomenon that has sold over 55 million copies. -
Reading the Assassin's Creed Universe
DePaul University Via Sapientiae College of Liberal Arts & Social Sciences Theses and Dissertations College of Liberal Arts and Social Sciences 6-2016 The story of a video game: reading the Assassin's Creed universe Karina Diaz DePaul University, [email protected] Follow this and additional works at: https://via.library.depaul.edu/etd Recommended Citation Diaz, Karina, "The story of a video game: reading the Assassin's Creed universe" (2016). College of Liberal Arts & Social Sciences Theses and Dissertations. 210. https://via.library.depaul.edu/etd/210 This Thesis is brought to you for free and open access by the College of Liberal Arts and Social Sciences at Via Sapientiae. It has been accepted for inclusion in College of Liberal Arts & Social Sciences Theses and Dissertations by an authorized administrator of Via Sapientiae. For more information, please contact [email protected]. The Story of a Video Game: Reading the Assassin’s Creed Universe A Thesis Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts June, 2016 By Karina Diaz Department of English College of Liberal Arts and Social Sciences DePaul University Chicago, Illinois 1 2 Introduction I have lived my life as best I could, not knowing its purpose, but drawn forward like a moth to a distant moon. And here, at last I discover a strange truth. That I am only a conduit for a message that eludes my understanding. Who are we, who have been so blessed to share our stories like this? To speak across centuries? --Ezio at the end of Assassin’s Creed Revelations Recently, video games have come under the eye of scholars from many fields. -
Multiprocessing Contents
Multiprocessing Contents 1 Multiprocessing 1 1.1 Pre-history .............................................. 1 1.2 Key topics ............................................... 1 1.2.1 Processor symmetry ...................................... 1 1.2.2 Instruction and data streams ................................. 1 1.2.3 Processor coupling ...................................... 2 1.2.4 Multiprocessor Communication Architecture ......................... 2 1.3 Flynn’s taxonomy ........................................... 2 1.3.1 SISD multiprocessing ..................................... 2 1.3.2 SIMD multiprocessing .................................... 2 1.3.3 MISD multiprocessing .................................... 3 1.3.4 MIMD multiprocessing .................................... 3 1.4 See also ................................................ 3 1.5 References ............................................... 3 2 Computer multitasking 5 2.1 Multiprogramming .......................................... 5 2.2 Cooperative multitasking ....................................... 6 2.3 Preemptive multitasking ....................................... 6 2.4 Real time ............................................... 7 2.5 Multithreading ............................................ 7 2.6 Memory protection .......................................... 7 2.7 Memory swapping .......................................... 7 2.8 Programming ............................................. 7 2.9 See also ................................................ 8 2.10 References ............................................. -
On Videogames: Representing Narrative in an Interactive Medium
September, 2015 On Videogames: Representing Narrative in an Interactive Medium. 'This thesis is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy' Dawn Catherine Hazel Stobbart, Ba (Hons) MA Dawn Stobbart 1 Plagiarism Statement This project was written by me and in my own words, except for quotations from published and unpublished sources which are clearly indicated and acknowledged as such. I am conscious that the incorporation of material from other works or a paraphrase of such material without acknowledgement will be treated as plagiarism, subject to the custom and usage of the subject, according to the University Regulations on Conduct of Examinations. (Name) Dawn Catherine Stobbart (Signature) Dawn Stobbart 2 This thesis is formatted using the Chicago referencing system. Where possible I have collected screenshots from videogames as part of my primary playing experience, and all images should be attributed to the game designers and publishers. Dawn Stobbart 3 Acknowledgements There are a number of people who have been instrumental in the production of this thesis, and without whom I would not have made it to the end. Firstly, I would like to thank my supervisor, Professor Kamilla Elliott, for her continuous and unwavering support of my Ph.D study and related research, for her patience, motivation, and commitment. Her guidance helped me throughout all the time I have been researching and writing of this thesis. When I have faltered, she has been steadfast in my ability. I could not have imagined a better advisor and mentor. I would not be working in English if it were not for the support of my Secondary school teacher Mrs Lishman, who gave me a love of the written word. -
Autodesk Games Insight the Latest Scoop from Autodesk Media & Entertainment
Autodesk Games Insight The Latest Scoop from Autodesk Media & Entertainment “HumanIK middleware has been a part of our game engine for all of the Assassin’s Creed titles,” says Oros. 3ds Max and MotionBuilder “With it in our corner, we were confident that we’d be give us an efficient workflow able to address all of our inverse kinematics challenges, more quickly and with no compromises in performance that we really trust to help or results. That is a good feeling to have going into us get the job done. With such a challenging project.” the help of the Autodesk The Results tools, we were able to As Ezio recruits other assassins to his cause, the create a huge amount of brotherhood of the title begins to grow more powerful, and their actions become more benevolent. Helping complex original content to free the Roman people from the Templar and well within our production Borgia’s rule, the brotherhood goes about restoring the oppressed city to grandeur. As they do, the five timeline. districts of Rome clearly evolve through three distinct —Mohamed Gambouz and compelling atmospheres. Art Director “We created three different looks for each of the districts, Ubisoft Entertainment pretty much all from scratch,” explains Mohamed Gambouz, art director at Ubisoft. “3ds Max and Assassin’s Creed: Brotherhood. Image courtesy of Ubisoft. MotionBuilder give us an efficient workflow that we really trust to help us get the job done. With the help of the Autodesk tools, we were able to create a huge Ubisoft uses Autodesk games HumanIK® animation middleware in the company’s amount of complex original content well within our proprietary game engine, to create the biggest Assassin’s production timeline.” technology to create Assassin’s Creed title so far. -
História E Memória Em Assassin's Creed (2007-2015)
e - ISSN 2175 - 1803 História e Memória em Assassin’s Creed (2007-2015) Resumo Este artigo pretende apresentar e problematizar as Robson Scarassati Bello representações sobre História e Memória na série de jogos Doutorando História Social pela eletrônicos Assassin’s Creed entre 2007 e 2015. Esses games Universidade de São Paulo (USP). pretenderam reconstituir diferentes e múltiplos tempos São Paulo, SP - BRASIL históricos a partir da imersão de um personagem do presente [email protected] nas experiências de um antepassado por meio da tecnologia. orcid.org/00000-0002-9025-0681 Os jogos eletrônicos, setor cada vez mais importante da indústria cultural, representam o passado por meio de mecanismos particulares: narrativa contada através de eventos, ambientes que permitem a exploração espacial e, sobretudo, as possibilidades de interatividade com esses elementos. Através da dimensão popular da circulação de mercadorias culturais audiovisuais, condicionam e impactam o imaginário de certos momentos históricos ao reinterpretá-los à luz de discussões contemporâneas e de seu próprio formato. No caso de Assassin’s Creed, essa releitura constitui uma visão supostamente multicultural do passado lido em uma conspiração dicotômica entre a luta entre dos Assassinos, defensores da liberdade, contra os Templários, que utilizam mecanismos sociais para a ordem, o controle e a tirania. Fundamentam estas perspectivas, interpretações próprias sobre a “verdade histórica”, a memória coletiva e o objetivo de criar um produto de entretenimento. Palavras-chave: História. Memória. Videogame. Para citar este artigo: BELLO, Robson Scarassati. História e Memória em Assassin’s Creed (2007-2015). Tempo e Argumento, Florianópolis, v. 11, n. 27, p. 304 - 339, maio/ago. -
Ubisoft Opens Production Studio in Sofia, Bulgaria
UBISOFT OPENS PRODUCTION STUDIO IN SOFIA, BULGARIA Sofia, Bulgaria – June 29, 2006 – Today Ubisoft, one of the world’s largest video game publishers, announced the opening of a new studio in Sofia, Bulgaria. Alexandru-Ion Radu, recently director of recruitment and training at Ubisoft’s Romania studio, has been appointed manager of the new studio, reporting directly to Sébastien Delen, managing director of Ubisoft Romania . The studio will open its doors today with 21 team members and plans to hire 40 additional employees by the end of 2006. A core group of 11 team members, nine engineers and two artists has already been working at Ubisoft Romania on the production of the recently released the popular flight- simulation game Blazing Angels ™ Squadrons of WWII for the Xbox 360 video game and entertainment system from Microsoft. The professionalism and talent of this core team persuaded Ubisoft to establish a studio in Sofia, where the superior high-tech education in the area means an exciting talent pool. The new team will immediately begin work on development of several titles, including the PC version of Rayman Raving Rabbids ™, under the artistic direction of its creator Michel Ancel and a console version of CSI: Crime Scene Investigation™: 3 Dimensions of Murder. “The opening of our new studio in Bulgaria is part of Ubisoft’s ongoing strategy to develop major titles internally, ensuring creativity and innovation.” said Christine Burgess- Quémard, executive director, Worldwide Studios at Ubisoft. “The core team of developers from Bulgaria has already proved itself and we look forward to expanding our studio through recruitment of the talented local engineers and artists.” About Ubisoft Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through its strong and diversified lineup of products and partnerships. -
Spjaldtölvur Í Norðlingaskóla Smáforrit Í Nóvember 2012 – Upplýsingar Um Forritin Skúlína Hlíf Kjartansdóttir – 31.8.2014
Spjaldtölvur í Norðlingaskóla Smáforrit í nóvember 2012 – upplýsingar um forritin Skúlína Hlíf Kjartansdóttir – 31.8.2014 Lýsingar eru úr iTunes Preview eða af vefsíðum fyrirtækja framleiðnda forritanna. ! Not found on itunes http://ruckygames.com/ 30/30 – Productivity By Binary Hammer https://itunes.apple.com/is/app/30-30/id505863977?mt=8 You have never experienced a task manager like this! Simple. Attractive. Useful. 30/30 helps you get stuff done! 3D Brain – Education / 1 Cold Spring Harbor Lab http://www.g2conline.org/ https://itunes.apple.com/is/app/3d-brain/id331399332?mt=8 Use your touch screen to rotate and zoom around 29 interactive structures. Discover how each brain region functions, what happens when it is injured, and how it is involved in mental illness. Each detailed structure comes with information on functions, disorders, brain damage, case studies, and links to modern research. 3DGlobe2X – Education By Sreeprakash Neelakantan http://schogini.com/ View More by This Developer https://itunes.apple.com/us/app/3d-globe-2x/id430309485?mt=8 2 An amazing way to twirl the world! This 3D globe can be rotated with a swipe of your finger. Spin it to the right or left, and if you want it closer zoom in, or else zoom out. Watch the world revolve at your fingertips! An interesting feature of this 3D globe is that you can type in the name of a place in the given space and it is shown on the 3D globe by affixing a flag to show you the exact location. Also, when you click on the flag, you will get the details about the place on your screen. -
Assassin's Creed: a Multi-Cultural Read
Assassin’s Creed: A Multi-Cultural Read Magy Seif El-Nasr Maha Al-Saati Simon Niedenthal David Milam School of Interactive School of Interactive Associate Professor School of Interactive Arts and Technology Arts and Technology Malmö University Arts and Technology Simon Fraser Simon Fraser Center for Game Simon Fraser University University Studies University [email protected] [email protected] [email protected] [email protected] “Walking towards the city of Jerusalem evoked much emotion; my heart beats as I approach. As I hear the chanting of the monks, the sounds of the church bells, I know I am closer to this magical city—this place of conflict. As I reach Jerusalem, I listen carefully; perhaps I can hear the sound of an Athaani piercing through the skies. To many people of the Monotheistic religions, Jerusalem is a holy land. To go there, is a journey of a lifetime, a dream, perhaps they would want to fulfill at one point in time. For a Middle- Easterner, wandering through the Assassins’ Creed game world might be purely driven by nostalgia, in the hope of identifying with the elements of the past. I was in it to explore a heritage many, like me, have deemed lost.” ─Maha Al-Saati, of Middle-Eastern origin. “I spent a fair amount of time during December 2007—a month during which my town in Sweden got a sum total of 6 hours of direct sunlight—in hot, sunny and dry conditions. Unlike the thousands of Swedes who fled the gloom to places like Thailand aboard chartered jets, I was bathing in the simulated radiance of medieval Jerusalem, Acre, and Damascus in the game Assassin’s Creed, climbing towers and mosques, leaping along rooftops, knocking off a few conspirators.” ─Simon Niedenthal, of Western origin. -
Chiffre D'affaires Q4 2000-2001
UBISOFT® ACQUIRES OWLIENT AND HOWRSE BRAND, STRENGTHENING ITS FREE-TO-PLAY EXPERTISE AND PORTFOLIO Paris, France – July 12, 2011 – Today, Ubisoft announced the acquisition of free-to-play game developer Owlient. The team at Owlient has extensive expertise in the management of online game-playing communities, and their Howrse brand has almost two million monthly active users. Founded in Paris in 2005, Owlient and their 40 team members is a forerunner in creating free- to-play games. The company set itself apart for its ability to develop the expertise and technology necessary to manage and entertain an online game community. "We are thrilled to welcome the talented team at Owlient to Ubisoft. Over the last five years they have developed an architecture dedicated to delivering and monetizing games as a service, as well as the skills of attracting and retaining online communities,” said Yves Guillemot, chief executive officer at Ubisoft. “This acquisition is the next step in the acceleration of Ubisoft’s free-to-play strategy following last year’s launch of Settlers Online, CSI Crime City and Heroes Kingdoms, as well as the recent beta launch of our ambitious title Tom Clancy’s Ghost Recon Online.” "Joining the Ubisoft team will allow us to accelerate our international business and to expand our expertise and our games to new platforms. It also lets us integrate our proven online services architecture with Ubisoft’s so that we can help grow their brands online,” affirmed Olivier Issaly, chief executive officer of Owlient. “We are proud of what our team has accomplished and confident that joining Ubisoft will allow us to continue that success. -
Assassins Creed: Desmond Free
FREE ASSASSINS CREED: DESMOND PDF Eric Corbeyran,Corbeyran,Djilalli Defaux | 48 pages | 30 Oct 2012 | Titan Books Ltd | 9781781163405 | English | London, United Kingdom Desmond Miles - Wikipedia Assassin's Creed games, comics, and films have long been fan favourites. From the initial release of the first game inits fandom has continued growing. Despite its popularity, it is no secret that the Assassin's Creed timeline can be confusing, especially to new players. Image: twitter. To properly enjoy the Assassin's Creed series and games, it is advisable for you to start the story from the beginning. Having proper knowledge Assassins Creed: Desmond the Assassins Creed chronology will help you understand and enjoy the flow of the storyline. What time period does Assassin's Creed take place? The story is seen through the eyes of a 21st-century bartender, Desmond Miles. Through a Assassins Creed: Desmond known as the AnimusMiles can follow the Assassins Creed timeline from its beginnings in ancient Greece. The Assassin's Creed chronological Assassins Creed: Desmond is essential for players to understand the game. On this list, we shall not be looking at when the games were released, but when the games were set, the chief hitmen and women Assassins Creed: Desmond the period, and their missions. If you are wondering, ' Where does Assassin's Creed Odyssey fit into the timeline? Set in ancient Greece, Odyssey explores the history of The Templars. Unlike the other games in the series, Odyssey lets the player choose who they would like to play as: the Templars or the famed Assassins. Image: instagram. -
Assassins Creed: Aquilus Pdf, Epub, Ebook
ASSASSINS CREED: AQUILUS PDF, EPUB, EBOOK Eric Corbeyran,Djilalli Defaux | 48 pages | 30 Oct 2012 | Titan Books Ltd | 9781781163412 | English | London, United Kingdom Assassins Creed: Aquilus PDF Book Very nice review. Shao Jun, armed with this knowledge and a box that Ezio told her to open only if she lost her way, traveled back to China with the vow to rebuild the Chinese Brotherhood, no matter how long it took. Assassin's Creed: Assassins is a comic series published by Titan Comics. The Isu began to die out while humanity thrived. He wakes up and has a conversation with Lucy. Perhaps in an attempt to not muck up the storyline further, the plot eventually has Desmond step out of the spotlight, and his cousin Jonathan Hawk becomes the central character. The game will be based on a Norse setting and involve Vikings. PlayStation 4 , Xbox One , Windows. By March , a game titled or code-named Comet was revealed to be in development, for release on PlayStation 3 and Xbox Desmond's DNA is stored in Abstergo Entertainment's servers, where a crew of analysts are tasked with reliving his copied genetic memories and learning about his ancestors. Wikiquote has quotations related to: Assassin's Creed video game series. Archived from the original on January 24, His subsequent flight from their grasp leads to Desmond joining the Assassins in their fight against the Templars. Main article: Assassin's Creed Identity. Following this event, the Assassins went their separate ways, but most were eventually tracked down and killed by Caesar's allies.