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Workflows for Creating 3D Game Characters
Tapio Terävä Workflows for Creating 3D Game Characters Bachelor of Business Administration Business Information Technology Spring 2017 TIIVISTELMÄ Tekijä: Tapio Terävä Työn nimi: Työtapoja 3D pelihahmojen luomiseen Tutkintonimike: Tradenomi (AMK), Tietojenkäsittely Asiasanat: peli, hahmo, pelihahmo, 3D, työtapa Opinnäytetyö käsittelee 3D pelihahmojen luomiseen käytettäviä erilaisia työtapoja, sekä niissä käy- tettäviä eri työkaluja. Lisäksi opinnäytetyö pyrkii luomaan kokonaisvaltaisen kuvan 3D pelihahmo- jen luomisprosessista, siihen liittyvistä keskeisistä teknologioista, sekä rajoituksista joita erilaiset pelialustat asettavat hahmojen luomiselle. Opinnäytetyö käsittelee alkuun pelihahmojen luomisen eri lähtökohtia, sekä hahmosuunnittelun eri käytäntöjä ja työtapoja. Seuraavaksi käydään läpi yleistetty esimerkki 3D pelihahmon luomispro- sessista, johon sisältyy useita eri työvaiheita. Yleistetyn esimerkin jälkeen esitellään tästä poik- keavia työtapoja, joiden eroavaisuudet johtuvat eri pelialustojen asettamista rajoitteista tai niiden tarjoamista mahdollisuuksista. Lopuksi vertaillaan miten perinteiset työtavat eroavat nykyaikaisista työtavoista, ja esitellään uusien työtapojen etuja. ABSTRACT Author: Tapio Terävä Title of the Publication: Workflows for Creating 3D Game Characters Degree Title: Bachelor of Business Administration (UAS), Business Information Technology Keywords: game, character, game character, 3D, workflow This thesis deals with the various workflows, methods, and tools used for creating 3D game char- acters. The objective of the thesis was to construct a complete picture of the creation process of 3D game characters, and the related technologies essential to the process, as well as the re- strictions set by different game platforms. First, the different motives for creating game characters are introduced, along with the different practices and methods used for designing characters. This is followed by a generalized example of the process of creating a 3D game character, which consists of several different stages. -
Lone Echo and the Magic of Vr
ARTISTRY IN A NEW MEDIUM: LONE ECHO AND THE MAGIC OF VR NATHAN PHAIL-LIFF | ART DIRECTOR | READY AT DAWN Topics Covered . Magic (and challenges) of the Medium • Immersion, presence, and storytelling • Social interactions and multiplayer • Content challenges of the medium . Environmental design considerations for VR • New artistic considerations for VR • Balancing style for aesthetics and comfort . Avatar design for presence • Unique challenges of avatar design in VR • Robot roleplaying: attempting to build a vessel for everyone Studio History . Founded in 2003 . Developed Daxter, God of War: Chains of Olympus, and God of War: Ghost of Sparta for the PSP . Built all new engine and tools from scratch for first original IP, The Order: 1886 . Recently shipped Deformers, original IP MOBA (released across PS4, XB1, and PC) 2006 2008 2010 2015 2017 Lone Echo / Echo Arena . Development began mid 2015 . Team size of about 45 . Built on engine from The Order: 1886 . Born out of idea for comfortable, free locomotion . Additional goals and challenges • AAA quality, but made ground-up for VR • Ambitious visuals, aggressive perf target • Not so ‘Lone Echo’ 2017 Part I: LONE ECHO AND THE MAGIC OF VR THE MAGIC OF THE MEDIUM Magic of the Medium: Presence and Immersion . Complete suspension of disbelief . More direct relationship with virtual world Magic of the Medium: Presence and Immersion . Complete suspension of disbelief . More direct relationship with virtual world . Real dreams and formed memories from a virtual experience Magic of the Medium: Characters and Storytelling . Forming an emotional bond with a virtual character . Richer acknowledgement of player presence Magic of the Medium: Characters and Storytelling Magic of the Medium: Characters and Storytelling Magic of the Medium: Characters and Storytelling See SIGGRAPH 2015 Character Session: readyatdawn.com/presentations/ Magic of the Medium: Characters and Storytelling . -
Q2 2016 Earnings Call Transcript
THOMSON REUTERS STREETEVENTS EDITED TRANSCRIPT GME - Q2 2016 GameStop Corp Earnings Call EVENT DATE/TIME: AUGUST 25, 2016 / 9:00PM GMT OVERVIEW: Co. reported 2Q16 operating earnings of $58.3m and EPS of $0.27. Expects 2016 revenues to range from down 2% to up 1.5% and EPS to be $3.90-4.05. Also expects 3Q16 revenues to range between plus 2% and plus 5% and EPS to be $0.53-0.58. THOMSON REUTERS STREETEVENTS | www.streetevents.com | Contact Us ©2016 Thomson Reuters. All rights reserved. Republication or redistribution of Thomson Reuters content, including by framing or similar means, is prohibited without the prior written consent of Thomson Reuters. 'Thomson Reuters' and the Thomson Reuters logo are registered trademarks of Thomson Reuters and its affiliated companies. AUGUST 25, 2016 / 9:00PM, GME - Q2 2016 GameStop Corp Earnings Call CORPORATE PARTICIPANTS Paul Raines GameStop Corporation - CEO Rob Lloyd GameStop Corporation - CFO Tony Bartel GameStop Corporation - COO Jason Ellis GameStop Corporation - SVP of Technology Brands Mike Hogan GameStop Corporation - EVP of Strategic Business & Brand Development Mike Mauler GameStop Corporation - EVP and President of International Matt Hodges GameStop Corporation - VP of Public & Investor Relations CONFERENCE CALL PARTICIPANTS Ben Schachter Macquarie Research Equities - Analyst Colin Sebastian Robert W. Baird & Company, Inc. - Analyst Curtis Nagle BofA Merrill Lynch - Analyst Mike Olson Piper Jaffray - Analyst Brian Nagel Oppenheimer - Analyst David Magee SunTrust Robinson Humphrey - Analyst PRESENTATION Operator Good day and welcome to the GameStop Corporation's second-quarter 2016 earnings conference call. A supplemental slide presentation is available at investor.gamestop.com. At the conclusion of the announcement, a question-and-answer session will be conducted electronically. -
October 2006
>> INTERVIEW CASTLEVANIA MUSIC COMPOSER MICHIRU YAMANE OCTOBER 2006 THE LEADING GAME INDUSTRY MAGAZINE >>POSTMORTEM >>ARTFUL RELATIONSHIPS >>MATCH-UP SHOWDOWN MYTHMAKING IN ACTION: WHAT DESIGNERS WANT PICKING ON SOMEONE IRON LORE’S TITAN QUEST FROM PUBLISHERS YOUR OWN SIZE ONLINE []CONTENTS OCTOBER 2006 VOLUME 13, NUMBER 9 FEATURES 12 TOP 20 PUBLISHERS How does your publisher stack up against the rest for review scores? Producer ratings? Game Developer's fourth annual Top 20 Publishers feature ranks the world's foremost game publishers according to strict criteria. There are a few surprises within, so ready the champagne! By Trevor Wilson 12 25 RANKING AND MATCHMAKING Online game modes are gradually becoming the standard for console games, rather than an added bonus. But how do you get the right players playing against the right people, close enough in skill to be challenging, but not so difficult as to be frustrating? Microsoft’s Thore Graepel and Ralf Herbrich discuss the concepts behind 25 TrueSkill in this extended technical article. By Thore Graepel and Ralf Herbrich POSTMORTEM 43 INTERVIEW: MICHIRU YAMANE In this capsule interview, we unearth the 36 IRON LORE’S TITAN QUEST roots and ruminations of Konami's Michiru TITAN QUEST, the mythic fantasy game from Iron Lore Entertainment, Yamane, celebrated composer of the modern united a start-up studio with one clear vision—put entertainment first. CASTLEVANIA series, whose career in sound From the game’s good publisher contract to unfinished and late design runs the gamut from the arcade heyday to documents, the development team learned to juggle realistic the next generation.