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THE NATIONAL ACADEMY of TELEVISION ARTS & SCIENCES ANNOUNCES the 42Nd ANNUAL DAYTIME EMMY® AWARD NOMINATIONS
THE NATIONAL ACADEMY OF TELEVISION ARTS & SCIENCES ANNOUNCES The 42nd ANNUAL DAYTIME EMMY® AWARD NOMINATIONS Live Television Broadcast Airing Exclusively on Pop Sunday, April 26 at 8:00 p.m. EDT/5:00 p.m. PDT Daytime Creative Arts Emmy® Awards Gala on April 24th To be held at the Universal Hilton Individual Achievement in Animation Honorees Announced New York – March 31st, 2015 – The National Academy of Television Arts & Sciences (NATAS) today announced the nominees for the 42nd Annual Daytime Emmy® Awards. The awards ceremony will be televised live on Pop at 8:00 p.m. EDT/5:00 p.m. PDT from the Warner Bros. Studios in Burbank, CA. “This year’s Daytime Emmy Awards is shaping up to be one of our most memorable events in our forty-two year history,” said Bob Mauro, President, NATAS. “With a record number of entries this year, some 350 nominees, the glamour of the historic Warner Bros. Studios lot and the live broadcast on the new Pop network, this year promises to have more ‘red carpet’ then at any other time in our storied-past!” “This year’s Daytime Emmy Awards promises a cornucopia of thrills and surprises,” said David Michaels, Senior Vice President, Daytime. “The broadcast on Pop at the iconic Warner Bros. Studios honoring not only the best in daytime television but the incomparable, indefatigable, Betty White, will be an event like nothing we’ve ever done before. Add Alex Trebek and Florence Henderson as our hosts for The Daytime Creative Arts Emmy Awards at the Universal Hilton with Producer/Director Michael Gargiulo as our crafts lifetime achievement honoree and it will be two galas the community will remember for a long time!” In addition to our esteemed nominees, the following six individuals were chosen from over 130 entries by a live, juried panel in Los Angeles and will be awarded 1 the prestigious Emmy Award at our Daytime Creative Arts Emmy Awards on April 24, 2015. -
Foundations for Music-Based Games
Die approbierte Originalversion dieser Diplom-/Masterarbeit ist an der Hauptbibliothek der Technischen Universität Wien aufgestellt (http://www.ub.tuwien.ac.at). The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology (http://www.ub.tuwien.ac.at/englweb/). MASTERARBEIT Foundations for Music-Based Games Ausgeführt am Institut für Gestaltungs- und Wirkungsforschung der Technischen Universität Wien unter der Anleitung von Ao.Univ.Prof. Dipl.-Ing. Dr.techn. Peter Purgathofer und Univ.Ass. Dipl.-Ing. Dr.techn. Martin Pichlmair durch Marc-Oliver Marschner Arndtstrasse 60/5a, A-1120 WIEN 01.02.2008 Abstract The goal of this document is to establish a foundation for the creation of music-based computer and video games. The first part is intended to give an overview of sound in video and computer games. It starts with a summary of the history of game sound, beginning with the arguably first documented game, Tennis for Two, and leading up to current developments in the field. Next I present a short introduction to audio, including descriptions of the basic properties of sound waves, as well as of the special characteristics of digital audio. I continue with a presentation of the possibilities of storing digital audio and a summary of the methods used to play back sound with an emphasis on the recreation of realistic environments and the positioning of sound sources in three dimensional space. The chapter is concluded with an overview of possible categorizations of game audio including a method to differentiate between music-based games. -
Feb 2018 Newsletter Final
February 13, 2018 VIDEO GAME$ - Level Up Your $ynchronization Income NEWSLETTER A n E n t e r t a i n m e n t I n d u s t r y O r g a n i z a t i on The President’s Corner PAY IT FORWARD I come across many bright individuals who always ask: “How can I get into the entertainment industry?” Unfortunately, many of these bright individuals do not have an idea of what area of the entertainment business they want to enter into and/or do not have access to executives in the entertainment industry to help them. I’m sure many of us were in the same position when we embarked on our career path to “make it” in the entertainment industry. However, along the way, I’m sure many of us were the beneficiaries of people who recognized our potential and assisted us to reach our professional destination. One of the initiatives of my presidency has been to pay it forward and establish a mentorship and ambassador program for students from educational institutions. I am glad to report that my fellow board member, Tanya Perara, and I have made great strides with this initiative. Tanya and I have established relationships with CSUN, Loyola Law School, USC Law School, and Southwestern Law School to establish a mentorship and ambassador program with each institution. The main reason for establishing a mentorship and ambassador program was to: (a) help students make intelligent and informed choices about careers in the entertainment industry; (b) provide networking opportunities and gain visibility within the entertainment industry; and (c) improve students’ chances for employment in the entertainment industry after graduation. -
Herný Soundtrack Ako Súčasť Hudobného Priemyslu Magisterská Diplomová Práca
Masarykova univerzita Filozofická fakulta Ústav hudební vědy Management v kultuře Mgr. Adam Špánik Herný soundtrack ako súčasť hudobného priemyslu Magisterská diplomová práca Vedúci práce: PhDr. Martin Flašar, Ph.D. 2020 Prehlasujem, že som svoju magisterskú diplomovú prácu vypracoval samostatne s využitím uvedených prameňov a literatúry. _________________________ Brno, 3. máj 2020 Poďakovanie Svoje poďakovanie adresujem predovšetkým PhDr. Martinovi Flašarovi, Ph.D. za jeho ochotu viesť predkladanú prácu, za pomoc a cenné rady. Poďakovanie patrí aj mojej rodine a kamarátom za neutíchajúcu podporu. Obsah I. Úvod ................................................................................................................................... 6 1.1. Stav bádania ................................................................................................................. 7 II. Hudobný priemysel .......................................................................................................... 12 2.1. Kultúrny priemysel u Adorna a Horkheimera ........................................................... 12 2.2. Definícia hudobného priemyslu ................................................................................. 13 2.3. Stručný historický vývoj hudobného priemyslu až po rozmach rock and rollu ........ 15 2.4. Streaming ako súčasný trend v hudobnom priemysle ............................................... 20 III. Herná hudba ................................................................................................................. -
Game Developer
>> PRODUCT REVIEWS KAYDARA MOTIONBUILDER 5.5 * RONINWORKS BURSTMOUSE JUNE/JULY 2004 THE LEADING GAME INDUSTRY MAGAZINE >>E3 2004: PSP AND DS >>OUR LITTLE SECRET >>FEEDBACK LOOPS WHEN HANDHELDS OFFSHORE REAL-WORLD CONTROL COLLIDE OUTSOURCING FOR GAMES POSTMORTEM: THE CONTROL SYSTEM OF EA SPORTS FIGHT NIGHT 2004 []CONTENTS JUNE/JULY 2004 VOLUME 11, NUMBER 6 FEATURES 14 OUR LITTLE SECRET: OFFSHORE OUTSOURCING Developers don’t want to talk about it, and publishers don’t want to admit it, but elements of game production are increasingly being sent abroad. Game journalist Dean Takahashi drills down, separating fact from fiction, and discovers sides to the story that make it less cut and dried than you might think. By Dean Takahashi 18 FEEDBACK LOOPS: IMPLEMENTING REAL-WORLD CONTROL SYSTEMS 14 Instead of throwing more algorithms or equations at a movement problem, one lone programmer came up with applying the real- world control mechanics of feedback loops in ZOO TYCOON 2. Read on, and see if it works for your game. 28 By Terence J. Bordelon 18 24 DOING MUSHROOMS, MIYAMOTO- POSTMORTEM STYLE Many of you reading this sentence were inspired to join the industry because of 28 EA SPORTS FIGHT NIGHT 2004 Shigeru Miyamoto. A much smaller and ever Ever notice that boxing games never really felt right? The team at EA luckier number also gets to work with him. 24 Chicago did, and figured out that the disconnect was in the traditional We recently talked with the man himself, button-pressing control scheme. But how do you work beyond people’s along with rising Nintendo stars Eiji Aonuma expecations? What can you do with control to make a game more fun? and Ken’ichi Sugino, and were rewarded with EA’s breakthrough with the Total Punch Control system might kindle much more than a pixellated princess by the some ideas. -
2019 OSAI Visitor's Guide
2 019 OKLAHOMA SUMMER ARTS INSTITUTE QUARTZ MOUNTAIN acting | chorus | creative writing | dance | drawing & painting | film & video | orchestra | photography JUNE 8-23, 2019 THE CONTENTS The Art Collection ............................................................................. 1 About Quartz Mountain ..................................................................... 2 2019 Students .................................................................................. 4 Board Members ................................................................................ 6 Artistic Advisory Panels ...................................................................... 8 Faculty & Staff .................................................................................. 10 Volunteers & Partners ......................................................................... 36 Support OAI ..................................................................................... 38 Endowment Support .......................................................................... 44 ABOUT OSAI OKLAHOMA SUMMER ARTS INSTITUTE The Oklahoma Summer Arts Institute (OSAI) is an intensive, two-week residential academy for serious, disciplined, and motivated high school students. Students are selected through a competitive, statewide audition process to study with nationally renowned artists in the fields of acting, chorus, creative writing, dance, drawing & painting, film & video, orchestra, and photography. In addition to studying a chosen field for at least six hours -
Video Game Music: Where It Came From, How It Is Being Used Today, and Where It Is Heading Tomorrow
Vanderbilt Journal of Entertainment & Technology Law Volume 8 Issue 2 Issue 2 - Spring 2006 Article 2 2006 Video Game Music: Where it Came From, How it is Being Used Today, and Where it is Heading Tomorrow Michael Cerrati Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Intellectual Property Law Commons Recommended Citation Michael Cerrati, Video Game Music: Where it Came From, How it is Being Used Today, and Where it is Heading Tomorrow, 8 Vanderbilt Journal of Entertainment and Technology Law 293 (2020) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol8/iss2/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. Video Game Music: Where it Came From, How it is Being Used Today, and Where it is Heading Tomorrow Michael Cerrati* 1. CHARTING MUSIC'S ROLE THROUGHOUT THE EVOLUTION OF VIDEO GAMES .................................. ...................... 296 A . In the B eginning............................................................. 297 B. The 8-Bit Generation of Games ...................................... 297 C. The Shift to 16-Bit Processors........................................ 299 D. The Introduction of 32 and 64-bit Game Systems ......... 300 E . The 128-B it E ra .............................................................. 302 F. Current Industry Statistics and Projections ................. 303 II. SECURING MUSIC FOR USE IN VIDEO GAMES ............................. 305 A. Relevant Parties to the Transaction .............................. 305 B. Licensing Procedures and Commissioning the Creation of OriginalMusic for Video Games ................ 306 1. Licensing Pre-Existing Music for Video Games .... -
Music in Liquid Forms: a Framework for the Creation of Reactive Music
Music in Liquid Forms: A Framework for the Creation of Reactive Music Recordings Submitted for Doctor of Philosophy in Music 2018 Keith Hennigan Supervisors: Martin Adams & Simon Trezise Declaration I hereby declare that this thesis is entirely my own work; no part of it has been submitted as an exercise for a degree at this, or any other, University. I agree that the library of Trinity College Dublin may lend or copy this thesis upon request. Signed ____________________ (Keith Hennigan) Date ____________________ (July 2018) Summary The aim of this thesis is to research and propose possible methods and models for the creation and dissemination of what shall be defined as liquid music recordings. This will result in the establishment of a sound theoretical basis for the creation of such works, with practical demonstrations provided to showcase the proposed approach and methodology. It was initially intended that this thesis would focus on the creation of one liquid music authoring system or standard. However, after researching the field, it is apparent that the creation of a single liquid system or format is of little import or benefit. A number of previous efforts have been made, each offering only one viewpoint on the compositional paradigm of liquid music and necessarily limited in some way. What is needed for the field is a broader overview. For example, the proposition of the BRONZE format (see Chapter Three) as a new format for music, though laudable, falls short due to the nature of the work: offering only a single inherent style of generative music, this programming imparts a limited aesthetic onto any musical work written for it. -
Music for Video Games Is a Highly Specialized Field, Demanding Cutting Edge Technology, Experienced Talent and Substantial Capital Infrastructure
THE SECRET IS OUT. UTAH HAS THE EXPERT TALENT, FACILITIES WARNER/CHAPPELL PRODUCTION MUSIC AND EXPERIENCE FOR WORLD-CLASS MUSIC SCORING. THE IS OWNED BY LEGENDARY MUSIC PUB- GROWING TRACK RECORD IS EVIDENCE OF SUCCESS. YOU LISHER WARNER/CHAPPELL MUSIC. The CAN SAMPLE THE RESULTS FOR YOURSELF BY LISTENING company unites successful independents Non- HERE: WWW.SOUNDCLOUD.COM/UTAHMUSICSCORING Stop Music, 615 Music, Groove Addicts, CPM, V–The Production Library and many more. With offices across the globe including Lon- don,Paris, Los Angeles, New York, Salt Lake City, Nashville, Hamburg and Stockholm in addition to world-class recording facilities in Nashville and Salt Lake City, Warner/Chap- pell Production Music’s brands have com- posed works for countless well-known TV shows, films, and companies, including the “Today” Show, ESPN, Disney, Capital One, DirecTV, British Open Royal & Ancient, World Cup South Africa, Motorola, Subway, Major League Baseball, Cox Communications, SPEED Channel and Volkswagen. Warner/Chappell Production Music brands are the recipients of many industry awards including multi- ple EMMY Awards, Telly, Addy and Promax Awards. More @ www.WarnerChappellpm.com MUSIC FOR VIDEO GAMES IS A HIGHLY SPECIALIZED FIELD, DEMANDING CUTTING EDGE TECHNOLOGY, EXPERIENCED TALENT AND SUBSTANTIAL CAPITAL INFRASTRUCTURE. Utah has developed expert re- by global gaming giant Ubisoft sources in these spaces, so it’s Entertainment ($1.5B annual rev- no surprise that top video game enue). titles like World of Warcraft, Lord “We chose Salt Lake City be- of the Rings, Infinity Blade, Dun- cause of the beautiful music re- geons and Dragons and many corded here over the years,” says others are coming to Utah for Ubisoft’s Director of Audio Ser- their music. -
Doutorado Em Comunicação E Semiótica
Pontifícia Universidade Católica de São Paulo PUC – SP Lawrence Rocha Shum Topologia (s) Sonora (s) nos Games DOUTORADO EM COMUNICAÇÃO E SEMIÓTICA SÃO PAULO 2008 Pontifícia Universidade Católica de São Paulo PUC – SP Lawrence Rocha Shum Topologia (s) Sonora (s) nos Games DOUTORADO EM COMUNICAÇÃO E SEMIÓTICA Tese apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para obtenção do título de Doutor em Comunicação e Semiótica sob a orientação do Prof. Doutor Eugênio Trivinho. SÃO PAULO 2008 Tese apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para obtenção do título de Doutor em Comunicação e Semiótica – Área de Concentração “Signo e Significação nas Mídias”, sob a orientação do Professor Doutor Eugênio Trivinho. Banca Examinadora ______________________________________ ______________________________________ ______________________________________ ______________________________________ ______________________________________ Dedico este trabalho à Margarete Azevedo por seu apoio, amizade, amor e carinho. Agradeço: Ao professor Sérgio Bairon pelo interesse, amizade e dedicação, aos professores Sérgio Nesteriuk, Sérgio Basbaum e Vicente Gosciola pelas dicas valiosas, ao professor Eugênio Trivinho pela postura assertiva, à Margarete Azevedo pelo incentivo permanente, à Núcleo de Criação Som e Imagem (www.nucleodecriacao.com.br) pelo apoio à pesquisa e a todos meus alunos, amigos e colegas da PUC-SP. Muito obrigado! Resumo A emergência dos jogos eletrônicos como manifestação e produto cultural de difusão em larga escala e relevância econômica nos convida a pensar em uma teoria de produção sonora para games, a exemplo do que ocorre com o cinema ( Film Sound ). Segundo dados do NPD Group (www.npd.com), os games constituem hoje a maior indústria de entretenimento, tendo alcançado apenas no mercado norte-americano a marca de U$ 10,5 bilhões de lucro em 2005. -
Adaptive Game Music
Young 1 ADAPTIVE GAME MUSIC: THE EVOLUTION AND FUTURE OF DYNAMIC MUSIC SYSTEMS IN VIDEO GAMES ____________________________________ A Thesis Presented to The Honors Tutorial College Ohio University _______________________________________ In Partial Fulfillment of the Requirements for Graduation from the Honors Tutorial College with the degree of Bachelor of Science of Communications in Media Arts & Studies ______________________________________ by David M. Young June 2012 Young 2 This thesis has been approved by The Honors Tutorial College and the School of Media Arts and Studies __________________________ Professor Eddie Ashworth Thesis Advisor Media Arts and Studies ___________________________ Dr. Arthur Cromwell Director of Studies Honors Tutorial College: Media Arts and Studies ___________________________ Dr. Jeremy Webster Dean Honors Tutorial College Young 3 TABLE OF CONTENTS 1. INTRODUCTION . 4 2. A HISTORY OF ADAPTIVE MUSIC . 10 3. THE ADVENT OF VIDEO GAMES . 19 3.1 Early Emergence of Games 3.2 Game Audio Development 4. COMPOSITIONAL APPROACHES TO ADAPTIVE MUSIC . 24 5. GENERATIVE MUSIC . 27 6. TESTING ADAPTIVE MUSIC SYSTEMS . 30 7. THE EVOLVING INDUSTRY OF ADAPTIVE MUSIC COMPOSITION . 32 8. THE FUTURE OF GAME MUSIC . 35 8.1 Production Developments 8.2 Game Engine and Interface Progress 9. ADAPTIVE MUSIC IN GAMES AND BEYOND . 45 10. CONCLUDING THOUGHTS . 47 APPENDIX A: CASE STUDIES . 50 APPENDIX B: PROFESSIONAL PERSPECTIVES . 57 WORKS CITED . 61 Young 4 1. Introduction Imagine yourself playing your favorite video game. Perhaps you are engaged in a heated battle with the Covenant alien race in one of the installments in the Halo1 series, or perhaps you are racing a super-charged car through crowded city streets in a Need for Speed2 game. -
Latest Supported Version of Scummvm Is on the Google Play Store; Search for Scummvm on the Google Play Store and Select Install
ScummVM Documentation CadiH Sep 26, 2021 The basics 1 Understanding the interface4 1.1 The Launcher........................................4 1.2 The Global Main Menu..................................7 2 Handling game files 10 2.1 Multi-disc games...................................... 11 2.2 CD audio.......................................... 11 2.3 Macintosh games...................................... 12 3 Handling Macintosh game files 13 3.1 Background......................................... 13 3.2 How to extract Macintosh game files........................... 14 4 Adding and playing a game 21 4.1 Where to get the games.................................. 21 4.2 Adding games to the Launcher.............................. 21 4.3 A note about copyright.................................. 29 5 Saving and loading a game 30 5.1 Saving a game....................................... 30 5.2 Location of saved game files............................... 35 5.3 Loading a game...................................... 35 6 Keyboard shortcuts 38 7 Changing settings 39 7.1 From the Launcher..................................... 39 7.2 In the configuration file.................................. 39 8 Connecting a cloud service 40 9 Using the local web server 45 10 Taskbar integration 50 10.1 Setting up the icon overlay................................ 50 10.2 Launching recently played games............................. 51 11 AmigaOS 4 52 11.1 What you’ll need...................................... 52 i 11.2 Installing ScummVM.................................... 52 11.3 Transferring