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PERFORMED IDENTITIES: HEAVY METAL MUSICIANS BETWEEN 1984 and 1991 Bradley C. Klypchak a Dissertation Submitted to the Graduate
PERFORMED IDENTITIES: HEAVY METAL MUSICIANS BETWEEN 1984 AND 1991 Bradley C. Klypchak A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2007 Committee: Dr. Jeffrey A. Brown, Advisor Dr. John Makay Graduate Faculty Representative Dr. Ron E. Shields Dr. Don McQuarie © 2007 Bradley C. Klypchak All Rights Reserved iii ABSTRACT Dr. Jeffrey A. Brown, Advisor Between 1984 and 1991, heavy metal became one of the most publicly popular and commercially successful rock music subgenres. The focus of this dissertation is to explore the following research questions: How did the subculture of heavy metal music between 1984 and 1991 evolve and what meanings can be derived from this ongoing process? How did the contextual circumstances surrounding heavy metal music during this period impact the performative choices exhibited by artists, and from a position of retrospection, what lasting significance does this particular era of heavy metal merit today? A textual analysis of metal- related materials fostered the development of themes relating to the selective choices made and performances enacted by metal artists. These themes were then considered in terms of gender, sexuality, race, and age constructions as well as the ongoing negotiations of the metal artist within multiple performative realms. Occurring at the juncture of art and commerce, heavy metal music is a purposeful construction. Metal musicians made performative choices for serving particular aims, be it fame, wealth, or art. These same individuals worked within a greater system of influence. Metal bands were the contracted employees of record labels whose own corporate aims needed to be recognized. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
X-Men Evolution Jumpchain V 1.0 by Multiversecrossover Welcome to a Earth-11052. Unlike Most of the Other Universes This Univers
X-Men Evolution Jumpchain V 1.0 By MultiverseCrossover Welcome to a Earth-11052. Unlike most of the other universes this universe focuses solely on the familiar X-Men with a twist. Most of the team is in school and just now are learning to control their powers. But don’t let the high school feel let you become complacent. Espionage, conspiracies, and hatred burn deep underneath the atmosphere and within a few months, the floodgates will open for the world to see. You begin on the day when a young Nightcrawler joins up with the X-Men along with a meddling toad thrown into the mix. You might wanna take this if you want to survive. +1000 Choice Points Origins All origins are free and along with getting the first 100 CP perk free of whatever your origin is you even get 50% off the rest of those perks in that same origin. Drop-In No explanation needed. You get dropped straight into your very own apartment located next to the Bayville High School if you so wish. Other than that you got no ties to anything so do whatever you want. Student You’re the fresh meat in this town and just recently enrolled here. You may or may not have seen a few of the more supernatural things in this high school but do make your years here a memorable one. Scholar Whether you’re a severely overqualified professor teaching or a teacher making new rounds at the local school one thing is for sure however. Not only do you have the smarts to back up what you teach but you can even make a change in people’s lives. -
Sony Corporation Announces Signing of a Definitive Agreement for the Acquisition of Equity Interest in Insomniac Games, Inc
August 19, 2019 Sony Corporation Sony Corporation Announces Signing of a Definitive Agreement for the Acquisition of Equity Interest in Insomniac Games, Inc. by its Wholly-owned Subsidiary August 19, 2019 (Pacific Standard Time) – Sony Interactive Entertainment LLC (“SIE”), a wholly-owned subsidiary of Sony Corporation (“Sony”), today announced that SIE has entered into definitive agreements to acquire the entire equity interest in Insomniac Games, Inc. Completion of the acquisition is subject to regulatory approvals and certain other closing conditions. Financial terms of this transaction are not disclosed due to contractual commitments. For further details, please refer to the attached press release. This transaction is not anticipated to have a material impact on Sony's forecast for its consolidated financial results for the fiscal year ending March 31, 2020. SONY INTERACTIVE ENTERTAINMENT TO ACQUIRE INSOMNIAC GAMES, DEVELOPER OF PLAYSTATION®4 TOP-SELLING MARVEL’S SPIDER-MAN, RATCHET & CLANK ~Highly-acclaimed Game Creators to Join Sony Interactive Entertainment’s Worldwide Studios to Deliver Extraordinary Gaming Experiences~ SAN MATEO, Calif., August 19, 2019 - Sony Interactive Entertainment (“SIE”) announced today that SIE has entered into definitive agreements to acquire Insomniac Games, Inc. (“Insomniac Games”), a leading game developer and long-time partner of SIE, in its entirety. Insomniac Games is the developer of PlayStation®4’s (PS4™) top-selling Marvel’s Spider-Man and the hugely popular PlayStation® Ratchet & Clank franchise. Upon completion of the acquisition, Insomniac Games will join the global development operation of Sony Interactive Entertainment Worldwide Studios (“SIE WWS”). Insomniac Games is the 14th studio to join the SIE WWS family. -
Noroff University College Interactive Media Games Beak and Plunder
Noroff University College Interactive Media Games Beak and Plunder Project Report Ole-Kristian Johannesson Andreas Nordbø IMG3 Studio 3 Bachelor Project Supervisors: Joshua Griffin & Filipe Pais Study year: 2018/19 1 Declaration Noroff University College Academic year 2018-2019 2 Abstract During the span of this project we have created a game called Beak and Plunder, the purpose of this project was to develop a game for our studio 3 course at Noroff University college, while also learning more about the process of making a game. We also wanted to work on something new, that we have not tried before. The project has gone through planning, research and conceptualization phases that are elaborated in this report. Development has consisted of programming, design, testing and distribution phases. Beak and Plunder is a Action Adventure Platformer Game where you play as a fat drunk pirate cat and his sidekick a robot parrot from the future, together these two characters are tasked with saving the world from the future and the past being merged together into one. The final product is a playable game demo of the game that can be found at www.tiny.cc/bnpdemo Acknowledgements Jani Juhani Mattinen Joshua Griffin Filipe Pais Nicolay Celius Gilgamesh Rugsveen Noroff University College Academic year 2018-2019 3 Index Introduction 4 Literature Review / Inspirations & References 5 Ratchet and Clank: 5 Jak and Daxter: 6 Boxi: 6 Spyro: 7 Game Story / Detailed description of project 7 Summarized Game Features: 8 Defining The Audience 8 The Team 8 Andreas -
Lizengland Resume
Liz England Toronto, ON Systems Designer [email protected] SKILLS Almost 15 years of professional design experience in the game industry, and in a large variety of roles. I work best when wrangling huge complex game systems at the high level, and then also implementing and tuning the detail work needed to support that system at the low level. Some more specific skills and areas of design I am looking to explore on my next project(s): ● systems driven games ● procedural generation ● high player agency & expression ● emergent narrative systems ● simulations ● new/experimental tech (i.e. machine ● AI (non-combat) learning) EXPERIENCE TEAM LEAD GAME DESIGNER, Ubisoft Toronto 2016-2021 Watch Dogs Legion / 2020 / PC & Consoles Design lead on procedural generation and simulation systems involved in the "Play as Anyone" pillar, including: narrative tools and technology development (writing, audio, cinematic, and localization support for procgen characters and dynamic dialogue) and procedurally generated AI (assembling assets/data to generate coherent characters, narrative backstories, relationships, persistent schedules, recruitment systems, and more). DESIGNER, Insomniac Games 2010 - 2016 The Edge of Nowhere and Feral Rites / 2016/ PC & Oculus Rift VR General design tasks (scripting, level design, story development, puzzle design). Created development guidelines (level design, camera, UI, fx, art) to mitigate simulation sickness. Left prior to shipping. Sunset Overdrive / 2014 / Xbox One Focused mainly on integrating many large and small systems together to make a smooth open world experience, such as downtime between missions, shared spaces (quest/mission hubs), roll out of content, abilities, and rewards (macro progression), and miscellaneous open world systems such as collectibles, vendors , fast travel, maps, checkpoints/respawn, and player vanity. -
(“Spider-Man”) Cr
PRIVILEGED ATTORNEY-CLIENT COMMUNICATION EXECUTIVE SUMMARY SECOND AMENDED AND RESTATED LICENSE AGREEMENT (“SPIDER-MAN”) CREATIVE ISSUES This memo summarizes certain terms of the Second Amended and Restated License Agreement (“Spider-Man”) between SPE and Marvel, effective September 15, 2011 (the “Agreement”). 1. CHARACTERS AND OTHER CREATIVE ELEMENTS: a. Exclusive to SPE: . The “Spider-Man” character, “Peter Parker” and essentially all existing and future alternate versions, iterations, and alter egos of the “Spider- Man” character. All fictional characters, places structures, businesses, groups, or other entities or elements (collectively, “Creative Elements”) that are listed on the attached Schedule 6. All existing (as of 9/15/11) characters and other Creative Elements that are “Primarily Associated With” Spider-Man but were “Inadvertently Omitted” from Schedule 6. The Agreement contains detailed definitions of these terms, but they basically conform to common-sense meanings. If SPE and Marvel cannot agree as to whether a character or other creative element is Primarily Associated With Spider-Man and/or were Inadvertently Omitted, the matter will be determined by expedited arbitration. All newly created (after 9/15/11) characters and other Creative Elements that first appear in a work that is titled or branded with “Spider-Man” or in which “Spider-Man” is the main protagonist (but not including any team- up work featuring both Spider-Man and another major Marvel character that isn’t part of the Spider-Man Property). The origin story, secret identities, alter egos, powers, costumes, equipment, and other elements of, or associated with, Spider-Man and the other Creative Elements covered above. The story lines of individual Marvel comic books and other works in which Spider-Man or other characters granted to SPE appear, subject to Marvel confirming ownership. -
The Royal Gazette Index 2009
The Royal Gazette Gazette royale Fredericton Fredericton New Brunswick Nouveau-Brunswick ISSN 0703-8623 Index 2009 Volume 167 Table of Contents / Table des matières Page Proclamations . 2 Orders in Council / Décrets en conseil . 2 Legislative Assembly / Assemblée législative. 7 Elections NB / Élections Nouveau-Brunswick . 7 Departmental Notices / Avis ministériels . 8 NB Energy and Utilities Board / Commission de l’énergie et des services publics du N.-B. 13 New Brunswick Securities Commission / Commission des valeurs mobilières du Nouveau-Brunswick . 13 Notices Under Various Acts and General Notices / Avis en vertu de diverses lois et avis divers . 14 Sheriff’s Sales / Ventes par exécution forcée . 15 Notices of Sale / Avis de vente . 15 Regulations / Règlements . 17 Corporate Affairs Notices / Avis relatifs aux entreprises . 20 Business Corporations Act / Loi sur les corporations commerciales . 20 Companies Act / Loi sur les compagnies . 54 Partnerships and Business Names Registration Act / Loi sur l’enregistrement des sociétés en nom collectif et des appellations commerciales . 56 Limited Partnership Act / Loi sur les sociétés en commandite . 85 2009 Index Proclamations Workplace Health, Safety and Compensation Act, An Act to Amend the / Commission de la santé, de la sécurité et de l’indemnisation des accidents Acts / Lois au travail, Loi modifiant la Loi sur la—OIC/DC 2009-56—p. 463 (March 25 mars) Agricultural Development Board, the New Brunswick Fisheries and Aquaculture Development Board and the Transfer of Responsibility for Financial Assistance Programs, An Act Respecting the / Commission de l’aménagement agricole, le Conseil de développement des pêches et de Proclamations l’aquaculture du Nouveau-Brunswick et le transfert des responsabilités au General / Divers titre des programmes d’aide financière, Loi concernant la—OIC/DC 2009-351—p. -
Finding Aid to the Insomniac Games Records, 1998-2005
Brian Sutton-Smith Library and Archives of Play Insomniac Games Records Finding Aid to the Insomniac Games Records, 1998-2005 Summary Information Title: Insomniac Games records Creator: Insomniac Games, Inc. (primary) ID: 119.6337 Date: 1998-2005 (inclusive) Extent: 2.1 linear feet Language: The materials in this collection are in English. Abstract: The Insomniac Games records are a compilation of game design documentation, including notes, descriptions, drawings, and more, for various games created by Insomniac Games. The materials are dated between 1998 and 2005. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donor has not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, he has given permission for The Strong to make copies in all media for museum, educational, and research purposes. Intellectual property rights for this collection are owned and controlled by Insomniac Games, Sony Interactive Entertainment, and Activision. Custodial History: The Insomniac Games records were donated to The Strong in November 2019 as a gift of John Fiorito, Insomniac Games. The papers were accessioned by The Strong under Object ID 119.6337 and were received from Fiorito in 2 boxes. Preferred citation for publication: Insomniac Games records, Brian Sutton-Smith Library and Archives of Play at The Strong Processed by: Julia Novakovic, February 2020 Controlled Access Terms Personal Names • Chew, Jacinda • Fiorito, John • Hastings, Alex • Hastings, Brian • Price, Ted Corporate Names • Activision (Firm) • Insomniac Games, Inc. -
Transitioning from Linear to Open World Design with Sunset Overdrive
Transitioning From Linear to Open World Design with Sunset Overdrive Liz England Designer at Insomniac Games 20th year anniversary LINEAR GAMEPLAY Overview Overview . What do we mean by linear and open world? Overview . What do we mean by linear and open world? . How did the roles and responsibilities of designers change? Overview . What do we mean by linear and open world? . How did the roles and responsibilities of designers change? . How did our workflow change in implementing systems, spaces, and content? Overview . What do we mean by linear and open world? . How did the roles and responsibilities of designers change? . How did our workflow change in implementing systems, spaces, and content? . What were the side effects of these changes? Linear Open World PART 1: Linear vs. Open World Linear Open World Linear Open World Linear Open World [open world node graph] What is a page in a video game? “Based on where the player is, what do we know about the game state?” KNOWN UNKNOWN KNOWN UNKNOWN . Time into game . Level Content . Story Progress . Enemies . Tutorials . Weapons . Combat . Pacing KNOWN UNKNOWN . Time into game . Level Content . Coop . Weapon Level . Story Progress . Enemies . Difficulty . Replay? . Tutorials . Weapons . Combat . Pacing Sunset Overdrive KNOWN UNKNOWN KNOWN UNKNOWN . Completed tutorial KNOWN UNKNOWN . Completed tutorial . Time Played? . Allies? . Story Moments? . Multiplayer? . Mission? . Pacing? . Weapons? . Combat? . Abilities? . Difficulty? . Areas Explored? PART 2: Role of the Designer Resistance 3 / Linear Resistance 3 / Linear . Designers are generalists Resistance 3 / Linear . Designers are generalists . Owned discrete spaces Resistance 3 / Linear . Designers are generalists . Owned discrete spaces . Implemented all gameplay in that space Resistance 3 / Linear . -
Sabotencon2016 Digitalguide
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Zach Hanks Assistant Professor Stephen F
ZACH HANKS ASSISTANT PROFESSOR STEPHEN F. AUSTIN STATE UNIVERSITY 515 King Street | Nacogdoches, TX 75961 310.498.6752 | [email protected] • Inspiring and relatable teaching artist who brings an emphasis on the practical, simple, and applicable to the classroom. • Industry veteran with experience training actors of all levels. • Offers compassion, encouragement, humor, and a deep commitment to the success of each student. • Enthusiastic collaborator and colleague who contributes with patience, diplomacy, and warmth. EDUCATION DEGREES M.F.A. Theater (Acting) 2004 University of South Carolina Columbia, SC B.A. Theatre, East Asian Studies 1998 Washington and Lee University Lexington, VA cum laude Diploma 1996 Kansai Gaikokugo Daigaku Osaka, JAPAN ADDITIONAL TRAINING Kelly Ward, Marsha Goodman, Collette Sunderman Burbank, CA Voice Acting for Animation 2011 Stefan Rudnicki, Gabrielle de Cuir, Skyboat Media Sherman Oaks, CA Audiobook Narration Technique 2011 Jeremy Hall, Insomniac Games Burbank, CA Video Game Voice Acting 2011 Tom Keegan Los Angeles, CA Motion Capture Acting Technique 2011 Robert Easton, Eliza Jane Schneider Los Angeles, CA Accents & Dialects 2007 – 2010 Leigh Gilbert West Hollywood, CA Commercial Voice Acting 2007 Todd Patrick Breaugh Columbia, SC On-Camera Technique 2004 Sara Romersberger, SMU Theatre Columbia, SC Commedia Dell’ Arte 2003 Eric Hoffman Columbia, SC Meisner Technique, Shakespeare 2002 - 2003 Scot J. Mann, Mercer University Columbia, SC Stage Combat 2002 Paul Wagar, ARK theatre company Los Angeles, CA Voice, Diction, Verse Text 2000 – 2001 Enrico Colantoni North Hollywood, CA Scene Study 1999 The Virginia Tea Party – SAFD Intensive Williamsburg, VA Stage Combat 1998 Alliance Theatre Atlanta, GA Acting – Robert Cohen’s GOTE system 1996 PROFESSIONAL MEMBERSHIPS VASTA – Voice and Speech Trainers Association 2012 – present SAG–AFTRA 2012 – present AFTRA 2007 – 2012 SAG 2005 – 2012 PUBLISHED WRITING The Art of Voice Acting (4th Edition) by James R.