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3D Character Artist
We are looking for: 3D CHARACTER ARTIST JOB DESCRIPTION Developing high detail, photorealistic 3D models (humanoid characters and other creatures) Creating clean, low-resolution game topology and UV’s Developing game-ready assets to match concept, photo reference, art direction, etc. Creating textures and next-gen materials for use in-game engine Exporting models and textures into in-house engine (Serious Engine 4.x) and making sure they work correctly Cleaning up scanned data REQUIREMENTS Experience with creating character / organic models (modeling and texturing) Proficiency in Zbrush or Mudbox Understanding of human and animal anatomy and clothing and a keen eye towards form, shape, structure and silhouette in regards to modeling Eye for light, shade, color, and detail in creating texture maps Good English communication skills (both written and spoken) Good judgment on when to make it perfect and when to compromise Passion about art and video games, and eagerness to grow BONUS POINTS Proficiency in one or more texturing software (Quixel, Substance Painter/Designer) Skills in one or more 3D modeling software (Blender, Modo, 3D Studio Max, Maya) Skills in hard-surface poly modeling techniques Baking pipeline and rendering experience Character concept art skills Previous experience in a 3D Artist role in the video game industry or TV/ film Skinning, rigging and animating skills Traditional sculpting, drawing or painting skills Understanding of the visual style of Croteam games and a passion to push it to the next -
Sega Megadrive European PAL Checklist
The Sega Megadrive European PAL Checklist □ 688 Attack Sub □ Crack Down □ Gunship □ Aaahh!!! Real Monsters □ Crue Ball □ Gunstar Heroes □ Addams Family Values □ Cutthroat Island □ Gynoug □ Addams Family, The □ Cyberball □ Hard Drivin' □ Adventures of Batman & Robin, The □ Cyborg Justice □ Hardball (Box) □ Adventures of Mighty Max, The □ Daffy Duck in Hollywood □ Hardball III □ Aero the Acro-Bat □ Dark Castle □ Hardball '94 □ Aero the Acro-Bat 2 □ David Robinson's Supreme Court □ Haunting, The □ After Burner 2 □ Davis Cup World Tour □ Havoc □ Aladdin □ Death and Return of Superman, The □ Hellfire □ Alex Kidd in the Enchanted Castle □ Decap Attack □ Herzog Zwei □ Alien 3 □ Demolition Man □ Home Alone □ Alien Soldier □ Desert Demolition starring Road Runner □ Hook □ Alien Storm □ Desert Strike: Return to the Gulf □ Hurricanes □ Alisia Dragoon □ Dick Tracy □ Hyperdunk □ Altered Beast □ Dino Dini's Soccer □ Immortal, The □ Andre Agassi Tennis □ Disney Collection, The □ Incredible Crash Dummies, The □ Animaniacs □ DJ Boy □ Incredible Hulk, The □ Another World □ Donald in Maui Mallard □ Indiana Jones and the Last Crusade □ Aquatic Games starring James Pond □ Double Clutch □ International Rugby □ Arcade Classics □ Double Dragon (Box) □ International Sensible Soccer □ Arch Rivals □ Double Dragon 3: The Arcade Game □ International Superstar Soccer Deluxe □ Ariel: The Little Mermaid □ Double Hits: Micro Machines & Psycho Pinball □ International Tour Tennis □ Arnold Palmer Tournament Golf □ Dr. Robotnik's Mean Bean Machine □ Izzy's Quest for the -
056 – New Puzzle Videogames — 3/4
056 – New Puzzle videogames — 3/4 Here, a succinct review of different types of puzzle videogames published between 2001 and 2020. Not in chronological order. Single character control ● Antichamber – 2013 A first-person puzzle-platform game released for Microsoft Windows, Linux and OS X. Many of the puzzles are based on phenomena that occur within impossible objects created by the game engine, such as passages that lead the player to different locations depending on which way they face, and structures that seem otherwise impossible within normal three- dimensional space. The game includes elements of psychological exploration through brief messages of advice to help the player figure out solutions to the puzzles as well as adages for real life. The player controls the unnamed protagonist from a first- person perspective, in an environment full of obstacles. Upon completing a core set of puzzles, the player can access the exit door, upon which he starts to chase down a black cloudlike shape, using all the solving techniques learned before. Eventually he is able to capture the cloud as a black cube and enter a final, more expansive area, where the shape becomes a waiting shell. The shell creates a structure around it (similar to the game's logo) and sucks everything around it into its center, sending the screen to black and ending the game. ● Bobby Carrot – 2004 A video game series developed for iOS and as a WiiWare. The object of the game is to collect all of the carrots in an area and reach a point on the map that progresses the player to the next level. -
Mobile Games in Europe Innovation in European Digital Economy
Mobile games in Europe Innovation in the European Digital Economy Mobile games in Europe Innovation in European Digital Economy September 2015 © 2015 Deloitte LLP 1 Mobile games in Europe Innovation in the European Digital Economy Important Notice from Deloitte This final report (the “Final Report”) has been prepared by Deloitte LLP (“Deloitte”) for Interactive Software Federation of Europe (“ISFE”) in accordance with the contract with them dated 12/05/2015 (“the Contract”) and on the basis of the scope and limitations set out below. The Final Report has been prepared solely for the purposes of analysing the mobile games segment in the EU, as set out in the Contract. It should not be used for any other purposes or in any other context, and Deloitte accepts no responsibility for its use in either regard. The Final Report is provided exclusively for ISFE’s use under the terms of the Contract. No party other than ISFE is entitled to rely on the Final Report for any purpose whatsoever and Deloitte accepts no responsibility or liability or duty of care to any party other than ISFE in respect of the Final Report and any of its contents. As set out in the Contract, the scope of our work has been limited by the time, information and explanations made available to us. The information contained in the Final Report has been obtained from ISFE and third party sources that are clearly referenced in the appropriate sections of the Final Report. Deloitte has neither sought to corroborate this information nor to review its overall reasonableness. -
Newagearcade.Com 5000 in One Arcade Game List!
Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51. -
Hard Surface Modeler
Hi, we're Croteam. You might know us as the creative force behind the iconic Serious Sam, a series of fast-paced, gun-toting, first- person action shooting games. We also made The Talos Principle, a slow-burning philosophical cerebral puzzle game, with no shooting at all. Entirely different in nature, but equally commercially successful and critically acclaimed, these games went on to conquer the top-selling charts on every hardware platform imaginable, including the toaster*, using the power and scalability of our in-house Serious Engine. If you're serious about joining us for our next big thing, let's talk! *toaster not really included on that list. ____________________________________________________________________________________ We are looking for: HARD SURFACE MODELER JOB DESCRIPTION • Developing high detail, photorealistic 3D models (vehicles, weapons and other inorganic designs) • Creating clean, low-resolution game topology and uv’s • Developing game-ready assets to match concept, photo reference, art direction, etc. • Exporting models and textures into in-house engine (Serious Engine 4.x) and making sure they work correctly, touching-up textures after engine integration to optimise quality • Collaborating with engineers and tech artists to help develop an effective environment art pipeline that facilitates prototyping and a rapid iteration mindset for a game development team • Cleaning up scanned data REQUIREMENTS • Proficiency in one or more 3D modeling software (Blender, Modo, 3D Studio Max, Maya) • Understanding of form, -
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation. -
FGIR-2018-Report.Pdf
FRONT COVER Fingersoft • Hill Climb Racing 2 Futureplay • Battlelands Royale Next Games • The Walking Dead: Our World Rovio Entertainment • Angry Birds 2 Small Giant Games • Empires & Puzzles Supercell • Brawl Stars, Clash Royale, Clash of Clans and Hay Day BACK COVER Remedy Entertainment • Control Housemarque • Stormdivers SecretExit • Zen Bound 2 Rival Games • Thief of Thieves: Season One Superplus Games • Hills of Steel Critical Force • Critical Ops Frogmind • Badland Brawl Nitro Games • Heroes of Warland Kukouri Mobile Entertainment • Pixel Worlds Tree Men Games • PAKO Forever Publisher Neogames Finland ry (2019) Index 1. Introduction 2. The History of the Finnish Game Industry - From Telmac to Apple 3. The State of the Finnish Game Industry 4. Studios 5. Location of Companies and Clusters 6. Platforms 7. Developers & Diversity 8. Financial Outlook 9. Challenges and Strengths of the Finnish Game Industry 10. Trends and the Future 11. The Industry Support and Networks 12. Education 13. Regional Support 14. Studio Profiles Picture: Seriously | Best Fiends 3 ABOUT THIS REPORT Neogames Finland has been augmented by data from other sources. monitoring the progress of the Finnish This study is a continuation of similar Game Industry since 2003. During these studies conducted in 2004, 2008, 2010, fifteen years almost everything in the 2014 and 2016. industry has changed; platforms, Over 70 Game companies, members technologies, the business environment of Suomen Pelinkehittäjät ry (Finnish and games themselves. However, the Game Developers Association) are biggest change has taken place in the introduced on the company profile industry’s level of professionalism. pages as well as Business Finland and These days the level of professionalism the most relevant game industry in even a small start-up is on a level organizations and regional clusters. -
3 Ninjas Kick Back 688 Attack Sub 6-Pak Aaahh!!! Real
3 NINJAS KICK BACK 688 ATTACK SUB 6-PAK AAAHH!!! REAL MONSTERS ACTION 52 ADDAMS FAMILY VALUES THE ADDAMS FAMILY ADVANCED BUSTERHAWK GLEYLANCER ADVANCED DAISENRYAKU - DEUTSCH DENGEKI SAKUSEN THE ADVENTURES OF BATMAN & ROBIN THE ADVENTURES OF MIGHTY MAX THE ADVENTURES OF ROCKY AND BULLWINKLE AND FRIENDS AERO THE ACRO-BAT AERO THE ACRO-BAT 2 AEROBIZ AEROBIZ SUPERSONIC AFTER BURNER II AIR BUSTER AIR DIVER ALADDIN ALADDIN II ALEX KIDD IN THE ENCHANTED CASTLE ALIEN 3 ALIEN SOLDIER ALIEN STORM ALISIA DRAGOON ALTERED BEAST AMERICAN GLADIATORS ANDRE AGASSI TENNIS ANIMANIACS THE AQUATIC GAMES STARRING JAMES POND AND THE AQUABATS ARCADE CLASSICS ARCH RIVALS - THE ARCADE GAME ARCUS ODYSSEY ARIEL THE LITTLE MERMAID ARNOLD PALMER TOURNAMENT GOLF ARROW FLASH ART ALIVE ART OF FIGHTING ASTERIX AND THE GREAT RESCUE ASTERIX AND THE POWER OF THE GODS ATOMIC ROBO-KID ATOMIC RUNNER ATP TOUR CHAMPIONSHIP TENNIS AUSTRALIAN RUGBY LEAGUE AWESOME POSSUM... ...KICKS DR. MACHINO'S BUTT AYRTON SENNA'S SUPER MONACO GP II B.O.B. BABY BOOM (PROTO) BABY'S DAY OUT (PROTO) BACK TO THE FUTURE PART III BALL JACKS BALLZ 3D - FIGHTING AT ITS BALLZIEST ~ BALLZ 3D - THE BATTLE OF THE BALLZ BARBIE SUPER MODEL BARBIE VACATION ADVENTURE (PROTO) BARE KNUCKLE - IKARI NO TETSUKEN ~ STREETS OF RAGE BARE KNUCKLE III BARKLEY SHUT UP AND JAM 2 BARKLEY SHUT UP AND JAM! BARNEY'S HIDE & SEEK GAME BARVER BATTLE SAGA - TAI KONG ZHAN SHI BASS MASTERS CLASSIC - PRO EDITION BASS MASTERS CLASSIC BATMAN - REVENGE OF THE JOKER BATMAN - THE VIDEO GAME BATMAN FOREVER BATMAN RETURNS BATTLE GOLFER YUI -
Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes. -
Telemetry and Machine Learning to Speed-Up the Measure of Intelligence Through Video Games
Telemetry and machine learning to speed-up the measure of intelligence through video games Mingxiao Guo[0000−0003−3627−5981], Pablo Guti´errez-S´anchez[0000−0002−6702−5726], Alejandro Ortega-Alvarez´ [0000−0000−0000−0000], Pedro A. Gonz´alez-Calero[0000−0002−9151−5573], Mar´ıaAngeles Quiroga[0000−0003−4542−2744], and Pedro P. G´omez-Mart´ın[0000−0002−3855−7344] Universidad Complutense de Madrid, Spain fmingxguo,pabgut02,alejor01,pagoncal,maquirog,[email protected] Abstract. Recent research has shown a high correlation between the g factor (or general intelligence factor) and overall performance in video games. This relationship is held not only when playing brain games but also other generalist commercial titles. Unfortunately, these off-the-shelf games do not allow automatic extraction of in-game behavior data. As a result, researchers are often forced to manually register the game sessions metrics, reducing the gathered information and, as a consequence, the results. The aim of our work is to help to improve the data collection process used in those studies by: (1) reimplementing a small subset consisting of three of the games used in these former studies; (2) developing a telemetry system to automate and enhance the recording of in-game user events and variables; and (3) deploying a web platform to conduct an online experiment to collect such data. With the obtained data, we attempt to predict a player's final score in a given game from truncated play logs (up to a certain point in time) using neural networks and random forest. This later analysis could potentially allow future studies to shorten experiment times, thus increasing the viability of game-based intelligence assessment. -
Take-Two Interactive Software, Inc., Gathering of Developers and Croteam Announce Serious Sam for Microsoft Xbox
Take-Two Interactive Software, Inc., Gathering of Developers and Croteam Announce Serious Sam for Microsoft Xbox May 23, 2002 8:32 AM ET NEW YORK, May 23, 2002 (BUSINESS WIRE) -- Serious Sam, a landmark title in the first person shooter video game genre, will now be available on the Xbox(TM) platform. The announcement was made today by Take-Two Interactive Software, Inc. (Nasdaq: TTWO), its Gathering of Developers video game publishing subsidiary, and Croatian-based based development team Croteam. The latest incarnation of Serious Sam will feature frantic single-player action in a cyberpunk world, as well as multiple online modes of play through Xbox Live(TM). Gathering of Developers plans to ship the game in the fourth quarter of 2002 at a suggested retail price of $49.99. "The original Serious Sam featured incredible action in a wide-open environment with no place to hide," said Kelly Sumner, CEO of Take-Two Interactive, Inc. "We think our partners at Croteam have outdone themselves on the newest version - console gamers will be blown away by Serious Sam on the Xbox." "All of us at Croteam are ecstatic to be working on Serious Sam for Xbox, which has proven to be the perfect platform for Sam's adventures." said Roman Ribaric, CEO of Croteam, Ltd. "With broadband online play and more enemies on screen than any other game, it will give gamers the ultimate Serious Sam experience." For more information about Serious Sam for the Xbox please visit: http://www.serioussam.com. About Take-Two Interactive Software Headquartered in New York City, Take-Two Interactive Software, Inc.