The Essential Guillermo Del Toro
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The Eddie Awards Issue
THE MAGAZINE FOR FILM & TELEVISION EDITORS, ASSISTANTS & POST- PRODUCTION PROFESSIONALS THE EDDIE AWARDS ISSUE IN THIS ISSUE Golden Eddie Honoree GUILLERMO DEL TORO Career Achievement Honorees JERROLD L. LUDWIG, ACE and CRAIG MCKAY, ACE PLUS ALL THE WINNERS... FEATURING DUMBO HOW TO TRAIN YOUR DRAGON: THE HIDDEN WORLD AND MUCH MORE! US $8.95 / Canada $8.95 QTR 1 / 2019 / VOL 69 Veteran editor Lisa Zeno Churgin switched to Adobe Premiere Pro CC to cut Why this pro chose to switch e Old Man & the Gun. See how Adobe tools were crucial to her work ow and to Premiere Pro. how integration with other Adobe apps like A er E ects CC helped post-production go o without a hitch. adobe.com/go/stories © 2019 Adobe. All rights reserved. Adobe, the Adobe logo, Adobe Premiere, and A er E ects are either registered trademarks or trademarks of Adobe in the United States and/or other countries. All other trademarks are the property of their respective owners. Veteran editor Lisa Zeno Churgin switched to Adobe Premiere Pro CC to cut Why this pro chose to switch e Old Man & the Gun. See how Adobe tools were crucial to her work ow and to Premiere Pro. how integration with other Adobe apps like A er E ects CC helped post-production go o without a hitch. adobe.com/go/stories © 2019 Adobe. All rights reserved. Adobe, the Adobe logo, Adobe Premiere, and A er E ects are either registered trademarks or trademarks of Adobe in the United States and/or other countries. -
Don't Forget to Save!
Don’t Forget to Save! The Impact of User Experience Design on Workflow of Authoring Video Game Narratives (Transfer Thesis) Daniel Green Department of Science and Technology Bournemouth University A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy November 2019 This page is intentionally left blank. This copy of the thesis has been supplied on condition that anyone who consults it is understood to recognise that its copyright rests with its author and due acknowledgement must always be made of the use of any material contained in, or derived from, this thesis. This page is intentionally left blank. Abstract Since their inception, video games have been a capable storytelling device. This is only amplified as technology improves. Contemporary video games boast awide range of interaction and presentational techniques that can enrich the narrative experience. Supporting authors with tools to prototype their stories, or even as direct integration into a game, is vital. This is especially important as the complexity and length of such narratives continues to increase. Designing these kinds of tools is no easy feat. In order to develop authoring systems for game developers that support prototyping or implementation of their envisioned narratives, we must gain an understanding of the underlying constituents that make up video game narrative and their structural and relational properties. Additionally, when designing the interface of and interactions with such systems, the User Experience (UX) design decisions taken may impact the workflow of the authors to implement their vision. Therefore, we must also gain an understanding of how various UX design paradigms alter the usability of our programs. -
PT, Freud, and Psychological Horror
Press Start Silent Halls Silent Halls: P.T., Freud, and Psychological Horror Anna Maria Kalinowski York University, Toronto Abstract “What is a ghost?” “An emotion, a terrible moment condemned to repeat itself over and over…” —The Devil’s Backbone (Del Toro, 2001) This paper analyses P.T. (Kojima Productions, 2014), a playable teaser made to demo a planned instalment within the Silent Hill franchise. While the game is now indefinitely cancelled, P.T. has cemented itself not only as a full gaming experience, but also as a juggernaut in the genre of psychological horror. Drawing from Sigmund Freud’s concept of the uncanny, the aim of the paper is to address how these psychological concepts surface within the now infamous never-ending hallway of P.T. and create a deeply psychologically horrifying experience. Keywords psychological horror; the uncanny; Freud; game design; Press Start 2019 | Volume 5 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Kalinowski Silent Halls Introduction The genre of psychological horror is a complex one to navigate through with ease, especially for those that are faint of heart. Despite its contemporary popularity, when the sub-genre first began to emerge within horror films, it was considered to be a detriment to the horror genre (Jancovich, 2010, p. 47). The term ‘psychological’ was often used to disguise the taming of horror elements instead of pushing the genre into more terrifying territories. -
The Cauldron 2015
Mikaela Liotta, Cake Head Man, mixed media The Cauldron Senior Editors Grace Jaewon Yoo Muriel Leung Liam Nadire Staff Pann Boonbaichaiyapruck Phoebe Danaher Daniel Fung 2015 Sally Jee Prim Sirisuwannatash Angela Wong Melissa Yukseloglu Faculty Advisor Joseph McDonough 1 Poetry Emma Woodberry Remember 5 GyuHui Hwang Two Buttons Undone 6 Khanh Nyguen I Wait for You to Have Dinner 8 Angela Wong Euphoria 9 Sabi Benedicto The House was Supposed to be Tan 12 (But was Accidentally Painted Yellow) Canvas Li Haze 15 Adam Jolly Spruce and Hemlock Placed By 44 Gentle Hands Jordan Moller The Burning Cold 17 Grace Jaewon Yoo May 18 Silent Hills 40 Lindsay Wallace Forgotten 27 Joelle Troiano Flicker 30 Jack Bilbrough Untitled 31 Valentina Mathis A Hop Skip 32 Jessica Li The Passenger 36 Daddy’s Girl 43 Eugenia Rose stumps 38 Brandon Fong Ironing 47 Ryder Sammons Mixed Media, Ceramics New Year’s Cold 48 Mikaela Liotta Shayla Lamb Spine 7 Senior Year 50 Mermaid 46 Teddy Simson Elephant Skull 16 Prose Eye of the Tiger 53 Muriel Leung Katie I A Great River 20 Imagination 19 Zorte 52 Sabi Benedicto Geniophobia 32 2 Photography Rachel Choe More Please 8 Pann Boonbaichaiyapruck DEAD 2 Spin 12 Swimmingtotheschor 22 Bigfernfloating 41 Lydia Stenflo LA as seen from the 14 Griffith Observatory at Night in March Beach Warrior 58 Meimi Zhu Reflection 30 Jessica Li Juvenescence 37 The Last Door 42 Brandon Fong The End is Neigh 38 Sunday in Menemsha 53 Liam Nadire Hurricane Sandy #22 47 Pride 58 Painting, Drawing Katie I Risen 4 Oban Galbraith The Divide 9 Joni Leung -
P.T Game Pc Download Punity
p.t game pc download Punity. Punity is the Windows adaptation of the brilliant game P.T., the Silent Hills technical demo by Hideo Kojima and Guillermo del Toro that so thoroughly amazed and terrified players on Playstation 4. In this tribute to the Konami classic, players walk through the legendary terrifying hallway. The game system in Punity is very similar to the original P.T. Players can walk up and down the sinister hallway and take in all the details. The sounds, bumps, and strange movements you'll start noticing are what make this game amazing. The game has very similar graphics to the technical demo mentioned earlier. Most surprisingly, it uses the versatile motor Unity, so if you have a powerful operating system and can set the graphics at the highest settings, you'll be able to enjoy this spectacular terror even more. Silent Hills' P.T. teaser is now playable on PC thanks to fan remakes. P.T. was the playable teaser for Silent Hills—the reboot of the Silent Hill series that was cancelled in 2015—and even though it was short it still ranks among the best horror games of all time (and certainly one of the scariest). It never made it to PC, but thanks to a couple of fan remakes you can now give it a whirl on your mouse and keyboard. The first remake is called Corridors, and is a recreation of the game in Unreal Engine 4. It's still very much a work in progress (expect bugs), and creator SmoggyChips plans to update it with more levels in the future. -
The Grammar of English Grammars, 2 Chapter Iv
1 CHAPTER I. CHAPTER II. CHAPTER III. CHAPTER X. CHAPTER XI. CHAPTER I. CHAPTER II. CHAPTER III. CHAPTER IV. CHAPTER V. CHAPTER VI. CHAPTER I. CHAPTER II. CHAPTER III. CHAPTER IV. CHAPTER V. CHAPTER VIII. CHAPTER I CHAPTER II CHAPTER III. CHAPTER IV. CHAPTER V. CHAPTER VI. CHAPTER I. CHAPTER II. CHAPTER III. CHAPTER IV. CHAPTER I. CHAPTER II. CHAPTER III. THE GRAMMAR OF ENGLISH GRAMMARS, 2 CHAPTER IV. CHAPTER V. CHAPTER VI. CHAPTER VII. CHAPTER VIII. CHAPTER IX. CHAPTER X. CHAPTER XI. CHAPTER I. CHAPTER II. CHAPTER III. CHAPTER IV. CHAPTER V. CHAPTER VI. THE GRAMMAR OF ENGLISH GRAMMARS, WITH AN INTRODUCTION HISTORICAL AND CRITICAL; THE WHOLE METHODICALLY ARRANGED AND AMPLY ILLUSTRATED; WITH FORMS OF CORRECTING AND OF PARSING, IMPROPRIETIES FOR CORRECTION, EXAMPLES FOR PARSING, QUESTIONS FOR EXAMINATION, EXERCISES FOR WRITING, OBSERVATIONS FOR THE ADVANCED STUDENT, DECISIONS AND PROOFS FOR THE SETTLEMENT OF DISPUTED POINTS, OCCASIONAL STRICTURES AND DEFENCES, AN EXHIBITION OF THE SEVERAL METHODS OF ANALYSIS, AND A KEY TO THE ORAL EXERCISES: TO WHICH ARE ADDED FOUR APPENDIXES, PERTAINING SEPARATELY TO THE FOUR PARTS OF GRAMMAR. BY GOOLD BROWN, THE GRAMMAR OF ENGLISH GRAMMARS, 3 AUTHOR OF THE INSTITUTES OF ENGLISH GRAMMAR, THE FIRST LINES OF ENGLISH GRAMMAR, ETC. "So let great authors have their due, that Time, who is the author of authors, be not deprived of his due, which is, farther and farther to discover truth."--LORD BACON. SIXTH EDITION--REVISED AND IMPROVED. ENLARGED BY THE ADDITION OF A COPIOUS INDEX OF MATTERS. BY SAMUEL U. BERRIAN, -
Restless Dreams and Shattered Memories: Psychoanalysis and Silent Hill
B R U M A L Revista de Investigación sobre lo Fantástico DOI: http://dx.doi.org/10.5565/rev/brumal.182 Research Journal on the Fantastic Vol. III, n.° 1 (primavera/spring 2015), pp. 161-182, ISSN: 2014–7910 RESTLESS DREAMS AND SHATTERED MEMORIES: PSYCHOANALYSIS AND SILENT HILL Ewan Kirkland University of Brighton [email protected] Recibido: 25-01-2015 Aceptado: 18-05-2015 Abstract This paper applies psychoanalytic frameworks to the survival horror franchise Silent Hill, a series which is itself informed by psychoanalytic themes. Concerns include the construction of game space as maternal womb, cinematic sequences as primal fanta- sies, and the representation of memory across the games within a psychoanalytic con- text. The horror genres’ preoccupation with monstrous mother figures is evident in boss battle adversaries, the depiction of gamespaces as bloody «maternal caves», and in narratives concerning characters’ searching for their parental origins Distinguishing between videogames’ playable sequences and cinematics as conscious and sub-con- scious aspects, cut-scenes are analysed as reproducing primal fantasies, serving to ex- plain protagonists’ backstory and situating play within narrative contexts. Such mo- ments intrude into the game, marking transformations between the ordinary world and the abject Otherworld, or heralding the emergence of psychoanalytically-resonant monstrous creatures which the protagonist must destroy. Finally, Silent Hill: Shattered Memories is examined as a game which, even more than others, foregrounds the series’ explicit reference to psychoanalytic preoccupations, engaging with contemporary un- derstandings concerning the relationship between memory, media and fantasy. Keywords: Silent Hill, survival horror, psychoanalysis, videogames, memory. Resumen En el presente artículo se aplica el marco de estudio psicoanalítico a la serie de survival horror Silent Hill, ella misma basada en temas psicoanalíticos. -
Auteur Theory in Video Games
AUTEUR THEORY IN VIDEO GAMES: RECOGNIZING HIDEO KOJIMA AND THATGAMECOMPANY AS AUTEURS IN THE VIDEO GAME MEDIUM A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY JULES PATALITA DR. ASHLEY DONNELLY - ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2018 AUTEUR THEORY IN VIDEO GAMES 1 CHAPTER ONE-INTRODUCTION “The critic Roger Ebert once drew a crucial distinction between video games and art: he said that the ultimate objective of a video game—unlike that of a book, film, or poem—is to achieve a high score, vaporize falling blocks, or save the princess. Art, he argued, cannot be won” (Parker, 2013, para. 1). This shows a longstanding stereotype about video games, that they are less important than other forms of entertainment. “The joke is, video games are inherently stupid. Once you realize that this is the fundamental underlying narrative of the culture with respect to video games, so much else starts to make sense…I refer to this condition as game shame” (Burgan, 2013, p. 93). But is there reason behind this shame? Even if this was true with the arcade games of the 80s, the medium has surely evolved beyond this criticism. Now on par with the budgets of Hollywood releases, the video game industry is producing games with financial success rivaling film. In 2016, American consumers spent $30.4 billion on video game content; since just 2010, there’s been an almost $10 billion rise in revenue (Entertainment Software Association, 2017). This is calculating just American consumers, a fraction of the overall consumers of the medium. -
Review of Guillermo Del Toro: Film As Alchemic Art
Review of Guillermo del Toro: Film as Alchemic Art Ian Pettigrew University of Miami, [email protected] Volume 3.2 (2014) | ISSN 2158-8724 (online) | DOI 10.5195/cinej.2014.103 | http://cinej.pitt.edu Abstract This is the first book length scholarly consideration of del Toro’s work and it will certainly not be the last as del Toro continues to prove himself as one of the most interesting and rewarding filmmakers working today. McDonald and Clark’s book lays a solid foundation for whatever work may follow in this impressive and comprehensive reading of del Toro’s cinema. Keywords: Guillermo del Toro, queer cinema, science fiction film, fantasy New articles in this journal are licensed under a Creative Commons Attribution 4.0 United States License. This journal is published by the University Library System of the University of Pittsburgh as part of its D-Scribe Digital Publishing Program and is cosponsored by the University of Pittsburgh Press. Review of McDonald Keith and Clark, Roger, Guillermo del Toro: Film as Alchemic Art. New York: Bloomsbury Publishing Inc., 2014. 233 pp. ISBN 9781441124494. Reviewed by: Ian Pettigrew, University of Miami Guillermo del Toro exemplifies a new type of auteur that has adapted as an artist to the social networking era and contemporary transnational cinema. Keith McDonald and Roger Clark’s approach to del Toro accepts the Mexican born director as such, investigating both the roles he plays within Hollywood and the international cinema community and also providing explorations of each of his eight films to date. As a scholar of Del Toro myself, I found my understanding of this filmmaker enriched by readings of his works that I have never considered and furthermore, my comprehension of contemporary auteurism expanded. -
Redeeming Realism: Alternate Historicities in Spanish Literature and Film
REDEEMING REALISM: ALTERNATE HISTORICITIES IN SPANISH LITERATURE AND FILM by Diógenes Costa Currás A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Romance Languages and Literatures: Spanish) in The University of Michigan 2014 Doctoral Committee: Professor Cristina Moreiras-Menor, Chair Assistant Professor Eric Calderwood Associate Professor Giorgio Bertellini Professor Juli A. Highfill To Ela, my wife, and my son, Cem, for being there and helping me through. ii Acknowledgements I could not have gotten this far, or even embarked on this journey, without the friendship and support of many people. First, I would like to thank the members of my doctoral committee. Their trust and support throughout the writing process has eased the struggle with the blank page. Thank you, Cristina Moreiras-Menor, for being such an exceptional adviser and mentor and being always there—through time and space, nudging me in the right direction, going above and beyond the expected. I can simply not express in words my gratitude for inspiring me to be the scholar I am. Giorgio Bertellini, thank you for the openness and collegiality with which you embarked onto this project, to help me wade the murky waters of Neorealism in Spain, and to hearten my fondness for the archive. Thanks also to Juli Highfill for the sharpness of her feedback, and her relentless tachado, removing from my writing the unnecessary, and to Eric Calderwood, for his keen contributions, and his valuable insights into my writings. I have been very fortunate to share the last few years with my friends and colleagues at the University of Michigan, who have become part of my life, and my extended family in the US. -
Level Design in Virtual Reality
Level Design in Virtual Reality Veikka Saaristo BACHELOR’S THESIS November 2020 Degree Programme in Business Information Systems Game Development ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied Sciences Degree Programme in Business Information Systems Game Development SAARISTO, VEIKKA: Level Design in Virtual Reality Bachelor's thesis 68 pages November 2020 This thesis studies level design methodology and best practices regarding both traditional and virtual reality level design, as well as the author’s own professional experience as a virtual reality level designer with the objective of creating a custom map extension to Half-Life: Alyx (Valve 2020). The purpose of this thesis was to introduce virtual reality level design and to display how virtual reality levels are designed and created through a documented example. The thesis focuses on methods and practices that are applicable to work outside of a specific engine or editor. Data was collected from various sources, including several online publications, the individual views of industry professionals, developer websites of headset fabricators, and from literature. The map extension was created as a part of this thesis. It was developed using Valve’s own Hammer editor, which enabled building the level based on an original design. In addition to theory, this thesis addresses the design and creation of this map extension, offering excerpts from the process in form of in-editor screenshots and descriptions. During the creation of this thesis, the superiority of the Hammer editor compared to other editors and game engines used before was noted due to its first-class built-in level design tools. Learning a new work environment from the beginning and the choice of virtual reality headset used in the development proved challenging as the older Oculus Rift headset caused issues while working with a game as new as the one used as the case study. -
Game Format Makes Playable Teaser Possible
Topics Consolidated Financial Highlights (U.S. GAAP) Hot News Net Revenues Operating Income Net Income Konami Kids Caravan 2014 Held Across the Country Digital Entertainment Newest Gaming Machines on Display at Global Gaming Expo 2014 Gaming & Systems (¥ billion) Interim Annual (¥ billion) Interim Annual (¥ billion) Interim Annual 400 50 25 23.0 Konami Kids Caravan 2014, an event that enables children to Shinkyu Shobu! Professional Baseball Dream Stadium for baseball KONAMI displayed its newest lineup at Global Gaming Expo worldwide through products and services that meet diverse 41.0 40 20 get familiar with content specifically developed for that age group, fans. 2014, the gaming industry’s biggest trade show, which was held in customer needs. 300 258.0 265.8 World’s First Test: Game Format Makes 226.0 30 15 was held all over Japan to coincide with children’s summer KONAMI will continue to provide opportunities for customers to Las Vegas from September 30 to October 2. 217.6 12.9 13.2 200 11.5 vacation. enjoy a rich assortment of content. In a world debut, KONAMI unveiled Neo Contra, a slot machine 20.8 20.2 21.9 Playable Teaser Possible 20 10 115.8 123.1 Each event venue drew huge crowds of parents and children, converted from the popular action game Contra and geared to KP3 106.7 97.9 98.7 12.6 7.0 100 10 8.1 7.7 5 4.2 3.8 3D images and a new 3D sound system, and a Dungeons & Dragons 5.9 3.3 with the goal of creating a great summer memory.