Towards Player-Driven Procedural Content Generation
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Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
“TED” BROWN 541-870-5080 / T[email protected] Linkedin.Com/In/Tedbrown1/ Portfolio at OReganik.Com
EDMUND G. “TED” BROWN 541-870-5080 / t[email protected] linkedin.com/in/tedbrown1/ Portfolio at oreganik.com LEAD UNITY PROGRAMMER ● Architect mindset combined with leadership and communication skills, backed by 15 years of game industry experience as a programmer (7 years) and designer (8 years). ● Roles include Lead Programmer on Project Create (Mixed Reality), Lead Level Designer on Tomb Raider: Underworld (Console), and Project Director on Math Monster Carnival (Mobile). ● Proven ability to solve complex challenges in scope and on schedule, while keeping business value and team needs in mind. ● Experience leading creative, multidisciplinary teams at all stages of development. ● Directed and managed contractors as the owner of a small game studio. ● Mentor to associate and mid-level programmers and designers. EMPLOYMENT MAGIC LEAP, Plantation, FL 2017-2020 Senior Software Engineer PIPEWORKS, Eugene, OR 2016-2017 Engineer II OREGANIK LLC, Eugene, OR 2013-2016 Owner & Contract Engineer ZYNGA, San Francisco, CA 2011-2013 Narrative Designer BUZZ MONKEY SOFTWARE, Eugene, OR 2007-2011 Lead Game Designer VISUAL CONCEPTS, Novato, CA 2006-2007 Game Designer NEVERSOFT, Woodland Hills, CA 2005-2006 Game Designer EDUCATION The Guildhall at Southern Methodist University 2003 - 2004 Certificate of Digital Game Development with a Specialization in Level Design University of Texas at Austin 1996 - 2001 Bachelor of Arts in English PROJECT HISTORY: PROGRAMMER PANCAKE PALS for Magic Leap One and iOS 2020 Senior Systems & Mobile Programmer (Unity) Magic Leap An MR / XR / AR multiplayer game featuring custom spatial localization technology. And pancakes. ● Architecture: Built an extensible finite state machine to control flow of the entire game. -
Tom Apperley Gaming Rhythms: Play and Counterplay from the Situated to the Global
TOM APPERLEY GAMING RHYTHMS: PLAY AND COUNTERPLAY FROM THE SITUATED TO THE GLOBAL A SERIES OF READERS PUBLISHED BY THE INSTITUTE OF NETWORK CULTURES ISSUE NO.: 6 TOM APPERLEY GAMING RHYTHMS: PLAY AND COUNTERPLAY FROM THE SITUATED TO THE GLOBAL Theory on Demand #6 Gaming Rhythms: Play and Counterplay from the Situated to the Global Author: Thomas Apperley Design: Katja van Stiphout DTP: Margreet Riphagen Printer: ‘Print on Demand’ Publisher: Institute of Network Cultures, Amsterdam 2010 ISBN: 978-90-816021-1-2 Contact Institute of Network Cultures phone: +3120 5951863 fax: +3120 5951840 email: [email protected] web: http://www.networkcultures.org This publication is available through various print on demand services. For more information, and a freely downloadable pdf: http://networkcultures.org/theoryondemand. This publication is licensed under the Creative Commons Attribution Noncommercial No Derivative Works 3.0 Netherlands License. No article in this book may be reproduced in any form by any electronic or mechanical means without permission in writing from the author. GAMING RHYTHMS 3 For Raina J. León 4 THEORY ON DEMAND CONTENTS Acknowledgements 6 Introduction 7 Chapter One - Digital Game Ecologies 11 Mapping the Digital Game Ecology 12 Media Ecologies 13 Interactive Circuits 14 Global Industry? 16 Gaming and Everyday Life 18 Rhythmanalysis 19 Resonances 21 Rhythms of Control 23 Cybernetic Subjectivity 23 Allegories for the Control Society 25 From Protocol to Algorithm 27 Conclusion 28 Chapter Two - Bodies, Computers and Other -
TRU PS2 V 12/11/08 2:03 PM Page I
TRU PS2 final6.qxd:TRU PS2 v 12/11/08 2:03 PM Page i OUTSIDE FRONT COVER PLACEHOLDER TRU PS2 final6.qxd:TRU PS2 v 12/11/08 2:03 PM Page ii CONTENTS WARNING: PHOTOSENSITIVITY/EPILEPSY/SEIZURES READ BEFORE USING YOUR PLAYSTATION®2 COMPUTER ENTERTAINMENT SYSTEM. A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds GETTING STARTED .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 2 on a television screen or when playing video games may trigger epileptic seizures or blackouts in MEMORY CARD (8MB)(ffor PllaySttattiion ®2) .. .. .. .. .. .. .. 2 these individuals. These conditions may trigger previously undetected epileptic symptoms or STARTING UP .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 3 seizures in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family, has an epileptic condition or has had seizures of any kind, consult your physician before LARA CROFT .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 4 playing. IMMEDIATELY DISCONTINUE use and consult your physician before resuming gameplay GAME CONTROLS .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 5 if you or your child experience any of the following health problems or symptoms: CONTROLLING LARA .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 5 • dizziness • disorientation OTHER -
Learning-Education-Games.Pdf
Learning, Education and Games Volume One: Curricular and Design Considerations Edited by Karen Schrier Written by members of the Learning, Education and Games (LEG) Special Interest Group (SIG) of the International Game Developers Association (IGDA) Learning, Education and Games Volume One: Curricular and Design Considerations Copyright © by Karen Schrier and ETC Press 2014 http://press.etc.cmu.edu/ Design Direction by Shirley Yee ISBN: 978-1-312-54285-3 Library of Congress Control Number: 2014952163 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommerical-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. Learning, Education and Games Volume One: Curricular and Design Considerations Edited by Karen Schrier Written by members of the Learning, Education and Games (LEG) Special Interest Group (SIG) of the International Game Developers Association (IGDA) Table of Contents Introduction by Karen Schrier 1 Acknowledgements 5 Contributor Bios 7 SECTION I—Curricular Considerations 1 Using Games to Teach, Practice, and Encourage Interest in STEM Subjects by Elena Bertozzi 23 2 Using Computer Game Programming to Teach Computational Thinking Skills by Linda Werner, Jill Denner, and Shannon Campe 37 Featuring a case study written by Lucas Crispen and Elizabeth LaPensée 3 The Use of Video Games for Literacy Acquisition