DIGAREC Keynote-Lectures 2009/10
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Casual Gaming
Casual gaming KW Cheng [email protected] VU Amsterdam January 28, 2011 Abstract Common elements in the design of casual games include [TRE10]: Casual games have started to get a large player - Rules and goals must be clear. base in the last decade. In this paper we are - Players need to be able to quickly reach profi- going to have a basic look at the technology in- ciency. volved in creating casual games, common game - Casual gameplay adapts to a players life and mechanics, and the influence of social media on schedule. casual games. - Game concepts borrow familiar content and themes from life. 1 Introduction 1.2 History In this paper we are going to look at how ca- sual games are being created. This will include The start of casual gaming began in 1990 when useful tools, and commonly used programming Microsoft started bundling Windows Solitaire with languages. The main part of this paper will look Windows. Many people were still getting used at some game mechanics which are at the core to the idea of using a mouse to navigate through of casual games. We will pick out some popular a graphical user interface. Microsoft used Win- games and look at which mechanics are crucial to dows Solitaire to train people to use the mouse a successful gameplay. We will also look at the and to soothe people intimidated by the operat- influence of how social media introduced more ing system. [LEV08] The reason why Windows people to casual games. Solitaire is successful is because it is accessible, you do not have to install anything, because it 1.1 What are casual games comes with your operating system. -
Developing a Content Pipeline for a Video Game
Antti Veräjänkorva Art Is A Mess: Developing A Content Pipeline for A Video Game. Metropolia University of Applied Sciences Master of Engineering Information Technology Master’s Thesis 7 July 2020 PREFACE I have a dream that I can export all art asset for a game with single button press. I have tried to achieve that a couple times already and never fully accomplished in this. This time I was even more committed to this goal than ever before. This time I was deter- mined to make the life of artists easier and do my very best. Priorities tend to change when a system is 70% done. Finding time to do the extra mile is difficult no matter how determined you are. Well to be brutally honest, still did not get the job 100% done, but I got closer than ever before! I am truly honoured for all the help what other technical artists and programmers gave me while writing this thesis. I especially want to thank David Rhodes, who is a long- time friend and colleague, for his endless support. Thank you Jukka Larja and Kimmo Ala-Ojala for eye opening discussions. I would also like to thank my wife and daughter for giving me the time to write this thesis. Thank you, Hami Arabestani and Ubisoft Redlynx for giving me the chance to write this thesis based on our current project. Lastly thank you Antti Laiho for supervising this thesis and your honest feedback while working on it. Espoo, 06.06.2020 Antti Veräjänkorva Abstract Author Antti Veräjänkorva Title Art is a mess: Developing A Content Pipeline for A Video Game Number of Pages 47 pages + 3 appendices Date 7 Jul 2020 Degree Master of Engineering Degree Programme Information Technology Instructor(s) Hami Arabestani, Project Manager Antti Laiho, Senior Lecturer The topic of this thesis was to research how to improve exporting process in a video game content pipeline and implement the improvements. -
10 Bad Ass Games DONG 3
(Oldest to Newest) DONG 1: Top 6 Scariest The Cell: http://www.gameshed.com/Adventure-Games/The-Cell/play.html The House Horror: http://www.gamezhero.com/online-games/adventure-games/thehouse-horror.html exmortis: http://www.gameson.com.br/Jogos-Online/Terror/Exmortis.html Purgatorium: http://www.gameson.com.br/Jogos-Online/Terror/Purgatorium.html Bright in the Screen: http://www.newgrounds.com/portal/view/469443 Closure: http://www.newgrounds.com/portal/view/480006 DONG 2: 10 Bad ass games Dress-up Elf: http://www.badassflashgames.com/flash-arcade-game.php?gameid=34455&gamena... Mechanical Commando: http://www.newgrounds.com/portal/view/475495 Fish like a man: http://www.i-am-bored.com/bored_link.cfm?link_id=55253 Zombie Tower Defense:http://666games.net/Violent/Flash/Play/620/Zombie_Tower_Defense_3.html Zombie Bites: http://www.hairygames.com/play-zombie-bites.html Zombie Golf Riot: http://www.addictinggames.com/zombiegolfriot.html Penguinz: http://www.kongregate.com/games/LongAnimals/penguinz Curious Weltling: http://www.newgrounds.com/portal/view/390151 Tactical Assassin Substratum: http://armorgames.com/play/2500/tactical-assassin-substratum Gangsta Bean: http://www.addictinggames.com/gangstabean.html Kill Kar II: Revenge: http://www.newgrounds.com/portal/view/519830 DONG 3: Make Harry and Herimone kiss and other online games Harry and Hermione: http://www.buzzfeed.com/ashleybaccam/harry-potter-kiss-game-battle Kill the pop-ups: http://www2.b3ta.com/realistic-internet-simulator/ I Don't Even Know: http://www.i-am-bored.com/bored_link.cfm?link_id=32676 -
09062299296 Omnislashv5
09062299296 omnislashv5 1,800php all in DVDs 1,000php HD to HD 500php 100 titles PSP GAMES Title Region Size (MB) 1 Ace Combat X: Skies of Deception USA 1121 2 Aces of War EUR 488 3 Activision Hits Remixed USA 278 4 Aedis Eclipse Generation of Chaos USA 622 5 After Burner Black Falcon USA 427 6 Alien Syndrome USA 453 7 Ape Academy 2 EUR 1032 8 Ape Escape Academy USA 389 9 Ape Escape on the Loose USA 749 10 Armored Core: Formula Front – Extreme Battle USA 815 11 Arthur and the Minimoys EUR 1796 12 Asphalt Urban GT2 EUR 884 13 Asterix And Obelix XXL 2 EUR 1112 14 Astonishia Story USA 116 15 ATV Offroad Fury USA 882 16 ATV Offroad Fury Pro USA 550 17 Avatar The Last Airbender USA 135 18 Battlezone USA 906 19 B-Boy EUR 1776 20 Bigs, The USA 499 21 Blade Dancer Lineage of Light USA 389 22 Bleach: Heat the Soul JAP 301 23 Bleach: Heat the Soul 2 JAP 651 24 Bleach: Heat the Soul 3 JAP 799 25 Bleach: Heat the Soul 4 JAP 825 26 Bliss Island USA 193 27 Blitz Overtime USA 1379 28 Bomberman USA 110 29 Bomberman: Panic Bomber JAP 61 30 Bounty Hounds USA 1147 31 Brave Story: New Traveler USA 193 32 Breath of Fire III EUR 403 33 Brooktown High USA 1292 34 Brothers in Arms D-Day USA 1455 35 Brunswick Bowling USA 120 36 Bubble Bobble Evolution USA 625 37 Burnout Dominator USA 691 38 Burnout Legends USA 489 39 Bust a Move DeLuxe USA 70 40 Cabela's African Safari USA 905 41 Cabela's Dangerous Hunts USA 426 42 Call of Duty Roads to Victory USA 641 43 Capcom Classics Collection Remixed USA 572 44 Capcom Classics Collection Reloaded USA 633 45 Capcom Puzzle -
Game Developer Magazine
>> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
NG18 Program (Screen)
PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world. -
Complete List of Migs16 Attending Companies
COMPLETE LIST OF MIGS16 ATTENDING COMPANIES MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 YOUR ACCESS TO EXPERTS MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 11 bit Studios AMJ 12 Hit Combo! Annex Pro 1E Avenue Music Antre du Geek 1One AOne Games 1st Playable Productions APEX Sciences 24h Appcoach 4AM Games Apple 51HiTech Applicant 5th Wall Agency Appodeal 8D Technologies Aptitude X 98,5FM Armoires Cuisines Action A Thinking Ape Around The Word Accenture Around the Word Canada Achimostawinan Games Artesium Studios ACTRA Montreal Artifact 5 ad Communications Artisan Studios, Inc. AdColony ASTUCEMEDIA Adult Swim Audible reality Advanced Micro Devices Audiokinetic ADVANTAGE AUSTRIA Autodesk Affordance Studio Avalanche Prod - HUB MTL AJL Consult Axis Animation Alexis Senecal Azurtek Algonquin College B&H Alice & Smith Babel Games Services Aline Mercy Babel Media Allegorithmic Bandai Namco Entertainment Alliance Numérique Bandai Namco Entertainment Alpha vision Banner & Witcoff AltKey BareHand Always Mind Studios Baton Rouge Area Chamber Amazon Lumberyard BDC Ameo Prod, Inc BDC Capital MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 BDO Canadian Heritage Beenox Canadian Museum of History Behaviour Interactif Inc. Cangrejo Ideas SpA Bell Canoë Ben Salerno Design Canvasseuse Bentomiso CARA Berzerk Studio Cardboard Utopia Bethesda Studios Montreal Cardboard-Utopia Big Jack’s Factory, Inc. Castle Couch Big Studios Inc CC2 Big Viking Games CCNB Miramichi Bigben Interactive CCP Games BioWare (a division of Electronics Arts) CD Projekt S.A. Bishop Games CDI College bitHeads/brainCloud CDRIN Bkom Studios Cégep de Limoilou Black Tie Ventures Cégep de l’Outaouais Blacknut Cégep de Matane Blind Ferret Cégep de Sainte-Foy Blobstone CEIM blogcritics.org Centre Phi Bloober Team CFPR BNC CGMagazine Borden Ladner Gervais LLP Chamber of Commerce of Metropolitan Mon- brainCloud tréal Breaking Walls Champlain College Brookfield Global Relocation Services Chartboost, Inc. -
MA Thesis NMDC
Shared Play with the Push of a Button: a Mixed-Method Analysis of Sony PlayStation 4’s Share-Platform Rens Lohmann Master Thesis Utrecht University Tutor: Dr. Ann-Sophie Lehmann Second Assessor: Dr. René Glas Submission date: September 22, 2014 [email protected] Keywords Video games, spectatorship, streaming, social, sharing, shared play, platform studies MA New Media & Digital Culture © 2014 Rens Lohmann. Personal and educational classroom use of this thesis is allowed, commercial use requires specific permission from the author. “It’s dangerous to go alone! Take this.” (The Legend of Zelda, 1986) ABSTRACT With the incorporation of the Share-button and its underlying platform on the PlayStation 4, Sony has decided to bring social connectivity and the sharing of gameplay to the masses. Video game play streaming and sharing have their roots in early user-generated content, performing, and spectating practices. Examples from the nineties are machinima, speedrunning, and online multiplayer gaming in that period. Users with a high level of technical proficiency created content that was creative, subversive, and initiated new forms of interactions between players and spectators. The creation of user-generated content came under stricter corporate control when it was integrated as a part of well-designed and well- marketed video game platforms. While the construction of this material became more accessible to general players, creativity and subversiveness became more limited. Sony PlayStation 4’s Share-button can be seen as a culmination of this development. As a form of controlled participation, the button and its proprietary platform facilitate remarkably quick production of this content with a limited toolset of creative possibilities. -
Independent Games What They Are and Are They Different
Jaakko Kemppainen Independent games What they are and are they different Master's thesis Digital Culture 20.2.2008 Jyväskylä University Department of Art and Culture Studies Jyväskylä JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department Faculty of Humanities Department of Art and Culture Studies Tekijä – Author Jaakko Kemppainen Työn nimi – Title Independent games What they are and are they different Oppiaine – Subject Työn laji – Level Digital Culture Master's thesis Aika – Month and year Sivumäärä – Number of pages February 2008 98 p. + Appendices 18 p. Tiivistelmä – Abstract This research figures out, how the concept of independent games and independent game production is understood in the field of game industry. Some comparisons are made to music and movie industry, using literature and different internet sources to find out commonly used definitions for independent concept on different areas of entertainment business. Three level definition for independent productions is formed, mainly from the commerce point of view - independent, semi-independent and non-independent games and producers. Second part of this research is a quantitative genre comparison between non-independent games and independent games. For the use of the genre research, a study of game genres is made and basen on that, a game genre systemi is produced. Main finding of the quantitative research is, that independent game genre distribution is different in the case of non-independent games, but there are a lot of similarities within both non-independent and -
Session Rooms / Salles De Conférences Lundi / Monday 12 Nov Mardi / Tuesday 13
SESSION ROOMS / SALLES DE CONFÉRENCES 9:45 - 10:45 AM LUNDI / MONDAY 12 NOV 9:45 AM - 10:45 AM PLENIERE D'OUVERTURE SALLE 510AC - 5E ETAGE / OPENING KEYNOTE ROOM 510AC - 5THFLOOR - DEJEUNER CONTINENTAL: Espace A aires - 2e étage / CONTINENTAL BREAKFAST: Business Lounge - 2ND FLOOR (for Business Pass holders only) Presented by COGECO PEER 1 11 AM - 12 PM TABLE RONDE / ROUNDTABLE: Cross-Border Partnerships in the USA: Building for Global Success - SALLE 511C - 5E ETAGE / ROOM 511C - 5TH FLOOR - presented by Trade Comissoner Service 2 PM - 3:30 PM TABLE RONDE / ROUNDTABLE: China: A Market in Constant Evolution, with Opportunities in Challenges - SALLE 511C - 5E ETAGE / ROOM 511C - 5TH FLOOR - présenté par le Service des Délégués Comerciaux LAISSEZ PASSER CONFERENCES ET AFFAIRES SEULEMENT / CONFERENCE & BUSINESS PASS ONLY OUVERT A TOUS LES LAISSEZ-PASSER / OPEN TO ALL PASSES ARTS DESIGN INDUSTRIE ET RAYONNEMENT AFFAIRES / BUSINESS PROD & MANAGEMENT PROGRAMMATION ET AUDIO SESSION EXPO SESSION EXPO GAME DESIGN ADVOCACY & INDUSTRY 511 D TECHNOLOGIE 511F EXPO SESSIONS EXPO SESSIONS 510B 511B PROGRAMMING & TECH 510D 511A par / by SALLE / ROOM 1 SALLE / ROOM 2 par / by 511E 11AM - 12 PM The Rules of Art: Creating a The Session: the atomic Beyond Beer Fridays: Modern Player Community Lectures Danger Zones: Designing XR Experiences Music for Games: Under Interactive Livestreaming Brand Style Guide for unit of free-to-play Building Inclusive Games Strategies Adrian Speyer - Spotting the Red Flags of with Natural Language the Hood Matthew Carl and the Future of Esport Games success Culture Within Our Industry Vanilla Forums, Justin Kruger - Project Management Understanding Earl - Hexany Audio, (30 minutes) Jacob Navok - Ubisoft Montréal, Katie Michel April, Mike Raznick, Alexander Karpazis - Nicholas Lovell - Electric Rebecca Cohen-Palacios - Felix Kramer - Polytron Nick Landry - Microsoft Genvid Technologies Inc. -
The Senescence of Creativity: How Market Forces Are Killing Digital Games
The Senescence of Creativity: How Market Forces are Killing Digital Games Matthew M. White Memorial University [email protected] Abstract This paper examines the recent wave of repetitive, derivative commercial off-the-shelf games as a phenomenon posing dangerous implications for the health and viability of the video games industry, foreshadowing particularly a major crash or paradigm shift in the near future. Implicated in these predictions are the games industry's ignorance of player wants, needs, and individualities, the dangerous economic precedent of the generation of derivative works, and the evidence of gamer dissatisfaction through free and open gaming communities. The paper poses solutions in the form of player-centred game development and participatory design, arguing that facets of each may be the measures needed to allow the games industry to emerge from the aforementioned slump. Author Keywords Innovation; creativity; slump; video games industry; game production; games studies; theory; opinion Introduction In the decades since digital games first arrived in the home, the creative process by which games come into existence has undergone a significant paradigm shift. As technology, platforms, graphics and sound have become more advanced, barriers to entry have been created, both legal and financial. Gone are the days of the Atari 2600, during which any lone designer could develop and publish a game with relative ease. Today, licenses and copyrighted engines are generally required to develop for home consoles. With those licenses come financial and logistic hurdles for aspiring game designers. The lack of originality in games is well observed among those who play them; one need look only so far as the repeating series of slightly altered “license” games released each year, some examples include the FiFA series', or Madden series.