A Game AI Case Study
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Leslie Bishko the Uses and Abuses of Cartoon Style in Animation
Animation Studies – Vol.2, 2007 Leslie Bishko The Uses and Abuses of Cartoon Style in Animation Introduction “Cartoon style” in animation broadly refers to animation design and movement that adheres to the 12 Principles of Animation, defined and developed at the Disney Studios. The Principles evolved through trial and error, by observing motion on-screen and noting what aspects of animated movement served the believability of the characters. To this day, the 12 Principles of Animation are known by all animators and used as a benchmark for good animation. Yet, these principles are not complete movement concepts. They influence specific movement patterns that are often applied without consideration of their effects, resulting in characterization that lacks authenticity. Viewers have come to expect that animated character performances portray the illusion of a living being. As a determining factor for believability in animation, authenticity functions on two levels. First, we suspend our disbelief and engage with the character; there is no question of the character’s aliveness. Second, through characterization, we experience an authentic being whose inner intent is communicated outwardly, and made unmistakably clear. Originating from the roots of 20th century modern dance, Laban Movement Analysis (LMA) is a conceptual framework for the observation, description and interpretation of human movement that offers a robust movement vocabulary. Where Animation Principles can potentially impose a specific style of animated movement, LMA is style-neutral and therefore excels at articulating components of style. Additionally, LMA addresses the relationship of intent to action, an innovative feature that aids us in the observation of authenticity which the Animation Principles lack. -
Film Flight: Lost Production and Its Economic Impact on California
I MILKEN INSTITUTE California Center I July 2010 Film Flight: Lost Production and Its Economic Impact on California by Kevin Klowden, Anusuya Chatterjee, and Candice Flor Hynek Film Flight: Lost Production and Its Economic Impact on California by Kevin Klowden, Anusuya Chatterjee, and Candice Flor Hynek ACKnowLEdgmEnts The authors gratefully acknowledge Armen Bedroussian and Perry Wong for their expert assistance in preparing this study. We also thank our editor, Lisa Renaud. About tHE mILKEn InstItutE The Milken Institute is an independent economic think tank whose mission is to improve the lives and economic conditions of diverse populations in the United States and around the world by helping business and public policy leaders identify and implement innovative ideas for creating broad-based prosperity. We put research to work with the goal of revitalizing regions and finding new ways to generate capital for people with original ideas. We focus on: human capital: the talent, knowledge, and experience of people, and their value to organizations, economies, and society; financial capital: innovations that allocate financial resources efficiently, especially to those who ordinarily would not have access to them, but who can best use them to build companies, create jobs, accelerate life-saving medical research, and solve long-standing social and economic problems; and social capital: the bonds of society that underlie economic advancement, including schools, health care, cultural institutions, and government services. By creating ways to spread the benefits of human, financial, and social capital to as many people as possible— by democratizing capital—we hope to contribute to prosperity and freedom in all corners of the globe. -
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 -
Game Developer
ANNIVERSARY10 ISSUE >>PRODUCT REVIEWS TH 3DS MAX 6 IN TWO TAKES YEAR MAY 2004 THE LEADING GAME INDUSTRY MAGAZINE >>VISIONARIES’ VISIONS >>JASON RUBIN’S >>POSTMORTEM THE NEXT 10 YEARS CALL TO ACTION SURREAL’S THE SUFFERING THE BUSINESS OF EEVERVERQQUESTUEST REVEALEDREVEALED []CONTENTS MAY 2004 VOLUME 11, NUMBER 5 FEATURES 18 INSIDE EVERQUEST If you’re a fan of making money, you’ve got to be curious about how Sony Online Entertainment runs EVERQUEST. You’d think that the trick to running the world’s most successful subscription game 24/7 would be a closely guarded secret, but we discovered an affable SOE VP who’s happy to tell all. Read this quickly before SOE legal yanks it. By Rod Humble 28 THE NEXT 10 YEARS OF GAME DEVELOPMENT Given the sizable window of time between idea 18 and store shelf, you need to have some skill at predicting the future. We at Game Developer don’t pretend to have such skills, which is why we asked some of the leaders and veterans of our industry to give us a peek into what you’ll be doing—and what we’ll be covering—over the next 10 years. 36 28 By Jamil Moledina POSTMORTEM 32 THE ANTI-COMMUNIST MANIFESTO 36 THE GAME DESIGN OF SURREAL’S Jason Rubin doesn’t like to be treated like a nameless, faceless factory worker, and he THE SUFFERING doesn’t want you to be either. At the D.I.C.E. 32 Before you even get to the problems you typically see listed in our Summit, he called for lead developers to postmortems, you need to nail down your design. -
AI Game Programming Wisdom 4
AI Game Programming Wisdom 4 Edited by Steve Rabin Charles River Media A part of Course Technology, Cengage Learning Australia • Brazil • Japan • Korea • Mexico • Singapore • Spain • United Kingdom • United States Publisher and General Manager, Course © 2008 Course Technology, a part of Cengage Learning. Technology PTR: Stacy L. Hiquet Associate Director of Marketing: Sarah ALL RIGHTS RESERVED. No part of this work covered by the copyright Panella herein may be reproduced, transmitted, stored, or used in any form or by any means graphic, electronic, or mechanical, including but not limited to Manager of Editorial Services: Heather photocopying, recording, scanning, digitizing, taping, Web distribution, Talbot information networks, or information storage and retrieval systems, except Marketing Manager: Jordan Casey as permitted under Section 107 or 108 of the 1976 United States Copyright Act, without the prior written permission of the publisher. Acquisitions Editor: Heather Hurley Project Editor: Dan Foster, Scribe Tribe CRM Editorial Services Coordinator: For product information and technology assistance, contact us at Jennifer Blaney Cengage Learning Customer & Sales Support, 1-800-354-9706 Copy Editor: Julie McNamee For permission to use material from this text or product, Interior Layout Tech: Judith Littlefield submit all requests online at cengage.com/permissions Cover Designer: Mike Tanamachi Further permissions questions can be emailed to [email protected] CD-ROM Producer: Brandon Penticuff Indexer: Broccoli Information Management Library of Congress Control Number: 2007939369 Proofreader: Mike Beady ISBN-13: 978-1-58450-523-5 ISBN-10: 1-58450-523-0 eISBN-10: 1-305-40610-9 Course Technology 25 Thomson Place Boston, MA 02210 USA Cengage Learning is a leading provider of customized learning solutions with office locations around the globe, including Singapore, the United Kingdom, Australia, Mexico, Brazil, and Japan. -
Game Developer’S Sister Web Site): Simon Carless Game Developer “As Part of a Community of Game Publishers and Editor-In-Chief Is BPA Approved
>> PRODUCT REVIEWS DAZ’S HEXAGON 2 * BETA PRODUCT PREVIEWS DECEMBER 2006 THE LEADING GAME INDUSTRY MAGAZINE POSTMORTEM: INTROVERSION’S DEFCON >>STATE OF THE INDUSTRY >>CREATE ALL HUMANS >>2006’S BEST PRODUCTS GAME PRIVACY WALKS ARTIFICIAL INTELLIGENCE FRONTLINE AWARD THE REVENUE PLANK FOR OPEN WORLD GAMES FINALISTS ANNOUNCED []CONTENTS DECEMBER 2006 VOLUME 13, NUMBER 11 FEATURES 13 STATE OF THE INDUSTRY: VIDEO GAME PIRACY Piracy has been a concern since games were first made available for sale. The PC is a particularly embattled platform as far as digital piracy, though console gamemakers have their fair share of troubles as well. Professionals from id, Macrovision, the ESA and other organizations explain where the industry’s biggest concerns lie and what we 13 might do in the future to disrupt pirate activities. Leave your eyepatch at home. By Paul Hyman 21 CREATING ALL HUMANS 26 Artificial intelligence is of paramount importance in all games, but flaws therein can be even more noticeable in open-world games, in which the player is given a wide POSTMORTEM range of control. Using a data-driven AI architecture, Pandemic Studios created a 21 26 DETONATING INTROVERSION’S DEFCON flexible system for DESTROY ALL HUMANS II Steam-distributed PC strategy title DEFCON was a completely that alleviated many of the typical independent project, continuing Introversion’s reputation as “the last of problems seen in open-world games. the bedroom programmers.” In this postmortem, team members from all By John Krajewski aspects of the game’s production weigh in about the logistics of releasing and popularizing a game with a sub $100,000 budget in this era of bloated budgets and gargantuan team sizes. -
J O S H U a a N D E R S
26922 NE Ring St, Duvall, WA 98019 PHONE: 425-229-2569 · E-MAIL: [email protected] LINKEDIN: http://www.linkedin.com/pub/josh-andersen/0/5b4/66/ http://joshandersen.daportfolio.com/ J O S H U A A N D E R S E N An environment artist with over 19 years as a professional CG artist, more than 17 years of that as an environment artist in the video game industry. I've worked on 12 shipped AAA titles, some start-to-finish, some cross-studio, and some in- source contribution. I've created and managed assets in multiple game engines and production pipelines. I'm primarily a production environment artist, but I enjoy working with design and engineering teams to improve workflow, game-play, and performance. I'm currently in the Seattle area. I'm also an ex-Navy Dental Tech. I've worked on quite a few titles with different software packages. Most recently I've been creating a large series of paintings with traditional mediums. EXPERIENCE October 2015 to April 2016 [WB Games/Monolith] Senior World Artist Worked on a Middle Earth: Shadow of War creating assets, buildings, and props, and worked with design and tech art on movement metrics and set design. December 2014 to June 2015 [Sony VASG Studios] Senior Environment Artist Worked with outsourcing studios in India, Japan, China, and Malaysia, making reviews and corrections to bring them up to the studio's quality standards for Sony Bend Studio's Days Past in UDK4. October 2013 to February 2014 [WB Games/Monolith] Senior World Artist I worked on environment content creation for Middle Earth: Shadow of Mordor, for Xbox1, PS4, and PC. -
Tech Companies in Washington
COMPANY WEBSITE 3sharp LLC http://www.3sharp.com Academy of Languages http://www.aolti.com Accelerated Pictures http://www.acceleratedpictures.com Accretive Technology Group, Inc. http://www.accretivetg.com Achievo Corporation http://www.achievo.com Adapp Solutions http://www.adappsolutions.com Adapx http://www.adapx.com http://www.adeneo- Adeneo Corp embedded.com/srt/en/home?location.id:=1208 Adhost Internet http://www.adhost.com Aditi Technologies http://www.aditi.com AdmitOne Security http://www.admitonesecurity.com AdReady http://www.adready.com/brochure Advaiya http://www.advaiya.com Advanced BusinessLink Corp. http://www.businesslink.com Advantive Corporation http://www.advantivecorp.com Agilis Solutions http://www.agilissolutions.com Akvelon Incorporated http://www.akvelon.com All Star Directories http://www.allstardirectories.com Allyis, Inc http://www.allyis.com Alpha Energy http://www.alpha.com Amazon.com http://www.amazon.com AmbientID http://www.ambientidinc.com/ Anthro-Tech Inc. http://www.anthro-tech.com ArenaNet, Inc. http://www.arena.net Aristen, Inc. http://www.aristen.com ARRIS Group, Inc (Digeo) http://www.arrisi.com/ Aspect Innovation, LLC http://www.aspectinnovation.com AT&T http://www.att.com Atengo LLC http://www.atengo.net Athleon, Inc. http://www.athleonsport.com Atigeo http://www.azimyth.com Attachmate http://www.attachmate.com Attachmate - Bellingham http://www.attachmate.com Automatic Duck, Inc. http://www.automaticduck.com/products/ Avail Media http://www.availmedia.com Avalara http://www.avalara.com Avanade http://www.avanade.com Averro (Formally Matrix Resource Partners) http://www.matrixrp.com Azaleos Corporation http://www.azaleos.com Bandwidth Advisors, Inc. http://www.bandwidthadvisors.com BarCode Trader Inc. -
Diversity Pf Play
www.ssoar.info Diversity of play Fuchs, Mathias (Ed.) Veröffentlichungsversion / Published Version Sammelwerk / collection Empfohlene Zitierung / Suggested Citation: Fuchs, M. (Ed.). (2015). Diversity of play. Lüneburg: meson press. https://doi.org/10.14619/012 Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer CC BY-SA Lizenz (Namensnennung- This document is made available under a CC BY-SA Licence Weitergabe unter gleichen Bedingungen) zur Verfügung gestellt. (Attribution-ShareAlike). For more Information see: Nähere Auskünfte zu den CC-Lizenzen finden Sie hier: https://creativecommons.org/licenses/by-sa/4.0 https://creativecommons.org/licenses/by-sa/4.0/deed.de DIVERSITY OF PLAY FUCHS Diversity of Play The chapters of this book are based on keynote lectures held at DiGRA2015 in Lüneburg. We acknowledge the friendly support of DiGRA (Digital Games Research Association) and its board. Diversity of Play edited by Mathias Fuchs Bibliographical Information of the German National Library The German National Library lists this publication in the Deutsche National bibliografie (German National Biblio graphy); detailed bibliographic information is available online at http://dnb.dnb.de. Published in 2015 by meson press, Hybrid Publishing Lab, Centre for Digital Cultures, Leuphana University of Lüneburg www.mesonpress.com Design concept: Torsten Köchlin, Silke Krieg Cover design: Laleh Torabi Copyediting: Andrew Stapleton The print edition of this book is printed by Lightning Source, Milton Keynes, United Kingdom. ISBN (Print): 9783957960757 ISBN (PDF): 9783957960764 ISBN (EPUB): 9783957960771 DOI: 10.14619/012 The digital editions of this publication can be downloaded freely at: www.mesonpress.com. -
Disruption in Platform-Based Ecosystems
This is a repository copy of Disruption in Platform-Based Ecosystems. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/130511/ Version: Accepted Version Article: Ozalp, H orcid.org/0000-0003-4811-6072, Cennamo, C and Gawer, A (2018) Disruption in Platform-Based Ecosystems. Journal of Management Studies, 55 (7). pp. 1203-1241. ISSN 0022-2380 https://doi.org/10.1111/joms.12351 This article is protected by copyright. This is the peer reviewed version of the following article: Ozalp, H, Cennamo, C and Gawer, A (2018) Disruption in Platform-Based Ecosystems. Journal of Management Studies. ISSN 0022-2380, which has been published in final form at https://doi.org/10.1111/joms.12351. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Use of Self-Archived Versions. Reuse Items deposited in White Rose Research Online are protected by copyright, with all rights reserved unless indicated otherwise. They may be downloaded and/or printed for private study, or other acts as permitted by national copyright laws. The publisher or other rights holders may allow further reproduction and re-use of the full text version. This is indicated by the licence information on the White Rose Research Online record for the item. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ -
Postmortems from Game Developers.Pdf
POSTMORTEMS FROM Austin Grossman, editor San Francisco, CA • New York, NY • Lawrence, KS Published by CMP Books an imprint of CMP Media LLC Main office: 600 Harrison Street, San Francisco, CA 94107 USA Tel: 415-947-6615; fax: 415-947-6015 Editorial office: 1601 West 23rd Street, Suite 200, Lawrence, KS 66046 USA www.cmpbooks.com email: [email protected] Designations used by companies to distinguish their products are often claimed as trademarks. In all instances where CMP is aware of a trademark claim, the product name appears in initial capital letters, in all capital letters, or in accordance with the vendor’s capitalization preference. Readers should contact the appropriate companies for more complete information on trademarks and trademark registrations. All trademarks and registered trademarks in this book are the property of their respective holders. Copyright © 2003 by CMP Media LLC, except where noted otherwise. Published by CMP Books, CMP Media LLC. All rights reserved. Printed in the United States of America. No part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher; with the exception that the program listings may be entered, stored, and executed in a computer system, but they may not be reproduced for publication. The publisher does not offer any warranties and does not guarantee the accuracy, adequacy, or complete- ness of any information herein and is not responsible for any errors or omissions. The publisher assumes no liability for damages resulting from the use of the information in this book or for any infringement of the intellectual property rights of third parties that would result from the use of this information. -
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McCormick School of Engineering and Applied Science NORTHWESTERN ENGINEERING FALL 2018 WATER IN CRISIS CONFRONTING THE GLOBAL ISSUE OF WATER INSECURITY. COLLABORATING TO FIND SOLUTIONS. CREATIVE SPARK In June, an Evanston campus parking lot transformed into an industrial scene as an Iron Pour event capped off a new course, “Leonardo, Geometry, and the Art of Manufacturing.” Offered by the Segal Design Institute, the class encouraged its 10 students to understand the historical, artistic, and theoretical underpinnings of everyday forms and processes. The goal: “To honor the makers who have come before us and those we are trying to be,” says Matthew Cummins, an adjunct lecturer who co-taught the class with David Gatchell, director of the Manufacturing and Design Engineering (MaDE) program. Photograph by Rob Hart 1 Northwestern Engineering Fall 2018 Section Name 1 “Engineering touches every part of campus and our lives, and our alumni go on to make a difference in fields as varied as artificial intelligence to medical devices. It is an exciting time to be an engineer.” GREETINGS FROM NORTHWESTERN ENGINEERING Lately, headlines cry out problems regarding water: too much This type of work inspires our students to aim for ever more in places like Florida, North Carolina, and Puerto Rico after ambitious targets. That is very clear at Design for America destructive hurricanes; too little in places like South Africa, Israel, (DFA), the Northwestern-based national network that addresses and Northern California after devastating droughts. Never has community-based challenges using the human-centered design it been so critical to study the vital fluid that sustains all life.