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Université Du Québec Mémoire Présenté À L'université Du Québec À Chicoutimi Comme Exigence Partielle De La Maîtrise En
UNIVERSITÉ DU QUÉBEC MÉMOIRE PRÉSENTÉ À L'UNIVERSITÉ DU QUÉBEC À CHICOUTIMI COMME EXIGENCE PARTIELLE DE LA MAÎTRISE EN LETTRES PAR NICOLAS CÔTÉ FICTION, RÉCIT ET LECTURE VIDÉOLUDIQUES : UNE APPROCHE LITTÉRAIRE AU JEU ÉLECTRONIQUE JANVIER 2012 Library and Archives Bibliothèque et Canada Archives Canada Published Héritage Direction du Branch Patrimoine de l'édition 395 Wellington Street 395, rue Wellington Ottawa ON K1A0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre référence ISBN: 978-0-494-91054-2 Our file Notre référence ISBN: 978-0-494-91054-2 NOTICE: AVIS: The author has granted a non- L'auteur a accordé une licence non exclusive exclusive license allowing Library and permettant à la Bibliothèque et Archives Archives Canada to reproduce, Canada de reproduire, publier, archiver, publish, archive, preserve, conserve, sauvegarder, conserver, transmettre au public communicate to the public by par télécommunication ou par l'Internet, prêter, télécommunication or on the Internet, distribuer et vendre des thèses partout dans le loan, distrbute and sell theses monde, à des fins commerciales ou autres, sur worldwide, for commercial or non- support microforme, papier, électronique et/ou commercial purposes, in microform, autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriété du droit d'auteur ownership and moral rights in this et des droits moraux qui protégé cette thèse. Ni thesis. Neither the thesis nor la thèse ni des extraits substantiels de celle-ci substantial extracts from it may be ne doivent être imprimés ou autrement printed or otherwise reproduced reproduits sans son autorisation. without the author's permission. -
Pillars of Ethernity
PRODUKCJA GIER WIDEO Trudności w produkcji gier 1 1.GRY SĄ INTERAKTYWNE –Alternatywne wybory ścieżki sterowania –Ustalanie kontekstu przez dobór przedmiotów lub działań 2.TECHNIKA SIĘ ZMIENIA –Konieczność korzystania z najnowszego postępu technicznego dla uzyskania lepszych wizualnie gier 3.NARZĘDZIA NIGDY NIE SĄ TAKIE SAME –Muszą być najnowsze i nigdy nie są idealne Trudności w produkcji gier 2 4.PLANOWANIE JEST NIEMOŻLIWE –Gra to dzieło sztuki –Można przejść dalej gdy gra jest atrakcyjna i dobrze wygląda 5.NIE SPOSÓB POWIEDZIEĆ CZY GRA JEST „FAJNA” DOPÓKI SIĘ W NIĄ NIE ZAGRA –Dopóki nie chwyci się kontrolera nie można stwierdzić jakie to uczucie biegać, skakać, walczyć Kaliforniskie Irvine Jak za to zapłacimy? ●Na początku 2012 Feargus Urquhart, SEO Obsidian Entertainment, nie miał odpowiedzi ●Obsidian było niewielkim studiem developerskim ●Przez ostatni rok praca nad RPG w klimatach fantasy „Stormlands” opłacanym przez Microsoft na Xbox One ●Ze 115 pracowników pracowało nad tym 50 ●Urquhart pracował wcześniej nad „Fallout”, „Baldur's Gate” Jak za to zapłacimy? ●Na początku 2012 Feargus Urquhart, SEO Obsidian Entertainment, nie miał odpowiedzi ●Obsidian było niewielkim studiem developerskim ●Przez ostatni rok praca nad RPG w klimatach fantasy „Stormlands” opłacanym przez Microsoft na Xbox One ●Ze 115 pracowników pracowało nad tym 50 ●Urquhart pracował wcześniej nad „Fallout”, „Baldur's Gate” Na lodzie ●12 marca 2012 złowieszczy SMS z Microsoft ●Microsoft chciał by RPG „Stormlands” „sprzedało” Xbox One, lecz pomysły były wydumane i niepraktyczne ●Wykorzystanie Kinect i przetwarzania w chmurze dla rozbudowanego trybu multiplayer, co nie było takie oczywiste czy się da wcielić ●Koszty 10tys.USD od pracownika, co daje 1/2 mln miesiecznie, a studio pracowano jeszcze tylko nad „South Park:Kijek prawdy” Armageddon ●Rzeczywiście, Microsoft natychmiastowo kasował projekt „Stormlands” ●Zebranie z 4 pozostałymi współwłaścicielami w Starbucks ●Kogo zwolnić? Zwolniono 26 ludzi. -
Université Du Québec Mémoire Présenté À L'université Du
UNIVERSITÉ DU QUÉBEC MÉMOIRE PRÉSENTÉ À L'UNIVERSITÉ DU QUÉBEC À CHICOUTIMI COMME EXIGENCE PARTIELLE DE LA MAÎTRISE EN LETTRES PAR NICOLAS CÔTÉ FICTION, RÉCIT ET LECTURE VIDEOLUDIQUES : UNE APPROCHE LITTÉRAIRE AU JEU ÉLECTRONIQUE JANVIER 2012 RÉSUMÉ Le jeu électronique constitue désormais une industrie culturelle majeure, qui n'a de cesse de croître. Ce mémoire propose de l'étudier sous un angle qui, jusqu'à tout récemment, lui était contesté : la fiction, le récit et la lecture, un angle issu du paradigme littéraire. Car le jeu électronique, s'il s'agit d'abord d'un jeu, peut aussi présenter et développer un monde fictionnel complexe, comme ce mémoire cherche à le défendre et à le détailler. Le travail ici présenté se concentre sur l'établissement d'un cadre théorique de référence, et sur l'application de ce dernier à un éventail restreint de cas, servant à illustrer une diversité d'approches aux jeux électroniques embrassant leur dimension fictionnelle et narrative. Divisé en trois chapitres, ce mémoire traite séparément de trois aspects essentiels de l'expérience de la fiction, et de la façon dont ils se déploient dans les trois jeux analysés : Fallout 3, World of Warcraft : Wrath of tlte Lich King ainsi que Valkyria Chronicles. Le premier chapitre est consacré à la dimension des règles de la fiction. Il cherche à défendre une pensée holistique du jeu électronique, qui comprend une dimension ludique et une dimension fictionnelle. Le cadre d'analyse qui y est développé se base essentiellement sur la littérature concernant le jeu, ainsi que sur une approche systémique du texte inspirée de Lector in Fabula d'Umberto Eco. -
Wetenschappelijke Verhandeling
UNIVERSITEIT GENT FACULTEIT POLITIEKE EN SOCIALE WETENSCHAPPEN MACHINIMA: SITUERING EN ONDERZOEK NAAR HET EDUCATIEF POTENTIEEL Wetenschappelijke verhandeling aantal woorden: 24909 BERT BESSEMS MASTERPROEF COMMUNICATIEWETENSCHAPPEN afstudeerrichting COMMUNICATIEMANAGEMENT PROMOTOR: DR. JAN VAN LOOY COMMISSARIS: FREDERIK DHAENENS COMMISSARIS: PETER MECHANT ACADEMIEJAAR 2009 - 2010 Abstract Machinima is een nieuwemediatechniek die gebruik maakt van videogames om films te produceren. Deze methode wordt gekenmerkt doordat ze snel en goedkoop is. Dit terwijl zij visueel minder sterk is dan klassieke film en animatie. Deze masterproef begint met een situering van het begrip aan de hand van een literatuurstudie. Achtereenvolgens beschrijf ik de historiek, de thema‟s en de toekomst van machinima. Daarnaast komen een aantal deelaspecten aan bod. Het zwaartepunt van het eerste deel is de bespreking van een SWOT-analyse. Het tweede deel omvat een literatuurstudie omtrent leertheorieën. Er worden een aantal theorieën geschetst die principes bevatten waar onderwijs in machinima baat bij kan hebben. Tevens wordt machinima hier geëvalueerd in twee categorieën: enerzijds als aan te leren set vaardigheden in hoofdzakelijk interdisciplinaire studierichtingen en als ondersteunend audiovisueel medium in traditioneel onderwijs. In deel drie komt de praktijk aan bod. Door middel van diepte-interviews en inhoudsanalyse schets ik twee cases: de cursus machinima aan de universiteit van Utah en een aantal workshops in drie verschillende fasen van ontwikkeling. Dit alles met het oog op het onderzoeken of machinima de nodige opportuniteiten biedt op het vlak van onderwijs. Er kan worden gesteld dat machinima educatief potentieel bezit. Dit getuigt het stelselmatig opnemen van machinima in interdisciplinaire curricula met de focus op computerwetenschappen en een combinatie tussen kunstrichtingen (animatie en film) en mediastudies. -
Neverwinter Nights Game Guide
Neverwinter Nights Game Guide Jacobin and conchate Silvain never hoidens dishonestly when Bryce unfreezes his tracheal. puzzles,Destructive but or Sullivan Rumanian, meagrely Horace scrawls never her interdigitate notelet. any halliard! Educible and Trinidadian Piet All things to neverwinter game engine for neverwinter astral diamonds, powerful members to enter them beforehand and favored class Rogues do this achievement will have any given to you for several black ice. When neverwinter nights guide as noted within is used to take your gaming since they will first chapter starts wailing death and gave him? This yet part all our NWN walkthrough is the sidequest guide for Blacklake and therefore Man's Land put in the PC RPG game Neverwinter Nights created by Bioware. Having made hallmark great first impression with its earlier Infinity Engine games they sought to cement their legacy obsolete one idea the separate's best and. Imala must of been doing circles with Ukko if Pendergrass had beaten her here. Directed by game guide to neverwinter nights at all rogue sorcerer or games cheaper with a plague, enter neverwinter nights. You decided the harm of Mephistopheles after a grueling battle left the assassin was legislation to Hardcore Rules or harder. The companions meet the captain of the Hellriders, or Foxy! Save games carrying him to. Ive seen my Elder Schools Legends for the Bosmer cards. You can create the night, places of chapter of my character with details for the game launcher by their ailment or. Pillars of Eternity II Deadfire is a Role-playing and Single-player video game. -
Forgotten Realms
NEVERWINTERTM CAMPAIGN SETTING ROLEPLAYING GAME SUPPLEMENT Matt Sernett .. Erik Scott de Bie .. Ari Marmell CREDITS Design Interior Illustrations Matt Sernett (lead), Erik Scott de Bie, Ari Marmell Dave Allsop, Scott Altman, Steve Argyle, Zoltan Boros and Gabor Szikszai, Sam Burley, Chippy, Alberto Dal Development Lago, Thomas Denmark, Jesper Ejsing, Steve Ellis, Emrah Jeremy Crawford, Stephen Schubert Elmasli, Wayne England, Mike Franchina, lars Grant West, Ralph Horsley, Tyler Jacobson, Mazin Kassis, Editing Howard lyon, Slawomir Maniak, William O'Connor, Tanis O'Connor (lead), Adam Paquette, David Rapoza, Marc Sasso, Mike Schley, Dawn J- Geluso, Scott Fitzgerald Gray, Ray Vallese Matias Tapia, Franz Vohwinkel, Tyler Walpole, Mark Winters, Sam Wood Editorial Assistance Brian Cortijo Cartography Mike Schley Managing Editor Kim Mohan Publishing Production Specialist Erin Dorries D&D R&D Senior Producer Christopher Perkins Prepress Manager Jefferson Dunlap D&D R&D Group Manager Mike Mearls Imaging Technician Carmen Cheung R&D Director, D&D Games and Novels Bill Siavicsek Production Manager Cynda Callaway D&D Senior Creative Director Jon Schindehette Game rules based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the Art Director later editions by David "Zeb" Cook (2nd Edition); Jonathan Keven Smith Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and Front Cover Illustration James Wyatt (4th Edition). Ralph Horsley Setting details based on the original FORGOTTEN REAlMS® Back Cover Illustration campaign setting created by Ed Greenwood with Jeff Grubb, Adam Paquette the updated (3rd Edition) setting designed by Ed Greenwood, Richard Baker, Sean K Reynolds, Skip Williams, and Rob Graphic Designer Heinsoo, and the 4th Edition campaign guide by Bruce R. -
Neverwinter Nights: Bringing the Tabletop to the Desktop
Neverwinter Nights: Bioware Brings the Tabletop to the Desktop By Eric Furtado 3/18/03 1 “With Baldur’s Gate, we sparked a role-playing renaissance – now a multiplayer revolution!” These are the words spoken in the opening of an early trailer for Neverwinter Nights, released for the PC in June of 2002. Even at the point when the trailer was released in 2000, anticipation for the game was already running high. In 1998, Bioware, the developer of Neverwinter Nights, had almost single handedly resurrected the ailing computer roleplaying game (RPG) market with its great graphics, excellent implementation of the AD&D 2nd Edition rules, and remarkable story. The aforementioned trailer for Neverwinter Nights, although not the first trailer, was included on the CD of Baldur’s Gate II: Shadows of Amn. The video clearly states Bioware’s goal in its creation of Neverwinter Nights: to recreate, as accurately as possible, the feel and play style of pen and paper (or PnP) roleplaying, Dungeon Master included, on the PC. Were they successful? The answer is a resounding yes. For this reason, Neverwinter 2 Nights stands as model for future games and stands as a landmark in the history of computer RPGs. Word of Neverwinter Nights first surfaced in 1999 at GenCon along with an announcement by Wizards of the Coast about the new 3rd Edition Dungeons & Dragons rule set. However, the idea for Neverwinter Nights was created in 1997 as “the ultimate pen-and-paper role-playing game simulation.” Up until this point, computer role-playing games had been primarily single player affairs, or had multiplayer gameplay tacked on at the end of their development to allow groups of people to progress through the single player portion of the game with friends, but there was nothing that allowed them to create their own adventures. -
Gauntlgrym: Neverwinter, Book 1 (Neverwinter Nights) Pdf, Epub, Ebook
GAUNTLGRYM: NEVERWINTER, BOOK 1 (NEVERWINTER NIGHTS) PDF, EPUB, EBOOK R. A. Salvatore | 400 pages | 05 Jul 2011 | Wizards of the Coast | 9780786958023 | English | Renton, WA, United States Gauntlgrym: Neverwinter, Book 1 (Neverwinter Nights) PDF Book This is my major issue with Gauntlgrym, as well as any other book I read. I loved this one. Retrieved 10 April His emotions appear more genuine than ever before. Also it was fun to try to see different characters try to back-stab or work together, and seeing their relationships from different angles. I also loved the mix of new and old characters — the elf woman cover image , among my new favorites. A swordsman himself, Salvatore knows every element that goes into sword fights and pours them into his novels. He began writing seriously in , penning the manuscript that would become Echoes of the Fourth Magic. Gauntlgrym - Main Files At that time, Alegni was living in the city of Neverwinter, as he was the leader of a Netherese expedition that had been sent to Neverwinter Wood in search of the fallen Xinlenal Enclave. Her motivation? The lowest-priced brand- new, unused, unopened, undamaged item in its original packaging where packaging is applicable. In order to imprison the primordial, the companions would have to place ten magical bowls containing water elementals in certain locations throughout Gauntlgrym, where they would connect to the tendrils of the Hosttower. But Salvatore's style is just too Search form Search this site. In book 5, the main characters search for an ancient dwarven stronghold. Additional Product Features Author Biography. -
Ostagar" Downloadable Content for Dragon Age: Origins Coming January 5
"Return to Ostagar" Downloadable Content for Dragon Age: Origins Coming January 5 DLC Provides Players Opportunity to Return to Site of the Grey Wardens' Darkest Hour in BioWare's Award-Winning Epic RPG Fantasy EDMONTON, Alberta, Dec 29, 2009 (BUSINESS WIRE) -- Leading video game developer BioWare(TM), a division of Electronic Arts Inc. (NASDAQ:ERTS), announced today that the Return to Ostagar downloadable content (DLC) for Dragon Age(TM): Origins will be released on January 5 in North America and Europe for the Xbox 360(R) videogame and entertainment system and PC versions of the game at a cost of 400 BioWare Points or Microsoft Points. The DLC will be available for the PlayStation (R)3 computer entertainment system later in January. Return to Ostagar allows players to exact their revenge and embark on a quest for the mighty arms and armor of the once great King Cailan when they revisit Ostagar, the site of the Grey Wardens' darkest hour, to reclaim the honor and learn the secrets of Ferelden's fallen king. "We are thrilled at the way the fans have embraced Dragon Age: Origins and we're excited to welcome them back into the game," said Aaryn Flynn, General Manager and Vice President, BioWare Edmonton. "Return to Ostagar represents BioWare's commitment to providing a steady stream of compelling post release content as we continue to expand the Dragon Age universe." Return to Ostagar summons players to a new quest in which they will return to the fateful battleground in Ostagar where the Grey Wardens were nearly wiped out. -
A Unified Representation for Dialogue
A Unified Representation for Dialogue and Action in Computer Games: Bridging the Gap Between Talkers and Fighters by Philip Hanson A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Master of Science in Computer Science by May 2010 APPROVED: Professor Charles Rich, Major Thesis Advisor Professor Michael Gennert, Head of Department Abstract Most computer game characters are either \talkers," i.e., they engage in dialogue with the player, or “fighters," i.e., they engage in actions against or with the player, and that may affect the vir- tual world. The reason for this dichotomy is a corresponding gap in the underlying development technologies used for each kind of character. Using concepts from task modeling and computa- tional linguistics, we have developed a new kind of character-authoring technology which bridges this gap, thereby making it possible to create richer and more interesting characters for computer games. Acknowledgements I would like to thank my advisor, Prof. Charles Rich, for his dedication, attention to detail, and professionalism in preparing this thesis, as well as the Computer Science department and faculty for their support during my graduate studies. This thesis would not have been possible without the encouragement and patient endurance of my family. I would especially like to express gratitude to my parents, John and Carolyn Hanson, for their wisdom and love during this extended process. Thank you for providing a model I can aspire to emulate. Finally, I would like to thank the network of friends, colleagues, and mentors who provided inspiration, insight, and stimulating conversation to keep me going. -
Bioware Module Construction Tutorial
BioWare Aurora Neverwinter Nights Toolset Module Construction Tutorial BioWare Aurora Neverwinter Nights Toolset Module Construction Tutorial Plot Summary A tribe of goblins led by Barash, a bugbear, is massing for war against the people of Hyatt, a small kingdom ruled by King Percy the Just. The kingdom's primary source of iron for use in weapons is the Fernesk Mine outside the rural community of Fern. Every few weeks, a caravan of iron leaves Fern for Hyatt Castle to the South and returns with the goods necessary to maintain the town. The entire community depends upon the caravan for its very survival and they often hire mercenaries to serve as escorts. Barash's first step is to secure the Fernesk Mine. This move serves two purposes: it cuts off the Castle Hyatt's supply of iron, and simultaneously increases his own. Barash has Gnashgab, one of his most trusted shamans, seize the mine, and capture the miners for use as slaves. Under the cover of darkness, Gnashgab and her warriors invaded the mine while it was unoccupied and prepared an ambush for the next day's shift. The shift entered the mine normally the next day and fell victim to the goblins' trap. Now they work as slaves for the goblins, unable to escape and warn the rest of the town of the danger close at hand. Days have gone by since the last shift of workers entered the mine, and the time for the next caravan is fast approaching. The people of Fern are desperate. Unknown to the townsfolk, Barash has an ally. -
Ye Builders Journal” Compilation
Welcome to the first “Ye Builders Journal” compilation. This is a collection of the first five years of the “Ye Builders Journal” The official newsletter for The Builders Project Guild. Her in you will see all manner of things erudite and erroneous. We hope you enjoy your time in this tome. Special recognition goes to our fearless leader rubberducky78, without whom none of this would be possible, as well as all our members, the greater Neverwinter Nights community and the BioWare staff. Table of Contents NewsletterAugust2003............................................................................................................................................ 5 Article: Shadows of Undrentide: Does it measure up?................................................................................... 6 The not-so-good news:................................................................................................................................6 Opinions on the product.............................................................................................................................. 7 SoU Spotlight: Shadow Dancer ...................................................................................................................... 8 The Website... ............................................................................................................................................... 11 The Festhall: Our new official guild project................................................................................................