Exploring Crowdfunding's Influence on Video Game Production
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Inaugural DICE Europe
THE ACADEMY OF INTERACTIVE ARTS AND SCIENCES CROSSES THE POND TO LONDON TO DEBUT D.I.C.E. EUROPE Partners with Video Game Intelligence to Launch Premier European Interactive Entertainment Gathering LOS ANGELES and LONDON – June 7, 2013 – The Academy of Interactive Arts & Sciences (AIAS), in partnership with Video Games Intelligence (VGI), today announced the inaugural D.I.C.E. (Design, Innovate, Communicate, Entertain) Europe conference that will premiere Sept. 24-25, 2013 at the Royal Garden Hotel. Like the annual D.I.C.E. Summit in Las Vegas, which draws some of the brightest and most influential interactive entertainment industry leaders, decision makers and visionaries, D.I.C.E. Europe will offer an unparalleled experience highlighted by premium networking opportunities and a stellar speaker lineup. This two-day event will open Tuesday, Sept. 24, with a full day of networking events for attendees to flex their competitive muscles; organizers will reprise many of the popular events from D.I.C.E. Vegas with a go-karting tournament and a casino poker night. On Wednesday, Sept. 25, there will be a full day of speaker sessions to address the dynamic changes and growth of the industry. The D.I.C.E. Summit speaker program is renowned for jump starting the key industry conversations that resonate throughout the year, and impact the trends directly affecting the industry. The first speakers exemplify the types of industry luminaries who will enlighten, inspire and challenge the attendees. • Rich Hilleman, Chief Creative Director of Electronic Arts, who started developing product with Chuck Yeager's Flight Simulator and continued on with some of the most beloved EA titles. -
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 -
Bioshock Infinite
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 10 Reviews Call of Duty: Black Ops II ZombiU Hitman: Absolution PC / PLAYSTATION / XBOX / NINTENDO + MORE The best and wors t of 2012 We give awards to things – not in a traditional way… BioShock Infi nite Loo k! Up in the sky! Editor Michael “RedTide“ James [email protected] Contents Features Assistant editor 24 THE BEST AND WORST OF 2012 Geoff “GeometriX“ Burrows Regulars We like to think we’re totally non-conformist, 8 Ed’s Note maaaaan. Screw the corporations. Maaaaan, etc. So Staff writer 10 Inbox when we do a “Best of [Year X]” list, we like to do it Dane “Barkskin “ Remendes our way. Here are the best, the worst, the weirdest 14 Bytes and, most importantly, the most memorable of all our Contributing editor 41 home_coded gaming experiences in 2012. Here’s to 2013 being an Lauren “Guardi3n “ Das Neves 62 Everything else equally memorable year in gaming! Technical writer Neo “ShockG“ Sibeko Opinion 34 BIOSHOCK INFINITE International correspondent How do you take one of the most infl uential, most Miktar “Miktar” Dracon 14 I, Gamer evocative experiences of this generation and make 16 The Game Stalker it even more so? You take to the skies, of course. Contributors 18 The Indie Investigator Miktar’s played a few hours of Irrational’s BioShock Rodain “Nandrew” Joubert 20 Miktar’s Meanderings Infi nite, and it’s left him breathless – but fi lled with Walt “Shryke” Pretorius 67 Hardwired beautiful, descriptive words. Go read them. Miklós “Mikit0707 “ Szecsei 82 Game Over Pippa -
Le Jeu Vidéo Sur Youtube : Historique De La Captation Et De La Diffusion Du Jeu Vidéo
Université de Montréal Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo par Francis Lavigne Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2017 © Francis Lavigne, 2017 Résumé Ce mémoire s’intéresse à la captation audiovisuelle et aux pratiques de commentaires sur le jeu vidéo. Tout d’abord, nous remettons en contexte l’émergence de ce type de production à l’aide d’une analyse historique de divers formats de diffusion (à la télévision, à l’aide de vidéocassettes, dans les suppléments de magazines et sur Internet). Ensuite, nous détaillons les limites et affordances de la plateforme participative YouTube. Puis, nous rattachons les commentaires de jeux vidéo aux concepts de boniment, de performance et de double performance. Enfin, nous analysons quatre genres de vidéos présents sur YouTube : les machinimas, les speedruns, les longplays et les let’s plays. Mots-clés Jeu vidéo, machinima, longplay, let’s play, speedrun, YouTube, boniment, commentaire, double performance i Abstract This research is aimed to understand the audiovisual recording and commentary practices of video games. First of all, we do a contextualisation of these types of production through a historical analysis of the way theses videos were diffused (from televised shows, to VHS, magazines’ bonuses, and on the Internet). After, we detail the limits and affordances of the YouTube sharing platform. Then, we create links between the commentary of video game and the concepts of film lecturer, performance and double performance. -
Translating Game Achievements: Case Study of the Long Dark and Spyro the Dragon
Translating game achievements: Case study of The Long Dark and Spyro the Dragon Venla Virtanen MA Thesis English, Degree Programme for Multilingual Translation Studies School of Languages and Translation Studies Faculty of Humanities University of Turku May 2020 The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. UNIVERSITY OF TURKU School of Languages and Translation Studies / Faculty of Humanities VIRTANEN, VENLA: Translating game achievements: Case study of The Long Dark and Spyro the Dragon MA thesis, 45 p., 3 appendices. English, Degree Programme for Multilingual Translation Studies May 2020 – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – Though localisation in general and video game localisation in particular is increasing in popularity as a subject of research within Translation Studies, it is still a recent phenomenon, and there are many subjects and perspectives in it left to explore. One such subject is the translation of video game achievements, which currently remains completely unstudied. It is the purpose of this thesis to fix this research gap to the extent it is able. Because of the lack of research on the subject in Translation Studies, much of the background of this thesis comes from the domains of Video Game Studies and gamification research. While achievements are a particularly popular topic of research in gamification, translation has not been taken into account in any of that research. This thesis aims to examine features of achievement translation by comparing the source and target achievements of the games The Long Dark and Spyro the Dragon and classifying the translation strategies used in them. -
A Howard Becker Influenced Institutional Theory of Games
American International Journal of Humanities and Social Science Vol. 2 No. 3; June 2016 Game Worlds: A Howard Becker Influenced Institutional Theory of Games Theresa Devine New College of Interdisciplinary Arts and Sciences Arizona State University P.O. Box 37100 M/C 2151 Phoenix, AZ 85069-7100, USA Abstract Usually the term "Gameworld" or "game world" refers to an in-game space of a digital game designed by developers and enjoyed by players. In this article, I am not using the term in that way. I am interested in situating the makers, supporters, and critics of the game world in relationship to one another, using the template set forth in Art Worlds written by Howard S. Becker in 1982. His institutional theory of art serves as an exemplar to comprehend the game world from a sociological viewpoint. Currently, no one has taken the time to sort out the sociological structure of the construction, delivery and reception of games. This article fills that gap. Keywords: Artworld, Gameworld, games as Art, Howard Becker, institutional theory, video games, game field analysis 1. Introduction Usually the term "Gameworld" or "game world" refers to an in-game space of a digital game designed by developers and enjoyed by players. A plethora of game studies articles uses this context. (e.g. Gazzard, 2011; Miller, 2008; Doh & Whang, 2014; Latorre, 2015; Grimshaw, et al., 2011; Cassar, 2013) As David Surman put it: "Gameworlds are the expression of a complex cultural and textual interaction, in which the foundational structures of the videogame solicit investment and belief from the player" (Surman, 2007, p. -
Ka-Boom Licence to Thrill on a Mission LIFTING the LID on VIDEO GAMES
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Licence Ka-boom When games look to thrill like comic books Tiny studios making big licensed games On a mission The secrets of great campaign design Issue 33 £3 wfmag.cc Yacht Club’s armoured hero goes rogue 01_WF#33_Cover V3_RL_DH_VI_HK.indd 2 19/02/2020 16:45 JOIN THE PRO SQUAD! Free GB2560HSU¹ | GB2760HSU¹ | GB2760QSU² 24.5’’ 27’’ Sync Panel TN LED / 1920x1080¹, TN LED / 2560x1440² Response time 1 ms, 144Hz, FreeSync™ Features OverDrive, Black Tuner, Blue Light Reducer, Predefined and Custom Gaming Modes Inputs DVI-D², HDMI, DisplayPort, USB Audio speakers and headphone connector Height adjustment 13 cm Design edge-to-edge, height adjustable stand with PIVOT gmaster.iiyama.com Team Fortress 2: death by a thousand cuts? t may be 13 years old, but Team Fortress 2 is to stop it. Using the in-game reporting tool does still an exceptional game. A distinctive visual nothing. Reporting their Steam profiles does nothing. style with unique characters who are still Kicking them does nothing because another four will I quoted and memed about to this day, an join in their place. Even Valve’s own anti-cheat service open-ended system that lets players differentiate is useless, as it works on a delay to prevent the rapid themselves from others of the same class, well- JOE PARLOCK development of hacks that can circumvent it… at the designed maps, and a skill ceiling that feels sky-high… cost of the matches they ruin in the meantime. Joe Parlock is a even modern heavyweights like Overwatch and So for Valve to drop Team Fortress 2 when it is in freelance games Paladins struggle to stand up to Valve’s classic. -
Quality Control in Games Development
Quality Control in Games Development Marwa Syed 2019 Laurea Laurea University of Applied Sciences Importance of Quality Control in Games Development Marwa Syed Business Information Technology Bachelor’s Thesis May 2019 Laurea University of Applied Sciences Abstract Business Information Technology Degree Programme in Business Information Technology Bachelor’s Thesis Marwa Syed Development Year 2019 Pages 45 The purpose of this thesis was to provide more information regarding the role of quality con- trol in game development to game industry professionals, game development start-ups and potential employees of this field. There are several misconceptions about this profession and this thesis contains information regarding the impact quality control has in games develop- ment. The motivation to conduct this research and write this thesis comes from the author’s work experience in testing games in a game development studio. From personal experience, the author had some misconceptions about this profession as well, which were cleared when she began working as a tester. The information regarding quality control is sparse compared to other aspects of game development. This thesis was written using a qualitive research method where the sources were from data collection, online survey, printed and online literature. The results of this research outlined the different methods of testing processes the quality control department must undergo to produce a feasible outcome for a game. Quality control is one of the main aspects of game development, since this activity results in the discovery of bugs, establishing a defect database, and most importantly, the approval for a viable game to be published. Quality control does not cease when the game is released but continues postproduction as well. -
Curriculum Vitae Tracy J. Fullerton
Curriculum Vitae Tracy J. Fullerton Office: SCI 201M School of Cinematic Arts University of Southern California Los Angeles, CA 90089 Web: www.tracyfullerton.com EDUCATION M.F.A., University of Southern California, June 1991. Cinema-Television Production. B.A., University of California, Santa Cruz, June 1988. Theater Arts; English Literature minor. EXPERIENCE 2015 – present: Professor, Interactive Media & Games Division, School of Cinematic Arts, University of Southern California, Los Angeles, CA. 2011 – 2017: Chair, Interactive Media & Games Division, School of Cinematic Arts, University of Southern California, Los Angeles, CA. 2008 – present: Electronic Arts Endowed Chair in Interactive Entertainment; Director, USC Game Innovation Lab. 2008 – 2015: Associate Professor, School of Cinematic Arts, Interactive Media Division; USC, Los Angeles, CA. 2004 – 2008: Assistant Professor. School of Cinematic Arts, Interactive Media Division. USC, Los Angeles, CA. Co-Director, USC Game Innovation Lab. 2002 – 2008: Consultant, Los Angeles, CA Game design for location-based entertainment, online games and interactive television, with clients including: Walt Disney Imagineering, Intel, Acclaim, Pop and Co., Big Buddha Baba, Bandalong Productions, Fuel Design, and Actual Reality. 1998 – 2002: President, Co-Founder and Creative Director, Spiderdance, Los Angeles, CA Co-founder of game design company, which invented and deployed the first multiplayer game system for interactive television. Partners included NBC, The WB, MTV, TBS, The Game Show Network, and Macromedia. 1995 – 1998: Creative Director and Producer, R/GA Interactive, New York, NY Game design and project management for Internet games, location-based entertainment and e- commerce websites. Clients include Sony Online Entertainment, The Microsoft Network, Intel Productions, Ticketmaster Online, Advertising Age, Compaq Computer Corporation, FCB Direct West, and Modem Media. -
Medievalism and Identity in Skyrim
Fantasies of the North: Medievalism and Identity in Skyrim Victoria Elizabeth Cooper Submitted in accordance with the requirements for the degree of Doctor of Philosophy The University of Leeds School of English June 2016 The candidate confirms that the work submitted is her own and that appropriate credit has been given where reference has been made to the work of others. This copy has been supplied on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement. The right of Victoria Elizabeth Cooper to be identified as Author of this work has been asserted by her in accordance with the Copyright, Designs and Patents Act 1988. © 2016 The University of Leeds and Victoria Elizabeth Cooper ii Acknowledgements I must express my heartfelt gratitude to my supervisors, Dr Alaric Hall and Dr Andrew Warnes. I am indebted to them for their wisdom, support, and unwavering energy and enthusiasm in helping me bring this project to fruition. I would also like to thank my examiners, Andrew Elliot and Emilia Jamroziak for their valuable advice during the examination process. I have been privileged to have been part of several excellent research communities here at Leeds. I am very grateful to have been a member of the community of medievalists at the Institute for Medieval Studies, and for the encouragement, support, and the many opportunities offered to me by the IMS. I’d like to express my gratitude to the School of English for providing me with an environment in which to develop this project, and especially to the staff who have pushed me to become a better scholar and teacher. -
Surv Pc Download Mist Survival Free PC Game Download Full Version
surv pc download Mist Survival Free PC Game Download Full Version. Amongst all the various forms that precipitation can have, the spookiest one has to be Mist. Mist us the ultimate thing that you would need to view when driving out of a sepulchre or when you are coiled in a log cabin that has been abandoned on a night full of moonlight. Fog the chuckle that Paul has for misting Barry will be doing in a hard spot. If you want your intestines to feel drowned with the enzymes of fear, you just can experience a new layer of old school mist entwined with the blank ankles such as the fingers which feel as cold as ice cream. These feel like the hands of our ancestors. Table of Contents. What is the game about? Mist survival is the recent addition in the lengthy sequence of cultural games that have been leaning into the unattainable fear that society has for bad smoke. They could join The Mist by Stephen King, the complete area of the Halloween and Silent Hill episode of the game along with the must that can turn your world upside down. The game can sit amidst the Venn diagram showing all earlier genres, zombie merging, open-world survival elements, crafting, and fixing that result in the rising ubiquitous area of an indifferent as a less popular area in the woodland of North America. Weapons like the fists, an Evian bottle, and a fruit chunk in, the player is supposed to ask for shelter as well as the resources, manufacturing the tools and all other equipment that is required for surviving the nightfall. -
How the Arts and Humanities Are Transforming America
Extraordinary Partnerships HOW THE ARTS AND HUMANITIES ARE TRANSFORMING AMERICA Edited by Christine Henseler Copyright © 2020 by Christine Henseler Lever Press (leverpress.org) is a publisher of pathbreaking scholarship. Supported by a consortium of liberal arts institutions focused on, and renowned for, excellence in both research and teaching, our press is grounded on three essential commitments: to publish rich media digital books simultaneously available in print, to be a peer-reviewed, open access press that charges no fees to either authors or their institutions, and to be a press aligned with the ethos and mission of liberal arts colleges. This work is licensed under the Creative Commons Attribution- NonCommercial-NoDerivatives 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, California, 94042, USA. The complete manuscript of this work was subjected to a partly closed (“single blind”) review process. For more information, please see our Peer Review Commitments and Guidelines at https://www.leverpress.org/peerreview DOI: https://doi.org/10.3998/mpub.11649046 Print ISBN: 978-1-64315-009-3 Open access ISBN: 978-1-64315-010-9 Library of Congress Control Number: 2019954609 Published in the United States of America by Lever Press, in partnership with Amherst College Press and Michigan Publishing To the next generation of artists and humanists. To my daughter, Leah. The arts and humanities defne who we are as a people. That is their power—to remind us of what we each have to ofer, and what we all have in common.