Fable Intro Theme Kyle Butcher– SCRIPTERS Travis Brady Composed by Danny Howie Catlin– Churned Butter
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Activision and Lionhead Studios Roll out the Red Carpet at Retail Stores for the Movies (TM): Stunts & Effects Expansion Pack
Activision and Lionhead Studios Roll Out the Red Carpet at Retail Stores for the Movies (TM): Stunts & Effects Expansion Pack SANTA MONICA, June 6, 2006 /PRNewswire-FirstCall via COMTEX News Network/ -- PC gamers can make movie magic with Activision, Inc. (Nasdaq: ATVI) and Lionhead(R) Studios' The Movies(TM): Stunts & Effects Expansion Pack, which ships to retail stores nationwide today. Building on The Movies' critically acclaimed gameplay, The Movies: Stunts & Effects Expansion Pack gives players the tools to turn ordinary scripts into blockbuster films with the addition of stuntmen, astounding visual effects, a variety of dangerous stunts, a movie-making toolset, impressive new sets and an innovative "Freecam Mode" that allows players to adjust the camera location, angle, field of view and path. "The Movies: Stunts & Effects Expansion Pack allows players to create scenes that will have audiences on the edge their seats," said Dusty Welch, vice president of global brand management, Activision, Inc. "From car scenes that end in epic explosions to sci-fi thrillers that feature alien spaceships destroying an entire city, The Movies: Stunts & Effects gives fans what they need to make runaway smash hits." The Movies: Stunts & Effects Expansion Pack allows players to enhance each scene with a variety of options, including death- defying stunts and various particle and visual effects such as fireball explosions, shattering glass, smoke and lasers. Miniature sets, blue screens and green screens add to the spectacular action with dramatic sweeping angles, larger-than-life scale and the illusion of flying across diverse landscapes. Gamers are further immersed into the Hollywood lifestyle as they train and manage stuntmen, as well as compete for industry awards and achievements by uploading their movies to www.themoviesgame.com for the entire world to see. -
CHARLOTTE EMILY LOUISE ATKINSON GAMEPLAY ARTIST Technical Artist and Asset Creation
CHARLOTTE EMILY LOUISE ATKINSON GAMEPLAY ARTIST Technical Artist and Asset Creation +44 7584 061 091 | [email protected] Portfolio: https://www.artstation.com/artofcatkin LinkedIn: /artofcatkin | Twitter: @ArtofCatkin 1 AAA Title Shipped 1 Year Experience within the Games Industry. 5 Years of experience with 3D Software and Engines. PERSONAL STATMENT I am an enthusiastic technical gameplay artist with a background in environment art. I’ve got grit and determination; as a result, I like a good challenge. I’m polite, organized, and open-minded. I work well under Pressure and meet required deadlines. I enjoy and work well within a team, and capable of working independently. I am able and willing to take on responsibilities and leadership roles. I adapt and learn new skills quickly and adjust to new requirements/ changes with ease. I’ve been in the games industry for over a year, and have a wide range of skills and experiences. I graduated with Frist class BA Hons in Game Art (2016) and Distinction MA in Games Enterprise (2017) from the University of South Wales. I currently Work for the Warner Bros studio: Tt Games as a Junior Gameplay Artist. I am computer literate and have experience with Jira, SVN, and AAA pipelines. I am highly skilled in software packages, such as; 3Ds Max, Maya, ZBrush, Unreal Engine 4, and Photoshop. I have also acquired experience in Marmoset Toolbag 3, Quixel, Illustrator and traditional art forms. CREDITED TITLES EXPERIENCE 2018: LEGO DC Supervillains Nov 2018 - Current: JUNIOR GAMEPLAY ARTIST Tt Games, Knutsford. 2016: Koe I create, rig and animate interactive assets for Puzzles and Quest with in the Game hubs and pre 2016: Tungsten Valkyrie levels. -
Virtual Pacifism 1
Virtual Pacifism 1 SCREEN PEACE: HOW VIRTUAL PACIFISM AND VIRTUAL NONVIOLENCE CAN IMPACT PEACE EDUCATION A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS OF TELECOMMUNICATIONS BY JULIA E. LARGENT DR. ASHLEY DONNELLY – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2013 Virtual Pacifism 2 Table of Contents Title Page 1 Table of Contents 2 Acknowledgement 3 Abstract 4 Foreword 5 Chapter One: Introduction and Justification 8 Chapter Two: Literature Review 24 Chapter Three: Approach and Gathering of Research 37 Chapter Four: Discussion 45 Chapter Five: Limitations and a Call for Further Research 57 References 61 Appendix A: Video Games and Violence Throughout History 68 Appendix B: Daniel Mullin’s YouTube Videos 74 Appendix C: Juvenile Delinquency between 1965 and 1996 75 Virtual Pacifism 3 Acknowledgement I would like to thank my committee members, Dr. Ashley Donnelly, Professor Nancy Carlson, and Dr. Paul Gestwicki, for countless hours of revision and guidance. I also would like to thank my friends and family who probably grew tired of hearing about video games and pacifism. Lastly, I would like to thank those nonviolent players who inspired this thesis. Without these individuals playing and posting information online, this thesis would not have been possible. Virtual Pacifism 4 Abstract Thesis: Screen Peace: How Virtual Pacifism and Virtual Nonviolence Can Impact Peace Education Student: Julia E. Largent Degree: Master of Arts College: Communication, Information, and Media Date: July 2013 Pages: 76 The following thesis discusses how virtual pacifism can be utilized as a form of activism and discussed within peace education with individuals of all ages in a society saturated with violent media. -
Backgrounder: AIIDE 07 Invited Speakers
Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry. -
ZERO TOLERANCE: Policy on Supporting 1St Party Xbox Games
ZERO TOLERANCE: Policy on Supporting 1st Party Xbox Games FEBRUARY 6, 2009 TRAINING ALERT Target Audience All Xbox Support Agents Introduction This Training Alert is specific to incorrect referral of game issues to game developers and manufacturers. What’s Important Microsoft has received several complaints from our game partners about calls being incorrectly routed to them when the issue should have been resolved by a Microsoft support agent at one of our call centers. This has grown from an annoyance to seriously affecting Microsoft's ability to successfully partner with certain game manufacturers. To respond to this, Microsoft is requesting all call centers to implement a zero tolerance policy on incorrect referrals of Games issues. These must stay within the Microsoft support umbrella through escalations as needed within the call center and on to Microsoft if necessary. Under no circumstances should any T1 support agent, T2 support staff, or supervisor refer a customer with an Xbox game issue back to the game manufacturer, or other external party. If there is any question, escalate the ticket to Microsoft. Please also use the appropriate article First-party game titles include , but are not limited to , the following examples: outlining support • Banjo Kazooie: Nuts & Bolts boundaries and • Fable II definition of 1 st party • Gears of War 2 games. • Halo 3 • Lips VKB Articles: • Scene It? Box Office Smash • Viva Pinata: Trouble In Paradise #910587 First-party game developers include , but are not limited to, the following #917504 examples: • Bungie Studios #910582 • Bizarre Creations • FASA Studios • Rare Studios • Lionhead Studios Again, due to the seriousness of this issue, if any agent fails to adhere to this policy, Microsoft will request that they be permanently removed from the Microsoft account per our policies for other detrimental kinds of actions. -
Sackboy Planet: Connected Learning Among Littlebigplanet 2 Players
WELCOME TO SACKBOY PLANet: Connected Learning Among LittleBigPlanet 2 Players by Matthew H. Rafalow Katie Salen Tekinbaş CONNECTED LEARNING WORKING PAPERS April 8, 2014 Digital Media and Learning Research Hub This digital edition of Welcome to Sackboy Planet: Connected Learning Among LittleBigPlanet 2 Players is licensed under a Creative Commons Attribution Unported 3.0 License (CC BY 3.0) http://creativecommons.org/ licenses/by/3.0/ Published by the Digital Media and Learning Research Hub. Irvine, CA. March 2014. A full-text PDF of this report is available as a free download from www.dmlhub.net/publications Suggested citation: Rafalow, Matthew H., and Katie Salen Tekinbaş. 2014. Welcome to Sackboy Planet: Connected Learning Among LittleBigPlanet 2. Irvine, CA: Digital Media and Learning Research Hub. This report series on connected learning was made possible by grants from the John D. and Catherine T. MacArthur Foundation in connection with its grant making initiative on Digital Media and Learning. For more information on the initiative visit www.macfound.org. For more information on connected learning visit www.connectedlearning.tv. 2 | WELCOME TO SACKBOY PLANET CONTENTS 5 INTRODUCTION 9 DESCRIPTION OF RESEARCH STUDY 10 Background: LittleBigPlanet 2 13 Youth StorY: Chris (AKA, GAdget42) 14 ANALYSIS: CONNECTED LEARNING AMONG LITTLEBIGPLANET 2 PLAYERS 15 Interest-Powered 16 Peer-Supported 19 Academically Oriented 22 Production-Centered 25 Openly Networked 29 Shared Purpose 32 DEVeloper StorY: AleX 33 REFLECTIONS 33 Barriers Tied to Gender 35 Gamification and Reputation Systems 37 Attention Scarcity: Challenges and Opportunities 41 CONCLUSION 42 REFERENCES 43 ACKNOWLEDGMENTS 3 | WELCOME TO SACKBOY PLANET So people build a lot of things and it’s interesting because people build a lot of things in the game but they also build a lot of things outside the game … people are building everything. -
Artscience Museum Reimagines Videogames with New Exhibition Virtual Realms: Videogames Transformed
FOR IMMEDIATE RELEASE ArtScience Museum reimagines videogames with new exhibition Virtual Realms: Videogames Transformed Overcoming the challenges of the pandemic, the exhibition makes its global premiere in Singapore SINGAPORE (9 June 2021) – Visitors will be transported to a new dimension at ArtScience Museum’s latest exhibition, Virtual Realms: Videogames Transformed. Making its international debut in Singapore on 12 June, the exhibition showcases videogame creativity in six new installations that reshape how games can be experienced in virtual and physical realms. Co-curated by celebrated game designer Tetsuya Mizuguchi, in collaboration with the Barbican in London, Virtual Realms is a co-production with ArtScience Museum and Melbourne Museum. The new artworks presented in Virtual Realms are conceived by some of the world’s leading videogame developers, KOJIMA PRODUCTIONS (makers of DEATH STRANDING), Enhance (Tetsuya Mizuguchi and team behind Rez Infinite), thatgamecompany (authors of the game, Sky: Children of the Light), Tequila Works (the studio that made RiME), Media Molecule (creators of Dreams) and David OReilly (creator of the game, Everything). They have each developed a newly commissioned installation inspired by these games, working in collaboration with the media artists and design studios, Rhizomatiks, FIELD.IO, The Mill, Marshmallow Laser Feast, onedotzero and The Workers. The immersive exhibition introduces visitors to new ways of approaching and enjoying videogames through six key themes – SYNESTHESIA, UNITY, CONNECTION, PLAY, NARRATIVE and EVERYTHING. Appendix I has full details of each of the interactive experiences. “Virtual Realms is a multi-sensorial, interactive presentation of artworks inspired by videogames. To present the global premiere of this extraordinary exhibition at ArtScience Museum, we had to work together with our colleagues at the Barbican, and all the game designers and artists in the exhibition, on overcoming a myriad of challenges presented by the Covid-19 pandemic. -
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Close Reading Oblivion: Character Believability and Intelligent Personalization in Games Theresa Jean Tanenbaum Jim Bizzocchi University of California, Irvine Simon Fraser University Department of Informatics School of Interactive Arts & Technology [email protected] [email protected] Abstract This paper investigates issues of character believability and intelligent personalization through a reading of the Elder Scrolls: Oblivion. Oblivion’s opening sequence simultaneously trains players in the function of the game, and allows them to customize their character class through the choices and actions they take. Oblivion makes an ambitious attempt at intelligent personalization in the character creation process. Its strategy is to track early gameplay decisions and “stereotype” players into one of 21 possible classes. This approach has two advantages over a less adaptive system. First, it supports the illusion of the gameworld as a real world by embedding the process of character creation within a narrativised gameplay context. Second, the intelligent recommendation system responds to the player’s desire to believe that the game “knows” something about her personality. This leads the players to conceptualize the system as an entity with autonomous, human-like knowledge. This paper considers ways in which Oblivion both succeeds and fails at mapping player behaviour to appropriate class assignments. It does so through the analysis of multiple replayings of the opening sequence, and the application of two theoretical lenses - character believability and intelligent personalization. The paper documents moments where the dialogue between player and game breaks down, and argues for alternative techniques to customize the play experience within the desires of the player. Author Keywords Game design; believable characters; adaptive systems; interactive narrative; close reading Introduction: Reading Critically In Oblivion Oblivion (Bethesda Softworks, 2006) is the fourth “anchor” game in a series of Computer Role- Playing Games (CRPGs) known as The Elder Scrolls. -
Housing Development: Housing Policy, Slums, and Squatter Settlements in Rio De Janeiro, Brazil and Buenos Aires, Argentina, 1948-1973
ABSTRACT Title of Dissertation: HOUSING DEVELOPMENT: HOUSING POLICY, SLUMS, AND SQUATTER SETTLEMENTS IN RIO DE JANEIRO, BRAZIL AND BUENOS AIRES, ARGENTINA, 1948-1973 Leandro Daniel Benmergui, Doctor of Philosophy, 2012 Dissertation directed by: Professor Daryle Williams Department of History University of Maryland This dissertation explores the role of low-income housing in the development of two major Latin American societies that underwent demographic explosion, rural-to- urban migration, and growing urban poverty in the postwar era. The central argument treats popular housing as a constitutive element of urban development, interamerican relations, and citizenship, interrogating the historical processes through which the modern Latin American city became a built environment of contrasts. I argue that local and national governments, social scientists, and technical elites of the postwar Americas sought to modernize Latin American societies by deepening the mechanisms for capitalist accumulation and by creating built environments designed to generate modern sociabilities and behaviors. Elite discourse and policy understood the urban home to be owner-occupied and built with a rationalized domestic layout. The modern home for the poor would rely upon a functioning local government capable of guaranteeing a reliable supply of electricity and clean water, as well as sewage and trash removal. Rational transportation planning would allow the city resident access between the home and workplaces, schools, medical centers, and police posts. As interamerican Cold War relations intensified in response to the Cuban Revolution, policymakers, urban scholars, planners, defined in transnational encounters an acute ―housing problem,‖ a term that condensed the myriad aspects involved in urban dwellings for low-income populations. -
Ever Faithful
Ever Faithful Ever Faithful Race, Loyalty, and the Ends of Empire in Spanish Cuba David Sartorius Duke University Press • Durham and London • 2013 © 2013 Duke University Press. All rights reserved Printed in the United States of America on acid-free paper ∞ Tyeset in Minion Pro by Westchester Publishing Services. Library of Congress Cataloging- in- Publication Data Sartorius, David A. Ever faithful : race, loyalty, and the ends of empire in Spanish Cuba / David Sartorius. pages cm Includes bibliographical references and index. ISBN 978- 0- 8223- 5579- 3 (cloth : alk. paper) ISBN 978- 0- 8223- 5593- 9 (pbk. : alk. paper) 1. Blacks— Race identity— Cuba—History—19th century. 2. Cuba— Race relations— History—19th century. 3. Spain— Colonies—America— Administration—History—19th century. I. Title. F1789.N3S27 2013 305.80097291—dc23 2013025534 contents Preface • vii A c k n o w l e d g m e n t s • xv Introduction A Faithful Account of Colonial Racial Politics • 1 one Belonging to an Empire • 21 Race and Rights two Suspicious Affi nities • 52 Loyal Subjectivity and the Paternalist Public three Th e Will to Freedom • 94 Spanish Allegiances in the Ten Years’ War four Publicizing Loyalty • 128 Race and the Post- Zanjón Public Sphere five “Long Live Spain! Death to Autonomy!” • 158 Liberalism and Slave Emancipation six Th e Price of Integrity • 187 Limited Loyalties in Revolution Conclusion Subject Citizens and the Tragedy of Loyalty • 217 Notes • 227 Bibliography • 271 Index • 305 preface To visit the Palace of the Captain General on Havana’s Plaza de Armas today is to witness the most prominent stone- and mortar monument to the endur- ing history of Spanish colonial rule in Cuba. -
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2016 Pocket Guide
2016 Pocket Guide PROGRAM SCHEDULE SPONSORED BY: #GHC16 October 19-21, 2016 ghc.anitaborg.org Check out our Clusters, which physically group similar tracks to help navigate and explore topics. CAREER ORGANIZATION CAREER TRANSFORMATION ORGANIZATION WEDNESDAY, COMMUNITY TRANSFORMATION CRA-W PRODUCTS A TO Z FACULTY PRODUCTS A TO Z EMERGING TECH/ OCTOBER 19 BEST OF TECHNOLOGY BEST OF ARTIFICIAL INTELLIGENCE IoT/ WEARABLE TECH COMPUTER SYSTEMS GENERAL SESSIONS ENGINEERING KEYNOTES DATA SCIENCE PLENARIES GAMING, GRAPHICS & ANIMATION SPECIAL SESSIONS SPECIAL SESSIONS HUMAN COMPUTER INTERACTION OPEN SOURCE WORLD SECURITY/PRIVACY OPEN SOURCE SOFTWARE ENGINEERING LOCATION LEGEND: GRB: GEORGE R. BROWN CONVENTION CENTER HILTON: HILTON AMERICAS SESSIONS DAY 1: WEDNESDAY SESSIONS DAY 1: WEDNESDAY 9:00 a.m. - 11:30 a.m. 2:00 p.m. - 3:15 p.m. KEYNOTE PLENARIES ORGANIZATION TRANSFORMATION Women and the Future of Tech Quiet: How to Harness the Strengths of Introverts Toyota Center Ginni Rometty (IBM), Latanya to Transform How We Work, Lead and Innovate Sweeney (Harvard University; Technology Science; GRB General Assembly Susan Cain (Author, Chief Data Privacy Lab) and more Revolutionary and Co-Founder of Quiet Revolution) 12:00 p.m. - 6:00 p.m. PLENARIES TECHNOLOGY Featured Speaker: Astro Teller (Captain of EXPO Moonshots for X) Career Fair GRB Hall E GRB Halls B-D PLENARIES PRODUCTS A TO Z 12:00 p.m. - 7:00 p.m. Product Announcements GRB Hall A3 EXPO Interviews 2:00 p.m. - 4:00 p.m. GRB Hall A SPECIAL SESSIONS SPECIAL SESSIONS Student Node sponsored by D.E. Shaw & Co. Want to be a Bias Interruptor? GRB Balcony D GRB 360 A Valerie Barr (Union College), Latanya Sweeney (Harvard University), Brad McLain (NCWIT), Tracy Camp (Colorado School of Mines), Lucy Sanders (NCWIT) SESSIONS DAY 1: WEDNESDAY SESSIONS DAY 1: WEDNESDAY 2:00 p.m.