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Don't Forget to Save!
Don’t Forget to Save! The Impact of User Experience Design on Workflow of Authoring Video Game Narratives (Transfer Thesis) Daniel Green Department of Science and Technology Bournemouth University A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy November 2019 This page is intentionally left blank. This copy of the thesis has been supplied on condition that anyone who consults it is understood to recognise that its copyright rests with its author and due acknowledgement must always be made of the use of any material contained in, or derived from, this thesis. This page is intentionally left blank. Abstract Since their inception, video games have been a capable storytelling device. This is only amplified as technology improves. Contemporary video games boast awide range of interaction and presentational techniques that can enrich the narrative experience. Supporting authors with tools to prototype their stories, or even as direct integration into a game, is vital. This is especially important as the complexity and length of such narratives continues to increase. Designing these kinds of tools is no easy feat. In order to develop authoring systems for game developers that support prototyping or implementation of their envisioned narratives, we must gain an understanding of the underlying constituents that make up video game narrative and their structural and relational properties. Additionally, when designing the interface of and interactions with such systems, the User Experience (UX) design decisions taken may impact the workflow of the authors to implement their vision. Therefore, we must also gain an understanding of how various UX design paradigms alter the usability of our programs. -
PT, Freud, and Psychological Horror
Press Start Silent Halls Silent Halls: P.T., Freud, and Psychological Horror Anna Maria Kalinowski York University, Toronto Abstract “What is a ghost?” “An emotion, a terrible moment condemned to repeat itself over and over…” —The Devil’s Backbone (Del Toro, 2001) This paper analyses P.T. (Kojima Productions, 2014), a playable teaser made to demo a planned instalment within the Silent Hill franchise. While the game is now indefinitely cancelled, P.T. has cemented itself not only as a full gaming experience, but also as a juggernaut in the genre of psychological horror. Drawing from Sigmund Freud’s concept of the uncanny, the aim of the paper is to address how these psychological concepts surface within the now infamous never-ending hallway of P.T. and create a deeply psychologically horrifying experience. Keywords psychological horror; the uncanny; Freud; game design; Press Start 2019 | Volume 5 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Kalinowski Silent Halls Introduction The genre of psychological horror is a complex one to navigate through with ease, especially for those that are faint of heart. Despite its contemporary popularity, when the sub-genre first began to emerge within horror films, it was considered to be a detriment to the horror genre (Jancovich, 2010, p. 47). The term ‘psychological’ was often used to disguise the taming of horror elements instead of pushing the genre into more terrifying territories. -
The Cauldron 2015
Mikaela Liotta, Cake Head Man, mixed media The Cauldron Senior Editors Grace Jaewon Yoo Muriel Leung Liam Nadire Staff Pann Boonbaichaiyapruck Phoebe Danaher Daniel Fung 2015 Sally Jee Prim Sirisuwannatash Angela Wong Melissa Yukseloglu Faculty Advisor Joseph McDonough 1 Poetry Emma Woodberry Remember 5 GyuHui Hwang Two Buttons Undone 6 Khanh Nyguen I Wait for You to Have Dinner 8 Angela Wong Euphoria 9 Sabi Benedicto The House was Supposed to be Tan 12 (But was Accidentally Painted Yellow) Canvas Li Haze 15 Adam Jolly Spruce and Hemlock Placed By 44 Gentle Hands Jordan Moller The Burning Cold 17 Grace Jaewon Yoo May 18 Silent Hills 40 Lindsay Wallace Forgotten 27 Joelle Troiano Flicker 30 Jack Bilbrough Untitled 31 Valentina Mathis A Hop Skip 32 Jessica Li The Passenger 36 Daddy’s Girl 43 Eugenia Rose stumps 38 Brandon Fong Ironing 47 Ryder Sammons Mixed Media, Ceramics New Year’s Cold 48 Mikaela Liotta Shayla Lamb Spine 7 Senior Year 50 Mermaid 46 Teddy Simson Elephant Skull 16 Prose Eye of the Tiger 53 Muriel Leung Katie I A Great River 20 Imagination 19 Zorte 52 Sabi Benedicto Geniophobia 32 2 Photography Rachel Choe More Please 8 Pann Boonbaichaiyapruck DEAD 2 Spin 12 Swimmingtotheschor 22 Bigfernfloating 41 Lydia Stenflo LA as seen from the 14 Griffith Observatory at Night in March Beach Warrior 58 Meimi Zhu Reflection 30 Jessica Li Juvenescence 37 The Last Door 42 Brandon Fong The End is Neigh 38 Sunday in Menemsha 53 Liam Nadire Hurricane Sandy #22 47 Pride 58 Painting, Drawing Katie I Risen 4 Oban Galbraith The Divide 9 Joni Leung -
P.T Game Pc Download Punity
p.t game pc download Punity. Punity is the Windows adaptation of the brilliant game P.T., the Silent Hills technical demo by Hideo Kojima and Guillermo del Toro that so thoroughly amazed and terrified players on Playstation 4. In this tribute to the Konami classic, players walk through the legendary terrifying hallway. The game system in Punity is very similar to the original P.T. Players can walk up and down the sinister hallway and take in all the details. The sounds, bumps, and strange movements you'll start noticing are what make this game amazing. The game has very similar graphics to the technical demo mentioned earlier. Most surprisingly, it uses the versatile motor Unity, so if you have a powerful operating system and can set the graphics at the highest settings, you'll be able to enjoy this spectacular terror even more. Silent Hills' P.T. teaser is now playable on PC thanks to fan remakes. P.T. was the playable teaser for Silent Hills—the reboot of the Silent Hill series that was cancelled in 2015—and even though it was short it still ranks among the best horror games of all time (and certainly one of the scariest). It never made it to PC, but thanks to a couple of fan remakes you can now give it a whirl on your mouse and keyboard. The first remake is called Corridors, and is a recreation of the game in Unreal Engine 4. It's still very much a work in progress (expect bugs), and creator SmoggyChips plans to update it with more levels in the future. -
Restless Dreams and Shattered Memories: Psychoanalysis and Silent Hill
B R U M A L Revista de Investigación sobre lo Fantástico DOI: http://dx.doi.org/10.5565/rev/brumal.182 Research Journal on the Fantastic Vol. III, n.° 1 (primavera/spring 2015), pp. 161-182, ISSN: 2014–7910 RESTLESS DREAMS AND SHATTERED MEMORIES: PSYCHOANALYSIS AND SILENT HILL Ewan Kirkland University of Brighton [email protected] Recibido: 25-01-2015 Aceptado: 18-05-2015 Abstract This paper applies psychoanalytic frameworks to the survival horror franchise Silent Hill, a series which is itself informed by psychoanalytic themes. Concerns include the construction of game space as maternal womb, cinematic sequences as primal fanta- sies, and the representation of memory across the games within a psychoanalytic con- text. The horror genres’ preoccupation with monstrous mother figures is evident in boss battle adversaries, the depiction of gamespaces as bloody «maternal caves», and in narratives concerning characters’ searching for their parental origins Distinguishing between videogames’ playable sequences and cinematics as conscious and sub-con- scious aspects, cut-scenes are analysed as reproducing primal fantasies, serving to ex- plain protagonists’ backstory and situating play within narrative contexts. Such mo- ments intrude into the game, marking transformations between the ordinary world and the abject Otherworld, or heralding the emergence of psychoanalytically-resonant monstrous creatures which the protagonist must destroy. Finally, Silent Hill: Shattered Memories is examined as a game which, even more than others, foregrounds the series’ explicit reference to psychoanalytic preoccupations, engaging with contemporary un- derstandings concerning the relationship between memory, media and fantasy. Keywords: Silent Hill, survival horror, psychoanalysis, videogames, memory. Resumen En el presente artículo se aplica el marco de estudio psicoanalítico a la serie de survival horror Silent Hill, ella misma basada en temas psicoanalíticos. -
Auteur Theory in Video Games
AUTEUR THEORY IN VIDEO GAMES: RECOGNIZING HIDEO KOJIMA AND THATGAMECOMPANY AS AUTEURS IN THE VIDEO GAME MEDIUM A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY JULES PATALITA DR. ASHLEY DONNELLY - ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2018 AUTEUR THEORY IN VIDEO GAMES 1 CHAPTER ONE-INTRODUCTION “The critic Roger Ebert once drew a crucial distinction between video games and art: he said that the ultimate objective of a video game—unlike that of a book, film, or poem—is to achieve a high score, vaporize falling blocks, or save the princess. Art, he argued, cannot be won” (Parker, 2013, para. 1). This shows a longstanding stereotype about video games, that they are less important than other forms of entertainment. “The joke is, video games are inherently stupid. Once you realize that this is the fundamental underlying narrative of the culture with respect to video games, so much else starts to make sense…I refer to this condition as game shame” (Burgan, 2013, p. 93). But is there reason behind this shame? Even if this was true with the arcade games of the 80s, the medium has surely evolved beyond this criticism. Now on par with the budgets of Hollywood releases, the video game industry is producing games with financial success rivaling film. In 2016, American consumers spent $30.4 billion on video game content; since just 2010, there’s been an almost $10 billion rise in revenue (Entertainment Software Association, 2017). This is calculating just American consumers, a fraction of the overall consumers of the medium. -
The Essential Guillermo Del Toro
Dating tip #31: Don’t feed them after midnight. Thursday, October 22, 2015 5A The Valdosta Daily Times XXtra!! #vdtxtra Let the mystery be: HBO HBO’s ‘The Leftovers’ FROM ADAM and the Garveys have moved to Miracle, Texas, a town where no one was raptured. ’ve had a very difficult time pitching HBO’s “The Miracle has become a national park, Leftovers” to friends. hosting thousands of pilgrims everyday I Hey, would you like to watch a show about a small who come to receive whatever spiritual town after a rapture-like event claims 140 mil- protection they believe the lion people? HBO town has to offer. Streets | Did I mention the event isn’t tied A s are lined with vendors ce to any religious dogma, and people ne who sell water and f were seemingly taken at ran - ro knickknacks as m HBO dom, punching a hole in every s “holy relics” e belief system on earth and a s from the town o creating existential panic n God spared. We may be the ultimate message of “The Left - 2 on a global scale? are introduced to the o overs.” f Oh, you’re not inter- ‘ town’s fire chief who The show’s creators hint at as much by cleverly us- T ested? I completely un- h burns down houses ing a 1992 Iris Dement bluegrass song as the season two e derstand. L “Fahrenheit 451” style theme song. e “The Leftovers” is f and his daughter who t “But no one knows for certain, and o based on a 2011 novel by v disappears in the first so it’s all the same to me / I think I’ll e Tom Perrotta and cre - r episode along with an s just let the mystery be.” ated by Damon Lindelof. -
Level Design in Virtual Reality
Level Design in Virtual Reality Veikka Saaristo BACHELOR’S THESIS November 2020 Degree Programme in Business Information Systems Game Development ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied Sciences Degree Programme in Business Information Systems Game Development SAARISTO, VEIKKA: Level Design in Virtual Reality Bachelor's thesis 68 pages November 2020 This thesis studies level design methodology and best practices regarding both traditional and virtual reality level design, as well as the author’s own professional experience as a virtual reality level designer with the objective of creating a custom map extension to Half-Life: Alyx (Valve 2020). The purpose of this thesis was to introduce virtual reality level design and to display how virtual reality levels are designed and created through a documented example. The thesis focuses on methods and practices that are applicable to work outside of a specific engine or editor. Data was collected from various sources, including several online publications, the individual views of industry professionals, developer websites of headset fabricators, and from literature. The map extension was created as a part of this thesis. It was developed using Valve’s own Hammer editor, which enabled building the level based on an original design. In addition to theory, this thesis addresses the design and creation of this map extension, offering excerpts from the process in form of in-editor screenshots and descriptions. During the creation of this thesis, the superiority of the Hammer editor compared to other editors and game engines used before was noted due to its first-class built-in level design tools. Learning a new work environment from the beginning and the choice of virtual reality headset used in the development proved challenging as the older Oculus Rift headset caused issues while working with a game as new as the one used as the case study. -
El Influjo De H. P. Lovecraft En La Obra De Junji Ito
B R U M A L Revista de Investigación sobre lo Fantástico DOI: https://doi.org/10.5565/rev/brumal.578 Research Journal on the Fantastic Vol. VII, n.º 1 (primavera/spring 2019), pp. 135-163, ISSN: 2014-7910 EL INFLUJO DE H. P. LOVECRAFT EN LA OBRA DE JUNJI ITO ÁLVARO PINA ARRABAL Universidad de Jaén [email protected] ORCID: 0000-0002-6072-8576 Recibido: 10-12-2018 Aceptado: 29-04-2019 RESUMEN Es de sobra conocida la ingente cantidad de autores influidos por H. P. Lovecraft no solo en la literatura, sino también en otros ámbitos como el cine, los videojuegos o el cómic. En este último y, en particular, en el género de terror brilla con luz propia el artista de manga Junji Ito (1963), creador de numerosas obras e historias cortas en las que la influencia del escritor norteamericano es notable. Este artículo tiene como obje- tivo analizar ese influjo a partir de cuatro bloques de temas presentes en las produccio- nes de ambos autores: lo cósmico y apocalíptico, lo onírico, lo monstruoso y sectario y lo musical y sonoro. Se incluye, además, un apartado en el que se pondera la construc- ción del terror por parte de uno y otro autor. A lo largo del trabajo se alude, asimismo, a las diferencias semióticas entre la literatura y el cómic. PALABRAS CLAVE: Terror Cósmico, Manga, Apocalipsis, Sueños, Monstruos THE INFLUENCE OF H. P. LOVECRAFT IN THE WORK OF JUNJI ITO ABSTRACT There is a huge and well-known quantity of authors influenced by H. -
Yahoo CEO Tries to Reassure Mobile Partners Amid Turmoil Hideo Kojima
TECHNOLOGY SATURDAY, FEBRUARY 20, 2016 Google accounts show 11 billion euros moved via low tax ‘Dutch sandwich’ in 2014 AMSTERDAM/LONDON: Google The tax strategy is known to of just 6 percent on its non-US profits about a 130 million pounds ($186 mil- moved 10.7 billion euros ($12 billion) accountants as the “double Irish, Dutch last year, around a quarter the average lion) back tax bill, agreed with the through the Netherlands to Bermuda Sandwich’. It allows Google, now part tax rate in its overseas markets. British tax authority in January, that the in 2014, as part of a structure which of holding company Alphabet Inc, to Bermuda charges companies no Opposition Labour party described as allows it to earn most of its foreign avoid triggering US income taxes or income tax. Corporate tax avoidance “derisory”. income tax free. Accounts for Google European withholding taxes on the has risen to the top of the political The deal brought Google’s total Netherlands Holdings BV published on funds, which represent the bulk of the agenda in European in recent years British tax bill for 2005 to 2015 to Thursday show the unit transferred group’s overseas profits. and Google in particular has been around 200 million pounds, whereas almost all its revenue, mainly royalties A Google spokesman said the com- under pressure for the low tax it pays its UK revenue amounted to 24 billion from an Irish affiliate through which pany follows the tax rules in all the on profits generated from sales in the pounds. Google Netherlands Holdings most non-US revenue is channelled, to countries where it operates. -
Cyberpunk 2077 Mega Man Solid Snake
£3 ALL FORMATS LIFTING THE LID ON VIDEO GAMES Cyberpunk Mega Man The changing face of 2077 a console icon Adapting tabletop RPGs to video games Solid Snake Metal Gear creator Hideo Kojima profiled CO-OP HORROR FROM THE DIRECTOR OF BIOSHOCK 2 Issue 2 £3 wfmag.cc 02 9772631672000 Subscribe today 12 weeks for £12* £3 ALL FORMATS LIFTING THE LID ON VIDEO GAMES Cyberpunk Mega Man The changing face of 2077 a console icon Adapting tabletop RPGs to video games Solid Snake Metal Gear creator Hideo Kojima profiled CO-OP HORROR FROM THE DIRECTOR OF BIOSHOCK 2 Issue 2 £3 wfmag.cc 02 9772631672000 Visit: wfmag.cc/12weeks to order * UK Price. 6 issue introductory offer The changing shape of video games he thing about game development later, the little junior Mike Bithell that lives in my is that it’s new. Every other art form laptop has done the job that used to take me a T has had centuries to assemble best morning, and better than I could. My first job in practices, approaches, and techniques games is now a button. And not even that pretty that are agreed upon. Even film, our youngest MIKE BITHELL or exciting a button. sister, has had a hundred years to define Mike Bithell is the The development of games is an exciting whatever the hell a ‘best boy’ is. developer and writer process that is forever changing. Experts of of Thomas Was That newness means that we can all see Alone, Volume and course exist, but to remain experts, they must Subsurface Circular. -
Hideo Kojima
OPINIÓN EN MODO HARDCORE TodoSEPTIEMBRE 2014 JuegosNÚMERO 5 OPINIÓN | REPORTAJES | NOTICIAS | AVANCES KOJIMA METE MIEDO SILENT HILLS FUE LA GRAN SORPRESA DE LA GAMESCOM DESTINY FIFA 15 FESTIGAME TOMA TU ARMA ARRANCA OTRA ASÍ VIVIMOS LA Y CONVIÉRTETE TEMPORADA DEL PRINCIPAL FERIA EN UN GUARDIÁN DEPORTE REY GAMER DE CHILE UNA REALIZACIÓN DE PLAYADICTOS TodoJuegos TodoJuegos Una industria que Equipo Editorial DIRECTOR espera el remezón... Rodrigo Salas a lo advertía, en una edición anterior, JEFE DE PRODUCCIÓN nuestro director Rodrigo Salas, tras su Cristian Garretón paso por la E3: la industria de los video- Y EDITOR GENERAL juegos atraviesa por un momento de incer- Jorge Maltrain Macho tidumbre que la tiene esperando... ¿esperan- do qué? Esa parece ser la gran pregunta. EQUIPO DE REPORTEROS Felipe Jorquera Durante la pasada Gamescom, vimos cómo #LDEA20 desde Sony levantaban como trofeo la es- Andrea Sánchez pectacular cifra de 10 millones de consolas #EIDRELLE PlayStation 4 vendidas en menos de un año. Una velocidad superior, incluso, a PS2 y Wii. Jorge Rodríguez #KEKOELFREAK Da para llenar titulares. Pero, sensatamente, Roberto Pacheco el director de la compañía, Shuhei Yoshida, #NEGGUSCL se apuró a señalar que en Sony eran los más sorprendidos con el nivel de ventas y, más Raúl Maltrain aún, que tenían gente estudiando el tema. #RAULAZO David Ignacio P. Una honesta declaración pero, sobre todo, #AQUOSHARP una sabia decisión. Y es que si bien Xbox One parece debilitada frente a su competencia, Juan Flores el nivel de ventas de la consola está lejos del #ELJOTAHGAMER fracaso. E, incluso, Wii U viene repuntando. Jorge Maltrain #MALTRAIN Todo parece indicar que los gamers nos he- mos comprado cualquiera de las plataformas Patricio Makievsky más por las promesas que por las realida- #CLINT EASTWOOD Benjamín Galdames des..