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GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
Linux Journal 23 FOSS Project Spotlight: Nitrux, a Linux Distribution with a Focus on Appimages and Atomic Upgrades by Nitrux Latinoamerican S.C
ModSecurity Globbing Edit PDFs and nginx and Regex with Xournal Since 1994: The original magazine of the Linux community Linux Gaming A Talk with Linux Game Developers | Review: Thrones of Britannia Two Portable DIY Retro Console Projects | Survey of Native Linux Games TASBot the Linux-Powered Robot Plays Games for Charity ISSUE 290 | SEPTEMBER 2018 www.linuxjournal.com SEPTEMBER 2018 CONTENTS ISSUE 290 86 DEEP DIVE: Gaming 87 Crossing Platforms: a Talk with the Developers Building Games for Linux By K.G. Orphanides Games for Linux are booming like never before. The revolution comes courtesy of cross-platform dev tools, passionate programmers and community support. 105 Would You Like to Play a Linux Game? By Marcel Gagné A look at several games native to Linux. 117 Meet TASBot, a Linux-Powered Robot Playing Video Games for Charity By Allan Cecil Can a Linux-powered robot play video games faster than you? Only if he . takes a hint from piano rolls...and the game for Linux in November 2016. Enix. Feral Interactive released and published by Square , developed by Eidos Montréal doesn’t desync. 135 Review: Thrones Shroud of the Avatar Shroud of Britannia Deus Ex: Mankind Divided By Marcel Gagné from from A look at the recent game from the Total War series on the Linux desktop Image from Portalarium’s Portalarium’s Image from thanks to Steam and Feral Interactive. Cover image 2 | September 2018 | http://www.linuxjournal.com CONTENTS 6 Letters UPFRONT 14 Clearing Out /boot By Adam McPartlan 17 VCs Are Investing Big into a New Cryptocurrency: Introducing Handshake By Petros Koutoupis 20 Edit PDFs with Xournal By Kyle Rankin 22 Patreon and Linux Journal 23 FOSS Project Spotlight: Nitrux, a Linux Distribution with a Focus on AppImages and Atomic Upgrades By Nitrux Latinoamerican S.C. -
ESPORTS a Guide for Public Libraries
ESPORTS A Guide for Public Libraries 1 Contents Introduction…………….….……….………….…………3 Esports 101….……….….……….………….….….…….4 What Are Esports? Why Are Esports a Good Fit for Libraries? Esports & the Public Library……….…….…….………6 Making a Library Team Other Ways Libraries Can Interact with Video Games Partnerships….……………..…….……………….….….9 Local Partners North America Scholastic Esports Federation Technical Requirements…….………..….……….……10 Creating Internet Videos….…………….……….……12 Recording Editing Uploading IP & Privacy Considerations…………….…………….15 IP Considerations for Video Sharing Privacy A Note on ESRB Ratings Glossary………….……….……….……….……………18 Acknowledgements…….……….………..……………28 Further Reading….….……….…..………….……….…29 URLs……..……….….….……….……………………….30 2 Introduction In September 2019, Pottsboro Area Library in Pottsboro, TX, began an esports program funded by a IMLS grant. With ten new gaming computers and a vastly improved internet connection, Pottsboro Library has acted as a staging location for an esports team in association with Pottsboro High School, opening new hours on Saturdays for the team to practice in private. This collaboration also includes the esports club of nearby Austin College, whose students serve as mentors for the library’s club, and the North America Scholastic Esports Federation (NASEF), which has provided information and assistance in setting up the team to play in its high school league. In addition to being used by the team, four of the gaming computers are open for public use, which has attracted younger patrons to the library and provides new options for children and young adults in an area where internet access is otherwise extremely limited. This guide is intended for public libraries that are interested in esports or video games for any reason—to increase participation of young adults in library programming, to encourage technological skills and literacy, to provide a space for young people to gather and practice teamwork, etc. -
Teachers Course Description
Teachers Stephanie Boluk Patrick LeMieux Associate Professor Assistant Professor English, Cinema and Digital Media Cinema and Digital Media University of California, Davis University of California, Davis [email protected] [email protected] http://stephanieboluk.com http://patrick-lemieux.com Course Description Rather than treat “videogames and culture” as two distinct categories that play off one another, in this large lecture and in discussion sections we will examine the community histories and material practices that have evolved alongside videogames as a mass medium, cultural commodity, and digital technology. We will challenge the seemingly self-evident differences between play and production, leisure and labor, form and function, and freedom and control through a quarter-long investigation of the concept of “metagaming.” Metagames are the games we play in, on, around, and through videogames. From the most complex player practices to the simple decision to press start, just as there are no videogames without culture, there are no games without metagames. And although the term “metagame” has a long history–from Cold War mind games in the 1940s to countercultural role-playing games in the 1970s to collectable card games in the 1990s–the concept has taken on renewed importance and political urgency with the rise of social media, streaming video, and sharing services in the twenty-first century. From speedrunning The Legend of Zelda to making a living playing League of Legends and from modding miniature computers in Minecraft to laundering money through Team Fortress 2, in this class we will document and theorize histories of play through the concept of metagaming and a rigorous engagement with academic disciplines such as media studies, games studies, software studies, platform studies, and code studies. -
Graveyard Keeper. a Review by Kathrin Trattner, 250
Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Graveyard Keeper. A Review Kathrin Trattner Abstract Review of the game Graveyard Keeper. Keywords: Graveyard Keeper, indie gaming, management simulation, death, postmortality, capitalism, gamevironments To cite this article: Trattner, K., 2018. Graveyard Keeper. A Review. gamevironments 9, 250-258. Available at http://www.gamevironment.uni-bremen.de. -
Schedule Devgamm Online
Red Stage Orange Stage Devtodev Stage Green Stage Unity Stage Streaming Stage Technology & May 14 GMT +3 Development 9:55 10:00 Opening by Lerika Mallayeva Art & Visuals New approach to reach core Power to the Artists: The Game Studies audience by psychology Evolution of 2D Game Tools 10:00 10:30 Aleksandr Odaynik, humanteq. Rus Scammell, Unity io Technologies Interactive Cognitive Art – (RU) Game Design Review (EN) Envisioning Information of Code quality of game engines: is it Game Design & Narrative Complex Interfaces really that bad? Let’s Work Together! How to Artyom Volkov, Hattori Graphics debugger RenderDoc: Ivana Randelshofer, Ubisoft George Gribkov, PVS-Studio improve your game with your vs breaking graphics down to the Düsseldorf (RU) players. Spaceship Commander last detail 10:30 11:00 (EN) Cooking Diary Case (RU) Sergey Kormishin, Igor Petrov, MYTONA CoreMission.net (RU) (RU) 11:00 11:15 B R E A K Mix Designing Real-time Dashboards to Analytics User segmentation, RFM support eSports spectating analysis or "fishing dialogue" 11:15 11:45 Sven Charleer, Freelance UX / Streaming Showcase Kate Nagornaya, Belka Games Game Design Review Dashboard / Dataviz R&D The Art of the Pitch Deck (RU) Automating game testing: War (EN) Christopher Wulf, Those Awesome Anna Kersar, AppQuantum Robots experience Guys Pacing the Flow of Information in vs Eugene Demidenko, Pixonic Business & Marketing Alan Dang, Genvid Technologies AAA Games: From the Open World "Whales" in free-to-play games Jumpy Quads (RU) of Horizon Zero Dawn, to the (EN) Vasiliy -
Evolution of the Youtube Personas Related to Survival Horror Games
Toniolo EVOLUTION OF THE YOUTUBE PERSONAS RELATED TO SURVIVAL HORROR GAMES FRANCESCO TONIOLO CATHOLIC UNIVERSITY OF MILAN ABSTRACT The indie survival horror game genre has given rise to some of the most famous game streamers on YouTube, especially titles likes Amnesia: The Dark Descent (Frictional Games 2010), Slender: The Eight Pages (Parsec Productions 2012), and Five Nights at Freddy’s (Scott Cawthon 2014). The games are strongly focused on horror tropes including jump scares and defenceless protagonists, which lend them to displays of overemphasised emotional reactions by YouTubers, who use them to build their online personas in a certain way. This paper retraces the evolution of the relationship between horror games and YouTube personas, with attention to in-game characters and gameplay mechanics on the one hand and the practices of prominent YouTube personas on the other. It will show how the horror game genre and related media, including “Let’s play” videos, animated fanvids, and “creepypasta” stories have influenced prominent YouTuber personas and resulted in some changes in the common processes of persona formation on the platform. KEY WORDS Survival Horror; Video Game; YouTube; Creepypasta; Fanvid; Let’s Play INTRODUCTION Marshall & Barbour (2015, p. 7) argue that “Game culture consciously moves the individual into a zone of production and constitution of public identity”. Similarly, scholars have studied – with different foci and levels of analysis – the relationships between gamers and avatars in digital worlds or in tabletop games by using the concept of “persona” (McMahan 2003; Waskul & Lust 2004; Isbister 2006; Frank 2012). Often, these scholars were concerned with online video games such as World of Warcraft (Filiciak 2003; Milik 2017) or famous video game icons like Lara Croft from the Tomb Raider series (McMahan 2008). -
Second Annual SXSW Gaming Awards Announces Top Winners in 21 Categories
Second Annual SXSW Gaming Awards Announces Top Winners in 21 Categories Dragon Age: Inquisition takes home Game of the Year followed by three award wins for Middle- earth: Shadow of Mordor AUSTIN, Texas (Mar. 14, 2015) — South by Southwest (SXSW) Gaming today announced the winners of the second-annual SXSW Gaming Awards – part of the SXSW Gaming Expo – presented by iam8bit, Logitech, Porter Novelli, Twitch and Wikia. Austin City Limits Live at The Moody Theater hosted the ceremony which was co-emceed by actress and comedian Janet Varney and popular YouTube personality Markiplier. In all, 21 awards were handed out, with Dragon Age: Inquisition taking the top honor as Game of the Year. Middle-earth: Shadow of Mordor followed with three award wins, including Excellence in Gameplay and Excellence in Animation. Speedrunners was chosen by gamers on the show floor to take home the Gamer’s Voice Award, beating out 29 other games showcased in the SXSW Gaming Indie Corner. To be considered for the Gamer’s Voice Award, games must have had less than $1 million in funding; a working and playable demo; and be released by the end of 2015 or shortly thereafter. “We’re ecstatic to see the gaming industry and gamers alike embrace the SXSW Gaming Awards,” said Justin Burnham, SXSW Gaming Project Manager. “Our awards bring together the voice of gamers everywhere with those of industry experts to decide the best of the best. Congrats to the team behind Dragon Age: Inquisition for its Game of the Year win and to the rest of this year’s winners for making 2014 another stellar year for gaming!” The submission process opened in August 2014 through the official Gaming Awards page and closed in December. -
Text Begins by Discussing Spe Beginnings on Edrunningspeeddemosarchive.Com As a Community
Re-curating the Accident: Speedrunning as Community and Practice Rainforest Scully-Blaker A Thesis in The Department of Communication Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts (Media Studies) at Concordia University Montreal, Quebec, Canada September 2016 © Rainforest Scully-Blaker, 2016 Scully-Blaker iii Abstract Re-curating the Accident: Speedrunning as Community and Practice Rainforest Scully-Blaker This thesis is concerned with speedrunning, the practice of completing a video game as quickly as possible without the use of cheats or cheat devices as well as the community of players that unite around this sort of play. As video games become increasingly ubiquitous in popular media and culture, the project of accounting for and analysing how people interact with these pieces of software becomes more relevant than ever before. As such, this thesis emerges as an initiatory treatment of a relatively niche segment of game culture that has gone underrepresented in extant game and media scholarship. The text begins by discussing spe beginnings on edrunningSpeedDemosArchive.com as a community. and By examiningchronicling its the growth communitys with the emergence of contemporary content hosting sites like YouTube and Twitch, this thesis presents speedrunning as a collaborative and fast-growing community of practice made up of players who revel in playing games quickly. From there, an analysis of space and speed, both natural and virtual, is undertaken with a view to understanding how speedrunning as a practice relates to games as narrative spaces. Discussions of rule systems in games and within the speedrunning community itself follow. -
Instr Uc Tion Booklet
SHN-IB-EUR-USA INSTRUCTION BOOKLET DEVELOPED BY GRIMORIO OF GAMES & PUBLISHED BY JANDUSOFT Super Hyperactive Ninja is a fast-paced hyper-caffeinated action-platformer in 2D, designed with those who want a real tough challenge and speedrunners in mind. Recover the stolen coffee before you fall asleep! Use the power of caffeine to enter Hyperactive Mode, to run faster and kill enemies, but use it wisely! Your energy is limited, and must be recharged with the coffees you find in the levels. If you run out of caffeine, its GAME OVER! Race against your cruelest enemy: SLUMBER! 2 SUMMARY PAG 4 CONTROLS PAG 10 ABOUT THIS GAME PAG 11 MAIN MENU PAG 12 OPTIONS PAG 14 LEVEL SELECTOR PAG 15 SHOP PAG 16 CHARACTER SELECT PAG 18 CHARACTERS PAG 24 ITEMS PAG 26 BASIC ACTIONS PAG 30 ENEMIES PAG 33 GAME TIPS PAG 34 NOTES 3 CONTROLS - XBOX ONE Super Hyperactive Ninja for PC is compatible with Xbox One and Xbox 360 Controllers. L BUTTON R BUTTON L TRIGGER R TRIGGER LEFT STICK A / B / X / Y D PAD RIGHT STICK VIEW MENU 4 HOW TO PLAY These are the controls of the game: ICON BUTTON ACTION ICON BUTTON ACTION A BUTTON Jump L TRIGGER (Hold) Item Selection Menu Y BUTTON R BUTTON LEFT STICK Move character B BUTTON Use object RIGHT STICK Fast item change X BUTTON L BUTTON MENU BUTTON Pause R TRIGGER (Hold) Hyperactive MENU BUTTON (at the same time) Mode + VIEW BUTTON Quick restart 5 CONTROLS - PLAYSTATION 4 Super Hyperactive Ninja for PC is compatible with PS4 Dual Shock 4 controllers when launched from Steam. -
The Turning Tide: Independent Game Sales in 2015
The Turning Tide: Independent Game Sales in 2015 Mike Rose tinyBuild Games @RaveofRavendale Welcome to digital game sales in 2015 ● Making a great game is only half the battle ● You need to know how, and where, to sell it ● How do you decide which digital platforms will work for you? Let’s look at digital sales figures for… ● Nintendo eShop ● PC (Steam vs GOG, Humble etc) ● Mobile ● PlayStation Network ● Xbox Marketplace Omissions Xbox 360/PS3? ● Barely any indie titles on 360/PS3 in 2014 ● PS3 now folds into Cross-play Free-to-play? ● Difficult to quantify in terms of sales ● Barely any real data out there for indies ● Crossy Road talk tomorrow at 4:30pm! Wii U eShop - overview ● Nintendo Wii U – 9.2m units worldwide ● Around 80 indie games released in 2014 ● Prices tend to range from $3 to $15 ● Nintendo may feature on front of store ● Cut-price sales are uncommon Wii U eShop – sales figures Low-end: 300 to 1,000 sales Poorly rated, no marketing, Wii U only Mid-end: 1,000 to 10,000 sales Multiplatform, marketing presence High-end: 10,000 to 60,000 sales Massive success on other platforms Wii U eShop - notes ● Can provide a great launch if featured… ● But sales peter out quickly ● Needs more discount opportunities ● Sells less than other platforms… ● But devs say it’s worth the port 3DS eShop - overview ● Nintendo 3DS – 50.41m units worldwide ● Around 15 indie games released in 2014 ● Prices tend to range from $3 to $15 ● Nintendo may feature on front of store ● Cut-price sales are not common 3DS eShop – sales figures Low-end: 1,000 to -
Red Dead Redemption Xbox Iso Download Red Dead Redemption 2 Will Be Part of a New History Course at Tennessee University
red dead redemption xbox iso download Red Dead Redemption 2 Will Be Part Of A New History Course At Tennessee University. The acclaimed Red Dead Redemption 2 will now be part of a university curriculum to teach the history behind the decline of the Wild West in the United States. Taking to Twitter last week, history professor Tore Olsson announced that he will be teaching a new course called “Red Dead America” at the University of Tennessee in fall. He hailed developer Rockstar Games for accurately addressing a number of crucial historical issues and exclaimed why Red Dead Redemption 2 (as well as the first Red Dead Redemption game) will help explore “the historical reality behind” the Western- themed franchise. Who says video games don’t belong in the classroom? I’m a history professor at @UTKnoxville. This fall, I’ll be teaching a new course titled “HIUS 383: Red Dead America,” exploring the historical reality behind @RockstarGames’ series. What kinds of topics will we be exploring? /1 pic.twitter.com/wkaHSvz4E4 — Tore Olsson (@ToreCarlOlsson) February 11, 2021. Olsson noted a number of aspects that Red Dead Redemption 2 portrays right while also reminding that games are usually historically inaccurate. Rockstar Games however “skillfully” approached matters like “the expansion of monopoly capitalism and how railroads extended corporate power” between 1899 and 1911. He further added “the astounding inequalities in wealth, the Mexican revolution, the stereotypes of Appalachian degeneracy and poverty, the privatization of law enforcement through the Pinkerton detective agency” and many other “biggest historical dilemmas from the era” which will all be part of the said Red Dead America course at the University of Tennessee.