Transitioning from Linear to Open World Design with Sunset Overdrive
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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Lizengland Resume
Liz England Toronto, ON Systems Designer [email protected] SKILLS Almost 15 years of professional design experience in the game industry, and in a large variety of roles. I work best when wrangling huge complex game systems at the high level, and then also implementing and tuning the detail work needed to support that system at the low level. Some more specific skills and areas of design I am looking to explore on my next project(s): ● systems driven games ● procedural generation ● high player agency & expression ● emergent narrative systems ● simulations ● new/experimental tech (i.e. machine ● AI (non-combat) learning) EXPERIENCE TEAM LEAD GAME DESIGNER, Ubisoft Toronto 2016-2021 Watch Dogs Legion / 2020 / PC & Consoles Design lead on procedural generation and simulation systems involved in the "Play as Anyone" pillar, including: narrative tools and technology development (writing, audio, cinematic, and localization support for procgen characters and dynamic dialogue) and procedurally generated AI (assembling assets/data to generate coherent characters, narrative backstories, relationships, persistent schedules, recruitment systems, and more). DESIGNER, Insomniac Games 2010 - 2016 The Edge of Nowhere and Feral Rites / 2016/ PC & Oculus Rift VR General design tasks (scripting, level design, story development, puzzle design). Created development guidelines (level design, camera, UI, fx, art) to mitigate simulation sickness. Left prior to shipping. Sunset Overdrive / 2014 / Xbox One Focused mainly on integrating many large and small systems together to make a smooth open world experience, such as downtime between missions, shared spaces (quest/mission hubs), roll out of content, abilities, and rewards (macro progression), and miscellaneous open world systems such as collectibles, vendors , fast travel, maps, checkpoints/respawn, and player vanity. -
Transitioning from Linear to Open World Design with Sunset Overdrive
Transitioning From Linear to Open World Design with Sunset Overdrive Liz England Designer at Insomniac Games 20th year anniversary LINEAR GAMEPLAY Overview Overview . What do we mean by linear and open world? Overview . What do we mean by linear and open world? . How did the roles and responsibilities of designers change? Overview . What do we mean by linear and open world? . How did the roles and responsibilities of designers change? . How did our workflow change in implementing systems, spaces, and content? Overview . What do we mean by linear and open world? . How did the roles and responsibilities of designers change? . How did our workflow change in implementing systems, spaces, and content? . What were the side effects of these changes? Linear Open World PART 1: Linear vs. Open World Linear Open World Linear Open World Linear Open World [open world node graph] What is a page in a video game? “Based on where the player is, what do we know about the game state?” KNOWN UNKNOWN KNOWN UNKNOWN . Time into game . Level Content . Story Progress . Enemies . Tutorials . Weapons . Combat . Pacing KNOWN UNKNOWN . Time into game . Level Content . Coop . Weapon Level . Story Progress . Enemies . Difficulty . Replay? . Tutorials . Weapons . Combat . Pacing Sunset Overdrive KNOWN UNKNOWN KNOWN UNKNOWN . Completed tutorial KNOWN UNKNOWN . Completed tutorial . Time Played? . Allies? . Story Moments? . Multiplayer? . Mission? . Pacing? . Weapons? . Combat? . Abilities? . Difficulty? . Areas Explored? PART 2: Role of the Designer Resistance 3 / Linear Resistance 3 / Linear . Designers are generalists Resistance 3 / Linear . Designers are generalists . Owned discrete spaces Resistance 3 / Linear . Designers are generalists . Owned discrete spaces . Implemented all gameplay in that space Resistance 3 / Linear . -
Análise Da Quebra Da Quarta Parede Dos Jogos Sunset Overdrive E Deadpool
CENTRO UNIVERSITÁRIO DE BRASÍLIA - UniCEUB FACULDADE DE TECNOLOGIA E CIÊNCIAS SOCIAIS APLICADAS - FATECS CURSO DE COMUNICAÇÃO SOCIAL - PUBLICIDADE E PROPAGANDA Gabriel de Brito Viana Análise da quebra da quarta parede dos jogos Sunset Overdrive e Deadpool Brasília 2018 Gabriel de Brito Viana Análise da quebra da quarta parede dos jogos Sunset Overdrive e Deadpool TCC apresentado ao Centro Universitário de Brasília – UniCEUB, como um dos requisitos de para a conclusão do curso do UniCEUB – Centro Universitário de Brasília. Orientador: Prof. Dr.Guilherme Di Angellis da Silvia Alves Brasília 2018 Gabriel de Brito Viana Análise da quebra da quarta parede dos jogos Sunset Overdrive e Deadpool TCC apresentado ao Centro Universitário de Brasília UniCEUB, como requisito de exigência para a obtenção do título de Bacharel em Publicidade e Propaganda Brasília, 19 de novembro de 2018. BANCA EXAMINADORA ________________________________________ Prof. Dr. Guilherme Di Angellis Orientador ________________________________________ Prof. MSc. Julia Maass ________________________________________ Prof. MSc. Aline Parada Ribeiro AGRADECIMENTOS Meus agradecimentos a todos os professores que me deram aula ao longo do curso com sempre colaboraram auxiliando nas dúvidas que tínhamos, nos inspirando e nos fortalecendo. Agradeço a professora Sandra Araújo por me incentivar a ir em frente com este tema, quando estava pensando em desistir. Minha imensa ao professor Guilherme di Angellis que ao longo de toda a produção da monografia sempre procurou nos ajudar, se preocupando com o nosso bem-estar e explicando da melhor forma possível para que conseguíssemos chegar no resultado. Por fim agradecimentos ao meus pais que ao longo todo o curso sempre se preocupou comigo e me incentivaram a não desistir e seguir em frente. -
Playstation Games
The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure -
Liam Ferguson
Spider-Man PS4 Review By Liam Ferguson Marvel’s ‘Spider-Man’ for Playstation 4 is simply spectacular. Insomniac Games, the studio behind ‘Ratchet and Clank’ and ‘Sunset Overdrive,’ announced ‘Spider-Man’ at 2016’s Electronic Entertainment Expo and instantly sent fans of both the studio’s previous work and of the Spider-Man character into a frenzy of excitement, excitement that only gained more traction as the game approached its September 2018 release date. I can now wholeheartedly say that Insomniac (in association with Sony and Marvel Entertainment) managed to deliver on the hype and craft a satisfying, well thought out, emotional experience that leaves the player yearning for more. The game does away with the Spider-Man origin story fans of the character have seen a million times over to deliver a Peter Parker who has been wearing the mask of his vigilante counterpart for roughly eight years when the game picks up. The 16-hour-long campaign of the game focuses on the titular hero attempting to balance his life as Spider-Man, a beloved superhero, with that as Peter Parker, a man held down by student loans trying to repair broken relationships and keep a steady job. The story begins light-hearted and fun as one would expect of a Spider- Man narrative in today’s world. However, the game is not afraid to delve into dark, emotional territory which is something I will discuss later in the more *spoiler-filled* section of this review. For now, I will discuss where the game shines outside of the story and that is, naturally, in the intricate gameplay design present throughout. -
Ukázka Knihy Z Internetového Knihkupectví OBSAH ÚVODNÍ SLOVO TÉMA Šéfredaktora S Březnem Přišlo Konečně Jaro a S Ním I Konec Dlouhých Ted Price
BŘEZEN - DUBEN 2018 14 CENA: 49 KČ / 1,90 EUR AGE OF EMPIRES: DE SURVIVING MARS STAR WARS: BF II SUBNAUTICA SPIDER-MAN RECENZE | A WAY OUT | PAST CURE | OCTOGEDDON | U k á z k a k n i h y z i n t e r n e t o v é h o k n i h k u p e c t v í w w w . k o s m a s . c z , U I D : K O S 2 9 0 4 1 7 Nakladatelství pro mladé a neobjevené autory Vydáváme, propagujeme a podporujeme www.nakladatelstvi-monument.cz Ukázka knihy z internetového knihkupectví www.kosmas.cz OBSAH ÚVODNÍ SLOVO TÉMA Šéfredaktora S březnem přišlo konečně jaro a s ním i konec dlouhých Ted Price.............................................................................................3 ospalých zimních dnů a chladných nocí. Příliv energie se Far Cry 5..............................................................................................4 ale nekonal jen v rámci psychologického vnímání střídá- ní ročních období, ale konal se i na herní scéně. S áčko- vými tituly jako je Far Cry 5 RECENZE a God of War koneční víme, Pit People...........................................................................................5 že jsme se naplno ocitli v One Hour One Life...........................................................................6 roce 2018 a čekají nás vel- We Were Here Too............................................................................7 ké věci. Octogeddon.....................................................................................8 Fe...........................................................................................................9 -
Workflows for Creating 3D Game Characters
Tapio Terävä Workflows for Creating 3D Game Characters Bachelor of Business Administration Business Information Technology Spring 2017 TIIVISTELMÄ Tekijä: Tapio Terävä Työn nimi: Työtapoja 3D pelihahmojen luomiseen Tutkintonimike: Tradenomi (AMK), Tietojenkäsittely Asiasanat: peli, hahmo, pelihahmo, 3D, työtapa Opinnäytetyö käsittelee 3D pelihahmojen luomiseen käytettäviä erilaisia työtapoja, sekä niissä käy- tettäviä eri työkaluja. Lisäksi opinnäytetyö pyrkii luomaan kokonaisvaltaisen kuvan 3D pelihahmo- jen luomisprosessista, siihen liittyvistä keskeisistä teknologioista, sekä rajoituksista joita erilaiset pelialustat asettavat hahmojen luomiselle. Opinnäytetyö käsittelee alkuun pelihahmojen luomisen eri lähtökohtia, sekä hahmosuunnittelun eri käytäntöjä ja työtapoja. Seuraavaksi käydään läpi yleistetty esimerkki 3D pelihahmon luomispro- sessista, johon sisältyy useita eri työvaiheita. Yleistetyn esimerkin jälkeen esitellään tästä poik- keavia työtapoja, joiden eroavaisuudet johtuvat eri pelialustojen asettamista rajoitteista tai niiden tarjoamista mahdollisuuksista. Lopuksi vertaillaan miten perinteiset työtavat eroavat nykyaikaisista työtavoista, ja esitellään uusien työtapojen etuja. ABSTRACT Author: Tapio Terävä Title of the Publication: Workflows for Creating 3D Game Characters Degree Title: Bachelor of Business Administration (UAS), Business Information Technology Keywords: game, character, game character, 3D, workflow This thesis deals with the various workflows, methods, and tools used for creating 3D game char- acters. The objective of the thesis was to construct a complete picture of the creation process of 3D game characters, and the related technologies essential to the process, as well as the re- strictions set by different game platforms. First, the different motives for creating game characters are introduced, along with the different practices and methods used for designing characters. This is followed by a generalized example of the process of creating a 3D game character, which consists of several different stages. -
Jaume Mora Bao About Me Games Developed Or
JAUME MORABAO ABOUT ME Art Director & Creative Sixteen years creating experiences for world-class consumer brands and video games. +1 917 445 2223 My career has been shaped by a multidisciplinary education and the drive to become the [email protected] best professional I could be on every milestone that I hit. This has led me to gain expertise in a wide range of disciplines like art direction, design, illustration, animation, photography, www.additive.es and, recently, undertaking filmmaking. behance.net/jaumeav My ability to combine strategic thinking, creative concept, user experience and design with a deep understanding of visual language and technology allows me to carry any project from ideation to execution turning complex ideas into sophisticated and entertaining experiences. I’m always looking for a challenge that will allow me to develop my skills as a creative and push the standards and boundaries of any medium that I work in. I have always had a knack for teamwork. I thrive in building and nurturing teams and talent, being a pillar on which colleagues can rely upon and look up to for direction as well as keeping myself humbled and surrounded by people who can teach and challenge me allowing me to continue curbing my skills and knowledge day after day. GAMES DEVELOPED OR CURRENTLY IN DEVELOPMENT ·NeonDistrict DRIFTERS (Blindsquirrel (Blockade Games Games - in- indev), dev) Spider-Man· PS4Outernauts (Insomniac (Insomniac) Games/Marvel/SONY), ·Edge NeonDistrict of Nowhere, (Blockade Feral RitesGames) (Insomniac Games/Oculus· Spider-Man Rift), Ratchet Unlimited and Clank(Gameloft/Marvel) PS4 ·(Insomniac Spider-Man Games/SONY), PS4 (Insomniac/Marvel/SONY) Sunset Overdrive (Insomniac· Cars: Games/Microsoft), Fast as Lightning Outernauts (Gameloft/Disney) ·(Insomniac Edge of Nowhere, Games), FeralSpider-Man Rites (Insomniac/Oculus) Unlimited (Gameloft/Marvel),· Zombiewood Cars: (Gameloft)Fast as Lightning ·(Gameloft/Disney-Pixar), Ratchet and Clank PS4 (Insomniac/SONY)Zombiewood (Gameloft). -
2014-07 EFF Gaming Exempiton Comment
Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the Matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Comments of the Electronic Frontier Foundation 1. Commenter Information Electronic Frontier Foundation Kendra Albert Mitch Stoltz (203) 424-0382 Corynne McSherry [email protected] Kit Walsh 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents over 25,000 dues-paying members, including consumers, hobbyists, artists, writers, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate incentives for creative work while facilitating innovation and broad access to information in the digital age. In filing these comments, EFF represents the interests of gaming communities, archivists, and researchers who seek to preserve the functionality of video games abandoned by their manufacturer. 2. Proposed Class Addressed Proposed Class 23: Abandoned Software—video games requiring server communication Literary works in the form of computer programs, where circumvention is undertaken for the purpose of restoring access to single-player or multiplayer video gaming on consoles, personal computers or personal handheld gaming devices when the developer and its agents have ceased to support such gaming. We ask the Librarian to grant an exemption to the ban on circumventing access controls applied to copyrighted works, 17 U.S.C. -
Video Games: Their Effect on Society and How We Must Modernize Our Pedagogy for Students of the Digital Age
Virginia Commonwealth University VCU Scholars Compass Theses and Dissertations Graduate School 2014 Video Games: Their Effect on Society and How We Must Modernize Our Pedagogy for Students of the Digital Age Christopher J. Baker Virginia Commonwealth University Follow this and additional works at: https://scholarscompass.vcu.edu/etd Part of the Other Theatre and Performance Studies Commons © The Author Downloaded from https://scholarscompass.vcu.edu/etd/3627 This Thesis is brought to you for free and open access by the Graduate School at VCU Scholars Compass. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of VCU Scholars Compass. For more information, please contact [email protected]. © Christopher John Baker 2014 All Rights Reserved VIDEO GAMES: THEIR EFFECT ON SOCIETY AND HOW WE MUST MODERNIZE OUR PEDAGOGY FOR STUDENTS OF THE DIGITAL AGE A Thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts at Virginia Commonwealth University. by CHRISTOPHER JOHN BAKER B.A. Theatre, University of Wisconsin-Parkside, 2010 Director: NOREEN C. BARNES, Ph.D. DIRECTOR OF GRADUATE STUDIES, DEPARTMENT OF THEATRE Virginia Commonwealth University Richmond, Virginia December 2014 ii Acknowledgement First and foremost, I would like to acknowledge my wonderful family for all of the support they have given me over the course of my ever evolving career. Most importantly, I want to offer a most heartfelt thanks to my parents, Steven and Linda Baker. Not only did they constantly encourage my insatiable desire to create art throughout my life, but they were also the ones who both purchased my first video game system, a Super Nintendo Entertainment System, and allowed me to spend my free time delving deep into the fictional worlds of video games.