Popularity of Indie Games
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Bruno Cicanci Rodrigues de Sousa Game Design Document V1.0 Bruno Cicanci Rodrigues de Sousa http://gamedeveloper.com.br http://gamedeveloper.com.br Bruno Cicanci Rodrigues de Sousa 1. Visão Geral a. Conceito Salvar o Mundo dos Sonhos de Morfeu do domínio de Pesadelos. b. Sinopse Jogo de aventura onde um garoto, Paulo, é escolhido pelo Deus Grego dos Sonhos Morfeu para ajudá-lo a recuperar as 12 relíquias quer permitem o acesso dos doze dos Deuses do Olímpio ao Mundo dos Sonhos. As relíquias foram roubadas pelos Pesadelos, seres sombrios que querem dominar o Mundo dos Sonhos, lar e reino de Morfeu e seus irmãos, local onde todas as criaturas que sonham vão ao cair no sono. Oniro significa Sonho em grego. Este nome foi escolhido por que o jogo será baseado na mitologia grega e será ambientado no Mundo dos Sonhos do deus grego Morfeu. 2. Produto a. Público O público-alvo do Oniro são jogadores casuais com idade entre 15 e 20 anos, porém este produto também deve atingir outras faixas etárias e jogadores hardcore . O jogo apresentará um nível de dificuldade crescente em seus desafios além de diversas conquistas que o jogador não precisará conseguir para finalizar o jogo, mas são objetivos secundários que podem chamar atenção do público hardcore . b. Plataforma A versão de demonstração do jogo será lançada para a plataforma PC com sistema operacional Windows. Posteriormente, a versão completa do jogo será lançada também para Xbox 360 através da Xbox Live Arcade (XBLA). Posteriormente, este projeto também poderá ganhar uma versão para smartphones com o Windows Phone 7, que permitirá rodar jogos desenvolvidos com XNA Game Studio (plataforma de desenvolvimento escolhida para este projeto), e com alguns ajustes o Oniro poderá ser portado para esta plataforma. -
Gaming Systems and Features of Discovery Centre Station 1
Gaming systems and features of Discovery Centre Station 1: XBox 1 with Remote The Book of Unwritten Tales 2 Wii U and Wii U Remote Braid Playstation 4 with Remote The Bridge Gaming PC with Gaming keyboard and The Cat and the Coup mouse Cave Story+ Downloaded games in station 1 include: Closure 7 Grand Steps, Step 1: What Ancients Begat Cogs 140 Coil AaAaAA!! – A Reckless Disregard for Colosse Gravity Colour Bind ABE VR Crawl Achron Cube & Star: An Arbitrary Love AltscpaceVR Dayz Amnesia: The Dark Descent Deep Under the Sky Analogue: A Hate Story Desktop Dungeons A Story About My Uncle Destinations B.U.T.T.O.N. Dinner Date Bad Hotel Dream Banished The Dream Machine Bastion The Dream Machine: Chapter 3 The Beginner’s Guide The Dream Machine: Chapter 4 Besiege The Dream Machine: Chapter 5 Between IGF Demo Dungeon of the Endless Bientôt l’été Dust: An Elysian Tail Bigscreen Beta Elegy for a Dead World BioShock Infinite Endless Legend The Binding of Isaac: Rebirth Ephemerid: A Musical Adventure BIT.TRIP RUNNER Estranged: Act 1 BlazeRush Carleton University Library and the Discovery Centre September 2019 Euro Truck Simulator 2 Interstellar Marines Evoland Intrusion 2 Evoland 2 Invisible, Inc. Fallout Jamestown Fallout 2 Joe Danger Fallout Tactics Keep Talking and Nobody Explodes Farming Simulator 17 Kentucky Route Zero Flotilla LA Cops FLY’N Legend of Dungeon The FOO show Life is Strange The Forest LIMBO Fotonica Lisa Frozen Synapse Little Inferno FTL: Faster than -
Beyond Good & Evil Fallout 3: Game of the Year Edition
Downloaded from: justpaste.it/30qs This is a list of game donations made to me. I am extremely thankful and that's why I feel they deserve recognition, it's the least I can do. Again, thank you. And Yet It Moves Ben There, Dan That! Beyond Good & Evil Fallout 3: Game of the Year Edition Ann82 Foreign Legion: Buckets of Blood Still Life Still Life 2 Time Gentlemen, Please! The Witcher - Extended Edition Binding of Isaac: Wrath of the Atsunijo Lamb BetaSolution Killing Floor DLC/Skins Careless Sonic Adventure 2 Axel & Pixel Bad Rats FEAR Chemicalnurd FEAR: Extraction Point FEAR: Perseus Mandate Legend of Grimrock Assassin's Creed 3 Blood Rayne Blood Rayne 2 Blue Toad Murder Files Borderlands 2: Siren Domination Broken Sword Collection Dark Messiah of Might and Magic Duke Nukem 3D: Megaton Edition Far Cry 3 Forge Crazycon500 Half-Life 2: Episode 2 Judge Dredd: Dredd vs Death Lone Survivor McPixel Orcs Must Die 2! Painkiller Complete Resonance Star Wars Battlefront II Star Wars Jedi Knight: Dark Forces II The Walking Dead Deathtronhammer Analogue: A Hate Story Another World Back to the Future Baldur's Gate: Enhanced Edition Bastion Breath of Death VIII Cart Life The Cat Lady Cherry Tree High Comedy Cub Cthulhu Saves The World Cranky Cat Dead Pixels Dead Space 2 Dear Esther Deus Ex: Human Revolution Devil May Cry 3: Special Edition DLC Quest Downfall Duke Nukem Platformer Collection Home Farm Frenzy 2 Fortix 2 FTL Gemini Rue Hitman 2 Insanely Twisted Shadow Planet Jack Lumber Just Cause 2 LIMBO LORDS OF FOOTBALL SUPER TRAINING Magic the Gathering -
Super Fish Quest: a Video Game
Western Oregon University Digital Commons@WOU Honors Senior Theses/Projects Student Scholarship 6-2-2012 Super Fish Quest: A Video Game Melissa Wiener Western Oregon University Follow this and additional works at: https://digitalcommons.wou.edu/honors_theses Part of the Software Engineering Commons Recommended Citation Wiener, Melissa, "Super Fish Quest: A Video Game" (2012). Honors Senior Theses/Projects. 87. https://digitalcommons.wou.edu/honors_theses/87 This Undergraduate Honors Thesis/Project is brought to you for free and open access by the Student Scholarship at Digital Commons@WOU. It has been accepted for inclusion in Honors Senior Theses/Projects by an authorized administrator of Digital Commons@WOU. For more information, please contact [email protected], [email protected], [email protected]. Super Fish Quest: A Video Game By Melissa Ann Wiener An Honors Thesis Submitted in Partial Fulfillment of the Requirements for Graduation from the Western Oregon University Honors Program Dr. Scot Morse, Thesis Advisor Dr. Gavin Keulks, Honors Program Director Western Oregon University June 2012 Super Fish Quest 2 of 47 Abstract Video game design isn't just coding and random number generators. It is a complex process involving art, music, writing, programming, and caffeine, that should be approached holistically. The entire process can be intimidating to the uninitiated programmer, which is why I've written an all-inclusive guide to game design. With the creation of my own original video game, Super Fish Quest, as a model, I analyze each part of the design process, discuss the technical side of programming, and research how to raise money and publish a game as an independent game developer. -
Download Cuphead for Mac
Download Cuphead For Mac 1 / 5 Download Cuphead For Mac 2 / 5 3 / 5 Cuphead For Mac Free Download Latest With All DLCS How To Download Cuphead For Mac YouTube Watch Free Download Games Mac From Worldofpcgames.. 8/10 (2549 votes) - Download Cuphead Mobile Android Free Cuphead Mobile is the adaptation for Android smartphones and tablets of the excellent action-packed shoot'em up platformer with classic cartoon graphics.. Cuphead MacOSX v1 2 4 Free Download Cuphead Mac Game is a classic racing and shooting game focused on boss battles. 1. cuphead switch 2. cuphead the delicious last course 3. cuphead ps4 Inspired by the cartoons of the 1930s, the visual and sound effects are carefully created using the same techniques of the time, namely traditional hand-drawn animations, watercolour backgrounds and original jazz recordings. cuphead switch cuphead dlc, cuphead xbox one, cuphead ps4, cuphead, cuphead nintendo switch, cuphead gameplay, cuphead bosses, cuphead free download, cuphead multiplayer, cuphead trophy guide, cuphead switch, cuphead 2, cuphead download, cuphead steam, cuphead mobile A Chinese Odyssey Part Three Sub Indo Cuphead had been one of the gaming hits of 2017 with its primary 1930'h cartoon graphics and traditional work and weapon actions that's a exclusive mix of Top Mario and Steel Slug. Super Meat Boy Browser Game Muat Turun Al Quran Explorer Beta Gormek Card cuphead the delicious last course Xp Product Key e Traditional hand drawn cell animation, watercolor backgrounds, Play as Cuphead or Mugman (in single player or local co-op) 4 / 5 as you traverse strange worlds, acquire new weapons, learn powerful super moves, and discover hidden secrets while you try to pay your debt back to the devil! -Cuphead Mac OS Download Free Download Cuphead (2017) for Mac Cuphead Mac Torrent Cuphead Free Download Mac OS X Cuphead crack. -
Klassiker Der Spielegeschichte 5
Klassiker der Spielegeschichte 6 1 IndependentSpiele 18 Oktober 2012 Dr. Stefan Werning | Universität Bayreuth | Digitale Medien | [email protected] Independentspiele • technologische Entwicklung/Standardisierung begünstigen Independentproduktion in den unterschiedlichsten Bereichen – independent film (günstige Tools, crowdsourcing) – independent music (günstige Tools, Web-Radios) – independent comics (Self-publishing, Web-Comics) – DIY-Elektronik (Arduino etc.) – DIY-Design (Plattformen wie Etsy, 3D-Druck) 2 Independentspiele • mehrere Dimensionen der Unabhängigkeit – Themen – Organisations- und Produktionsformen – Distributionsformen • begriffliche Abgrenzung immer vorläufig: – Browser-/Flashspiele, Episoden-Spiele, Homebrew- Spiele, art games, Casual-Spiele, Doujin, Shareware- Spiele 3 Independentspiele: Ursprünge • Shareware-Spiele – z.T. Grundlage für spätere/heutige AAA-Studios • Apogee Software 3D Realms • Epic Megagames Epic Games • id Software • digitale Distribution und Online- Kommunikation als technologische Grundlage 4 Independentspiele: Themen • Möglichkeit zur Auslotung des ästhetischen Potentials des Mediums – Remixing als Gamedesign-Heuristik • BEISPIEL RomCheckFail oder Flee Buster • Form der Analyse spielästhetischer Kategorien – BEISPIEL Sophie Houlden, The Linear RPG – Überschneidungen mit anderen Mediengattungen wie dem Musikvideo • BEISPIEL Stalwart oder Inside a Dead Skyscraper 5 Independentspiele: Themen • Grundlage für Herausbildung von Subgenres – Runner (Canabalt, Bit Trip: Runner, Stalwart) -
Reexploring the Esports Approach of America's Three Major Leagues
\\jciprod01\productn\H\HLS\11-2\HLS201.txt unknown Seq: 1 4-JUN-20 14:22 Exploring the Esports Approach of America’s Three Major Leagues Peter A. Carfagna* I. Introduction ....................................... 116 R II. Comparative Esports Systems of America’s Three Major Leagues ...................................... 118 R A. Major League Baseball .............................. 118 R B. NFL and EA Sports’ Madden Championship Series ...... 121 R C. NBA 2K League ................................... 125 R 1. League Structure .............................. 125 R 2. Gameplay .................................... 127 R 3. Competition and Playoff Structure .............. 128 R 4. Joining the League ............................ 129 R 5. Compensation ................................ 130 R III. Legal Evolution of the NBA 2K League ............. 134 R * Visiting Professor, Harvard Law School teaching three Sports Law courses since 2006, each of which has been published as a regularly updated casebook; Faculty Advisor to the Harvard Law School’s Committee on Sports and Entertainment Law, Journal on Sports and Entertainment Law, and Sports Law Clinical Program; CEO at Magis LLC, a sports marketing, consulting and investment firm; previously Chief Legal Officer & General Counsel of International Management Group (IMG), and Senior Partner at Jones Day LLP. This Article is written as an addendum to my casebook entitled Sports and the Law: Examining the Legal Evolution of America’s Three “Major Leagues” (West, 3d ed. 2017), and will be used in teaching the Fall Term 2020 Sports Law course of the same name. I would like to express my personal thanks to the editors of the Journal on Sports and Entertainment Law for helping me finalize this Article for publication. I would also like to thank Aaron Caputo (member of the LL.M. -
Nintendo Corporation
Liljaskolan Vännäs gymnasium Nintendo Corporation By Anton Jonsson Essay English February 2008 Tutor: André Odeblom 1 Table of Contents Table of Contents.......................................................................................................................... 2 1. Introduction.......................................................................................................................... 3 1.1 Purpose............................................................................................................................. 3 1.2 Methods and Material ........................................................................................................ 3 2. The beginning........................................................................................................................ 4 2.1 From cards to toys ............................................................................................................. 4 2.2 A living legend arrives......................................................................................................... 4 2.3 Behold the NES!................................................................................................................. 5 2.4 Mario is born..................................................................................................................... 5 2.5 Snes and Game boy............................................................................................................ 5 2.6 Nintendo enters the 3D age............................................................................................... -
Videogames As Remediated Memories: Commodified Nostalgia and Hyperreality in Far Cry 3: Blood Dragon and Gone Home
Videogames as remediated memories: commodified nostalgia and hyperreality in Far Cry 3: Blood Dragon and Gone Home Robin Sloan This is the author's version of a work that was accepted for publication in Games and Culture, deposited in Abertay Research Collections: https://repository.abertay.ac.uk/jspui/ The published version of this article is available from DOI: http://dx.doi.org/10.1177/1555412014565641 Running head: VIDEOGAMES AS REMEDIATED MEMORIES 1 Abstract In the last decade, the maturation of the first generation of gamers has underpinned growing discussion of nostalgia for and in videogames. This paper considers how the search for a connection to our past can be satisfied through consumption of the richly remediated memories represented in nostalgic videogames. Far Cry 3: Blood Dragon and Gone Home are analysed framed by Baudrillard’s theories of consumer objects and simulation. These videogames make extensive use of 1980s and 1990s cultural referents. In particular, they embed references to media (such as music, film, and television) that epitomise memories of these periods. The aim of the paper is to discuss the ways in which the videogames commodify nostalgia in order to fulfil a consumer need for retrospection, and to examine the extent to which they provide a simulation of cultural memory that blurs historical reality with period modes of representation. Keywords: hyperreality, memory, nostalgia, remediation, videogames VIDEOGAMES AS REMEDIATED MEMORIES 2 Introduction Over the course of the 7 th generation of videogames (approximately 2005-2013 and including the Xbox 360, Playstation 3, and Wii) there has been a growing fascination with collective memories of both videogames and gaming culture. -
NG14 Attendees
ATTENDEES Nordic Game 2014 10tons Ltd Camilla Bengtsson AB 2nd Studio Camouflaj 4Bit Games Canadian Embassy Stockholm Aalborg University Cape Copenhagen Aalto University Carbine Studios / NCSOFT Aalto University School of Business / IDBM Carlsen Games APS Acerta IT & Media Solutions Cashplay.co Adjust GmbH Casualkit.com Agency Catalyzer aps Agens Centria University of Applied Sciences Agnitio Capital Limited Centroid UK Ltd ALL CAPS Games Chroma Studios Aps Alpakka Media Ltd Cinekid Foundation Amazing Games CinnoMan Games Amazon Claystation Amiqus Climax Studios Amplitude Studios Coatsink AngryAnt Codeglue AnimGram Coffee Stain Studios Antagonist AS Coldwood Interactive AB App2Top.ru CommuniSport AB APPLIFT Contractor Apportable Copenhagen Creators Associated ApS AriTunes Copenhagen Game Collective ARM Corncrow Games AB Artefacts Studio Creative Europe Desk Atom Studio Creative Mobile Audiokinetic Cursor Oy Autodesk Media & Entertainment D‐Pad Studio AS Avalanche Studios DADIU BadMonkee GmbH Daedalic Entertainment GmbH Baker Tilly Daily Rush Bandello Dania Games Basho Technologies Limited Danish Film Institute Bedtime Digital Games Dapper Games Bifrost Entertainment Dark Stork Studios Binari Sonori Dead Shark Triplepunch AB BitCake Studio Defrost Games BIU DELASOCIAL Black Rhino Games Delicode Ltd BlackBerry Ltd. Deuce Limited Blackland Games/KyUas Develop Blekinge Institute of Technology Developlay Boomlagoon Dhruva Interactive Bossa Studios Ltd DigiPilot AS British Embassy Stockholm Digital Development Management Bumblebee Studios HB Digon Games BusinessOulu Dimensional Imaging Distimo Gameplay DK Producers Association/NGI Gameport DOS Studios Gamer.no Double Fine Productions Gamereactor DUDA Gamesoft Games Capital E‐Studio Games Workshop Eficode Games‐Career.com Eirik Suhrke Gamesauce ElHuervo Gamesauce.org Epic Games, Inc. Gamevaults ‐ Spelarkivet (Repository Lane HB) Erebus & Sidley GAMEVIL USA, Inc. -
Template for Thesis and Long Reports
The effects of the video gaming industry on Finnish trav- elers Aaron Ojala Bachelor’s Thesis Degree Programme in Hospitality, Tourism & Experience Management 2019 Abstract 17 April 2019 Author Aaron Ojala Degree programme Degree Programme in Hospitality, Tourism and Experience Management Report/thesis title Number of pages The effects of the video gaming industry on Finnish travelers and appendix pages 58 + 7 The main goal of the thesis was to research if Finnish people are interested in video game related travel. Video gaming has grown to become a popular way for people of all ages to spend their leisure time. The video game industry is already a multi-billion-euro industry and it will continue to grow in the future. As video gaming is growing bigger, so is the travel market around it. Video gaming related events, esports, video game media and live streaming have influenced people to travel. The thesis investigated the market for Finnish video game travelers currently and the potential future of Finnish video game travel. Find- ing out the reasons why people are traveling to video game events was also an important aspect of the thesis. Results of this thesis can be beneficial for travel industry companies in expanding their customer markets in video game related travel. The quantitative research method of an online survey was the chosen method used in this thesis. The survey was targeted at Finnish video gamers from all ages. The purpose was to find their opinions on video game related travel. To help find respondents for the survey, the survey was distributed through the help of social media and online gaming forums. -
Learn Unity for 2D Game Development
Learn Unity for 2D Game Development Alan Thorn Learn Unity For 2D Game Development Copyright © 2013 by Alan Thorn This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher’s location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law. ISBN-13 (pbk): 978-1-4302-6229-9 ISBN-13 (electronic): 978-1-4302-6230-5 Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.