Concepting for the Indie Market
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Hi-Bit Pixel Graphics – the New Era of Pixel Art
Hi-Bit Pixel Graphics – The New Era of Pixel Art Olli Heikkinen Thesis May 2021 Degree Programme in Information Business Systems Game Production 2 ABSTRACT Tampere University of Applied Sciences Information Business Systems Game Production Olli Heikkinen Hi-Bit Pixel Graphics – New Era of Pixel Art Bachelor's thesis 35 pages May 2021 This bachelor’s thesis studies how pixel graphics in video games are seen today, and what current trends make classic pixel graphics hi-bit. This thesis briefly covers the beginnings of pixel graphics, how pixel graphics in video games have changed over the years, as well as a few key techniques that make hi-bit pixel art. To further demonstrate the elements of hi-bit pixel graphics, a short game demo “Mr. Skullerton’s Vault” was created in the Unity game engine. In this demonstration a variety of different hi-bit pixel art techniques were tested, including pixel perfect settings, normal mapping, skeletal animation. The techniques tested in this demonstration proved to be significant elements, which distinguish classic pixel graphics from hi-bit pixel art Key words: pixel graphics, pixel art, video game graphics 3 CONTENTS Introduction ................................................................................................ 5 1 Pixel art in general ................................................................................ 7 1.1 Pixel art in video games today ....................................................... 8 1.2 Why Hi bit-pixel art? .................................................................... -
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. -
Balasko-Mastersreport-2020
The Report Committee for Alexander Balasko Certifies that this is the approved version of the following report: An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre APPROVED BY SUPERVISING COMMITTEE: Supervisor: _____________________________________ James Buhler _____________________________________ Bryan Parkhurst An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre by Alexander Balasko Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Music The University of Texas at Austin May 2020 An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre Alexander Balasko, M.Music The University of Texas at Austin, 2020 Supervisor: James Buhler As the field of ludomusicology has grown increasingly mainstream within music studies, a methodological trend has emerged in discussions of genre that privileges the formal attributes of game sound while giving relatively little attention to aspects of its production. The problems with this methodological bent become apparent when attempting to discuss the independent (“indie”) game genre, since, from 2010-2020 the indie game genre underwent a number of significant changes in aesthetic trends, many of which seem incoherent with one another. As such, the indie genre has received relatively little attention within the ludomusicological literature despite its enormous impact on broader gaming culture. By analyzing the growth of chiptune aesthetics beginning in 2008 and the subsequent fall from popularity towards 2020, this paper considers how a satisfying understanding of the indie game genre can be ascertained through its material cultures, rather than its aesthetics or gameplay. -
Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes. -
Officlal REPORT GAMES:Limitless Evolution
GAMES:Limitless Evolution OFFIClAL REPORT Organizer: Computer Entertainment Supplier's Association(CESA) Co-Organizer: Nikkei Business Publications, Inc.(Nikkei BP) Supporter: Ministry of Economy, Trade and Industry(METI) Period: Sep.19(Thursday)-22(Sunday), 2013 Venue: Makuhari Messe TOKYO GAME SHOW 2013 Official Report 1.Outline of the Show/Number of Visitors Name : TOKYO GAME SHOW 2013 Theme : GAMES : Limitless Evolution Organizer : Computer Entertainment Supplier's Association(CESA) Co-Organizer : Nikkei Business Publications, Inc(. Nikkei BP) Supporter : Ministry of Economy, Trade and Industry(METI) Period : Business Days Sep. 19(Thursday) - Sep. 20(Friday) From 10:00 a.m. to 5:00 p.m. Public Days Sep. 21(Saturday) - Sep. 22(Sunday) From 9:30 a.m. to 5:00 p.m. Venue: Makuhari Messe(Mihama-ku, Chiba-shi, Chiba) Exhibition Halls 1-9(exhibition area : about 63,000 square meters) International Conference Halls Event Hall Number of exhibitors : 352〈Domestic :190,Overseas : 162〉(209 in 2012〈Domestic :126,Overseas : 83〉) Exhibiting countries and regions 33(19 in 2012) Asia(16 countries and regions)Brunei Darussalam*, Cambodia*, China, Hong Kong, Indonesia, Japan, Macau*,Malaysia, Myanmar*, Philippines*, Singapore*, South Korea, Taiwan, Thailand*, Vietnam, Laos* North and Latin America(4 countries)Canada*, Mexico*, United States, Venezuela* Europe( 13 countries)Denmark, Finland, Germany*, Holland*, Ireland, Israel*, Luxembourg*, Poland, Russia, Spain*, Sweden, Switzerland*, United Kingdom( Alphabetical order)*New for 2013 Number of booths -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
Level Design Patterns in 2D Games
Level Design Patterns in 2D Games Ahmed Khalifa Fernando de Mesentier Silva Julian Togelius Game Innovation Lab Independent Researcher Game Innovation Lab New York University Rio de Janeiro New York University New York, USA Rio de Janeiro, Brazil New York, USA [email protected] [email protected] [email protected] Abstract—Videogame designers use tips and tricks and tools of the story, create smaller short-term achievable goals and help the trade to design levels. Some of these tips are based on their shape the player experience, with the objective of enhancing gut feeling and others have been known in the game industry player immersion. Level creation plays such an important part for the last 30 years. In this work, we discuss six of common level design patterns present in 2D videogames. The patterns in a game that sometimes developers provide their audience under discussion are the product of an exploratory analysis of with level design tools, so they can create and share new levels. over thirty 2D games. We choose to focus on patterns that are Although the level design patterns we present might be well both common and impactful for the overall player experience. known to game designers, it is important to formally document We discuss in detail the rationale for and advantages of each them. By doing such, we can facilitate communication be- pattern, showing examples of games that make use of such. We conclude with a discussion of the usage and understanding of tween experienced and novice designers, ultimately contribut- these patterns from the perspective of level design and how other ing to the growth and sharing of level design practices. -
Replayability of Video Games
Replayability of Video Games Timothy Frattesi Douglas Griesbach Jonathan Leith Timothy Shaffer Advisor Jennifer deWinter May 2011 i Table of Contents Abstract ......................................................................................................................................................... 4 1 Introduction ................................................................................................................................................ 5 2 Games, Play and Replayability .................................................................................................................. 9 2.1 Play ..................................................................................................................................................... 9 2.2 Categories of Play ............................................................................................................................. 11 2.2.1 Playfulness ................................................................................................................................. 11 2.2.2 Ludic Activities .......................................................................................................................... 12 2.2.3 Game Play .................................................................................................................................. 13 2.3 Game ................................................................................................................................................. 14 2.3.1 Structure -
Simoncutajar-Phd-Dissertation.Pdf
Open Research Online The Open University’s repository of research publications and other research outputs Automatic Generation of Dynamic Musical Transitions in Computer Games Thesis How to cite: Cutajar, Simon (2020). Automatic Generation of Dynamic Musical Transitions in Computer Games. PhD thesis The Open University. For guidance on citations see FAQs. c 2018 Simon Cutajar https://creativecommons.org/licenses/by-nc-nd/4.0/ Version: Version of Record Link(s) to article on publisher’s website: http://dx.doi.org/doi:10.21954/ou.ro.00010e48 Copyright and Moral Rights for the articles on this site are retained by the individual authors and/or other copyright owners. For more information on Open Research Online’s data policy on reuse of materials please consult the policies page. oro.open.ac.uk Typeset in LATEX using TEX Gyre Pagella and PT Serif. Declaration of Authorship I, Simon Cutajar, confirm that the research in this dissertation is my own work or that where it has been carried out in collaboration with, or supported by others, that this is duly acknowledged below and my contribution indicated. I attest that I have exercised reasonable care to ensure that the work is original, and to the best of my knowledge does not break any UK law, infringe any third party’s copyright or other Intellectual Property Right, or contain any confidential material. I confirm that this dissertation has not been previously submitted for the award of a degree by this or any other university. I understand that my dissertation may be made available to the public, electronically or otherwise. -
Det Oberoende Skapandet
B-uppsats vid Medie- och kommunikationsvetenskap Institutionen för kommunikation och medier, Lunds universitet MKV22:4 HT 2014 Det oberoende skapandet - En studie av indiespel som produkt av DIY i ett postmodernt samhälle Författare: Magnus Johansson & Henrik Vilén Handledare: Carolina Martinez 1 Abstract B-uppsatsen Det oberoende skapandet – en studie av indiespel som produkt av DIY i ett postmodernt samhälle är författad av Magnus Johansson och Henrik Vilén i Medie- och kommunikationsvetenskap, vid Institutionen för kommunikation och medier, Lunds universitet. Uppsatsen undersöker fenomenet och videospelsgenren indiespel, med fokus på två spel; I Wanna Be The Guy och Journey. Indiespel är skapade av mindre företag eller entusiaster på hobbynivå, ofta själva konsumenter av spel. Uppsatsen har en teoretisk förankring i DIY-kultur och postmodernism. DIY-kultur används för att studera hur de oberoende produktionsvillkoren syns i de två texterna, medan begrepp kopplade till postmodernism används för att sätta spelen i ett större samhälleligt perspektiv. Det huvudsakliga tillvägagångssättet har varit textanalys, där spelen har spelats och studerats. Utöver en ren textanalys har vi även analyserat hur spelen finns tillgängliga på marknaden. DIY-kultur bygger mycket på kreativ frihet och en strävan efter innovation, men ofta sker detta med en begränsad budget. Dessa aspekter har kunnat urskiljas i textanalysen av spelen, dels i spelmekaniska moment men även i hur spelen finns tillgängliga för försäljning. Den postmodernistiska inramningen, där -
Necrodancer VS Danganronpa Key Seriall
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A Survey of Procedural Dungeon Generation
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Computing Track { Full Papers A Survey of Procedural Dungeon Generation Breno M. F. Viana and Selan R. dos Santos Departamento de Informatica´ e Matematica´ Aplicada — DIMAp Universidade Federal do Rio Grande do Norte — UFRN Natal, RN Brazil [email protected], [email protected] Abstract—Procedural content generation (PCG) is a method Bidarra [2], are labyrinthine environments which consists of content creation fully or semi-performed by computers. mostly of rewards, interrelated challenges and puzzles in PCG is widely used in game development to generate game order to offer highly structured gameplay progressions. The content, from Rogue (1998) to No Man’s Sky (2016). PCG generates final contents, which are ready to be added to a game, authors also published a survey on procedural dungeon gen- or intermediate contents, which are might work as content eration (PDG), where they compared different approaches on sketch to be polished by human designers. In this paper we content generation, and tried to understand how the surveyed survey the current state of procedural dungeon generation methods were controlled. However, they did not attempt (PDG) research, a subarea of PCG. We analyzed the works to classify the methods under an unified taxonomy. This according to the game features they generate, the solution strategy employed and the taxonomy of procedural content shortcoming motivated us to produce a review exclusively generation. Some of the relevant findings of the survey are: focused on PDG and, most important, target at classifying (1) PDG for 3D levels has been little explored; (2) few works the research under the taxonomy of PCG defined by Togelius supported levels with barriers, a game mechanic which blocks, et al.