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November 2008
>> TOP DECK The Industry's Most Influential Players NOVEMBER 2008 THE LEADING GAME INDUSTRY MAGAZINE >> BUILDING TOOLS >> PRODUCT REVIEW >> LITTLE TOUCHES GOOD DESIGN FOR NVIDIA'S PERFHUD 6 ARTISTIC FLOURISHES INTERNAL SYSTEMS THAT SELL THE ILLUSION CERTAIN AFFINITY'S AGEOFBOOTY 00811gd_cover_vIjf.indd811gd_cover_vIjf.indd 1 110/21/080/21/08 77:01:43:01:43 PPMM “ReplayDIRECTOR rocks. I doubt we'd have found it otherwise. It turned out to be an occasional array overwrite that would cause random memory corruption…” Meilin Wong, Developer, Crystal Dynamics BUGS. PETRIFIED. RECORD. REPLAY. FIXED. ReplayDIRECTOR™ gives you Deep Recording. This is much more than just video capture. Replay records every line of code that you execute and makes certain that it will Replay with the same path of execution through your code. Every time. Instantly Replay any bug you can find. Seriously. DEEP RECORDING. NO SOURCE MODS. download today at www.replaysolutions.com email us at [email protected] REPLAY SOLUTIONS 1600 Seaport Blvd., Suite 310, Redwood City, CA, 94063 - Tel: 650-472-2208 Fax: 650-240-0403 accelerating you to market ©Replay Solutions, LLC. All rights reserved. Product features, specifications, system requirements and availability are subject to change without notice. ReplayDIRECTOR and the Replay Solutions logo are registered trademarks of Replay Solutions, LLC in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. []CONTENTS NOVEMBER 2008 VOLUME 15, NUMBER 10 FEATURES 7 GAME DEVELOPER'S TOP DECK Not all game developers are cards, but many of them are unique in their way—in Game Developer's first Top Deck feature, we name the top creatives, money makers, and innovators, highlighting both individual and company achievements. -
The Merciad Has Message, with a True Emphasis Modest Republic
Readers respond to Teri Rhodes coverage>> PAGE 14 SEPT. 26, 2007 Vol. 81 No. 5 >>PAGE 2 HOW THE WEST WAS WON RAs respond to editorial 4-1 >> page 15 >>PAGE 19 Halo 3 Hailed >>PAGE 10 PAGE 2 NEWS Sept. 26, 2007 Mercyhurst campus accepts tailgating shame that we would have to put By Ashley Pastor Scoot Williams photo an end to it,” said Barnett. Staff writer The Mercyhurst West campus is located at 824 Main St. in Girard, Pa. Barnett, as well as others in the athletic department, Student The Mercyhurst College foot- Life and Police and Safety came West part of strategic plan ball team has kicked off its together to come up with an season with a record of 4-1, with alternative to the hill area. Dr. Gary Brown said the college rently under an annually renew- big defeats over rival Gannon The goal was to fi nd a place By Joshua Wilwohl is currently working on plans able lease agreement with farmer University and Wayne State. So where fans could have the same Editor-in-chief and trying to decide on academic Mike Picardo. what are you doing to support energy and still be responsible. offerings for the campus. Mercyhurst College Director our football players? Tailgating became the unani- Mercyhurst West offers more Mercyhurst College Director of Financial Services Jane Kelsey Look no further than the mous solution to the problem. than corn as far as the eye can of Mercyhurst West Melissa said Picardo leases approximately parking lot by Baldwin Hall an Offi cial tailgating began during see. -
Podcast Transcript Download The
Paul Raines, GameStop CEO, on getting ahead of disruption Transcript Mike Kearney: I have two boys—Tyler, who is 16, almost 17, and Cayden, who is 8. And I have been to GameStop over 100 times in my life. You know, listen, it’s probably actually more like 200 times. It seems like we would go there once or twice a week, especially about a year or two ago. And I'll tell you, they love looking at all of the new games. They especially love looking at all of the used games. And it’s amazing how much time they can spend given the fact that the footprint of the store isn't actually that big. If you look at the GameStop story, just the GameStop piece of their business, you can say, "Well that's an organization or a company that is on the brink of disruption." But that is not the story of GameStop. And what I think you're going to find out, what’s fascinating about them, is how they really have diversified their business over the last five years. And an interesting stat that I heard is that in the next few years, only 50 percent of GameStop's revenue is going to come from traditional gaming. Think about that. Most of you probably think of GameStop as going and buying a console, going and buying a physical game. But in only a few years, only 50 percent of their revenue is going to come from that. They have done an incredible job diversifying their business. -
The Mobile Games Landscape in 2015 | Newzoo
© 2015 Newzoo NEWZOO TREND REPORT The Mobile Gaming Landscape 2015 And the power users who shaped it INCLUDES CONTRIBUTIONS FROM What I believe we’ve seen in mobile gaming in 2015 is the beginning of a broader trend toward convergence. As shown by the success of FOREWORD Bethesda’s Fallout Shelter on mobile in June 2015 and Fallout 4 on PC, PS4 and Xbox One, game companies are beginning to realize that consumers desire gaming content to fit the various contexts that form It has been another big year for mobile gaming. In fact, it has been the their lives. biggest year in the history of the industry so far. With the sector generating revenues of over $30 billion and King, arguably the biggest As a result, we’ll be seeing in 2016 onward a move player in the market, valued at $6 billion, it’s fair to say that mobile gaming has reached heights in 2015 that few of us would have expected away from defining games by their platform toward a decade ago. Unfortunately, what this means for the industry now and models that allow game content to be played and, in the future has been clouded by antagonistic models of thinking. Whether deliberately or otherwise, mobile gaming’s success has tended equally important, viewed everywhere. to be framed as a battle with console or PC. Sony’s announcement that PS4 Remote Play, which allows console When I unpacked the data from this report, a different picture emerged. owners to play content without carrying the product around, comes hot In contrast to the usual narratives about mobile versus console or PC on the tail of Microsoft allowing Xbox One titles to run on Windows. -
Infinite Runner Market Research
INFINITE RUNNER MARKET RESEARCH BY FINLEY CHAPMAN • I have been tasked with doing market research on video games that fall under the infinite runner genre and are suitable for people aged 7+ • To do this I have compiled some of the most popular games in this genre that are available on the Google play store. • I’ve also made sure that all the games have been rated as appropriate for those aged seven and over • Game 1: Temple run NOTES ABOUT TEMPLE RUN • It’s one of the most famous games in the genre. • It is an extremely popular game, with over 100 million downloads on the Google play store. • It has generally good reviews (an average of 4.3 stars out of 5) The game takes place in a jungle which further adds to the game’s explorer theme. This makes the game immersive because it is a place where you would expect to find an explorer in real life. This also makes it stereotypical of it’s theme. The game features tribal drums as part Players play as an Indiana of its soundtrack. This builds up the Jones like explorer tension and gets faster when the apes character who has to out behind you catch up. Because of this run a pack of apes, who the music makes the game feel even are after a statue that the more immersive. player has stolen. This obviously gives the game It has a simple control scheme,this an explorer theme, it also makes the game pretty accessable to adds a sense of urgency inexperienced players. -
Generations of Artists Shape Rich Musical Heritage
YOUR ELECTRIC COOPERATIVE NEWS MARCH 2019 Line Gear Evolution Politics Timeline Visit Round Top TEXAS BLUES Generations of artists shape rich musical heritage SAM “LIGHTNIN’” HOPKINS better by design and save your virtual buildings design Design your own virtual building with Mueller’s 3D Design Tool. Choose the building size, door and window placements, colors and more. Once you have saved your design, just click to get a free quote. Then, our engineering and manufacturing team will take over, making your dream building a reality. view from any angle Get started at: www.muellerinc.com/3d-tool click to get a quote www.muellerinc.com 877-2-MUELLER 8772683553 Since 1944 March 2019 FAVORITES 1875-1900 5 Letters Electrification begins 6 Currents In the early years, linemen learn basic principles and hazards in Early headgear real time. Safety standards are non- It’s not uncommon for linemen 18 Local Co-op News existent, and most line equipment to wear hats made of felt or is handmade. leather for protection. Get the latest information plus energy and safety tips from your cooperative. 29 Texas History Digging spoon Workers dig holes by hand A Hero in Any Language with digging bars, spoons and shovels. By Martha Deeringer 31 Retro Recipes Homemade belts Winner, Winner, Chicken Dinner! Linemen fashion belts to wrap around waist and pole— 35 Focus on Texas or they climb freestyle. Bare hands Linemen rarely wear Photo Contest: Trees gloves for protection, opting instead to work barehanded. 36 Around Texas List of Local Events Climbing spikes Homemade climbers lack 38 Hit the Road pads and have only upper and lower straps. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Australia India Institute Volume 20, February 2021 Fostering
Australia India Institute Volume 20, February 2021 Fostering Opportunities in Video Games between Victoria and India Dr Jens Schroeder Fostering Opportunities in Video Games between Victoria and India The Australia India Institute, based at The University of Melbourne, is funded by Australian Government Department of Education, Skills and Employment, the State Government of Victoria and the University of Melbourne. Video games are booming all over the world, during the COVID-19 pandemic more than Summary ever. Australia and India are no exceptions. This policy brief focuses on the opportunities for both Indian and Victorian game developers and educators in the context of the Victorian government's support for its creative industries. Based on desk research and discussions at the Victoria-India Video Games Roundtable conducted on 8 December 2020 by the Australia India Institute in collaboration with Creative Victoria and Global Victoria, this report identified the following avenues for collaboration: • Access to complementary expertise and talent in both countries • Joint education programs and exchanges • Victorian game developers working with Indian partners to adapt their games to the Indian market and its complexities and challenges Video games1 are one of the world's largest and fastest-growing entertainment and media Introduction industries. In Australia, Victoria is the hotspot for game development. With 33% of all studios and 39% of all industry positions,2 more studios call Victoria home than any other state in Australia. Meanwhile, India's smartphone penetration has skyrocketed to the point where the country has become the world's most avid consumer of mobile gaming apps. This policy brief sets out to explore how Victoria-based game developers and educators can take advantage of this emerging market and the opportunities it presents. -
Playing for Keeps Enhancing Sustainability in Australia’S Interactive Entertainment Industry © Screen Australia 2011 ISBN: 978-1-920998-17-2
Playing for Keeps Enhancing sustainability in Australia’s interactive entertainment industry © Screen Australia 2011 ISBN: 978-1-920998-17-2 The text in this report is released subject to a Creative Commons BY licence (Licence). This means, in summary, that you may reproduce, transmit and distribute the text, provided that you do not do so for commercial purposes, and provided that you attribute the text as extracted from Screen Australia’s report Playing for Keeps: Enhancing Sustainability in Australia's Interactive Entertainment Industry, November 2011. You must not alter, transform or build upon the text in this report. Your rights under the Licence are in addition to any fair dealing rights which you have under the Copyright Act 1968 (Cwlth). For further terms of the Licence, please see http://creativecommons.org/licenses/by-nc-nd/3.0/. You are not licensed to reproduce, transmit or distribute any still photographs contained in this report. This report draws from a number of resources. While Screen Australia has undertaken all reasonable measures to ensure its accuracy we cannot accept responsibility for inaccuracies and omissions. www.screenaustralia.gov.au/research Cover picture: Gesundheit! Developed by Revolutionary Concepts and published by Konami Report design: Alison White Designs Pty Limited Contents EXECUTIVE SUMMARY 2 BUILDING A KNOWLEDGE BASE 4 ECOLOGY OF THE SECTOR 6 High-end console games 7 Games for digital distribution 8 Publishing and distribution 9 Creative digital services 10 Middleware and related services 11 FACTORS IMPACTING SUSTAINABILITY 13 Shifting demographics 14 Growth factors 18 Industry pressure points 20 OPTIONS TO SUPPORT SUSTAINABILITY 23 Current government support 23 Future support 24 Alternator character Courtesy: Alternator Pty Ltd 1 Executive summary The challenges facing the interactive INTERACTIVE INDUSTRY entertainment industry are intrinsically ENTERTAINMENT IS A PRESSURE POINTS linked to those of the broader screen MAINSTREAM ACTIVITY Despite growing participation, the sector. -
Physically-Based Material, Where Are
Hello, Pabst blue ribbon (PBR) beer Within this PBR zoo, let’s try to understand what a physically based material actually means Rendering engineers tend to talk about physically inspired materials rather than physically based Rendering of transparency is covered by [McGuire16], M. McGuire, Peering Through a Glass, Darkly at the Future of Real-Time Transparency, Siggraph 2016 Of course, the real world is right image, the purpose of this comparison is to show that the real world is hard to compare to: different lighting conditions, multiple material layers, layout, point of view, camera response curve, etc.. There is plenty of measurement devices available with more or less complex apparatus. Some can be really accurate like the new reflectometer of Wenzel Jakob but most suffer from limitations of optics. Issues with BRDF measurement: Light sources: angular size, brightness, stability, speckle Detector: Angular size, sensitivity, noise, resolution positioning: accuracy, drift, hysteresis For example the MERL database apparatus does not correctly capture the reflectance at grazing angles. [MERL06] https://www.merl.com/brdf/ Still measurements like MERL are useful to compare highlight shape Having Microsurface measurement could help for several material validation [Bagher12] M. Bagher, “Accurate fitting of measured reflectances using a Shifted Gamma micro-facet distribution”, 2012 Something important to note is that the fitting process is pure mathematics. It can be see as compressing the data. When fitting a brdf, you can get a good fit but with very unintuitive parameters. Also the BRDF can be created with non physical assumption. For example the (SGD) Shifted Gamma Microfacet distribution have added a negative Fresnel term to match MERL database. -
Building a Thriving Interactive Games Development Industry in Australia 1 Summary
A reminder to government of the value in supporting a thriving games development industry and recommendations for industry support December 2018 About IGEA The Interactive Games & Entertainment Association (IGEA) is the peak industry association representing the business and public policy interests of Australian and New Zealand companies in the computer and video games industry. Our members publish, market, develop and distribute interactive games, entertainment content and related hardware. Our mission is to create an environment that drives sustainable growth for the interactive games and entertainment industry. IGEA Suite 145, National Innovation Centre Australian Technology Park 4 Cornwallis St, Eveleigh NSW 2015 www.igea.net [email protected] @igea /igea.net CONTENTS About IGEA IFC Summary 2 Table of policy recommendations 3 Why Australia needs an interactive games industry 4 1. Game development is an innovative and future-looking creative industry 4 2. Game development will help build a modern and talented Australian workforce 5 3. Games are a valuable, IP-driven and weightless export with high global demand 7 4. We have entered an era of serious games and their uses have limitless potential 8 5. The power of games for digital inclusion and its cultural dividend for Australia 10 Blueprint for fostering a strong Australian game development industry 12 1. Provide a $40 million fund for game development 12 2. Create a 30 per cent refundable tax offset for game development 14 3. Provide strategic support for cultural, educational and serious games 16 4. Additional funding and policy support to foster a game development industry 16 The fiscal and economic case for supporting game development 18 1. -
FIFA 18 Vs. PES 2018
FIFA 18 Vs. PES 2018 Ci sono delle rivalità che col tempo sono divenute leggendarie: Senna e Prost, Coppi e Bartoli, SNES e Sega Megadrive oppure Tom e Jerry. Ma se ce n’è una che ha scosso il mondo negli ultimi anni, quella è sicuramente tra FIFA e Pro Evolution Soccer che, nella loro ultima iterazione, sono pronti a darsi battaglia fino alla fine e senza esclusione di colpi. Quest’anno, dunque, chi la spunterà? Un tiro all’incrocio Fifa 18 porta in dote la sua vastità di contenuti come ormai ci ha abituati negli ultimi anni, spulciabili grazie all’eccellente menu, sia per fruibilità che per design. Con alcuni miglioramenti apportati all’Ultimate Team e alla modalità “Carriera”, uno dei tanti punti focali diventa la modalità “Il Viaggio“, arrivata alla sua seconda stagione. Riprendendo quanto sviluppato precedentemente, ritroveremo Alex Hunter, un giocatore finalmente sbocciato e conosciuto dal grande pubblico. È un grande passo avanti sotto tutti i punti di vista, da quello tecnico al taglio registico, portando una storia più curata e che scava a fondo nella vita privata del giovane Alex. Risulta ampliata, anche dal punto di vista ludico, con possibilità di personalizzazione e la carriera che non è più solo rilegata alla Premier League inglese. Quest’anno è stato fatto un ottimo lavoro: una modalità concepita come un vero e proprio film, con ottime cutscene avvalendosi ancora una volta della scrittura di Tom Watt, ghost writer della biografia di David Beckam e sempre molto vicino al mondo del calcio. Diventa un modo per vedere questo sport sotto un’altra luce, con tutti i retroscena del caso e le difficoltà o le gioie che un calciatore professionista deve a volte affrontare.