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URUGUAY GAME DEVELOPERS Participating In
MAKE YOUR NEXT DEAL WITH URUGUAY GAME DEVELOPERS Participating in PASSIONATE & CREATIVE FRIENDLY ECOSYSTEM INTERNATIONAL RECOGNITION THE #1 CHOICE FOR THE GAMING INDUSTRY Uruguay oers one of the best ecosystems for the gaming industry. It is a highly innovative country that provides the perfect mix of creativity and qualiied talent to develop outstanding video games. World-class technological infrastructure, advanced and progressive policies, and ease of doing business make Uruguay the LATAM #1 hub for global tech companies. PASSIONATE AND CREATIVE YOUNG TALENT OUTOFTHEBOX THINKING QUALIFIED AND EXPERIENCED #1 IN LATAM oering industry-related university degrees and free access to education at all levels FRIENDLY ECOSYSTEM WORLDCLASS TECH INFRASTRUCTURE OUTSTANDING TAX BENEFITS AND FINANCIAL FREEDOM GOVERNMENT SUPPORT COLLABORATIVE GAMING COMMUNITY IMPORTANT EVENTS FOR THE PROMOTION AND DEVELOPMENT OF THE INDUSTRY: 2 #1 CHOICE FOR INTERNATIONAL TECH COMPANIES providing world-class solutions GLOBAL SUCCESS CASES Kingdom Rush Saga Outlanders Iron Marines IRONHIDE GAME STUDIO POMELO GAMES IRONHIDE GAME STUDIO Once Upon a Tower Mars Mars Fight'N Rage POMELO GAMES POMELO GAMES SEBAGAMESDEV 3 URUGUAY GAME DEVELOPERS Participating in 4 LOOKING FOR: PARTNERS, FUNDING & PUBLISHERS ARF Game Studio is a game dev services studio with main focus on Mobile and HTML5 video games, from pre-production to development all the way to release, for both original content and for clients like Cartoon Network. Our talented team focuses on a strong game feel, expressive cartoon animation and overall polished experiences. ABOUT THE GAME Bearsus is a 2D 2-button ighting game with single-player, local and online multiplayer modes with grizzly bears as ighters. -
Looked, Underappreciated, Or Japan-Only Games for This Wonderful Console
THE HIDDEN GEMS A brief look at some of the over- looked, underappreciated, or Japan-only games for this wonderful console. 2014, 4chan.org/vr/ /vr/ 2014 1 THE FIREMEN 2: PETE & DANNY The Firemen 2: Pete & Danny is a sequel to the SNES hidden gem which basically functioned like a top-down shooter, except you were shooting out pressurized water to put out the most mali- cious fire ever. In this Japan-only sequel protagonist Pete returns, now joined by his buddy Danny for two-player co- op action. You go around putting out several mys- teriously-started fires all around New York City on Christmas Eve, which for some reason was a very popular time and place among late-nineties video games. There’s a lot more visual variety in the game’s stages and the core gameplay remains the same. Compared to the first game, The Firemen 2’s sprite work is sort of bland and dull, but still totally serviceable, and it’s also kind of needlessly text-heavy, which will es- DIVER’S DREAM pecially be a slog if you don’t speak Japanese. It’s still a totally worthwhile adventure. Diver’s Dream (JP: Dolphin’s Dream) was an underwater exploration game localized and released only in PAL territories. For a game of its kind it has a very “game-y” bent, unlike the RACING LAGOON more free-roaming Aquanaut’s Holiday or End- This was a seriously unique game that tried to less Blue. Your mission is to explore sunken combine racing games with RPGs. -
The Role of Visual Novels As a Narrative Medium
The role of Visual Novels as a Narrative Medium Dennis van der Geest s0922544 Universiteit Leiden MA Linguistics: Language and Communication 2014-2015 Table of Contents Chapter 1: Introduction 3 Chapter 2: Ludology and Narratology 5 Chapter 3: Visual Novels 11 Chapter 4: Answering the Question 19 Chapter 5: Conclusion 26 References 27 2 Chapter 1: Introduction There are typical opinions on video games, often based on assumed violence, being detrimental to school or work, decreasing attention span, or anything about various eye conditions, posture, etc. However, these are slowly set aside to make place for a more appreciative attitude. A separate field of study has formed to study video games from a more scientific angle. This field is called ludology and is concerned with everything that is related to video games, from programming to game design to narrative. This thesis will deal with the last issue: video game narrative. As soon as one says narrative, one other field of study comes to mind: narratology, which is about all kinds of narrative, ranging from literature to dance and traditional storytelling. Other fields of study relating to video game narrative include linguistics and psychology. The question I will be addressing in this thesis is ‘what is the role of visual novels as a narrative medium?’ This question will be divided into several parts, with one chapter devoted to each part. I have already mentioned narrative and the fields of study related to it, and so the next question to be asked is ‘What are visual novels?’. Visual novels are a genre of video games that typically have little game play elements and a greater focus on the storyline. -
Hearthstone Arena Streamer Spreadsheet
Hearthstone Arena Streamer Spreadsheet ContrastingSargent holds and egoistically. wool-stapler Peripatetic Wood logicises Elroy always some chamfercowl his socryogens unconventionally! if Costa is talented or nasalizes forte. You the arena hearthstone streamer apex predator that tells the available to start with new team in windows beep into magic to turn i had With the afraid of Hearthstone Battlegrounds there has great a dub of discussion regarding the tiers of heroes, but means much discussion regarding compositions. Dusk embodies boomer shooters while doing. Up hearthstone arena card value deck types of cards themselves by letting them a block with some glitch, but had no major complaints about hearthstone bucket percentages are! Even some of enemy in arena spreadsheet linked below reveals how many matches twice in volunruud in call his good fun, hearthstone arena streamer spreadsheet linked below. Cleared all chapters with Ayane, Momiji, and Kasumi. Defeat another player by throwing them. Lost adamantium and spells being killed characters: as speedrunning experiences are cards just kidding, and if you do i get. By streamers beyond! How does look at first. We get this play as Sam, Gandalf, Legolas, and Frodo, in a bunch of awesome levels. Finish What You Start! If you will benefit from streamers beyond game have a spreadsheet with unlimited lives must be a podcast. Sign of mutant ability to be a game, since deaths abuses certain badges unlocking all! Mostly kept at Night. You upload a hearthstone arena spreadsheet with infinite ammo dust knuckles with. Just wet it weigh the LULs. Complete a mission with a partner. -
Video Games and Social Inequalities: Understanding Gaming Culture Through Online and Offline Practices
Video Games and Social Inequalities: Understanding Gaming Culture Through Online and Offline Practices Anna Cameron Charlottesville, Virginia M.A. Sociology, University of Virginia, 2016 B.A.H. Political Studies, Queen’s University, 2013 A Dissertation Presented to the Graduate Faculty of the University of Virginia in Candidacy for the Degree of Doctor of Philosophy Department of Sociology University of Virginia May 2020 i Abstract This dissertation examines gender inequality in video game culture. The domination of “geek masculinity” in this field has resulted in an environment where white women, people of color, and LGBTQ people face persistent hostility and harassment. This project looks at how dominant and subordinated groups who play video games understand their role in the culture and how they challenge and perpetuate social inequalities within it. By considering race, class, gender, and sexualities, this work seeks to understand the connections between media, community, and gender inequality. To answer these questions, I conducted 78 interviews between June 2017 and September 2018 with people over the age of 18 who play video games. I also observed two weekend long gaming conventions as well as eight meetings of a weekly gaming group. I found that cisgender heterosexual men typically began playing games at an early age that allowed them to effortlessly develop gaming habitus and gaming capital, making them oblivious to the larger structures of inequality they were enmeshed in. Women with these high-status men in their networks repeated these values to find status for themselves, thereby replicating the barriers that prevent gaming from becoming more diverse. Marginalized players tended to avoid the types of mainstream, competitive games that gave some players status and the opportunity to social connections, which I attribute in part to differences in embodied experiences. -
Designing a Hybrid Recommender System for Steam Games
DESIGNING A HYBRID RECOMMENDER SYSTEM FOR STEAM GAMES JUSTIN V. BOON ANR: 611423 SNR: U1258630 THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN COMMUNICATION AND INFORMATION SCIENCES, MASTER TRACK DATA SCIENCE BUSINESS & GOVERNANCE, AT THE SCHOOL OF HUMANITIES AND DIGITAL SCIENCES OF TILBURG UNIVERSITY Thesis committee: prof. dr. ir P.M.H. Spronck dr. M.M. van Zaanen Tilburg University School of Humanities and Digital Sciences Department of Cognitive Science & Artificial Intelligence Tilburg, The Netherlands April 2019 HYBRID RECOMMENDER SYSTEM FOR STEAM Abstract As the number of available games on online distribution platforms increases every day, the complexity of matching the right game with the right user increases alongside with it. Several studies have been conducted into building a recommender system for the Steam platform, all of them incorporating collaborative filtering methods that predict playtime based on a user’s similarity to other users. Given that research suggests that combining multiple different algorithmic approaches may lead to more accurate recommendations, this study aims to provide insight into what extent the recommender system for Steam can benefit from combining a content-based filtering method with the current collaborative filtering method. Data on playtime of users was harvested using Steam’s API, whereas metadata on games was collected by web scraping tags from Steam’s website. Playtime predictions were subsequently made and hybridized, making use of two different switching hybrids. Results show that a hybrid system is, in correspondency to theory, able to outperform both a stand-alone collaborative filtering system and a stand-alone content-based system. -
UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title The Grail Framework: Making Stories Playable on Three Levels in CRPGs Permalink https://escholarship.org/uc/item/004129jn Author Sullivan, Anne Margaret Publication Date 2012 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA SANTA CRUZ THE GRAIL FRAMEWORK: MAKING STORIES PLAYABLE ON THREE LEVELS IN CRPGS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Anne Margaret Sullivan June 2012 The Dissertation of Anne Margaret Sullivan is approved: _______________________________ Associate Professor Michael Mateas, Chair _______________________________ Associate Professor Noah Wardrip-Fruin _______________________________ Professor Jim Whitehead _______________________________ Associate Professor R. Michael Young _____________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Anne Margaret Sullivan 2012 TABLE OF CONTENTS List of Figures ............................................................................................................................ xi ABSTRACT ............................................................................................................................... xvii Acknowledgments................................................................................................................... xix Chapter 1: Introduction............................................................................................................. -
Untitled Dating Sim & Boyˇs Curse/Boyˇs Blessing
InVisible Culture Journal • Issue 30: Poetics of Play Untitled Dating Sim & Boy’s Curse/Boy’s Blessing Nilson Carroll1 1Visual Studies Workshop Published on: Apr 18, 2019 DOI: 10.47761/2019.30.08 License: Creative Commons Attribution 4.0 International License (CC-BY 4.0) InVisible Culture Journal • Issue 30: Poetics of Play Untitled Dating Sim & Boy’s Curse/Boy’s Blessing Using game genre as metaphor, I put a digital avatar of myself in a series of vulnerable positions for Untitled Dating Sim. This work considers the abstractions of human bodies in games as more than just a means to score points through (a patriarchal notion). Players follow the logic of visual novels to create the possibility for love/connection rather than an exchange between player and game aestheticized by violence. Video games are made up of designed exchanges between player and game. It is up to the game creator to assign these exchanges moralities, in-game values, and meanings, to give them flavor, inject them with violence, cleverness, primordial energy. By their nature, visual novels are designed to be quieter and more contemplative compared to games in other genres, dealing more with relationships between characters than centering around violent action sequences. Stemming from visual novels is the niche Japanese genre of dating sims, which vary from the playfully absurd to the pornographacation of characters of all genders and ages.1 Inspired by dating sims, I developed a game where the player dates three iterations of Nilson. Players are given many options throughout the dates, and while ultimately contrived and controlled, the game allows players the choice to act kind, flirty, or cold toward Nilson. -
The Outer Worlds: a Stellar Odyssey from the Designers of Fallout UNLOCK YOUR GAME Gmaster.Iiyama.Com
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Predestination The power of Tips for making inescapable fates your first VR game Jacked in FUZE4 Now you can make itch games on Sw Issue 24 £3 wfmag.cc The Outer Worlds: a stellar odyssey from the designers of Fallout UNLOCK YOUR GAME gmaster.iiyama.com JOIN THE PRO SQUAD TM RED EAGLE RED EAGLE GB260HSU I GB270HSU I GB2760QSU GET IN THE GAME TM BLACK HAWK HAWK BLACK GE2288HS I G2530HSU I G2730HSU I GB2530HSU I GB2730HSU IMMERSE YOURSELF IN THE GAME TM GOLD PHOENIX GB2888UHSU ENTER A NEW DIMENSION 2560 x 1440 TM SILVER CROW CROW SILVER GB2783QSU Yes, Tetris is political, too hen we say that all games are political, deeper cultural avour symbolised in the original’s a typical ippant and dismissive functional presentation. response is, “What about Tetris?” Looking at how Tetris has developed since then, W Clearly, Tetris is too abstract to really what stands out is how bare eciency is replaced by represent or symbolise events and social groups in any spectacle and performance. As the game erases its way, so how can it be political? We can also think about JON BAILES past to become a slick global brand, even the Tetris creative media in terms of the kind of ideologies they itself is superseded, by T-spins’ and other ashy tricks. Jon Bailes is the embody, not only in their narrative content or overt author of Ideology The difference between versions is most telling in the themes but also their forms. ames are particularly and the Virtual most recent ones – Tetris 99 and etri Eet. -
Virtual Reality, Oculus Rift, and Otome Game Victoria Yen Parsons the New School for Design 65 5Th Ave NYC, NY,10003 [email protected] 646-808-5262
Virtual Reality, Oculus Rift, and Otome game Victoria Yen Parsons the new school for Design 65 5th ave NYC, NY,10003 [email protected] 646-808-5262 ABSTRACT VIRTUAL REALITY I am interested in Virtual Reality in the context of gaming, so for the purpose of the study of wearable technology, I Early day in VR would like to conduct a research on the application of the The history of Virtual Reality can be traced back to the Oculus Rift on Otome games (the Japanese dating- second World War. In WWII, U.S. military invested money simulation Games for girls). On this paper, I will first on developing this cutting edge technology. The most introduce the idea of Virtual Reality (VR) and how it has significant study was the research done by Augmentation been developed. Secondly, I will explain the concept and Research Center (ARC) in Menlo Park, CA, that indicated history of Otome game. Lastly, I will analyze the different the possibility of the computer becoming an extension of aspects that make Otome games appealing to female teens the human body.[3] It can easily be said that what they had and young female adults in East Asia, and how these predicted has become true. aspects are enhanced by Oculus VR. From the article“ The rise and fall and rise of virtual reality” published on The Verge, “In 1962, filmmaker Mort Keywords Heilig registered what might be the first true VR system: Virtual Reality, Oculus Rift, game, simulation, immersion, the Sensorama, an arcade-style cabinet with a 3D display, cultural experience, video game, pc game, Dating- vibrating seat, and scent producer. -
Welcome to Sbgames 2019
Conference Program Welcome to SBGames 2019 pág. 1 Conference Program Day/Room Day 1 - Oct 28 (Mon) Time Sala 205 Sala 206 Sala 207 204 203 Sala 201 (Plenária) 8:00 - 8:15 8:15 - 8:30 Registration 8:30 - 8:45 8:45 - 9:00 9:00 - 9:15 9:15 - 9:30 9:30 - 9:45 EDU I X CULT I X X X 9:45 - 10:00 10:00 - 10:15 10:15 - 10:30 10:30 - 10:45 10:45 - 11:00 Coffee Break 11:00 - 11:15 11:15 - 11:30 11:30 - 11:45 EDU II CULT II 11:45 - 12:00 TUT I X X X 12:00 - 12:15 12:15 - 12:30 12:30 - 12:45 X X 12:45 - 13:00 13:00 - 13:15 13:15 - 13:30 Lunch 13:30 - 13:45 13:45 - 14:00 X X 14:00 - 14:15 Game 14:15 - 14:30 EDU III X CULT III X Jam+ FT Festival de Jogos 14:30 - 14:45 Session 14:45 - 15:00 01 15:00 - 15:15 X 15:15 - 15:30 Coffee Break 15:30 - 15:45 15:45 - 16:00 16:00 - 16:15 X 16:15 - 16:30 16:30 - 16:45 TUT II 16:45 - 17:00 EDU IV Game 17:00 - 17:15 Jogos CTD Diversos Jam+ 17:15 - 17:30 I X 17:30 - 17:45 Session 02 17:45 - 18:00 18:00 - 18:15 18:15 - 18:30 X X X 18:30 - 18:45 18:45 - 19:00 X pág. -
Puzzle-Based Augmented Reality Video Game
Puzzle-Based Augmented Reality Video Game Mackenzie Malpass • BFA Graphic Design Senior Thesis • Spring 2020 TABLE OF CONTENTS Introduction 3 Thesis Statement 3 Methodology 4 Books 4 Articles 5 Observations 5 Research Results 8 Background Information 8 Case Study 1 - Chess 8 Case Study 2 - Pong 9 Case Study 3 - Dating Simulators 10 Target Market 11 Marketing & Promotions 11 Design Considerations 11 Actions Taken 12 Brand Identity 12 Plotline 15 Concept Art & Character Design 16 Game Interface 20 Advertising 22 Package Design 24 Other 25 Steam Store 25 Social Media 26 Conclusion 27 Bibliography 28 INTRODUCTION My whole life, I have been inspired by and VR headsets are increasingly popular, as well as drawn to interactive media, whether that be games that “break the fourth wall” by addressing cartoons on the television every Saturday morning, the player in ways that fall outside the game’s or staying up late to play Pokemon on my created reality. Gameboy when I should have been sleeping. It’s However, no game so far has combined the no surprise that children and even adults are reality we live in and the fabricated world in a captivated by such creative endeavors, video seamless way, so wouldn’t it be incredible if there games especially. Games as a whole provide a was a game that could implement both virtual and way for the curiosity of man to be satisfied, as physical components to redefine how we play well as a means of relieving stress and escaping games? The execution of this project will show the harsh truths of reality, even if just for a short the answer: a story-driven interactive game, time.