EA and Crytek Recruit Players Into Free Trial for Crysis Wars
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Designing a User Interface for Musical Gameplay
Designing a User Interface for Musical Gameplay An Interactive Qualifying Project submitted to the faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science Submitted by: Tech Side: Hongbo Fang Alexander Guerra Xiaoren Yang Art Side: Kedong Ma Connor Thornberg Advisor Prof. Vincent J. Manzo Abstract A game is made up of many components, each of which require attention to detail in order to produce a game that is enjoyable to use and easy to learn. The graphical user interface, or GUI, is the method a game uses to communicate with the player and has a large impact on the gameplay experience. The goal of this project was to design a GUI for a music oriented game that allows players to construct a custom instrument using instruments they have acquired throughout the game. Based on our research of GUIs, we designed a prototype in Unity that incorporates a grid system that responds to keypress and mouse click events. We then performed a playtest and conducted a survey with students to acquire feedback about the simplicity and effectiveness of our design. We found that our design had some confusing elements, but was overall intuitive and easy to use. We found that facilitation may have impacted the results and should be taken into consideration for future development along with object labeling and testing sample size. 1 Acknowledgements We would like to thank Professor Vincent Manzo for selecting us to design an important feature of his game and for is support and encouragement throughout the duration of the project. -
Achieve Your Vision
ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology. -
Crysis 2 Full Hd Patch
Crysis 2 full hd patch click here to download All three Crysis 2 DirectX 11 Ultra Upgrade files are available to download via a fast, queue-free server. You are free to download the DirectX 11 update and high resolution packs, however, as they work with all versions of the game – just ensure you're patched to version before installing them. Hi-Res Texture Pack. Enhance your copy of Crysis 2 with the DirectX 11 Ultra Upgrade. This pack has three files: the Patch , DirectX 11 Ultra Upgrade and High Resolution Texture Pack. Extreme Immersive Mod v + New TOD Demostartion | Crysis Max Settings | Directx 10 | p. This is a gameplay for Crysis 2 with High Resolution Texture Pack with patch , using DirectX 11 Ho. C:\Program Files (x86)\Steam\SteamApps\common\Crysis 2 Game of the Year\patch you already have this Patches. Download the DirectX 11 Ultra Upgrade and the High Resolution Texture Pack After Installation you have to That means a complete new Story for free! The Game itself is not needed! I'm pretty sure at some point in the future, Crysis 2 will be in a Steam or Origin sale. And you might buy it and then be sickened to the core by the vile March level graphics. Ugh, I'm embarrassed that we accepted it as a game back then, with its DX11 shaders and an official HD texture pack that looks as. The high-rez pack is definitely a must if you wanna see Crysis 2 in its full glory! The DX11 patch as well, i play crysis2 and the hd pack is a hindrance on multiplayer you need best fps and they will reduce yours by a good 30%+ even when you turn everything down to minimum. -
EA and Crytek Launches Crysis Warhead in North America and Europe
EA and Crytek Launches Crysis Warhead in North America and Europe The Next Installment of the Award-Winning Crysis Franchise Arrives at Retail Stores This Week REDWOOD CITY, Calif., Sep 16, 2008 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) and Crytek GmbH announced today that Crysis Warhead(R), the next installment in the award-winning Crysis(R) franchise, has shipped to retailers in North America and Europe and will hit store shelves and participating digital download services starting September 18, 2008 exclusively for the PC. Containing a new single player campaign featuring Crytek's trademark open-ended gameplay and stunning visuals along with Crysis Wars(R), the exciting new multiplayer suite for the Crysis universe, Crysis Warhead is a tremendous value at only $29.99 and does not require the original Crysis to play. "The launch of Crysis Warhead marks a significant milestone for the entire Crytek family," said Cevat Yerli, CEO and President of Crytek. "The team at Crytek Hungary has delivered a dynamic and intense single player experience more than worthy of the Crysis franchise, while the multiplayer team in Frankfurt has revisited and extended multiplayer in the Crysis universe with Crysis Wars. They are both great representations of our studio's core values of technical excellence, craftsmanship and quality." "Crytek is a world-class partner and quickly becoming one of the most formidable independent developers in the industry," said David DeMartini, Senior Vice President and General Manager of EA Partners. "Crysis was one of the best games of last year and we are thrilled to have the opportunity to bring Crysis Warhead, a game that actually improves upon Crysis' core experience, to the largest possible audience on a global stage." Crysis Warhead takes place alongside the events of last year's critical hit, with players experiencing the explosive battles against waves of challenging enemies on the other side of the island through the eyes and nanosuit of the bold and aggressive Sergeant "Psycho" Sykes. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
Game Development Companies/Studios in Orange County
Walt Scacchi, UCI GameLab Game Development companies/studios in Orange County (listings in parentheses appear to no longer be in business in Orange County, but may have relocated elsewhere) Version of May 2013 1. A2Z [Amazon.com Game Studio] Lake Forest, http://games.amazon.com/jobs/ 2. Atlus USA, Irvine – http://www.atlus.com/ 3. (Bandai Games/BandaiAmerica, Cypress) 4. Blind Squirrel Games, Costa Mesa, http://www.blindsquirrelgames.com/ 5. Blizzard Entertainment, Irvine -- http://www.blizzard.com/ 6. (BooHag Studios, Buena Park) 7. Carbine Studios/NCSoft, Aliso Viejo, -- http://www.carbinestudios.com/studio/ 8. (Codefire, Irvine) 9. Coresoft, Lake Forest -- http://www.coresoft.com/ 10. (Crave Entertainment, Newport Beach) 11. (Crazy Pixel, Irvine) 12. Double Helix Games [Foundation 9 Entertainment], Irvine -- http://www.doublehelixgames.com/ 13. Fallstreak Studio, Orange -- http://www.axle.fallstreakstudio.com/ 14. FreezeTag Games, Tustin -- http://www.freezetag.com/ 15. Gaikai [Sony Computer Entertainment], Aliso Viejo -- http://www.gaikai.com/ 16. GamersFirst/Reloaded Games, Irvine -- http://www.reloadedinc.com/ 17. (Gamespy/IGN Entertainment, Costa Mesa) 18. InXile Entertainment, Newport Beach -- http://www.inxile-entertainment.com 19. (In-Fusio, Tustin) 20. Interplay, Irvine -- http://www.interplay.com/ 21. InterServ, Irvine -- http://game.interserv.com.tw/ 22. Javaground USA – http://www.javaground.be/corporate_contact.html 23. (K2 Network, Irvine) 24. Leadwerks, Newport Beach, -- http://www.leadwerks.com 25. Little Orbit, Rancho Santa Marguerita -- http://www.littleorbit.com/ 26. MobilityWare, Irvine -- http://mobilityware.com/ 27. MumboJumbo, Costa Mesa, -- http://www.mumbojumbo.com/ 28. Nexus Entertainment, Huntington Beach -- http://www.nexusent.com/ 29. (NHN USA [ijji.com], Irvine) 30. (Ntreeve [aka, SG Interactive], Irvine) 31. -
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. -
Future Graphics in Games
Future graphics in games Anton Kaplanyan Lead researcher Cevat Yerli Crytek CEO Agenda • The history: Crytek GmbH • Current graphics technologies • Stereoscopic rendering • Current graphics challenges • Graphics of the future • Graphics technologies of the future • Server-side rendering • Hardware challenges • Perception-driven graphics The Past - Part 1 • March 2001 till March 2004 • Development of Far Cry • Development of CryEngine 1 • Approach: A naïve, but successful push for contrasts, by insisting on opposites to industry. size, quality, detail, brightness • First right investment into tools - WYSIWYPlay Past - Part 1: CryEngine 1 • Polybump (2001) • NormalMap extraction from High-Res Geometry • First „Per Pixel Shading“ & HDR Engine • For Lights, Shadows & Materials • High Dynamic Range • Long view distances & detailed vistas • Terrain featured unique base-texturing • High quality close ranges • High fidelity physics & AI • It took 3 years, avg 20 R&D Engineers CryENGINE 2 The Past – Part 2 – CryENGINE 2 • April 2004 till November 2007 • Development of Crysis • Development of CryEngine 2 • Approach: Photorealism meets interactivity! • Typically mutual exclusive directions • Realtime productivity with WYSIWYPlay • Extremely challenging, but successful CryEngine 2 - Way to Photorealism The image cannot be displayed. Your computer may not have enough memory to open the image, or the image may have been corrupted. Restart your computer, and then open the file again. If the red x still appears, you may have to delete the image and then insert it again. The Past - Part 2: CryEngine 2 • CGI Quality Lighting & Shading • Life-like characters • Scaleable architecture in • Both content and pipeline • Technologies and assets allow various configurations to be maxed out! • Crysis shipped Nov 2007, works on PCs of 2004 till today and for future.. -
Nintendo Entertainment System Now You’Re Playing with Power!
Nintendo Entertainment System Now you’re playing with power! Seth Hendrick, Alex Sarra Agenda 1. What is video gaming? 2. History 3. Console Specifications 4. CPU (2A03) 5. Picture Processing Unit (PPU) 6. Cartridges 7. Memory Management 8. Conclusion What is video gaming? ● Popular pastime of today’s youth, and other’s not so youthful ● Video gamers ○ Excited about gaming ○ Want to see continual progress ● Market ○ Several competing companies ○ Satisfy gamer’s needs ○ Nintendo, Sony, Microsoft, etc. ○ Strategy is different based on company ● Nintendo ○ Hardware is traditionally less expensive ○ Cost is generally lower per console unit with higher market longevity History ● Nintendo released the FAMICOM (FAMily COMputer) in Japan in 1984 [2] ● Despite the video game crash in the US, Nintendo released the N.E.S. in 1986. ○ $250 version came with R.O.B., Gyromite, Super Mario Bros, 2 controllers, Duck Hunt, and a light gun ○ $200 version came with Super Mario Bros, and 2 controllers. ● Nintendo designed the N.E.S. to look like a VCR instead of a Video Game System due to the crash. History ● 1993: Nintendo released the N.E.S. 2 ● 1995: Nintendo discontinued the N.E.S. ● The N.E.S. sold 62 million systems and over 500 million games ○ One of the most popular game systems of all time. NES External Design NES 2 - 1993 Release Console Specifications ● 8-bit CPU ● 1.79 MHz ● PPU ● 64 Value Color Palette ● System Memory - 2KB ● VRAM - 2KB ● Program ROM - 32+ KB ● Character ROM - 8+ KB ● Sprite RAM - 256 Bytes ● Temporary Sprite RAM - 24 bytes ● Color palette RAM - 32 bytes [4] CPU - 2A03 Overview [2 ,p.9]: ● Ricoh - 2A03 ● NMOS ● Little Endian ● 8-bit data bus ● MMC ● 8-bit control ● 16-bit address Processor Diagram CPU - 2A03 Memory Access [2 ,pp. -
Crysis: EVALUATION SUMMARY
Crysis: EVALUATION SUMMARY About INDIVIDUAL SCORES RYG’s RATING* Crysis Developed by Crytek, Crysis is a science fiction, first- 37% person shooter game. Crysis was also the first game to utilise Crytek’s CryEngine2 and was one of the first game engines to utilise Microsoft’s DirectX 10. In spite of its piracy rates as commented by Cevat Yerli, Crysis was one UNACCEPTABLE of the top-performing games in 2007. 33% 40% N/A Medium: Disc Version Versions Tested: 1.1.15767 and 1.20 * RYG’s Rating is an aggregate of the Individual Scores AREAS OF CONCERN About SecuROM Pre-Purchase & DRM Notification Activation DRM: Documentation absent between Publisher’s websites, Gaming DRM: Constant disc verification; Resale not permissible; No Package, Manual, Readme and EULA. documentation provided with respect to activation process. SecuROM is developed by Sony DADC and remains one Publisher: As above. Publisher: As above. of the oldest DRM series in the Video Gaming market. This version implemented by Electronic Arts is a EULA Manual Patches & Updates hardware-binding DRM with software blacklisting DRM: DRM information absent. BOTH: Rollback option not provided; Sunset option not provided; capabilities. Publisher: As above; Not written for AUS Consumers; Installation logs not provided. Incomprehensible, inconsistent and overwritten; Limited warranties/refunds provisions for consumers outside Germany/UK; Uninstallation Ownership bias. DRM: Some files and registry keys remain; DRM Removal tool(s) not About provided. Personal Backup Publisher: As above; Uninstallation link not provided; Some game Electronic Arts BOTH: Not Permissible as per the EULA. files and registry keys remain. Installation Customer / Technical Service and Internal With over 8,000 employees and $3 Billion USD in Disputes Resolution revenue, Electronic Arts Inc (EA) is one of the world’s DRM: DRM Files not contained to Gaming Directory; Installation logs largest developer and publisher of Video Games. -
The History of Video Game Music from a Production Perspective
Digital Worlds: The History of Video Game Music From a Production Perspective by Griffin Tyler A thesis submitted in partial fulfillment of the requirements for the degree, Bachelor in Arts Music The Colorado College April, 2021 Approved by ___________________________ Date __May 3, 2021_______ Prof. Ryan Banagale Approved by ___________________________ Date ___________________May 4, 2021 Prof. Iddo Aharony 1 Introduction In the modern era of technology and connectivity, one of the most interactive forms of personal entertainment is video games. While video games are arguably at the height of popularity amid the social restrictions of the current Covid-19 pandemic, this popularity did not pop up overnight. For the past four decades video games have been steadily rising in accessibility and usage, growing from a novelty arcade activity of the late 1970s and early 1980s to the globally shared entertainment experience of today. A remarkable study from 2014 by the Entertainment Software Association found that around 58% of Americans actively participate in some form of video game use, the average player is 30 years old and has been playing games for over 13 years. (Sweet, 2015) The reason for this popularity is no mystery, the gaming medium offers storytelling on an interactive level not possible in other forms of media, new friends to make with the addition of online social features, and new worlds to explore when one wishes to temporarily escape from the monotony of daily life. One important aspect of video game appeal and development is music. A good soundtrack can often be the difference between a successful game and one that falls into obscurity.