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Nintendo 3Ds Software Quick Guide Scribblenauts™ Unlimited
MAA-CTR-ASLP-UKV NINTENDO 3DS SOFTWARE QUICK GUIDE SCRIBBLENAUTS™ UNLIMITED CTR_Scribblenauts_QG_UKV.indd 4-1 19.12.12 10:15 Controls U Use or to move Maxwell. U Press to jump. U Tap an object near Maxwell with or press to interact with it. Electronic Manual Select the icon for this software on the HOME Menu and touch U Use to move the camera. MANUAL to view the electronic manual. Please read this manual thoroughly to ensure maximum enjoyment of your new software. U Press or to open the menu. Use this to enter Write mode. This software title includes an electronic manual to reduce the amount of paper used in its packaging. For support, please consult the electronic manual, the Operations Manual for your system or the Nintendo website. The electronic manual is available in Use this to access the World Map (becomes PDF format on the Nintendo website. available once new areas are unlocked). IMPORTANT: Please read the separate Important Information Leafl et. Note: You can restrict StreetPass™ functionality via Parental Controls. For more information, refer to the Operations Manual for your system. Use this to see with Starite Vision. Use this to open the Magic Backpack. SCRIBBLENAUTS UNLIMITED software © 2013 Warner Bros. Entertainment Inc. Developed by 5th Cell Media LLC. Uses Miles Sound System. Copyright © 1991–2013 RAD Game Tools, Inc. Uses Bink Video. Copyright © 2007–2013 by RAD Game Tools, Inc. All other trademarks and copyrights are the property of their respective owners. All rights reserved. SCRIBBLENAUTS and all related characters and elements are trademarks of and © Warner Bros. -
NIER's Rejection of the Heteronormative in Fairy
Cerri !1 “This Is Hardly the Happy Ending I Was Expecting”: NIER’s Rejection of the Heteronormative in Fairy Tales Video games are popularly viewed as a form of escapist entertainment with no real meaning or message. They are often considered as unnecessarily violent forms of recreation that possibly incite aggressive tendencies in their players. Overall, they are generally condemned as having no value. However, these beliefs are fallacious, as there is enormous potential in video games as not just learning tools but also as a source of literary criticism. Games have the capacity to generate criticisms that challenge established narratives through content and form. Thus, video games should be viewed as a new medium that demands serious analysis. Furthermore, the analysis generated by video games can benefit from being read through existing literary forms of critique. For example, the game NIER (2010, Cavia) can be read through a critical lens to evaluate its use of the fairy tale genre. More specifically, NIER can be analyzed using queer theory for the game’s reimagining and queering of the fairy tale genre. Queer theory, which grew prominent in the 1990s, is a critical theory that proposes a new way to approach identity and normativity. It distinguishes gender from biological sex, deconstructs the notion of gender as a male-female binary, and addresses the importance of performance in gender identification. That is, historically and culturally assigned mannerisms establish gender identity, and in order to present oneself with a certain gender one must align their actions with the expected mannerisms of that history and culture. -
Roll 2D6 to Kill
1 Roll 2d6 to kill Neoliberal design and its affect in traditional and digital role-playing games Ruben Ferdinand Brunings August 15th, 2017 Table of contents 2 Introduction: Why we play 3. Part 1 – The history and neoliberalism of play & table-top role-playing games 4. Rules and fiction: play, interplay, and interstice 5. Heroes at play: Quantification, power fantasies, and individualism 7. From wargame to warrior: The transformation of violence as play 9. Risky play: chance, the entrepreneurial self, and empowerment 13. It’s ‘just’ a game: interactive fiction and the plausible deniability of play 16. Changing the rules, changing the game, changing the player 18. Part 2 – Technics of the digital game: hubristic design and industry reaction 21. Traditional vs. digital: a collaborative imagination and a tangible real 21. Camera, action: The digitalisation of the self and the representation of bodies 23. The silent protagonist: Narrative hubris and affective severing in Drakengard 25. Drakengard 3: The spectacle of violence and player helplessness 29. Conclusion: Games, conventionality, and the affective power of un-reward 32. References 36. Bibliography 38. Introduction: Why we play 3 The approach of violence or taboo in game design is a discussion that has historically been a controversial one. The Columbine shooting caused a moral panic for violent shooter video games1, the 2007 game Mass Effect made FOX News headlines for featuring scenes of partial nudity2, and the FBI kept tabs on Dungeons & Dragons hobbyists for being potential threats after the Unabomber attacks.3 The question ‘Do video games make people violent?’ does not occur within this thesis. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Big Fish Games Torrent Download All Big Fish Games Keygen
big fish games torrent download All Big Fish Games KeyGen. Founded in 2002, Big Fish is the world’s largest producer and distributor of casual games, delivering fun to millions of people around the world. Through its mobile and online distribution platforms, Big Fish has distributed more than 2.5 billion games to customers in 150 countries from a growing catalog of 450+ unique mobile games and 3,500+ unique PC games. If you are big fish fans make sure you dun miss up the keygen for more than 1000 games included. Updated 5355 Games. Visit BigFish. Keygen. 26 thoughts on “ All Big Fish Games KeyGen ” Good evening, may i know how it works after download it? step-by-step please, thank you so much. download install bigfish game that keygen have.. register via keygen for it. It is not that hard. I like Big Fish games and the keygen gives really good results for registering thanks for the file’s. Big Fish Games Torrents. Azada is an adventure-puzzle casual game developed by Big Fish Studios Europe, and distributed by Big Fish Games. The studio previously developed Mystic Inn and Atlantis Sky Patrol . Maps, Directions, and Place Reviews. Story. Hapless adventurer Titus has been trapped for years in a magical book, for a reason that is only later revealed in the game. With the last of the magical powers he acquired while trapped, Titus transports you, the player, to his study, and asks for your help to get free. The only way he can ever be released from the book is to solve the ancient puzzles of Azada. -
World Missions - the Fusionfall Wiki -… World Missions
20/4/2011 World Missions - The FusionFall Wiki -… World Missions World Missions [-] # Difficulty Name LVL NPC Location 514 Basic Training (Part 1 of 3) 01 Easy Ben Null Void 515 Basic Training (Part 2 of 3) 01 Easy Ben Null Void 316 Basic Training Complete 01 Easy Ben Null Void 311 Advanced Training (Part 1 of 6) 02 Normal Rex Providence HQ 500 Advanced Training (Part 2 of 6) 02 Normal Finn Providence HQ ??? Advanced Training (Part 3 of 6) 02 Normal Finn Providence HQ ??? Advanced Training (Part 4 of 6) 02 Normal Lance Providence HQ ??? Advanced Training (Part 5 of 6) 02 Normal Lance Providence HQ ??? Advanced Training (Part 6 of 6) 02 Easy Lance Providence HQ 313 Advanced Training Complete 02 Easy Lance Providence HQ 314 Meet Edd 03 Easy Computress Mt. Neverest 328 Meet Ben 03 Easy Computress Mt. Neverest 312 Meet Dexter 03 Easy Computress Mt. Neverest 329 Meet Mojo 03 Easy Computress Mt. Neverest ??? Graduated 04 Easy Computress Mt. Neverest Peach Creek Estates (The 320 Black Out Blitz* 02 Easy Mandark Future) Pokey Oaks North (The 325 Dawn of the Spawn* 02 Normal Numbuh Five Future) 317 Gum Drop* 02 Normal Numbuh 1337 Sector V (The Future) Pokey Oaks North (The 314 Map Trap* 02 Easy Buttercup Future) Pokey Oaks North (The 315 Pokey Protection* 02 Normal Buttercup Future) Pokey Oaks North (The 327 Going Places* 02 Easy Numbuh Five Future) Peach Creek Estates (The 326 Band of Bandits* 03 Normal Samurai Jack Future) 330 Candy Jarrr!* 03 Normal Licorice Lips Candy Cove (The Future) Peach Creek Commons 318 Eddy Money* 03 Normal Eddy (The -
MARVELOUS Company Profile-2019-ENG.Indd
President Shuichi Motoda 2 MARVELOUS COMPANY PROFILE For games, video, music and stage. Excitement has no borders. After food, clothing and shelter comes fun. To have fun is to live. The more we keep our hearts entertained, the more fulfilling our lives will be. Marvelous Inc. is an all-round entertainment company that produces fun. We create interesting and original intellectual property (IP) for games, video, music and stage. Leveraging our strength in “multi-content, multi-use and multi-device,” we transcend changes in the times to consistently create fresh entertainment. We strive to deliver wonder and excitement never seen before to the people of the world. Before you know it, we will be one of Japan’s leading content providers. And we will be an entertainment company that offers a multitude of challenges and thrills and leaves people wondering, “What’s coming next from this company?” Personally, I’m really looking forward to what lies ahead at Marvelous. President Shuichi Motoda MARVELOUS COMPANY PROFILE 3 In the Online Game Business, we are engaged in the planning, development, and operation of online games for App Store, Google Play, and SNS platforms. In order to provide the rapidly evolving online game market quickly and consistently with ONLINE GAME buzz-worthy content, we are engaged in proactive development efforts through alliances with other IPs in addition to our own. By promoting multi-use of original IP produced by Marvelous Delivering buzz-worthy content and and multi-device compatibility of products for PC, mobile, expanding the number of users smartphone, tablet and other devices, we work to diversify worldwide revenue streams. -
Lizengland Resume
Liz England Toronto, ON Systems Designer [email protected] SKILLS Almost 15 years of professional design experience in the game industry, and in a large variety of roles. I work best when wrangling huge complex game systems at the high level, and then also implementing and tuning the detail work needed to support that system at the low level. Some more specific skills and areas of design I am looking to explore on my next project(s): ● systems driven games ● procedural generation ● high player agency & expression ● emergent narrative systems ● simulations ● new/experimental tech (i.e. machine ● AI (non-combat) learning) EXPERIENCE TEAM LEAD GAME DESIGNER, Ubisoft Toronto 2016-2021 Watch Dogs Legion / 2020 / PC & Consoles Design lead on procedural generation and simulation systems involved in the "Play as Anyone" pillar, including: narrative tools and technology development (writing, audio, cinematic, and localization support for procgen characters and dynamic dialogue) and procedurally generated AI (assembling assets/data to generate coherent characters, narrative backstories, relationships, persistent schedules, recruitment systems, and more). DESIGNER, Insomniac Games 2010 - 2016 The Edge of Nowhere and Feral Rites / 2016/ PC & Oculus Rift VR General design tasks (scripting, level design, story development, puzzle design). Created development guidelines (level design, camera, UI, fx, art) to mitigate simulation sickness. Left prior to shipping. Sunset Overdrive / 2014 / Xbox One Focused mainly on integrating many large and small systems together to make a smooth open world experience, such as downtime between missions, shared spaces (quest/mission hubs), roll out of content, abilities, and rewards (macro progression), and miscellaneous open world systems such as collectibles, vendors , fast travel, maps, checkpoints/respawn, and player vanity. -
Playing with the Time. Experimental Archaeology and the Study of the Past
PLAYING WITH THE TIME. EXPERIMENTAL ARCHAEOLOGY AND THE STUDY OF THE PAST Editors: Rodrigo Alonso, Javier Baena & David Canales 4th. International Experimental Archaeology Conference 8-11 may 2014, Museo de la Evolución Huma. Burgos, Spain. Experimenta (the Spanish Experimental Archaeology Association) is a non-profit association created, among other proposes, to organize international experimental archaeology conferences. Previous conferences were successively held in Santander (2005), Ronda (2008) and Banyoles (2011). Organization Scientific committee Experimenta (Asociación española de Arqueología Experimental) Carlos Díez (Universidad de Burgos) Museo de la Evolución Humana, Junta de Castilla y León Marta Navazo(Universidad de Burgos) Universidad Autónoma de Madrid Ángel Carrancho (Universidad de Burgos) EXARC José A. Rodriguez Marcos (Universidad de Burgos) Diego Arceredillo (Fundación Atapuerca) Cooperación institutions Marcos Terradillos (Fundación Atapuerca) Fundación Atapuerca Millán Mozota (Institut Milá i Fontanals, CSIC) Universidad de Burgos Xavier Terradas (Institut Milá i Fontanals, CSIC) Consejo Superior de Investigaciones Científicas - IMF, Barcelona Ignacio Clemente (Institut Milá i Fontanals, CSIC) Asociación Española para el Estudio del Cuaternaro (AEQUA) Antonio Morgado (Universidad de Granada) Gema Chacón (Institut de Paleoecologia Humana i Evolució Social) Organizing committee Josep Maria Verges (Institut de Paleoecologia Humana i Evolució Social) Alejandro Sarmiento (Museo de la Evolución Humana, Junta de Castilla -
Sony Computer Entertainment Inc. Introduces Playstation®4 (Ps4™)
FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4™) PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. Gamer Focused, Developer Inspired PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers. PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development. PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor. The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation. -
A Copy of the Complaint Is Available Here
Case 2:13-cv-02824-JFW-MRW Document 1 Filed 04/22/13 Page 1 of 18 Page ID #:27 FILED 1 KING, HOLMES, PATERNO & BERLINER LLP HOWARD E. KiNG, ESQ., STATE BAR No. 77012 2 STEPHEND.RoTHSCHILD,EsQ.,STATEBARNo.132514 zon M'R 22 PM 4: 00 [email protected] TH 3 1900 AVENUE OF THE STARS 25 FLOOR Los ANGELES, CALIFORNIA 90067-4506 4 TELEPHONE: (310) 282-8989 FACSIMILE: (310) 282-8903 5 Attorneys for Plaintiffs Charles Schmidt 6 and Christopher Orlando Torres 7 8 UNITED STATES DISTRICT COURT 9 CENTRAL DISTRICT OF CALIFORNIA, WESTERN DIVISION 10 4 11 CHARLES L. SCHl'vIIDT an cAsU.13 - 02 82 rr: \ individual; CHRISTOPHER 12 ORLANDO TORRES, an individual, COMPLAINT FOR COPYRIGHT INFRINGEMENT, TRADEMARK 13 Plaintiffs, INFRINGEMENT, UNFAIR COMPETITION and AN 14 vs. ACCOUNTING 15 WARNER BROS. DEMAND FOR JURy TRIAL ENTERTAI~NT, INC., a Delaware 16 corporation; 5 CELL MEDIA, LLC, a Delaware limited liability company, 17 Defendants. 18 19 Plaintiffs Charles L. Schmidt ("Schmidt") and Christopher Orlando Torres 20 ("Torres") (collectively, "plaintiffs"), hereby allege as follows: 21 BACKGROUND OF THIS ACTION 22 1. This case is to remedy defendants Warner Bros. Entertainment, Inc. 23 ("WB") and 5th Cell Media, LLC's ("5th,,) willful infringement of plaintiffs' 24 copyrights and trademarks in the memes "Keyboard Cat" and "Nyan Cat." 25 "Keyboard Cat" and "Nyan Cat" are known and enjoyed by tens of millions of 26 people. That popularity makes them extremely valuable for commercial uses. th 27 Unlike WB and 5 , many other companies, respecting plaintiffs' intellectual 28 property rights, regularly pay substantial license fees to use plaintiffs' memes 4107.060/642728.1 COMPLAINT Case 2:13-cv-02824-JFW-MRW Document 1 Filed 04/22/13 Page 2 of 18 Page ID #:28 1 commercially. -
The User Engagement Top 100 Report in Mobile Gaming
The 2017 User Engagement Top 100 Report Mobile Gaming Table of Contents Introduction ··································································· 3 Key Takeaways ································································ 4 Methodology ·································································· 5 Push Strategy Adoption of the Top 100 Mobile Games How They Were Sent: Permission Requests ······················· 6 Who Sent Them: Game Genre Breakdown ························· 7 When They Were Sent: Push Timing ································· 8 What Was Sent: Message Content ·································· 10 Missed Opportunities ····················································· 16 Summary ······································································ 17 About Iterable ······························································· 18 Appendix ······································································ 19 2 Introduction Whenever new market research discusses mobile applications, gaming dominates the conversation. Here are just a few mind-boggling stats about the impact of this industry. \ 62 percent of smartphone owners install How are game publishers able to keep customers games within a week of getting their phones, a so engaged? In this report, we analyzed the push higher percentage than any other type of app. messaging strategies adopted by the top 100 freemium mobile games in the United States to study \ Consumers spent $41 billion on mobile games how they communicate with their customers.