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Activision and Lionhead Studios Roll out the Red Carpet at Retail Stores for the Movies (TM): Stunts & Effects Expansion Pack
Activision and Lionhead Studios Roll Out the Red Carpet at Retail Stores for the Movies (TM): Stunts & Effects Expansion Pack SANTA MONICA, June 6, 2006 /PRNewswire-FirstCall via COMTEX News Network/ -- PC gamers can make movie magic with Activision, Inc. (Nasdaq: ATVI) and Lionhead(R) Studios' The Movies(TM): Stunts & Effects Expansion Pack, which ships to retail stores nationwide today. Building on The Movies' critically acclaimed gameplay, The Movies: Stunts & Effects Expansion Pack gives players the tools to turn ordinary scripts into blockbuster films with the addition of stuntmen, astounding visual effects, a variety of dangerous stunts, a movie-making toolset, impressive new sets and an innovative "Freecam Mode" that allows players to adjust the camera location, angle, field of view and path. "The Movies: Stunts & Effects Expansion Pack allows players to create scenes that will have audiences on the edge their seats," said Dusty Welch, vice president of global brand management, Activision, Inc. "From car scenes that end in epic explosions to sci-fi thrillers that feature alien spaceships destroying an entire city, The Movies: Stunts & Effects gives fans what they need to make runaway smash hits." The Movies: Stunts & Effects Expansion Pack allows players to enhance each scene with a variety of options, including death- defying stunts and various particle and visual effects such as fireball explosions, shattering glass, smoke and lasers. Miniature sets, blue screens and green screens add to the spectacular action with dramatic sweeping angles, larger-than-life scale and the illusion of flying across diverse landscapes. Gamers are further immersed into the Hollywood lifestyle as they train and manage stuntmen, as well as compete for industry awards and achievements by uploading their movies to www.themoviesgame.com for the entire world to see. -
CHARLOTTE EMILY LOUISE ATKINSON GAMEPLAY ARTIST Technical Artist and Asset Creation
CHARLOTTE EMILY LOUISE ATKINSON GAMEPLAY ARTIST Technical Artist and Asset Creation +44 7584 061 091 | [email protected] Portfolio: https://www.artstation.com/artofcatkin LinkedIn: /artofcatkin | Twitter: @ArtofCatkin 1 AAA Title Shipped 1 Year Experience within the Games Industry. 5 Years of experience with 3D Software and Engines. PERSONAL STATMENT I am an enthusiastic technical gameplay artist with a background in environment art. I’ve got grit and determination; as a result, I like a good challenge. I’m polite, organized, and open-minded. I work well under Pressure and meet required deadlines. I enjoy and work well within a team, and capable of working independently. I am able and willing to take on responsibilities and leadership roles. I adapt and learn new skills quickly and adjust to new requirements/ changes with ease. I’ve been in the games industry for over a year, and have a wide range of skills and experiences. I graduated with Frist class BA Hons in Game Art (2016) and Distinction MA in Games Enterprise (2017) from the University of South Wales. I currently Work for the Warner Bros studio: Tt Games as a Junior Gameplay Artist. I am computer literate and have experience with Jira, SVN, and AAA pipelines. I am highly skilled in software packages, such as; 3Ds Max, Maya, ZBrush, Unreal Engine 4, and Photoshop. I have also acquired experience in Marmoset Toolbag 3, Quixel, Illustrator and traditional art forms. CREDITED TITLES EXPERIENCE 2018: LEGO DC Supervillains Nov 2018 - Current: JUNIOR GAMEPLAY ARTIST Tt Games, Knutsford. 2016: Koe I create, rig and animate interactive assets for Puzzles and Quest with in the Game hubs and pre 2016: Tungsten Valkyrie levels. -
Virtual Pacifism 1
Virtual Pacifism 1 SCREEN PEACE: HOW VIRTUAL PACIFISM AND VIRTUAL NONVIOLENCE CAN IMPACT PEACE EDUCATION A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS OF TELECOMMUNICATIONS BY JULIA E. LARGENT DR. ASHLEY DONNELLY – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2013 Virtual Pacifism 2 Table of Contents Title Page 1 Table of Contents 2 Acknowledgement 3 Abstract 4 Foreword 5 Chapter One: Introduction and Justification 8 Chapter Two: Literature Review 24 Chapter Three: Approach and Gathering of Research 37 Chapter Four: Discussion 45 Chapter Five: Limitations and a Call for Further Research 57 References 61 Appendix A: Video Games and Violence Throughout History 68 Appendix B: Daniel Mullin’s YouTube Videos 74 Appendix C: Juvenile Delinquency between 1965 and 1996 75 Virtual Pacifism 3 Acknowledgement I would like to thank my committee members, Dr. Ashley Donnelly, Professor Nancy Carlson, and Dr. Paul Gestwicki, for countless hours of revision and guidance. I also would like to thank my friends and family who probably grew tired of hearing about video games and pacifism. Lastly, I would like to thank those nonviolent players who inspired this thesis. Without these individuals playing and posting information online, this thesis would not have been possible. Virtual Pacifism 4 Abstract Thesis: Screen Peace: How Virtual Pacifism and Virtual Nonviolence Can Impact Peace Education Student: Julia E. Largent Degree: Master of Arts College: Communication, Information, and Media Date: July 2013 Pages: 76 The following thesis discusses how virtual pacifism can be utilized as a form of activism and discussed within peace education with individuals of all ages in a society saturated with violent media. -
Theme-Hospital-Manual.Pdf
ThmHsptl/v3 7/13/98 1:24 AM Page ii Table of Contents Command Reference ..................................................................................................................1 Introduction........................................................................................................................................2 Part 1: Setting Up ......................................................................................................................4 Installation Instructions..............................................................................................................4 Running Theme Hospital..............................................................................................................5 Part 2: Playing Theme Hospital ....................................................................................8 The Main Screen Elements..........................................................................................................8 Using the Control Panels ..........................................................................................................10 Using Pop-Up Panels ..................................................................................................................12 Pop Up Icons ................................................................................................................................31 Disasters ......................................................................................................................................34 Using -
Backgrounder: AIIDE 07 Invited Speakers
Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry. -
ZERO TOLERANCE: Policy on Supporting 1St Party Xbox Games
ZERO TOLERANCE: Policy on Supporting 1st Party Xbox Games FEBRUARY 6, 2009 TRAINING ALERT Target Audience All Xbox Support Agents Introduction This Training Alert is specific to incorrect referral of game issues to game developers and manufacturers. What’s Important Microsoft has received several complaints from our game partners about calls being incorrectly routed to them when the issue should have been resolved by a Microsoft support agent at one of our call centers. This has grown from an annoyance to seriously affecting Microsoft's ability to successfully partner with certain game manufacturers. To respond to this, Microsoft is requesting all call centers to implement a zero tolerance policy on incorrect referrals of Games issues. These must stay within the Microsoft support umbrella through escalations as needed within the call center and on to Microsoft if necessary. Under no circumstances should any T1 support agent, T2 support staff, or supervisor refer a customer with an Xbox game issue back to the game manufacturer, or other external party. If there is any question, escalate the ticket to Microsoft. Please also use the appropriate article First-party game titles include , but are not limited to , the following examples: outlining support • Banjo Kazooie: Nuts & Bolts boundaries and • Fable II definition of 1 st party • Gears of War 2 games. • Halo 3 • Lips VKB Articles: • Scene It? Box Office Smash • Viva Pinata: Trouble In Paradise #910587 First-party game developers include , but are not limited to, the following #917504 examples: • Bungie Studios #910582 • Bizarre Creations • FASA Studios • Rare Studios • Lionhead Studios Again, due to the seriousness of this issue, if any agent fails to adhere to this policy, Microsoft will request that they be permanently removed from the Microsoft account per our policies for other detrimental kinds of actions. -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
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Close Reading Oblivion: Character Believability and Intelligent Personalization in Games Theresa Jean Tanenbaum Jim Bizzocchi University of California, Irvine Simon Fraser University Department of Informatics School of Interactive Arts & Technology [email protected] [email protected] Abstract This paper investigates issues of character believability and intelligent personalization through a reading of the Elder Scrolls: Oblivion. Oblivion’s opening sequence simultaneously trains players in the function of the game, and allows them to customize their character class through the choices and actions they take. Oblivion makes an ambitious attempt at intelligent personalization in the character creation process. Its strategy is to track early gameplay decisions and “stereotype” players into one of 21 possible classes. This approach has two advantages over a less adaptive system. First, it supports the illusion of the gameworld as a real world by embedding the process of character creation within a narrativised gameplay context. Second, the intelligent recommendation system responds to the player’s desire to believe that the game “knows” something about her personality. This leads the players to conceptualize the system as an entity with autonomous, human-like knowledge. This paper considers ways in which Oblivion both succeeds and fails at mapping player behaviour to appropriate class assignments. It does so through the analysis of multiple replayings of the opening sequence, and the application of two theoretical lenses - character believability and intelligent personalization. The paper documents moments where the dialogue between player and game breaks down, and argues for alternative techniques to customize the play experience within the desires of the player. Author Keywords Game design; believable characters; adaptive systems; interactive narrative; close reading Introduction: Reading Critically In Oblivion Oblivion (Bethesda Softworks, 2006) is the fourth “anchor” game in a series of Computer Role- Playing Games (CRPGs) known as The Elder Scrolls. -
The Trojan Gazette Mrs
The Trojan Gazette Mrs. Tovornik’s Creative Writing Class (Fall 2014) September 19, 2014 Volume 1, Issue 2 Highlights: Welcome to the new CHS newspaper. We hope to entertain, inform and expand your horizons with our coverage of school, local and national stories. We want to Front Page: Feature feature and highlight the great students and events here at CHS, as well as what is going on in the world that shapes our lives. Sports Great things happen at Carolina High School and we want everyone to know Celebrity News. about them! We hope your enjoy! Fashion Trojans Elite: Tan Blakely New movies Tan Blakely is a senior high school cheerleader here at CHS. As a two year Trojan cheerleader Biakely says, “I am proud Movie Reviews to be a Trojan cheer leader”. As a Trojan Blakely has made a cheerful impact this year for our football and basketball Music and the players. After high school, Blakely plans to go college; yet Artists not to cheer, but to focus on joining the Army. She plans to attend Costal Carolina. - by Antwan Duckett Gaming Information Sports for the week NFL games coming up In this issue: This weekend Sunday, Sept. 21, 2013 Entertainment FRIDAY NIGHT LIGHTS Chargers 1:00pm Music Artist 2 Bills Raiders 1:00 PM High School Football in Greenville Patriots Ravens 1:00 PM Fashion & Gaming Friday, Sept. 19, 2014 3 Browns Redskins 1:00 PM Eagles Titans 1:00 PM Movies: Premieres Carolina High vs Landrum High 4 Bengals 49ers 4:05 PM and Reviews Southside High vs Berea High Cardinals Wade Hampton High Cowboys 1:00 PM Student Corner -
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Machinima As Digital Agency and Growing Commercial Incorporation
A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody. -
The Video Game Asset Pipeline a Pattern Approach to Visualization
The Video Game Asset Pipeline A Pattern Approach to Visualization James Lear Student ID: 91002002 [email protected] The University of the West of England Faculty of Environment and Technology This thesis is submitted for the degree of Doctor of Philosophy March 2021 Director of Studies Supervisor Professor Richard McClatchey Dr Simon Scarle [email protected] [email protected] a Abstract Video games consist of virtual worlds modelled as an approximation of either a real or imaginary environment. The amount of content required to populate the environments for Triple-A (AAA) video games doubles every few years to satisfy the expectations of the end-users. For this reason, the art and design discipline now constitute the maJority of those employed in a video game studio. The artists use Digital Content Creation (DCC) tools to design and create their content; tools not originally designed for video game asset creation. Ultimately the artists require to preview their content in the form of source assets in the runtime environment, the game engine, to ensure they provide an accurate rendering of their original vision. However, there exists a barrier to achieve this workflow; the original source assets are persisted in a proprietary format, information rich to handle future edits, and the final runtime environment requires the assets to be lightweight ready for fast and efficient loading into the game engine. The video game industry has solved this problem by introducing a fast and efficient workflow known as the asset pipeline. The asset pipeline is recognized within video games technology as a general reusable solution to the common problem of converting source assets into their final runtime form as expected by the runtime game engine.