Game Developer Readers Have Spoken: Find out Which Dev Tools Were the Best in the Business for 2012

Total Page:16

File Type:pdf, Size:1020Kb

Game Developer Readers Have Spoken: Find out Which Dev Tools Were the Best in the Business for 2012 JANUARY 2013 VOLUME 20 NUMBER 01 www.unrealengine.com much all of the engine’s features at one point experience, Ninja Theory built new technology Ninja Theory and Capcom or another during the game’s development. on top of UE3 to customize lighting and Reboot Devil May Cry with “One really useful aspect for us was shadowing and to create faster and more Unreal Matinee, as this allowed us to easily accurate cloth simulations and faster particle Unreal Engine 3 set up complex cutscenes and really get systems. They also worked with Epic Games into the minutiae of achieving the fi lmic and other UE3 teams on the Unreal Developer Dante is getting a makeover. The look that we’re after,” said Matthews. “On Network (UDN) throughout the process. mercenary demon hunter is back in a related front, the material system gives “UDN is great for quickly looking up action in DmC Devil May Cry, a highly us complete control over the look and feel documentation, but it’s the community anticipated reboot of the franchise. of every surface – early on we made the forums that are invaluable,” said Matthews. By working closely with Capcom, decision to allow our artists to create their “All UE3 licensed developers have developer Ninja Theory stripped Dante to own materials and this really helped us access to the forums so there’s a lot of the bare essentials to incorporate the story achieve the distinct atmosphere of the game.” experience to draw upon, which always of his origin into this new action adventure. Ninja Theory has been at the forefront helps when there is a tricky issue to solve.” The UK studio utilized Unreal Engine 3 of performance capture, having worked “Having an engine capable of cross- (UE3) to bring this multi-world story to life. with actor and director Andy Serkis on platform development from the start provides Previously, Ninja Theory utilized Heavenly Sword and Enslaved. In DmC, a huge advantage,” said Matthews. “The UE3 technology to ship Namco Bandai’s Dante and the other characters are being platform fl exibility that UE3 demonstrates Enslaved: Odyssey to the West. brought to life using the studio’s latest was a key factor in allowing us to concentrate “We’ve worked with the Unreal Engine for performance capture technology, which on the game itself. Rather than having to a long time now, and we found that the engine has excelled at pushing things forward designate one console as a lead platform would enable us to achieve what we wanted over its past story-driven action games. we were able to treat them as equals. There with DmC, whilst at the same time allowing us “We’ve developed an in-house facial are, of course, systems that work differently to get involved in making the game straight motion capture solver that we used for all of between platforms but, thanks to the engine, away,” said Dominic Matthews of Ninja Theory. the cinematic scenes in DmC Devil May Cry,” these are the exception rather than the rule.” “A new engine would have meant at least six said Matthews. “This allows us to deliver top By allowing UE3 to do a lot of the heavy months’ worth of learning before we could quality results without having to pay external lifting, Ninja Theory was able to focus its get started with the actual development.” companies to wrangle content for us.” efforts on creating a fresh approach to a Matthews continued, “We’ve learned what Performance capture plays an important beloved video game protagonist. DmC pushes we can do with the engine and how we can role in bringing a Hollywood cinematic feeling to the gameplay forward by giving players more modify it to our needs. Everything that we the game. Early on, Capcom told Ninja Theory choices, while offering a cinematic experience learned during Enslaved development we’ve to think of Dante and DmC as a contemporary that’s sure to attract a wide audience. been able to take into our work on DmC.” movie, as one goal is to introduce a Alex Jones, producer at Capcom, said fresh take on Devil May Cry to a wider Thanks to Ninja Theory for speaking with freelance reporter John Gaudiosi for this story. UE3 allowed the team to create larger open audience, while at the same time preserving areas than they’d done before, moving and building on the DNA of the series. UPCOMING EPIC ATTENDED EVENTS away from corridors, and gave them more “This idea of creating a Dante as if he were D.I.C.E Summit fl exibility in opening up the gameplay. in a modern day movie has guided us through Las Vegas, NV “Unreal Engine scripting is very development,” said Matthews. “We’re very February 5-8, 2013 fl exible, so some of our game events are happy with where we’ve ended up and I hope Cloud Gaming Europe a little more involved than in previous that those new to the series and existing Devil London, UK Devil May Cry games,” said Jones. May Cry fans will fi nd a lot of fun in the game.” February 21-22, 2013 Matthews said Ninja Theory used pretty In order to improve the overall game Please email [email protected] for appointments © 2012, Epic Games, Inc. Epic, Epic Games, Unreal, Unreal Developer Network, UDN, Unreal Matinee, Unreal Engine, and UE3 are trademarks or registered trademarks of Epic Games, Inc. in the United States of America and elsewhere. All other trademarks are property of their respective owners. All rights reserved. toc 001 CONTENTS_January 2013 VOLUME 20 NUMBER 01 Postmortem 030 PaPo & Yo How would you make a game about growing up with an alcoholic parent? Find out how Minority Media made it work in this Papo & Yo postmortem. By Deborah Chantson and Julien Barnoin Features 008 Front Line awards The Game Developer readers have spoken: Find out which dev tools were the best in the business for 2012. By Staff 018 Bring Your tooLs to Browsers The web isn’t going anywhere. Insomniac Games senior engine programmer Chris Edwards explains how—and why—they migrated their dev tools to the web. By Chris Edwards 025 remixing CLassiCs: interview with masaYa matsuura Game Developer caught up with PaRappa creator Masaya Matsuura to chat about game developer magazine the Japanese game industry, tech, and the new indie generation. By Patrick Miller 037 PLaYers make the ruLes A game is only as good as your players will let it be. Don’t let your best-laid game designs be ruined by contagious “bad” player behavior. By Nils Pihl Departments 002 game Plan [editorial] 004 heads up display [news] 006 educated Play [education] 007 good Job [Career] 016 gdC news [news] 040 toolbox [review] 043 inner Product [Programming] 046 Pixel Pusher [art] 049 design of the times [design] 052 aural Fixation [sound] 054 the Business [Business] 055 insert Credit [editorial] game developer magazine 064 arrested development [humor] game developer magazine 001 GAME DEVELOPER 002 gp MAGAZINE GAME PLAN_January 2013 WWW.GDMAG.COM UBM LLC. 303 Second Street, Suite 900, South Tower San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090 SUBSCRIPTION SERVICES FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES t: 800.250.2429 f: 847.763.9606 [email protected] Our New Year’s Resolutions www.gdmag.com/contactus EDITORIAL GAME DEVELOPER’S SELF-IMPROVEMENT GOALS FOR 2013 PUBLISHER Simon Carless - [email protected] Pearl Verzosa - [email protected] Every year I make a few New Year’s Resolutions; last year I resolved to wake up by 8 a.m. EDITOR every day and start fl ossing my teeth. (Pearl, our publisher, will be more than happy to Patrick Miller - [email protected] EDITOR EMERITUS tell you how the fi rst one worked out.) But I’m going to walk you through a few planned Brandon Sheffield - [email protected] improvements we’re making to Game Developer in 2013, in the hope that you, dear MANAGER, PRODUCTION readers, will keep me a bit more accountable than my dentist does. Dan Mallory - [email protected] ART DIRECTOR Joseph Mitch - [email protected] NEW LOOK, SAME BOOK First: Welcome to read the articles on a smartphone or other CONTRIBUTING WRITERS the new Game Developer magazine! smaller-than-a-tablet device. Chris Edwards, Deborah Chantson, Noel You’ve already noticed the fi rst big step And yes, I say “smartphone or other device” Llopis, Jon Beilin, Steve Theodore, Damion Schubert, Damian Kastbauer, David Edery, we’ve taken: Game Developer has a new look! instead of “iPhone” because our Android app is Alexandra Hall, Matthew Wasteland, Magnus Magazine redesigns are usually a big, time- fi nally coming along! We’re still trying to fi gure Underland consuming endeavor that takes several months out our specifi c launch plans (and, in fact, it ADVISORY BOARD of mock-ups and approvals, but we didn’t might be out by the time you read this), but rest Mick West Independent have time for that, so we just told Art Director assured that all of you who told me on Twitter Brad Bulkley Microsoft Joseph Mitch to redesign the magazine and he that you wouldn’t be resubscribing until we Clinton Keith Independent Bijan Forutanpour Sony Online Entertainment said “Okay.” were on Android can rejoin the fl ock very soon Mark DeLoura Independent We were all sad to see the ripped-from- (that means you, @SnakeEaterITA). Carey Chico Independent Thrasher grungy look go, but this new, clean Mike Acton Insomniac look should be a little bit easier on your eyes GAMADEVELOPER MAGASUTRA This year, ADVERTISING SALES when you’re digging into our latest postmortem we’re going to try to play more nicely with (especially if you’re reading on a tablet).
Recommended publications
  • Chris​Carranza
    CHRISCARRANZA 3D ARTIST WITH A DECADE OF EXPERIENCE IN THE GAMING INDUSTRY ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ artofchase.com • [email protected] • 408.813.3167 • S. San Francisco, CA ​ ​ ​ ​ ​ ​ ​ ​ EXPERIENCE Lead 3D Artist, Apr 2019 - Present ​ ​ ​ Topgolf - San Francisco, CA ● Led and mentored 3D Art team in creating appealing environments and 3D assets ● Worked closely with Art Director to set the style and project timeline ● Established 3D Environment pipeline and workflow ● Collaborated with design team in building beautiful 3D levels in Unity ● Modeled and textured both high poly and low poly, game-ready assets ● Built and organized a 3D asset library for level creations ● Authored custom shaders and VFX ● Rigged character and props for animation ● Managed outsource team, provided visual direction and feedback Sr Environment Artist, Mar 2017- April 2019 ​ ​ Sanzaru Games Inc - Foster City, CA ● Shipped Titles: ○ Spyro Reignited Trilogy (PS4 & Xbox One) ○ Marvel Powers United VR (Oculus VR) ● Conceptualized look and mood of the level ● Collaborated with the Design team to layout levels ● Implemented and lit real-time 3D environments using Unreal Engine 4 ● Modeled high and low poly modular assets and props ● Generated advance materials for environment assets ● Assigned tasks to Prop and Texture Artist to assist in level creation Lead Character Artist, January 2015 - Mar 2017 ​ ​ ​ Sanzaru Games Inc - Foster City, CA ● Shipped Titles: ○ Facebook Spaces (Oculus VR) ○ Ripcoil (Oculus VR) ○ Tron Run/r (PC, PS4 & Xbox One)
    [Show full text]
  • 14 Apple Arcade Games to Play on Launch Day from Strategy to Action to Puzzle Games, Here’S Where You Should Head First
    APPLE MOBILE GAMING 11 14 Apple Arcade games to play on launch day From strategy to action to puzzle games, here’s where you should head first By Russ Frushtick @RussFrushtick Sep 19, 2019, 9:40am EDT Simogo Games Today’s launch of Apple Arcade might be overwhelming to some players. Subscribers who drop $4.99 a month get unlimited access to a large swath of games, and scrolling through the list can feel a bit like trying to find something good to watch on Netflix. The initial launch line-up includes over 50 games, but we’ve gone ahead and narrowed them down to 14 titles you’d do well to check out first. WHAT THE GOLF? Triband/The Label While there are plenty of thoughtful, story-driven games in the Apple Arcade collection, What the Golf? goes another way. What starts as a simple miniature golf game quickly evolves into a bizarre blend of physics-based chaos. One level might have you sliding an office chair around the course while another has you knocking full-sized buildings into the pin. The pick-up-and-play nature makes it an easy recommendation for your first dive into Apple Arcade. ASSEMBLE WITH CARE It makes sense that Apple would work with usTwo on an Apple Arcade release title. After all, the developer is known as one of the most successful mobile game makers ever, thanks to Monument Valley and its sequel. usTwo’s latest title, Assemble with Care, taps into humans’ love of taking things apart and putting them back together.
    [Show full text]
  • THIEF PS4 Manual
    See important health and safety warnings in the system Settings menu. GETTING STARTED PlayStation®4 system Starting a game: Before use, carefully read the instructions supplied with the PS4™ computer entertainment system. The documentation contains information on setting up and using your system as well as important safety information. Touch the (power) button of the PS4™ system to turn the system on. The power indicator blinks in blue, and then lights up in white. Insert the Thief disc with the label facing up into the disc slot. The game appears in the content area of the home screen. Select the software title in the PS4™ system’s home screen, and then press the S button. Refer to this manual for Default controls: information on using the software. Xxxxxx xxxxxx left stick Xxxxxx xxxxxx R button Quitting a game: Press and hold the button, and then select [Close Application] on the p Xxxxxx xxxxxx E button screen that is displayed. Xxxxxx xxxxxx W button Returning to the home screen from a game: To return to the home screen Xxxxxx xxxxxx K button Xxxxxx xxxxxx right stick without quitting a game, press the p button. To resume playing the game, select it from the content area. Xxxxxx xxxxxx N button Xxxxxx xxxxxx (Xxxxxx xxxxxxx) H button Removing a disc: Touch the (eject) button after quitting the game. Xxxxxx xxxxxx (Xxxxxx xxxxxxx) J button Xxxxxx xxxxxx (Xxxxxx xxxxxxx) Q button Trophies: Earn, compare and share trophies that you earn by making specic in-game Xxxxxx xxxxxx (Xxxxxx xxxxxxx) Click touchpad accomplishments. Trophies access requires a Sony Entertainment Network account .
    [Show full text]
  • Driveathome – Mclaren and the Forza Racing Franchise Come Together to Keep Driving Fans on the Road
    MEDIA Media release 08:00 EST May 21, 2020 — #DriveatHome – McLaren and the Forza racing franchise come together to keep driving fans on the road . New #DriveatHome initiative asks gamers to share their ultimate McLaren snaps from Forza Horizon 4 . McLaren will post weekly #DriveatHome highlights on social, with incredible in-game images of its most iconic cars . McLaren and Forza want fans to share their #DriveatHome stories. Tell us your adventures on social and we will share our favorites every Sunday While the world does the right thing and stays safe at home, we want to keep ourselves driving, just digitally. Forza Horizon 4 makes for the ultimate driving playground and features nearly every McLaren car, including the recently added Speedtail. #DriveatHome is about creating new content with these incredible cars, all from the safety of your own home. Using Forza Horizon 4’s digital microcosm of Britain, we will be embarking on weekly adventures in different McLaren cars and sharing our favourite photos on social. We want you, our fans, to do the same. Get involved by posting your pics on any social channel and tagging them with #DriveatHome. #DriveatHome is just the beginning of McLaren’s digital work with the Forza racing franchise during these challenging times. We will be bringing a series of episodic films, all shot in-game, with some of the most famous faces within the McLaren brand. Watch this space... ______________ Ends Notes to editors: A selection of high resolution images accompanying this release is available to download from the McLaren Automotive media site – cars.mclaren.press About McLaren Automotive: McLaren Automotive is a creator of luxury, high-performance supercars.
    [Show full text]
  • Superhero 'Deadpool' Opens Fire in Virtual Reality 19 July 2017
    Superhero 'Deadpool' opens fire in virtual reality 19 July 2017 and hand cannon pistols - because why bring a knife to a gunfight when you can have both?" a fact sheet for the game reasons. Players wearing Rift headsets use Touch controllers to whip semi-automatic pistols or Desert Eagle hand-cannons from holsters and blast adversaries, prompting trademark wise cracks from their "Deadpool" persona, an advance test of the game revealed. Katanas, the traditional Japanese swords, are unsheathed by reaching back over one's shoulders, and shuriken, the sharp-edged, star-shaped Gaming fans at an electronics show last month in Los weapons, are thrown rapid-fire with wrist flicks as Angeles test virtual reality gear of the sort used in a new Hulk smashes, Rocket Racoon opens fire from 'Deadpool' game tailored for Oculus Rift users above and Captain Marvel obliterates bad guys with photon beams. The ability of Deadpool to heal quickly from almost Smart-mouthed, mayhem-prone anti-hero any injury meanwhile provides an edge as waves of "Deadpool" made a virtual reality debut on enemies strike. Wednesday in a "Marvel Powers United" game being tailored for Oculus Rift gear. "Marvel Powers United VR" was touted as a first- person, multi-player game featuring explosive Developer Sanzaru Games collaborated with battles in settings from the Marvel universe. Marvel on the virtual version based on the comic character, which was a smash in an eponymous Zombies and mutants film released last year. The alliance with Marvel represented a coup for The "fast-talking, butt-kicking Merc with a Mouth" game publisher Oculus Studios, which has been joins Captain Marvel, Hulk and Rocket Raccoon in striving to build a library of compelling experiences a game that lets players become superheroes that will get people to buy Rift's virtual reality gear.
    [Show full text]
  • The Videogame Style Guide and Reference Manual
    The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design.
    [Show full text]
  • Links to the Past User Research Rage 2
    ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is.
    [Show full text]
  • Sony Corporation Announces Signing of a Definitive Agreement for the Acquisition of Equity Interest in Insomniac Games, Inc
    August 19, 2019 Sony Corporation Sony Corporation Announces Signing of a Definitive Agreement for the Acquisition of Equity Interest in Insomniac Games, Inc. by its Wholly-owned Subsidiary August 19, 2019 (Pacific Standard Time) – Sony Interactive Entertainment LLC (“SIE”), a wholly-owned subsidiary of Sony Corporation (“Sony”), today announced that SIE has entered into definitive agreements to acquire the entire equity interest in Insomniac Games, Inc. Completion of the acquisition is subject to regulatory approvals and certain other closing conditions. Financial terms of this transaction are not disclosed due to contractual commitments. For further details, please refer to the attached press release. This transaction is not anticipated to have a material impact on Sony's forecast for its consolidated financial results for the fiscal year ending March 31, 2020. SONY INTERACTIVE ENTERTAINMENT TO ACQUIRE INSOMNIAC GAMES, DEVELOPER OF PLAYSTATION®4 TOP-SELLING MARVEL’S SPIDER-MAN, RATCHET & CLANK ~Highly-acclaimed Game Creators to Join Sony Interactive Entertainment’s Worldwide Studios to Deliver Extraordinary Gaming Experiences~ SAN MATEO, Calif., August 19, 2019 - Sony Interactive Entertainment (“SIE”) announced today that SIE has entered into definitive agreements to acquire Insomniac Games, Inc. (“Insomniac Games”), a leading game developer and long-time partner of SIE, in its entirety. Insomniac Games is the developer of PlayStation®4’s (PS4™) top-selling Marvel’s Spider-Man and the hugely popular PlayStation® Ratchet & Clank franchise. Upon completion of the acquisition, Insomniac Games will join the global development operation of Sony Interactive Entertainment Worldwide Studios (“SIE WWS”). Insomniac Games is the 14th studio to join the SIE WWS family.
    [Show full text]
  • The Cross Over Talk
    Programming Composers and Composing Programmers Victoria Dorn – Sony Interactive Entertainment 1 About Me • Berklee College of Music (2013) – Sound Design/Composition • Oregon State University (2018) – Computer Science • Audio Engineering Intern -> Audio Engineer -> Software Engineer • Associate Software Engineer in Research and Development at PlayStation • 3D Audio for PS4 (PlayStation VR, Platinum Wireless Headset) • Testing, general research, recording, and developer support 2 Agenda • Programming tips/tricks for the audio person • Audio and sound tips/tricks for the programming person • Creating a dialog and establishing vocabulary • Raise the level of common understanding between sound people and programmers • Q&A 3 Media Files Used in This Presentation • Can be found here • https://drive.google.com/drive/folders/1FdHR4e3R4p59t7ZxAU7pyMkCdaxPqbKl?usp=sharing 4 Programming Tips for the ?!?!?! Audio Folks "Binary Code" by Cncplayer is licensed under CC BY-SA 3.0 5 Music/Audio Programming DAWs = Programming Language(s) Musical Motives = Programming Logic Instruments = APIs or Libraries 6 Where to Start?? • Learning the Language • Pseudocode • Scripting 7 Learning the Language • Programming Fundamentals • Variables (a value with a name) soundVolume = 10 • Loops (works just like looping a sound actually) for (loopCount = 0; while loopCount < 10; increase loopCount by 1){ play audio file one time } • If/else logic (if this is happening do this, else do something different) if (the sky is blue){ play bird sounds } else{ play rain sounds
    [Show full text]
  • EXTENDED FICTION in GAME DESIGN Austin Anderson (Michael Young) Department of Computer Science
    University of Utah UNDERGRADUATE RESEARCH JOURNAL UNMASKING THE PLAYER: EXTENDED FICTION IN GAME DESIGN Austin Anderson (Michael Young) Department of Computer Science INTRODUCTION In any story, an element being diegetic means that it is an element of the story that the characters of the fiction can sense. The simplest example is that of music in a movie; if there is a radio playing music in the scene, that music is diegetic. If a musical soundtrack plays over the scene but is something the characters cannot hear, it is non-diegetic(DIEGETIC). The border between the diegetic and non-diegetic is most commonly referred to as “the fourth wall” (Webster), in reference to the imaginary fourth wall of a play set, where the sides and back of the room that events are taking place in are fully represented on the theater stage, but the opening through which the audience observes the events of the play is an imaginary barrier. This barrier isn’t just literally a completion of the four walls in a traditional room of a building, but also metaphorically separates the reality from the fiction, quarantining both from each other as to not interfere. The problem with this boundary is that it can’t fully encompass the medium of video games. Video games, at their very essence, are an interactive medium. They require some breach of the fourth wall for them to function, as the game could not proceed to tell its story without a player’s input, which is an addressing of the audience due to the necessity of their action.
    [Show full text]
  • Game Console Rating
    Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon
    [Show full text]
  • Du Mutisme Au Dialogue
    École Nationale Supérieure Louis Lumière Promotion Son 2015 Du mutisme au dialogue Les interactions vocales dans le jeu vidéo Partie pratique : v0x Mémoire de fin d'étude Rédacteur : Charles MEYER Directeur interne: Thierry CODUYS Directrice externe : Isabelle BALLET Rapporteur : Claude GAZEAU Année universitaire 2014-2015 Mémoire soutenu le 15 juin 2015 Remerciements : Je tiens à remercier chaleureusement mes deux directeurs de mémoire pour leur implication, leur confiance et leur exigence. Je remercie tout particulièrement Nicolas GIDON, sans qui la réalisation de la partie pratique de ce mémoire aurait été plus chronophage et complexe.. Je remercie et salue Nicolas FOURNIER et Baptiste PALACIN, dont les travaux et la gentillesse ont été une source d'inspiration et de détermination. Je remercie également ma mère, ma tante, Jordy, Julien et Julien (n'en déplaise à Julien), Timothée et mes amis pour leur soutien indéfectible. Merci à madame VALOUR, monsieur COLLET, monsieur FARBRÈGES ainsi qu'à leurs élèves. Enfin, merci à From Software et à NetherRealm Studios pour leur jeux, qui auront été un défouloir bienvenu. Page 2 Résumé Ce mémoire de master a pour objet d'étude les interactions vocales dans le jeu vidéo. Cependant, il ne se limite pas à une étude historique de l'évolution de la vocalité au sein des jeux vidéo mais en propose une formalisation théorique autour de trois concepts essentiels : Mécanique, Narration et Immersion. De ces trois concepts découlent trois types de voix : les voix système, les voix narratives (linéaires et non- linéaires) et les voix d'ambiance. Dans le prolongement de cette étude et en s'appuyant sur les travaux menés dans le cadre des parties expérimentale et pratique de ce mémoire, ayant abouti à la réalisation d'un jeu vidéo basé sur l'analyse spectrale de la voix du joueur, v0x, nous proposons une extension de cette théorie de la vocalité vidéo-ludique afin d'intégrer l'inclusion de la voix du joueur au sein de ce cadre d'étude.
    [Show full text]