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Tesis Doctoral
TESIS DOCTORAL Los videojuegos como mundos ludoficcionales Una aproximación semántico-pragmática a su estructura y significación Autor: Antonio José Planells de la Maza Directora: Alejandra Walzer Moskovic DEPARTAMENTO DE PERIODISMO Y COMUNICACIÓN AUDIOVISUAL Getafe, Enero de 2013 TESIS DOCTORAL Los videojuegos como mundos ludoficcionales Una aproximación semántico-pragmática a su estructura y significación Autor: Antonio José Planells de la Maza Directora: Alejandra Walzer Moskovic Firma del Tribunal Calificador: Firma: Presidente: Vocal: Secretario: Calificación: Getafe, a de de Agradecimientos Soy consciente de que este es el capítulo de la tesis más difícil de escribir en el momento en el que los sentimientos desbordan la frialdad de las palabras. El largo camino hasta su conclusión discurre por un país en el que la mediocridad y el miedo se han apoderado de las ideas, la cultura y la dignidad para convertirlas en meras marionetas de un sistema fallido. Por ello, considero que ahora es más importante que nunca agradecer el apoyo y cariño de un grupo de personas maravillosas que han sido esenciales para concebir esta investigación. De este modo, agradezco, A mi incansable directora de tesis, la profesora Alejandra Wal- zer, por su comprensión, sus detalladas lecturas y recomendacio- nes y su calidad humanística. Su interés por el conocimiento más allá del determinismo de las disciplinas la honra como persona y como académica. Al profesor Javier López Izquierdo por haber creído en mí des- de la época de la licenciatura, por su amistad y por sus sabios con- sejos en el siempre pantanoso campo de la Narratología. A los profesores Pablo del Río y Amelia Álvarez por haberme mostrado la importancia de la cultura, el rigor y la ética profe- sional en el seno de una organización tan relevante como es la universidad. -
3D Character Artist
We are looking for: 3D CHARACTER ARTIST JOB DESCRIPTION Developing high detail, photorealistic 3D models (humanoid characters and other creatures) Creating clean, low-resolution game topology and UV’s Developing game-ready assets to match concept, photo reference, art direction, etc. Creating textures and next-gen materials for use in-game engine Exporting models and textures into in-house engine (Serious Engine 4.x) and making sure they work correctly Cleaning up scanned data REQUIREMENTS Experience with creating character / organic models (modeling and texturing) Proficiency in Zbrush or Mudbox Understanding of human and animal anatomy and clothing and a keen eye towards form, shape, structure and silhouette in regards to modeling Eye for light, shade, color, and detail in creating texture maps Good English communication skills (both written and spoken) Good judgment on when to make it perfect and when to compromise Passion about art and video games, and eagerness to grow BONUS POINTS Proficiency in one or more texturing software (Quixel, Substance Painter/Designer) Skills in one or more 3D modeling software (Blender, Modo, 3D Studio Max, Maya) Skills in hard-surface poly modeling techniques Baking pipeline and rendering experience Character concept art skills Previous experience in a 3D Artist role in the video game industry or TV/ film Skinning, rigging and animating skills Traditional sculpting, drawing or painting skills Understanding of the visual style of Croteam games and a passion to push it to the next -
NG16 Program
C M Y CM MY CY CMY K PROGRAM 2016 #nordicgame Award-winning projects from Swiss indie studios Surprising Gamedesigns / Innovative Gameplay Late Shift Niche Booth Booth CtrlMovie AG Niche Game C2 lateshift-movie.com niche-game.com C4 Welcome to Nordic Game 2016: Knowledge, Emotion, Business. We are very proud to welcome you to three days of Knowledge, Emotion and Business. It’s the thirteenth edition of the conference, and it’s been Personal hectic, fun, challenging and inspiring to prepare it for you. Booth Photorealistic C5 Avatar SDK We look at this year’s show as sort of a reboot. We have focused heavily Dacuda AG dacuda.com on tweaking some essential parts, while maintaining the elements that we know you love and define as the special Nordic Game experience. As always, we’re more than happy to get feedback and input from you, because this show is as much yours as it is ours, and we want to keep on learning and improving. So, we hope you are ready to listen, talk, learn, share, build, connect, evolve, inspire, laugh, drink, eat, joke, be serious, have fun, be tired but also happy, and that you will enjoy NG16 as much as we enjoyed creating it. Thank you for joining us, and may you and your business prosper! The Nordic Game 2016 Team Booth World Never End Schlicht Booth C7 HeartQuake Studios Mr. Whale’s Game Service C8 heartquakestudios.com schlichtgame.ch NG16 TIME SCHEDULE We are 17 May PRE-CONFERENCE DAY 13:00 – 17:00 Badge pick-up 14:00 Game City Studio Tour pick-up 18 May CONFERENCE DAY 1 Join us to democratize 9:00 Badge pick-up -
Značaj Industrije Video Igara S Osvrtom Na Stanje U Republici Hrvatskoj
Značaj industrije video igara s osvrtom na stanje u Republici Hrvatskoj Karamatić, Mislav Master's thesis / Diplomski rad 2019 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: University of Zagreb, Faculty of Economics and Business / Sveučilište u Zagrebu, Ekonomski fakultet Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:148:607747 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-09-30 Repository / Repozitorij: REPEFZG - Digital Repository - Faculty of Economcs & Business Zagreb Sveučilište u Zagrebu Ekonomski fakultet Diplomski sveučilišni studijposlovna ekonomija Trgovina i međunarodno poslovanje ZNAČAJ INDUSTRIJE VIDEO IGARA S OSVRTOM NA STANJE U REPUBLICI HRVATSKOJ Diplomski rad Mislav Karamatić Zagreb, srpanj, 2019.g. Sveučilište u Zagrebu Ekonomski fakultet ZNAČAJ INDUSTRIJE VIDEO IGARA S OSVRTOM NA STANJE U REPUBLICI HRVATSKOJ THE SIGNIFICANCE OF THE VIDEOGAMES INDUSTRY IN THE REPUBLIC OF CROATIA Diplomski rad Mislav Karamatić, 0067387789 Mentor: Prof.dr.sc.Nikola Knego Zagreb, srpanj, 2019.g. Sažetak Industrija video igara u današnjem svijetu predstavlja jednu od najmoćnijih medijskih industrija u svijetu svakodnevno ostvarujući rastuće poslovne rezultate, broj zaposlenih u njoj kao i rastuće trendove širenja tržišta diljem svijeta. Video igra je elektronička igra koja se može igrati na računalnom uređaju, kao što je osobno računalo, igraća konzola ili mobilni telefon. Osim osobnih računala, postoje i drugi uređaji koji imaju sposobnost igranja igara, ali nisu namjenski uređaji za video igre, kao što su pametni telefoni, PDA uređaji i grafički kalkulatori. Industrija video igra ili gaming industrija je gospodarski sektor koji se bavi razvojem, marketingom i unovčavanjem video igara. Unovčavanje video igara je postupak kojim proizvod odnosno video igra vraća novac onima koji su uključeni u stvaranje same igre ili polažu vlasništvo nad autorskim pravima. -
Hard Surface Modeler
Hi, we're Croteam. You might know us as the creative force behind the iconic Serious Sam, a series of fast-paced, gun-toting, first- person action shooting games. We also made The Talos Principle, a slow-burning philosophical cerebral puzzle game, with no shooting at all. Entirely different in nature, but equally commercially successful and critically acclaimed, these games went on to conquer the top-selling charts on every hardware platform imaginable, including the toaster*, using the power and scalability of our in-house Serious Engine. If you're serious about joining us for our next big thing, let's talk! *toaster not really included on that list. ____________________________________________________________________________________ We are looking for: HARD SURFACE MODELER JOB DESCRIPTION • Developing high detail, photorealistic 3D models (vehicles, weapons and other inorganic designs) • Creating clean, low-resolution game topology and uv’s • Developing game-ready assets to match concept, photo reference, art direction, etc. • Exporting models and textures into in-house engine (Serious Engine 4.x) and making sure they work correctly, touching-up textures after engine integration to optimise quality • Collaborating with engineers and tech artists to help develop an effective environment art pipeline that facilitates prototyping and a rapid iteration mindset for a game development team • Cleaning up scanned data REQUIREMENTS • Proficiency in one or more 3D modeling software (Blender, Modo, 3D Studio Max, Maya) • Understanding of form, -
ATI Radeon™ HD 2000 Series Technology Overview
C O N F I D E N T I A L ATI Radeon™ HD 2000 Series Technology Overview Richard Huddy Worldwide DevRel Manager, AMD Graphics Products Group Introducing the ATI Radeon™ HD 2000 Series ATI Radeon™ HD 2900 Series – Enthusiast ATI Radeon™ HD 2600 Series – Mainstream ATI Radeon™ HD 2400 Series – Value 2 ATI Radeon HD™ 2000 Series Highlights Technology leadership Cutting-edge image quality features • Highest clock speeds – up to 800 MHz • Advanced anti-aliasing and texture filtering capabilities • Highest transistor density – up to 700 million transistors • Fast High Dynamic Range rendering • Lowest power for mobile • Programmable Tessellation Unit 2nd generation unified architecture ATI Avivo™ HD technology • Superscalar design with up to 320 stream • Delivering the ultimate HD video processing units experience • Optimized for Dynamic Game Computing • HD display and audio connectivity and Accelerated Stream Processing DirectX® 10 Native CrossFire™ technology • Massive shader and geometry processing • Superior multi-GPU support performance • Enabling the next generation of visual effects 3 The March to Reality Radeon HD 2900 Radeon X1950 Radeon Radeon X1800 X800 Radeon Radeon 9700 9800 Radeon 8500 Radeon 4 2nd Generation Unified Shader Architecture y Development from proven and successful Command Processor Sha S “Xenos” design (XBOX 360 graphics) V h e ade der Programmable r t Settupup e x al Z Tessellator r I Scan Converter / I n C ic n s h • New dispatch processor handling thousands of Engine ons Rasterizer Engine d t c r e r u x ar e c t f -
Stubbs the Zombie: Rebel Without 21 Starship Troopers PC Continues to Set the Standard for Both Technology and Advancements in Gameplay
Issue 07 THE WAY It’s Meant To Be Played Peter Jackson’s King Kong Age Of Empires III Serious Sam 2 Blockbusters Enjoy the season’s hottest games on the hottest gaming platform Chronicles Of Narnia: The Lion, The Witch City Of Villains F.E.A.R And The Wardrobe NNVM07.p01usVM07.p01us 1 119/9/059/9/05 33:57:57:57:57 ppmm The way it’s meant to be played 3 6 7 8 Welcome Welcome to Issue 7 of The Way It’s Meant 12 13 to be Played, the magazine that showcases the very best of the latest PC games. All the 30 titles featured in this issue are participants in NVIDIA’s The Way It’s Meant To Be Played program, a campaign designed to deliver the best interactive entertainment experience. Development teams taking part in 14 19 the program are given access to NVIDIA’s hardware, with NVIDIA’s developer technology engineers on hand to help them get the very best graphics and effects into their new games. The games are then rigorously tested by NVIDIA for compatibility, stability and reliability to ensure that customers can buy any game with the TWIMTBP logo on the box and feel confident that the game will deliver the ultimate install- and-play experience when played with an Contents NVIDIA GeForce-based graphics card. Game developers today like to use 3 NVIDIA news 14 Chronicles Of Narnia: The Lion, Shader Model 3.0 technology for stunning, The Witch And The Wardrobe complex cinematic effects – a technology TWIMTBP games 15 Peter Jackson’s King Kong fully supported by all the latest NVIDIA 4 Vietcong 2 16 F.E.A.R. -
The Common Forms of Contemporary Videogames: a Proposed Content Analysis Model
1 The Common Forms of Contemporary Videogames: A Proposed Content Analysis Model STEVEN ALLICK A thesis submitted in partial fulfilment of the requirements of Teesside University for the degree of Doctor of Philosophy Teesside University School of Computing April 2012 2 Contents Acknowledgements 5 Declaration 9 Abstract 10 1. Introduction 11 1.1. Background 11 1.2. Motivation 12 1.3. Understanding Tropes 14 1.4. Thesis Statement 15 1.4.1 Aims 15 1.4.2 Thesis 16 1.5 Approach 17 1.6 Methods Used 19 1.6.1 Analysis and Data Gathering 19 1.6.2 Sampling Criterion 20 1.6.3 Scales and Measures 23 1.7 Thesis Organisation 23 2. Literature Review 28 2.1. Semiotics Literature 28 2.1.1 Semiotic Principles 28 2.1.2 Computing Semiotics 31 2.1.3 Artistic and Media Semiotics 33 2.1.4 General Semiotic Research Critique 33 2.2 Rhetoric and Tropes Literature 34 2.2.1 Principles of Tropes 34 2.2.2 Metaphor and Myth 35 2.2.3 Metonym, Synecdoche and Irony 36 2.2.4 Aporia and Epiphany 37 2.2.5 Tropical Research Critique 38 3 2.3 Genre Theory Literature 39 2.3.1 Background and Origin 39 2.3.2 Videogame Genres 40 2.3.3 Genre Theory Critique 41 2.4 Development Models and Methods 43 2.4.1 Perceptual Opportunities 43 2.4.2 Qualitative Design Models 44 2.4.3 Quantitative Design Models 45 2.4.4 Heuristic / Rule Models 45 2.4.5 Development Model Critique 46 2.5 Emotion, Enjoyment and Immersion Models 47 2.5.1 Emotion and Enjoyment 47 2.5.2 Immersion 49 2.5.3 Frustration 50 2.5.4 Player Centric Model Critique 50 2.6 Time 52 2.7 Representational Dimensions 53 2.8 Observations and Conclusions 55 3. -
Music Games Rock: Rhythm Gaming's Greatest Hits of All Time
“Cementing gaming’s role in music’s evolution, Steinberg has done pop culture a laudable service.” – Nick Catucci, Rolling Stone RHYTHM GAMING’S GREATEST HITS OF ALL TIME By SCOTT STEINBERG Author of Get Rich Playing Games Feat. Martin Mathers and Nadia Oxford Foreword By ALEX RIGOPULOS Co-Creator, Guitar Hero and Rock Band Praise for Music Games Rock “Hits all the right notes—and some you don’t expect. A great account of the music game story so far!” – Mike Snider, Entertainment Reporter, USA Today “An exhaustive compendia. Chocked full of fascinating detail...” – Alex Pham, Technology Reporter, Los Angeles Times “It’ll make you want to celebrate by trashing a gaming unit the way Pete Townshend destroys a guitar.” –Jason Pettigrew, Editor-in-Chief, ALTERNATIVE PRESS “I’ve never seen such a well-collected reference... it serves an important role in letting readers consider all sides of the music and rhythm game debate.” –Masaya Matsuura, Creator, PaRappa the Rapper “A must read for the game-obsessed...” –Jermaine Hall, Editor-in-Chief, VIBE MUSIC GAMES ROCK RHYTHM GAMING’S GREATEST HITS OF ALL TIME SCOTT STEINBERG DEDICATION MUSIC GAMES ROCK: RHYTHM GAMING’S GREATEST HITS OF ALL TIME All Rights Reserved © 2011 by Scott Steinberg “Behind the Music: The Making of Sex ‘N Drugs ‘N Rock ‘N Roll” © 2009 Jon Hare 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. -
Take-Two Interactive Software, Inc., Gathering of Developers and Croteam Announce Serious Sam for Microsoft Xbox
Take-Two Interactive Software, Inc., Gathering of Developers and Croteam Announce Serious Sam for Microsoft Xbox May 23, 2002 8:32 AM ET NEW YORK, May 23, 2002 (BUSINESS WIRE) -- Serious Sam, a landmark title in the first person shooter video game genre, will now be available on the Xbox(TM) platform. The announcement was made today by Take-Two Interactive Software, Inc. (Nasdaq: TTWO), its Gathering of Developers video game publishing subsidiary, and Croatian-based based development team Croteam. The latest incarnation of Serious Sam will feature frantic single-player action in a cyberpunk world, as well as multiple online modes of play through Xbox Live(TM). Gathering of Developers plans to ship the game in the fourth quarter of 2002 at a suggested retail price of $49.99. "The original Serious Sam featured incredible action in a wide-open environment with no place to hide," said Kelly Sumner, CEO of Take-Two Interactive, Inc. "We think our partners at Croteam have outdone themselves on the newest version - console gamers will be blown away by Serious Sam on the Xbox." "All of us at Croteam are ecstatic to be working on Serious Sam for Xbox, which has proven to be the perfect platform for Sam's adventures." said Roman Ribaric, CEO of Croteam, Ltd. "With broadband online play and more enemies on screen than any other game, it will give gamers the ultimate Serious Sam experience." For more information about Serious Sam for the Xbox please visit: http://www.serioussam.com. About Take-Two Interactive Software Headquartered in New York City, Take-Two Interactive Software, Inc. -
Vulkan 1.1 March 2018
Vulkan 1.1 March 2018 © Copyright Khronos™ Group 2018 - Page 1 Vulkan 1.1 Launch and Ongoing Momentum Strengthening the Ecosystem Improved developer tools (SDK, validation/debug layers) More rigorous conformance testing Shader toolchain improvements (size, speed, robustness) Shading language flexibility – HLSL and OpenCL C support Vulkan Public Ecosystem Forum Vulkan 1.0 Extensions Maintenance updates plus additional functionality Building Vulkan’s Future Explicit Building Blocks for VR Deliver complete ecosystem – not just specs Explicit Building Blocks for Homogeneous Multi-GPU Listen and prioritize developer needs Enhanced Windows System Integration Increased Shader Language Flexibility Drive GPU technology Enhanced Cross-Process and Cross-API Sharing February 2016 Vulkan 1.0 March 2018 Vulkan 1.1 Integration of Proven and New Technology into Core Vulkan 1.1 specification launching Widening Platform Support March 7th with open source Pervasive GPU vendor driver availability Port Vulkan apps to macOS/iOS and DX12 conformance tests and tools, and Open source drivers multiple vendor implementations! © Copyright Khronos™ Group 2018 - Page 2 New Generation GPU APIs Non-proprietary, royalty-free open standard ‘By the industry for the industry’ Portable across multiple platforms - desktop and mobile Modern architecture | Low overhead| Multi-thread friendly EXPLICIT GPU access for EFFICIENT, LOW-LATENCY, PREDICTABLE performance Vulkan Porting Tools Vulkan is the primary platform 3D API on Android 7.0+ © Copyright Khronos™ Group 2018 - Page -
NA EU Art Alive! Western Technologies •Segana/EU/JP Buck
688 Attack Sub Electronic Arts Sega NA EU NA EU Art Alive! Western Technologies •SegaNA/EU/JP NAJP BREU Buck Rogers: Countdown to Doomsday Strategic Simulations •Electronic ArtsNA/EU NABR EU California Games •EpyxOriginal design •SegaNA/EU BR Centurion: Defender of Rome •Bits of Magic Electronic Arts NA EU Divine Sealing (Unlicensed) Studio Fazzy CYX JP Hardball! Accolade Ballistic NA EU NA EU James Pond: Underwater Agent •Millennium Interactive •Electronic ArtsNA/EU BR John Madden Football '92 Electronic Arts EASN NA EU M-1 Abrams Battle Tank Dynamix Electronic Arts/Sega NA EU NA EU Marble Madness Atari Electronic Arts JP Mario Lemieux Hockey Ringler Studios Sega NA EU NA EU Marvel Land Namco Namco JP Master of Monsters Systemsoft Renovation Products NA JP Master of Weapon Taito Taito JP NA EU Mercs Capcom Capcom JP Mickey's Ultimate Challenge Designer Software Hi Tech Expressions NA Might and Magic: Gates to Another World New World Computing Electronic Arts NA EU Mike Ditka Power Football Ballistic Accolade NA Ms. Pac-Man General Computer Corp. Tengen NA EU NA EU Mystical Fighter Taito DreamWorks JP Onslaught •RealmsOriginal Design Ballistic NA NA JP Rampart •Atari GamesOriginal design •TengenNA/JP KR Rings of Power Naughty Dog Software Electronic Arts NA EU NA EU Road Rash Electronic Arts •Electronic ArtsNA/EU JP BR Saint Sword Taito Taito NA JP NA EU Shadow of the Beast Psygnosis Electronic Arts NAJP EU Space Invaders '91 Taito Taito NAJP EU Speedball 2 The Bitmap Brothers Arena Entertainment JP NA EU Spider-Man Sega Sega JP Starflight