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UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Oblivion's Edge Jeremy Strandberg
Lawrence University Lux Lawrence University Honors Projects 5-12-1998 Oblivion's Edge Jeremy Strandberg Follow this and additional works at: https://lux.lawrence.edu/luhp Part of the Fiction Commons, and the Liberal Studies Commons © Copyright is owned by the author of this document. Recommended Citation Strandberg, Jeremy, "Oblivion's Edge" (1998). Lawrence University Honors Projects. 53. https://lux.lawrence.edu/luhp/53 This Honors Project is brought to you for free and open access by Lux. It has been accepted for inclusion in Lawrence University Honors Projects by an authorized administrator of Lux. For more information, please contact [email protected]. ivion's Jeremy Strandberg Submitted for Honors in Independent Study 5/12/98 Prof. Candice Bradley, Advisor The year is 2042 ... ( Tech no Io g y i s a part of us ... High tech is stylish and chic. Computers have crept into every aspect of life, and billions of users are jacked brain frrst into the internet. Biosculpting can make people look any way they desire. Cybernetic implants-eyes, ears, and prosthetic limbs-break the limits of the human form. Biotechnology feeds billions while saving the lives of millions more. The train from New York to Miami takes under three hours, and there's a bustling tourist trade on Luna. The Veil has thinned ... Supernatural and paranormal phenomena are on the rise. There has been a resurgence of spirituality and superstition. Meditation is taught in grade school Psychic powers are accepted as fact, and most people have encountered a ghost or spirit at least once. Alchemists and fringe scientists are kept on salary by corporations. -
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. -
Magisterarbeit / Master's Thesis
MAGISTERARBEIT / MASTER’S THESIS Titel der Magisterarbeit / Title of the Master‘s Thesis „Player Characters in Plattform-exklusiven Videospielen“ verfasst von / submitted by Christof Strauss Bakk.phil. BA BA MA angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Magister der Philosophie (Mag. phil.) Wien, 2019 / Vienna 2019 Studienkennzahl lt. Studienblatt / UA 066 841 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Magisterstudium Publizistik- und degree programme as it appears on Kommunikationswissenschaft the student record sheet: Betreut von / Supervisor: tit. Univ. Prof. Dr. Wolfgang Duchkowitsch 1. Einleitung ....................................................................................................................... 1 2. Was ist ein Videospiel .................................................................................................... 2 3. Videospiele in der Kommunikationswissenschaft............................................................ 3 4. Methodik ........................................................................................................................ 7 5. Videospiel-Genres .........................................................................................................10 6. Geschichte der Videospiele ...........................................................................................13 6.1. Die Anfänge der Videospiele ..................................................................................13 -
SONY Blood & Truth, Ps4 Basic Playstation 4 21,99 €
eVoluzionecontinua Telefono e Whatsapp: 375 645 2318 Mail: [email protected] SONY Blood & truth, ps4 basic playstation 4 Prezzo 21,99 € Codici Reference: 9998594 EAN13: 0711719998594 Descrizione Combatti per salvare la tua famiglia Indossa il visore PlayStation VR, diventa il soldato delle Forze speciali Ryan Marks e immergiti in un furioso sparatutto carico di azione esplosiva e momenti drammatici. L'avventura è ispirata ai grandi blockbuster hollywoodiani e alla celebre esperienza "The London Heist" contenuta in PlayStation VR Worlds. Tra epiche sparatorie e ambientazioni esplosive, quest'avventura mozzafiato ti catapulterà in una disperata missione per salvare la famiglia Marks dalle mire di uno spietato signore del crimine. Fai ricorso al tuo addestramento speciale per scalare imponenti edifici, infiltrarti in basi segrete e seminare il caos usando uno sterminato arsenale contro schiere di sgherri armati fino ai denti. La grande azione nelle tue mani Scopri cosa si prova a esplorare di persona scenari stupefacenti e immersivi. Entra nel mondo di PS VR per avvertire le vibrazioni degli spari, ricaricare le armi mimando il gesto con le mani e spingere pulsanti esattamente come nella realtà. Vivi le emozioni di un'avventura esplosiva Respira il fascino di un'elettrizzante storia sviluppata in collaborazione con i talenti di Hollywood, tra inseguimenti ad alta velocità, intensi scontri in elicottero e spettacolari combattimenti all'interno di edifici. Esplora una città inconfondibile Scatena il caos nella Londra contemporanea e goditi un'esclusiva colonna sonora che fonde pezzi orchestrali di stampo cinematografico a brani della scena grime composti per il gioco dai migliori artisti del momento. 11 motivi per cui in Blood & Truth ti sentirai un eroe da film d'azione Scopri come l'esplosivo blockbuster per PlayStation VR di London Studio può farti diventare l'eroe da film d'azione che hai sempre sognato. -
All Fun and (Mind) Games? Protecting Consumers from the Manipulative Harms of Interactive Virtual Reality
ALL FUN AND (MIND) GAMES? PROTECTING CONSUMERS FROM THE MANIPULATIVE HARMS OF INTERACTIVE VIRTUAL REALITY Yusef Al-Jarani† Abstract Information technologies increasingly influence our daily lives. While mostly benign, revolutionarily affective technologies are emerging that pose potential autonomy, economic, and privacy harms to consumers. Interactive virtual reality, or VR gaming, is arguably chief among them. But despite its rapid adoption by consumers (often for use by children) and its demonstrable power to manipulate human cognition and behavior, the law is ill-equipped to curtail its harms. This is owed to a general incognizance of the now-extensive research on the technology’s manipulative effects and the consequent lack of discussion in public forums on how best to constrain them, both doctrinally and practically. This Article aims to enlighten lawmakers, jurists, and the general public about the effects of interactive VR, demonstrate how First Amendment doctrine permits the constraint of its manipulative harms, and illustrate what those constraints might look like in practice. In doing so, it raises the question: what or who is being played—the game or the consumer? TABLE OF CONTENTS Introduction .................................................................................................... 300 I. The Manipulative Harms of Virtual Reality Games ........................... 305 A. The Manipulative Effects of Virtual Reality Games ................... 305 1. Cognitive Psychology ........................................................... -
Title of Thesis
Bachelor’s thesis Information and Communications Technology 2018 Antta Kilpeläinen VR DISCOMFORT AND PREVENTIVE GAME DESIGN DECISIONS BACHELOR’S THESIS TURKU UNIVERSITY OF APPLIED SCIENCES Information and Communications Technology 2018 | 25 pages Supervisor: Principal Lecturer Mika Luimula, Adj.Prof. Antta Kilpeläinen VR DISCOMFORT AND PREVENTIVE GAME DESIGN DECISIONS The aim of this thesis is to examine the current generation virtual reality technology and software alongside the possible side effects some users experience while using them. Symptoms such as nausea and disorientation have been widely reported among users of virtual reality games and experiences. Although virtual reality sickness and simulator sickness have similar symptoms, their causes are different. Virtual reality sickness is mainly caused by sensory conflict caused by contradictory sensations. In games utilizing virtual reality, the possibility and occurrence of these conflicts must be taken into account in order to improve user comfort. Since virtual reality peripherals give mainly visual information to the user, the majority of the discomforting factors can be minimized by controlling the visual stimuli given by the game. In order to be able to observe the effectiveness and implementation of different game design methods, a test of three different virtual reality games was conducted. As a result of the test, it was confirmed that the movement on the periphery of the player's field of vision is the most harmful to the players comfort. Reducing the movement in the peripheral -
Uma Proposta Para Guias Orientadoras Para O Design De
MESTRADO MULTIMÉDIA - ESPECIALIZAÇÃO EM TECNOLOGIAS INTERACTIVAS E JOGOS DIGITAIS Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não-diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira M 2019 FACULDADES PARTICIPANTES: FACULDADE DE ENGENHARIA FACULDADE DE BELAS ARTES FACULDADE DE CIÊNCIAS FACULDADE DE ECONOMIA FACULDADE DE LETRAS 2 Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não- diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira Mestrado em Multimédia da Universidade do Porto Orientador: Pedro Cardoso (Professor Auxiliar Convidado) Junho de 2019 3 4 © João Manuel Matos Ferreira, 2019 Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não-diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira Mestrado em Multimédia da Universidade do Porto Aprovado em provas públicas pelo Júri: Presidente: António Coelho (Professor Auxiliar com Agregação) Vogal Externo: Andreia Pinto de Sousa (Professora Auxiliar) Orientador: Pedro Cardoso (Professor Auxiliar Convidado) 5 6 Resumo Actualmente, existem diversos tipos de interface para a locomoção do jogador num espaço virtual, havendo diversos métodos já implementados em produtos encontrados no mercado de videojogos. Algumas interfaces consistem em adaptações das encontradas no formato tradicional de monitor bidimensional, sendo que outras são experiências desenhadas de raiz para Realidade Virtual. No entanto, atravessamos um período de experimentação, um momento em que o jogador usufrui de experiências de jogo por vezes instáveis, por vezes irregulares ou inadequadas, em parte devido à falta de estudos nesta área. Com isto em conta, emerge a possibilidade de estudar esta área que ainda se encontra em constante mutação e num estado de experimentação devido à infância deste meio tecnológico. -
10Th IAA FINALISTS ANNOUNCED
10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer -
Dylan Gould Github.Com/Dylangood
linkedin.com/in/dylanjgould Dylan Gould github.com/dylangood Full-stack Software Engineer My curiosity is insatiable - I love exploration, and I love creating systems for others to explore and delight in, too. I’m looking for daunting challenges to face in a collaborative team environment. I am responsive to feedback and seek it frequently and actively. I enjoy building clean, performant, attractive, and responsive features, and I also like writing algorithms and doing data analysis. I appreciate opportunities to wear multiple hats and work quickly and iteratively. Technical Skills Languages: JavaScript { ES6 }, HTML5, CSS3, Java, C++, Unity, Matlab Database/ORMs: SQL, MySQL, PostgreSQL, Bookshelf, Knex, Sequelize, MongoDB, Mongoose Frameworks: React, React Router, Redux, Backbone, Node, Express, jQuery, AngularJS Agile Development: Git/GitHub, Subversion, Perforce, JIRA, DevTrack, Mocha, Chai, Travis, Grunt Libraries: Lodash, Semantic UI, Socket.io, WebRTC, Bluebird, Axios Other Tools: Webpack, Babel, Docker, OAuth, Heroku, Mathematica Software Engineering Projects Omnichat Text, voice, and video communication site for hobbyist groups ● Implemented real-time messaging core feature using Socket.io to improve UI responsiveness ● Containerized app services using Docker for modular deployment and scalability ● Built and styled major components in React and Semantic UI for clean, modern interface design Toad Tryp Ridesharing for road trips ● Built user profile page from modular, reusable front-end components using Semantic UI and React ● -
In the Digital Games Medium
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 7-15-2009 L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium Steven Andrew Boyer Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Boyer, Steven Andrew, "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Thesis, Georgia State University, 2009. https://scholarworks.gsu.edu/communication_theses/53 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. L337 SOCCER MOMS CONCEPTIONS OF “HARDCORE” AND “CASUAL” IN THE DIGITAL GAMES MEDIUM by STEVEN BOYER Under the Direction of Ted Friedman ABSTRACT As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity. -
Playstation Vr Worlds | August 2015 - Present
[email protected] | www.arashshirazi.co.u k | www.linkedin.com/in/aryshiraz i | +447855 233667 SONY LONDON STUDIO | BLOOD & TRUTH | PLAYSTATION VR WORLDS | AUGUST 2015 - PRESENT Lead Mission Designer : Blood & Truth | PlayStation VR Worlds - Leading a team of mission designers, performing regular 1:1 meetings, building & maintaining the work schedule. - Demonstrating the standard required for our missions, by designing & building at least 2 levels per project. - Created a level design test and defined the level/mission design process for London Studio. - Designed & implemented VR object interactions & combat scenarios within The London Heist portion of PlayStation VR Worlds. - Designed, built & polished a Shooting Gallery experience from start to finish with a 5-man team in 4 months. FREELANCE | WAR HUNGRY GAMES | APRIL 2015 – AUGUST 2015 Game Design/Combat & Puzzle Design/Consultancy for a number of unannounced iOS titles - Designing & balancing core combat mechanics & battle encounters. - Creating and Implementing GUI for overall UX. - Writing combat dialogue + implementing the text into localisation spreadsheets. IF YOU CAN | IF... | JULY 2013 – APRIL 2015 Game Design/Level Design/Scripting/Creature Design/Writing Screenplays: IF... Gameplay Collection - Working with a small team of 20 people, utilising fortnightly agile sprints to great effect. - Level designs from paper sketch to terrain ‘sculpts’ in Unity, painting textures, placing props & spawning creatures. - Running weekly reviews for level design & scripting principles, to encourage knowledge sharing across the team. - Introduced the idea of weekly ‘1 minute pitches’ for anyone wishing to grow more confident in expressing their ideas to a group. - Producing screenplays for chapters & working with Trip Hawkins to polish the script, ultimately preparing it for VO sessions.