A Doom of One's Own
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ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
Kingpin Manual
MN-W95-848-GEN www.urbangangsta.com KINGPIN: Life Of Crime ©1999 Xatrix Entertainment. Inc. All rights reserved. This product contains software technology licensed fromfrom idid Software.Software. Inc.Inc. ("Id("Id Technology").Technology"). IdId TechnologyTechnology ©1999,©1999, 1997, 1997, 1998 1998 IdId Software.Software. Inc.Inc. AllAll RightsRights Reserved.Reserved. Kingpin.Kingpin. Kingpin:Kingpin: Life Life OfOf Crime.Crime. Interplay,Interplay, the the InterplayInterplay lologo, and "By Gamers. For Gamers" are trademarks of Interplay Productions. Xatrix and the Xatrix logo are trademarks of Xatrix Entertainment. Inc. All rights reserved. Distributed by Activision. kingpin.C1 5/7/02 11:07 am Page 1 TABLE OF CONTENTS Warning. 2 Getting Started. 3 The Main Menu . 4 Game . 5 Gang Bang . 6 Options . 9 Visuals . 12 Controls . 13 In-Game On-Screen Display . 14 Additional Controls and Hints. 15 Weapons . 19 Credits. 22 Technical Support . 24 Kingpin: Life of Crime ©1999 Xatrix Entertainment, Inc. All rights reserved. This product contains software technology licensed from Id Software, Inc. ("Id Technology"). Id Technology ©1996, 1997, 1998, 1999 Id Software, Inc. All rights reserved. Kingpin, Kingpin: Life of Crime, Interplay, the Interplay logo, and "By Gamers. For Gamers." are trademarks of Interplay Productions. Xatrix and the Xatrix logo are trademarks of Xatrix Entertainment, Inc. All rights reserved. All other trademarks and copyrights are the property of their respective owners. 1 kingpin.C1 5/7/02 11:07 am Page 2 GETTING STA RT E D WA R N I N G TO INSTALL Insert the Kingpin CD into your CD-ROM drive. Double– click on your 'My Computer' icon. -
John Carmack Archive - Interviews
John Carmack Archive - Interviews http://www.team5150.com/~andrew/carmack August 2, 2008 Contents 1 John Carmack Interview5 2 John Carmack - The Boot Interview 12 2.1 Page 1............................... 13 2.2 Page 2............................... 14 2.3 Page 3............................... 16 2.4 Page 4............................... 18 2.5 Page 5............................... 21 2.6 Page 6............................... 22 2.7 Page 7............................... 24 2.8 Page 8............................... 25 3 John Carmack - The Boot Interview (Outtakes) 28 4 John Carmack (of id Software) interview 48 5 Interview with John Carmack 59 6 Carmack Q&A on Q3A changes 67 1 John Carmack Archive 2 Interviews 7 Carmack responds to FS Suggestions 70 8 Slashdot asks, John Carmack Answers 74 9 John Carmack Interview 86 9.1 The Man Behind the Phenomenon.............. 87 9.2 Carmack on Money....................... 89 9.3 Focus and Inspiration...................... 90 9.4 Epiphanies............................ 92 9.5 On Open Source......................... 94 9.6 More on Linux.......................... 95 9.7 Carmack the Student...................... 97 9.8 Quake and Simplicity...................... 98 9.9 The Next id Game........................ 100 9.10 On the Gaming Industry.................... 101 9.11 id is not a publisher....................... 103 9.12 The Trinity Thing........................ 105 9.13 Voxels and Curves........................ 106 9.14 Looking at the Competition.................. 108 9.15 Carmack’s Research...................... -
Bill Brown to Produce Score for Wolfenstein
Bill Brown to Produce Score for Wolfenstein SANTA MONICA, Calif., May 12, 2009 /PRNewswire-FirstCall via COMTEX News Network/ -- Activision Publishing (Nasdaq: ATVI) and id Software announced that Wolfenstein(TM) is set to feature an original score by award-winning composer, Bill Brown. Brown's work has been featured in numerous feature films and television shows with credits, including: "Ali," "Any Given Sunday," "CSI: NY" and "Finding Forrester." He previously also scored id's hit Return to Castle Wolfenstein(R). "Bill was the natural choice to create a soundtrack that emphasizes the fast-paced action of Wolfenstein while enhancing the overall mood during key moments and getting players fully immersed in the adventure," says Kevin Cloud, executive producer at id Software. "Bill crafted the perfect soundtrack when we previously worked together on Return to Castle Wolfenstein and his experience and passion for the franchise will once again allow him to deliver an incredible score that draws the player deeper into the Wolfenstein universe." Wolfenstein is scheduled for release later this year on Xbox 360, PS3 and PC and is not yet rated. About Wolfenstein Wolfenstein brings the Nazi's dark obsession with the occult to life, by intertwining fast-paced, intense story-driven combat with a diverse sci-fi experience. As BJ Blazkowicz, a highly decorated member of the Office of Secret Actions (OSA), you are sent on a special mission into the heart of the Third Reich to investigate evidence that the SS hierarchy may possess a new and mysterious power. About id Software id - defined by Freud as the primal section of the human psyche; id Software, located in Mesquite, Texas, was founded in 1991. -
The Driving Technology Behind Quake III: Arena
The Driving Technology Behind Quake III: Arena Eric Chan [email protected] STS 145: The History of Computer Game Design March 20, 2001 The Driving Technology Behind Quake III: Arena by Eric Chan The Next Big Game It came as no surprise to fans of the successful Quake franchise when id Soft- ware announced that their next big game would be a first-person shooter titled Quake III: Arena. Started in 1991 by John Carmack, Adrian Carmack, and John Romero, id Software practically invented the first-person shooter (FPS) genre with the shareware Wolfenstein 3D in 1992, then cemented their place in game history with the smash hit Doom the following year. Quake was the first game that showcased a true 3D environment with polygonal models instead of sprites; Quake II achieved new levels of detail and realism by being the first PC game to take advantage of 3D acceleration in hardware. With their newest action title Quake III: Arena, id Software continues to push the envelope and to engineer cutting-edge technology. Indeed, while the games themselves have always been fun to play, we shall see that technology is the driving element behind id Software’s continued success in the FPS genre. Quake III was fundamentally different from its predecessors in that it was designed from the beginning to be solely a multiplayer game. Rather than add solo levels with a weak background story, id Software abandoned the single- player paradigm altogether and instead focused on its strength: multiplayer deathmatch. Consequently, the game designers realized from the start that it was essential to provide the best online gaming experience possible. -
Warning: Photosensitivity/Epilepsy
WARNING: PHOTOSENSITIVITY/EPILEPSY/SEIZURES A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television screen or when playing video games may trigger epileptic seizures or blackouts in these individuals. These conditions may trigger previously undetected epileptic symptoms or seizures in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family, has an epileptic condition or has had seizures of any kind, consult your physician before playing. IMMEDIATELY DISCONTINUE use and consult your physician before resuming gameplay if you or your child experience any of the following health problems or symptoms: • dizziness • eye or muscle twitches • disorientation • any involuntary movement • altered vision • loss of awareness • seizures or convulsion. RESUME GAMEPLAY ONLY ON APPROVAL OF YOUR PHYSICIAN. _____________________________________________________________________________ Use and handling of video games to reduce the likelihood of a seizure • Use in a well-lit area and keep as far away as possible from the television screen. • Avoid large screen televisions. Use the smallest television screen available. • Avoid prolonged use of the PLAYSTATION®3 system. Take a 15-minute break during each hour of play. • Avoid playing when you are tired or need sleep. _____________________________________________________________________________ Stop using the system immediately if you experience any of the following symptoms: lightheadedness, nausea, or a sensation similar to motion sickness; discomfort or pain in the eyes, ears, hands, arms, or any other part of the body. If the condition persists, consult a doctor. NOTICE: Use caution when using the SIXAXIS™ wireless controller motion sensor function. -
Fabien Sanglard
GAME ENGINE BLACK BOOK DOOM FABIEN SANGLARD 1 Copyright In order to illustrate how the DOOM game engine works, a few screenshots, images, sprites, and textures belonging to and copyrighted by id Software are reproduced in this book. The following items are used under the "fair use" doctrine: 1. All in-game screenshots, title screen. 2. All in-game menu screenshots. 3. All 3D sequence textures. 4. All 3D sequence sprites. 5. All screenshots of DOOM. 6. DOOM name. Photographs with "ROME.RO" watermark belong to John Romero and are reproduced with his authorization. DOOM Survivor’s Strategies & Secrets essays are copyrighted by Jonathan Mendoza and reproduced with his authorization. 3 Acknowledgments Many people helped completing this book. Many thanks are due: To John Carmack, John Romero, and Dave Taylor for sharing their memories of DOOM development and answering my many questions. To people who kindly devoted time to the painful proofreading process, Aurelien Sanglard, Jim Leonard, Dave Taylor, Jonathan Dowland, Christopher Van Der Westhuizen, Eluan Miranda, Luciano Dadda, Mikhail Naganov, Leon Sodhi, Olivier Cahagne, Andrew Stine, and John Corrado. To Simon Howard, for not only proofreading but also sending pull requests to the git repo. His efforts saved countless hours at a time where the deadline was concernedly close. To Jim Leonard who once again volunteered his time and encyclopedic knowledge of audio hardware and software (the Roland section was heavily based on his articles). To Foone Turing who volunteered his fleet of 386s, 486s, and ISA/VLB VGA cards to ac- curately benchmark DOOM. To Andrew Stine, founder of doomworld.com, for sharing his encyclopedic knowledge of DOOM and putting me in touch with the right people. -
{PDF EPUB} Missing Monday by Matthew Costello Matthew Costello, Missing Monday Reviews
Read Ebook {PDF EPUB} Missing Monday by Matthew Costello Matthew Costello, Missing Monday Reviews. Use the tools below to refine your search by only displaying reviews with a certain number of star ratings or to only show reviews from a certain time period. Eg click on '1 star' to just display the reviews we have which received a 1 star rating click or 'Within the last month' to display just reviews posted over the last month. Only show reviews with star rating of: 5 Star 1 4 Star 3 Star 2 Star 1 Star Average Rating Over Time Within the last month ***** (From 0 reviews) Within the last 6 months *** (From 0 reviews) Within the last 12 months * (From 0 reviews) Latest Reviews. “Missing Monday ” Written on: 27/03/2004 by Harriet Klausner (18637 reviews written) Missing Monday Matthew Costello Berkley, June 2004, $6.99, 352 pp. ISBN 0425194558. When she went to sleep it was Sunday night and when she woke up it was Tuesday morning. Janna is scared that she is going crazy especially when she discovers that she did her usual work yesterday at the office. Her friend Kathy and her boyfriend David tell her she was her usual self once she confides in them. David and Kathy suggest she sees a psychiatrist to help her get past the trauma. She believes the… Read Full Review. Neil Richards / Matthew Costello Books In Order. Richards has had an accomplished career working in television and film as a writer and a producer. He has written a variety of scripts and earned a number of Bafta nominations. -
The Art of Video Games Voting Results
The Art of Video Games Voting Results The Art of Video Games exhibition will explore the 40‐year evolution of video games as an artistic medium, with a focus on striking visual effects, the creative use of new technologies, and the most influential artists and designers. A website (www.artofvideogames.org) offered participants a chance to vote for 80 games from a pool of 240 proposed choices in various categories, divided by era, game type and platform. Voting took place between February 14, 2011 and April 17, 2011. The exhibition will be on display at the Smithsonian American Art Museum from March 16, 2012 through September 30, 2012 (www.americanart.si.edu/taovg). Visit www.artofvideogames.org to sign up to receive updates about this exhibition. Era 1: Start! System Image Genre Winning Game Other Nominees Atari VCS Action Pac‐Man , 1981, Toru Iwatani /Tod Haunted House Frye. ™ and © NAMCO BANDAI Tunnel Runner Games Inc. Adventure Pitfall! , 1982, David Crane. Adventure Activision Blizzard. All trade names E.T. The Extra‐Terrestrial and trademarks are properties of their respective parties. All rights reserved. Target Space Invaders , 1980, Rick Maurer. Missile Command® Yars’ Revenge® Combat/StrategyCombat/Strategy CombatCombat ®, 1977, SteveSteve MayerMayer, JoeJoe StarStar Raiders®Raiders® Decuir, Larry Kaplan, Larry Wagner. Video Chess® © 1978 Atari Interactive, Inc. ColecoVision Action Donkey Kong ™, 1982, Created by Jungle Hunt Shigeru Miyamoto. Smurf: Rescue in Gargamel’s Castle Adventure Pitfall II: Lost Caverns , 1984, David Alcazar: The Forgotten Crane, adapted by Robert Fortress Rutkowski. Activision Blizzard. All Gateway to Apshai trade names and trademarks are properties of their respective parties. -
The Making of Doom
gamasutra.com http://www.gamasutra.com/view/feature/198783/monsters_from_the_id_the_making_.php?print=1 Monsters from the Id: The Making of Doom By Alexander Antoniades From the very first (January 1994) issue of Game Developer magazine, this retrospective on Id Software's then-contemporary Doom and Wolfenstein 3D paints a unique portrait of a legendary developer whose games would launch a genre. In an era of where it often takes 20MB to put in all the advertised features, they did it in less than four. At a time where soundcard compatibility was a big problem, they added on Disney Sound Source as an afterthought for demonstrations. As many larger game companies are coming to terms with cross-platform development, to them it comes naturally. They write games that would take larger companies 30 people or more, and the whole company comprises seven people. They are the programmers at Id Software, and what they are doing could change the PC game industry forever. Wolfenstein 3D It was actually Id's previous game, Wolfenstein 3D, that earned its accolades. The premise of Wolfenstein 3D was straight out of a B-movie, where players battles their way out of a Nazi castle. What made Wolfenstein 3D stand out was its brilliant use of bitmapped images, digitized sounds, and blazing speed to give the illusion of a three- dimensional world. Id made use of a technique known as texture mapping that, combined with a raycasting engine written in assembly language, allowed the three-dimensional graphics to be playable on the lowest common denominator machine, at the time a 286. -
Doom Slayer Testaments Mod
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Side Scrollers Side Scrollers: a Planar Odyssey
Side Scrollers Side Scrollers: A Planar Odyssey 1. Introduction: What are side scrollers? Covers three important games in the genre, their creators and companies. 2. Historical Narrative: The genre's birth, rise, demise, and current situation. 3. Contributions to Game Design: Storyline, game worlds, sound, and gameplay. 4. Significant Factors and Conclusion: Cultural, business, and technological factors. Will side scrollers survive? 5. References: The works and sites that made this site possible. Introduction Side scrollers are defined as games where a player controls a character that moves from one side of the screen to the other. As the player advances towards a screen edge (usually from left to right), the playfield shifts or scrolls in a certain direction (usually left) to adjust for the player's movement. In the vast majority of side scrollers, the player travels horizontally and is approximately centered on the screen at most times. Side scrollers are divided into two broad categories: shooters and walkers. Shooters feature http://www.stanford.edu/~mktong/sidescr/ (1 of 9) [5/23/2001 4:34:22 PM] Side Scrollers the player controlling a plane or starship, usually to destroy multiple air and ground targets; walkers feature player characters that walk or navigate through a plane world. Side scrollers should be differentiated from platform games, in which the player's character jumps on or under platforms to achieve a certain goal. Two platform games that are not side scrollers are Donkey Kong (1981) and Mario Bros. (1983), in which Mario jumps on platforms in a fixed playfield (Poole, 28). On the other hand, Super Mario Bros.