Special Topics: Game Oscars
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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Game Oscars, Recap, and Evaluation
"Every creative act is open war against The Way It Is. What you are saying when you make • “Everything should be as simple as something is that the universe is possible, but not simpler.” – Einstein • Occam (of Razor fame – parsimony, not sufficient, and what it really economy, succinctness in needs is more you. And it does, logic/problem-solving) actually; it does. Go look outside. • “Entities should not be multiplied more You can’t tell me that we are than necessary” • “Of two competing theories or done making the world." explanations, all other things being equal, -Tycho Brahe, Penny Arcade the simpler one is to be preferred.” • Mikhail Kalashnikov (of AK-47 fame) • “All that is complex is not useful. All that is useful is simple.” • “Perfect is the enemy of good” • https://en.wikipedia.org/wiki/Perfect_is_ the_enemy_of_good Course Recap & Game Oscars 2019-11-25 CIOS: The Course Instructor Opinion Survey • Please do CIOS: http://gatech.smartevals.com • Disclaimers: https://www.academiceffectiveness.gatech.edu/resources/cios/ • Please complete. I take them seriously and use them to improve my methods • Should only take 10 to 15 minutes, tops. • Surveys are anonymous, and instructors do not see survey results until 5 days after grades are due. Also, please address comments directly to your instructors. Comments for your regular instructors are shared only with those instructors (not with school chairs or other administrators, as they see the numerical results only), while comments for your TAs are shared with both the TA and their supervising instructor. Announcements • HW 8 due December 2, 23:55 • FINAL EXAM: • Friday, December 6, here. -
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. -
LUDIC VISUALS the Visualizations of Game Mechanics
LUDIC VISUALS The Visualizations of Game Mechanics Laura Laakso Master’s Thesis Master of Arts in New Media New Media: Game Design and Production Department of Media School of Arts, Design and Architecture Aalto University 2019 P.O. BOX 31000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract Author Laura Laakso Title of thesis Ludic Visuals: The Visualizations of Game Mechanics Advisor Laura Valojärvi Supervisor Miikka Junnila Department Department of Media Degree program New Media: Game Design and Production Year 2019 Number of pages 167 Language English BSTRACT A There is a lot of systemic information in games, but its visual expression has been a relatively under-researched phenomenon. Earlier research tends to pair the visual presentation of games together with the game narrative. However, game mechanics can also be expressed visually. In this thesis, game mechanics are the parts that form the game system such as the rules, the events, and the pieces of a game. This thesis studies how game mechanics are visualized. My research hypothesis suggests that there are components that consist of both game- mechanical and visual aspects. I have named them ludic visuals. This research identifies and explores the presence of ludic visuals in games from the perspective of what is available for a player. This thesis is largely based on previous game research and various theories of perception and experiencing. The experience of being inside a gameworld is deemed similar to the experience of being inside the real world, which made it possible to approach ludic visuals as functional parts of gameworlds. -
How to Know If It Is Art ? the Case of Video Games
How to know if it is art ? / P Krajewski – Juin 2018 How to know if it is art ? The case of video games Pascal Krajewski Context : Proposal for : Pascal Krajewski et Jorge Martins Rosa, Convocarte N°6-7: Ars Ludens, l'art, le jeu et le ludique, 1st trimester 2019. Index Table of contents: Prolegomena to the question Enrolment in an institutional artistic context Analogy with reputed concomitant arts Integration into an extended fine arts system Identification of universal art markers Election of (Ur) masterpieces Highlighting art compatible principles Conclusion: “to do as if” 1 / 17 How to know if it is art ? / P Krajewski – Juin 2018 How to know if it is art ? The case of video games What good would it be to demonstrate that video game is an art ? Or is not ? Why trying to link it to a discipline is not even eyeing ? Do we wonder if sport is art ? No, sport is sport, and that sounds OK to anyone. Yet, even sport do use occasionally some artistic terms : this player is an artist; that gesture was almost art; such game will stay as a masterpiece of great game; such a sport, played at this level of skills, is reaching art (fencing, skying); and eventually some sports do deserve the adjective of “artistic” since they aim at the beauty of a sequence and not the efficiency of a gesture (figure skating, synchronized swimming). Sport could – by chance, temporarily or specifically – produce “artistic” results, when they prove a perfect mastery allied to a gracious beauty. And even then, they remain sports, because, by vocation, they don't aim at being art. -
Universidade Do Estado Do Rio De Janeiro Centro De Educação E Humanidades Instituto De Letras
Universidade do Estado do Rio de Janeiro Centro de Educação e Humanidades Instituto de Letras Simone Silva Campos Jogos eletrônicos: ficções e playgrounds filosóficos? Rio de Janeiro 2019 Simone Silva Campos Jogos eletrônicos: ficções e playgrounds filosóficos? Tese apresentada como requisito parcial para obtenção do título de Doutor ao Programa de Pós-Graduação em Letras da Universidade do Estado do Rio de Janeiro. Área de concentração: Estudos de Literatura. Orientador: Prof. Dr. João Cezar de Castro Rocha Rio de Janeiro 2019 CATALOGAÇÃO NA FONTE UERJ/REDE SIRIUS/BIBLIOTECA CEH/B C198 Campos, Simone Silva. Jogos eletrônicos: ficções e playgrounds filosóficos? / Simone Silva Campos. – 2019. 222 f.: il. Orientador: João Cezar de Castro Rocha. Tese (doutorado) – Universidade do Estado do Rio de Janeiro, Instituto de Letras. 1. Jogos eletrônicos – Teses. 2. Literatura e tecnologia – Teses. 3. Literatura e sociedade – Teses. 4. Literatura e antropologia – Teses. 5. Literatura e filosofia – Teses. 6. Retórica antiga – Teses. 7. Dialética – Teses. 8. Ficção – Teses. I. Rocha, João Cezar de Castro. II. Universidade do Estado do Rio de Janeiro. Instituto de Letras. III. Título. CDU 82-3:[004:793.7] Bibliotecária: Eliane de Almeida Prata. CRB7 4578/94 Autorizo, apenas para fins acadêmicos e científicos, a reprodução total ou parcial desta tese, desde que citada a fonte. ________________________________________ _________________ Assinatura Data Simone Silva Campos Jogos eletrônicos: ficções e playgrounds filosóficos? Tese apresentada como requisito parcial para obtenção do título de Doutor, ao Programa de Pós-Graduação em Letras da Universidade do Estado do Rio de Janeiro. Área de concentração: Estudos de Literatura. Aprovada em 1º de Julho de 2019. -
Lorenzo Cloud Translation Environment, (+39) 3204236953 Wordbee, Microsoft LEAF, [email protected] Aegisub Station, Transifex Nationality Italian COSSA
Services I offer My Languages TRANSLATION, SUBTITLING, Italian Mother tongue LOCALIZATION TESTING, English Advanced (C1) TRANSCRIPTION, MTPE Japanese Conversational Personal information Tools I use Via Presicci, 11, 74121 Microsoft Office, MemoQ, Taranto, TA, Italy Lorenzo Cloud Translation Environment, (+39) 3204236953 Wordbee, Microsoft LEAF, [email protected] Aegisub Station, Transifex Nationality Italian COSSA Professional summary I am a certificated Advanced level in English with experience in all the phases of translation, subtitling and localization testing. I worked with both small national and large international companies for a variety of environments such as animation, movies, videogames and websites. My main strengths are the knowledge of my native language and the attention to details. Above all there is my belief that "translating" is not merely converting words in a sentence from a language to another, but a vehicle to carry thoughts or intentions. Work history Italian Freelance Transcriber and Translator July 2019 Multilingual Connection Remote • Transcribed from Italian sources and translated them into English Italian Freelance Translator May 2019 – June 2019 Appen Global Remote • Participated in a 100k words project on taxonomy (i.e. a classification system) of professions • The task was a combination of translation and search query localization Italian Freelance Translator May 2019 – ongoing e2f Remote • Translated websites of diverse contexts (e.g. insurance, music, software, tourism, security) • Performed post-editing -
NG18 Program (Screen)
PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world. -
Electronic Arts Reports Q2 Fy11 Financial Results
ELECTRONIC ARTS REPORTS Q2 FY11 FINANCIAL RESULTS Reports Q2 Non-GAAP Revenue and EPS Ahead of Expectations Reaffirms Full-Year Non-GAAP EPS and Net Revenue Guidance FIFA 11 Scores With 8.0 Million Units Sold In Need For Speed Hot Pursuit with Autolog, Ships November 16 REDWOOD CITY, CA – November 2, 2010 – Electronic Arts Inc. (NASDAQ: ERTS) today announced preliminary financial results for its second fiscal quarter ended September 30, 2010. “We had another strong quarter, beating expectations both top and bottom line,” said John Riccitiello, Chief Executive Officer. “We credit our results to blockbusters like FIFA 11 and to innovative digital offerings like The Sims 3 Ambitions and Madden NFL 11 on the iPad.” “EA reaffirms its FY11 non-GAAP guidance,” said Eric Brown, Chief Financial Officer. “EA is the world’s #1 publisher calendar year-to-date and our portfolio is focused on high- growth platforms -- high definition consoles, PC, and mobile.” Selected Quarterly Operating Highlights and Metrics: EA is the #1 publisher on high-definition consoles with 25% segment share calendar year-to date, two points higher than the same period a year ago. In North America and Europe, the high-definition console software market is growing strongly with the combined PlayStation®3 and Xbox 360® segments up 23% calendar year-to-date. The PlayStation 3 software market is up 36% calendar year-to-date. EA is the #1 PC publisher with 27% segment share at retail calendar year-to-date and strong growth in digital downloads of full-game software. For the quarter, EA had six of the top 20 selling games in Western markets with FIFA 11, Madden NFL 11, NCAA® Football 11, NHL®11, Battlefield: Bad Company™ 2 and FIFA 10. -
PS3 Videogames Put Players Into the Action 18 March 2011, by Glenn Chapman
PS3 videogames put players into the action 18 March 2011, by Glenn Chapman Sony is certain that console videogame lovers assistant producer for product development Victor want to be more immersed than ever in big, bold Harris showed off play in an "Uncharted 3: Drake's on-screen adventures. Deception" title featuring an Indiana Jones-style action hero. The Japanese electronics and entertainment giant is backing its belief with blockbuster 3D titles, The videogame was slated for release in motion-based controls, and a Sharp Shooter faux November. assault rifle which players can use to pick off in- game enemies. In-game protagonist Nathan Drake climbed, jumped, brawled, and shot his way out of a burning "We see it as the holy grail of gaming," Sony chateau in vivid 3D. spokesman Al de Leon told AFP in a PlayStation Lounge set up at the South By Southwest Glowing embers, flickering dust, and gray smoke Interactive festival this week in Texas. swirled in the air around the character as he leapt for handholds that seemed to jut from flame-licked "To be completely immersed in the gaming walls. Running up to ledges triggered touches of experience whether it is visually with the addition of vertigo in a player. 3D or physically with PlayStation Move you are getting a realistic experience." "We are always striving for more cinematic experiences," Harris said. Sony has sold more than 4.1 million Move accessories for PlayStation 3 (PS3) consoles since "People don't want to feel like they are playing a the motion-sensing controls hit the market in game," he added. -
Transitioning from Linear to Open World Design with Sunset Overdrive
Transitioning From Linear to Open World Design with Sunset Overdrive Liz England Designer at Insomniac Games 20th year anniversary LINEAR GAMEPLAY Overview Overview . What do we mean by linear and open world? Overview . What do we mean by linear and open world? . How did the roles and responsibilities of designers change? Overview . What do we mean by linear and open world? . How did the roles and responsibilities of designers change? . How did our workflow change in implementing systems, spaces, and content? Overview . What do we mean by linear and open world? . How did the roles and responsibilities of designers change? . How did our workflow change in implementing systems, spaces, and content? . What were the side effects of these changes? Linear Open World PART 1: Linear vs. Open World Linear Open World Linear Open World Linear Open World [open world node graph] What is a page in a video game? “Based on where the player is, what do we know about the game state?” KNOWN UNKNOWN KNOWN UNKNOWN . Time into game . Level Content . Story Progress . Enemies . Tutorials . Weapons . Combat . Pacing KNOWN UNKNOWN . Time into game . Level Content . Coop . Weapon Level . Story Progress . Enemies . Difficulty . Replay? . Tutorials . Weapons . Combat . Pacing Sunset Overdrive KNOWN UNKNOWN KNOWN UNKNOWN . Completed tutorial KNOWN UNKNOWN . Completed tutorial . Time Played? . Allies? . Story Moments? . Multiplayer? . Mission? . Pacing? . Weapons? . Combat? . Abilities? . Difficulty? . Areas Explored? PART 2: Role of the Designer Resistance 3 / Linear Resistance 3 / Linear . Designers are generalists Resistance 3 / Linear . Designers are generalists . Owned discrete spaces Resistance 3 / Linear . Designers are generalists . Owned discrete spaces . Implemented all gameplay in that space Resistance 3 / Linear . -
Interaction Principles of 3D World Editors in Mobilephones with Focus on the User Experience
EXAMENSARBETE INOM DATALOGI OCH DATATEKNIK, AVANCERAD NIVÅ, 30 HP STOCKHOLM, SVERIGE 2020 Interaction Principles of 3D World Editors in MobilePhones with Focus on the User Experience VINCENT ERIK WONG KTH SKOLAN FÖR ELEKTROTEKNIK OCH DATAVETENSKAP Sammanfattning 3D v¨arldsredigerare anv¨ands omfattande i mobilapplikationer f¨or ma- nipulering av virtuella v¨arldar, men det finns ingen generell designram- verk f¨or de b¨asta interaktionprinciperna f¨or v¨arldsredigerare i mobiltele- foner. Genom att studera interaktionsprinciper, koncept, och funktioner som anv¨ands i konsumentbaserade v¨arldsredigerare, denna studies fokus ligger p˚autveckling och design av en prototyp, sedan evalueras inter- aktionsprinciperna, uppdelade i f¨oljande anv¨andaromr˚aden: urval, place- ring, manipulering. Resultatet fr˚an en heuristisk evaluering som st¨odjs av anv¨andartester visar p˚aatt det finns en majoritet som f¨oredrar f¨oljande kombination av interaktionsprinciper f¨or ett b¨attre anv¨andarupplevelse: en organiserad och simplifierad butiksgr¨ansnitt f¨or urval, rutn¨atssystem ¨over det friasystemet f¨or placering av virtuella objekt, och en kombina- tion av snabb- och l˚angsam tryck f¨or manipulering av virtuella objekt i 3D v¨arldsredigerar-prototypen f¨or mobiltelefoner skapad f¨or denna studie. 1 Interaction Principles of 3D World Editors in Mobile Phones with Focus on the User Experience Vincent Erik Wong [email protected] EECS School of Electrical Engineering and Computer Science KTH Royal Institute of Technology Stockholm, Sweden Abstract to overload the user interface, which is not an optimal solu- 3D world editors are widely used in mobile applications for tion in terms of UX especially for small touch-based screen manipulation of the virtual world, however, there are no devices (i.e.