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Penny Arcade: Volume 8: Magical Kids in Danger PDF Book
PENNY ARCADE: VOLUME 8: MAGICAL KIDS IN DANGER PDF, EPUB, EBOOK Mike Krahulik,Jerry Holkins | 112 pages | 11 Sep 2012 | Oni Press,US | 9781620100066 | English | Portland, United States Penny Arcade: Volume 8: Magical Kids in Danger PDF Book The wares of the poor little match girl illuminate her cold world, bringing some beauty to her brief, tragic life. He has a fascination with unicorns , a secret love of Barbies , is a dedicated fan of Spider-Man and Star Wars , and has proclaimed " Jessie's Girl " to be the greatest song of all time. Thompson proceeded to phone Krahulik, as related by Holkins in the corresponding news post. The transformation of humanity through nano… More. PC Gamer. Jul 09, Kevin Gentilcore rated it really liked it. Anyway, people probably already know whether or not they like Penny Arcade. Retrieved March 23, Retrieved May 10, Unless you are a major geek like me, you have no idea what Penny Arcade is. Entertainment Weekly. Retrieved July 26, Retrieved May 9, The comics are from , the commentary from , and both are reflecting an industry that moves rapidly, so both are often unintentionally humorous just in regards to how things have fallen out since. To see what your friends thought of this book, please sign up. He has just enough fuel to reach the planet—then he finds that he has a sto… More. Some of these works have been included with the distribution of the game, and others have appeared on pre-launch official websites. Good collection, quick read. Published September 11th by Oni Press first published August 29th Want to Read Currently Reading Read. -
A Rundown of What's Going on with Penny Arcade
12/27/2014 A Rundown of What’s Going on with Penny Arcade Now | A Rundown of What’s Going on with Penny Arcade Now Posted on June 20, 2013 by Tami Baribeau It hasn’t been that long since the last time Penny Arcade did something that cast the company in a negative light, but here we are again with another fiasco that’s been making its way around Twitter today. I thought it would be helpful to do a quick rundown of the events from today to make everyone aware of the situation and help answer some questions about why you might want to rethink supporting Penny Arcade, PAX, or anything affiliated with that organization. It all started today when this panel was posted from PAX Australia, titled “Why So Serious? Has the Industry Forgotten That Games Are Supposed to Be Fun?”. The original screencap of the description is below. “Why does the game industry garner such scrutiny from outside sources and within? Every point aberration gets called into question, reviewers are constantly criticised and developers and publishers professionally and personally attacked. Any titillation gets called out as sexist or misogynistic and involve any antagonist race other than Anglo-Saxons and you’re a racist. It’s gone too far and when will it all end? How can we get off the soapbox and work together to bring a new constructive age into fruition?” There is so much wrong with this panel description that I don’t even know where to begin. The idea that games as a medium are exempt from criticism because they’re “supposed to be fun” is ridiculous and immature. -
Play Chapter: Video Games and Transmedia Storytelling 1
LONG / PLAY CHAPTER: VIDEO GAMES AND TRANSMEDIA STORYTELLING 1 PLAY CHAPTER: VIDEO GAMES AND TRANSMEDIA STORYTELLING Geoffrey Long April 25, 2009 Media in Transition 6 Cambridge, MA Revision 1.1 ABSTRACT Although multi‐media franchises have long been common in the entertainment industry, the past two years have seen a renaissance of transmedia storytelling as authors such as Joss Whedon and J.J. Abrams have learned the advantages of linking storylines across television, feature films, video games and comic books. Recent video game chapters of transmedia franchises have included Star Wars: The Force Unleashed, Lost: Via Domus and, of course, Enter the Matrix ‐ but compared to comic books and webisodes, video games still remain a largely underutilized component in this emerging art form. This paper will use case studies from the transmedia franchises of Star Wars, Lost, The Matrix, Hellboy, Buffy the Vampire Slayer and others to examine some of the reasons why this might be the case (including cost, market size, time to market, and the impacts of interactivity and duration) and provide some suggestions as to how game makers and storytellers alike might use new trends and technologies to close this gap. INTRODUCTION First of all, thank you for coming. My name is Geoffrey Long, and I am the Communications Director and a Researcher for the Singapore‐MIT GAMBIT Game Lab, where I've been continuing the research into transmedia storytelling that I began as a Master's student here under Henry Jenkins. If you're interested, the resulting Master's thesis, Transmedia Storytelling: Business Aesthetics and Production at the Jim Henson Company is available for downloading from http://www.geoffreylong.com/thesis. -
Drawing Stories: Developing a Range of Illustration Styles to Enhance Graphic Storytelling by Tyler Brown
Drawing Stories: Developing a Range of Illustration Styles to Enhance Graphic Storytelling by Tyler Brown A final project submitted to the Graduate Faculty of the North Carolina State University College of Design in partial fulfillment of the requirements for the Master of Art + Design Animation/New Media Concentration Raleigh, North Carolina July 2015 Marc Russo, Committee Chair Assistant Professor of Art and Design Tania Allen, Committee Member Assistant Professor of Art and Design Patrick FitzGerald, Committee Member Associate Professor of Art and Design Acknowledgements I would like to first thank my committee, Professors Marc Russo, Pat FitzGerald, and Tania Allen for all of their help and counsel throughout this project, as well as Mike Bissinger for serving as a Technical Advisor and Traci Temple for guiding me through the research class. Another big thank you goes out to all the other instructors, classmates, and friends that I’ve learned so much from during my time here at NC State. I also want to thank my family for all of their support over the past few years, Susan my ever-patient wife, my parents, the in-laws, and all the rest! Finally, I’d like to dedicate this project to my grandmother, Judy Brown, who passed away during my time here. She was the most wonderful woman, my greatest confidant, and a huge supporter of my artwork and continuing education. It was with her encouragement that I was able to summon the strength to continue and finish this program. Thanks ya’ll! - (read with a smile and a yankee tease) Tyler Brown, -
Digital Pitchforks and Virtual Torches: Fan Responses to the Mass Effect News Debacle
Digital pitchforks and virtual torches: Fan responses to the Mass Effect news debacle The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Dutton, N., M. Consalvo, and T. Harper. “Digital Pitchforks and Virtual Torches: Fan Responses to the Mass Effect News Debacle.” Convergence: The International Journal of Research into New Media Technologies 17, no. 3 (August 1, 2011): 287–305. As Published http://dx.doi.org/10.1177/1354856511407802 Publisher Sage Publications Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/100240 Terms of Use Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. Digital Pitchforks 1 Digital Pitchforks and Virtual Torches: Fan Responses to the Mass Effect News Debacle Abstract: In early 2008, what started as a small report in an online conservative outlet on the Xbox 360 video game Mass Effect was picked up by a number of news outlets and blogs. In particular, Fox News‘ ―Live Desk with Martha MacCallum‖ produced a segment on the game, claiming it was fully interactive digital pornography. One of the show‘s guests, pop psychologist Cooper Lawrence, argued that the game‘s sexual content was harmful, but did so with no firsthand knowledge of the game, incensing fans of the game. Those fans proceeded to respond in various ways, particularly on the Internet. The present research examined three distinct areas of these fan responses – forum discussions, YouTube videos, and the ―review bombing‖ of Cooper Lawrence‘s books on Amazon.com. -
Thornwatch Rulebook 2-19-18.Indd
Thornwatch Rulebook 2-19-18.indd 1 2/19/2018 1:29:49 PM Credits The Eyrewood created by: Jerry Holkins and Mike Krahulik Special thanks to: Teos Abadia, Arby’s, Christopher Story and game design by: Chad Brown, Jerry Holkins, Mike Badell, Alex Bamberger, Emily Beckley, Eric Benson, Krahulik, Mike Selinker, and Rodney Thompson Erick Blandin, Lauren Bond, David and Kristin Bousquet Development by: Jamie Dillion, Mike Fehlauer, Kenneth at RedGate Films, Meloney Buehl and Adam Clark Kuan, Paul Peterson, Keith Richmond, Liz Spain, Kiko at PledgeManager, Sara Caldwell, Nathaniel Caplan, Villasenor, and Gaby Weidling Kaitlyn Chantry, Sarah Como, Brian Coppola, Luke Additional development by: Thomas Ball, Linus Chan, Javier Crane at Kickstarter, Cryptozoic Entertainment, Beth Quintero, Aviva Schecterson, Sarah Shuler, and Lucy Tibbits Damis, Dapper Devil, Lane Daughtry, Double Exposure, Editing by: Tanis O’Connor and Aviva Schecterson the Doubleclicks, Becky Dreistadt, Zac Eubank and Ryan Art by: Mike Krahulik with map art by Nick Trujillo, knots by Schapals at Hyper RPG, Eric Fredrickson, Evon Fuerst, Aviv Or, and additional storyboard art by Ben Caldwell, Lar Geek and Sundry, GeekDad, Breeze Grigas, Derek Guder deSouza, Garrett Hanna, and Aviv Or at Gen Con, Aaron Hamburg, Emily Hancock, Dylan Graphic design by: Dabe Alan, Gavin Greco, Liz Spain, Kiko Hansen, Mark Harris, John Henke, Matt Hyra, Justin Villasenor, and Skylar Woodies Jacox, Mark Jessup, Cory Jones, Robert Khoo, David Rulebook design by: Alex Mayo and Aviva Schecterson Kiker, Kara -
Markedness, Gender, and Death in Video Games
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 10-2-2020 1:00 PM Exquisite Corpses: Markedness, Gender, and Death in Video Games Meghan Blythe Adams, The University of Western Ontario Supervisor: Boulter, Jonathan, The University of Western Ontario : Faflak, Joel, The University of Western Ontario A thesis submitted in partial fulfillment of the equirr ements for the Doctor of Philosophy degree in English © Meghan Blythe Adams 2020 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Other Film and Media Studies Commons Recommended Citation Adams, Meghan Blythe, "Exquisite Corpses: Markedness, Gender, and Death in Video Games" (2020). Electronic Thesis and Dissertation Repository. 7414. https://ir.lib.uwo.ca/etd/7414 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. Abstract This dissertation analyzes gendered death animations in video games and the way games thematize death to remarginalize marked characters, including women. This project combines Georg Wilhelm Friedrich Hegel’s work on the human subjection to death and Georges Bataille’s characterization of sacrifice to explore how death in games stages markedness. Markedness articulates how a culture treats normative identities as unproblematic while marking non-normative identities as deviant. Chapter One characterizes play as a form of death-deferral, which culminates in the spectacle of player-character death. I argue that death in games can facilitate what Hegel calls tarrying with death, embracing our subjection to mortality. -
Game Developer
>> REVIEWED MICROSOFT PROJECT 2007 AUGUST 2008 THE LEADING GAME INDUSTRY MAGAZINE >> AI! AI! AI! AI! >> ALL FIRED UP >> INTERVIEW ARTIFICIAL INTELLIGENCE THE SHOOTER AND HIROKAZU YASUHARA ON MIDDLEWARE ROUNDUP SHOOTEE DISCONNECT GAME DESIGN METHODS POSTMORTEM: PennyTHE Arcade Adventures: On the Rain-Slick LEADINGPrecipice of Darkness GAME INDUSTRY MAGAZINE DISPLAY UNTIL DECEMBER 15, 2003 0808gd_cover_vIjf.indd 1 7/17/08 12:43:51 PM ImageMetrics_Sig08Ad_HR1.pdf 7/11/08 12:58:17 PM I Am the Future of Facial Animation Meet Me at Siggraph 2008 C M Y CM Booth 1229 MY CY CMY K See How I Was Created: 8/13/08 1:00-2:30pm Room #2 Superior Facial Animation. Simplified. www.image-metrics.com US Office: +1 (310) 656 6565 UK Office: +44 (0) 161 242 1800 © 2008. Image Metrics, Inc. All rights reserved. []CONTENTS AUGUST 2008 VOLUME 15, NUMBER 7 FEATURES 7 GAME BRAINS Artificial Intelligence middleware is coming into its own as a crucial tool for modern game development. In this market overview we take a look at eight products that aim to make thinking machines a reality. By Jeffrey Fleming 15 READY, AIM, FIRE! In first person shooters, there is often a disconnect between the location of the gun on 7 the screen and the destination of an in-game bullet. Here, Adam Hunter scans different models that seek to rectify the problem, and draws a few conclusions of his own. By Adam Hunter 28 18 INTERVIEW: HIROKAZU YASUHARA 15 Hirokazu Yasuhara was the third person to join Sonic Team, even before it was so- named. -
Canada Archives Canada Published Heritage Direction Du Branch Patrimoine De I'edition
UNIVERSITY OF CALGARY Making "Cents" of Subcultural Capital: The Preservation of Authenticity and Credibility in Penny Arcade Subculture by Bryanne Miller A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIRMENTS FOR THE DEGREE OF MASTER OF ARTS GRADUATE PROGRAM IN COMMUNICATION STUDIES CALGARY, ALBERTA NOVEMBER, 2007 © Bryanne Miller 2007 Library and Bibliotheque et 1*1 Archives Canada Archives Canada Published Heritage Direction du Branch Patrimoine de I'edition 395 Wellington Street 395, rue Wellington Ottawa ON K1A0N4 Ottawa ON K1A0N4 Canada Canada Your file Votre reference ISBN: 978-0-494-38120-5 Our file Notre reference ISBN: 978-0-494-38120-5 NOTICE: AVIS: The author has granted a non L'auteur a accorde une licence non exclusive exclusive license allowing Library permettant a la Bibliotheque et Archives and Archives Canada to reproduce, Canada de reproduire, publier, archiver, publish, archive, preserve, conserve, sauvegarder, conserver, transmettre au public communicate to the public by par telecommunication ou par Plntemet, prefer, telecommunication or on the Internet, distribuer et vendre des theses partout dans loan, distribute and sell theses le monde, a des fins commerciales ou autres, worldwide, for commercial or non sur support microforme, papier, electronique commercial purposes, in microform, et/ou autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriete du droit d'auteur ownership and moral rights in et des droits moraux qui protege cette these. this thesis. Neither the thesis Ni la these ni des extraits substantiels de nor substantial extracts from it celle-ci ne doivent etre imprimes ou autrement may be printed or otherwise reproduits sans son autorisation. -
Game Developer
INTERVIEW: NIGHTS CREATOR NAOTO OHSHIMA VOL16NO10NOVEMBER2009 THE LEADING GAME INDUSTRY MAGAZINE 0911gd_cover_vljf_REV.indd 1 10/21/09 11:22:16 AM POSTMORTEM CONTENTS.1109 22 5TH CELL'S SCRIBBLENAUTS VOLUME 16 NUMBER 10 SCRIBBLENAUTS is a pie-in-the-sky concept come to life, and there's a lot for developer 5th Cell to be proud of. Plus, in a game where the object is to write anything and have it come to life on the screen, what could go wrong? A whole lot, of course—from QA to localization DEPARTMENTS to controls, all facts are laid bare. By Joseph M. Tringali 2 GAME PLAN By Brandon Sheffield [EDITORIAL] To Be Continued FEATURES 4 HEADS UP DISPLAY [NEWS] 7 GAMING IN THE CLOUD Good Old Designs, Sense of Wonder Night 2009, and more. Companies like OnLive and Gaikai are promising the gaming world on a platter with cloud computing-supported game services. But 34 TOOL BOX By Zoltan Erdokovy and Bijan Forutanpour [REVIEW] how viable is it, really? Programmer Jake Cannell takes a look at the Luxology's Modo 401, and Real Time Cameras book technical and financial logistics behind this emerging space. By Jake Cannell 38 THE INNER PRODUCT By Mick West [PROGRAMMING] Jump To It 13 THE GAME DEVELOPER 50 In concert with our advisory board, we've highlighted 50 important 42 PIXEL PUSHER By Steve Theodore [ART] achievements of the last year-or-so, and associated them with specific Most Likely to Succeed persons in order to acknowledge individual work. It's no easy feat to distill the work of many into a few names, but we attempted it here. -
Webcomic Distribution: Distribution Methods, Monetization and Niche Markets
Webcomic Distribution: Distribution Methods, Monetization and Niche Markets A Master’s Project Presented to School of Arts and Science State University of New York Institute of Technology Utica, New York In Fulfillment Of the Requirements for the Master of Science Degree Information Design and Technology By Kevin Volo Abstract The purpose of this project was to examine what happens when it is time to distribute a webcomic and how webcomic distribution can be compared to the music industry and journalism blogger. Both industries have undergone a change in how they interact and deliver product to consumers and readers. To do this I examined three areas that make up webcomic distribution: community, monetization and niche genres. My project will also examine three challenges of how a webcomic can be used to present scholarly research. The challenges that will be covered are: how to use citations, how to provide references for another artists work and how to present data such as charts, timelines and graphs. To do this I constructed a webcomic and created a website to detail my findings. It can be viewed at: www.webcomicdistribution.com. 2 Table of Contents Abstract............................................................................................................................... 2 Introduction & Research Questions.................................................................................... 4 Literature Review .............................................................................................................. -
Penny Arcade: Passions Howl Volume 9 Free
FREE PENNY ARCADE: PASSIONS HOWL VOLUME 9 PDF Mike Krahulik,Jerry Holkins | 112 pages | 26 Mar 2013 | Oni Press,US | 9781620100073 | English | Portland, United States Penny Arcade TP Vol 09 Passions Howl Follow PiccadillyRecs. Autechre Sign Warp. Autechre, masters of uncompromising glitched-out electronic business return with a Penny Arcade: Passions Howl Volume 9 full-length for the titans of 'leccy music, Warp. From the blistering VHS-saturated beginning of 'M4 Lema', we're taken on a ride through fractured nu-rave, 90's influenced braindance and flickering barely-connected electrical circuits. The more choral moments the beautiful, Hecker-esque 'esc desc' for example help to make things a little less frantic by soothing the glitch-addled mind with some swells of organ and reverbed synth wisps. This is as uncompromising and skilfully collated as any of Autechre's work thus far, and further cements their reputation as the ultimate Enfant Terrible of electronic music. Famously someone once told me that my CD was skipping back in the day, but the joke Penny Arcade: Passions Howl Volume 9 on them, because it wasn't. One of the masters of the genre returns, and I genuinely couldn't be more excited. HUGE news. The album, produced by renowned Memphis multi-instrumentalist Booker T. Jones of Booker T. I liked doing that, but I was ready to dig back into my own garbage and this was the first thing that came out. Jones producing. It feels like an epilogue, so I named the record after it and put it last. It comes as a little surprise then, that he's smashed out a solo album with the band still fully intact just not the done thing is it? Anyway, he's forgiven because what we have here is a beautifully emotive but comfortingly different creative path than his 'Day Job'.