El Ninja Se Despide a Lo Grande
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Escolha E Simulação Um Estudo Discursivo Em Jogos Digitais
Mauricio Perin Neves da Silva Escolha e Simulação Um estudo discursivo em jogos digitais Curitiba 2019 Mauricio Perin Neves da Silva Escolha e Simulação Um estudo discursivo em jogos digitais Dissertação apresentada ao curso de Pós- Graduação em Design, Setor de Artes, Comunicação e Design, Universidade Federal do Paraná, como requisito parcial à obtenção do título de Mestre em Design. Orientador: Prof. Dr. Marcos N. Beccari Curitiba 2019 Ficha catalográfica Termo de aprovação Agradecimentos Consciente de que a escolha por qualquer ordem incorreria em uma hierarquização, optei aqui pela arbitrariedade de uma cronologia. Sendo assim, agradeço: à Zete e ao Tchuli, por tudo, e sem quem eu não existiria; à Ana e ao Mário, pelo incentivo e a inspiração; à Aduge, pelas experiências e as experimentações; à profa. Carla Spinillo, por ter me colocado no rumo do design gráfico e, anos depois, ter me recebido neste PPG; ao Guix, por ter me oferecido um conselho em 2008; ao povo de Kaer Morhen, por terem sido beta-testers deste projeto desde antes dele começar; aos colegas deste PPG, pelo apoio e a sabedoria compartilhados; ao prof. André Battaiola, pela orientação inicial do que eventualmente se tornou esta pesquisa; ao meu orientador prof. Marcos Beccari, pela excelente colaboração; à Harumi, por existir; à profa. Stephania Padovani, pela ajuda em dar forma a este trabalho; à Coordenação de Aperfeiçoamento de Pessoal de Nível Superior – Brasil (CAPES) –, Código de Financiamento 001, e ao Programa de Pós- Graduação em Design da UFPR. à profa. Carol Calomeno, pela avaliação e interesse; e, finalmente, à Nina, que me acompanhou literalmente até o último minuto desta jornada. -
Campo Santo Quarterly Review Issue 2
! ! THE CAMPO SANTO QUARTERLY REVIEW ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! Written and Curated by Campo Santo Ombudsman Duncan Fyfe With Invaluable Contributions from Aisling Conlon Issue 2 • Quarter II • 2014 From the Bureau of the Campo Santo Ombudsman ..........................................4 Moss Day ..............................................................................................................6 Unbearable Lightning ........................................................................................18 Out of State ........................................................................................................23 FROM THE BUREAU OF THE CAMPO SANTO OMBUDSMAN ! FOR MONTHS, the team at Campo Santo has been hard at work on a secret project, and even I, the Campo Santo Ombudsman, could only guess at what they were up to in their San Francisco workshop. At night, I dreamed of them standing and administering to their creation, but now, the mystery of Campo Santo is a mystery no more, and the project has been given form and voice, and shape and name, and that name is FIREWATCH -- ! It is Firewatch. ! So what do we know about Firewatch? It is a video game, Campo Santo's first, to be released for personal computers in 2015. No longer will the name Firewatch be associated with fire safety equipment and fire and rescue software solutions. You can throw those brands in the garbage. ! Firewatch is a video game, perhaps the first video game, about being a fire lookout. The fire lookout is a solitary but dignified post, which in the history of American labor has been held by notable persons like Jack Kerouac and a man who was struck by lightning seven times. A closer look at that history appears later in this issue. ! Another likely video game first: Firewatch takes place in the state of Wyoming, where the Campos Santo Sean Vanaman and Nels Anderson each grew up. -
Submitted in Partial Fulfillment of the Requirement for the Degree Of
Submitted in partial fulfllment of the requirement for the degree of Masters of Fine Arts Hartford Art School, University of Hartford Kirk Wallace UHID #: 19653267 Thesis Defense & Exhibition ILS 970 Introducing Skülly in… Rib Caged Submitted in partial fulfllment of the requirement for the degree of Masters of Fine Arts Hartford Art School, University of Hartford Defense Date: Defense Committee Committee Chair Committee Member Committee Member Committee Member Table of Contents Introduction . 01 Inspiration . 04 Process . 12 Marketing Plan ................................48 Conclusion . 55 Bibliography . 59 Introducion short flms and spot illustrations that were used in the context of a written piece. The illustrations I was doing did not require much of a backstory. They were ‘assisting Upon beginning the MFA in Illustration program in the illustrations’ that would either be developed further by summer of 2016, I had a Bachelor of Computer Science; the client, or live in perpetuity on a single screen of a web had held a few creative positions as an art director page. The work I had produced (see fg.1) throughout my and creative director; and most recently, had a steady career was missing contextual questions, such as: what freelance career working as a commercial illustrator. may this character do at home? Who is this character’s However, although I was experiencing success in my friends? How about enemies? What does this world look career without a formal arts qualifcation, I lacked like? What are the problems inside it? Or even, more confdence due to a feeling of academic illegitimacy. It simply, What is the story here? was as if I was waiting for the ground to fall out from underneath me, due to the hacked together base of my foundation, unfortifed by an academic afxion. -
Audio Tour Transcription
— 1 — “Hello, Two Forks tower! Two Forks Tower, this is Thorofare Tower, come in.” Firewatch was released on February 9th, 2016, which feels like simultaneously yesterday and four thousand years ago. Later, on September 21st, the game was updated to add a brand- new mode: the Firewatch Audio Tour. At the start of this mode, in the prologue’s garage, Henry was provided with a Walkman and some headphones, and his world became dotted with audio tour stations. The stations dispensed an unlimited supply of cassette tapes, each of them revealing the stories behind Firewatch’s development. Some of the stations even had connected exhibits — signs and monitors showing concept art and tests. It was really cool. Due to time and technical constraints, though, the Firewatch Audio Tour could not have subtitles, limiting its accessibility and worldwide audience. So, over the course of a few years, I’ve gradually transcribed all of the Firewatch Audio Tour tracks, and they are all collected within, for you. (My apologies in advance: there will almost certainly be typos and errors as I steamrolled towards the finish line.) Reading these words and listening to the voices of these incredibly talented people teleports me directly back to the intense, exciting, and emotional time of making Firewatch. And we were just the publisher! If I’m being honest, I miss working with these friends, but, as Firewatch itself made so incredibly clear, nothing is forever. It’s time to move on. It’s sure nice to have these memories, though. Happy 5th Anniversary, Firewatch. Thanks for everything. -
Game Narrative Review Name: Aimee Zhang School: University of Southern California Email: [email protected] Month/Year Submitted: December 2018
Game Narrative Review Name: Aimee Zhang School: University of Southern California Email: [email protected] Month/Year Submitted: December 2018 Game Title: Firewatch Genre: Adventure Release Date: February 9, 2016 Developer: Campo Santo Publisher: Panic, Campo Santo Game Writer: Chris Remo, Jake Rodkin, Olly Moss, Sean Vanaman Overview Firewatch is a first-person narrative driven adventure game where you, as a man in his forties named Henry, explore the Shoshone National Forest in Wyoming as a fire lookout. Although the wilderness was meant to be a safe refuge for when Henry’s life began to unravel, a conspired mystery from years ago begins rapidly and dramatically unfolding, causing both Henry and you to question the events that have happened and make dramatic interpersonal choices. The game places a heavy emphasis on dialogue choices and exploration. Your main, and for a long time, only point of contact with the outside world is Delilah, your supervisor, who is available at all times through a small, handheld radio. Equipt with a compass and map, Firewatch weaves diegetic mechanics, vibrant dialogue choices, and an intriguing, beautiful environment to create a complex, visceral experience of seduction, fear, and escape, and take an intimate look at the human psyche. Characters ● Henry - The main protagonist of Firewatch, Henry is a burly man in his early 40’s from Boulder, Colorado. When his marriage becomes dysfunctional after his wife Julia begins developing early-onset dementia, he takes a job as a fire lookout in the wilderness of the Two Forks Lookout to escape his problems. Henry’s personality is 1 largely defined by the player’s dialogue choices- he can be considerate, shy, crass, sarcastic, and capable of navigating serious conversations. -
A Uc Tion • P Aris • 1 Juin 15
DIGARD - 4 ART CONTEMPORAIN URBAIN - URBAN CONTEMPORARY ART DROUOT - LUNDI 1ER JUIN 2015 AUCTION • PARIS • 1er JUIN 15 En couverture / Cover n° 22 NICK WALKER (Britannique, né en 1969) Vandal V The Arc, 2015 Peinture aérosol et pochoir sur toile, signée au dos Spray paint and stencil on canvas Signed with black marker verso 50.8 x 50.8 cm – 20 x 20 in En 2e de couverture / Second cover n° 70 BANKSY (Britannique, né en 1975) Flying Copper, 2003 Peinture aérosol et acrylique sur carton double face, signé au pochoir au centre Double sided spray paint on cardboard Part stencil signature throughout center 205,8 x 122 cm - 81 x 48 in frame size 144 x 228 cm - 56.7 x 89.7 in Un certifi cat d’authenticité de Pest Control Offi ce sera remis à l’acquéreur Accompanied by a certifi cate of authenticity from Pest Control Offi ce En 3e de couverture / Third cover n° 35 SHEPARD FAIREY (Américain, né en 1970) Andre Hendrix, 2006, unique Peinture aérosol et pochoir sur papier, daté et signé en bas à droite Spray paint and stencil on wall paper Signed and dated in black ink lower right 58.5 x 50.8 cm – 23 x 20 in En dos de couverture / Back cover n°134 LEVALET (Français, né en 1988) Mise en boite, 2013 Encre sur bois découpé signé et daté vers la droite, contresigné daté au dos Ink on wood, signed en dated 105 x 75 cm – 41.3 x 29.5 in 61 x 46 cm – 24 x 18.1 in PARTENAIRES Traductrices Jocelyn Brainard + 33 (0) 6 74 56 35 36 Interprètes [email protected] Henriette Helleboid +33 (0) 6 84 49 93 70 [email protected] Le magazine de l’art contemporain urbain +33 (0) 5 34 56 35 60 Photographe (FR) : Jérôme Prebois + 33 (0) 6 86 55 90 12 - [email protected] Photographe (UK): Ewelina Karbowiak [email protected] Marin Beaux Arts 70, avenue Gabriel Péri - 94110 Arcueil - 01.47.40.04.20 Cadres anciens Cadres Lapoli - 45,Rue Vaneau - 75007 et mordernes Paris - 01 42 22 57 96 DIGARD AUCTION MAISON DE VENTES VOLONTAIRES 17, rue Drouot - 75009 Paris T. -
Campo Santo Quarterly Review Volume 2 Q1.Pages
THE CAMPO SANTO QUARTERLY REVIEW Written and Curated by Campo Santo Ombudsman Duncan Fyfe Volume II • Quarter I • 2015 Stars of Campo Santo ..........................................................................................5 Lost Boys ...............................................................................................................8 The Art of Fiction #2: Meg Jayanth ..................................................................13 Lies of the North ................................................................................................29 ~ Acknowledgements ~ For Chris Remo, and Aisling STARS OF CAMPO SANTO WITH THE RELEASE of Firewatch looming on the horizon, a few facts about its developer. Sean Vanaman and Jake Rodkin founded Campo Santo on October 14, 2013 in San Francisco. On that date the Sun was in Libra, and Venus in Sagittarius, in the eastern section of the sky. That part about the Sun isn’t recorded in the California Secretary of State’s official register, so I did what any normal reporter would do and paid a professional astrologer for that information. Firewatch is Campo Santo’s first title, a mystery about a Wyoming fire lookout named Henry and his supervisor Delilah. It will be released “sometime this summer,” according to Vanaman, “but we don’t have a particular date locked down yet.” Whenever it happens, this is the year we will learn whether Firewatch’s success is enough to justify Campo Santo’s ten-person development team; the financial investment of the Portland software company Panic; the insane luxury of a regular Quarterly Review that consults astrologers; and the decision of everyone who left a job for their belief in this game and this company. During the Game Developers Conference earlier this month, Campo Santo handed Firewatch over to the general public—specifically, about 20 playable minutes of the early game, polished to the level envisioned for the final product.