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Gamified Social Platform for Worldwide Gamers Whitepaper
Gamified Social Platform for Worldwide Gamers Whitepaper ENG Ver 2.0 Last updated July 2021 Whitepaper | Gamified Social Platform for Worldwide Gamers White Paper Ludena Protocol provides a gamified social platform for worldwide gamers The LDN token rewards users for platform engagement with fellow participants. Our 3 million strong commu- nity boasts the ultimate gamer-focused social ecosystem and offers the three major segments of the gaming industry exclusive benefits: Players Discover or upload helpful game strategies, hints and tricks and receive fair rewards for all kinds of engagement; Can easily find or sell rare and special game items in the world’s first fee-free virtual goods marketplace; Get matched with new friends to play fun and simple games with on Ludena’s 1:1 hyper casual gaming platform. Game Publishers Marketing dollars are targeted, no longer wasted, and result in real ROI effectiveness, through in-game purchases and driven player growth, due to our accumulated 1TB+ of user analytics and our 7 years of proven marketing successes. Indie Game Developers Our platform is an ideal solution for indie game developers, who want to reach a large audience, without paying exuberant commission fees, and who want to drive in-game spend, as our token economy design encourages. 1/47 ludenaprotocol.io | Copyright©2021. All rights reserved. Executive Summary | Gamified Social Platform for Worldwide Gamers Executive Summary Ludena Protocol is the first comprehensive gamified social platform, connecting gamers, from around the world, to a single application where they can play, trade and share all things gaming with one another. The Ludena Protocol team is made up of a group of professionals, who have been operating the 3 million user strong gaming social media application, 'GameTalkTalk,' for 7 years. -
Video Game Programming ITP 380 (4 Units) Fall 2017
Video Game Programming ITP 380 (4 Units) Fall 2017 Objective This course provides students with an in-depth introduction to technologies and techniques used in the game industry today. At semester’s end, students will have: 1. Gained an understanding of core game systems (incl. rendering, input, sound, and collision/physics) 2. Developed a strong understanding of essential mathematics for games 3. Written multiple functional games in C++ individually 4. Learned critical thinking skills required to continue further study in the field Concepts 3D math for games. C++. 3D graphics. Collision detection. Introduction to A.I. Implementing gameplay. Getting a job in the game industry. Prerequisites CSCI 104 or ITP 365x Instructor Sanjay Madhav Contact Students in the course should post their questions on Piazza. Email: [email protected] (Only for non-course questions or prospective students). Office Hours Tuesday, Wednesday, and Thursday 12-1:30PM in OHE 530H Time/Location Tuesday and Thursday, 5 – 6:50PM in OHE 540 Course Structure Each week, we have a lecture on Tuesday and a lab assignment assigned in class on Thursday. The first part of each lab assignment is due at the end of class on Thursdays, and the final submission is due the following Wednesday. There are two midterm exams and a final exam. All exams are cumulative. Textbook Game Programming Algorithms and Techniques. Sanjay Madhav. ISBN-10: 0321940156. (Amazon link) Grading The course is graded with the following weights: Lab Assignments (12 x 5%) 60% Midterm Exam I 12.5% Midterm Exam II 12.5% Final Exam 15% TOTAL POSSIBLE 100% Software Students will be able to setup their own PC and/or Mac computers for use in the class. -
Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
UPDATE NEW GAME !!! the Incredible Adventures of Van Helsing + Update 1.1.08 Jack Keane 2: the Fire Within Legends of Dawn Pro E
UPDATE NEW GAME !!! The Incredible Adventures of Van Helsing + Update 1.1.08 Jack Keane 2: The Fire Within Legends of Dawn Pro Evolution Soccer 2013 Patch PESEdit.com 4.1 Endless Space: Disharmony + Update v1.1.1 The Curse of Nordic Cove Magic The Gathering Duels of the Planeswalkers 2014 Leisure Suit Larry: Reloaded Company of Heroes 2 + Update v3.0.0.9704 Incl DLC Thunder Wolves + Update 1 Ride to Hell: Retribution Aeon Command The Sims 3: Island Paradise Deadpool Machines at War 3 Stealth Bastard GRID 2 + Update v1.0.82.8704 Pinball FX2 + Update Build 210613 incl DLC Call of Juarez: Gunslinger + Update v1.03 Worms Revolution + Update 7 incl. Customization Pack DLC Dungeons & Dragons: Chronicles of Mystara Magrunner Dark Pulse MotoGP 2013 The First Templar: Steam Special Edition God Mode + Update 2 DayZ Standalone Pre Alpha Dracula 4: The Shadow of the Dragon Jagged Alliance Collectors Bundle Police Force 2 Shadows on the Vatican: Act 1 -Greed SimCity 2013 + Update 1.5 Hairy Tales Private Infiltrator Rooks Keep Teddy Floppy Ear Kayaking Chompy Chomp Chomp Axe And Fate Rebirth Wyv and Keep Pro Evolution Soccer 2013 Patch PESEdit.com 4.0 Remember Me + Update v1.0.2 Grand Ages: Rome - Gold Edition Don't Starve + Update June 11th Mass Effect 3: Ultimate Collectors Edition APOX Derrick the Deathfin XCOM: Enemy Unknown + Update 4 Hearts of Iron III Collection Serious Sam: Classic The First Encounter Castle Dracula Farm Machines Championships 2013 Paranormal Metro: Last Light + Update 4 Anomaly 2 + Update 1 and 2 Trine 2: Complete Story ZDSimulator -
STEM Student's Guide: Learning to Code and Design Video Games
Log In A STEM Student's Guide: Learning to Code and Design Video Games For many, video gaming is not only a hobby but a passion. But while playing video games is fun, you could also consider taking things a step further and becoming a game developer someday. There are a lot of di!erent ways to get involved in game design, but one of the most useful skills in this "eld is the ability to code. Anyone can learn to code and create video games, and there are all sorts of free resources online that can help. The two main roles for people who create video games are designers and programmers, but often, their responsibilities will overlap. While there are many di!erent types of video games in the world, all of them are created with the same basic process. Brainstorming A game designer should "rst come up with a basic concept for their game. It's helpful to keep a list of ideas written down somewhere, whether this is on paper or in an app. Next, you'll need to think about the di!erent abilities and actions possible for each character, the mood and tone of the game, and the story that will hold it all together. When thinking of the game's mood, it's essential to consider visual and audio e!ects and the overall aesthetic you're going for. Think about color, shape, and space, and keep in mind that the look of your game should be both unique and functional. While brainstorming new games, designers should keep in mind that they will often go through many ideas that do not work out before "nding one that works. -
VARIANT PET COLLECTION Phase 1
VARIANT PET COLLECTION Phase 1 Original Pet No Pet Name Icon Pet Total Skins Add Skin From Mod 1 Alpaca 4 MPC Mamba / Torchlight II Essentials [4] 2 Badger 4 MPC Mamba / Torchlight II Essentials [4] 3 Bulldog 4 MPC Mamba / Torchlight II Essentials [4] 4 Cat 4 MPC Mamba / Torchlight II Essentials [4] 5 Chakawary 4 MPC Mamba / Torchlight II Essentials [4] 6 Ferret 4 MPC Mamba / Torchlight II Essentials [4] 7 Hawk 4 MPC Mamba / Torchlight II Essentials [4] 8 Headcrap 6 MPC Mamba / Torchlight II Essentials [6] 9 Owl 11 MPC Mamba / Torchlight II Essentials [11] 10 Panda 5 MPC Mamba / Torchlight II Essentials [4] EV Modpack [1] 11 Panther 11 MPC Mamba / Torchlight II Essentials [8] Variant Class [3] 12 Papillon 4 MPC Mamba / Torchlight II Essentials [4] 13 Stag 4 MPC Mamba / Torchlight II Essentials [4] 14 Wolf 7 MPC Mamba / Torchlight II Essentials [4] Dire Wolf SynergiesMOD Pet [1] Wolf Pack [2] Add Pets No Pet Name Icon Pet Total Skins Add Mod From 1 Alchemic Construct 2 MPC Mamba / Torchlight II Essentials [2] 2 Ancient Automaton 2 MPC Mamba [2] 3 Ancient Skeleton 6 MPC Mamba / Torchlight II Essentials [6] 4 Armadax 3 MPC Mamba [1] Xev Pet [1] Phan Big Pet [1] 5 Armored 1 Phan Big Pet [1] Strumbeorn 6 Armored Warbeast 1 Phan Big Pet [1] [*] 7 Artificer 1 Boss Pet [1] 8 Avatar 1 MPC Mamba / Torchlight II Essentials [1] 9 Baneling 1 MPC Mamba / Torchlight II Essentials [1] By: Gao 10 Banshee 3 Anarch Pet / Torchlight II Essentials [3] 11 Basilisk 4 MPC Mamba / Torchlight II Essentials [4] 12 Bat 4 MPC Mamba [4] 13 Bear 5 MPC Mamba [5] By: -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
Introduction
Indie Game The Movie - Official Trailer - YouTube.flv 235 Free Indie Games in 10 Minutes - YouTube.flv Introduction Video Game Programming Spring 2012 Video Game Programming - A. Sharf 1 © Nintendo What is this course about? • Game design – Real world abstractions • Visuals • Interaction • Design iterations Video Game Programming - A. Sharf 2 © Nintendo What is this course about? • Gameplay mechanics • Rapid prototyping • Many examples • FUN ! Video Game Programming - A. Sharf 3 © Nintendo play mechanics are the foundation on which games are built… Playing with power www.1up.com/do/feature?cId=3151392 Video Game Programming - A. Sharf 4 © Nintendo Game mechanics=ideas • mechanics determine structure and rules: – how you win – how you lose – what to do to stay alive Video Game Programming - A. Sharf 5 © Nintendo • Basics - fundamental concepts that have become a part of many of today's games Video Game Programming - A. Sharf 6 © Nintendo Video Game Programming - A. Sharf 7 © Nintendo Video Game Programming - A. Sharf 8 © Nintendo Video Game Programming - A. Sharf 9 © Nintendo Video Game Programming - A. Sharf 10 © Nintendo • Handy features - ideas not absolutely essential to the design but enhance experience. Video Game Programming - A. Sharf 11 © Nintendo Video Game Programming - A. Sharf 12 © Nintendo Video Game Programming - A. Sharf 13 © Nintendo Video Game Programming - A. Sharf 14 © Nintendo Video Game Programming - A. Sharf 15 © Nintendo • Style - play mechanics that add an exciting touch of artistic flair to games Video Game Programming - A. Sharf 16 © Nintendo Video Game Programming - A. Sharf 17 © Nintendo Video Game Programming - A. Sharf 18 © Nintendo Video Game Programming - A. Sharf 19 © Nintendo Video Game Programming - A. -
Video Game Programming ITP 380 (4 Units) Fall 2018
Video Game Programming ITP 380 (4 Units) Fall 2018 Objective This course provides students with an in-depth introduction to technologies and techniques used in the game industry today. At semester’s end, students will have: 1. Gained an understanding of core game systems (incl. rendering, input, sound, and collision/physics) 2. Developed a strong understanding of essential mathematics for games 3. Written multiple functional games in C++ individually 4. Learned critical thinking skills required to continue further study in the field Concepts 3D math for games. C++. 3D graphics. Collision detection. Introduction to A.I. Implementing gameplay. Getting a job in the game industry. Prerequisites CSCI 104 or ITP 365x Instructor Sanjay Madhav Contact Students in the course should post their questions on Piazza. Email: [email protected] (Only for non-course questions or prospective students). Office Hours Monday and Wednesday, 4 – 6PM in OHE 530H or by appointment Time/Location Tuesday and Thursday, 5 – 6:50PM in OHE 540 Course Structure Most weeks, we have a lecture on Tuesday and a lab assignment assigned in class on Thursday. The first part of each lab assignment is due at the end of class on Thursdays, and the final submission is due the following Wednesday. There are two midterm exams and a final exam. All exams are cumulative. Textbook Madhav, Sanjay. Game Programming in C++. Students can read this book for free through the USC library website (here). Alternatively, students can purchase a copy of the book from Amazon or the USC bookstore. Grading The course is graded with the following weights: Lab Assignments (12 x 5%) 60% Midterm Exam I 12.5% Midterm Exam II 12.5% Final Exam 15% TOTAL POSSIBLE 100% Software Students will be able to setup their own PC and/or Mac computers for use in the class. -
Super Fish Quest: a Video Game
Western Oregon University Digital Commons@WOU Honors Senior Theses/Projects Student Scholarship 6-2-2012 Super Fish Quest: A Video Game Melissa Wiener Western Oregon University Follow this and additional works at: https://digitalcommons.wou.edu/honors_theses Part of the Software Engineering Commons Recommended Citation Wiener, Melissa, "Super Fish Quest: A Video Game" (2012). Honors Senior Theses/Projects. 87. https://digitalcommons.wou.edu/honors_theses/87 This Undergraduate Honors Thesis/Project is brought to you for free and open access by the Student Scholarship at Digital Commons@WOU. It has been accepted for inclusion in Honors Senior Theses/Projects by an authorized administrator of Digital Commons@WOU. For more information, please contact [email protected], [email protected], [email protected]. Super Fish Quest: A Video Game By Melissa Ann Wiener An Honors Thesis Submitted in Partial Fulfillment of the Requirements for Graduation from the Western Oregon University Honors Program Dr. Scot Morse, Thesis Advisor Dr. Gavin Keulks, Honors Program Director Western Oregon University June 2012 Super Fish Quest 2 of 47 Abstract Video game design isn't just coding and random number generators. It is a complex process involving art, music, writing, programming, and caffeine, that should be approached holistically. The entire process can be intimidating to the uninitiated programmer, which is why I've written an all-inclusive guide to game design. With the creation of my own original video game, Super Fish Quest, as a model, I analyze each part of the design process, discuss the technical side of programming, and research how to raise money and publish a game as an independent game developer. -
Think Global Go Local
THINK GLOBAL GO LOCAL Altagram Group Company Deck Company History Founded by Marie Amigues, Altagram rapidly Year 2013 established itself in the gaming industry with a reputation for high-quality multilingual game localization. The company had already tripled in size, and Marie was named one of the top 10 women Year 2017 entrepreneurs in the gaming industry in Germany. The Korean office in Seoul opened its doors to better cater to the specific needs of Altagram’s Asian clients. Altagram expanded into North America, opening an Year 2018 office in Montréal – dedicated for QA. Altagram develops the first all-in-one culturalization Year 2019 platform – with the Horizon 2020 EU grant of 2M€. Europe’s Horizon2020 SME-Instrument Phase 2 Champion Awarded “Best for Employee Well-being” Our Values It takes passion and expertise to achieve the quality that will make your game different! • Consistent high quality • Passion for games • Drive for constant innovation Proud member of: Our Solutions A dedicated team specialized in every type of game— the key to successful game localization! Game Text Localization In-game, UI, manuals, marketing text, packaging, app store text Game Culturalization Cultural consultation, graphics & mechanics localization, store features, ASO, SEO Multilingual Voice-Over Multilingual voice-over, pre/post-production, SFX, casting Testing Linguistic (LQA), functional (FQA), testing Quality Evaluation (LQE) We cover all markets for the video game industry, Game Markets working into 50+ target languages. Western Europe Eastern -
The Revolutionary Potential of Independent Video Games
THE REVOLUTIONARY POTENTIAL OF INDEPENDENT VIDEO GAMES Delaney McCallum Art, Literature, and Contemporary European Thought Professors Isabelle Alfandary, Marc Crépon, and Michael Loriaux 10 December 2019 1 Introduction The definition of ‘video games’ has been hotly debated and contested since their creation - in this way, they are no different from any other human art form. In his book The Art of Video Games, media scholar Grant Tevinor characterizes video games as “interactive fictions.”1 There are two facets of this definition which require specific understanding. First, the word ‘interactive:’ this means that the audience or player of a video game communicates with a fictive scenario, whether it be a narrative or a form of physical simulation. This could take the form of clicking through web pages with a computer mouse. It could also mean performing a series of actions by pressing buttons on a controller in a certain order. In video games, some sort of transaction or communion with the player and the environment of the game takes place. The second crucial point of this definition is the word ‘fictions.’ Although this word is often used interchangeably with the word ‘narrative’ in modern game literature, there is an important distinction between the two that must be clarified. ‘Fictions’ as a category may include narratives, but this includes other constructions, from flight simulators to the landscapes created with virtual reality technology. For the purposes of this paper, I will be utilizing Tevinor’s definition of video games when I refer to specific examples and the medium as a whole. Another crucial contextualization of ensuing analysis is the interpretation of the difference between what is deemed ‘mainstream’ video games and ‘independent’ video games.