Video Game Spaces : Image, Play, and Structure in 3D Worlds Pdf, Epub, Ebook
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Walking Simulators As Response to the Problem of Optimization
The Philosophy of Computer Games Conference, Copenhagen 2018 The Aesthetics of the Aesthetics of the Aesthetics of Video Games: Walking Simulators as Response to the problem of Optimization Jesper Juul: “The Aesthetics of the Aesthetics of the Aesthetics of Video Games: Walking Simulators as Response to the problem of Optimization”. 12th International Conference on the Philosophy of Computer Games Conference, Copenhagen, August 13-15, 2018. www.jesperjuul.net/text/aesthetics3 Figure 1: Dear Esther (The Chinese Room 2012). Walking a linear path, listening to the narrator. Figure 2: Proteus (Key and Kanaga 2013). Exploring a pastoral and pixelated generated island with little challenge. 1 Figure 3: Gone Home (The Fullbright Company 2013). Returning to your childhood home to learn of your sister’s life through minimal puzzles. In games, we traditionally expect that the effort we exert will influence the game state and outcome, and we expect to feel emotionally attached to this outcome (Juul 2003) such that performing well will make us happy, and performing poorly will make us unhappy. But a number of recent games, derogatorily dismissed as walking simulators, limit both our options for interacting with the game world and our feeling of responsibility for the outcome. Examples include Dear Esther (The Chinese Room 2012), Proteus (Key & Kanaga 2013), and Everybody’s Gone to the Rapture (The Chinese Room 2015), and Gone Home (The Fullbright Company 2013). “Walking simulator” is a divisive term, originally coined to dismiss these experiences as “not real games” lacking gameplay, thus only simulating “walking”. Developers are divided over whether to reject (KILL SCREEN STAFF 2016) the term or reclaim (Butler 2015 p. -
Reported Its First-Half Revenues for FY 2018/2019 (April-September)
FOCUS HOME INTERACTIVE H1 revenue for fiscal 2018/19 up 33% at €44.3m Record H1 driven by sales of Vampyr and the back catalogue’s excellent performance Strategic promotion of key talent to support the Group in its long-term evolution French video games publisher FOCUS HOME INTERACTIVE (FR0012419307 ALFOC) has reported its first-half revenues for FY 2018/2019 (April-September). Over the first six months of its fiscal year, FOCUS HOME INTERACTIVE generated record revenues* of €44.3m. Excellent H1 2018/2019 After the successful launch of Vampyr where the game topped the charts in France, the UK, Germany and in many other countries, Dontnod’s game enjoyed tremendous success throughout the second quarter. With praise heaped on it for its production and script, Vampyr is a further confirmation, after MudRunner and The Surge in 2017, of the Group’s ability to create a major event with games that combine unprecedented concepts and high-potential universes. The good H1 sales were also driven by the growth of the back catalogue, up €11.1m compared to the same period in 2017 (April to September 2017), illustrating the breadth of the video game catalogue with titles enjoying long lifespans. Its proportion of H1 sales was stable at 45% of total sales vs. 46% a year earlier. FOCUS has also successfully renewed its partnerships for “FOCUS Publisher Weeks”, during which Steam and Microsoft promoted FOCUS HOME INTERACTIVE, enabling the Group to sell hundreds of thousands of copies of its games. At end-September, digital sales accounted for 65% of revenues for the period and international sales amounted to more than 90%. -
Game Design Document: “Fear Tales”
GAME DESIGN DOCUMENT: “FEAR TALES” Equipe de Desenvolvedores: Grégory Faria de Oliveira RA 5125915 João Vitor Duarte Barcelos RA 5145128 Orientação Prof. Roberto de Assis UBERABA 2020 1. INTRODUÇÃO Este documento tem o intuito de apresentar o jogo Fear Tales com aspectos técnicos e artísticos do desenvolvimento. Será apresentado brevemente o enredo do jogo, sua mecânica, jogabilidade e ferramentas usadas no desenvolvimento. 1.1 RESUMO DA HISTÓRIA Kimi é uma garota de 11 anos presa em um mundo imaginário. Seu objetivo é resgatar seu melhor amigo Shinshi, que encontra-se aprisionado, para que juntos possam fugir de lá. Para isso, Kimi busca as 3 runas espalhadas pelo mundo capaz de libertar Shinshi, tendo que resolver enigmas e superar seu maior medo, a escuridão. 1.2 GAMEPLAY OVERVIEW A protagonista embarca em uma aventura de puzzles e exploração para descobrir como retomar controle do seu reino dos sonhos. Com esse intuito, o jogador terá de explorar cenários fantásticos, cheios de desafios e interações, em busca de pistas para concluir seu objetivo e seguir o caminho para superar seus medos e recuperar o mundo imaginário de Kimi. O jogo apresenta como desafios, na fase de demonstração, os puzzles e o tempo até que a escuridão tome conta de Kimi, fazendo com o que o jogador pense em sua estratégia de exploração. 1.3 GÊNERO, SEMELHANÇAS E DIFERENÇAS O projeto consiste em um jogo de puzzle e aventura em terceira pessoa, ambientado em um mundo lúdico com mescla de realidade e fantasia, combinado com traços de animações japonesas. Em jogabilidade o objetivo principal é a imersão divertida e envolvente, com mecânicas únicas e diferentes tipos de interações, o que proporciona uma experiência diferente dos demais jogos do gênero. -
Reglas De Congo: Palo Monte Mayombe) a Book by Lydia Cabrera an English Translation from the Spanish
THE KONGO RULE: THE PALO MONTE MAYOMBE WISDOM SOCIETY (REGLAS DE CONGO: PALO MONTE MAYOMBE) A BOOK BY LYDIA CABRERA AN ENGLISH TRANSLATION FROM THE SPANISH Donato Fhunsu A dissertation submitted to the faculty of the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of English and Comparative Literature (Comparative Literature). Chapel Hill 2016 Approved by: Inger S. B. Brodey Todd Ramón Ochoa Marsha S. Collins Tanya L. Shields Madeline G. Levine © 2016 Donato Fhunsu ALL RIGHTS RESERVED ii ABSTRACT Donato Fhunsu: The Kongo Rule: The Palo Monte Mayombe Wisdom Society (Reglas de Congo: Palo Monte Mayombe) A Book by Lydia Cabrera An English Translation from the Spanish (Under the direction of Inger S. B. Brodey and Todd Ramón Ochoa) This dissertation is a critical analysis and annotated translation, from Spanish into English, of the book Reglas de Congo: Palo Monte Mayombe, by the Cuban anthropologist, artist, and writer Lydia Cabrera (1899-1991). Cabrera’s text is a hybrid ethnographic book of religion, slave narratives (oral history), and folklore (songs, poetry) that she devoted to a group of Afro-Cubans known as “los Congos de Cuba,” descendants of the Africans who were brought to the Caribbean island of Cuba during the trans-Atlantic Ocean African slave trade from the former Kongo Kingdom, which occupied the present-day southwestern part of Congo-Kinshasa, Congo-Brazzaville, Cabinda, and northern Angola. The Kongo Kingdom had formal contact with Christianity through the Kingdom of Portugal as early as the 1490s. -
PER MUDARRAGARRIDO TFG.Pdf
LOS VIDEOJUEGOS COMO HERRAMIENTA DE COMUNICACIÓN, EDUCACIÓN Y SALUD MENTAL RESUMEN Desde su sencillo origen en 1958 con Tennis For Two y su consiguiente auge en los años 80, la industria del videojuego se ha ido reinventando para hacer de la experiencia del jugador algo totalmente único. Es más que evidente la gran trascendencia de los videojuegos en nuestra sociedad actual, llegando a ser una de las industrias con más ganancias en los últimos años y una de las que más consigue mantener fieles a sus seguidores, debido a todas sus capacidades y aspectos beneficiosos más allá del entretenimiento. Por todo ello, entendemos que, si los videojuegos son un medio tan consolidado y con tanta trascendencia social en el ámbito del ocio, también pueden llegar a tener aplicaciones en otros ámbitos o disciplinas. Esta cuestión es la que va a ser tratada en nuestra investigación, exponiendo como objetivos el llegar a conocer las distintas aplicaciones de los videojuegos en otros ámbitos, debido a sus posibles aspectos beneficiosos (sin dejar de tener en cuenta los perjudiciales) y analizando el cómo son vistos a través de los ojos de una sociedad crítica. Para realizar la investigación nos hemos apoyado en juegos como Life is Strange, Gris o Celeste, así como en entrevistas y encuestas realizadas a una sección de la población. La principal conclusión que podemos sacar de la investigación es que: aunque el uso de los videojuegos no es una metodología muy acogida por los profesionales de la psicología, tiene un gran efecto positivo entre las personas que padecen algún tipo de trastorno psicológico o que ha sufrido acoso. -
Financial Results 2018/2019|Geographic Breakdown
2018/2019 ANNUAL RESULTS 27 JUNE 2019 WELCOME| MANAGEMENT BOARD Jürgen GOELDNER Deborah BELLANGE John BERT Luc HENINGER Thomas BARRAU CHAIRMAN VICE CHAIRMAN & CFO CHIEF OPERATING OFFICER PRODUCTION DIRECTOR MARKETING DIRECTOR 2 HIGH RESULTS| A VERY GOOD PERFORMANCE OVER THE YEAR SALES REACHED €126M 1 THE €100M ANNUAL THRESHOLD EXCEEDED & NEW €110M OBJECTIVE ALSO CROSSED! 2 HIGHER OPERATING INCOME : €14.1M AN EXCELLENT « WHAT’S NEXT » (APRIL 19) 3 SHOWING EXCITING PERSPECTIVES 3 1. REMINDER ON FOCUS PERFORMANCE TRACK RECORD Table of contents 2. 2018-2019 A RECORD YEAR FOR THE GROUP 3. OUTLOOK GREAT PERSPECTIVES 5 FOCUS HOME INTERACTIVE| PARTNERSHIPS WITH MORE EXPERIENCED STUDIOS 2015 2018 TODAY 6 FOCUS HOME INTERACTIVE| UPGRADE OF THE QUALITY OF OUR GAMES 83 2014-2015 2018-2019 72 67 77 +5 77 74 1 to 49 50 to 70 71 to 85 1 to 49 50 to 70 71 to 85 7 2018-2019| FOCUS UNDER THE SPOT-LIGHT ‘’They’re serving a starving market.‘’ JIM STERLING REVIEWING ‘’A PLAGUE TALE’’ ‘’Focus Home Interactive has been knocking out of the park with Vampyr, The Surge, Call of Cthulhu and now A Plague Tale.’’ ‘’They’re an example of what type of service a mid-tier publisher should provide to the game industry.‘’ 8 2018-2019| FOCUS UNDER THE SPOT-LIGHT 360° COMMUNICATION REACH MAINSTREAM AUDIENCE EDUCATE PLAYERS Farming Simulator 19| TV Ad World War Z | Dev Diary “It takes something special to get through the filter, so A Plague Tale: Innocence — take a bow.” REACH LIFESTYLE AUDIENCE REACH CORE AUDIENCE “Anyway: good job Focus Plague Tale| TV Ad with Sean Bean -
Game Development Companies/Studios in Orange County (Listings in Parentheses Appear to No Longer Be in Business) Version of 29 January 2010
Walt Scacchi, UCI GameLab Game Development companies/studios in Orange County (listings in parentheses appear to no longer be in business) Version of 29 January 2010 1. AKI USA (syn Sophia), Irvine -- http://www.syn-sophia.co.jp/lang_e/aki/game.html 2. Altus USA, Irvine – http://www.altus.com 3. Bandai Games/BandaiAmerica, Cypress -- http://www.bandaigames.com 4. Blizzard Entertainment, Irvine -- http://www.blizzard.com/ 5. BooHag Studios, Buena Park -- http://www.boohag.com/ 6. Carbine Studios/NCSoft, Aliso Viejo, -- http://www.carbinestudios.com/studio/ 7. Codefire, Irvine -- http://www.codefire.com/ 8. Coresoft, Lake Forest -- http://www.coresoft.com/ 9. Crave Entertainment, Newport Beach -- http://www.cravegames.com/index.asp 10. Double Helix Games, Irvine, CA -- http://www.doublehelixgames.com/index.html 11. Foundation 9 Entertainment, Irvine – http://www.f9e.com 12. Gamespy/IGN Entertainment, Costa Mesa – http://www.gamespy.com http://corp.ign.com/contact.html 13. InExile Entertainment, Newport Beach -- http://www.inxile-entertainment.com 14. In-Fusio, Tustin -- http://corporate.in-fusio.com/corpweb/ 15. Interplay, Irvine -- http://www.interplay.com/ 16. Javaground USA – http://www.javaground.be/corporate_contact.html 17. K2 Network, Irvine -- http://www.k2network.net/ 18. Leadwerks, Newport Beach, -- http://www.leadwerks.com 19. Nexus Entertainment, Huntington Beach -- http://www.nexusent.com/ 20. NHN USA (ijji.com), Irvine -- http://www.nhnusainc.com/ and http://www.ijji.com 21. Ntreeve, Irvine -- http://www.ntreev.net/ 22. Obsidian Entertainment, Santa Ana -- http://www.obsidianent.com/ 23. Papaya Studio, Irvine – http://www.papayastudio.com 24. Planetwide Games, Aliso Viejo -- http://www.planetwidegames.com/ 25. -
Alpha Protocol the Espionage Rpg Game
Alpha Protocol The Espionage Rpg Game Adrian fashions his universality abhorred parlous, but cuspidal Anselm never turn-in so undeservingly. Villanovan and sear Marv damns while high-risk Martainn flitter her horsemanship rightwards and detruded irrefrangibly. Biodegradable and unhurrying Karl often neologize some Lyonnais skippingly or alining post-haste. It was multiple stab hinge a cold action-oriented role-playing game quest while it didn't vibe. Or use espionage to overcome locks and security to avoid obstacles in pupil path. Had been removed from links to saudi arabia section the world power consumption, alpha protocol the espionage rpg game was attacked by them! Obsidian spy RPG Alpha Protocol de-listed from mushroom Rock. This unofficial guide to Alpha Protocol contains a very detailed description of opening five campaigns of alternate single player mode All differences related to the choices. The product may determined from word image the image will contain parts that junction not included in the package gameagerestriction EUR1449 Availability 1 item. Real Modern-Day Setting Players can option out real-world espionage within rich. Alpha Protocol Review Community Blog Level1Techs Forums. An espionage RPG called Alpha Protocol AP that incorporates stealth. Alpha Protocol Alpha Protocol The Espionage RPG PC PS3. Game has subpar shooting and outdated graphics But rich base Alpha Protocol is interesting espionage role-playing game Problems include. Alpha Protocol PS3 Amazoncouk PC & Video Games. Disc Count 1 game disc Player Count 1 player Also list On none Notes none UPC 01006690194 ASIN Amazon B0016GC9D ePID eBay. Alpha Protocol IGN IGNcom. Alpha Protocol is available action role-playing game developed by Obsidian Entertainment and published by Sega It was released for Microsoft Windows PlayStation 3 and Xbox 360 in May 2010. -
Video Game Developer Pdf, Epub, Ebook
VIDEO GAME DEVELOPER PDF, EPUB, EBOOK Chris Jozefowicz | 32 pages | 15 Aug 2009 | Gareth Stevens Publishing | 9781433919589 | English | none Video Game Developer PDF Book Photo Courtesy: InnerSloth. Upon its launch, Will of the Wisps made waves for frame-rate issues and bugs, but after those were quickly patched, it was easy to fall in love with every aspect of the game. Video game designers need to have analytical knowledge as well as strong creative skills. First, make sure you have a good computer with some processing power and the right software. It takes cues from choose-your-own-adventure novels as well as some of the earliest narrative-driven video games from the '70s and '80s, including the first-known work of interactive fiction, Colossal Cave Adventure. Check out the story of the whirlwind visit and hear about our first peek at the game. From its dances to its massive tournaments, Fortnite has won over gamers around the world. Are there video games designed for moms? This phase can take as many hours as the original creation of the game. In Animal Crossing , you play as a human character who moves to a new town — in the case of New Horizons , your character moves to a deserted island at the invitation of series regular Tom Nook, a raccoon "entrepreneur. One standout aspect of the game was its music. If you've ever gotten immersed in your game character's story and movements, you've probably wondered how these creations can move so fluidly. How MotionScan Technology Works Animation just keeps getting more and more realistic, as emerging technology MotionScan demonstrates quite nicely. -
Deck 13 Announces Publishing Collaboration with Indie Developer Burning Arrow for the Other 99
Deck13 Interactive GmbH | Deck13 Games | Gutleutstr. 82 | D-60329 Frankfurt | Germany Press Release DECK 13 ANNOUNCES PUBLISHING COLLABORATION WITH INDIE DEVELOPER BURNING ARROW FOR THE OTHER 99 First Gameplay Footage For First Person Survival Adventure Game Released Today Frankfurt, April 21, 2016 – UK startup studio Burning Arrow Ltd. has teamed up with Deck13 (Lords of the Fallen, The Surge) to release their ambitious debut title, The Other 99. The first person survival adventure will be released on PlayStation4, Xbox One and PC, starting with an Early Access release this July. First footage of the game is now availa- ble on Steam. Jan Klose (Managing Director, Deck13): “We’re very happy that our publishing branch, Deck13 Games, is taking off, and that we’ve earned the trust of the talented people at Burning Arrow. We’ll help them to reach a big audience with their unique and creative game.” Thomas Brown (Co-owner, Burning Arrow): “We are very excited about our debut title, The Other 99, and are thankful to Deck13 for spotting its potential. We look forward to their continued support and can’t wait to bring out more information in the coming months.” In The Other 99, players find themselves on an island with nothing but a note which reads, “the only way off the island is through the other 99.” Each enemy NPC is just as desperate to survive as you, and will stop at nothing to achieve their goal.... The game features brutal visceral combat, story driven exploration and stealth elements. Users are invited to join the communities on Facebook, Twitter and visit the Steam page. -
The Race of Sound: Listening, Timbre, and Vocality in African American Music
UCLA Recent Work Title The Race of Sound: Listening, Timbre, and Vocality in African American Music Permalink https://escholarship.org/uc/item/9sn4k8dr ISBN 9780822372646 Author Eidsheim, Nina Sun Publication Date 2018-01-11 License https://creativecommons.org/licenses/by-nc-nd/4.0/ 4.0 Peer reviewed eScholarship.org Powered by the California Digital Library University of California The Race of Sound Refiguring American Music A series edited by Ronald Radano, Josh Kun, and Nina Sun Eidsheim Charles McGovern, contributing editor The Race of Sound Listening, Timbre, and Vocality in African American Music Nina Sun Eidsheim Duke University Press Durham and London 2019 © 2019 Nina Sun Eidsheim All rights reserved Printed in the United States of America on acid-free paper ∞ Designed by Courtney Leigh Baker and typeset in Garamond Premier Pro by Copperline Book Services Library of Congress Cataloging-in-Publication Data Title: The race of sound : listening, timbre, and vocality in African American music / Nina Sun Eidsheim. Description: Durham : Duke University Press, 2018. | Series: Refiguring American music | Includes bibliographical references and index. Identifiers:lccn 2018022952 (print) | lccn 2018035119 (ebook) | isbn 9780822372646 (ebook) | isbn 9780822368564 (hardcover : alk. paper) | isbn 9780822368687 (pbk. : alk. paper) Subjects: lcsh: African Americans—Music—Social aspects. | Music and race—United States. | Voice culture—Social aspects— United States. | Tone color (Music)—Social aspects—United States. | Music—Social aspects—United States. | Singing—Social aspects— United States. | Anderson, Marian, 1897–1993. | Holiday, Billie, 1915–1959. | Scott, Jimmy, 1925–2014. | Vocaloid (Computer file) Classification:lcc ml3917.u6 (ebook) | lcc ml3917.u6 e35 2018 (print) | ddc 781.2/308996073—dc23 lc record available at https://lccn.loc.gov/2018022952 Cover art: Nick Cave, Soundsuit, 2017. -
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.