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Blood Tide: Design of a 3D Computer Game
Project Number: RL1-P109 Blood Tide: Design of a 3D Computer Game A Major Qualifying Project Report submitted to the Faculty of the Worcester Polytechnic Institute in partial fulfillment of the requirements for the Degree of Bachelor of Science on May 4, 2010 Submitted By: Joseph Alea, Garret Doe, Sarah Gilkey, Chris Willams, Frank Williams Advised By: Professor Jennifer deWinter and Professor Robert Lindeman Abstract Blood Tide: Design of a 3D Computer Game By Joseph Alea, Garret Doe, Sarah Gilkey, Chris Willams, Frank Williams This report discusses the results of the implementation of the game Blood Tide for a joint Interactive Media and Game Development and Professional Writing Major Qualifying Project. Blood Tide is a multiplayer, online, action, real-time strategy game that combines the strategic planning of a real-time strategy game with the fast paced combat of an action game. This report will detail the game‘s vision, the artistic and technical designs, the gameplay features, the successes and shortcomings of the project, and research on effective strategies for providing in-game help. This report will begin by introducing the game features of Blood Tide, then it will discuss the implementation of the game, and finally it will discuss the results. In addition to the results of the implementation, this report includes a post mortem from the project team that discusses lessons that were learned from the hurdles and successes of this project. ii Acknowledgements We would like to acknowledge Robert Lindeman and Jennifer deWinter for their assistance and guidance as our advisors. Additionally, we would like to express our gratitude toward Sean Beck, who helped us during the implementation phase of the project. -
Gap Analysis”
“The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 249025” “Gap Analysis” Deliverable number D3.2 D3.2_Mobile Game Arch_Gap Analysis-V.1.0 Version: 1.0 Last Update: 02/04/2013 Distribution Level: PU Distribution level PU = Public, RE = Restricted to a group of the specified Consortium, PP = Restricted to other program participants (including Commission Services), CO= Confidential, only for members of the Mobile GameArch Consortium (including the Commission Services) Partner Name Short Name Country JCP-CONSULT JCP FR European Game Developers Federation EGDF SW NCC SARL NCC FR NORDIC GAME RESOURCES AB NGR SW Abstract: This document seeks to identify the Gaps in the European mobile games content industry, in view to use these findings in the Recommendations paper, to be published in the last months of this project (June 2013). “The research leading to these results has received funding from the European Union's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 288632” Mobile Game Arch Page: 2 of 95 FP7 – ICT– GA 288632 Document Identity Title: Gap Analysis Subject: Report Number: File name: D3.2_Mobile Game Arch_Gap Analysis-v.1.0 Registration Date: 2013.04.02 Last Update: 2013.04.02 Revision History No. Version Edition Author(s) Date 1 0 0 Erik Robertson (NGR) 27.02.2013 Comments: Initial version 2 0 2 Kristaps Dobrajs (JCP-C) 29.03.2013 Comments: Formatting and editing 3 1 0 Kristaps Dobrajs, Jean-Charles Point -
Tool Support for Computer Role-Playing Game Programming
Abstract Computer role-playing games (CRPGs) are a genre of computer games, which aim at providing similar player experience than their ancestors, paper-and- pen role-playing games. For a type of digital games, their evolution is already rather long, as the first ones were created in 1980s. Typically CRPGs em- phasize character development and to support this huge fantasy worlds and sophisticated storylines are also present. CRPG development has unique challenges, which derive from these typical features. Content creation is a continuous issue, since huge virtual worlds and long storylines must be filled with content. Personalization is also an important issue, because all fun of creating personalized character is lost if it has no effect into the game. Low starting threshold is important for successful game. It is becoming essential that the player can start playing quickly and she is not required to spent time waiting the installation to be completed. This can be achieved by web-based approach, since web-based games do not require installations. There are also other benefits, such as instant distribution, platform inde- pendence, and instant upgrades. As it is likely that in the future CRPGs are web-based, software tools for developing browser-based games are even more important in the future. However regardless of the platform the unique challenges of CRPG development remain the same. This dissertation addresses these unique challenges and simplifies CRPG development with software tool support. The software tools presented in this dissertation begin with construction of a novel game engine called CAGE. We used this game engine in the game programming course of Department of Software Systems in Tampere University of Technology as a software plat- form, and students developed their games using it. -
Nvidia Physx Technology Now Integrated Into Trinigy Vision Engine 7
For Trinigy: For NVIDIA: Trinigy Headquarters NVIDIA Corporation Felix Röken Bryan Del Rizzo General Manager … Tel.: +49-(0)7121-986-993 Tel: (408) 486-2772 Fax: +49-(0)7121-986-994 … Email: [email protected] Email: [email protected] World Wide Web: www.trinigy.net World Wide Web: www.nvidia.com FOR IMMEDIATE RELEASE NVIDIA PHYSX TECHNOLOGY NOW INTEGRATED INTO TRINIGY VISION ENGINE 7 NVIDIA PhysX Technology Becomes Integral Part of Trinigy Vision Game Engine SDK Eningen/Germany, Santa Clara/USA, March 25th, 2009: Trinigy, a leading provider of 3D Game Engines with offices in Germany and Austin, TX, USA, and NVIDIA Corp., the world leader in visual computing technologies headquartered in Santa Clara, CA, USA today announced that Trinigy is now providing fully-fledged, out-of-the-box, multi-platform integration with NVIDIA® PhysX™ technology for licensees of the company’s latest Vision Engine 7. The Trinigy Vision Engine 7 is one of the world’s most advanced technologies for professional game development. Currently in use in numerous commercial game productions all over the world, by well-known companies such as Ubisoft, Firefly, Take 2, Neowiz, Dreamcatcher, Spellbound and others, the Vision Engine has proven its versatility for use in a multitude of game genres, including real-time strategy, racing, first person shooters, role-playing games and massively multiplayer online (MMO) games. In the scope of this agreement, Trinigy Vision Engine licensees will gain access to NVIDIA PhysX™ technology for PC, Xbox360™, PLAYSTATION®3 and Nintendo Wii™ as an integral part of the Vision SDK license at no additional charge. -
Download Levitz Musicological Elite.Pdf
The Musicological Elite Tamara Levitz Musicologists have been gripped by the desire to democratize, diversify, decolonize, and popularize their discipline. Driven by a growing moral demand to challenge the Eurocentric, heteronormative, exclusionary, colonial, settler colonial, non-diverse, and white supremacist legacies of a discipline plagued by its rootedness in European classical musical tradi- tions, they have recently accelerated their efforts to expand the traditional canon, reform curriculum, and explore new mediums for the dissemina- tion of ideas (for example, “popular” internet blogs over expensive aca- demic monographs). In spring 2017, the Department of Music at Harvard University symbolically led the charge in this effort by announcing they would no longer require music theory and other courses, but rather ask students to pick “no more than two” of each type of course in their pro- gram, design their study plan with the Director of Undergraduate Studies, and include a rationale that outlines their path through the major. The only requirements left are the “Concentration Tutorials” that include courses on “Thinking about Music” and “Critical Listening.”1 Harvard Professors stressed that this change would create more “flexible pathways” through their program, eliminate the class-based implicit requirements to enter it, and, most importantly, allow for a greater diversity of students and student interests.2 Reactions to these plans on social media have been vehement and fiercely divided.3 That the standard curriculum in musicology programs has become an open wound or festering reminder of the labor injustice, class division, exclusions, structures of white supremacy, and inequality in the discipline became apparent again in October 2017, when an acrimonious debate, this time about eliminating the language requirements in musicology programs, erupted on the listserv of the American Musicological Society. -
Eccentric Spaces and Filmic Traces
Eccentric Spaces and Filmic Traces: Portals in Aperture Laboratories and New York City Patrick LeMieux Stephanie Boluk University of Florida University of Florida Fine Arts Building C - 101 4008 Turlington Hall P.O. Box 115801, Gainesville, FL 32611-5801 P.O. Box 117310, Gainesville, FL 32611-7318 1-352-359-8225 1-352-359-3060 [email protected] [email protected] ABSTRACT in the industry . For any one who attends meetings like This paper examines the way in which time and space are figured the Gam e Developers Conference (GDC), the within a new genre of what we are calling "eccentric games" and Electronic Entertainment Expo (E3), or SIGGRAPH, it a site-specific video sharing application called Trover by Dan quickly becom es apparent that thes e concerns are Provost. Taking Valve’s Portal as our cas e s tudy, a chias matic voiced almost exclus ively from the des ire to enhance relationship emerges between thes e different m odes of eccentric the game world's realism [11], p. 215-16. media. In order to acces s eccentric s pace the video gam es we Within the last three y ears, am idst this industry -driven push examine appropriate the logic of film whereas Provost' s video towards realis m, there has been a movement in gaming towards application Trover is informed by an eccentric logic of games. what we are calling eccentric games. Eccentric games employ spaciotemporal effects which give the play er acces s to logics Categories and Subject Description indigenous to digital environments . These logics often reference pop-physics theories and paradoxes such as those related to time travel, parallel realities, navigating multiple dimensions, folding time and space, quantum mechanics, probability engines, and the General Terms conflation of virtual and actual space (see Figure 1). -
Spieleförderung in Deutschland
JEDE AUSGABE MIT FIRMENREGISTER UND PRAKTIKUMSBÖRSE 01/2010 € 6,90 MAGAZIN FÜR SPIELE-ENTWICKLUNG UND BUSINESS-DEVELOPMENT magazin SPIELEFÖRDERUNG IN DEUTSCHLAND WIE SIE FUNKTIONIERT, WANN ES SICH LOHNT, WAS SICH ÄNDERN MUSS DER STANDORT-WETTBEWERB: SIEBEN INITIATIVEN IM VERGLEICH RAUBKOPIEN DIRECT3D 11 PRAKTIKUMSBERICHT KONKRETE DATEN ZU EINEM WIR ERKLÄREN DIE WICHTIGSTEN SECHS MONATE LERNEN UND ERFOLGREICHEN IPHONE-SPIEL HÜRDEN FÜR PROGRAMMIERER ARBEITEN BEI RELATED DESIGNS MG_Spieleförderung v3.indd 1 08.12.2009 11:52:45 Uhr Register before FEBRUARY 4TH and SAVE UP TO 35%! Game Developers Conference® March 9–13, 2010 | Moscone Center, San Francisco www.GDConf.com Learn. Network. Inspire. gs_sh_MG_01_GDC.indd 1 03.12.2009 9:28:33 Uhr Editorial Prosit Altjahr? Blick zurück nach vorn viel Klimbim, aber dafür mit den unserer Mei- Heiko Klinge nung nach wichtigsten Branchen-Events und ute alte Editorial-Tradition: in der letz- viel Platz für eigene Notizen. G ten Ausgabe des Jahres die vergan- Einen Termin sollten Sie am besten schon genen zwölf Monate Revue passieren lassen jetzt rot anstreichen: den 31. März, denn dann ist Projektleiter vom und – ganz wichtig – ein positives Fazit ziehen. endet die Early-Bird-Phase für die nächste Auf- Making Games Magazin. Können Sie vergessen, machen wir nicht. Denn lage unseres Branchenverzeichnisses Key Play- es wäre mehr als scheinheilig zu behaupten, das ers. Wir haben unser Buch inzwischen an Tau- Jahr 2009 und unsere Branche seien gute sende nationale und internationale Branchen- www Freunde gewesen. Mit Ascaron hat eines der tra- Entscheider verschickt, waren auf jeder wich- makinggames.de ditionsreichsten deutschen Studios schließen tigen Fachkonferenz vertreten – angefangen bei Immer wenn Sie diesen Hinweis bei müssen, der gerade für heimische Teams so der GDC Europe, zuletzt auf dem Browsergames einem Artikel sehen, möchten wir Sie auf ergänzende oder vertiefende wichtige Nintendo DS-Markt ist eingebrochen, Forum und dem Deutschen Entwicklerpreis. -
Mapping Game Engines for Visualisation
Mapping Game Engines for Visualisation An initial study by David Birch- [email protected] Contents Motivation & Goals: .......................................................................................................................... 2 Assessment Criteria .......................................................................................................................... 2 Methodology .................................................................................................................................... 3 Mapping Application ......................................................................................................................... 3 Data format ................................................................................................................................... 3 Classes of Game Engines ................................................................................................................... 4 Game Engines ................................................................................................................................... 5 Axes of Evaluation ......................................................................................................................... 5 3d Game Studio ....................................................................................................................................... 6 3DVIA Virtools ........................................................................................................................................ -
Trend Report Modelling and Simulation Group (MSG) Workshop Series on Exploiting Commercial Technologies and Games for Use in NATO
Trend Report Modelling and Simulation Group (MSG) Workshop Series on Exploiting Commercial Technologies and Games for Use in NATO Project: Contractor Support for HQ SACT NATO Commercial Games Workshop Trend Reports NATO-HQ-SACT-PO-1334001448 Prepared and Submitted by: G.R. Gendron Reviewed by: Dr. A. Tolk January 8, 2014 Trend Report TR - 1 Modelling and Simulation Group (MSG) Workshop Series on Exploiting Commercial Technologies and Games for Use in NATO Executive Summary Nearly ten years ago, the training and modelling and simulations (M&S) communities teamed up to tackle a burgeoning issue – the use of commercial technologies and games in NATO. The challenge came from the cultural change inherent in the domain. Small businesses were the leaders in the game space, yet they were perceived as risks among acquisition authorities. The proponents pushed forward by forming a Modelling and Simulation Group workshop series called “Exploiting Commercial Technologies and Games for Use in NATO” to bridge the cultural gaps. Over ten years, twelve workshops have convened. Successes have been achieved and predictions made five years ago have been attained. This report provides (a) findings such as trends and possible explanations for factors contributing to attainment of workshop predications; (b) trends within technology, industry, and government with respect to commercial technologies and games for education and training; and (c) recommendations for consideration in planning future MSG commercial technology and games workshops. A semantic analysis of report text was the primary means of discerning factors and trends. The data (corpus) included 157 pages of workshop reports since 2009. This MSG workshops series has investigated trends in this area for nearly 10 years. -
1522459394788.Pdf
INTRODUCTION <The following is a placeholder introduction, and will be changed at a later date.> The Remnant System, humanity decided, was pretty darn amazing. Every planet was stuffed to the brim with ancient alien technology. Eventually, they managed to reverse engineer some of it, creating working teleporter tech and revitalizing galactic colonization efforts. But, with all this tech, where were the aliens? The answer: preparing an assault on humanity. They were heavily outnumbered, but somehow managed to effortlessly beat back humanity's fleets, and only later would analysis reveal that their remaining fighters at the end of the battle were sent back to the beginning, using time travel to preempt every strategy used against them. All would have been lost, but at the last minute, the alien troops fractured, splitting among themselves into three groups: one group of eleven-foot-tall bipeds, and two groups of squidlike cyborgs. This division and feuding in the ranks might be exactly what humanity needed to regroup... Take 1000 Chrono Points. ORIGIN (You may be choose to be unaffected by your origin's memories or personality.) HUMAN (Free) With two arms, pale skin, and an eye toward the stars, humanity's colonization efforts were revolutionized by long-lost technology found on abandoned planets, then hampered by an all- out assault from the combined forces of the Coremind. Now, after the Coremind's mysterious demise, uncertain alliances and hostilities do not hamper humanity's desire to travel the stars. VECGIR (Free) Ten feet tall, the Vecgir stand forewarned and four-armed. Once, the Vecgir were slaves to the Coremind, their minds and bodies not their own, forced to enact its will. -
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. -
Heuristics for Evaluating Video Games: a Two-Tier Set Incorporating
Heuristics for Evaluating Video Games: A Two-Tier Set Incorporating Universal and Genre-Specific Elements Joseph Macey University of Tampere School of Information Sciences Internet and Game Studies M.Sc. thesis Supervisor: Janne Paavilainen October 2016 University of Tampere School of Information Sciences Computer Science / Interactive Media Joseph Macey - Heuristics for Evaluating Video Games: A Two-Tier Set Incorporating Universal and Genre-Specific Elements, 113 pages, 49 index and appendix pages October 2016 - Abstract The continued significance of video games in contemporary society has led to the production of many heuristic sets by which the playability of games can be evaluated. These sets encompass a wide range of aims and theoretical perspectives, furthermore, they have been developed via a number of distinct methods. This thesis is the result of a two-stage investigation, the first of which was to identify and extract any heuristics that could be considered as having universal relevance, irrespective of the method or theoretical position by which they were developed. The second stage of the investigation complemented this universal list with genre-specific elements, providing a model by which further information can be added in the future. Comparative analysis was used to extract common principles from a selected body of work, resulting in a list of 19 heuristics. In addition, open and axial coding was applied to data sourced from online game reviews, extracting information relating to the Real-Time Strategy genre. This information was then converted into 25 RTS-specific heuristics and integrated with the set developed in the first stage. The results of this study, therefore, clearly demonstrate the existence of a core set of universal heuristics, and the value of incorporating genre-specific information.