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Quietrock Case Study | Sony Computer Entertainment America
Studios & Entertainment Quiet® Success Story Project: ® Sony Computer Entertainment ‘Sh-h-h-h!’ PlayStation 4 game- America, LLC making in progress! Location: San Mateo, California New sound studios spearhead renovations for Sony Computer General Contractor: Entertainment America, with an acoustical assist from Magnum Drywall Magnum Drywall and PABCO® Gypsum’s QuietRock® Products: QuietRock® FLAME CURB® San Mateo, California The Sound of Silence means a lot to engineers producing video games for Sony PlayStation®4 (PS4™) enthusiasts. At Sony Computer Entertainment America LLC headquarters in San Mateo, California, producers’ tolerance for intrusive noise from beyond studio walls is zero. Only the intense action on-screen matters while creating audio effects that dramatize, punctuate and heighten the deeply immersive experience for video gamers. In these studios Sony Entertainment sound engineers make the most of that capability while keeping the PlayStation® pipeline full for weekly launches of new games. The gaming experience draws players to PS4™ and its predecessor PlayStation® consoles, and PS4™ elevates 3D excitement ever higher. It’s the world’s most powerful games console, with a Graphics Processing Unit (GPU) able to perform 1,843 teraflops*. “When sound is important, we prefer to submit QuietRock as a good solution for the architect and the owner. There’s nothing else on the market that’s comparable. I even used it in my own home movie theatre.”” – Gary Robinson, Owner Magnum Drywall what the job demands Visit www.QuietRock.com or call Call 1.800.797.8159 for more information On top of its introductory lineup in November 2013, over 180 PS4™ games are in development, including “Be the Batman”, the epic conclusion of the “Batman: Arkham Knight” trilogy, that is due out in June 2015. -
November 2008
>> TOP DECK The Industry's Most Influential Players NOVEMBER 2008 THE LEADING GAME INDUSTRY MAGAZINE >> BUILDING TOOLS >> PRODUCT REVIEW >> LITTLE TOUCHES GOOD DESIGN FOR NVIDIA'S PERFHUD 6 ARTISTIC FLOURISHES INTERNAL SYSTEMS THAT SELL THE ILLUSION CERTAIN AFFINITY'S AGEOFBOOTY 00811gd_cover_vIjf.indd811gd_cover_vIjf.indd 1 110/21/080/21/08 77:01:43:01:43 PPMM “ReplayDIRECTOR rocks. I doubt we'd have found it otherwise. It turned out to be an occasional array overwrite that would cause random memory corruption…” Meilin Wong, Developer, Crystal Dynamics BUGS. PETRIFIED. RECORD. REPLAY. FIXED. ReplayDIRECTOR™ gives you Deep Recording. This is much more than just video capture. Replay records every line of code that you execute and makes certain that it will Replay with the same path of execution through your code. Every time. Instantly Replay any bug you can find. Seriously. DEEP RECORDING. NO SOURCE MODS. download today at www.replaysolutions.com email us at [email protected] REPLAY SOLUTIONS 1600 Seaport Blvd., Suite 310, Redwood City, CA, 94063 - Tel: 650-472-2208 Fax: 650-240-0403 accelerating you to market ©Replay Solutions, LLC. All rights reserved. Product features, specifications, system requirements and availability are subject to change without notice. ReplayDIRECTOR and the Replay Solutions logo are registered trademarks of Replay Solutions, LLC in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. []CONTENTS NOVEMBER 2008 VOLUME 15, NUMBER 10 FEATURES 7 GAME DEVELOPER'S TOP DECK Not all game developers are cards, but many of them are unique in their way—in Game Developer's first Top Deck feature, we name the top creatives, money makers, and innovators, highlighting both individual and company achievements. -
The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
Rules of the Cyberpunk 2077 Cosplay Contest
CD PROJEKT S.A. ul. Jagiellońska 74, 03-301 Warszawa | tel. +48 22 519 69 00 thewitcher.com | cyberpunk.net | cdprojektred.com RULES OF THE CYBERPUNK 2077 COSPLAY CONTEST § 1 GENERAL PROVISIONS 1. This document (further: “Rules”) describes the terms and conditions of the Cyberpunk 2077 Cosplay Contest (further: “Contest”). 2. Within the Contest we invite you (further: “Contestant”) to create cosplay outfit based on any character showed in the official Cyberpunk 2077 video game materials released by Organiser (“Costume”) and participate in Online or Offline Qualifiers. The prizes will go to the Contestants whose Costumes are the most accurate, creative, of the highest quality and best overall look. 3. The Contest is open for Contestants all around the world. 4. The Contest is organised by us, the company CD PROJEKT S.A., with its registered office in Warsaw, Poland, ul. Jagiellońska 74, 03-301 Warszawa, registered by the District Court for Warsaw in Warsaw, 13th Commercial Department of the Polish Court Register, under Polish Court Register number KRS 0000006865, tax identification number NIP 7342867148, statistical number REGON 492707333; share capital of PLN 96,120,000.00, paid up in full (further: “we” or the “Organiser”). § 2 WHO CAN PARTICIPATE? 1. You can participate in the Contest if you are at least 18 years old on the day of entering the Contest and you have full legal capacity, i.e. you can independently enter into legal transactions, including binding contracts, in accordance with your local law. 2. You cannot participate in the Contest if you are an employee of the Organiser or of its affiliates, subsidiaries, manufacturers, sales representatives or advertising agencies; or a member of such employee’s immediate family. -
About SIE the Opportunity Responsibilities
Job Specification Job Title: Global Head of Payment Partnerships Department/Team: Global Payments, Global Store Operations Location: London Reports to: Director of Global Payments About SIE Sony Interactive Entertainment (SIE) is responsible for the PlayStation® brand and family of products and services. PlayStation has delivered innovation to the market since the launch of the original PlayStation in Japan in 1994 and today delivers a wide range of exciting products and services ranging from consoles and Virtual Reality headsets in the form of PlayStationVR through to leading digital services such as the gaming streaming service PSNow and the cloud-based TV service PSVue. Integral to the Playstation experience is the ability to access a host of exciting online features, capabilities, and digital content through PlayStationNetwork (PSN). Launched in November 2006, PSN features an online market place; PlayStationStore, a premium subscription service to enhance the online experience and surface additional social features; PlayStationPlus; as well as music, video, and TV subscriptions and rental services providing a complete entertainment experience to gamers and non-gamers alike. The digital environment is fast-paced and ever-changing, and this is reflected in both the growth of PSN, PlayStationStore, and the services offered. The Opportunity Global Payments are responsible for enabling PlayStation Store consumers to pay for their digital content and services, and maximising acceptance and minimising friction within the purchase experience. Sony is seeking a dynamic and seasoned payments expert to manage all the SIE payment partnerships. Reporting to the Director of Global Payments, the role will be responsible for establishing and maintaining business relationships across all SIE payment partners. -
Modelos De Negocio En Esports: El Rol De ESL En El Desarrollo De CS:GO
Modelos de negocio en eSports: El rol de ESL en el desarrollo de CS:GO Diana Carolina Gil Silva Trabajo Final de Maestría presentado como requisito parcial para optar al título de: Magister en Administración Director (UNAL Colombia): Prof. Dr. Sebastian Robledo Co-director: Prof. Dr. Eduardo Villegas Director (EUV Alemania): Prof. Dr. Georg Stadtmann Supervisor: Philipp Barth Universidad Nacional de Colombia Facultad de Administración, Maestría en Administración Manizales, Colombia 2019 Modelos de negocio en eSports: El rol de ESL en el desarrollo de CS:GO Resumen Los deportes electrónicos se han convertido en una industria potencial para hacer negocios, para atraer jugadores, equipos y aficionados. Sin embargo, ¿cómo son los modelos de negocio en eSports? ¿Y cuál es el rol de ESL en el desarrollo de CS:GO? Esta tesis analiza el modelo de negocio del organizador de torneos ESL mediante la herramienta Business Model Canvas (BMC). El énfasis está en cuatro importantes building blocks: propuesta de valor (value proposition, VP), segmentos de clientes (customer segments, CS), socios clave (key partners, KP) y flujos de ingresos (revenue streams, R$). La autora explora los stakeholders de los eSports, y describe fuentes secundarias, literatura académica y cifras específicas de eSports orientadas al crecimiento y desarrollo de la industria. Los resultados indican que ESL tiene un papel como mediador en la industria, y además se encarga de hacer alianzas estratégicas con stakeholders de los eSports. Además se evidencia que ESL está trabajando por la estabilidad a largo plazo del modelo de negocio of CS:GO. Gracias a las ligas y torneos, CS:GO tiene una presencia activa en todo el mundo. -
「Gatewaytotomorrow」
2019/DEC 滋慶学園 COM 留学生 ODAY TCAMPUS REPORT MUSICAL 滋慶国際交流COM V O L.25 To I NDE X 「 」 P.1 Bone marrow transplant promotion campaign musical "Gateway to Tomorrow", which was first ・MUSICAL「Gateway To Tomorrow」 Gateway performed on February 1, 1994 and celebrates its 25th anniversary this year. Through the P.2 ・TOKYO GAME SHOW 2019 musical they want to convey as many people asTomorrow possible that bone marrow transplant can save more lives. This year “Gateway to Tomorrow” entered its164th performance and more than 3000 P.3 ・CORPORATE PROJECT people enjoyed the three public performances on August 30 and 31. In additional to performing ・PROSPECTIVE EMPLOYEE as dancers in the musical, many international students participated as musical production staff. Musical "Gateway to Tomorrow" Feeling accomplishment ~Performing in a HIP HOP dance scene!~ when the music I mixed fills the venue Osaka College of Dance and Acting Tokyo school of music and dance Professional Dance(1st year) PA Engineer(1st year) ZUO MINGXING CHOI JAE SEONG Taiwan Osaka University of Tourism Korea Cheongra High School I performed as a dancer in the musical “Gateway to Tomorrow” held at I was in charge of the audio operations during the musical of the group Symphony Hall! I came from China, and first went to a tourism university to Gospel Ensemble. It was a section that dealt with the voices and sounds of study tourism. I a lot of people in the musical, so it was rewarding and I felt a sense of liked dancing so I was doing dance a accomplishment and joy when hearing the bit, but I seriously started to learn sounds I mixed filled the hall and deliver it to the dance in this Osaka College of Dance public. -
TOKYO GAME SHOW 2020 ONLINE Starts !
The Future Touches Gaming First. Press Release September 24, 2020 TOKYO GAME SHOW 2020 ONLINE Starts ! Official Program Streaming from 20:00, September 24 in JST/UTC+9 Computer Entertainment Supplier’s Association Computer Entertainment Supplier’s Association (CESA, Chairman: Hideki Hayakawa) announces that TOKYO GAME SHOW 2020 ONLINE (TGS2020 ONLINE: https://tgs.cesa.or.jp/) has opened for the five- day period from September 23 (Wed.) to 27 (Sun.), 2020. Online business matching started yesterday, and official program streaming will kick off with the Opening Event from 20:00, Thursday, September 24 (JST/ UTC+9) featuring the Official Supporter Hajime Syacho and other popular figures. The Official Program page offers 35 Exhibitor Programs delivering the latest news and 16 Organizer’s Projects including Keynote Speech, four competitions of e-Sports X, the indie game presentation event SENSE of WONDER NIGHT (SOWN), and the announcement and awarding for each category of Japan Game Awards. No pre-registration or log-in is required to enjoy viewing the programs for free of charge. Keynote Speech, Grand Award of Japan Game Awards 2020 and SOWN will be streamed in English as well as Japanese for global audience in Asia and other parts of the world. In TGS2020 ONLINE, 424 companies and organizations from 34 countries and regions exhibit in a virtual space, providing the updates on newly-released titles and services through streaming and each exhibitor’s page. By region, more companies and organizations from overseas (221) exhibit in this year’s TGS than those from Japan (203). Ten or more exhibitors participate from South Korea (46), China (22), Canada (20), Taiwan (19), the United States (17), Poland (13), and Colombia (10). -
Analysis of Innovation in the Video Game Industry
Master’s Degree in Management Innovation and Marketing Final Thesis Analysis of Innovation in the Video Game Industry Supervisor Ch. Prof. Giovanni Favero Assistant Supervisor Ch. Prof. Maria Lusiani Graduand Elena Ponza Matriculation number 873935 Academic Year 2019 / 2020 I II Alla mia famiglia, che c’è stata quando più ne avevo bisogno e che mi ha sostenuta nei momenti in cui non credevo di farcela. A tutti i miei amici, vecchi e nuovi, per tutte le parole di conforto, le risate e la compagnia. A voi che siete parte di me e che, senza che vi chieda nulla, ci siete sempre. Siete i miei fiorellini. Senza di voi tutto questo non sarebbe stato possibile. Grazie, vi voglio bene. III IV Abstract During the last couple decades video game consoles and arcades have been subjected to the unexpected, swift development and spread of mobile gaming. What is it though that allowed physical platforms to yet maintain the market share they have over these new and widely accessible online resources? The aim of this thesis is to provide a deeper understanding of the concept of innovation in the quickly developing world of video games. The analysis is carried out with qualitative methods, one based on technological development in the context of business history and one on knowledge exchange and networking. Throughout this examination it has been possible to explore what kind of changes and innovations were at first applied by this industry and then extended to other fields. Some examples would be motion control technology, AR (Augmented Reality) or VR (Virtual Reality), which were originally developed for the video game industry and eventually were used in design, architecture or in the medical field. -
Producing Original Content
Gamescom is arguably the world’s largest gaming event that normally attracts over 250,000 visitors to Germany. But due to the global pandemic this year Gamescom was all virtual. I spent countless hours watching new game demos and then downloading PressKits of those new Triple-A and indie games. I will be dropping my top 25 list of Gamescom games soon after this article is posted. And when I am reviewing or promoting newly released games featured at Gamescom, Devcom, E3, IndieCade or USC Game Expo, I always make sure to look out for new Black game designers and any games with Black or POC game characters. I will write up my top 10 of POC games being released in 2020 and 2021 as well. But before I digress, I just happened to follow up with Gregor Ebert who is the PR Manager at Dueren, Germany’s Headup Games about their Gamescom 2020 new games White Shadows and Bridge Constructor: The Walking Dead. GAMESCOM 2020 – NEIL JONES INTERVIEW: 9-25-2020 - Written By: David L. $Money Train$ Watts – Journalist/Web Host/Editor – FuTurXTV/Metacafe.com, Rattle Radio & HHBMedia.com – David Velo Stewart – Journalist/Editor – HHBMedia.com Aerial Knight’s Never Yield Reveal Trailer Link: https://www.metacafe.com/watch/12118965/aerial-knight-s-never-yield-trailer- developer-neil-jones-publisher-headup-games-gamescom-2020-devcom-2020-e3- gdc-tokyo-game-show-brazil-game-show/ or https://tinyurl.com/y6s5225o Gamescom 2020 • Neil Jones Interview • David L. $Money Train$ Watts • @MoneyTrain • FuTurXTV • Metacafe.com • www.hhbmeedia.com Survive a Tokyo style Detroit in this 3D runner that tells the story of Wally who has uncovered the evidence that can change his city forever. -
DIGITAL GAMING and the MEDIA PLAYGROUND Video Games As a Form of Story
Chapter 3 DIGITAL GAMING AND THE MEDIA PLAYGROUND Video Games as a Form of Story World of Warcraft Ushered in the era of the completely immersive online game Featured a beginner’s guide that read like the narrative of an epic novel Expansions added settings, characters, and play features. Offers players the ability to create their own narratives THE DEVELOPMENT OF DIGITAL GAMING Industrial Revolution Promoted mass consumption Emergence of leisure time Digital games Evolved from their simplest forms in the arcade into four major formats: television, handheld devices, computers, and the Internet MECHANICAL GAMING Coin-operated counter machines First appeared in train depots, hotel lobbies, bars, and restaurants Penny arcade Helped shape future media technology Automated phonographs → jukebox Kinetoscope → movies Bagatelle → pinball machine THE FIRST VIDEO GAMES Cathode Ray Tube Amusement Device Key component of the first video games: the cathode ray tube (CRT) Odyssey First home television game Modern arcades Gathered multiple coin-operated games together THE FIRST VIDEO GAMES (CONT.) Atari Created Pong Kept score on the screen Made blip noises when the ball hit the paddles or bounced off the sides of the court First video game popular in arcades Home version was marketed through an exclusive deal with Sears. ARCADES AND CLASSIC GAMES Late 1970s and early 1980s Games like Asteroids, Pac-Man, and Donkey Kong were popular in arcades and bars. Signaled electronic gaming’s potential as a social medium Gaming included the use of joysticks and buttons. Pac-Man featured the first avatar. CONSOLES AND ADVANCING GRAPHICS Consoles Devices specifically used to play video games The higher the bit rating, the more sophisticated the graphics Early consoles Atari 2600 (1977) Nintendo Entertainment System (1983) Sega Genesis (1989) CONSOLES AND ADVANCING GRAPHICS (CONT.) Major home console makers Nintendo Wii Microsoft Xbox and Kinect Sony Playstation series Not every popular game is available on all three platforms. -
E3, Gamescom E Tokyo Game Show Verso Il Declino?
E3, Gamescom e Tokyo Game Show verso il declino? La Gamescom di Colonia si è appena conclusa e ha portato con sé non troppe novità: degne di menzione le nuove schede grafiche della serieRTX di Nvidia, componenti che, una volta sul mercato, faranno davvero la differenza nel campo del PC gaming. Per il resto, tranne pochissime nuove IP, si è parlato di titoli già esistenti o annunciati durante il trimestre estivo o precedente. Similmente accadde lo scorso giugno, quando molti dei giochi che ci si aspettava di vedere per la prima volta all’E3 furono invece annunciati pochi giorni prima della conferenza, tra leak e pubblicazioni volute dagli stessi produttori, rendendo l’esposizione più un momento di conferma che di novità. Dopotutto siamo nell’era dell’Internet 3.0, divulgare informazioni non è mai stato così immediato e semplice e questa non poteva che essere una delle conseguenze dirette, complice anche il fatto che ormai l’utenza media vuole esige hype costante come fosse una droga, con informazioni sui giochi che fanno leva sull’emotività di ognuno. Viene quindi da pensare che i tre appuntamenti annuali, Gamescom, E3 e Tokyo Game Show, per quanto grandi sia per dimensione che per importanza, potrebbero non essere più abbastanza, considerando anche che sono tutti concentrati nel quadrimestre Giugno-Settembre e, come già ribadito, il pubblico ha sempre bisogno di novità. Per coprire il gap durante il periodo invernale e primaverile, oltre aileak e qualche “notizia bomba” di tanto in tanto, alcuni colossi dell’industria creano degli eventi specifici per tenere aggiornati i suoi utenti riguardo a cosa è attualmente in produzione e cosa si vorrebbe produrre: si pensi alla PlayStation Experience (che manca da due anni all’appuntamento invernale essendo stata spostata ad agosto) e ai vari Nintendo Direct, che in verità non hanno una cadenza fissa e che anzi, vengono letteralmente annunciati da un giorno all’altro, più volte l’anno.