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Worldwide Mac Numbers?
August 2005 Volume 3 Issue 8 Worldwide Mac Numbers? LOTS of Book, Game, Hardware, Shareware and Software Reviews inside Hacking Mac OS X Tiger, Mac Annoyances and other Mac OS X Tiger books Commandos Battle Pack Geek Jewelry iKey Delicious Library, Adobe Photoshop CS 2 and VideoCue Pro And much, much more… Icon contributed by Michele Patterson Volume 3 Issue 8 August 2005 macCompanion Table of Contents Masthead ........................................................................................................................................................................... 4 Letter From the CEO ............................................................................................................................................................ 5 Mac Numbers? by Robert Pritchett ................................................................................................................................. 5 Musings From Mars by Leland Scott ................................................................................................................................ 11 Anyone Can Develop A Dashboard Widget (And They Probably Will).................................................................... 11 The Mac Night Owl by Gene Steinberg............................................................................................................................ 17 The Mac Hardware Report: 400,000 Windows Users Can't Be Wrong ..................................................................... 17 Views from the Ivory Tower by -
NIBC First Round Case NIBC Ele Ctro N Ic Arts Contents
NIBC First Round Case NIBC Ele ctro n ic Arts Contents 1. The Scenario 2. Background Information 3. Tasks & Deliverables A. Discounted Cash Flow Analysis B. Trading Comparables Analysis C. Precedent Transactions Analysis D. LBO Analysis E. Presentation 4. Valuation & Technical Guidance A. Discounted Cash Flow Analysis B. Trading Comparables Analysis C. Precedent Transactions Analysis D. LBO Analysis 5. Rules & Regulations 6. Appendix A: Industry Overview 7. Appendix B: Precedent Transactions Legal Disclaimer: The Case and all relevant materials such as spreadsheets and presentations are a copyright of the members of the NIBC Case Committee of the National Investment Banking Competition & Conference (NIBC), and intended only to be used by competitors or signed up members of the NIBC Competitor Portal. No one may copy, republish, reproduce or redistribute in any form, including electronic reproduction by “uploading” or “downloading”, without the prior written consent of the NIBC Case Committee. Any such use or violation of copyright will be prosecuted to the full extent of the law. Need for Speed Madden NFL Electronic Arts Electronic Arts Welcome Letter Dear Competitors, Thank you for choosing to compete in the National Investment Banking Competition. This year NIBC has continued to expand globally, attracting top talent from 100 leading universities across North America, Asia, and Europe. The scale of the Competition creates a unique opportunity for students to receive recognition and measure their skills against peers on an international level. To offer a realistic investment banking experience, NIBC has gained support from a growing number of former organizing team members now on the NIBC Board, who have pursued investment banking careers in New York, Hong Kong, Toronto, and Vancouver. -
Interactive Entertainment and Internet Segments Are Converging, Entertainment Shifting the Landscape of the Traditional Video Game Market
North America TMT Internet FITT Research Company Company 31 October 2010 Fundamental, Industry, Thematic, Thought Leading Deutsche Bank’s Research Product Interactive Committee has deemed this work F.I.T.T. for investors seeking differentiated ideas. The Interactive Entertainment and Internet segments are converging, Entertainment shifting the landscape of the traditional video game market. Digital, social and mobile gaming are emerging as the next major drivers of the interactive gaming space in the US over the next several years. The social and massively multi- player segments should also offer an attractive opportunity for monetization of Extending Game Play to the virtual goods, one of the fastest-growing segments in the space. Masses... beyond the console Fundamental: Growth Driven by Penetration of the Long Tail Global Markets Research Industry: We see Nearly a $30bn US Market Opportunity by 2014 Thematic: Digital, Social and Mobile are Key Emerging Themes Thought Leading: Adoption, Engagement, and Monetization Phases We Favor Activision Blizzard for Digital Position and Google for its Android Platform for Mobile Gaming Jeetil Patel Herman Leung Matt Chesler, CFA Research Analyst Research Analyst Research Analyst (+1) 415 617-4223 (+1) 415 617-3246 (+1) 212 250-6170 [email protected] [email protected] [email protected] Deutsche Bank Securities Inc. All prices are those current at the end of the previous trading session unless otherwise indicated. Prices are sourced from local exchanges via Reuters, Bloomberg and other vendors. Data is sourced from Deutsche Bank and subject companies. Deutsche Bank does and seeks to do business with companies covered in its research reports. -
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 -
GAME DEVELOPERS BUTT HEADS T: 800.250.2429 F: 847.763.9606 DEK E: [email protected]
SPECIAL FEATURE: TOP DEVELOPERS OF 2009 VOL17 NO6 JUNE/JULY2010 THE LEADING GAME INDUSTRY MAGAZINE sf_gd_june10.pdf 1 4/29/2010 5:46:05 PM C M Y CM MY CY CMY K Create animated 3D interfaces using Scaleform GFx 3.2 CONTENTS.0610 VOLUME 17 NUMBER 6 POSTMORTEM DEPARTMENTS 20 VIGIL GAMES' DARKSIDERS 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Four developers with a cracked laptop monitor and a dream—that's Players Vs. Users the legend of DARKSIDERS' creation. How the team went from there to over 120 people and a completed game under THQ is the reality, and 4 HEADS UP DISPLAY [NEWS] the team shares some very honest moments here, from concept art First quarter console trends, Canada Video Game Awards, trouble to lessons from playtesting. IGF hires new chairman, and more. By Timothy Bell 32 TOOL BOX By Adam May [REVIEW] FEATURES Pixologic's Zbrush 3.5 r3 6 TOP 30 DEVELOPERS 35 THE INNER PRODUCT By Bill Bilodeau [PROGRAMMING] 2009 was an interesting year, with social shakeups and mid- Decal Tessellation lifecycle consoles. Though the money was down a bit in 2009, the professionalism, quality, and innovation had never been higher. 42 PIXEL PUSHER By Steve Theodore [ART] In this non-empirical list, we share our choices for the best game The Real World developers of the year. By Brandon Sheffield and Jeffrey Fleming 44 DESIGN OF THE TIMES By Soren Johnson [DESIGN] The Social Revolution 13 AN ARTIST'S EYE Does the Golden Ratio have application in game design? These two 46 AURAL FIXATION By Jesse Harlin [SOUND] trained artists say so. -
Introducing Our CBU Faculty We’Ve Got a Great Line-Up of Talent Teaching and Mentoring Our CBU Fall Session Developers
Chartboost University Fall 2013 Introducing our CBU Faculty We’ve got a great line-up of talent teaching and mentoring our CBU Fall Session developers. A wide range of topics will be cov- ered, including game design, PR, community management, backend infrastructure, art and monetization. Our indie dev teams will also have access to office hours, or 1-on-1 consulting time with select CBU staff to get personalized advice. They’re Players, Not Users Joe Wagner, Community at SuperCell Learn how to build a comprehensive community strategy to support a growing player base! This talk will challenge the way you think about your players and provide you with tools and tactics you can take away to improve your community relations. Into the Wild: Be Prepared for Going Live Roger Royce, Producer, DeNA As game development deadlines near, teams often focus exclusively on completing their game, which can lead to other auxiliary oversights that can derail all of the team’s hard work. In this presentation, DeNA Producer Roger Royce shares tips and tools for going live with a game release. Be prepared to enter the wild with confidence. Perfecting the Pitch Dan “Shoe” Hsu, Editor-in-Chief, GamesBeat The media receives hundreds of pitches a day. How can you make sure your game gets the attention that it deserves? GamesBeat editor-in-chief Dan “Shoe” Hsu offers insight into what journalists look for and how to make your product stand out. Sustainable Systems Chelsea Howe, Senior Game Designer, TinyCo Learn fun phrases like, “See It, Get It, Need It, Keep It” to understand sustainable game mechanics, complete with examples from successful live games that avoid transparent F2P tropes. -
Electronic Arts Inc. Fiscal Year 2011 Proxy Statement and Annual Report
Electronic Arts Inc. Fiscal Year 2011 Proxy Statement and Annual Report Proxy Statement Notice of 2011 Annual Meeting and Proxy Statement [THIS PAGE INTENTIONALLY LEFT BLANK] June 10, 2011 DEAR FELLOW STOCKHOLDERS: You are cordially invited to join us at our 2011 Annual Meeting of Stockholders on July 28, 2011 at 2:00 p.m. The meeting will be held at the headquarters campus of Electronic Arts in Building 250 (please note that the street address for Building 250 is 250 Shoreline Drive, Redwood City, California). For your convenience, we are also pleased to offer a live webcast of our Annual Meeting on the Investor Relations section of our web site at http://investor.ea.com. At this meeting, we are asking the stockholders to: Proxy Statement • Elect Leonard S. Coleman, Jeffrey T. Huber, Geraldine B. Laybourne, Gregory B. Maffei, Vivek Paul, Lawrence F. Probst III, John S. Riccitiello, Richard A. Simonson, Linda J. Srere and Luis A. Ubiñas to the Board of Directors to hold office for a one-year term; • Approve an amendment to our 2000 Equity Incentive Plan and our 2000 Employee Stock Purchase Plan; • Cast an advisory vote on the compensation of the named executive officers; • Cast an advisory vote on the frequency of holding future advisory votes on the compensation of the named executive officers; and • Ratify the appointment of KPMG LLP as our independent registered public accounting firm for fiscal 2012. After the meeting, we will report on our recent performance and answer your questions. Details regarding admission to the meeting and the business to be conducted are described in the Notice of Internet Availability of Proxy Materials you received in the mail and in this proxy statement. -
Digital Educational Game Development Methodology) and IDEALLY (Digital Educational Game Software Quality Evaluation Methodology)
Digital Educational Games: Methodologies for Development and Software Quality by Serdar Aslan Dissertation submitted to the Faculty of the Virginia Polytechnic Institute and State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Computer Science and Applications Osman Balci, Chair James D. Arthur Reza Barkhi Mat Grove Anderson Norton Eli Tilevich September 30th, 2016 Blacksburg, Virginia Key words: Digital game development, educational game development, game development life cycle, game development methodology, game development processes, game development workflows, game software quality evaluation, and game-based learning. Digital Educational Games: Methodologies for Development and Software Quality by Serdar Aslan ABSTRACT Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such a complex multidisciplinary development project require unifying methodologies for development and software quality evaluation and should not be performed in an ad hoc manner. This dissertation presents such methodologies named: GAMED (diGital educAtional gaMe dEvelopment methoDology) and IDEALLY (dIgital eDucational gamE softwAre quaLity evaLuation methodologY). GAMED consists of a body of methods, rules, and postulates and is embedded within a digital educational game life cycle. The life cycle describes a framework for organization of the phases, processes, work products, quality assurance activities, and project management activities required to develop, use, maintain, and evolve a digital educational game from birth to retirement. -
Smug February/05 Newsletter
STANFORD/PALO ALTO MACINTOSH USERS GROUP NEWSLETTER Vol. 15 No.2 • February 2005 If you are into sound don’t miss this meeting Roku’s Mike Kobb Senior Software Engineer will be showing this exciting new product. Finally, a network music player that looks as good as it sounds! Roku SoundBridge plays your PC or Mac digital music files anywhere in the house – connecting your stereo or powered speakers to your computer’s digi- tal music library. Or, listen to a variety of Internet Radio stations, without even turning on your computer. WM A , MP3, AAC,AIFF and WAV music formats are supported — and it’s network ready with wired Ethernet or Wi-Fi. A large, bright display; Apple Rendezvous® and iTunes®* support;and Windows® Media Connect, Windows Media Player 10 and Windows Media DRM 10 support make the SoundBridge the most compatible music player around. SoundBridge makes playing your favorite music files a breeze. The only difference MACWORLD HIGHLIGHT between the M2000, M1000 and M500 models is the size Spotlight on the Approaching Ti g e r and capabilities of the display Tiger, tiger, burning bright In the forests of the night, What immortal hand or eye IN THIS ISSUE Dare frame thy fearful symmetry? MacWorld Highlight.................................................1 If the mystic William Blake were aware of what influence Roku SoundBridge ..................................................1 personal computing might have in altering society by he SMUG February Meeting Schedule..................2 might have made this poem about Apple Computers lofting ambition to make information more accessible to the user. He Do you need a ride ?......................................2 of course was referring to divine logic and not to our attempts SMUG CD-Rom—Winter 2005 ......................3 to retrieve information with greater ease. -
Mobile Game Arch D3.1 21122011 PU Version: 1.1
Consortium groups the following Organizat ions: Partner Name Short name Country JCP-CONSULT SAS JCP FR DEUTSCHE TELEKOM AG DTAG D INTERDISCIPLINARY INSTITUTE FOR BROADBAND IBBT B TECHNOLOGY TECHNISCHE UNIVERSITAET MUENCHEN TUM D KUNGLIGA TEKNISKA HOEGSKOLAN KTH S ADVA AG OPTICAL NETWORKING ADVA D ERICSSON AB EA S ERICSSON TELECOMUNICAZIONI TEI I ACREO AB. ACREO S MAGYAR TELEKOM TAVKOZLESI NYILVANOSAN MAGYAR H MUKODO RESZVENYTARSASAG TELEKOM “Mobile Games Architecture: State of theRT Art of the SLOVAK TELEKOM AS SLOVAK SK European Mobile Games IndustryTELEKOM” UNIVERSITY OF ESSEX UESSEX UK D3.1 Abstract: Document to be considerate as Word Template for all deliverables Mobile Game Arch_D3.1_21122011_PU Version: 1.1 Last Update: 21.12.2011 Distribution Level: RE ••• 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 OASE Consortium (including the Commission Services) “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” 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: The authors of this paper have started to compile an accurate overview of the mobile games industry in the fourth quarter of 2011. The facts, observations, and analysis in this document are intended to feed the discussions for the first Mobile Game Arch Workshop, to be held in Paris on December 7, 2011. It is the authors’ intention to continue this work with, hopefully, a growing number of knowledgeable contributors. -
Game Design by Numbers
Game Design by Numbers: Instrumental Play and the Quantitative Shift in the Digital Game Industry by Jennifer R. Whitson A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Sociology Carleton University, Ottawa, Ontario © 2012 Jennifer R. Whitson Abstract This dissertation chronicles ideological, technological and economic changes in the digital game industry, focusing on how games are transforming as play becomes instrumentalized. It pays particular attention to the struggles of developers as they search for creative freedom and autonomy in a risk-averse industry. It makes original contributions to the literature on games by situating and explaining industry-wide shifts in terms of the socio-economics of game development and the rationalities that drive individual developers. It contributes to social theory more generally by explaining how transformations in play, games, and creativity are linked to much wider adaptations in the operation of capitalism and how it is justified to both workers and consumers. I use ground-level accounts from those within the game industry to describe how new media technologies interact with socio-economic forces, detailing the adaptability of capitalist modes of production in the face of critique. I show how definitions of 'games' and 'play' are changing as they come into contact with technology, allowing games to be reformulated in powerful new ways, so games are not only tools of entertainment but also tools of governance. I argue that the collective valuation of objective quantitative data and the belief in the fallibility of individual creative autonomy has turned game design into "design by numbers". -
There's an App for That: Foreign Language Learning Through Mobile- and Social Media-Based Video Games
University of Tennessee, Knoxville TRACE: Tennessee Research and Creative Exchange Masters Theses Graduate School 5-2011 There’s an App for That: Foreign Language Learning Through Mobile- and Social Media-Based Video Games Trenton Edward Hoy [email protected] Follow this and additional works at: https://trace.tennessee.edu/utk_gradthes Part of the Applied Linguistics Commons, Bilingual, Multilingual, and Multicultural Education Commons, First and Second Language Acquisition Commons, French Linguistics Commons, and the Instructional Media Design Commons Recommended Citation Hoy, Trenton Edward, "There’s an App for That: Foreign Language Learning Through Mobile- and Social Media-Based Video Games. " Master's Thesis, University of Tennessee, 2011. https://trace.tennessee.edu/utk_gradthes/883 This Thesis is brought to you for free and open access by the Graduate School at TRACE: Tennessee Research and Creative Exchange. It has been accepted for inclusion in Masters Theses by an authorized administrator of TRACE: Tennessee Research and Creative Exchange. For more information, please contact [email protected]. To the Graduate Council: I am submitting herewith a thesis written by Trenton Edward Hoy entitled "There’s an App for That: Foreign Language Learning Through Mobile- and Social Media-Based Video Games." I have examined the final electronic copy of this thesis for form and content and recommend that it be accepted in partial fulfillment of the equirr ements for the degree of Master of Arts, with a major in French. Sebastien Dubreil, Major Professor