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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. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
British Academy of Film and Television Arts Annual Report & Accounts 2017
BRITISH ACADEMY OF FILM AND TELEVISION ARTS ANNUAL REPORT & ACCOUNTS 2017 SECTION HEADER 1 CONTENTS Chair’s Statement 03 5 STRUCTURE, GOVERNANCE BRITISH ACADEMY OF FILM AND MANAGEMENT 29 AND TELEVISION ARTS Trustees’ Report 2017 03 5.1 The organisational structure 29 ANNUAL REPORT & ACCOUNTS 2017 1 WHO WE ARE AND WHAT WE DO / 5.2 Governance of BAFTA 29 2017 OBJECTIVES 04 British Academy of Film and Television Arts 5.3 Management of BAFTA 30 195 Piccadilly 2 STRATEGIC REPORT 2017 05 5.4 Funds held as custodian 30 London w1j 9ln 2.1 A year in review 06 6 REFERENCE AND Tel: 020 7734 0022 2.1a BAFTA 195 Piccadilly 07 ADMINISTRATIVE DETAILS www.bafta.org 2.1b Public engagement and appreciation 08 OF THE CHARITY, ITS TRUSTEES AND ADVISERS 31 Company Registration no. 00617869 2.1c Industry relevance 12 Charity no. 216726 6.1 Charity details 31 2.1d New talent 14 6.2 Committees 31 BAFTA companies: 2.1e International recognition 17 British Academy of Film and Television Arts 6.3 Council of management 32 2.1f Financial stability 19 BAFTA Management Limited 6.4 Register of interests 32 BAFTA Media Technology Limited 2.2 Funding our aims 20 195 Piccadilly Limited 6.5 BAFTA advisers 32 2.2a Fundraising 21 6.6 Auditors 32 2.2b Partnerships 22 6.7 Sponsors, partners and donors 32 2.2c Membership 22 7 STATEMENT OF TRUSTEES’ 3 FUTURE PLANS 23 RESPONSIBILITIES 34 ANNUAL ACCOUNTS 2017 35 4 FINANCIAL REVIEW 24 Independent auditor’s report 35 4.1 Review of the financial position 25 Opposite: The artwork for our Awards campaigns in 2017, as featured Consolidated statement of 4.2 Principal risks and uncertainties 26 in our marketing, social media posts and on the ceremony brochure financial activities 37 covers, were developed with creative agency AKQA with the aim of 4.3 Financial policies 28 turning BAFTA’s vision of creative excellence for the moving image into Consolidated and charity balance sheets 39 a deeper conversation with the public and industry practitioners alike. -
Publicidad Tridimensional En Videojuegos De Realidad Aumentada
UNIVERSIDAD DE GRANADA MÁSTER EN GESTION Y TECNOLOGIA DE PROCESOS DE NEGOCIOS TRABAJO FIN DE MÁSTER Publicidad tridimensional en videojuegos de realidad aumentada. Presentado por: D. Adam Abdelkhaliki Tutor: Dr. German Arroyo Curso académico 2014 / 2015 - 1 - TRABAJO FIN DE GRADO realizado bajo la dirección de JUAN JOSE DOMENECH, profesor/es del Departamento Economia Aplicada de la Facultad de Ciencias Sociales, presentada por ADAM ABDELKHALIKI, con D.N.I. número SW472321 y dirección de correo electrónico [email protected] dentro del Grado en Administracion y dirección de empesas de la Universidad de Granada. El estudiante asume la originalidad del trabajo, entendida en el sentido de que no ha utilizado fuentes sin citarlas debidamente, permitiendo la publicación o divulgación de este documento bajo su autoría. Fdo.: ADAM ABDELKHALIKI Vº Bº Director/es del TFG Fdo. D. …. Fdo. Dr. D. ……. - 2 - - 3 - ÍNDICE DE CONTENIDO Capitulo 1: Un breve paseo por la historia. 1.1 Introducción…………………………………………………………………….1 1.2 Los videojuegos…………………………………………………………………1 1.2.1 Introducción a los soportes para videojuego…………………………....1 1.2.2 Un repaso de la historia de soportes para videojuegos………………...4 1.3 La publicidad en videojuegos………………………………………………...10 1.3.1 Introducción……………………………………………………………..10 1.3.2 Historia de la publicidad en videojuegos……………………………....11 1.3.3 Tipos de publicidad en videojuegos……………………………………14 1.3.3.1 Advergaming……………………………………………………..14 1.3.3.2 Virtual Advertising……………………………………………….14 1.3.3.3 Virtual Adverworlds…………………………………………...…14 1.3.3.4 Publicidad en el juego………………………………………...…14 1.3.3.5 Publicidad encima del videojuego…………………………...…15 1.3.3.6 Publicidad debajo del videojuego. -
Escolha E Simulação Um Estudo Discursivo Em Jogos Digitais
Mauricio Perin Neves da Silva Escolha e Simulação Um estudo discursivo em jogos digitais Curitiba 2019 Mauricio Perin Neves da Silva Escolha e Simulação Um estudo discursivo em jogos digitais Dissertação apresentada ao curso de Pós- Graduação em Design, Setor de Artes, Comunicação e Design, Universidade Federal do Paraná, como requisito parcial à obtenção do título de Mestre em Design. Orientador: Prof. Dr. Marcos N. Beccari Curitiba 2019 Ficha catalográfica Termo de aprovação Agradecimentos Consciente de que a escolha por qualquer ordem incorreria em uma hierarquização, optei aqui pela arbitrariedade de uma cronologia. Sendo assim, agradeço: à Zete e ao Tchuli, por tudo, e sem quem eu não existiria; à Ana e ao Mário, pelo incentivo e a inspiração; à Aduge, pelas experiências e as experimentações; à profa. Carla Spinillo, por ter me colocado no rumo do design gráfico e, anos depois, ter me recebido neste PPG; ao Guix, por ter me oferecido um conselho em 2008; ao povo de Kaer Morhen, por terem sido beta-testers deste projeto desde antes dele começar; aos colegas deste PPG, pelo apoio e a sabedoria compartilhados; ao prof. André Battaiola, pela orientação inicial do que eventualmente se tornou esta pesquisa; ao meu orientador prof. Marcos Beccari, pela excelente colaboração; à Harumi, por existir; à profa. Stephania Padovani, pela ajuda em dar forma a este trabalho; à Coordenação de Aperfeiçoamento de Pessoal de Nível Superior – Brasil (CAPES) –, Código de Financiamento 001, e ao Programa de Pós- Graduação em Design da UFPR. à profa. Carol Calomeno, pela avaliação e interesse; e, finalmente, à Nina, que me acompanhou literalmente até o último minuto desta jornada. -
Press Release
PRESS RELEASE High-resolution documents and images: https://www.cccb.org/en/services/press/gameplay/232580 CCCB Press Department Mònica Muñoz-Castanyer | Rosa Puig T. 93 306 41 23 | [email protected] 1 Produced by With the support of Collaborating media The CCCB is a consortium formed by 2 INDEX 01.- INTRODUCTION ............................................................................................................... 4 02.- EXHIBITION TEXTS .......................................................................................................... 7 INTRODUCTION ................................................................................................................... 7 LEVEL 1: REPLAY. THE ORIGINS OF VIDEO GAMES ....................................................... 7 LEVEL 2: LIQUID NARRATIVES ........................................................................................... 8 LEVEL 3: ART AND THE GAMING ESSAY ....................................................................... 10 LEVEL 4: BREAKING THE MAGIC CIRCLE ...................................................................... 11 LEVEL 5: LUDOPOLIS. GAMIFIED LIVES ........................................................................ 13 03.- GAME POINTS ................................................................................................................ 14 04.- ARTISTIC INSTALLATIONS ............................................................................................ 17 05.- CURATOR BIOS ............................................................................................................ -
Fluorescent Lamps (FL), Flourescent Circular Lamp (FCL)
※ 본 아티클은 CMP MEDIA LLC와의 라이선스 계약에 의해 국문으로 제공됩니다 Greg Canessa와의 인터뷰 – Battle.net에 관하여 Chris Remo 가마수트라 등록일(2009. 9. 4) (http://www.gamasutra.com/view/feature/4124/the_man_behind_battlenet_greg_.php) [Blizzard 는 StarCraft II 와 함께 데뷔하기 위해 사내 게임 전문 온라인 게임 서비스인 Battle.net 에 대한 대규모 업그레이드를 준비하고 있으며 Gamasutra 는 이러한 계획 뒤에 있는 철학과 실용성에 관해 듣기 위해 최근에 임명된 Battle.net 의 수석 Greg Canessa 와 인터뷰를 수행한다.] 최근에 Blizzard 는 이전에 실현되었던 것보다 훨씬 야심에 찬 프로젝트인 Battle.net PC 온라인 게임 서비스의 차세대에 대한 개발이 열렬한 기대를 받은 StarCraft II 의 지연에 대한 책임이 있다고 선언했다. 이 서비스는 가장 두드러진 경력으로서 Xbox Live 에 밀접한 일을 하면서 Microsoft 이사로 재직했던 Greg Canessa 가 통괄하고 있다. Battle.net 의 다음 버전에서 도입될 예정인 커뮤니티 기능의 상당 부분을 특징으로 하고 있는 이 서비스는 Xbox 360 플랫폼의 인기에 중요한 것으로 입증되었다. 최근에 Gamasutra 는 Battle.net 에 대한 프로젝트 디렉터로 일하게 된 것, 온라인 플랫폼에 대한 생각, 그리고 Battle.net 의 선언된 기능이 게이밍(gaming)과 Blizzard 에게 실제로 의미하는 것에 관하여 Canessa 와 이야기를 나눌 기회를 가졌다. 어떻게 Blizzard 에 오게 되셨습니까? 이것과 Microsoft 사에서 당신이 한 일 사이에는 기술적으로 중복되는 일이 분명히 많을 것 같습니다. Greg Canessa: 그 사이에 PopCap 에서 일을 좀 했습니다. 그러나 Microsoft 에서 7 년을 일했으며 주로 Xbox 와 관련된 일을 했는데, Xbox Live Arcade 의 제작자였으며 Xbox Live 에 대한 이사들 중의 하나였습니다. Microsoft 를 떠나서 PopCap 으로 갔고, 거기서 게이밍과 온라인 비즈니스 중 일부를 운영했습니다. 그 다음에는 [Blizzard 디자인 VP] Rob Pardo 와 이야기를 하기 시작했고 나오기로 결정했습니다. -
John Carmack Archive - Interviews
John Carmack Archive - Interviews http://www.team5150.com/~andrew/carmack August 2, 2008 Contents 1 John Carmack Interview5 2 John Carmack - The Boot Interview 12 2.1 Page 1............................... 13 2.2 Page 2............................... 14 2.3 Page 3............................... 16 2.4 Page 4............................... 18 2.5 Page 5............................... 21 2.6 Page 6............................... 22 2.7 Page 7............................... 24 2.8 Page 8............................... 25 3 John Carmack - The Boot Interview (Outtakes) 28 4 John Carmack (of id Software) interview 48 5 Interview with John Carmack 59 6 Carmack Q&A on Q3A changes 67 1 John Carmack Archive 2 Interviews 7 Carmack responds to FS Suggestions 70 8 Slashdot asks, John Carmack Answers 74 9 John Carmack Interview 86 9.1 The Man Behind the Phenomenon.............. 87 9.2 Carmack on Money....................... 89 9.3 Focus and Inspiration...................... 90 9.4 Epiphanies............................ 92 9.5 On Open Source......................... 94 9.6 More on Linux.......................... 95 9.7 Carmack the Student...................... 97 9.8 Quake and Simplicity...................... 98 9.9 The Next id Game........................ 100 9.10 On the Gaming Industry.................... 101 9.11 id is not a publisher....................... 103 9.12 The Trinity Thing........................ 105 9.13 Voxels and Curves........................ 106 9.14 Looking at the Competition.................. 108 9.15 Carmack’s Research...................... -
Campo Santo Quarterly Review Issue 2
! ! THE CAMPO SANTO QUARTERLY REVIEW ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! Written and Curated by Campo Santo Ombudsman Duncan Fyfe With Invaluable Contributions from Aisling Conlon Issue 2 • Quarter II • 2014 From the Bureau of the Campo Santo Ombudsman ..........................................4 Moss Day ..............................................................................................................6 Unbearable Lightning ........................................................................................18 Out of State ........................................................................................................23 FROM THE BUREAU OF THE CAMPO SANTO OMBUDSMAN ! FOR MONTHS, the team at Campo Santo has been hard at work on a secret project, and even I, the Campo Santo Ombudsman, could only guess at what they were up to in their San Francisco workshop. At night, I dreamed of them standing and administering to their creation, but now, the mystery of Campo Santo is a mystery no more, and the project has been given form and voice, and shape and name, and that name is FIREWATCH -- ! It is Firewatch. ! So what do we know about Firewatch? It is a video game, Campo Santo's first, to be released for personal computers in 2015. No longer will the name Firewatch be associated with fire safety equipment and fire and rescue software solutions. You can throw those brands in the garbage. ! Firewatch is a video game, perhaps the first video game, about being a fire lookout. The fire lookout is a solitary but dignified post, which in the history of American labor has been held by notable persons like Jack Kerouac and a man who was struck by lightning seven times. A closer look at that history appears later in this issue. ! Another likely video game first: Firewatch takes place in the state of Wyoming, where the Campos Santo Sean Vanaman and Nels Anderson each grew up. -
Submitted in Partial Fulfillment of the Requirement for the Degree Of
Submitted in partial fulfllment of the requirement for the degree of Masters of Fine Arts Hartford Art School, University of Hartford Kirk Wallace UHID #: 19653267 Thesis Defense & Exhibition ILS 970 Introducing Skülly in… Rib Caged Submitted in partial fulfllment of the requirement for the degree of Masters of Fine Arts Hartford Art School, University of Hartford Defense Date: Defense Committee Committee Chair Committee Member Committee Member Committee Member Table of Contents Introduction . 01 Inspiration . 04 Process . 12 Marketing Plan ................................48 Conclusion . 55 Bibliography . 59 Introducion short flms and spot illustrations that were used in the context of a written piece. The illustrations I was doing did not require much of a backstory. They were ‘assisting Upon beginning the MFA in Illustration program in the illustrations’ that would either be developed further by summer of 2016, I had a Bachelor of Computer Science; the client, or live in perpetuity on a single screen of a web had held a few creative positions as an art director page. The work I had produced (see fg.1) throughout my and creative director; and most recently, had a steady career was missing contextual questions, such as: what freelance career working as a commercial illustrator. may this character do at home? Who is this character’s However, although I was experiencing success in my friends? How about enemies? What does this world look career without a formal arts qualifcation, I lacked like? What are the problems inside it? Or even, more confdence due to a feeling of academic illegitimacy. It simply, What is the story here? was as if I was waiting for the ground to fall out from underneath me, due to the hacked together base of my foundation, unfortifed by an academic afxion.