New Perspectives on Interactivity by Aaron Santiago a Thesis Submitted
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LUNCH BREAK Looks Andfeelsgood
9:30 KILLZONE: SHADOW FALL Arjan Bak • Guerrilla Games Misja Baas • Guerrilla Games ic PRO OUT WITH THE OLD AND IN WITH THE OWL: Principal game-Designer and Environment Art Art Director, Killzone Shadow Fall BUILDING A BRIGHT NEW FUTURE Director, Killzone Shadow Fall An alumnus of the Willem de Kooning Academy of Arts in 2 An industry veteran at age 29, Arjan Bak worked in design and art Rotterdam, Misja Baas first entered the games industry in 2001 as In “Out With The Old And In With The Owl: Building A Bright New roles for Valve and Ubisoft before joining Guerrilla in 2007. Since an Artist for Frontier Developments. After rising to the position of Future”, Arjan Bak and Misja Baas will talk about the new direction then he has played a pivotal role in the graphical realization of Senior Artist at Elixir Studios, he joined Guerrilla in 2005 to initially of Killzone Shadow Fall. Their presentation provides insight into the Killzone series, rising from Senior Artist on Killzone 2 to Lead work on the environments, and later on the vehicles and weapons, the challenges of developing a new direction for a franchise while Environment Artist on Killzone 3 and Environment Art Director on of Killzone 2. In 2009 Misja became the Assistant Art Director on 9:30 remainingKILLZONE: true to SHADOW its roots, using FALL the implementation of new key KillzoneArjan BakShadow • Guerrilla Fall. In addition, Games Arjan was one of the Principal KillzoneMisja Baas3, assuming • Guerrilla responsibility Games for all outsourcing and internal ic PRO featuresOUT WITH like the THE OWL andOLD the ANDconstruction IN WITH of a believable THE OWL: futuristic GamePrincipal Designers game-Designer responsible for Killzone and Environment Shadow Fall’s new Art assetArt Director, development. -
SELECT Statement Basic Form
NAZIV OBJEKTA ZNANJA Art games PROLOG Autor * Katarina Kaplarski Klasifikacija * IM-ID-PVA-ArtGames Težina * Osnovni nivo Ključne reči * igre, online, desktop, mobile Ko sluša * Student OAS Trajanje * 15min Komentari autora SADRŽAJ Apstrakt Cilj * Uvodne napomene Naziv sekcije (1) Art games Sadržaj sekcije (1) Art game ili manje uobičajena "autorska igra"je delo interaktivne softverske umetnosti . Ovaj termin je akademski skovan 2002. Godine i predstavlja podžanr ozbiljne video igre (serious video game http://en.wikipedia.org/wiki/Serious_game) Ove igre su dizajnirane u svrhu koja nije komercijalna i koja nije u cilju zabave, već naglašava umetnost sa ciljem da proizvede neku vrstu reakcije kod publike. Izložbe poput Walker Art Center "Beyond Interface" (1998), online "Synreal" (1998) i "Cracking the Maze - Game Plug-Ins as Hacker Art" (1999), shift e.V. "RELOAD" (1999), t UCI Beall Centre's "Shift-Ctrl" (2000), i još nekoliko drugih u 2001. Su bile među prvim talasom izložbi video igara koje su popularizovale ovaj koncept. Sredinom dvehiljaditih art game su doživele uspeh. Među njima je Pac Manhattan iz 2004, – real life igra koja se zasnivala na Pacmanu. Igrači su bili studenti koji su je kreirali- koristili su wi-fi tehnologiju, open-source software i mobilne telefone. http://www.pacmanhattan.com/ Sličan koncept je imala i igra CAN ZOU SEE ME NOW, gde je bila mešana online-offline igra , a igrači su bili opremljeni ručnim komjuterima, GPSom, voki-tokijima da bi jurili online igrače koji su svoje avatare pomerali kroz virtuelni model istog grada. Kreirala ju je grupa umetnika pod nazivom - Blast theory. http://www.blasttheory.co.uk/projects/can-you-see-me-now/ CILJ UMETNIČKIH IGARA Cilj ovih igara je da prenese specifičnu poruku publici, ponekad čak i da kritikuje publku i komercijalnu gaming industriju, a ponekad je cilj samo da se vizuelni jezik i interaktivnost igre iskoriste na neki drugi način. -
Hacking Game List List of Hacking Websites
hacking game list List of hacking websites. Have you ever wondered where to start hacking, acquire more hacking knowledge and even train, test and improve your hacking skills? Here is a compilation, collection, list, directory of the best sites that will help you. The sites listed below will help you understand and practice every aspect of the secure (or rather insecure) side of software, networks (networking), servers and every single element that may be exposed in the(our) binary world. Please note that this is a mere compilation, all credits go to their respective authors. Creating such challenges requires and involves a lot of time, knowledge and creativity. Respect their work. Website list. The list is ordered in no particular way. Pwnable http://pwnable.kr/ Pwnable is a classic, one of all-time favorites. pwnable.kr is a non-commercial wargame site which provides various pwn challenges regarding system exploitation. The main purpose of pwnable.kr is ‘fun’. While playing pwnable.kr, you could learn/improve system hacking skills but that shouldn’t be your only purpose. The only thing you must do is click “play” on the upper left zone, choose a game and Pwn it. They provide a scoring system, the harder the challenge is, the more score you win. 24/7 CTF https://247ctf.com/ Join now to continuously test your skills across web, crypto, networking, reversing and exploitation vulnerabilities and challenges. CTFTIME https://ctftime.org/ One of the biggest Capture The Flag (CTF) archives. They classify the challenges by year and profide useful information and statistics. -
September 2012
issue #34 september 2012 PREVIEW: Death Ray Manta REVIEWS: Da New Guys: Day of the Jackass Call of Cthulhu: The Wasted Land The Myst Reader and the Story of the D'ni SEPTEMBER 2012 I have no idea when we will get to publish this September issue, but it has come together quite well. This month we have a preview of DRM, a game premiering in the Bundle in a Box; Two articles from Gnome’s blog, Da New Guys and Call of Cthulhu: The Wasted Land; As well as the start of the Myst series I talked about last month. Oth- er then the news section, which is as big as ever, The Myst article is the only real substantial content. Which is not to put the other articles down, but they are extremely short. Cover Image: MYst ONliNE: URU liVE This Myst article, at seven pages with images in its finished form, is certainly the biggest article I ever wrote for Adventure Lantern and ADVENTURE LANTERN the biggest writing project I have #09 (34) september 2012 taken on thus far; There is a lot of information to be taken in if you want to be even semi Myst literate. In this ar- ticle I review, talk about, and explain OWNER/EXECUTIVE EDitoR the story behind the enigmatic 1993 hit Ugur Sener adventure game and its many sequels, prequels, and adaptations; As well as pay- OTHER EDitoR(S) ing particular attention to and officially reviewing the book trilogy, that Jonathon Wisnoski was made alongside the game series. This article, if I may say so myself, came together very well and I hope it will be a pleasure to read; But possibly even better than my writing was Constantin’s compilation of ARTICLES BY the article, with expert use of images and background. -
Obliti: Empathy Game Regarding Depression
Obliti: Empathy Game Regarding Depression by Mitchell Stevens A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Master of Science in Interactive Media and Game Development April 26th, 2018 APPROVED: Dean O’Donnell, Thesis Advisor Lee Sheldon, Committee Ralph Sutter, Committee 1 Abstract Obliti is a game meant to promote empathy for people with depression, and applies a personal story to the experience. Empathy is the experience of understanding another person’s condition from their perspective. You place yourself in their shoes and feel what they are feeling. 17 The story follows the character through corrupted dream states, stuck in an infinite loop; reliving the tarnished dreams. This paper will discuss the story of Obliti, its history and the way the design helped the story come to the forefront of the experience. Using lighting, first person character and art assets, Obliti puts the player into the shoes of the main character. The paper also includes a post mortem in order to discuss the challenges of working with paid art assets, making a game about your past and the overall outcome of the project. In order to test the effectiveness of Obliti, 20 subjects were asked to fill out a series of questions regarding mood and depression. The results of the study showed a change in mood from pretest and posttest, pointing toward empathy being transferred to the player. Part of the study asked players if they understood depression, in which there was a 10% change from “No,” to “I don’t know,” suggesting some internal thoughts were changed on the topic. -
Finding Aid to the Indie Games Collection, 2002-2018
Brian Sutton-Smith Library and Archives of Play Indie Games Collection Finding Aid to the Indie Games Collection, 2002-2018 Summary Information Title: Indie Games collection Creator: Super X Studios, Petri Purho, Blendo Games (primary); The Strong (secondary) ID: 2019.IG Date: 2002-2018 (inclusive) Extent: 0.2 linear feet (physical); 13.7 GB (digital) Language: This collection is in English. Abstract: The Indie Games collection is an ongoing compilation of materials from independent game developers. Archival materials include development art, game builds, design documents, notes, correspondence, and more. The bulk of the collection is dated between 2003 and 2014. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donors have not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein), The Strong has permission to make copies in all media for museum, educational, and research purposes. Conditions Governing Access: At this time, digital files in this collection related to game development are limited to on-site researchers only. It is possible that certain formats may be inaccessible or restricted. Please see The Strong’s Digital Games Files Access Policy. Custodial History: The Indie Games collection was assembled by The Strong using donations from James Thrush of Super X Studios, Petri Purho, and Brendon Chung of Blendo Games. The materials were received from James Thrush in April 2018 (Object ID 118.2722), Petri Purho in May 2018 (Object ID 118.3252), and Brendon Chung in July 2018 (Object ID 118.7555).