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Now We Are All Sons of Bitches
Now We Are All Sons of Bitches MICHAEL BONTATIBUS “Wake up, Mr. Freeman. Wake up and smell the ashes,” the enigmat- ic G-Man murmurs as he leers into the camera, finishing an eerie opening monologue—and so begins Half-Life 2, Valve Corporation’s flagship game. The last time we saw Gordon Freeman, the protagonist, the same rigid and mysterious (though more poorly animated, since the prequel was released six years earlier) G-Man was handing him a job offer after witnessing the former scientist transform into a warrior, bent on escaping from the besieged Black Mesa Research Facility alive. Now, suddenly, Freeman finds himself on a train. No context.1 Is it a prison train? The three other individuals on it wear uniforms like those the inmates wore in Cool Hand Luke. The train soon stops at its destination, and we realize that it is a prison train, in a way—Freeman has arrived at the Orwellian “City 17,” where the ironically named Civil Protection abuses and oppresses, where antagonist Dr. Breen preaches poet- ic propaganda from large monitors hung high above the town. In the years since scientists at the facility accidentally opened a gateway between dimen- sions and allowed a bevy of grotesque creatures to spill into our universe, Earth has been taken over by the Combine, an alien multiplanetary empire. Breen is merely Earth’s administrator—and we realize that the ashes the G- Man spoke of were the ashes of the prelapsarian world. It’s classic dystopia, complete with a Resistance, of which Freeman soon finds himself the “mes- sianic” leader (HL2). -
Dukenukemforever.Com
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Production Begins on Borderlands® Animated Short Film March 19
Production Begins on Borderlands® Animated Short Film March 19, 2013 8:00 AM ET 2K, Gearbox Software and Academy of Art University partner to provide unique career development and internship opportunities for next-generation of storytellers NEW YORK--(BUSINESS WIRE)--Mar. 19, 2013-- 2K, Gearbox Software and the Academy of Art University today announced Borderlands® Cooperative, an exciting partnership that will provide students of the university with once-in-a-lifetime career development opportunities. With the guidance of their professors, and resources from 2K and Gearbox, students across all disciplines will come together to create an original animated short film set in the popular Borderlands universe. The animated short will be available by the end of 2013. Borderlands 2, the most recent installment of the franchise developed by Gearbox, and published by 2K, has sold-in nearly six-million copies and won over 55 editorial awards since its release in September of 2012. “Academy of Art's mission is to prepare students for the jobs of the 21st century and this project with industry leaders at 2K and Gearbox is exactly the kind of real-world experience we strive to provide,” said Chris Armstrong, Director of School of Animation & VFX at Academy of Art University. “These students are aspiring game designers, programmers, writers and animators who will now graduate with hands-on experience and a product of work they can share with prospective employers, making them well- positioned to compete for and win the jobs of today's global economy." Panelists: From left, 2K's Scott Pytlik and Kelly Miller join Gearbox's Anthony In addition to valuable experience and Burch and Adam Fletcher in a panel discussion about Borderlands Cooperative, a networking opportunities, students involved in partnership with the Academy of Art University that will allow students to work Borderlands Cooperative have a chance to together to create an original animated short film set in the Borderlands video jump-start their careers with an internship at game universe. -
PROCEDURAL CONTENT GENERATION for GAME DESIGNERS a Dissertation
UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design................................................................................................... -
2K Announces Borderlands®: the Pre-Sequel™ Now Available
2K Announces Borderlands®: The Pre-Sequel™ Now Available October 14, 2014 8:00 AM ET Explore Pandora’s moon as four new Vault Hunters in the next installment of the best-selling shoot ‘n’ loot franchise Join the conversation on Twitter using #ThePreSequel NEW YORK--(BUSINESS WIRE)--Oct. 14, 2014-- 2K and Gearbox Software announced today that the newest standalone game in the critically acclaimed Borderlands franchise, Borderlands®: The Pre-Sequel™, is now available in North America for the Xbox 360 games and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Windows PC. In addition, the game is now available on Mac and Linux in North America via Aspyr Media. Borderlands: The Pre-Sequel features all-new gravity-bending gameplay, powerful laser and icy Cryo weapons, four new playable characters, and an epic cooperative story experience set between the events of Borderlands and Borderlands 2. The title will be available internationally on October 17, 2014. “Borderlands: The Pre-Sequel is the next big installment in the award winning shooter-looter franchise, which to date, has sold-in more than 18 million units worldwide,” said Christoph Hartmann, president of 2K. “For newcomers, this game is the perfect entry point to the franchise, exploring Pandora’s moon for the first time, while also being a must-have chapter in the Borderlands story for longtime fans.” In Borderlands: The Pre-Sequel, fans can play as one of four all-new character classes, each with distinct play-styles and personalities, including Nisha the Lawbringer, Athena the Gladiator, Wilhelm the Enforcer, and Claptrap the Fragtrap. -
2K and Gearbox Software Announce Borderlands® 2 Game of the Year Edition
2K and Gearbox Software Announce Borderlands® 2 Game of the Year Edition August 28, 2013 8:01 AM ET Borderlands 2, all of its Season Pass content and more bundled together at an unprecedented value Join the conversation on Twitter using #Borderlands2 NEW YORK--(BUSINESS WIRE)--Aug. 28, 2013-- 2K and Gearbox Software today announced that the Borderlands 2 Game of the Year Edition will be available on all platforms in North America on October 8, 2013 and internationally on October 11, 2013, in celebration of the success of Borderlands® 2. With the Borderlands 2 Season Pass now complete, this is the perfect opportunity to get all of its content as well as the base game, Premiere Club content, and more in one mayhem- filled package. “For us and for fans, the love for Borderlands 2 has been nothing short of spectacular, so it's natural for us here at Gearbox Software to want everyone else to have a chance to experience the best-selling game and its most valuable expansion content," said Randy Pitchford, President of Gearbox Software. “The Borderlands 2 Game of the Year Edition offers more value than ever before in one package, giving everyone an opportunity to become a legendary Vault Hunter, and join in the award winning mayhem and fun." With the Borderlands 2 Game of the Year Edition, players can experience every epic boss battle, increase the level for each of the six playable Vault Hunters, play all of the additional campaign content, and enjoy hundreds of hours of shoot-and-loot mayhem at an extraordinary value. -
In the United States District Court Eastern District of Tennessee Northern Division
IN THE UNITED STATES DISTRICT COURT EASTERN DISTRICT OF TENNESSEE NORTHERN DIVISION ROBERT C. PRINCE , § § Plaintiff, § § v. § CASE NO. 3:19-cv-00380 § RANDY PITCHFORD, § GEARBOX SOFTWARE, L.L.C., § GEARBOX PUBLISHING, L.L.C., § and VALVE CORPORATION, § § Defendants, § § GEARBOX SOFTWARE, L.L.C., § § Defendant/Third-Party Plaintiff, § § v. § § APOGEE SOFTWARE, LTD., § ACTION ENTERTAINMENT, INC., § SCOTT MILLER, and GEORGE § BROUSSARD, § § Third-Party Defendants. § DEFENDANT GEARBOX SOFTWARE, L.L.C.’S THIRD-PARTY COMPLAINT 1. Gearbox Software, L.L.C. files this Third-Party Complaint against Apogee Software, Ltd., Action Entertainment, Inc., Scott Miller, and George Broussard. In support thereof, Defendant/Third-Party Plaintiff Gearbox Software, L.L.C. would respectfully show the Court the following: 1 Case 3:19-cv-00380-JPM-HBG Document 42 Filed 06/12/20 Page 1 of 7 PageID #: 199 PARTIES 2. Defendant/Third-Party Plaintiff Gearbox Software, L.L.C. is a limited liability company with its principal place of business in Texas. 3. Third-Party Defendant Apogee Software, Ltd. a/k/a 3D Realms is limited partnership with its principal place of business in Texas. 4. Third-Party Defendant Action Entertainment, Inc. is a corporation with its principal place of business in Texas. 5. Third-Party Defendant Scott Miller is an individual domiciled in Texas. 6. Third-Party Defendant George Broussard is an individual domiciled in Texas. JURISDICTION AND VENUE 7. This court has supplemental jurisdiction over Third Party Plaintiff’s claims against Third-Party Defendants Apogee Software, Ltd., Action Entertainment, Inc., Scott Miller, and George Broussard pursuant to Federal Rule of Civil Procedure 14 and 28 U.S.C. -
The Rise and Fall of Introversion Software
Another Castle THE GAMING MAGAZINE OF IMPERIAL COLLEGE LONDON The Rise and Fall of Introversion Software ISSUE 0 2 3 Back in 2008, Tom Roberts, Azfarul Contents Islam and Michael Cook launched Another Castle, a multi-format gaming magazine. In their first issue, they secured an interview with Peter 4 The Fall and Rise of Introversion Cale Tilford Molyneux, an industry behemoth at the time. Gaming has changed a lot since then An Imperial Success Story An Imperial Success Story (Peter Molyneux all but disappeared into the ether) From Uplink to Darwinia From Uplink to Darwinia and the way we write about games has changed Beyond Prison Architect Beyond Prison Architect too. Kieron Gillen (comic book writer and former music and games journalist) published the manifesto for New Games Journalism in 2004, which set out a new way of thinking and discussing games, where 10 Eight Games Under Eight Minutes Cale Tilford a reviewer’s personal experience was core to their analysis and reflection. In the past half-decade numerous publications (from Kill Screen to Feminist 12 Half-Life 2 Revisited Harry Mitchell Frequency) and existing publications have adopted these ideas. Now it’s the turn of Imperial students to continue this great exploration of gaming culture. 13 Interpreting The Sims Fred Fyles This issue is my attempt to resurrect interest in games journalism at Imperial and it’s a project that is far from finished (hence issue zero). It begins with an 18 The History of Storytelling Dani Hernandez Perez interview with Mark Morris, an Imperial graduate who helped found Introversion Software, telling the story in Videogames of a games company that has seen unprecedented success despite almost going bankrupt after the release of one of their games. -
Borderlands(TM) 2 Kicks Off New Era of Shoot and Loot on September 18, 2012 February 22, 2012 8:00 AM ET Pre-Ordered Games Inclu
Borderlands(TM) 2 Kicks Off New Era of Shoot and Loot on September 18, 2012 February 22, 2012 8:00 AM ET Pre-ordered games include exclusive access to Borderlands 2 Premiere Club, including in-game items NEW YORK--(BUSINESS WIRE)--Feb. 22, 2012-- 2K Games and Gearbox Software announced today that Borderlands™ 2, the sequel to the multi-million unit selling breakout hit, Borderlands™, will be available on the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system and Windows-based PC in North America on September 18, 2012 and internationally on September 21, 2012. Currently in development by Gearbox Software, Borderlands 2 is the sequel to the critically acclaimed four-player cooperative shooter-looter that combined intense first-person mayhem with role-playing gameplay. In addition, fans who pre-order the title from participating retailers will receive access to the Borderlands 2 Premiere Club, including rewarding in-game items and bonuses. Living up to the mantra “bigger, better and more badass,” Borderlands 2 features all-new characters; skills; imaginative, diverse new environments with unique missions and enemies; and more exciting and fun weapons, equipment and loot than ever before. All of these features come together in a story that takes players to the world of Pandora to take down the notorious Handsome Jack and his corrupt Hyperion Corporation as a solo campaign or with up to four cooperative players. “The addictive gameplay and shooting and looting mayhem of the first Borderlands is back and better than ever in Borderlands 2, taking the franchise to an entirely new level,” said Christoph Hartmann, president of 2K. -
Identity Creation and World-Building Through Discourse in Video Game Narratives
Syracuse University SURFACE Dissertations - ALL SURFACE 7-1-2016 Identity Creation and World-Building Through Discourse in Video Game Narratives Barbara Jedruszczak Syracuse University Follow this and additional works at: https://surface.syr.edu/etd Part of the Arts and Humanities Commons Recommended Citation Jedruszczak, Barbara, "Identity Creation and World-Building Through Discourse in Video Game Narratives" (2016). Dissertations - ALL. 500. https://surface.syr.edu/etd/500 This Thesis is brought to you for free and open access by the SURFACE at SURFACE. It has been accepted for inclusion in Dissertations - ALL by an authorized administrator of SURFACE. For more information, please contact [email protected]. ABSTRACT An exploration of how characters develop identity through language use in a video game’s narrative, specifically in video games that do not allow for players to make narrative-altering choices. The concept of literacies is used to create a critical framework through which to view video games themselves as a literacy, as well as to view them as a discourse. This thesis analyzes how dialogue is used to develop and showcase gender, sexuality, personality, moral identity in characters in and out of the player’s control, as well as how dialogue builds the narrative world in which these characters exist. This thesis includes two case studies, on the Borderlands video game series and the Halo video game series, approaching each series from a perspective that showcases how its unique world and characters are created through language. Each series has a specific facet to its narrative that is examined in depth; in the Borderlands series, the importance of storytelling to world-building and moral identity, and in the Halo series, the significance of speech itself as an act. -
Game Developer
K A B O O M ! M A K E A N E X P L O S I V E 3 D A C T I O N GAME IN UNITY! Developing the Next Generation of Innovators O ering a rigorous academic curriculum and real-life project experience in the following degree programs: Digital Art and Animation (Bachelor of Fine Arts) Game Design (Bachelor of Arts, Bachelor of Science) Computer Engineering (Bachelor of Science) Real-Time Interactive Simulation (Bachelor of Science) Computer Science (Master of Science) To explore further, visit: www.digipen.edu DigiPen Institute of Technology 9931 Willows Road, Redmond, WA USA 98052 Like us on Facebook Follow us on Twitter Phone: (866) 478-5236 [email protected] facebook.com/DigiPen.edu twitter.com/DigiPenNews DigiPen_GD_0611.indd 2 6/8/2011 9:33:16 PM CONTENTS DEPARTMENTS 2 G A M E P L A N By Brandon Sheffield [EDITORIAL] Just Do It! 4 W H O T O K N O W & W H A T T O D O [GAME DEV 101] A guide to the industry's important events and organizations 19 THE CROWDFUNDING REVOLUTION [GAME DEV 101] By R. Hunter Gough STUDENT POSTMORTEM A guide to several different crowdfunding services that can help get your game off the ground. 42 O C T O D A D OCTODAD is proof positive that passion and creativity matters 23 S A L A R Y S U R V E Y [CAREER] more than most things in games. The OCTODAD team took a bizarre By Brandon Sheffield and Ryan Newman concept, deliberately added in complicated controls, and came out A comprehensive breakdown of salaries for with something utterly charming.