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Understanding Visual Novel As Artwork of Visual Communication Design
MUDRA Journal of Art and Culture Volume 32 Nomor 3, September 2017 292-298 P-ISSN 0854-3461, E-ISSN 2541-0407 Understanding Visual Novel as Artwork of Visual Communication Design DENDI PRATAMA, WINNY GUNARTI W.W, TAUFIQ AKBAR Departement of Visual Communication Design, Fakulty of Language and Art Indraprasta PGRI. University, Jakarta Selatan, Indonesia [email protected] Visual Novel adalah sejenis permainan audiovisual yang menawarkan kekuatan visual melalui narasi dan karakter visual. Data dari komunitas pengembang Visual Novel (VN) Project Indonesia menunjukkan masih terbatasnya pengembang game lokal yang memproduksi Visual Novel Indonesia. Selain itu, produksi Visual Novel Indonesia juga lebih banyak dipengaruhi oleh gaya anime dan manga dari Jepang. Padahal Visual Novel adalah bagian dari produk industri kreatif yang potensial. Studi ini merumuskan masalah, bagaimana memahami Visual Novel sebagai karya seni desain komunikasi visual, khususnya di kalangan mahasiswa? Penelitian ini merupakan studi kasus yang dilakukan terhadap mahasiswa desain komunikasi visual di lingkungan Universitas Indraprasta PGRI Jakarta. Hasil penelitian menunjukkan masih rendahnya tingkat pengetahuan, pemahaman, dan pengalaman terhadap permainan Visual Novel, yaitu di bawah 50%. Metode kombinasi kualitatif dan kuantitatif dengan pendekatan semiotika struktural digunakan untuk menjabarkan elemen desain dan susunan tanda yang terdapat pada Visual Novel. Penelitian ini dapat menjadi referensi ilmiah untuk lebih mengenalkan dan mendorong pemahaman tentang Visual Novel sebagai karya seni Desain Komunikasi Visual. Selain itu, hasil penelitian dapat menambah pengetahuan masyarakat, dan mendorong pengembangan karya seni Visual Novel yang mencerminkan budaya Indonesia. Kata kunci: Visual novel, karya seni, desain komunikasi visual Visual Novel is a kind of audiovisual game that offers visual strength through the narrative and visual characters. -
Table of Contents
TABLE OF CONTENTS Gaming Introduction/Schedule ...........................................4 Role Playing Games (Campaign) ........................................25 Board Gaming ......................................................................7 Campaign RPGs Grid ..........................................................48 Collectible Card Games (CCG) .............................................9 Role Playing Games (Non-Campaign) ................................35 LAN Gaming (LAN) .............................................................18 Non-Campaign RPGs Grid ..................................................50 Live Action Role Playing (LARP) .........................................19 Table Top Gaming (GAME) .................................................52 NDMG/War College (NDM) ...............................................55 Video Game Programming (VGT) ......................................57 Miniatures .........................................................................20 Maps ..................................................................................61 LOCATIONS Gaming Registration (And Help!) ..................................................................... AmericasMart Building 1, 2nd Floor, South Hall Artemis Spaceship Bridge Simulator ..........................................................................................Westin, 14th Floor, Ansley 7/8 Board Games ................................................................................................... AmericasMart Building 1, 2nd -
I Identify Myself As a Video Game Producer Experienced in Various Related Fields Such Like Programming Tools, Research Methods
I identify myself as a Video Game Producer experienced in various related fields such like programming tools, research methods, problem solving, project planning and creative processes, and is a highly dependable project leader, planner, composer, director and designer. I’m making my own games, handling most of the process – This include, but is not limited to Script writing, Music Production, Game Level design and more. My games are aiming at PC storefront releases via the Steam Platform. I also have experience producing and running a webpage text-based MUD game that was inspired from the novel “Battle Royale” since 2008 that has lots of online players even today. Since I’m fluent in both Chinese as my mother tongue and English as my second language, I take up translation and localization jobs that cover a wide range of topics. My experience with graphic design and music composing leads to me occasionally taking commissions related to those skills. I’m using those software and technologies in my daily work and are experienced in them: Bachelor of Information Technology Program, Game • Adobe Photoshop Development and Entrepreneurship Specialization • Adobe Premiere Oshawa, ON, Canada • Audacity • Cakewalk SONAR • Unity • TyranoScript Advanced Diploma, Software Engineering - Interactive • articy:draft Gaming • Celtx Toronto, ON, Canada • Microsoft Office Suite And I’m always open and willing to learn more. 1805 Simcoe Street N Oshawa, ON, L1G4Y2 289-688-8899 (Mobile) [email protected] The following listed projects are either projects that were headed by me, or took an important role in. Further information regarding those projects, including other less notable projects I took part of, are available as a part of my detailed portfolio. -
Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft
Brigham Young University BYU ScholarsArchive Theses and Dissertations 2019-11-01 Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft Alisha Banskota Brigham Young University Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Physical Sciences and Mathematics Commons BYU ScholarsArchive Citation Banskota, Alisha, "Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft" (2019). Theses and Dissertations. 7734. https://scholarsarchive.byu.edu/etd/7734 This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Recommending Games to Adults with Autism Spectrum Disorder (ASD) for Skill Enhancement Using Minecraft Alisha Banskota A thesis submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Science Yiu-Kai Dennis Ng, Chair Seth Holladay Daniel Zappala Department of Computer Science Brigham Young University Copyright c 2019 Alisha Banskota All Rights Reserved ABSTRACT Recommending Games to Adults with Autism Spectrum Disorder (ASD) for Skill Enhancement Using Minecraft Alisha Banskota Department of Computer Science, BYU Master of Science Autism spectrum disorder (ASD) is a long-standing mental condition characterized by hindered mental growth and development. In 2018, 168 out of 10,000 children are said to be affected with Autism in the USA. As these children move to adulthood, they have difficulty in communicating with others, expressing themselves, maintaining eye contact, developing a well-functioning motor skill or sensory sensitivity, and paying attention for longer period. -
Egx Rezzed the Trpg
1: An anticapitalist and 2: An inscrutably baroque 3: An autobiographical 4: A hideously early access 5: A stealth-focused Present 6: A rhythm-based 7: An “apolitical” by Grant Howitt & Nate Crowley 8: A neon-drenched 9: An impossibly long 10: A free-to-play 1: Metroidvania THE INDIE GAME YOU ARE SUPER 2: “Wholesome” EXCITED TO PLAY AT REZZED 3: Couch co-op is generated by rolling on the tables 4: Pay-to-win to the right. Each player rolls up a 5: VR YOU ARE ATTENDING REZZED, game of their own, which they’ve 6: Massively Multiplayer THE COOL AND WELL KNOWN been excited about for years: 7: Viciously difficult GAMING SHOW... 8: Bullet hell But can you make it to the You know it’s in there somewhere. 9: FMV end of the day, having played But between you and that game 10: Roguelike the one game you’re desperate you’ve salivated over for decades to play, and without bursting is the show itself: a gauntlet 1: Arena shooter in to tears from fatigue and of overenthusiastic developers, 2: Garden simulator hunger? Can you maintain the bellowing streamers, brutally 3: Metaphor for depression separation between fantasy slow refreshment vendors, and 4: Dark Souls clone and reality? cosplayers walking twelve abreast 5: Visual novel And is the monstrous through the ten miles of winding 6: Historical RTS chimera hunting you through catacombs that comprise the 7: Ambient Storytelling Experience Tobacco Dock a genuine threat, Tobacco Dock venue. And you’re 8: Factory-making game or merely your imagination? certain there’s a minotaur in there 9: Tower Defence game Let’s find out! somewhere, too. -
The Construction and Evaluation of a Design Framework for Narrative
The Construction and Evaluation of a Design Framework for Narrative Games for Health Langxuan Yin Abstract A larger number of games for health were developed over the past two decades to provide an engaging way of health care and behavior change intervention. However, many problems with the design of these games, as well as with the methodologies used to evaluate them emerged: the games were generally designed without the consultation or direct involvement of a professional game designer, and created without the guidance of a proper game design framework; the health messages delivered in the games were mostly simple and knowledge-oriented and not crafted based on theories from behavioral medicine; and the evaluation studies were also poorly designed. To solve these problems, I define the DraGuNa (Drama-Guided Narrative Health Game) framework, a methodology that uses drama theory and sound principles from behavioral medicine to guide games for health design to solve the current problems in games for health. The dissertation introduces a methodology of game design, specifically developed for games for health, which addresses two key constructs: engagement – ensuring users stick with the game for the duration of the intervention; and adherence – ensuring users perform those actions in the game hypothesized by behavioral medicine theories to lead to health behavior change. The dissertation also provides a methodology to develop interactive narrative-based games based on existing story media, which also suggests a new path of research for the intelligent narrative community. Finally, the dissertation describes an experimental framework for testing the effects of a game on the two fundamental dimensions of player involvement in the intervention – engagement and adherence – and tests the relative contributions of each on health outcomes. -
Program Planning Through a Visual Novel-Style Game
Program planning through an online visual novel 1 Program Planning through a Visual Novel-style Game Mellissa Lochman University of Hawaiʻi at Mānoa [email protected] http://bit.ly/prototype_uhwopp Abstract: This paper describes an instructional design project that conducted a usability study to evaluate an online training instruction for program planning through the use of a visual-novel style game. Program planning is described as an effective way to define, outline, and manage an organization’s events and evaluate their outcomes. Within the University of Hawaiʻi - West Oʻahu Student Life Office, many of the student organizations use program planning to promote events and conduct meetings that incorporate the use of resources, activities, outcomes, etc. Consequently, students within these organizations must take a training course before heading an event or developing a program. An online visual novel style game was developed to provide student board members a way to access this training in their own time. A usability test was used to evaluate the online training for navigation, efficiency, and user satisfaction. Data from the usability test supported the potential likelihood that the training would be a great tool in addition to the already face-to-face instruction, but would still need further development prior to being implemented. Introduction With the construction of the new college campus in August 2012, the University of Hawaiʻi - West Oʻahuʻs (UHWO hereafter) student population increased to approximately 3,128 students (UHWO, n.d.). This has led to an increase in student activities, student fees, and the creation of several student-ran programs and boards. -
Visual Novels: Narrative Design in Virtue's Last Reward
Visual Novels: Narrative Design in Virtue's Last Reward Kotaro Uchikoshi Director & Scenario Writer, Spike Chunsoft Co., Ltd. 13th Annual Game Developers Choice Awards Best Narrative, The Winner is... The Walking Dead 1/29 GDC Award nominees that caught my eye: Journey The Walking Dead The Room >> These are all Adventure Games. 2/29 A Visual Novel is a sort of Adventure Game. What exactly is a Visual Novel, then? 3/29 What's the definition of Visual Novel? A text-based video game featuring a narrative using graphics and sound...? 4/29 Visual Novel without Visuals Real Sound: Kaze no Regret Developer : WARP, Inc. Publisher : SEGA Designer : Kenji Eno Platform : Sega Saturn, Dreamcast Release date (JP) : June 15, 1997 5/29 What's the essence of Visual Novel? A video game featuring a narrative 6/29 What's the essence of Visual Novel? A video game with an emphasis on narrative. Are these sports? 8/29 “A Visual Novel is not a game.” Is it true? 9/29 A Visual Novel is a game. 10/29 What's the definition of a game? Something with selectivity Something where the selection made by the player's decision changes the history of events or outcome that takes place within a given set of rules. 11/29 For instance... 12/29 “A video game that specializes in selectivity” is what we call a Visual Novel. 13/29 Visual Novels in Japan: Steins;Gate Danganronpa: Academy of Hope and High School Students of Despair 14/29 The pioneer Visual Novel in Japan: Kamaitachi no Yoru (Night of the Sickle Weasel) (The Howl of The Banshee) 15/29 Unique game design of Kamaitachi There are almost no flags in this game. -
Mukokuseki and the Narrative Mechanics in Japanese Games
Mukokuseki and the Narrative Mechanics in Japanese Games Hiloko Kato and René Bauer “In fact the whole of Japan is a pure invention. There is no such country, there are no such peo- ple.”1 “I do realize there’s a cultural difference be- tween what Japanese people think and what the rest of the world thinks.”2 “I just want the same damn game Japan gets to play, translated into English!”3 Space Invaders, Frogger, Pac-Man, Super Mario Bros., Final Fantasy, Street Fighter, Sonic The Hedgehog, Pokémon, Harvest Moon, Resident Evil, Silent Hill, Metal Gear Solid, Zelda, Katamari, Okami, Hatoful Boyfriend, Dark Souls, The Last Guardian, Sekiro. As this very small collection shows, Japanese arcade and video games cover the whole range of possible design and gameplay styles and define a unique way of narrating stories. Many titles are very successful and renowned, but even though they are an integral part of Western gaming culture, they still retain a certain otherness. This article explores the uniqueness of video games made in Japan in terms of their narrative mechanics. For this purpose, we will draw on a strategy which defines Japanese culture: mukokuseki (borderless, without a nation) is a concept that can be interpreted either as Japanese commod- ities erasing all cultural characteristics (“Mario does not invoke the image of Ja- 1 Wilde (2007 [1891]: 493). 2 Takahashi Tetsuya (Monolith Soft CEO) in Schreier (2017). 3 Funtime Happysnacks in Brian (@NE_Brian) (2017), our emphasis. 114 | Hiloko Kato and René Bauer pan” [Iwabuchi 2002: 94])4, or as a special way of mixing together elements of cultural origins, creating something that is new, but also hybrid and even ambig- uous. -
Official Playstation Magazine! Get Your Copy of the Game We Called A, “Return to Form for the Legendary Spookster,” in OPM #108 When You Subscribe
ISSUE 114 OCTOBER 2015 £5.99 gamesradar.com/opm LARA COMES HOME TOMB RAIDER It’s official! First look as Rise Of The Tomb Raider heads to PS4 ASSASSIN’SBETTER ON PS4! CREED SYNDICATE Back to its best? Victorian London explored and PS4-exclusive missions uncovered in our huge playtest EXPERT PLAYTEST STAR WARS BATTLEFRONT Fly the Millennium Falcon in the mode of your dreams COMPLETED! RECORD-BREAKING TEN-PAGE METAL GEAR SOLID REVIEW DESTINY: MAFIA III COMES BACK FROM THE TAKEN KING THE DEAD TO MAKE OUR DAY We’ve finished it! All-access CALL OF DUTY SIDES WITH PS4: pass to the best DLC ever WHAT DOES IT MEAN FOR YOU? ISSUE 114 / OCT 2015 Future Publishing Ltd, Quay House, The Ambury, Welcome Bath BA1 1UA, United Kingdom Tel +44 (0) 1225 442244 Fax: +44 (0) 1225 732275 here’s just no stopping the PS4 train. Email [email protected] Twitter @OPM_UK Web www.gamesradar.com/opm With Sony’s super-machine on track to EDITORIAL Editor Matthew Pellett @Pelloki eventually overtake PS2 as the best- Managing Art Editor Milford Coppock @milfcoppock T Production Editor Dom Reseigh-Lincoln @furianreseigh selling console ever, developers keep News Editor Dave Meikleham flocking to Team PlayStation. This month we CONTRIBUTORS Words Alice Bell, Jenny Baker, Ben Borthwick, Matthew Clapham, Ian Dransfield, Matthew Elliott, Edwin Evans-Thirlwell, go behind the scenes of five of the best Matthew Gilman, Ben Griffin, Dave Houghton, Phil Iwaniuk, Jordan Farley, Louis Pattison, Paul Randall, Jem Roberts, Sam games due out this year to show you why Roberts, Tom Sykes, Justin Towell, Ben Wilson, Iain Wilson Design Andrew Leung, Rob Speed the biggest blockbusters of the gaming ADVERTISING world are set to be better on PS4. -
Creating a Game Using Visual Novel Maker
Nguyen Dang Khoa CREATING A GAME USING VISUAL NOVEL MAKER CREATING A GAME WITH VISUAL NOVEL MAKER Nguyen Dang Khoa Bachelor’s thesis Spring 2019 Information Technology Oulu University of Applied Sciences ABSTRACT Oulu University of Applied Sciences Degree programme, in Information Technology Author: Nguyen Dang Khoa Title of the bachelor’s thesis: Creating a game using Visual Novel Maker Supervisor: Kari Laitinen Term and year of completion: Spring 2019 Number of pages: 91 The aim of this thesis was to study the game making engine, VNMaker. The aim was to create a playable demo using the engine from a beginner’s point of view and to test the effectiveness of VNMaker in assisting game development as a commercially used game engine. In this project, many core features of VNMaker were explored in-depth and ex- amples were given, including pictures and screenshot examples of the develop- ment process. Character artworks and UI were designed and drawn for the pur- pose of being used in the demo. The demo reached a playable state at the end of the work and a final evaluation of the tools was given. There was still more room for extra development on the demo such as better artwork, coding of UX and UI and playing experience, and writing for the story of the game. However, the purpose of the thesis was reached. VNMaker can be highly recommended for programmers and artists who are planning to work on their own visual novels. Keywords: game development, engine, software development, game design 3 PREFACE This thesis presents the final piece of study for my bachelor’s thesis at the Oulu University of Applied Sciences. -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end.