Character-Driven Game Design
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Mount Vernon Democratic Banner December 28, 1867
Digital Kenyon: Research, Scholarship, and Creative Exchange Mount Vernon Banner Historic Newspaper 1867 12-28-1867 Mount Vernon Democratic Banner December 28, 1867 Follow this and additional works at: https://digital.kenyon.edu/banner1867 Part of the United States History Commons Recommended Citation "Mount Vernon Democratic Banner December 28, 1867" (1867). Mount Vernon Banner Historic Newspaper 1867. 34. https://digital.kenyon.edu/banner1867/34 This Book is brought to you for free and open access by Digital Kenyon: Research, Scholarship, and Creative Exchange. It has been accepted for inclusion in Mount Vernon Banner Historic Newspaper 1867 by an authorized administrator of Digital Kenyon: Research, Scholarship, and Creative Exchange. For more information, please contact [email protected]. /4ii- '\. /!L-__,_-fk.._ ~-'r,.J-~. -- J Kfi ·)./47 II.VA! Ii' ' ,<?'-'· h Ir. ~ J L ~ /4l.~~, --~:<"'7~ :- --- _.:: =----- ' -----~-s.~--l!P VOLUl\iE XXXI. MOUNT VERNON. OHIO: S~\TURDAY, DECEI\IBER 28. 1867. NUMBER 36. lrritten for tlte ..Jlt. Jre1 non Bam1er. In addition fo the aLove, tlie following re How the Heathen Rage. 'J.'ct·l'iMc Railro:ul Cal:uuit!' ! 'l'IIE 'l'A 'l''l'LERS. WI Sol't~ of f.l:~rngrQpn;;. Qtge ~cmocrntic ~mrner ceiverl slight injur,es: H. M. Ruesell, Frank· The disrnppointment ofeomc 01 the ltadicale --------~--~,--,_, ______ _ iS PtrBLtSllf,:D P.V..ERlr SA.TURDA.Y UORNlNO BY OCye ~rm.ocratic ~nnnc.r Jin, 'renn.j J. Brown, Buffalo; J. Owy~t', New Brown nn,! Trumbull, contestnots in th6 at the action of Congress on impeachment is RY T'iPPA. Sll!'\DON?-,"ET, FH'TY-FIVE PERSOXS KILLED! York; J. -
TYLER WILSON Lead Artist Tylerwilson.Art Vancouver, BC [email protected] +1-604-771-4577
TYLER WILSON Lead Artist tylerwilson.art Vancouver, BC [email protected] +1-604-771-4577 Summary ● 10 years of Leadership experience and 20 years in the game industry. ● Detail oriented, organized, and technical (rigs, problem solving, pipelines, best practices) ● Excellent written communication as well as documentation and tutorial experience. ● Always working towards the big picture studio goals. ● Loves: Games, Film, Anatomy Sculpts, Cloth Sims, Mentoring, Hockey. Skills Tools ● Character Creation ● Maya, XGen ● Digital Tailoring ● 3ds Max ● Technical Art ● ZBrush ● Scheduling & Organization ● Marvelous Designer ● Outsourcing ● Substance Painter, Mari ● Leadership ● Marmoset Toolbag, Keyshot, Arnold Experience Lead Artist Oct 2019 – Present Brass Token Games ● Provide overall artistic leadership and review all art assets for quality and continuity with the Creative Director’s vision. ● Light key assets through static and dynamic lighting. ● Help and manage art outsourcers to provide feedback, determine opportunities for efficiencies and cost savings, and help integrate art assets into the engine. ● Support the creation of marketing and pitch materials. Digital Tailor Mar 2019 – Present Freelance ● Continued creation of many items of clothing and complete outfits including accessories for Brud. Brud is a transmedia studio that creates digital character driven story worlds (Virtual Digital Influencers). ● Created two versions of a clean room tyvek Scientist outfit for System Shock 3, before and after Mutant infection. Lead Artist Mar 2016 – Mar 2019 Hothead Games ● Manage a team of twelve internal artists including 1on1's and mentoring. ● Set the art direction and worked closely with the team to reach our goals. ● Featured by Apple in "Gloriously Gorgeous Games" category. ● Brought high fidelity art to the mobile market. -
The Role of Audio for Immersion in Computer Games
CAPTIVATING SOUND THE ROLE OF AUDIO FOR IMMERSION IN COMPUTER GAMES by Sander Huiberts Thesis submitted in fulfilment of the requirements for the degree of PhD at the Utrecht School of the Arts (HKU) Utrecht, The Netherlands and the University of Portsmouth Portsmouth, United Kingdom November 2010 Captivating Sound The role of audio for immersion in computer games © 2002‐2010 S.C. Huiberts Supervisor: Jan IJzermans Director of Studies: Tony Kalus Examiners: Dick Rijken, Dan Pinchbeck 2 Whilst registered as a candidate for the above degree, I have not been registered for any other research award. The results and conclusions embodied in this thesis are the work of the named candidate and have not been submitted for any other academic award. 3 Contents Abstract__________________________________________________________________________________________ 6 Preface___________________________________________________________________________________________ 7 1. Introduction __________________________________________________________________________________ 8 1.1 Motivation and background_____________________________________________________________ 8 1.2 Definition of research area and methodology _______________________________________ 11 Approach_________________________________________________________________________________ 11 Survey methods _________________________________________________________________________ 12 2. Game audio: the IEZA model ______________________________________________________________ 14 2.1 Understanding the structure -
Hansoft Production Management and QA Tool Successfully Implemented by Radical Entertainment
2012-06-27 08:27 CEST Hansoft Production Management and QA Tool successfully implemented by Radical Entertainment Uppsala, Sweden – June 27, 2012 – Hansoft, the leading vendor of tools for project management and defect tracking for Agile and Lean game and software development, today announced that Radical Entertainment has successfully implemented Hansoft. “Radical Entertainment has been making video games since 1991, and during that time, we have developed our own cutting-edge proprietary technology, pipelines and processes. Our tools have served us incredibly well for over 20 years, so the adoption of Hansoft for production management is a massive statement of support. Hansoft's advanced tools, workflows, flexibility, and strong support will significantly increase the efficiency and effectiveness of our production flow. This will allow us to focus even more on what we do best - making great games!,” said David Fracchia, Vice President Technology at Radical. Hansoft project management and QA tool has helped the world’s most demanding developers increase productivity and ship better software faster for nearly a decade. Agile and lean development, collaborative scheduling, real-time reporting, bug tracking / QA, workload coordination, portfolio and document management are tightly integrated in one real-time updated solution, flexible to bend to the needs of a specific organization. “Leading studios around the world like Radical Entertainment are our customers, and since they are already themselves developing cutting edge tools and technology, they are a very demanding community to serve. But this is what we thrive on, continuously pushing forward with new releases making development simpler for the teams and enabling new more productive ways of working. -
Playstation Blast 16.Pdf
ÍNDICE Pegue a pipoca e vamos além A discussão em torno de jogos cinematográficos não é de hoje, mas parece estar prestes a ganhar um novo foco de debates, o esperado Beyond: Two Souls (PS3). Nós não só preparamos uma Prévia desse grande lançamento, como também trouxemos um Blast from the Past de outra pérola da Quantic Dream: Indigo Prophecy (PS2). E se você acha que a participação de Ellen Page na captura de movimentos de Beyond era um fato extraordinário, nós ainda trazemos um Especial com vários personagens inspirados em personalidades reais. Você confere isso e muito mais sobre os últimos lançamentos da família PlayStation! – Rafael Neves BLAST FROM THETOP PAST 10 ESPECIAL Indigo of Personagens e 04 Prophecy (PS2) suas Inspirações 43 PRÉVIA TOP 5 Beyond Two 5 Jogos da Disney 10 Souls (PS3) para Playstation 47 ANÁLISE ANÁLISE MAIS ONLINE! Persona 3 16 Portable (PSP) Heavy Rain (PS3) ANÁLISE ESPECIAL Killzone: Mercenary Jogos 22 (PSVita) Cinematográficos ANÁLISE PRÉVIA Dragon’s Crown(PS3) Killzone: Shadow 30 Fall (PS4) DISCUSSÃO DISCUSSÃO Jogos Tornam Diversão Deixou de 36 Alguém Violento? Ser Prioridade? playstationblast.com.br 2 / 52 HQ BLAST Os Dramas da Alma por Sybellyus Paiva DIRETOR GERAL / EDITORIAL / PROJETO GRÁFICO Sérgio Estrella DIRETOR DE PAUTAS Rodrigo Estevam DIRETOR DE REVISÃO Alberto Canen DIRETOR DE DIAGRAMAÇÃO Guilherme Vargas REDAÇÃO Thomas Schulze Samuel Coelho Alex Campos Fillipe Salles Rodrigo Estevam Rayner Lacerda Alberto Canen Rafael Neves REVISÃO Vitor Tibério Bruna Lima Rafael Neves Samuel Coelho Ramon de Oliveira José Carlos Alves DIAGRAMAÇÃO David Vieira Lucas Paes Eidy Tasaka Gabriel Leles Breno Madureira Leonardo Correia Ítalo Lourenço Tiffany B. -
10Th IAA FINALISTS ANNOUNCED
10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer -
Stash 59 Book Web.Pdf
59 One suite ts all Professional video editing, audio production,and Blu-ray Disc™ creation NEW New Vegas™ Pro 9, including Vegas™ Pro 9, DVD Architect™ Pro 5, and Dolby® Digital AC-3 encoding software, is on the air! Award-winning Vegas Pro now offers a wide range of broadcast functionalities, making it one of the most powerful, ef cient, and cost-effective nonlinear editors available. Designed for broadcast professionals, new Vegas Pro 9 includes native XDCAM™ MXF and EX MP4 support; smart render for HDV and XDCAM™ MXF; capture compress to MXF; native le support for the RED ONE™ camera; and a scalable 4K work ow—all valuable new functionalities for in-the- eld production and broadcasting. Vegas Pro 9 will change the way you produce and deliver content. For even more power, add the Vegas™ Pro Production Assistant* to your arsenal. This plug-in extends the functionality of Vegas Pro 9 and automates many common tasks, saving hours of tedious editing time. Together, these powerful tools will change the way you produce and deliver content. For more information or a trial version, visit www.sonycreativesoftware.com *Vegas Pro Production Assistant sold separately. Copyright © 2009. Sony Creative Software Inc. All rights reserved. VP9_AD_OneSuite_Stash.indd 1 5/13/09 4:01 PM One suite ts all Professional video editing, audio production,and Blu-ray Disc™ creation NEW New Vegas™ Pro 9, including Vegas™ Pro 9, DVD Architect™ Pro 5, and Dolby® Digital AC-3 encoding software, is on the air! Award-winning Vegas Pro now offers a wide range of New Motion+New Sound+New Code broadcast functionalities, making it one of the most powerful, ef cient, and cost-effective nonlinear editors available. -
Mapping the Canadian Video and Computer Game Industry
Mapping the Canadian Video and Computer Game Industry Nick Dyer-Witheford [email protected] A talk for the “Digital Poetics and Politics” Summer Institute, Queen’s University, Kingston, Ontario, Aug 4, 2004 1 Introduction Invented in the 1970s as the whimsical creation of bored Pentagon researchers, video and computer games have over thirty years exploded into the fastest growing of advanced capitalism’s cultural industries. Global revenues soared to a record US$30 billion in 2002 (Snider, 2003), exceeding Hollywood’s box-office receipts. Lara Croft, Pokemon, Counterstrike, Halo and Everquest are icons of popular entertainment in the US, Europe, Japan, and, increasingly, around the planet. This paper—a preliminary report on a three-year SSHRC funded study—describes the Canadian digital play industry, some controversies that attend it and some opportunities for constructive policy intervention. First, however, a quick overview of how the industry works. How Play Works Video games are played on a dedicated “console,” like Sony’s PlayStation 2 or Microsoft’s Xbox, connected to a television, or on a portable “hand-held” device, like Nintendo’s Game Boy. Computer games are played on a personal computer (PC). There is also a burgeoning field of wireless and cell phone games. Irrespective of platform, digital game production has four core activities: development, publishing, distribution and licensing. Development--the design of game software-- is the industry’s wellspring. No longer the domain of lone-wolf developers, making a commercial game is today a lengthy, costly, and cooperative venture; lasts twelve months to three years, costs $2 to 6 million, and requires 20 to 100 people. -
Trigger Happy: Videogames and the Entertainment Revolution
Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85 -
Skydance Media Partners with Award-Winning Interactive Director Amy Hennig
SKYDANCE MEDIA PARTNERS WITH AWARD-WINNING INTERACTIVE DIRECTOR AMY HENNIG Santa Monica, CA – November 18, 2019 – Skydance Media has tapped award-winning creative director Amy Hennig (Uncharted) and her executive producer partner Julian Beak to form a new division to shape the future of interactive media. Designed to reach gamers and non-gamers alike on emerging streaming platforms, new story-focused experiences – crafted as an interactive series – will employ state-of-the-art computer graphics to provide the visual fidelity of television and film, but with an active, lean-in experience that puts the audience in the driver’s seat. Hennig and Beak will establish and build a team based in the San Francisco Bay Area and will maintain offices at Skydance Media’s Santa Monica headquarters. A game industry veteran with more than 30 years of experience, Hennig was recently honored with the Lifetime Achievement Award at 2019’s Game Developers Choice Awards and was presented with the 2016 BAFTA Special Award in recognition of her outstanding contribution to the video game industry. “The interactive media landscape is continually changing and Amy and Julian are creative and visionary leaders of this evolution,” said David Ellison, CEO Skydance Media. “Together, we will create within this new sphere the same type of event-level entertainment experiences that Skydance is known for in features and television.” “Julian and I are thrilled to be part of the Skydance creative team and excited to partner with Skydance to explore this new frontier in entertainment while pioneering new ways to tell immersive stories through technology,” said Hennig. -
More Human Than Non/Human: Posthumanism, Embodied Cognition, and Video Games As Affective Experience
The Philosophy of Computer Games Conference, Malta 2016 More Human than Non/Human: Posthumanism, Embodied Cognition, and Video Games as Affective Experience Sandy Appleöff Lyons Laguna College of Art + Design Lisa Brown Jaloza Laguna College of Art + Design On the Incomplete Just as it would be impossible for an individual to play every single game, no scholar could ever hope to read all the things. At some point, they have to switch gears from researching to writing, or else they’d never finish anything. In the interest of full disclosure, we would like to inform you, dear reader, that this particular paper and the project it represents are, at this moment in time, incomplete. Given that the paper is being written in preparation for the 10th Annual Philosophy of Computer Games Conference, that’s not necessarily a bad thing; after all, academic and professional conferences are powerful sites of knowledge production that enable individuals to come together and share their work with a broader collective before they revisit, revise, and ultimately strengthen an argument. Much as we might wish to claim this as our rationale, that is not, in fact, the case. Rather, ours is a story of contingency, precarity, and refusal. Couched in no uncertain terms, our research has taken us in several divergent yet promising directions and we have been unable to read as much as we would like. The institution at which we are both employed (one of us as a part-time adjunct) does not offer tenure, and our program is a nascent one—as such, contract renewals for the present academic year were by no means guaranteed. -
Deus Ex Manual V6
DEFAULT KEY MAPPING Moving Using Items/Weapons W, W Move forward <, e Use object in hand Z, S Move backward ? Use object in world A, A Strafe (sidestep) left t, > Drop/throw item S, D Strafe (sidestep) right b Put item away Z Turn left Mousewheel➝ Select next belt item ➝ C Turn right Mousewheel Select previous belt item Q Lean left 0-9 Select belt items E Lean right 1 Open Inventory screen z, i Jump ; Reload weapon X, Num . Crouch [ Toggle scope M Mouse look ] Toggle laser sight s (hold) Walk/run ' Change ammo l Toggle walk/run Other Looking Around p Pause game d, R Look up q Open main menu y, V Look down 2 Open Goals/Notes screen j, F Center view 3-= Toggle nanoaugmenta- tions on and off Num + Quick save Num / Quick load Num * Take screen shot Credits Producer and Project Director: Music: Alexander Brandon of Clayton Palma, Corey Fong, Warren Spector Straylight Productions Colby McCracken, Ryan Natale, Lead Programmer and Assistant New York, Hong Kong and Paris Ralph Ortiz, Bill Schmidt, Director: Chris Norden Club Songs: Reeves Gabrels Kenneth Schmidt, Beau Teora, Kjell Vistad, Jason Walker Programmers: Scott Martin, QA Leads: James Flores (Ion Storm Albert Yarusso Austin), Jay Franke (Ion Storm Eidos Honcho: John Kavanagh Lead Designer: Harvey Smith Dallas), Mike Orenich (Eidos Associate Producer: Peter Interactive US), Tom Murton Marquardt Designers: Marshall Andrews, (Eidos Interactive Europe) Ricardo Bare, Monte Martinez, Hardware/Net/Tech/Video Support: Steve Powers, Robert White Assistant Lead Tester (Eidos Einar Dietz, Chad Warren