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Gap Analysis”
“The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 249025” “Gap Analysis” Deliverable number D3.2 D3.2_Mobile Game Arch_Gap Analysis-V.1.0 Version: 1.0 Last Update: 02/04/2013 Distribution Level: PU Distribution level PU = Public, RE = Restricted to a group of the specified Consortium, PP = Restricted to other program participants (including Commission Services), CO= Confidential, only for members of the Mobile GameArch Consortium (including the Commission Services) Partner Name Short Name Country JCP-CONSULT JCP FR European Game Developers Federation EGDF SW NCC SARL NCC FR NORDIC GAME RESOURCES AB NGR SW Abstract: This document seeks to identify the Gaps in the European mobile games content industry, in view to use these findings in the Recommendations paper, to be published in the last months of this project (June 2013). “The research leading to these results has received funding from the European Union's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 288632” Mobile Game Arch Page: 2 of 95 FP7 – ICT– GA 288632 Document Identity Title: Gap Analysis Subject: Report Number: File name: D3.2_Mobile Game Arch_Gap Analysis-v.1.0 Registration Date: 2013.04.02 Last Update: 2013.04.02 Revision History No. Version Edition Author(s) Date 1 0 0 Erik Robertson (NGR) 27.02.2013 Comments: Initial version 2 0 2 Kristaps Dobrajs (JCP-C) 29.03.2013 Comments: Formatting and editing 3 1 0 Kristaps Dobrajs, Jean-Charles Point -
Tool Support for Computer Role-Playing Game Programming
Abstract Computer role-playing games (CRPGs) are a genre of computer games, which aim at providing similar player experience than their ancestors, paper-and- pen role-playing games. For a type of digital games, their evolution is already rather long, as the first ones were created in 1980s. Typically CRPGs em- phasize character development and to support this huge fantasy worlds and sophisticated storylines are also present. CRPG development has unique challenges, which derive from these typical features. Content creation is a continuous issue, since huge virtual worlds and long storylines must be filled with content. Personalization is also an important issue, because all fun of creating personalized character is lost if it has no effect into the game. Low starting threshold is important for successful game. It is becoming essential that the player can start playing quickly and she is not required to spent time waiting the installation to be completed. This can be achieved by web-based approach, since web-based games do not require installations. There are also other benefits, such as instant distribution, platform inde- pendence, and instant upgrades. As it is likely that in the future CRPGs are web-based, software tools for developing browser-based games are even more important in the future. However regardless of the platform the unique challenges of CRPG development remain the same. This dissertation addresses these unique challenges and simplifies CRPG development with software tool support. The software tools presented in this dissertation begin with construction of a novel game engine called CAGE. We used this game engine in the game programming course of Department of Software Systems in Tampere University of Technology as a software plat- form, and students developed their games using it. -
PDF Lecture Notes
AN INTRODUCTION TO Stylized Rendering in Games Morgan McGuire NVIDIA and Williams College July 26, 2010 SIGGRAPH 2010 Los Angeles, CA Edited July 25, 2010 1 Course Overview Games like Prince of Persia and Battlefield Heroes deliver artistic visions beyond standard photo-realistic 3D. In this course, game developers teach the challenges of creating distinctive visual styles for interactive environments and some of their own solutions. Topics include the art pipeline, rendering algorithms, and integrating visuals with gameplay. Why stylized rendering? As they matured, the visual arts (painting, sculpture, photography, and architecture) all developed new visual-abstraction mechanisms to go beyond "realism". Recent advances in visual effects have put film and games into this transitional state. In a sense, we're like artists at the end of the Renaissance: we've nearly mastered photorealism, but are only at the beginning of our discoveries about expression and perception. Some effects are subtle, like the color shifts and post-processing in Mirror's Edge. Others, such as the graphic-novel look of Prince of Persia, dominate the entire rendering style. In games, real-time and interactive constraints require more efficient and robust solutions than are employed elsewhere in computer graphics. And to be successful, a stylized renderer must integrate with appropriately stylized models, animation, and audio to form a coherent virtual world and ultimately enhance game play. These notes are Copyright 2010 Morgan McGuire All Rights Reserved The credited game screen shots included are copyrighted by their respective publishers, and the game titles are trademarks of their respective publishers and/or developers. -
Nvidia Physx Technology Now Integrated Into Trinigy Vision Engine 7
For Trinigy: For NVIDIA: Trinigy Headquarters NVIDIA Corporation Felix Röken Bryan Del Rizzo General Manager … Tel.: +49-(0)7121-986-993 Tel: (408) 486-2772 Fax: +49-(0)7121-986-994 … Email: [email protected] Email: [email protected] World Wide Web: www.trinigy.net World Wide Web: www.nvidia.com FOR IMMEDIATE RELEASE NVIDIA PHYSX TECHNOLOGY NOW INTEGRATED INTO TRINIGY VISION ENGINE 7 NVIDIA PhysX Technology Becomes Integral Part of Trinigy Vision Game Engine SDK Eningen/Germany, Santa Clara/USA, March 25th, 2009: Trinigy, a leading provider of 3D Game Engines with offices in Germany and Austin, TX, USA, and NVIDIA Corp., the world leader in visual computing technologies headquartered in Santa Clara, CA, USA today announced that Trinigy is now providing fully-fledged, out-of-the-box, multi-platform integration with NVIDIA® PhysX™ technology for licensees of the company’s latest Vision Engine 7. The Trinigy Vision Engine 7 is one of the world’s most advanced technologies for professional game development. Currently in use in numerous commercial game productions all over the world, by well-known companies such as Ubisoft, Firefly, Take 2, Neowiz, Dreamcatcher, Spellbound and others, the Vision Engine has proven its versatility for use in a multitude of game genres, including real-time strategy, racing, first person shooters, role-playing games and massively multiplayer online (MMO) games. In the scope of this agreement, Trinigy Vision Engine licensees will gain access to NVIDIA PhysX™ technology for PC, Xbox360™, PLAYSTATION®3 and Nintendo Wii™ as an integral part of the Vision SDK license at no additional charge. -
Spieleförderung in Deutschland
JEDE AUSGABE MIT FIRMENREGISTER UND PRAKTIKUMSBÖRSE 01/2010 € 6,90 MAGAZIN FÜR SPIELE-ENTWICKLUNG UND BUSINESS-DEVELOPMENT magazin SPIELEFÖRDERUNG IN DEUTSCHLAND WIE SIE FUNKTIONIERT, WANN ES SICH LOHNT, WAS SICH ÄNDERN MUSS DER STANDORT-WETTBEWERB: SIEBEN INITIATIVEN IM VERGLEICH RAUBKOPIEN DIRECT3D 11 PRAKTIKUMSBERICHT KONKRETE DATEN ZU EINEM WIR ERKLÄREN DIE WICHTIGSTEN SECHS MONATE LERNEN UND ERFOLGREICHEN IPHONE-SPIEL HÜRDEN FÜR PROGRAMMIERER ARBEITEN BEI RELATED DESIGNS MG_Spieleförderung v3.indd 1 08.12.2009 11:52:45 Uhr Register before FEBRUARY 4TH and SAVE UP TO 35%! Game Developers Conference® March 9–13, 2010 | Moscone Center, San Francisco www.GDConf.com Learn. Network. Inspire. gs_sh_MG_01_GDC.indd 1 03.12.2009 9:28:33 Uhr Editorial Prosit Altjahr? Blick zurück nach vorn viel Klimbim, aber dafür mit den unserer Mei- Heiko Klinge nung nach wichtigsten Branchen-Events und ute alte Editorial-Tradition: in der letz- viel Platz für eigene Notizen. G ten Ausgabe des Jahres die vergan- Einen Termin sollten Sie am besten schon genen zwölf Monate Revue passieren lassen jetzt rot anstreichen: den 31. März, denn dann ist Projektleiter vom und – ganz wichtig – ein positives Fazit ziehen. endet die Early-Bird-Phase für die nächste Auf- Making Games Magazin. Können Sie vergessen, machen wir nicht. Denn lage unseres Branchenverzeichnisses Key Play- es wäre mehr als scheinheilig zu behaupten, das ers. Wir haben unser Buch inzwischen an Tau- Jahr 2009 und unsere Branche seien gute sende nationale und internationale Branchen- www Freunde gewesen. Mit Ascaron hat eines der tra- Entscheider verschickt, waren auf jeder wich- makinggames.de ditionsreichsten deutschen Studios schließen tigen Fachkonferenz vertreten – angefangen bei Immer wenn Sie diesen Hinweis bei müssen, der gerade für heimische Teams so der GDC Europe, zuletzt auf dem Browsergames einem Artikel sehen, möchten wir Sie auf ergänzende oder vertiefende wichtige Nintendo DS-Markt ist eingebrochen, Forum und dem Deutschen Entwicklerpreis. -
Nintendo Power
f’p^er Previews: • SpyHunter • Dragon Ball ZiiTheiegacy of Goku • Dinotopia: The;Timestone Pirates Exclusive Code: Instant Upgrades! Pac-Man World 2 Bloody Roar: Primal Fury Breath ol Fire II 'Ai Ml 68 Psges of Insidef Gauntlet: Bark legacy Senic Adventure 2: Battle [Part 21 StfStCgY- Bandicoot: The Huge Adventure Sega Soccer Slam — ROGUE. SCIUADRDN II Crash You'll needpower from all sidesl Get your ^oice of4 Nii4endo B^neCube'" Player's Guides-FREB THE OFFICIAL GUIDE FROM THE amCML GUIDE FROM J- Xt^E OFFICMLGUIOE FROM THE OFFJCWE GuIdE FROM See back for all die detailsl 'Gift free with paid subscription , ® and the NINTENDO GAMEQJ8E logo are irademarte of Nintendo. Game trademarks and copyrights are property of their respective owners. 6 2001 Nintendo. 1 ^JNTEND'alBOWERlG IVESKTO U ?ALL, STHE (TlPs7S^D>TRIcks-^ClJBED!i “ Nobody brings you the new world of Nintendo GameCube"—ond everything Nintendi like Hinlendo Power! Subscribe now and get your choice of Nintendo GomeCube Player's i ' Guides—FREE!* Just $1 9.95 U.S. ($27.95 CON.) gets you a full year of the gaming source, Nintendo Power. GET YOUR FRS PUYEITS GUIDE. AND GET INTO THE CURB _ Ju/g/'sMo/KiW Player's Guide Wove Rote® Blue Storm Player's Guide Star Wars® Rogue S(|uodron® II: Rogue Lender'" Player's Guide Pikmin'" Ployer's Guide Save Over It s So EIasy! Just Log On Save: 66? OFfTHENEWSSTAI vi'wmciitoteiiGlj.u I'lifc.CDLii/i? u b ijciib ir . WVmPOCE Son^ online orders not available in Canada VISA and MasterCard aaepted Or by phone, call toll-free 1-8C )-255-3700. -
LISTA HYPERSPIN MAME.Xml 1 Di 85 NR/POS ROM Clone Di… NOME
LISTA HYPERSPIN MAME.xml 1 di 85 NR/POS ROM clone di… NOME / DETTAGLI GENERE PRODUTTORE RATING ANNO 1 88games '88 Games Sports / Track & Field Konami AAMA ‐ Green (Suitable For All Ages) 1988 2 99lstwark repulse '99: The Last War (Kyugo) Shooter / Gallery Crux / Kyugo AAMA ‐ Green (Suitable For All Ages) 1985 3 99lstwar repulse '99: The Last War (set 1) Shooter / Gallery Crux / Proma AAMA ‐ Green (Suitable For All Ages) 1985 4 99lstwara repulse '99: The Last War (set 2) Shooter / Gallery Crux / Proma AAMA ‐ Green (Suitable For All Ages) 1985 5 1on1gov 1 on 1 Government (Japan) Sports / Basketball Tecmo AAMA ‐ Green (Suitable For All Ages) 2000 6 10yard85 10yard 10‐Yard Fight '85 (US, Taito license) Sports / Amer. Football Irem (Taito license) AAMA ‐ Green (Suitable For All Ages) 1985 7 10yardj 10yard 10‐Yard Fight (Japan) Sports / Amer. Football Irem AAMA ‐ Green (Suitable For All Ages) 1983 8 10yard 10‐Yard Fight (World, set 1) Sports / Amer. Football Irem AAMA ‐ Green (Suitable For All Ages) 1983 9 gtmra gtmr 1000 Miglia: Great 1000 Miles Rally (94/06/13) Driving / Race Kaneko AAMA ‐ Green (Suitable For All Ages) 1994 10 gtmr 1000 Miglia: Great 1000 Miles Rally (94/07/18) Driving / Race Kaneko AAMA ‐ Green (Suitable For All Ages) 1994 11 cprogolf18 cprogolf 18 Challenge Pro Golf (DECO Cassette, Japan) Sports / Golf Data East Corporation AAMA ‐ Green (Suitable For All Ages) 1982 12 progolf 18 Holes Pro Golf (set 1) Sports / Golf Data East Corporation AAMA ‐ Green (Suitable For All Ages) 1981 13 1941j 1941 1941: Counter Attack (Japan) -
Mapping Game Engines for Visualisation
Mapping Game Engines for Visualisation An initial study by David Birch- [email protected] Contents Motivation & Goals: .......................................................................................................................... 2 Assessment Criteria .......................................................................................................................... 2 Methodology .................................................................................................................................... 3 Mapping Application ......................................................................................................................... 3 Data format ................................................................................................................................... 3 Classes of Game Engines ................................................................................................................... 4 Game Engines ................................................................................................................................... 5 Axes of Evaluation ......................................................................................................................... 5 3d Game Studio ....................................................................................................................................... 6 3DVIA Virtools ........................................................................................................................................ -
Game Developer
>> REVIEWED MICROSOFT PROJECT 2007 AUGUST 2008 THE LEADING GAME INDUSTRY MAGAZINE >> AI! AI! AI! AI! >> ALL FIRED UP >> INTERVIEW ARTIFICIAL INTELLIGENCE THE SHOOTER AND HIROKAZU YASUHARA ON MIDDLEWARE ROUNDUP SHOOTEE DISCONNECT GAME DESIGN METHODS POSTMORTEM: PennyTHE Arcade Adventures: On the Rain-Slick LEADINGPrecipice of Darkness GAME INDUSTRY MAGAZINE DISPLAY UNTIL DECEMBER 15, 2003 0808gd_cover_vIjf.indd 1 7/17/08 12:43:51 PM ImageMetrics_Sig08Ad_HR1.pdf 7/11/08 12:58:17 PM I Am the Future of Facial Animation Meet Me at Siggraph 2008 C M Y CM Booth 1229 MY CY CMY K See How I Was Created: 8/13/08 1:00-2:30pm Room #2 Superior Facial Animation. Simplified. www.image-metrics.com US Office: +1 (310) 656 6565 UK Office: +44 (0) 161 242 1800 © 2008. Image Metrics, Inc. All rights reserved. []CONTENTS AUGUST 2008 VOLUME 15, NUMBER 7 FEATURES 7 GAME BRAINS Artificial Intelligence middleware is coming into its own as a crucial tool for modern game development. In this market overview we take a look at eight products that aim to make thinking machines a reality. By Jeffrey Fleming 15 READY, AIM, FIRE! In first person shooters, there is often a disconnect between the location of the gun on 7 the screen and the destination of an in-game bullet. Here, Adam Hunter scans different models that seek to rectify the problem, and draws a few conclusions of his own. By Adam Hunter 28 18 INTERVIEW: HIROKAZU YASUHARA 15 Hirokazu Yasuhara was the third person to join Sonic Team, even before it was so- named. -
Nintendo Game Development 1990 – 2014
Nintendo Game Development 1990 – 2014 www.humepage.at (July 2013) Sources: http://en.wikipedia.org/wiki/Nintendo_EAD; http://en.wikipedia.org; http://www.vgchartz.com/ Sales Development Development Development Producer / (Development Game Release Date (Creative) Director (06.2013) Length Length Length Group) Manager Pre-2004 Titles F-Zero 2,9 21.11.1990 Shigeru Miyamoto Kazunobu Shimizu Super Mario World 20,6 21.11.1990 Shigeru Miyamoto Takahashi Tezuka Zelda: A Link to the Past 4,6 21.11.1991 Shigeru Miyamoto Takahashi Tezuka Tadashi Sugiyama, Super Mario Kart 8,8 27.08.1992 Shigeru Miyamoto Hideki Konno Starwing 3 21.02.1993 Shigeru Miyamoto Katsuya Eguchi Zelda: Link's Awakening 3,8 06.06.1993 1,5 Years Shigeru Miyamoto Takahashi Tezuka Super Metroid 1,4 19.03.1994 Makato Kano Yoshio Sakamoto Yoshi's Island 4,1 15.05.1995 4,42 Years Super Mario 64 12 23.06.1996 5,58 Years Shigeru Miyamoto Shigeru Miyamoto Mario Kart 64 9,8 14.12.1996 4,25 Years Shigeru Miyamoto Hideki Konno Lylat Wars 4 27.04.1997 Shigeru Miyamoto Takaya Imamura F-Zero X 1,1 15.07.1998 7,58 Years Shigeru Miyamoto Tadashi Sugiyama Zelda: Ocarina Of Time 7,6 21.11.1998 5,4 Years Shigeru Miyamoto Shigeru Miyamoto Donkey Kong 64 5,2 24.11.1999 Shigeru Miyamoto George Andreas Eiji Aonuma, Zelda: Majora's Mask 3,4 27.04.2000 1,4 Years Shigeru Miyamoto Yoshiaki Koizumi Animal Crossing 3,1 14.04.2001 ? ? Shigeru Miyamoto, Yoshiaki Koizumi, Super Mario Sunshine 6,3 19.07.2002 6,00 Years Takahashi Tezuka Kenta Usui Metroid Fusion 1,7 17.11.2002 8,6 Years Takehiro Izushi Yoshio Sakamoto Shigeru Miyamoto, Zelda: Windwaker 4,6 13.12.2002 2,6 Years Eiji Aonuma Takahashi Tezuka Wario Ware, Inc. -
Nox Archaist Man Vs
WWW.OLDSCHOOLGAMERMAGAZINE.COM ISSUE #4 • MAY 2018 MAY 2018 • ISSUE #4 RPGS REVIEW A Selected History of RPGs Boss Fight Books 06 BY TODD FRIEDMAN 29 BY OLD SCHOOL GAMER RPGS NEWS Role Playing Games Convention Update 08 BY JASON RUSSELL 30 BY OLD SCHOOL GAMER RPGs VIDEO GAME MOVIE REVIEW Nox Archaist Man vs. Snake 10 BY BILL LANGE 36 BY BRAD FEINGOLD RPGs FEATURE Just For Qix: Cadash 45 Years of Arcade Gaming: The 1990s 12 BY MICHAEL THOMASSON 38 BY ADAM PRATT NEWS THE GAME SCHOLAR 2018 Old School Event Calendar Keyboard Creations 14 BY OLD SCHOOL GAMER 44 BY LEONARD HERMAN RPGs PUREGAMING.ORG INFO Wizardry Talk Sega 32x and Sega CD 15 BY KEVIN BUTLER 47 BY PUREGAMING.ORG RPGs Evolution of Role-Playing Games 17 In Japan BY ANTOINE CLERC-RENAUD RPGs Lord British Meetup 19 BY BILL LANGE RPGs Publisher Business Manager Issue Writers Ryan Burger Aaron Burger Todd Friedman, Jason Brett’s Old School Bargain Bin Russell, Bill Lange, 20 Dungeons and Dragons Editor Design Director Michael Thomasson, BY BRETT WEISS Brian Szarek Jacy Leopold Antoine Clerc-Renaud, Brett Weiss, Walter Day, THE WALTER DAY REPORT Editorial Board Design Assistant Jonathan Polan, Todd Dan Loosen Marc Burger Friedman, Brad Feingold, G.O.A.T.’s of the 21st Century Doc Mack Adam Pratt, Leonard 22 BY WALTER DAY Billy Mitchell Art Director Herman Walter Day Thor Thorvaldson INTERVIEW/PEOPLE A Few Minutes with Buck Stein BY OLD SCHOOL GAMER HOW TO REACH OLD SCHOOL GAMER: Postmaster – Send address changes to: 24 OSG • 222 SE Main St • Grimes IA 50111 515-986-3344 Postage paid at Grimes, IA and other mailing locations. -
Trinigy and Havok Forge New Technological Partnership
For Trinigy: Trinigy Inc. – US Office 823 Congress Ave, Suite 1005 Felix Roeken Austin, Texas 78701 – USA General Manager Phone: (512) 904-9145 Email: [email protected] Web: www.trinigy.net Trinigy GmbH – Europe Office Arbachtalstr. 6 72800 Eningen – Germany Phone: +49 (07121) 986-993 FOR IMMEDIATE RELEASE Trinigy and Havok Forge New Technological Partnership Trinigy and Havok join forces to bring more creative freedom and technological power to game developers across the globe ENINGEN, GERMANY / SAN FRANCISCO, CA - July 13, 2009 - Trinigy, an industry leading 3D game engine provider with over 100 licensees and offices in Germany and Austin, TX, and Havok™, the premier provider of interactive software and services to digital creators in the games and movie industries, announced today that they will form a technological partnership focusing on the integration of their products in order to advance workflow efficiencies. This union marks the first partnership Havok has created with a game engine developer for its current suite of middleware. Trinigy has deliberately designed the Vision Engine to improve workflow across the pipeline with better interoperability. The company has developed an array of integrations with many other world-class game technologies, and its software ships with all the code developers need to easily write their own in-house integrations. This flexibility eases the Vision Engine’s overall implementation into a variety of game pipelines. After preliminary talks at this year’s Game Developer’s Conference, and an extensive evaluation of the Vision Engine, Havok agreed to enter into a middleware partnership with Trinigy. The Havok partnership will further expand creative and technical possibilities for game developers by coupling Trinigy’s innovative game engine with Havok Physics™, Havok’s leading solution for real-time collision detection and physical simulation.