Finding Aid to the Indie Games Collection, 2002-2018
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Links to the Past User Research Rage 2
ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is. -
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. -
The Camera in 3D Video Games
University of Utah UNDERGRADUATE RESEARCH JOURNAL DESIGNING FOR INTERACTIVITY: THE CAMERA IN 3D VIDEOGAMES Jackson Keller (Gabriel Olson) Department of Entertainment Arts and Engineering ABSTRACT This paper analyzes the effect that camera control has on art, design, and player experience in 3D video games. It will specifically explore the implications of various methods of camera control that have emerged during the brief history of 3D games: the first and third-person perspectives, fixed and filmic perspectives, abstract non-linear perspectives, and unique perspectives enabled by recent technological innovation, including Virtual and Augmented reality. TABLE OF CONTENTS ABSTRACT I INTRODUCTION 3 THE EMERGENCE OF 3D VIDEO GAMES 4 THE THIRD-PERSON PERSPECTIVE 9 ALTERNATE APPROACHES TO THE CAMERA: IMITATING FILM 14 THE NON-LINEAR PERSPECTIVE: EXPERIMENTAL ART AND SIMULATED CAMERAS 20 THE IMPLICATIONS OF INNOVATION: MODIFICATION OF EXISTING PERSPECTIVES 22 CONCLUSION 24 SPECIAL THANKS 25 WORKS CITED 26 ii INTRODUCTION Both games and film are audiovisual media. One understanding of the medium of games is as a form of interactive movie, descending from the legacy of film. While games are certainly their own art form (The 2011 Brown v. Entertainment Merchants Association Supreme Court decision gave video games first amendment protection as an art form), many games do contain filmic elements. However, interactivityi is central to the medium and generally takes precedence over aesthetic control. Most 3D games allow the player to control the camera, and the gameplay experience lacks the cinematographic precision of film. Designers craft levels to lead players towards game objectives, as well as composed aesthetic experiences when possible. -
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. -
Network Aesthetics
Network Aesthetics Network Aesthetics Patrick Jagoda The University of Chicago Press Chicago and London Patrick Jagoda is assistant professor of English at the University of Chicago and a coeditor of Critical Inquiry. The University of Chicago Press, Chicago 60637 The University of Chicago Press, Ltd., London © 2016 by The University of Chicago All rights reserved. Published 2016. Printed in the United States of America 25 24 23 22 21 20 19 18 17 16 1 2 3 4 5 ISBN- 13: 978- 0- 226- 34648- 9 (cloth) ISBN- 13: 978- 0- 226- 34651- 9 (paper) ISBN- 13: 978- 0- 226- 34665- 6 (e- book) DOI: 10.7208/chicago/9780226346656.001.0001 The University of Chicago Press gratefully acknowledges the generous support of the Division of the Humanities at the University of Chicago toward the publication of this book. Library of Congress Cataloging-in-Publication Data Jagoda, Patrick, author. Network aesthetics / Patrick Jagoda. pages cm Includes bibliographical references and index. ISBN 978- 0- 226- 34648- 9 (cloth : alkaline paper) ISBN 978- 0- 226- 34651- 9 (paperback : alkaline paper) ISBN 978- 0- 226- 34665- 6 (e- book) 1. Arts—Philosophy. 2. Aesthetics. 3. Cognitive science. I. Title. BH39.J34 2016 302.23'1—dc23 2015035274 ♾ This paper meets the requirements of ANSI/NISO Z39.48- 1992 (Permanence of Paper). This book is dedicated to an assemblage of friends—including the late-night conversational, the lifelong, and the social media varieties— to whom I am grateful for inspiration and discussion, collaboration and argument, shared meals and intellectual support. Whenever I undertake the difficult task of thinking through and beyond network form, I constellate you in my imagination. -
Freeplay 2011 Print Program
Freeplay 2011 Print Program - v0.4 - 14-08-11 1 15/08/11 10:11 AM Freeplay 2011 Print Program - v0.4 - 14-08-11 2 15/08/11 10:11 AM A MESSAGE FROM THE DIRECTOR Every creative act begins with an idea. What happens to the idea after that is a long, slow, sometimes brilliant, sometimes difficult process of kneading and shaping, moulding and smoothing, trying and failing, observing and ex- perimenting, before the idea takes on any sort of tangible presence in the real world. If Freeplay in 2010 was about looking out at the much wider world of play and how it connects with videogames, culture, art, education, and society, then Freeplay in 2011 is about looking at the individual and their role in not only the development of an idea into a game, but also in the individual's role in poli- tics, in culture, in creativity, and in a wider artistic sphere. To do that, we've widened the scope of the festival, introducing a new Playful Program that we hope takes games out into the streets and bars of Melbourne, we've created a new Interview Series to dig into what makes some of our most prominent creatives tick. We've brought back the awards to celebrate the best in local independent development, and we've built a conference program that tries to draw together a unique mix of developers, artists, students, educators, critics, and players. We look forward to seeing you at the Festival. We made it just for you. Paul Callaghan STAFF FREEPLAY BOARD Director Hugh Davies, Cameron Rogers, Robert Pulham, Paul Gurney, David Surman Paul Callaghan Communications -
The Secrets to Creating an Indie Game Franchise
The Secrets to Creating an Indie Game Franchise Christy Dena Writer-Designer-Director Universe Creation 101 Welcome everyone. I’m Christy Dena and I’ll be talking about “The Secrets to Creating an Indie Game Franchise”. But why are these secrets? Why aren’t the techniques to develop a franchise common knowledge? Why aren’t we all learning how to do this as part of our craft? You may be thinking, Christy, it’s about money. Franchises are about exploiting revenue streams. But that is the business etymology, the historical origins of the term franchise that kicked in 16th century onwards. But for us here at the Narrative Summit, as writers, as designers, we have the problem of crafting multiple artforms into a whole experience: games, films, books, soundtracks, whatever. Why isn’t this skill common knowledge? It’s because there is a lot of resistance to making in multiple artforms. I know, I’ve been battling these resistances for 20 years. You’ve heard of the 10,000 hour rule, well the idea that has stuck with people is this: if you hope to be any good at anything, you need to work at one thing for a very long time. If you don’t, you’re a “Jack of all Trades and Master of None”. So we all believe that working in multiple artforms dilutes or corrupts your creative development rather than enhancing it. “Not Us” - It’s the belief that each artform is substantially different, and so it is not what “we” do. Writers don’t talk about media. -
Game Programming Algorithms and Techniques This Page Intentionally Left Blank Game Programming Algorithms and Techniques
Game Programming Algorithms and Techniques This page intentionally left blank Game Programming Algorithms and Techniques A Platform-Agnostic Approach Sanjay Madhav Upper Saddle River, NJ • Boston • Indianapolis • San Francisco New York • Toronto • Montreal • London • Munich • Paris • Madrid Capetown • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their Editor-in-Chief products are claimed as trademarks. Where those designations appear in this book, Mark Taub and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. E x e c u t i v e E d i t o r Laura Lewin The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors D e v e l o p m e n t E d i t o r or omissions. No liability is assumed for incidental or consequential damages in Chris Zahn connection with or arising out of the use of the information or programs contained M a n a g i n g E d i t o r herein. Kristy Hart For information about buying this title in bulk quantities, or for special sales opportunities (which may include electronic versions; custom cover designs; and P r o j e c t E d i t o r content particular to your business, training goals, marketing focus, or branding Elaine Wiley interests), please contact our corporate sales department at corpsales@pearsoned. -
New Game Physics Added Value for Transdisciplinary Teams Andreas Schiffler
. New Game Physics Added Value for Transdisciplinary Teams Andreas Schiffler A dissertation in partial satisfaction of the requirements for the degree of Doctor of Philosophy (Ph.D.) University of Plymouth Supplemented by: Proof of Practice: 1 DVD video documentation, 1 DVD appendices, source code, game executable, and supporting files Wordcount: 76,970 Committee in Charge: Supervisor: 2nd Supervisor: Prof. Jill Scott Dr. Daniel Bisig Zurich University of the Arts (ICS) Zurich University of the Arts (ICST) University of Plymouth University of Zurich (AIL) March 11, 2012 Abstract Andreas Schiffler (2011), `New Game Physics: Added Value for Transdisciplinary Teams', Ph.D. University of Plymouth, UK. This study focused on game physics, an area of computer game design where physics is applied in interactive computer software. The purpose of the re- search was a fresh analysis of game physics in order to prove that its current usage is limited and requires advancement. The investigations presented in this dissertation establish constructive principles to advance game physics design. The main premise was that transdisciplinary approaches provide sig- nificant value. The resulting designs reflected combined goals of game devel- opers, artists and physicists and provide novel ways to incorporate physics into games. The applicability and user impact of such new game physics across several target audiences was thoroughly examined. In order to explore the transdisciplinary nature of the premise, valid evidence was gathered using a broad range of theoretical and practical methodologies. The research established a clear definition of game physics within the context of historical, technological, practical, scientific, and artistic considerations. Game analysis, literature reviews and seminal surveys of game players, game developers and scientists were conducted. -
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. -
Press Release
PRESS RELEASE High-resolution documents and images: https://www.cccb.org/en/services/press/gameplay/232580 CCCB Press Department Mònica Muñoz-Castanyer | Rosa Puig T. 93 306 41 23 | [email protected] 1 Produced by With the support of Collaborating media The CCCB is a consortium formed by 2 INDEX 01.- INTRODUCTION ............................................................................................................... 4 02.- EXHIBITION TEXTS .......................................................................................................... 7 INTRODUCTION ................................................................................................................... 7 LEVEL 1: REPLAY. THE ORIGINS OF VIDEO GAMES ....................................................... 7 LEVEL 2: LIQUID NARRATIVES ........................................................................................... 8 LEVEL 3: ART AND THE GAMING ESSAY ....................................................................... 10 LEVEL 4: BREAKING THE MAGIC CIRCLE ...................................................................... 11 LEVEL 5: LUDOPOLIS. GAMIFIED LIVES ........................................................................ 13 03.- GAME POINTS ................................................................................................................ 14 04.- ARTISTIC INSTALLATIONS ............................................................................................ 17 05.- CURATOR BIOS ............................................................................................................ -
Computoredge™ Online — 01/16/09
ComputorEdge 1/16/09 ComputorEdge™ Online — 01/16/09 This issue: Income Tax Calculation Help— Software and on the Web When doing your taxes, there is no need to break out a pencil and calculator. There are software programs and Web sites ready to do the job for you —many of them free. COMPUTER FOCUS: Digital Dave by Digital Dave Digital Dave answers your tech questions. A reader wants to remove "offensive" wallpaper from a computer; Is Microsoft Works compatible with Microsoft Word?; a reader is having trouble deleting e-mails. Income Tax-Preparation Software Programs by Michael J. Ross Software can save your sanity at tax time. The best-known and most commonly used tax-prep products are TurboTax, TaxCut and TaxACT. There are also lesser-known alternatives. Which is right for you? Income Tax Resources Online by Michael J. Ross The Web can help the stressed-out taxpayer. Fortunately, there are a variety of informative resources on the Internet that can be a big help to the stressed-out taxpayer, and we'll take a look at some of the more promising Web sites. Windows Vista Tips and Tricks by Jack Dunning More on Keyboard Shortcuts A reader writes in with more keyboard shortcut suggestions, and Jack offers some tips for creating your own keyboard shortcuts in Windows Vista. Wally Wang's Apple Farm by Wally Wang Macintosh Tax Programs Apple's latest Work '09 suite contains Numbers '09, which can help you get your finances organized for tax time. Also, is Apple withholding the newest iMac and Mac mini models until iLife '09 is ready? And, a look at Contour, a new story-development program.