Unreal Tournament 2004 PC Games
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Playvs Announces $30.5M Series B Led by Elysian Park
PLAYVS ANNOUNCES $30.5M SERIES B LED BY ELYSIAN PARK VENTURES, INVESTMENT ARM OF THE LA DODGERS, ADDITIONAL GAME TITLES AND STATE EXPANSIONS FOR INAUGURAL SEASON FEBRUARY 2019 High school esports market leader introduces Rocket League and SMITE to game lineup adds associations within Alabama, Mississippi, and Texas to sanctioned states for Season One and closes a historic round of funding from Diddy, Adidas, Samsung and others EMBARGOED FOR NOVEMBER 20TH AT 10AM EST / 7AM PST LOS ANGELES, CA - November 20th - PlayVS – the startup building the infrastructure and official platform for high school esports - today announced its Series B funding of $30.5 million led by Elysian Park Ventures, the private investment arm of the Los Angeles Dodgers ownership group, with five existing investors doubling down, New Enterprise Associates, Science Inc., Crosscut Ventures, Coatue Management and WndrCo, and new groups Adidas (marking the company’s first esports investment), Samsung NEXT, Plexo Capital, along with angels Sean “Diddy” Combs, David Drummond (early employee at Google and now SVP Corp Dev at Alphabet), Rahul Mehta (Partner at DST Global), Rich Dennis (Founder of Shea Moisture), Michael Dubin (Founder and CEO of Dollar Shave Club), Nat Turner (Founder and CEO of Flatiron Health) and Johnny Hou (Founder and CEO of NZXT). This milestone round comes just five months after PlayVS’ historic $15M Series A funding. “We strive to be at the forefront of innovation in sports, and have been carefully -
Epic Games and EA Announce 'Bulletstorm Epic Edition' With
Epic Games and EA Announce ‘Bulletstorm Epic Edition' With Exclusive Early Access to Gears of War 3 Beta REDWOOD CITY, Calif.--(BUSINESS WIRE)-- People Can Fly, Epic Games, Electronic Arts Inc. (NASDAQ:ERTS) and Microsoft Game Studios today announced the "Epic Edition" of Bulletstorm™, the highly anticipated new action shooter from the makers of the award-winning Unreal Tournament and Gears of War series of games. In this unique promotion, Epic Games and EA are blowing out the launch of Bulletstorm with access to the public beta for Gears of War 3, the spectacular conclusion to one of the most memorable and celebrated sagas in video games. Players that purchase the Epic Edition are guaranteed early access to the Gears of War 3 beta*. Pre-order now to reserve a copy of the Epic Edition which will be available on Feb. 22, 2011 for MSRP $59.99, only for the Xbox 360® video game and entertainment system, while supplies last. "Epic is poised to break new ground in 2011 with Gears of War 3 and Bulletstorm," said Dr. Michael Capps, president of Epic Games. "With these two highly anticipated triple-A experiences comes a unique opportunity to do something to really excite players, and that's what we intend to accomplish with the support of Microsoft Game Studios and EA. This is for the shooter fans." In addition to access to the beta, the Epic Edition gives players bonus in-game Bulletstorm content when playing online, including 25,000 experience points, visual upgrades for their iconic leash, deadly Peace Maker Carbine, boots and armor. -
Principles of Game Design
Principles of Game Design • To improve the chances for success of a game, there are several principles of Game Design Principles good game design to be followed. – Some of this is common sense. – Some of this is uncommon sense … learn from other people’s experiences and mistakes! • Remember: – Players do not know what they want, but they 1 know it when they see it! 2 Principles of Game Design Player Empathy • To start with, we will take a look at some • A good designer always has an idea of what is of the fundamental principles of game going on in a player’s head. design. – Know what they expect and do not expect. – Anticipate their reactions to different game • Later, we will come back and take a look situations. at how we can properly design a game to • Anticipating what a player wants to do next in a make sure these principles are being video game situation is important. properly met. – Let the player try it, and ensure the game responds intelligently. This makes for a better experience. – If necessary, guide the player to a better course of 3 action. 4 Player Empathy Player Empathy Screen shot from Prince of Persia: The Sands of Time. This well designed game Screen shot from Batman Vengeance. The people making Batman games clearly demonstrates player empathy. The prince will miss this early jump5 do not empathize with fans of this classic comic. Otherwise, Batman games6 over a pit, but will not be punished and instead can try again the correct way. would not be so disappointing on average. -
Alati I Platforme Za Razvoj Računalnih Igara
Alati i platforme za razvoj računalnih igara Šimović, Fran Undergraduate thesis / Završni rad 2020 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: University of Zagreb, Faculty of Organization and Informatics / Sveučilište u Zagrebu, Fakultet organizacije i informatike Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:211:118772 Rights / Prava: Attribution 3.0 Unported Download date / Datum preuzimanja: 2021-09-26 Repository / Repozitorij: Faculty of Organization and Informatics - Digital Repository SVEUČILIŠTE U ZAGREBU FAKULTET ORGANIZACIJE I INFORMATIKE V A R A Ž D I N Fran Šimović ALATI I PLATFORME ZA RAZVOJ RAČUNALNIH IGARA ZAVRŠNI RAD Varaždin, 2020. i SVEUČILIŠTE U ZAGREBU FAKULTET ORGANIZACIJE I INFORMATIKE V A R A Ž D I N Fran Šimović Matični broj: 0246071172 Studij: Poslovni sustavi ALATI I PLATFORME ZA RAZVOJ RAČUNALNIH IGARA ZAVRŠNI RAD Mentor: Doc. dr. sc. Mario Konecki Varaždin, kolovoz 2020. ii Fran Šimović Izjava o izvornosti Izjavljujem da je moj završni/diplomski rad izvorni rezultat mojeg rada te da se u izradi istoga nisam koristio drugim izvorima osim onima koji su u njemu navedeni. Za izradu rada su korištene etički prikladne i prihvatljive metode i tehnike rada. Autor/Autorica potvrdio/potvrdila prihvaćanjem odredbi u sustavu FOI-radovi _______________________________________________________________________ iii Sažetak U ovome radu će se obraditi tema alata i platformi koje se koriste pri izradi računalnih igara. U početku rada će se proći kroz samu povijest računalnih igra, odnosno ukratko prikazati njihov napredak do danas i trendove koji su bili aktualni u raznim razdobljima. Zatim nakon povijesti računalnih igara, u radu će se prikazati povijesni ciklus alata i platformi, te sami sustav izrade računalnih igara kroz nekoliko desetljeća. -
2004 February
February 2004 Games and Entertainment Megan Morrone Today you can use the same machine to organize your finances, create a presentation for your boss, and defend the Earth from flesh-eating aliens. But let’s be honest: Even with the crazy advances in software, organizing your finances and creating a presentation for your boss are still not half as much fun as defending the Earth from flesh-eating aliens.That’s why we’ve devoted the entire month of February to the noble pursuit of games and entertainment for PCs, Macs, game consoles, and PDAs. I know what you’re thinking.You’re thinking that you can skip right over this chapter because you’re not a gamer. Gamers are all sweaty, pimpled, 16-year-old boys who lock themselves in their basements sustained only by complex carbohydrates and Mountain Dew for days on end, right? Wrong.Video games aren’t just for young boys anymore. Saying you don’t like video games is like saying you don’t like ice cream or cheese or television or fun.Are you trying to tell me that you don’t like fun? If you watch The Screen Savers,you know that each member of our little TV family has a uniquely different interest in games. Morgan loves a good frag fest, whereas Martin’s tastes tend toward the bizarre (think frogs in blenders or cow tossing.) Kevin knows how to throw a cutting-edge LAN party,while Joshua and Roger like to kick back with old-school retro game emulators. I like to download free and simple low-res games that you can play on even the dinkiest PC, whereas Patrick prefers to build and rebuild the perfect system for the ultimate gaming experience (see February 13).And leave it to Leo to discover the most unique new gaming experience for the consummate early adopter (see February 1). -
Introduction
Introduction ○ Make games. ○ Develop strong mutual relationships. ○ Go to conferences with reasons. ○ Why build 1.0, when building 1.x is easier? Why we use Unreal Engine? ○ Easier to stay focused. ○ Avoid the trap of development hell. ○ Building years of experience. ○ A lot of other developers use it and need our help! Build mutual relationships ○ Epic offered early access to Unreal Engine 2. ○ Epic gave me money. ○ Epic sent me all around the world. ○ Meeting Jay Wilbur. Go to conferences ○ What are your extrinsic reasons? ○ What are your intrinsic reasons? ○ PAX Prime 2013. Building 1.x ○ Get experience by working on your own. ○ Know your limitations. ○ What are your end goals? Conclusion ○ Know what you want and do it fast. ○ Build and maintain key relationships. ○ Attend conferences. ○ Build 1.x. Introduction Hello, my name is James Tan. I am the co-founder of a game development studio that is called Digital Confectioners. Before I became a game developer, I was a registered pharmacist with a passion for game development. Roughly five years ago, I embarked on a journey to follow that passion and to reach the dream of becoming a professional game developer. I made four key decisions early on that I still follow to this day. One, I wanted to make games. Two, I need to develop strong mutual relationships. Three, I need to have strong reasons to be at conferences and never for the sake of it. Four, I should always remember that building 1 point x is going to be faster and more cost effective than trying to build 1 point 0. -