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Design Challenge Panel
Hi guys! My name is Anna Kipnis and I work as a Senior Gameplay Programmer at Double Fine Productions. Psychonauts Brutal Legend The Cave Once Upon a Monster Costume Quest Broken Age Just a quick introduction. I’ve worked at Double Fine for 13 years now, on Psychonauts, Brütal Legend, Costume Quest, Once Upon a Monster, The Cave, Broken Age, Amnesia Fortnight Prototype I also designed a prototype for a narrative simulation game, Dear Leader. Headlander Rhombus of Ruin and now I’m working on Headlander and Psychonauts: Rhombus of Ruin. À trente ans, un homme devrait se tenir en main, savoir le compte exact de ses défauts et de ses qualités, connaître sa limite, prévoir sa défaillance - être ce qu'il est. -Albert Camus, Carnets II (janvier 1942 - mars 1951) On the subject of 30 The very first thing I thought of when I heard the theme (30 years) was this quote by Albert Camus At 30 a man should know himself like the palm of his hand, know the exact number of his defects and qualities, know how far he can go, foretell his failures - be what he is. And, above all, accept these things. -Albert Camus, (Notebooks II, Jan 1942 - Mar 1951) On the subject of 30 Here it is in English (read). This is something that I thought a lot about in my 20s, nearing that notorious milestone. And to be honest, I’m not sure that I quite succeeded in answering these questions for myself, which is why the idea of basing a game on this quote is so appealing to me. -
'Littlebigplanet' Wins Big at Video Game Awards 26 March 2009, by DERRIK J
'LittleBigPlanet' wins big at video game awards 26 March 2009, By DERRIK J. LANG , AP Entertainment Writer "Fallout 3" lead writer Emil Pagliarulo during his acceptance speech. "To all the nerds growing up in South Boston, don't play hockey. Don't join Little League. Stay in your room, read your Lloyd Alexander and play 'Dungeons and Dragons.' It all works out in the end." Selected by a jury of game creators, the Game Developers Choice Awards honor the best games of the past year. The lively ninth annual ceremony was hosted by "Psychonauts " and "Brutal Legend" developer Tim Schafer. The show was capped off with the debut teaser trailer for "Call of Duty: Modern Warfare 2," the upcoming sequel to the best-selling game of 2007. Other winners at the ceremony at the Moscone Video game enthusiasts attend the Game Developers Convention Center were Ubisoft Montreal's "Prince Conference Wednesday, March 25, 2009, in San of Persia" for best visual art, Ready at Dawn Francisco. (AP Photo/Ben Margot) Studios' "God of War: Chains of Olympus" for best handheld game, EA Redwood Shores' "Dead Space" for best audio and 2D Boy's "World of Goo" for best downloadable game. (AP) -- "LittleBigPlanet" sacked the competition to win four trophies at the Game Developers Choice "Video Games Live" concert series co-founder Awards. Tommy Tallarico was awarded the ambassador trophy. Alex Rigopulos and Eran Egozy, co- Developed by Media Molecule, the cutsey founders of "Rock Band" developer Harmonix, PlayStation 3 adventure game which allows received the pioneer award. "Metal Gear Solid" players to create and share their own levels was creator Hideo Kojima was bestowed with the honored for best game design, debut, technology lifetime achievement award. -
Community and Practice in Two Generations of Online Illicit Drugs Discussions
Community and practice in two generations of online illicit drugs discussions A thesis submitted to the University of Manchester for the degree of Doctor of Philosophy in the Faculty of Humanities. 2020 P. O. Enghoff School of Social Sciences, Department of Criminology and Criminal Justice Table of Contents Abstract .................................................................................................................. 5 Acknowledgements .............................................................................................. 8 Other acknowledgements .................................................................................... 9 The author .............................................................................................................. 9 Chapter 1. Introduction ..................................................................................... 10 1.1 Background ........................................................................................... 11 1.2 Summary of thesis contents ................................................................ 19 1.2.1 Literature review .......................................................................... 20 1.2.2 Research design ............................................................................. 24 1.2.3 Research papers ............................................................................ 28 1.2.4 Discussion ...................................................................................... 31 Chapter 2. Literature review ............................................................................ -
Mi2uk-Alt-Manual
2 Monkey Island 2 Lucasfilm qames'· Presents (T)ONR.E-Y lSLA.Nb 2: LE-CnucR.'S ReVE-NCjE-™ Created and Designed by Ron (jilbert Produced by Shelley Day Programmed by Tim Schafer, Tami Borowick, Project Led by Ron (jilbert Dave (jrossman, and Bret Barrett Lucasfilm (james (jeneral Manager: Doug (jlen Background Art by Peter Chan, Steve Purcell, Lucasfilm (james Director of Development: Sean Turner, and James Dollar Kelly Rock Animation by Sean Turner, Larry Ahem, Lucasfilm (james Associate Director of Mike Mclaughlin, Steve Purcell, Ken Macklin, Development: Lucy Bradshaw and Peter Chan Lucasfilm (james Director of Sales: Original Music by Michael Z. Land, Cynthia Wuthmann Peter McConnell, and Clint Bajakian Product Marketing Manager: Robin Parker Arrangements by Matt Berardo, Robin (joldstein, Public Relations by Sue Seserrnan Robert Marsanyi, and J. Anthony White Product Support by Khris Brown and Ciwen Musengwa SCUMM Story System by Ron (jilbert, International Coordinator: Lisa Star Aric Wilmunder, Brad P. Taylor, and Vince Lee Associate Producer: Brenna Krupa Holden iMVSE~ Music System by Michael Z. Land Administrative Support by AnneMarie Barrett, and Peter McConnell Wendy Bertram, Meredith Cahill, Alexa Eurich, Lead Tester: James Purple Hampton Claudia Hardin, Michele Harrell, Brenna Krupa Testers: Jim Current, Justin (jraham, Holden, Marcia Keasler, Debbie Ratto, Lisa Star, Chip Hinnenberg, Elias Mark, Kris Sontag, Kim Thomas, James Wood, and Dawn Yamada and (Hollywood) Jon Van Package Design by Collette Michaud Additional Testing by Jo Ashburn, Wayne Cline, Illustrated by Steve Purcell James "Stainless" Hanley, Kirk "Blud" Lesser, Manual Written by Judith Lucero Bret "Egg" Mogilefsky, Tabitha Tosti, Manual Design by Mark Shepard David Wessman, and Squiggy Print Production by Carolyn Knutson Special thanks to (!eorge Lucas This manual assumes that you are using a joystick or mouse. -
Depaul Animation Zine #1
Conditioner // Shane Beam D i e F l u c h t / / C a r t e r B o y c e 2 0 1 6 S t u d e n t A c a d e m y A w a r d B r o n z e M e d a l 243 South Wabash Avenue Chicago, IL 60604 #1 zine a z i n e e x p l o r i n g t h e A n i m a t i o n C u l t u r e a t D e P a u l U n i v e r s i t y in Chicago R a n k e d t h e # 1 0 A n i m a t i o n M F A P r o g r a m a n d # 1 4 A n i m a t i o n P r o g r a m i n t h e U . S . b y A n i m a t i o n C a r e e r R e v i e w i n 2 0 1 8 D e P a u l h a s 1 3 f u l l - t i m e A n i m a t i o n p r o f e s s o r s , o n e o f t h e l a r g e s t f u l l - t i m e A n i m a t i o n f a c u l t i e s i n t h e U S , w i t h e x p e r t i s e i n t r a d i t i o n a l c h a r a c t e r a n i m a t i o n , 3 D , s t o r y b o a r d i n g , g a m e a r t , s t o p m o t i o n , c h r a c t e r d e s i g n , e x p e r i m e n t a l , a n d m o t i o n g r a p h i c s . -
Greetingsfromgreetingsfrom INSTRUCTION MANUAL INSTRUCTION INSTRUCTION MANUAL INSTRUCTION TRAVELGUIDE TRAVELGUIDE and and the Land of the Dead
Grim Fand. UK Man 19/4/01 4:46 pm Page 1 Greetingsfrom ™ The Land of the Dead TRAVEL GUIDE And INSTRUCTION MANUAL Grim Fand. UK Man 19/4/01 4:46 pm Page 2 1 GRIM FANDANGO Meet Manny. He’s suave. He’s debonaire. He’s dead. And... he’s your travel agent. Are you ready for your big journey? Grim Fand. UK Man 19/4/01 4:46 pm Page 2 GRIM FANDANGO 2 3 GRIM FANDANGO ™ Travel Itinerary WELCOME TO THE LAND OF THE DEAD ...................................5 Conversation ...................................................16 EXCITING TRAVEL PACKAGES AVAI LABLE .................................6 Saving and Loading Games ...................................16 MEET YOUR TRAVEL COMPANIONS .......................................8 Main Menu ......................................................17 STARTI NG TH E GAME ...................................................10 Options Screen .................................................18 Installation .....................................................10 Advanced 3D Hardware Settings .............................18 If You Have Trouble Installing................................11 QUITTING.............................................................19 RUNNING THE GAME ...................................................12 KEYBOARD CONTROLS .................................................20 The Launcher.....................................................12 JOYSTICK AND GAMEPAD CONTROLS ....................................22 PLAYING THE GAME ....................................................12 WALKTHROUGH OF -
Intuition, Telepathy, and Interspecies Communication: a Multidisciplinary Perspective
NeuroQuantology | March 2011 | Vol 9 | Issue 1 | Page 145‐152 145 Erickson DL., Intuition, telepathy, and interspecies communication Article Intuition, Telepathy, and Interspecies Communication: A Multidisciplinary Perspective Deborah L. Erickson Abstract For over one hundred years parapsychological and intuition research has supported the existence of cognitive “knowing” beyond the physical senses. Additional quantum physics research over the past decades has indicated a quantum field at the sub‐ atomic level of connectedness that Schrödinger described as “entanglement.” Electrophysiological evidence of intuition has shown that the heart’s and the whole body’s perceptions are constantly receiving, processing, and decoding intuitive information. Perhaps the heart, or the heart’s electromagnetic field, may be a source of intuition. Telepathic interspecies communication may be facilitated by utilizing specific meditation techniques to quiet the mind, slow the brain waves, and shift consciousness to a level outside of time and space. Key Words: Intuition, telepathy, heart coherence, animal communication NeuroQuantology 2011; 1: 145‐152 Introduction1 significantly above chance expectation For many years telepathy and intuition have (Radin, 1997). In 1985, a meta-analysis been dismissed by mainstream science covering 28 parapsychological studies because they do not fit the mainstream showed a hit rate of 37 percent. A leading scientific model of having data that are member of the Committee for Scientific repeatable. Yet, for about 125 years a small Inquiry, a “skeptical” organization group of other scientists have been performed a meta-analysis of the same data investigating telepathy with significant and also found that the odds against chance results. From the 1880s to the 1940s, 142 were astronomical (Hyman, 1985). -
Días De Tentáculos
B R U M A L Revista de Investigación sobre lo Fantástico DOI: https://doi.org/10.5565/rev/brumal.468 Research Journal on the Fantastic Vol. VI, n.º 1 (primavera/spring 2018), pp. 163-183, ISSN: 2014-7910 DÍAS DE TENTÁCULOS. HUMOR, SERIE B Y FANTASÍA CINÉFILA EN LAS AVENTURAS GRÁFICAS DE LUCASARTS MARIO-PAUL MARTÍNEZ FABRE Universidad Miguel Hernández de Elche [email protected] FRAN MATEU Universidad de Alicante [email protected] Recibido: 10-01-2018 Aceptado: 02-05-2018 RESUMEN Desde mediados de los años ochenta hasta finales de la década de los noventa, las aventuras gráficas vivieron un periodo de esplendor en el mercado del videojuego. La compañía LucasArts, con su particular mezcla de humor, cinefilia y sencillez de con- trol, dibujó el molde a seguir para las demás desarrolladoras de juegos digitales. Este artículo pretende exponer, a través de dos de sus ejemplos más importantes, Maniac Mansion y su secuela, Day of the Tentacle, cuáles fueron los principales argumentos que la instituyeron, no sólo como uno de los referentes esenciales del espacio lúdico, sino también como uno de los objetos culturales más señalados de su época, al englobar y transmitir, desde su propio intertexto y su cualidad novedosa, a otros medios como la literatura, la animación, la televisión, y, primordialmente, el cine. PALABRAS CLAVE: Humor, cine, videojuegos, serie B, LucasArts. ABSTRACT From the mid-eighties to the end of the nineties, the graphic adventures experienced a period of splendor in the video game market. The company LucasArts, with its par- ticular mixture of humor, cinephilia and simplicity of control, drew the format to fol- low for other developers of digital games. -
Ben There, Dan That! / Time Gentlemen, Please!
Ben There, Dan That! / Time Gentlemen, Please! Even though Sierra and LucasArts gave up on adventure games around the turn of the century, there are still those who hold on to the belief that the genre is very much alive. But without the continuation of games like Monkey Island, Space Quest and Simon the Sorcerer, what we have are, mostly, legions of humorless entries with depressingly dry CG backgrounds, plus the occasional cartoonish adventure that tries to be funny but fails spectacularly. Former adventure creators still make some great work, of course. Tim Schaefer, of Grim Fandango, spent a long time working on Psychonauts and Brütal Legend, both of which were hilarious despite not being adventure games, while Telltale, formed with some of the other LucasArts staff, comes close to the glory days of the genre. But it‟s not quite the same. So it was more or less out of nowhere that a tiny group of Brits called Zombie Cow Studios brought out two of the funniest adventures since... well, since ever, perhaps. Ben There, Dan That! and its sequel, Time Gentlemen Please!, are both low budget hits made with Adventure Game Studio and have a graphical style most consistent with elementary school notebook doodles, but succeed tremendously because they‟re so brilliantly written. One could call it “The British version of South Park!” and that wouldn‟t entirely be wrong, but that‟s a glib summation of it. While both creations have uber low-fi visuals, subversive plotting, and more than just a bit of toilet humor, Zombie Cow‟s games replace South Park's libertarian cynicism with a self aware affection for adventure games, LucasArts in particular. -
Peter Mcconnell Psychonauts (Original Soundtrack) Mp3, Flac, Wma
Peter McConnell Psychonauts (Original Soundtrack) mp3, flac, wma DOWNLOAD LINKS (Clickable) Genre: Jazz / Rock / Classical / Stage & Screen Album: Psychonauts (Original Soundtrack) Country: US Released: 2016 Style: Soundtrack, Lounge, Modern Classical MP3 version RAR size: 1134 mb FLAC version RAR size: 1557 mb WMA version RAR size: 1210 mb Rating: 4.1 Votes: 572 Other Formats: MOD FLAC DXD ADX MP4 DTS AU Tracklist A1 The Meat Circus 1:56 A2 Whispering Rock 4:13 A3 Stay Out Of The Moonlight 4:30 A4 Hagatha's Home 2:19 A5 Happy Flowers 1:37 A6 The Lungfish Lair 1:55 A7 The Milkman Conspiracy 1:41 A8 Dr. Loboto's Lab 1:56 A9 Duel With The Critic 1:22 B1 The Catwalk Phantom 1:51 B2 March Of The Inmates 1:42 B3 Sasha's Immaculate Mind 1:41 B4 The Censors Unleashed 1:30 B5 Black Velvetopia 1:16 B6 The Wild Bull Run/El Odio 1:37 B7 The Matador 1:34 B8 Gloria's Secret Garden 1:54 B9 Bonita's Tragic Muse 2:14 B10 Bunk Time 1:38 B11 Title And End Credits 4:38 B12 Emotional Baggage 0:12 Companies, etc. Engineered At – The Treehouse Produced At – The Treehouse Copyright (c) – Double Fine Productions, Inc. Credits Acoustic Guitar [Nylon Guitar], Baritone Guitar – Steve Kirk Acoustic Guitar, Violin, Mandolin, Bass Drum [Bass Hand Drums], Percussion – Peter McConnell Bass – Michael Land Bassoon, Clarinet – Paul Hanson Clarinet, Baritone Saxophone – Sheldon Brown Composed By, Engineer, Producer – Peter McConnell Drums – Paul Van Wageningen French Horn – Doug Hull Harmonica – Damien Masterson Liner Notes – Peter Mc* Liner Notes [San Francisco, CA March 10, 2005] – Tim Schafer Music By – Peter McConnell Trumpet – Michael Olmos Notes Composed, engineered and produced at The Treehouse Studio © 2005 Double Fine Productions, Inc. -
Dynamic Procedural Music Generation from Npc Attributes
DYNAMIC PROCEDURAL MUSIC GENERATION FROM NPC ATTRIBUTES A Thesis presented to the Faculty of California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Master of Science in Computer Science by Megan E. M. Washburn March 2020 c 2020 Megan E. M. Washburn ALL RIGHTS RESERVED ii COMMITTEE MEMBERSHIP TITLE: Dynamic Procedural Music Generation from NPC Attributes AUTHOR: Megan E. M. Washburn DATE SUBMITTED: March 2020 COMMITTEE CHAIR: Foaad Khosmood, Ph.D. Professor of Computer Science COMMITTEE MEMBER: Michael Haungs, Ph.D. Professor of Computer Science COMMITTEE MEMBER: David Arriv´ee,DMA Professor of Music COMMITTEE MEMBER: Franz Kurfess, Ph.D. Professor of Computer Science iii ABSTRACT Dynamic Procedural Music Generation from NPC Attributes Megan E. M. Washburn Procedural content generation for video games (PCGG) has seen a steep increase in the past decade, aiming to foster emergent gameplay as well as to address the challenge of producing large amounts of engaging content quickly. Most work in PCGG has been focused on generating art and assets such as levels, textures, and models, or on narrative design to generate storylines and progression paths. Given the difficulty of generating harmonically pleasing and interesting music, procedural music generation for games (PMGG) has not seen as much attention during this time. Music in video games is essential for establishing developers' intended mood and environment. Given the deficit of PMGG content, this paper aims to address the demand for high-quality PMGG. This paper describes the system developed to solve this problem, which generates thematic music for non-player characters (NPCs) based on developer-defined attributes in real time and responds to the dynamic relationship between the player and target NPC. -
Take Me to Another Strange World // Stupid Boring Internet by Nicola
Take Me To Another Strange World // Stupid Boring Internet by Nicola Morton Master of Fine Arts Sydney College of the Arts University of Sydney 2016 Statement This volume is presented as a record of the work undertaken for the degree of Master of Visual Arts/Doctor of Philosophy at Sydney College of the Arts, University of Sydney. I certify that the work in this thesis has not previously been submitted for a degree nor has it been submitted as part of requirements for a degree except as fully acknowledged within the text. I also certify that the thesis has been written by me. Any help that I have received in my research work and the preparation of the thesis itself has been acknowledged. In addition, I certify that all information sources and literature used are indicated in the thesis. ii Table Of Contents Acknowledgements . iv Abstract . v List of Illustrations . vi Introduction . 1 Chapter 1: A Trace is Found. 8 Chapter 2: The Psychic is Lost . 15 Chapter 3: It Speaks in Colours. 28 Chapter 4: Alternative Futures . 37 Conclusion . 50 Bibliography . 52 Appendix . 57 Resumé . 60 Catalogue of Work Presented for Examination . 61 List of Media Attached . 62 iii Acknowledgements I would like to thank the following people for their contribution to my research and practice: Joyce Hinterding, Margaret Seymour, Matt Earle, Danni Zuvela, Louise Bennett and Dhana Merritt. Professional editor, Peter Blamey offered copyediting services in alignment with the Proofreading and Editing of Thesis Dissertation Policy of the University of Sydney. iv Abstract This research paper responds to the contemporary calls made by theorists Jean Baudrillard and Marshall McLuhan to interrogate media with art to act as a respite from the ego trance of what McLuhan called, Narcissus-narcosis.