The Shadow Isle: a 3D Survival Virtual Reality Game Using A* Search Algorithm
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Ubisoft® Celebrates 30 Years of Creating Games at E3 2016
Ubisoft® Celebrates 30 Years of Creating Games at E3 2016 PARIS, FRANCE — June 2, 2016 — Today, Ubisoft reveals its plans for E3 2016, where its creative teams will proudly present highly anticipated titles such as Watch Dogs® 2, For Honor™ or Tom Clancy’s Ghost Recon® Wildlands. They’ll also detail new content coming for live games and – as usual – unveil some surprises. The week will kick off with Ubisoft’s E3 2016 Conference, taking place on Monday, June 13 starting at 1 p.m. PDT and preceded by a 30-minute pre-show. E3 attendees can experience Ubisoft games at its booth (booth #1023, South Hall, Los Angeles Convention Center) from June 14 – 16. More than 1,700 fans also have the opportunity to play Ubisoft games and meet the development teams at the fourth-annual Ubisoft Lounge. “E3 is always a very special moment when everyone in the entertainment business does their best to amaze and engage gamers. For Ubisoft’s teams, it’s a period of pride and of anxious anticipation because they are finally showing off the games they’ve poured so much passion into, and receiving feedback from players and peers. Our industry has evolved so much in the past 30 years, but what hasn’t changed is my love and respect for the limitless passion and talent of developers and players alike,” said Yves Guillemot, co-founder and CEO, Ubisoft. “The video game industry continues to enjoy strong momentum, with powerful new platforms that enable more creativity, expression and imagination. More than ever, video games are showing how they will shape the future of entertainment. -
Ubisoft Studios
CREATIVITY AT THE CORE UBISOFT STUDIOS With the second largest in-house development staff in the world, Ubisoft employs around 8 000 team members dedicated to video games development in 29 studios around the world. Ubisoft attracts the best and brightest from all continents because talent, creativity & innovation are at its core. UBISOFT WORLDWIDE STUDIOS OPENING/ACQUISITION TIMELINE Ubisoft Paris, France – Opened in 1992 Ubisoft Bucharest, Romania – Opened in 1992 Ubisoft Montpellier, France – Opened in 1994 Ubisoft Annecy, France – Opened in 1996 Ubisoft Shanghai, China – Opened in 1996 Ubisoft Montreal, Canada – Opened in 1997 Ubisoft Barcelona, Spain – Opened in 1998 Ubisoft Milan, Italy – Opened in 1998 Red Storm Entertainment, NC, USA – Acquired in 2000 Blue Byte, Germany – Acquired in 2001 Ubisoft Quebec, Canada – Opened in 2005 Ubisoft Sofia, Bulgaria – Opened in 2006 Reflections, United Kingdom – Acquired in 2006 Ubisoft Osaka, Japan – Acquired in 2008 Ubisoft Chengdu, China – Opened in 2008 Ubisoft Singapore – Opened in 2008 Ubisoft Pune, India – Acquired in 2008 Ubisoft Kiev, Ukraine – Opened in 2008 Massive, Sweden – Acquired in 2008 Ubisoft Toronto, Canada – Opened in 2009 Nadeo, France – Acquired in 2009 Ubisoft San Francisco, USA – Opened in 2009 Owlient, France – Acquired in 2011 RedLynx, Finland – Acquired in 2011 Ubisoft Abu Dhabi, U.A.E – Opened in 2011 Future Games of London, UK – Acquired in 2013 Ubisoft Halifax, Canada – Acquired in 2015 Ivory Tower, France – Acquired in 2015 Ubisoft Philippines – Opened in 2016 UBISOFT PaRIS Established in 1992, Ubisoft’s pioneer in-house studio is responsible for the creation of some of the most iconic Ubisoft brands such as the blockbuster franchise Rayman® as well as the worldwide Just Dance® phenomenon that has sold over 55 million copies. -
Human Driven Development
Hi, I’m Rok Erjavec, and today I’ll be talking to you about VR, and the associated challenges of developing against market expectations from a ‘AAA’ developer, while working with the market and budgetary constraints of this new medium. 1 Postmortems of Climb/Robinson will do a bit of a dive into some of the tech-successes/innovations we delivered during this period as well. 2 2016 was a year of many firsts for Crytek: First VR release, and consequently first in-house PS4 (and PSVR/Oculus) releases, first game with no weapons (2x), first commercial game with Dinosaurs (given the history, a bit of a surprise), first console release from Crytek to run at 60fps and many more. Last and not least – the experience of going through shipping 2 full-priced launch titles on a new medium on two separate launch platforms, from conception to release – in just a bit over a year, is one that no one in the teams would have predicted when we started all this. Given all that – we felt it would be worth sharing the experiences of doing all these firsts while simultaneously trying to hit market-expectations on some very constrained timelines and with limited resources. Obviously this also coincides with many things in 2016 being game industry firsts – and VR as a medium creates so many new unknowns, that just talking about how we dealt with them on first try is a learning experience into itself. 3 Also – before moving forward – lets clarify the vocabulary of the talk-title used – “AAA” being rather poorly defined as a term. -
From Virtual Reality to Androids, Five Expectations for E3 11 June 2016, by Derrik J
From virtual reality to androids, five expectations for E3 11 June 2016, by Derrik J. Lang CEO of the Entertainment Software Association, which organizes E3. "There's tremendous momentum going into E3." The festivities will spill out onto nearby streets and venues in downtown Los Angeles with companies such as Electronic Arts, Microsoft and Sony hosting fan-centric events. The organizers of E3 are joining them for the first time with their own public event, E3 Live . Gallagher expects 20,000 fans to show up for game demonstrations and other revelry. Here's a look at other E3 prospects: ___ In this June 15, 2015 file photo, Andrew House, president and global CEO of Sony Computer SECOND WIND Entertainment Inc., talks about the Sony Morpheus virtual reality headset at the Sony Playstation at E3 2015 news conference in Los Angeles. From virtual reality to As has become familiar practice at E3, a litany of the latest installments of "Gears of War" and sequels and prequels will be on hand at the "Battlefield," the newest hardware and software will be convention, including several sophomore outings. hyped by nearly 300 exhibitors at the Electronic They include the stealth adventure "Dishonored 2," Entertainment Expo, the gaming industry's annual trade mech-heavy shooter "Titanfall 2," superhero mash- show kicking off Sunday, June 12, 2016. (Photo by Chris up "Injustice 2," hacker tale "Watch Dogs 2" and sci- Pizzello/Invision/AP, File) fi strategy game "Halo Wars 2." There will likely be many more franchise follow-ups unveiled at publishers' splashy press conferences Sunday and Monday. -
Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology
Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology Maxwell Foxman Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy under the Executive Committee of the Graduate School of Arts and Sciences COLUMBIA UNIVERSITY 2018 © 2018 Maxwell Foxman All rights reserved ABSTRACT Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology Maxwell Foxman This dissertation examines early adopters of mass-marketed Virtual Reality (VR), as well as other immersive technologies, and the playful processes by which they incorporate the devices into their lives within New York City. Starting in 2016, relatively inexpensive head-mounted displays (HMDs) were manufactured and distributed by leaders in the game and information technology industries. However, even before these releases, developers and content creators were testing the devices through “development kits.” These de facto early adopters, who are distinctly commercially-oriented, acted as a launching point for the dissertation to scrutinize how, why and in what ways digital technologies spread to the wider public. Taking a multimethod approach that combines semi-structured interviews, two years of participant observation, media discourse analysis and autoethnography, the dissertation details a moment in the diffusion of an innovation and how publicity, social forces and industry influence adoption. This includes studying the media ecosystem which promotes and sustains VR, the role of New York City in framing opportunities and barriers for new users, and a description of meetups as important communities where devotees congregate. With Game Studies as a backdrop for analysis, the dissertation posits that the blurry relationship between labor and play held by most enthusiasts sustains the process of VR adoption. -
The Age Rating Impact on Consumer Video Game Choices
23 Conaway and Lee, International Journal of Applied Economics, 15(2), September 2018, 23-41 The Age Rating Impact on Consumer Video Game Choices L. Brooke Conaway and Kelly M. Lee* Georgia College and Colorado State University Abstract: This growing video game industry has a self-regulating board that provides age- appropriateness ratings for all games released. We look at the effects of these age ratings on game success. In particular, are consumers using these ratings when making purchase decisions, and if so, do consumers tend to prefer more family-friendly games or games that include mature content? In addition to age ratings, we explored various game attributes over the period of 2005-2013 to see what makes some games more appealing to consumers. We find that attributes such as game genre, quality, ESRB (Entertainment Software Ratings Board) age rating, console type, and whether the distributor is a member of the Entertainment Software Association all influence purchase decisions of consumers in the video game market. We also find that consumers tend to prefer games with an ESRB age rating of M (mature content) when purchasing games for XBOX and PlayStation consoles; however, consumers tend to prefer games with an E (appropriate for everyone) rating on the more family-friendly Nintendo console. Keywords: video games, age rating, games, entertainment, Electronic Software Association, Electronic Software Ratings Board JEL Classification: D00, L82, L25 1. Introduction Movie box office and music industry revenues regularly make big headlines and have been the focus of research across various disciplines, yet the revenues generated by these two industries are often dwarfed by another entertainment industry – the video game industry. -
Gender in Littlebigplanet
Gender in LittleBigPlanet Analysis of LittleBigPlanet’s Costumes Faculty of Arts Department of Game Design Author: Nicolina Åkerfelt Bachelor’s Thesis in Game Design, 15 hp Program: Game Design and Programming Supervisor: Magnus Johansson Examiner: Iwona Hrynczenko June, 2015 Abstract In this study, ninety costumes from the LittleBigPlanet (Media Molecule, 2008, 2011; Sumo Digital 2014) franchise were analyzed in order to answer the question on how the LittleBigPlanet series have represented diversity of different genders through the available costumes to a seemingly gender neutral character. This is done by dividing the costumes into three categories: feminine, masculine and neutral. The costumes are categorized according to set criteria, and in the results it is revealed that there are mostly feminine costumes, even though the difference is minor. The study also analyses how different gender-coded costumes in the LittleBigPlanet series are portrayed, and several traits are found to be reoccurring. Finally, it is discussed whether having portrayed stereotypical body images were suitable for the age of their audience, and it is also stated that the costumes of the LittleBigPlanet franchise are generally diversified. Keywords: Gender in videogames, LittleBigPlanet, character customization, sex roles, stereotypes in games. Abstrakt I denna undersökning analyserades nittio kostymer från LittleBigPlanet-serien (Media Molecule, 2008, 2011; Sumo Digital 2014). Syftet är att besvara frågan om hur LittleBigPlanet serien har representerad mångfald av kön genom de tillgängliga kostymerna för en till synes könsneutral karaktär. Detta görs genom att dela upp kostymerna i tre kategorier: feminina, maskulina och neutrala. Kostymerna är kategoriserade enligt satta kriterier, och resultaten avslöjar att det är huvudsakligen feminina kostymer, även om skillnaden inte är särskilt stor. -
Official Rules
OFFICIAL RULES NO PURCHASE OR PAYMENT OF ANY KIND IS NECESSARY TO ENTER OR WIN. A PURCHASE OR PAYMENT WILL NOT INCREASE YOUR CHA NCES OF WINNING. Void outside Canada and where prohibited by law. Subject to all federal, provincial, territorial and local laws. Contest begins on March 19, 2018 at 12:01:01 a.m. Eastern Time (“ET”) and ends on April 20, 2018 at 11:59:59 p.m. ET (the “Contest Period”). 1. Eligibility: The 2018 ESAC Student Video Game Competition (the “Contest”) is open to students, employees, officers, or members of a governing or advisory board to a college or university (hereinafter referred to as an “institution”) domiciled in Canada. Any student, employee, officer, or member of a governing or advisory board of any such institution is not eligible to participate in the Contest if such person is an employee, officer, and/or director of the Entertainment Software Association of Canada (“Sponsor”), or is a member of the immediate family (spouses, parents, siblings and children, regardless of where they live) of, or lives in the same household (whether related or not) as, any employee, officer, and/or director of Sponsor. Participation constitutes entrant’s full and unconditional agreement to these Official Rules and to Sponsor’s decisions, which are final and binding in all matters related to the Contest. Any person or persons submitting an entry must do so in connection with an institution and must be a student currently enrolled at the institution, or an employee, officer, or member of a governing or advisory board of the institution, and any such person(s) must be duly authorized by the institution to submit an entry into the Contest on behalf of the institution. -
E3 2016 Schedule PACIFIC TIME
UPDATED @ 8:20PM ET - 6/13/16 E3 Streaming Sites: Start Time Time Blocks YouTube Gaming: https://www.youtube.com/watch?v=Jjoq7snv24I 11:30 AM 10m IGN: http://www.ign.com/events/e3 E3 Schedule GameSpot: http://www.gamespot.com Square Enix Presents: https://www.youtube.com/user/SquareEnixPresents Sunday, June 12 - Thursday, June 16, 2016 EASTERN TIME Nintendo Treehouse: https://www.youtube.com/user/Nintendo TIME SUNDAY MONDAY TUESDAY WEDNESDAY THURSDAY EASTERN IGN YOUTUBE/E3 IGN IGN GAMESPOT SQUARE ENIX PRESENTS NINTENDO TREEHOUSE LIVE IGN GAMESPOT SQUARE ENIX PRESENTS NINTENDO TREEHOUSE LIVE IGN GAMESPOT SQUARE ENIX PRESENTS 11:30 AM Nintendo Pre-Show 11:40 AM | 11:50 AM | 12:00 PM This 1/2 Hour (Times Vary): Microsoft Pre-Show Nintendo Treehouse Live Treehouse - Pokémon Sun/Moon 12:10 PM Injustice 2, Only One | | The Legend of Zelda (Wii U) 12:20 PM Croteam’s Next Game | | | 12:30 PM Xbox Press Conference Xbox Press Conference | | 12:40 PM | | | | 12:50 PM | | | | 1:00 PM | | | | New Nintendo Game! Final Fantasy XV Active Time Report (Japanese) Pokémon Go Lawbreakers NieR: Automata Discussion with Developers 1:10 PM | | | | | | | | | 1:20 PM | | | | Deus Ex: Mankind Divided | Misc. Games Throughout Dawn of War 3 | 1:30 PM | | | | | | The Day. Inlcuding: | | 1:40 PM | | | | Horizon Zero Dawn | Monster Hunter Generations Halo Wars 2 | 1:50 PM | | | | | | Dragon Quest VII | | 2:00 PM This Hour (Times Vary): Xbox Post-Show Nintendo Post-Show | Destiny: Rise of Iron Mafia 3 Hitman Live Stream Tokyo Mirage Sessions #FE Pro Evolution Soccer 2017 -
PDF Management Board Report on CD PROJEKT Capital Group Activities in 2016
MANAGEMENT BOARD REPORT ON CD PROJEKT CAPITAL GROUP AND CD PROJEKT S.A. ACTIVITIES IN 2016 2 Disclaimers This English language translation has been prepared solely for the convenience of English speaking readers. Despite all the efforts devoted to this translation, certain discrepancies, omissions or approximations may exist. In case of any differences between the Polish and the English versions, the Polish version shall prevail. CD PROJEKT, its representatives and employees decline all responsibility in this regard. This Management Board report on CD PROJEKT Capital Group activities includes elements of the separate financial statement of CD PROJEKT S.A. Due to the fact that both the activities and separate results of CD PROJEKT S.A. are intimately tied to the activities and consolidated results of the entire CD PROJEKT Capital Group, information presented in other parts of this report will refer solely to the consolidated financial results of the Group, which also comprise the separate activities and results of CD PROJEKT S.A. Management Board report on CD PROJEKT Capital Group and CD PROJEKT S.A. activities for the period between 1 January and 31 December 2016 (all figures quoted in PLN thousands unless stated otherwise) 3 Esteemed Shareholders, The financial results we reveal today, founded upon the continuing streak of excellent sales data associated with The Witcher games, should be regarded as solid validation of our busi- ness philosophy. We believe that uncompromising dedication to quality and the consequent focus on a small number of core projects is the best path ahead. We do not take shortcuts and we do not rest on our laurels – rather, we continue to devote ourselves to ambitious undertakings aimed at a global audience. -
Economic & Grid Impacts of Plug-In Electric Vehicle Adoption In
Economic & Grid Impacts of Plug-In Electric Vehicle Adoption in Washington & Oregon March 2017 Economic & Grid Impacts of Plug-In Electric Vehicle Adoption in Washington & Oregon March 2017 Authors: Lucy McKenzie Dr. Jonathan Donadee Brendan Schneiderman Eric Cutter Dr. Nancy Ryan Study Sponsors: Chelan County Public Utilities District Puget Sound Energy Snohomish Public Utilities District Tacoma Power Avista Seattle City Light © 2017 Copyright. All Rights Reserved. Energy and Environmental Economics, Inc. 101 Montgomery Street, Suite 1600 San Francisco, CA 94104 415.391.5100 www.ethree.com 2 1 Executive Summary Study Aims and Methods: Energy and Environmental Economics, Inc. (E3) modeled the economic and grid impacts of electrified vehicles adopted in Washington and Oregon over the next twenty years. This work aims to support the sponsoring utilities and other stakeholders in understanding: • the costs and benefits of plug-in electric vehicle (PEV) adoption, from both the Ratepayer and broader Regional perspectives, • the sensitivity of these results to key economic and utility cost assumptions, • the potential value of systems or programs that manage the timing of PEV charging, • potential carbon dioxide reductions from electrified transportation, and • potential impacts of electric vehicles on utility planning, specifically electricity consumption and planning loads, plus distribution costs. To fulfill these aims, E3 used our EVGrid Model, which captures key interactions between drivers, vehicles, chargers, utility costs, incentives and gasoline costs. In this study, we (E3) consider the impacts of PEV adoption over a 20-year time horizon. This means that we include all direct costs, benefits and CO2 reductions attributable to PEVs sold in the years 2017 to 2036. -
Halo Wars Release Date
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