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Planning Comission Packet 04.27.2021
AGENDA April 27, 2021 PLANNING COMMISSION milwaukieoregon.gov Zoom Video Meeting: due to the governor’s “Stay Home, Stay Healthy” order, the Planning Commission will hold this meeting through Zoom video. The public is invited to watch the meeting online through the City of Milwaukie YouTube page (https://www.youtube.com/channel/UCRFbfqe3OnDWLQKSB_m9cAw) or on Comcast Channel 30 within city limits. If you wish to provide comments, the city encourages written comments via email at [email protected]. Written comments should be submitted before the Planning Commission meeting begins to ensure that they can be provided to the Planning Commissioners ahead of time. To speak during the meeting, visit the meeting webpage (https://www.milwaukieoregon.gov/bc-pc/planning- commission-71) and follow the Zoom webinar login instructions. 1.0 Call to Order - Procedural Matters — 6:30 PM 2.0 Information Items 3.0 Audience Participation — This is an opportunity for the public to comment on any item not on the agenda 4.0 Work Session Items 4.1 Comprehensive Plan Implementation Project (CPIC) Update – Key Issues: flag lots and performance metrics Summary: CPIC Project Update – Key Issues Staff: Senior Planner Vera Kolias 4.2 Planning Commission Meeting with Neighborhood District Association (NDA)Leadership Summary: Planning Commission Meeting with NDA Leadership agenda discussion Staff: Planning Manager Laura Weigel 5.0 Planning Department Other Business/Updates 6.0 Planning Commission Committee Updates and Discussion Items — This is an opportunity -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Razer Fact Sheet
RAZER FACT SHEET Year Founded: 1998 Contact Information: Razer USA LTD Razer (Asia Pacific) PTE LTD 2035 Corte de Nogal, Suite 101 514 Chai Chee Lane, #07-05 Carlsbad, CA 92011 Singapore 469029 Tel: 760.579.0180 Tel: +65 6505 2188 Number of Employees: 400+ History: Razer was founded in coastal San Diego in the late ‘90s by lawyer- turned- competitive gamer Min-Liang Tan and pro NFL linebacker- turned-competitive gamer Robert Krakoff. The company, known for its neon green triple-snake logo, was the first online gaming- specific hardware company, credited with the advent of the gaming mouse, innovations with gaming keyboards and headphones, development of the first portable gaming laptops and tablet, and instrumental role in the development of global e- Sports. Management: Min-Liang Tan, co-founder, CEO and creative director Khaw Kheng Joo, COO Edwin Chan, CFO Robert Krakoff, co-founder, president Mike Dilmagani, SVP, Sales and Marketing Products: • Laptops Tablets and related peripherals Wireless and wired mice and mouse surfaces Mechanical and membrane keyboards Headsets and headphones Software – Audio, VOIP, and systems optimization Apparel Accessories Distribution: 70-plus countries worldwide, including the USA, Canada and Latin America; Asia-Pacific; China; EU; and South Africa Sponsored Personalities: Athene, YouTube personality Jason Somerville, professional poker player Nick Lentz, MMA fighter Scott Jorgensen, MMA fighter Swifty, YouTube personality Sponsored Teams: 3DMX Alliance Anexis Esports Blood Legion Counter -
UFC 4-740-11AN Recreation Centers
UFC 4-740-11AN 01 March 2005 UNIFIED FACILITIES CRITERIA (UFC) RECREATION CENTERS APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED INACTIVE UFC 4-740-11AN 01 March 2005 UNIFIED FACILITIES CRITERIA (UFC) RECREATION CENTERS Any copyrighted material included in this UFC is identified at its point of use. Use of the copyrighted material apart from this UFC must have the permission of the copyright holder. U.S. ARMY CORPS OF ENGINEERS (Preparing Activity) NAVAL FACILITIES ENGINEERING COMMAND AIR FORCE CIVIL ENGINEER SUPPORT AGENCY Record of Changes (changes are indicated by \1\ ... /1/) Change No. Date Location INACTIVE This UFC supersedes DG 1110-3-132, dated January 1976. The format of this UFC does not conform to UFC 1-300-01; however, the format will be adjusted to conform at the next revision. The body of this UFC is the previous DG 1110-3-132, dated January 1976. 1 UFC 4-740-11AN 01 March 2005 FOREWORD \1\ The Unified Facilities Criteria (UFC) system is prescribed by MIL-STD 3007 and provides planning, design, construction, sustainment, restoration, and modernization criteria, and applies to the Military Departments, the Defense Agencies, and the DoD Field Activities in accordance with USD(AT&L) Memorandum dated 29 May 2002. UFC will be used for all DoD projects and work for other customers where appropriate. All construction outside of the United States is also governed by Status of forces Agreements (SOFA), Host Nation Funded Construction Agreements (HNFA), and in some instances, Bilateral Infrastructure Agreements (BIA.) Therefore, the acquisition team must ensure compliance with the more stringent of the UFC, the SOFA, the HNFA, and the BIA, as applicable. -
Water Occupies Council Tuesday
LTC holding off on advertising Ctimpaignproposal by WILL TUIUlOW later, "Whatever is available, we'll do central committee which would undertake Chamber of Commerce. don't presume to be 100 percent correct," it,", Hyma~ commented. He C)[pressed his · Stan Wrih•r something with it <advertising funds)." to provide a promotional program for the Carpenter commented that he may be sU;lted Clough. oplnio~ that $29,60Q seemed like a pretty The exact amount available is unclear at Village of Rutdoso. inclined to vote. for the merging of LTC In order to gain an understanding · or lowfigure. · · At a ,rormal mee~ing yesterday, the the moment, Hyman told The News. LTC member, Chamber director and Lodgers Tax Comm1ttee decided not to Another stated reason LTC will qot present with the Advertising Committee if 75 per· what is desired of a year-round advertising An observer at the LTC meetipg, Marion advertising committee· member Archer. cent of lodgers' tax. fund!J are used for Hyman, suggested that total lodgers.'_ tax present to the village council a proposal the•allocation to the village council was Wilson was instrumental in drafting the·· campaign, the Chamber ttas Issued a ques asking its approval of a $16 543 summer direct media advertising fQ bring tc)ur:lsts tionnaire to LTC members, village coun disbursements be examined. Then, she· that it's doubtful the council would have proposed Chamber-Council contract. He to Ruidoso. tourism advertising ~ampaig~. accepted su,ch a proposal as presented. cilmen and the mayor. reasoned, it will be possible to see where stated his preference not to take any action Wilson responded cer Directly connected to the surface issue on the proposed contraCt yet, that .he agrees a "I think we . -
Cruising Game Space
CRUISING GAME SPACE Game Level Design, Gay Cruising and the Queer Gothic in The Rawlings By Tommy Ting A thesis exhibition presented to OCAD University in partial fulfillment of the requirements for the degree of Master of Fine Arts in Digital Futures Toronto Media Arts Centre 32 Lisgar Street., April 12, 13, 14 Toronto, Ontario, Canada April 2019 Tommy Ting 2019 This work is licensed under the Creative Commons Attribution-Non Commercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc- sa/4.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. Copyright Notice Author’s Declaration This work is licensed under the Creative Commons Attribution-NonCommercial- ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. You are free to: Share – copy and redistribute the material in any medium or format Adapt – remix, transform, and build upon the material The licensor cannot revoke these freedoms as long as you follow the license terms. Under the follower terms: Attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommericial – You may not use the material for commercial purposes. ShareAlike – If you remix, transform, or build upon the material, you must distribute you contributions under the same license as the original. -
Mapping the Range of User Roles in Open Development Games Projects
Not just users: Mapping the range of user roles in open development games projects Luke Thominet Florida International University Miami, FL, USA [email protected] ABSTRACT love what you’re doing, and they’re not playing a lot, Open video game development systems provide a useful model but they might be writing fanfction, they might be for designing an engaging user experience (UX) research project. drawing, they might be doing other things, and they’re While UX research has typically framed people simultaneously as not actually just a hardcore player. [19] research subjects and users of a technology, some work has also At the 2015 Game Developers Conference, a panel of experienced problematized each of these categorizations. For instance, UX prac- developers discussed their experiences with open development titioners have questioned the framing of people as generic users, projects. In the quote above, Jamie Cheng described how partici- and participatory design has repositioned participants as co-owners pants in these projects were doing a lot more than just playing the of the results of research. This article ofers a complimentary per- game. This paper expands on this observation to review the broad spective by applying the concept of user roles to the activity of range of roles that user-participants adopt in open development participation in open development. Open development, which is the systems. prolonged process where incomplete games are publicly released Broadly speaking, open development is publicly distributing an and iterated on based on player feedback, is fundamentally a UX incomplete game, sharing information about the game develop- research process. -
A Study of the Video Game Industry in US Metropolitan Areas
University of Massachusetts Amherst ScholarWorks@UMass Amherst Masters Theses 1911 - February 2014 2011 A Study of The ideoV Game Industry In U.S Metropolitan Areas Using Occupational Analysis Hinlan Wong University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/theses Part of the Economic Policy Commons, Public Policy Commons, and the Urban Studies Commons Wong, Hinlan, "A Study of The ideV o Game Industry In U.S Metropolitan Areas Using Occupational Analysis" (2011). Masters Theses 1911 - February 2014. 738. Retrieved from https://scholarworks.umass.edu/theses/738 This thesis is brought to you for free and open access by ScholarWorks@UMass Amherst. It has been accepted for inclusion in Masters Theses 1911 - February 2014 by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. A STUDY OF THE VIDEO GAME INDUSTRY IN U.S METROPOLITAN AREAS USING OCCUPATIONAL ANALYSIS A Thesis Presented By HINLAN P. WONG Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment Of the requirements for the degree of MASTER OF REGIONAL PLANNING SEPTEMBER 2011 Department of Landscape Architecture and Regional Planning © Copyright by Hinlan P. Wong 2011 All Rights Reserved A STUDY OF THE VIDEO GAME INDUSTRY IN U.S METROPOLITAN AREAS USING OCCUPATIONAL ANALYSIS A Thesis Presented By HINLAN P. WONG Approved as to style and content by: _________________________________________ Henry C. Renski, Chair _________________________________________ -
Making the Invisible Visible: a History of the Spitzer Infrared Telescope Facility (1971–2003)/ by Renee M
MAKING THE INVISIBLE A History of the Spitzer Infrared Telescope Facility (1971–2003) MONOGRAPHS IN AEROSPACE HISTORY, NO. 47 Renee M. Rottner MAKING THE INVISIBLE VISIBLE A History of the Spitzer Infrared Telescope Facility (1971–2003) MONOGRAPHS IN AEROSPACE HISTORY, NO. 47 Renee M. Rottner National Aeronautics and Space Administration Office of Communications NASA History Division Washington, DC 20546 NASA SP-2017-4547 Library of Congress Cataloging-in-Publication Data Names: Rottner, Renee M., 1967– Title: Making the invisible visible: a history of the Spitzer Infrared Telescope Facility (1971–2003)/ by Renee M. Rottner. Other titles: History of the Spitzer Infrared Telescope Facility (1971–2003) Description: | Series: Monographs in aerospace history; #47 | Series: NASA SP; 2017-4547 | Includes bibliographical references. Identifiers: LCCN 2012013847 Subjects: LCSH: Spitzer Space Telescope (Spacecraft) | Infrared astronomy. | Orbiting astronomical observatories. | Space telescopes. Classification: LCC QB470 .R68 2012 | DDC 522/.2919—dc23 LC record available at https://lccn.loc.gov/2012013847 ON THE COVER Front: Giant star Zeta Ophiuchi and its effects on the surrounding dust clouds Back (top left to bottom right): Orion, the Whirlpool Galaxy, galaxy NGC 1292, RCW 49 nebula, the center of the Milky Way Galaxy, “yellow balls” in the W33 Star forming region, Helix Nebula, spiral galaxy NGC 2841 This publication is available as a free download at http://www.nasa.gov/ebooks. ISBN 9781626830363 90000 > 9 781626 830363 Contents v Acknowledgments -
The Art of Computer Game Design the Art of Computer Game Design by Chris Crawford
The Art of Computer Game Design The Art of Computer Game Design by Chris Crawford Preface to the Electronic Version: This text was originally composed by computer game designer Chris Crawford in 1982. When searching for literature on the nature of gaming and its relationship to narrative in 1997, Prof. Sue Peabody learned of The Art of Computer Game Design, which was then long out of print. Prof. Peabody requested Mr. Crawford's permission to publish an electronic version of the text on the World Wide Web so that it would be available to her students and to others interested in game design. Washington State University Vancouver generously made resources available to hire graphic artist Donna Loper to produce this electronic version. WSUV currently houses and maintains the site. Correspondance regarding this site should be addressed to Prof. Sue Peabody, Department of History, Washington State University Vancouver, [email protected]. If you are interested in more recent writings by Chris Crawford, see the "Reflections" interview at the end of The Art of Computer Game Design. Also, visit Chris Crawford's webpage, Erasmatazz. An acrobat version of this text is mirrored at this site: Acrobat Table of Contents ■ Acknowledgement ■ Preface ■ Chapter 1 - What is a Game? ■ Chapter 2 - Why Do People Play Games? ■ Chapter 3 - A Taxonomy of Computer Games ■ Chapter 4 - The Computer as a Game Technology ■ Chapter 5 - The Game Design Sequence ■ Chapter 6 - Design Techniques and Ideals ■ Chapter 7 - The Future of Computer Games ■ Chapter 8 - Development of Excalibur ■ Reflections - Interview with Chris WSUV Home Page | Prof. -
The Prosthetic Imagination: Meditations on Virtual Space and Experience in Single Player Computer Role Playing Games By
The Prosthetic Imagination: Meditations on Virtual Space and Experience in Single Player Computer Role Playing Games by Michael David Brian Taylor A thesis presented to the University of Waterloo in fulfilment of the thesis requirement for the degree of Master of Architecture Waterloo, Ontario, Canada, 2011 © Michael David Brian Taylor 2011 I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. iii ABSTRACT Today’s video game players sit in front of their screens immersing them- selves within the fictional environment of the video game. They connect their physical self to the game-controller and their cerebral self to the game-world. The video game medium becomes a cybernetic and psycho- logical appendage, a prosthesis that allows game players to share their con- sciousness across actual and virtual realities. Such an appendage has the ability to expand the personal spatial environment of the game players as they navigate the spaces of an increasingly complex, digitally constructed extension of the imagination. The thesis begins with an autobiographical summary of personal ex- periences in the suburbs and the resultant escape from suburbia that video games provide. The thesis then presents a series of experiential diaries gen- erated from gameplay. This is followed by a conceptual analysis that uses six meditations to discuss the spaces and experiences presented in the dia- ries. The purpose of the conceptual analysis is to investigate how the nar- rative and spatial experiences of single player role playing video games ex- pand our perceptions of architecture and space beyond the real-world. -
Variants, 12-13 | 2016 [Online], Online Since 01 May 2017, Connection on 23 September 2020
Variants The Journal of the European Society for Textual Scholarship 12-13 | 2016 Varia Wim Van Mierlo and Alexandre Fachard (dir.) Electronic version URL: http://journals.openedition.org/variants/275 DOI: 10.4000/variants.275 ISSN: 1879-6095 Publisher European Society for Textual Scholarship Printed version Date of publication: 31 December 2016 ISSN: 1573-3084 Electronic reference Wim Van Mierlo and Alexandre Fachard (dir.), Variants, 12-13 | 2016 [Online], Online since 01 May 2017, connection on 23 September 2020. URL : http://journals.openedition.org/variants/275 ; DOI : https:// doi.org/10.4000/variants.275 This text was automatically generated on 23 September 2020. The authors 1 This double issue of Variants: the Journal of the European Society for Textual Scholarship is the first to appear in Open Access on the Revues.org platform. In subject matter, this issue offers a wide scope covering the music manuscripts of the thirteenth-century French trouvère poet Thibaut de Champagne (expertly discussed by Christopher Callahan and Daniel E. O’Sullivan) to the digital genetic dossier of the twenty-first century Spanish experimental writer Robert Juan-Cantavella. The story of Juan- Cantavella’s “manuscripts” is an interesting: the dossier was handed on a USB stick to the scholar Bénédicte Vauthier for research; the files and their metadata became the subject of an extensive analysis of the writing history of his novel El Dorado (2008), proving that genetic criticism after the advent of the computer is still possible and necessary. In addition to Rüdiger Nutt-Kofoth’s detailed consideration of the concept of “variant” and “variation” in the German historical-critical tradition of scholarly editing, the current volume contains four more theoretical exploration of this topic, which formed the topic of the 2013 Annual Conference of the Society that was held in Paris in November 2013.