2013.10月號 Xbox 360 PLAYER's GUIDE Xbox 360 PLAYER's GUIDE 〡 Xbox 360 強檔新作
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Marketing 2.0
JEDE AUSGABE MIT FIRMENREGISTER UND PRAKTIKUMSBÖRSE 06/2010 € 6,90 MAGAZIN FÜR SPIELE-ENTWICKLUNG UND BUSINESS-DEVELOPMENT magazin MARKETING 2.0 MINIMALE MITTEL, MAXIMALE AUFMERKSAMKEIT: WIE IHRE SPIELE FACEBOOK, USER-RATINGS UND GAMESTAR EROBERN PROJEKTMANAGEMENT PROGRAMMIERUNG GAME DESIGN DIE FÜNF ERFOLGSFAKTOREN WIE BIGPOINT DIE PERFORMANCE TUTORIALANALYSE VON SECHS VON SPIELEPRODUKTIONEN VON DARK ORBIT OPTIMIERT HAT GROSSEN FACEBOOK-SPIELEN gs_sh_mg_06_2010_Titel 1 19.10.10 12:38 gs_sh_MG_06_Playgenic.indd 1 11.10.10 10:56 Editorial Start Making Games Zurück in die Zukunft Neuer Stoff für Theorie und Praxis Heiko Klinge Genau fünf Jahre sind seitdem vergangen. Fünf Jahre, in denen sich viel verändert hat: der end- W ir schreiben den November 2005: Die gültige Durchbruch für Online-Magazine, der Zweitausgabe unseres Entwicklermaga- Siegeszug der sozialen Netzwerke oder auch das ist Chefredakteur vom zins verlässt die Druckerei und macht sich auf Comeback der Indie-Developer. Insofern fanden Making Games Magazin. den Weg zu unseren Lesern – damals nur ein wir es nicht nur aus nostalgischen, sondern paar Hundert, die uns auf Anhieb ihr Vertrauen auch aus praktischen Gründen ganz passend, www geschenkt haben. Feedback auf unser neues Ba- Markus erneut um einen Artikel zu seinem Lieb- by ist rar, im Redaktionsteam herrscht deshalb lingsthema »PR-Material« zu bitten. Das gerade- makinggames.de immer noch eine gewisse Unsicherheit: Kommt zu monumentale Ergebnis finden Sie im Rah- Immer wenn Sie diesen Hinweis bei einem Artikel sehen, möchten wir unser Heft in der Branche an? Wie relevant sind men unserer Titelstory »Marketing 2.0« auf den Sie auf ergänzende oder vertiefende unsere Themen? Doch am Erscheinungstag der Seiten 14 bis 21. -
The Maw Free Xbox Live
The maw free xbox live The Maw. The Maw. 16, console will automatically download the content next time you turn it on and connect to Xbox Live. Free Download to Xbox Go to Enter as code 1 with as time stamp 1 Enter as code 2 with as time stamp 2. Fill out. The full version of The Maw includes a bonus unlockable dashboard theme and free gamerpics for beating the game! This game requires the Xbox hard. In this "deleted scene" from The Maw, Frank steals a Bounty Hunter Speeder and Be sure to download this new level on the Xbox Live Marketplace, Steam. Unredeemed code which download the Full Version of The Maw Xbox Live Arcade game to your Xbox (please note: approx. 1 gigabyte of free storage. For $5, you could probably buy a value meal fit for a king -- but you know what you couldn't get? A delightfully charming action platformer. EDIT: Codes have all run out now. I can confirm this works % on Aussie Xbox Live accounts as i did it myself. Basically enter the blow two. Please note that Xbox Live Gold Membership is applicable for new Toy Soldiers and The Maw plus 2-Week Xbox Live Gold Membership free. Xbox Live Gold Family Pack (4 x 13 Months Xbox Live + Free Arcade Game "The Maw") @ Xbox Live Dashboard. Avatar Dr4gOns_FuRy. Found 11th Dec. Free codes for XBLA games Toy Soldiers and The Maw, as well as more codes for day Xbox Live Gold trials for Silver/new members. 2QKW3- Q4MPG-F9MQQFYC2Z - The Maw. -
Game Developer Power 50 the Binding November 2012 of Isaac
THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms. -
A Practical Guide to Marketing Your Indie Game
GET READY GET NOTICED GET BIG A Practical Guide to Marketing Your Indie Game Patrick DeFreitas and Garret Romaine CONTENTS Preface viii Chapter 1: Overview of Indie Game Marketing 1 Why Marketing Matters 4 The Right Time is Now 6 How to Start Getting Noticed 6 Where to Start: Irresistible Promotional Materials 9 Trailer Video 9 Screenshots 10 Press Releases 11 Fact Sheets 11 Landing Page 11 Start a Developer’s Blog 12 Reach Out to the Press 13 Following Up 14 Convert Visitors into Active Fans 14 Maintain Your Marketing Momentum 15 Common Mistakes and Pitfalls to Avoid 16 What Makes You Unique? 17 Demographics 18 Personas: Mythical Prototypes 21 Competitive Analysis 23 Strategy and Goals 25 Marketing Goals 27 Lead Generation 28 Creating a Brand 30 Working Without Deep Pockets 31 ii | A Practical Guide to Marketing Your Indie Game Cost-Benefit Analysis 32 Metrics: In Data We Trust 33 Analytics 35 Marketing Channels 37 Shows and Events 37 Jams and Meet-ups 38 Closed Alpha Exposure 39 Contests 39 Don’t Tweet That 40 Pricing and Monetization Strategies 40 PR and Self-Promotion 42 Get Ready 44 Chapter 2: The Four Ps of Marketing for Indie Game Developers 45 The Four Ps Marketing Framework 46 Using the Four Ps 47 Mutually Dependent Variables 48 Yes, Your Game is a Product 48 Price 51 Setting the Right Price 53 Discounting Dos and Don’ts 54 Free to Play 55 Promotion 55 Assets 56 Ongoing Activities 57 Events 57 What About Advertising 58 Relationship-Based Promotion 58 Partner with Established Brands 59 Public Relations (PR)—Should You Hire a Pro, -
Carsey-Wolf Center at UC Santa Barbara
www-old.carseywolf.ucsb.edu Carsey-Wolf Center at UC Santa Barbara By John Vanderhoef 12-15 minutes An independent video game is generally defined as a game developed without the financial support of a major publisher. Although the definition remains a matter of heated debate, indie games are becoming more important than ever to a gaming industry that relies on smaller developers to fill niche genres, attract new players, and take chances on experimental concepts and designs. Nevertheless, the proliferation of digital distribution options might play the largest and most vital role in the recent success of indie games. From the mobile market to online gaming hubs, digital distribution has reinvigorated the market by increasing the ways developers can get their titles in front of potential players. Of course, digital platforms are not a cure-all. Indies must negotiate with a new breed of gatekeepers and worry about recognition in an increasingly crowded marketplace. How these issues are resolved will help shape the gaming industry in the years to come. Here are five things you need to know about independent video game distribution: 1. The mobile video game market is the most exciting and fastest growing of the current distribution options for indie developers. 2. The Internet-enabled, home computer market allows the most variety and flexibility for independent game distribution. 3. Proprietary consoles offer less flexibility and autonomy to indie developers than other platforms. 4. Independent game festivals help indie developers network with other developers, find distribution deals with publishers, and mingle with other professionals in the video game industry. -
Kas Androidi Ostmiseks on Õige Aeg? Eesti Esimene Võrdlustest!
Uus iPod Nano Pentax K7 Poola värk Säästuaeg Nüüd kaamera Mida arvata Odav ja Testis ilma ja raadioga järjekordsest hea ka jalata kuvar kaamerast? Poolakate telefoni käib kaks SIM-kaarti Kas Androidi ostmiseks on õige aeg? Eesti esimene võrdlustest! Need sinised, sinised silmad: suurES testis Õpetame silma kaheksa värvi muutma miniarvutit Õudne lugu: Mängime uut Wolfensteini ja LEIDSIME KAKS VÕITJAT LOE LK 36 oleme hirmul Nr 54, oktoober 2009 Hind 39.90 kr Taas uus Nikon: Väga kasulik: loe, mida me installi Linuxile arvame D3000-st videodraiver digi > oktoober 2009 44 > Millised lõbusad rohelised poisid Testime kolme Eestis praegu saada olevat Androidiga telefoni värske kraam 27 > Samsung DUOS B5702 Kasutamiseks ainult koos 33> juhendiga Õpetame sind maksma liiga palju 7 > Uudised Kaamera vs Läänemeri 1 : 0 28 > Opera 10 Mobiilse kasutaja rõõm 8 > [digi] reisil Nokia ja Carl Zeiss 29 > Samsung LD220 Sülearvuti parim sõber 12 > Top 10 asja, milles Android praegu 30 > Gigabyte GA-P55-UD6 ja iPhone'ile alla jääb Intel Core i5 750 Nehalem marsib massidesse 16 > Tulevik Elekter otse puutüvest 31 > Akasa DuoDock Sama raha eest paremini 18 > Naistekas Las vanade eestlaste sümbolid kaitsevad 32 > Nikon Coolpix S1000pj su sülearvutit Pildikahur kompaktkaameras 29> Ilma jalata 20 > Arvamus 33 > Peakomplekt kuvar?! Tarbijakaitse annab omadele pasunasse Freetalk Everyman Rääkige, rääkige, 23 > Ari Jaaksi ma kuulan teid Ari pani Nokia ja Linuxi paari 33 > Prestigio Data Racer II Prestigio arvutiaksessuaar järele proovitud 34 > iPod Nano 5. põlvkond -
Mémoire D'étude
Diplôme de conservateur des bibliothèques Le dépôt légal des jeux vidéo Mémoire d’étude / janvier 2014 2014 janvier / d’étude Mémoire Jocelyn MONCHAMP Sous la direction de Benoît EPRON Maître de conférences en sciences de l’information et de la communication, Directeur de la recherche à l’Ecole nationale supérieure des sciences de l’information et des bibliothèques (ENSSIB) Remerciements Je tiens à remercier : Mon directeur de mémoire Benoît Epron, pour ses conseils avisés, sa disponibilité et sa sympathie dans l’encadrement de mon travail. Christophe Gauthier et Elodie Bertrand, directeur de l’Audiovisuel et chef de la section des documents électroniques à la Bibliothèque nationale de France, pour m’avoir livré leur expertise et des références indispensables à cette étude. Grégory Miura et Xavier Sené dont les articles scientifiques et professionnels m’ont été d’une aide précieuse pour comprendre les enjeux et limites de mon sujet. Sébastien Peyrard pour ses connaissances expertes en matière de préservation des documents numériques. Ma famille pour son soutien et sa relecture attentive. MONCHAMP Jocelyn | DCB | Mémoire d’étude | janvier 2014 - 3 - Droits d’auteur réservés. Résumé : Ce mémoire propose une étude du dépôt légal des jeux vidéo, dans ses dimensions juridiques, bibliothéconomiques et plus largement socio-culturelles. La collecte et le traitement des œuvres vidéoludiques par la Bibliothèque nationale de France, tout en intégrant des enjeux de patrimonialisation du médium, révèlent les opportunités et les défis du dépôt légal à l’heure du numérique. Descripteurs : Dépôt légal -- France Jeux vidéo Bibliothèque nationale (France) Information électronique -- Conservation Abstract : This research paper aims at studying the various aspects of the legal deposit of video games in France, not only from a library science perspective but also in its juridical and socio-cultural dimensions. -
Självständigt Arbete På Grundnivå Independent Degree Project − First Cycle
Självständigt arbete på grundnivå Independent degree project − first cycle Ljudproduktion 15 hp Sound Production 15 Credits Ljuddesignens påverkan på spelarupplevelse En utforskande analys av ljuddesigners arbetsmetoder och ren resulterande ljudbildens effekter på spelupplevelse Olof Pettersson Ljuddesignens påverkan på spelarupplevelse Olof Pettersson 2018-01-22 MID SWEDEN UNIVERSITY Department of Electronics Design Examiner: Jan Thim, [email protected] Supervisor: Clara Jalmar, [email protected] Author: Olof Pettersson, [email protected] Degree programme: Music and Sound Design, 120 credits Main field of study: Sound Production Semester, year: Fall, 2017 1 Ljuddesignens påverkan på spelarupplevelse Sammanfattning Olof Pettersson 2018-01-22 Sammanfattning Denna studies syfte var att undersöka sambandet mellan spelljuddesigners arbetsmetoder, målsättningar och tankegångar under produktionstiden och hur ljudbilden i det slutgiltiga spelet upplevs av såväl publik som speljournalister. En enkät med frågor om ljudet i utvalda spel skickades ut och tog emot över hundra svarande och recensioner samlades i och sammanställdes för att få en bild över vad allmänheten ansåg om spelens ljud. Endast en av de sju eftersökta designerna till de utvalda spelen svarade och ställde upp på intervju. Informationen samlad från den intervjun tyder på att ljudbildens omdöme beror i del på hur klart målet för ljudbilden var redan innan produktionsprocessen började. Studien tyder på att om en designer har en tydlig idé för hur världen som ska designas bör låta så speglas detta också i journalisters omdömen och allmänhetens uppfattning om vad de hör. Fler studier krävs dock för att med säkerhet säga att så är fallet och en del alternativa förklaringar är ännu inte uteslutna. -
Le Xbox LIVE Arcade Célèbre Le “Summer of Arcade” Avec L'arrivée D
Le Xbox LIVE Arcade célèbre le “Summer of Arcade” avec l’arrivée d’incroyables Blockbusters et la possibilité de gagner de superbes prix ! Le catalogue “Summer of Arcade” propose cinq jeux incroyables pendant cinq semaines endiablées ; triomphez de la chaleur et tentez votre chance afin de remporter de superbes prix parmi lesquels 100 000 Microsoft Points, une console Xbox 360 Elite et plus encore ! Les Ulis, le 31 juillet 2008 – Le Xbox LIVE Arcade fête l’été en proposant le meilleur catalogue de jeux de tous les temps, dès le mercredi 30 juillet à 10h00, avec le jeu de tir rétro très attendu, “Geometry Wars: Retro Evolved 2”. Chaque mercredi de cet été, les membres du Xbox LIVE Arcade vont pouvoir gagner des places pour participer aux jeux-concours “Summer of Arcade” et remporter de fantastiques prix en se connectant et en jouant à la version d’essai ou à la version complète d’un des jeux de la semaine “Summer of Arcade”. Voici le catalogue de jeux du “Summer of Arcade” : • 30 juillet : “Geometry Wars: Retro Evolved 2” – La dernière version du très populaire jeu de tir rétro est d’une intensité à faire fondre les écrans et propose de nouvelles fonctionnalités hallucinantes. Six nouveaux modes de jeu pleins d’action font leur apparition, de nouveaux ennemis et stratégies de scores, ainsi qu’une liste variée de Succès passionnants sont également de la partie. “Geometry Wars: Retro Evolved 2” a reçu une classification 3+ auprès du PEGI et sera disponible pour 800 Microsoft Points. • 6 août: “Braid” – A l’initiative du développeur Jonathan Blow, “Braid” est un jeu de puzzle artistique dans lequel le joueur doit gérer le temps imparti de façon originale. -
Teenage Mutant Ninja Turtles in Time Reshelled
Teenage mutant ninja turtles in time reshelled Teenage Mutant Ninja Turtles: Turtles in Time Re-Shelled is an enhanced remake of the arcade game, Teenage Mutant Ninja Turtles: Turtles in Time, Gameplay · Synopsis · Development and marketing. The Summer of Arcade continues this week with Teenage Mutant Ninja Turtles: Turtles in Time Re-Shelled. Newest trailer of the upcoming remake for the XBOX Live Arcade game. Price: Microsoft Points ($ Teenage Mutant Ninja Turtles: Turtles in Time Re-Shelled (sometimes shortened Turtles in Time: Re-Shelled. Download Teenage Mutant Ninja Turtles: Turtles in Time Re-shelled [Online Game Code] and play today. (Online Interactions Not Rated by the ESRB) The. Ok as everyone knows the game was removed from the PSN a few years ago, although there's still a way to buy the game if you're willing to. IGN is the TMNT: Turtles in Time resource with reviews, wikis, videos, trailers, screenshots, cheats, walkthroughs, previews, news and release dates. By Daemon Hatfield Teenage Mutant Ninja Turtles: Turtles in Time was originally built for arcades back in and eventually made its way to. Metacritic Game Reviews, Teenage Mutant Ninja Turtles: Turtles in Time Re-Shelled for Xbox , [Xbox Live Arcade] The arcade classic has. Teenage Mutant Ninja Turtles IV: Turtles in Time for Super Nintendo, Vintage Software Teenage Mutant Ninja Turtles: Mutants in Manhattan for Xbox One. On 5 August , Ubisoft released a downloadable 3D remake of the game, Teenage Mutant Ninja Turtles: Turtles in Time Re-Shelled, for Xbox Live Arcade. It wasn't hard to fall in love with Konami's Teenage Mutant Ninja Turtles: Turtles in Time when you were eight years old. -
Game Developer Looks at 20 Companies That Currently Make Better Bosses Or Have the Potential to Set the Course for the Industry's Future
THE LEADING GAME INDUSTRY MAGAZINE voL 17 N o9 o CTo BER 2010 INSIDE: 20 C o M p ANIES T o w ATCH po STM o RTEM: FINAL FANTASY XIII RTEM: FINAL FANTASY RED FACTION ARMAGEDDON. CONTENTS.1010 VOLUME 17 NUMBER 9 POSTMORTEM DEPARTMENTS 24 SQUARE ENIX'S FINAL FANTASY XIII 2 GAME PLAN By Brandon Sheffield [EDITORIAL] When development started on FINAL FANTASY XIII its gameplay, Wal-Mart Versus the Mom and Pops scenario, and technical specs were only vaguely defined. But this didn't stop the team from motoring ahead anyway, creating assets at 4 HEADS UP DISPLAY [NEWS] an ever increasing pace with no clear sense as to whether they would Man on a Mission film review, Assembly 2010, and more. even be usable in the game. It wasn't until the team was obligated to create a playable demo for the Japanese market that the title's 32 TOOL BOX By Ali Tezel [REVIEW] ultimate design came into focus. In this postmortem we get a unique Autodesk Softimage 2011 look at the creation of a game whose epic scope almost got the better of the studio. By Motomu Toriyama and Akihiko Maeda 35 THE INNER PRODUCT By Rulon Raymond [PROGRAMMING] Skin Retargeting FEATURES 38 PIXEL PUSHER By Steve Theodore [ART] 7 COMPANIES TO WATCH Mid Life Crisis The game industry is a constantly shifting landscape. What companies should you be watching to see which way the wind is 41 DESIGN OF THE TIMES By Damion Schubert [DESIGN] blowing? Here Game Developer looks at 20 companies that currently Make Better Bosses or have the potential to set the course for the industry's future. -
Connor Monahan
28 Drake Road Mendham, NJ 07945 Connor Monahan Cell: 201-323-4303 Game Designer Email: [email protected] Portfolio/Blog: connormonahan.com SCHOOL ROCHESTER INSTITUTE OF TECHNOLOGY – Class of 2013 B.S. in Game Design and Development—GPA 3.61 Minor in Political Science SKILLS GAME DESIGN Systems Design, Item Generation, Gameplay Design/Analysis, Level Design, Narrative Design and Story Writing, Pitch Writing and Review, Team Leadership, Audio Production and Voice Over, Scrum/Agile Experience PROFICIENT PROGRAMMING LANGUAGES C#(XNA), HTML5, CSS3, WebGL, JavaScript, AS3.0/Flash, C++ (OpenGL/GLUT), VBA, Java, SQL SOFTWARE Visual Studio, MS Office, Everything Google, MAYA, 3D Studio Max, Adobe (Flash, Photoshop, Premiere), Hammer (Source) and Radiant (Quake) Tools, Audacity, Ableton Live HARDWARE Computer hardware maintenance, repair, and upgrades, physical networking, and other hardware troubleshooting WORK Game Designer Intern with Microsoft Game Studios June 2012 – November 2012 EXPERIENCE Credits – Ryse, XBLA Summer of Arcade 2012 Titles As a design intern I worked on the Connected Experiences (Xbox Live Arcade) Design team providing feedback, input, and analysis on titles being developed/investigated; contributed to the design of Xbox platform user experiences including the future of Achievements; and built tools, test modules, and games in HTML5/JS. For Crytek’s Ryse, I designed a multiplayer/singleplayer itemization of in- game equipment. Production Intern with Blindlight Media June 2011 – August 2011 Credits – The Elder Scrolls V: Skyrim, Guild Wars 2, Dungeon Siege III, Fallout New Vegas, Splinter Cell 6, Doom 4, and TBD Ubisoft Montreal Title Blindlight is the principal provider of contract Voice Over, Casting, Writing, and Motion Capture in the industry.