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Open Thesis Final.Pdf
The Pennsylvania State University The Graduate School College of Communications EVALUATIO OF FOSS VIDEO GAMES I COMPARISO TO THEIR COMMERCIAL COUTERPARTS A Thesis in Media Studies By Jesse A. Clark © 2008 Jesse A. Clark Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts August 2008 ii The thesis of Jesse A. Clark was reviewed and approved* by the following:: John Nichols Professor of Communications Associate Dean for Graduate Studies and Research Matt Jackson Associate Professor of Communications Head of Department of Telecommunications Thesis Advisor Robert Frieden Professor; Pioneers Chair in Telecommunications Ronald Bettig Associate Professor of Communications *Signatures are on file in the Graduate School. iii Abstract The topic of copyrights and copyright law is a crucial component in understanding today's media landscape. The purpose for having a copyright system as outlined in the U.S. Constitution is to provide content creators with an incentive to create. The copyright system allows revenue to be generated through sales of copies of works; thus allowing for works to be created which otherwise would not be created. Yet it is entirely possible that not all large creative projects require the same legal framework as an incentive. The so called “copyleft” movement (which will be defined and explained in depth later) offers an alternative to the industrial mode of cultural production. Superficially, “copylefted” works can be divided into two broad categories: artistic/creative works (which are often protected by “Creative Commons” licenses), and Free/Open Source Software. This thesis evaluates how open source video games compare to their commercial counterparts and discusses the reasons for any difference in overall quality. -
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JOURNAL FOR TRANSCULTURAL PRESENCES & DIACHRONIC IDENTITIES FROM ANTIQUITY TO DATE THERSITES 7/2018 www.thersites.uni-mainz.de CHRISTIAN ROLLINGER (Universität Trier) Battling the Gods An Interview with the Creators of “Apotheon” (2015): Jesse McGibney (Creative Director), Maciej Paprocki (Classical Scholar), Marios Aristopoulos (Composer) in: thersites 7 (2018), 11-29. KEYWORDS Game Studies, Game design, Ancient Mythology, Music design Christian Rollinger Introduction In 2015, Alientrap Games, a small, independent game studio based in To- ronto, released the video game Apotheon for Windows/PC, Mac OS X, Linux, and PlayStation 4. Apotheon is a visually striking side-scrolling ac- tion-adventure game, in which the player takes on the role of an ancient Greek hero fighting against Olympian deities.1 As Nikandreos, his mission is to wrest divine powers from the Gods, in the process becoming a deity himself. The game has received generally favourable reviews and holds an aggregated Metacritic score of 78/100.2 Reviews have lauded the game for its ‘old school’ appeal, being a classic scrolling action title in a time that almost exclusively focuses on 3D action games in the God of War vein.3 While reviews of the game were not universally favourable, with some crit- icising the game’s inventory system and combat modes,4 the distinctive graphics, inspired by Greek vase paintings, and soundtrack have garnered widespread applause, and reviewers praise the game’s “stunning look and feel”5, stating that playing Apotheon “is like being an archaeologist explor- ing and unearthing the mysteries of an unknown world. […] Like the ochre- stained walls of an Athenian temple circa 500 BC, Apotheon’s characters are little more than black silhouettes.”6 1 http://www.alientrap.com/presskit/sheet.php?p=apotheon (accessed 18.09.2018). -
MASHRU MISHU CHARACTER ARTIST | | [email protected] | Cell: 347.981.3042
MASHRU MISHU CHARACTER ARTIST | WWW.FX81.COM | [email protected] | Cell: 347.981.3042 PROFILE I love making characters and creatures for video games. I have over a decade of experience and have worked on 30+ game titles. It still feels fresh and interesting to me because I absolutely enjoy making art and learning new techniques and styles every day. I hope to continue making art and contribute to many more projects in the future. SKILLS TOOLS ▪ Realistic human and creature anatomy sculpting ▪ Maya – advanced knowledge 15+ years ▪ Stylized human and creature modeling and sculpting ▪ Photoshop – expert knowledge 20+ years ▪ Hand-painted and photo-realistic texture painting ▪ Mudbox – expert knowledge 15+ years ▪ Realistic costume and cloth sculpting ▪ Topogun ▪ Efficient lowpoly modeling and UV layout ▪ Substance Painter ▪ Strong understanding of materials definition ▪ Zbrush ▪ R&D pipeline and tools improvement ▪ UDK ▪ Optimize art production and scheduling ▪ CryEngine3 ▪ Mentoring and training ▪ Marvelous Designer ▪ Strong communication ▪ 3ds Max EXPERIENCE July-2017 ▪ Senior Character Artist – Cryptic Studios -Present Magic: Legends May-2010 ▪ Freelance Artist - Self Employed Apr-2018 Created characters, creatures, weapons and props for 30+ game titles. (List 2nd page) Jun-2013 ▪ Freelance Artist - Arkane Studios Nov-2014 Character artist on Dishonored 1 & 2 Apr-2013 ▪ Freelance Character Artist - RedLynx Studios Aug-2014 Character artist on Trials: Fusion, Evolution & DLC Jun-2006 ▪ Character Artist - THQ Kaos Studios May-2010 Character -
Threat Simulation in Virtual Limbo Preprint
This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out. -
Agents for Games and Simulations
First International Workshop on Agents for Games and Simulations Budapest May 11, 2009 i Table of Contents Preface iii Avi Rosenfeld and Sarit Kraus. Modeling Agents through Bounded Rationality Theories 1 Jean-Pierre Briot, Alessandro Sordoni, Eurico Vasconcelos, Gustavo Melo, Marta de Azevedo Irving and Isabelle Alvarez. Design of a Decision Maker Agent for a Distributed Role Playing Game - Experience of the SimParc Project 16 Michael Köster, Peter Novák, David Mainzer and Bernd Fuhrmann. Two Case Studies for Jazzyk BSM 31 Joost Westra, Hado van Hasselt, Frank Dignum and Virginia Dignum. Adaptive serious games using agent organizations 46 D.W.F. van Krevelen. Intelligent Agent Modeling as Serious Game 61 Gustavo Aranda, Vicent Botti and Carlos Carrascosa. The MMOG Layer: MMOG based on MAS 75 Ivan M. Monteiro and Luis O. Alvares. A Teamwork Infrastructure for Computer Games with Real-Time Requirements 90 Barry Silverman, Deepthi Chandrasekaran, Nathan Weyer, David Pietrocola, Robert Might and Ransom Weaver. NonKin Village: A Training Game for Learning Cultural Terrain and Sustainable Counter-Insurgent Operations 106 Mei Yii Lim, Joao Dias, Ruth Aylett and Ana Paiva. Intelligent NPCs for Education Role Play Game 117 Derek J. Sollenberger and Munindar P. Singh. Architecture for Affective Social Games 129 Jakub Gemrot, Rudolf Kadlec, Michal Bída, Ondřej Burkert, Radek Píbil, Jan Havlíček, Juraj Šimlovič, Radim Vansa, Michal Štolba, Lukáš Zemčák and Cyril Brom. Pogamut 3 Can Assist Developers in Building AI for Their Videogame Agents 144 Daniel Castro Silva, Ricardo Silva, Luís Paulo Reis and Eugénio Oliveira. Agent-Based Aircraft Control Strategies in a Simulated Environment 149 ii Preface Multi Agent System research offers a promising technology to implement cognitive intelligent Non Playing Characters. -
Game Developers Who Started Their Careers by Working on Mods
you can make games now! ANNUAL FALL 2012 INSIDE: HANDS-ON HOW-TOS FOR THE UNREAL DEVELOPMENT KIT, THE SOURCE ENGINE, AND MORE! Change Your World DOWNLOAD FREE* 2013 AUTODESK SOFTWARE The future is closer than you think. Join a whole new class of artists in the Autodesk Education Community, and receive free* access to the same software and tools used by professional digital artists. autodesk.com/freesoftware *Free products are subject to the terms and conditions of the end-user license agreement that accompanies download of the software. The software is for personal use for education purposes and is not intended for classroom or lab use. Autodesk is a registered trademark of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2012 Autodesk, Inc. All rights reserved. DigiPen student games have won 40 awards at the Independent Games Festival—more than those of any other school. Download and play them at digipen.edu/gamers. NOUS PIXI NITRONIC RUSH 2012 IGF Student Showcase Winner 2012 IGF Student Showcase Winner 2012 IGF Honorable Mention DigiPen Institute of Technology offers bachelor's and master's degrees in hardware and software engineering applied to VLPXODWLRQYLGHRJDPHGHVLJQDQGGHYHORSPHQW¿QHDUWVDQG digital art production, and sound design. www.digipen.edu ANNUAL FALL 2012 CONTENTS postmortem 44 SNOWFIELD THE SNOWFIELD is an experimental project in emergent narrative set during World War I, made in eight weeks by a team of 10 student interns from Singapore and the U.S., that was featured in the Independent Games Festival 2012 Student Showcase. -
OMC | Data Export
Nanci Santos, "Entry on: Apotheon by Marios Aristopoulos, Jesse McGibney, Maciej Paprocki, Lee Vermeulen", peer-reviewed by Susan Deacy and Elżbieta Olechowska. Our Mythical Childhood Survey (Warsaw: University of Warsaw, 2018). Link: http://omc.obta.al.uw.edu.pl/myth-survey/item/173. Entry version as of September 28, 2021. Marios Aristopoulos , Jesse McGibney , Maciej Paprocki , Lee Vermeulen Apotheon Canada (2015) TAGS: Acheron (River) Aesop’s Fables Aphrodite Apollo Ares Argonauts Artemis Athena/ Athene Atlantis Bacchus Black Figure Pottery Charon Chimaera Cocytus (River) Cyclops / Cyclopes Daphne Demeter Dionysus Greek music Greek mythology Hades Hephaestus Hera Heracles / Herakles Heraclitus (of Ephesus) Hermes Homer Hydra Iliad Immortality Kastor Labyrinth Lethe (River) Midas Mythology Nymphs Odyssey Olympus Persephone Phlegethon (River) Poseidon Satyrs Statues Styx Thetis Trident Tyrants Underworld Zeus Zeus' Throne Copyright belongs to Alientrap. General information Title of the work Apotheon Studio/Production Company Alientrap Country of the First Edition Canada Country/countries of Worldwide popularity Original Language English First Edition Date 2015 First Edition Details February 3, 2015 Platform Steam, PlayStation 4 Official Website apotheongame.com (accessed: August 13, 2018). Available Onllne Trailer: youtube.com (accessed: August 13, 2018). 1 This Project has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 Research and Innovation Programme under grant agreement No 681202, Our Mythical Childhood... The Reception of Classical Antiquity in Children’s and Young Adults’ Culture in Response to Regional and Global Challenges, ERC Consolidator Grant (2016–2021), led by Prof. Katarzyna Marciniak, Faculty of “Artes Liberales” of the University of Warsaw. Nanci Santos, "Entry on: Apotheon by Marios Aristopoulos, Jesse McGibney, Maciej Paprocki, Lee Vermeulen", peer-reviewed by Susan Deacy and Elżbieta Olechowska. -
Nerves of Iron Alumni Ironmen and Women
SPRING 2012 Nerves of Iron Alumni Ironmen and Women The Science of Suds Gaming Goes Global Bill Waiser on the Chilkoot Trail live & learn Centre for Continuing & Distance Education Brad started his career in the heart of Canada’s Parliament and now works for the Associate Vice- President, Information and Communications Technology. In his spare time, you’ll find him waxing show cars. He recently took our Business Writing and Grammar Workout to help polish his skills outside the garage. Brad Flavell 2007: BA History & Philosophy (U of S) 2006-07: VP Academic (USSU) 2004-06: Member of Student Council (Arts & Science Students’ Union) Each year, many University of Saskatchewan alumni, like Brad, take CCDE classes. Whether you want to enhance your career or explore your creativity, our programs are flexible—allowing you to maintain life-balance as you fulfil your educational goals. Work toward your certificate or degree from anywhere in the world. Learn a new language or take courses for personal interest and professional development. We have programs for everyone from all walks of life—from birth to seniors. To learn more visit ccde.usask.ca or call 306.966.5539. ccde.usask.ca CCDE-MISC-11052-DIVERTAS.indd 1 11-11-30 1:32 PM SPRING 2012 | CONTENTS inside this issue 12 Nerves of Iron Three alumni reflect on what drives them to compete in Ironman triathalons 2 In conversation with Dean Peter Stoicheff 4 News briefs 6 A Toolkit for Treatment | by John Lagimodiere (BA‘06) After struggling with substance abuse, Jenny Gardipy is now part of the solution -
Games / Linux / a Allison Road Ash of Gods: Redemption Albion
Games / linux / A Glossary A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z - 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 Allison Road 2018 (12/31/2018) Genre: Horreur, Survie Publishers: Far From Home Allison Road is an upcoming first-person survival horror video game for Linux, Microsoft Windows, OS X by Lilith Ltd and formerly to be published by Team17. It was considered to be a spiritual successor to P.T., the playable teaser for the cancelled video game Silent Hills. Before being funded by Team17, the game's development was fan- based. On 4 June 2016, the Allison Road Twitter account announced the game's cancellation. On August 22, 2016 an announcement was made on the Twitter account indic… Ash of Gods: Redemption 2018 (03/23/2018) Genre: Cartes, Roman, Jeu de rôle, Stratégie, Tour par tour Publishers: Buka Entertainment Ash of Gods: Redemption is a dark fantasy tactical role-playing video game developed AurumDust. The game is self-published on PC, Mac and Linux (except China, Hongkong, Taiwan and Macao where it is published by WhisperedGames), console publisher is Buka Entertainment. Gameplay blends elements of the visual novel, roguelike, and computer card game elements. The game is written by Russian author Sergey Malitsky. Albion Online 2017 (07/19/2017) Genre: Multi-joueurs, En ligne, Jeu de rôle Publishers: Sandbox Interactive Albion Online est un jeu vidéo de rôle en ligne massivement multijoueur édité, développé, conçu et distribué par Sandbox Interactive, sorti sur Linux, macOS, Windows, Android, iOS le 17 juillet 2017. -
Virtual Wiialtiy
VVirtualirtual WWiialtiyiialtiy -- RReduxedux Multimedia 4B03 Thesis Outline Joel Clemens For Prof. Rockwell, Prof. Hamilton. Monday January 21, 2008. Proposal. The concept of virtual reality is not a new one, but even so, why has this field been so un-tapped and limited to large scale vendors. The reason, I believe, is accessibility; VR equipment can be very expensive for the average home user. This is the main goal of this project; however, I will try and go beyond average head tracking into full motion tracking as well. Free software and open source programs plus common latest generation game console controllers will be used to obtain affordable results. The Nintendo Wiimote was used in previous research and development, as its motion sensing and IR dot tracking seemed to be useful. However, I concluded that it is impossible to obtain ‘yaw’ type motion (turning left/right) using the motion sensing or IR tracking the wiimote has available. Thus I migrated to the PS3 controller which instead of IR tracking, contains a gyroscope that allows the tracking of yaw. (The title of this project is tentative, hence the ‘Redux’) This would allow anyone with a head mounted display, to convert it to full head tracking. The cost of this has been found to usually start around 800$. It is still being developed, but I have already enabled the 50$ PS3 Sixaxis controller to provide Yaw, Pitch and Roll tracking. This is ideal in for immersion in flight simulators, and driving type games. Depending of the software, it can also be used to expand one’s monitor to the size of an entire room. -
Implementation of I/O Servers Using
RICtr IJNIVtrRSITY Design and Implementation of I/O Servers Using the Device File Boundary by Ardalan Amiri Sani A Tupsrs SueNarrrED rx Panrral FUIFTLLMENT oF THtr RBeurnnMtrNTS FoR THE DpcRBp Doctor of Philosophy Appnovpo, THnsrs Co MITTEtr: in Zhong, Chair Associate Professor of Electrical and Computer Engineering and Computer Science Dan S. Wallach Professor of Computer Science and trlectric4l and Computer Engineering MJ P"t"t J/ar-a" Professor of Electrical and Computer Engineering and Computer Science ru qUL^,w.fs-pq_t Venu Vasudevan Adjunct Professor of Electrical and Computer Engineering . Houston, Texas July, 2015 ABSTRACT Design and Implementation of I/O Servers Using the Device File Boundary by Ardalan Amiri Sani Due to historical reasons, today's computer systems treat I/O devices as second- class citizens, supporting them with ad hoc and poorly-developed system software. As I/O devices are getting more diverse and are taking a central role in modern systems from mobile systems to servers, such second-class system support hinders novel system services such as I/O virtualization and sharing. The goal of this thesis is to tackle these challenges by rethinking the system support for I/O devices. For years, research for I/O devices is limited largely to network and storage de- vices. However, a diverse set of I/O devices are increasingly important for emerging computing paradigms. For modern mobile systems such as smartphones and tablets, I/O devices such as sensors and actuators are essential to the user experience. At the same time, high-performance computers in datacenters are embracing hardware spe- cialization, or accelerators, such as GPU, DSP, crypto accelerator, etc., to improve the system performance and efficiency as the Dennard scaling has ended. -
The 'Early Access' Phenomenon
The ’Early Access’ Phenomenon - A study of the underlying motivations of participants in ‘early access’ video games ’Early Access’ Fænomenet - Et studie af de bagvedliggende motivationer hos participanter I ‘early access’ videospil Written by: Theis Sahl Hansen Study Program: Cand. merc. (it.) th Hand-in: January 16 , 2017 Supervisor: Liana Razmerita Characters: 181.054 Pages: 79,58 Copenhagen Business School, Copenhagen, Denmark • January 16th, 2017 The ‘Early Access’ Phenomenon TABLE OF CONTENTS RESUMÉ (DANISH) ................................................................................................................................................................................ 3 KEYWORDS............................................................................................................................................................................................. 3 CHAPTER 1: FIELD OF RESEARCH..................................................................................................................................................... 4 1.1 INTRODUCTION .......................................................................................................................................................................... 4 1.2 APPROACH TO THE STUDY...................................................................................................................................................... 5 1.3 RESEARCH QUESTION .............................................................................................................................................................