Centro Universitário Da Fei Alcemar Weirich Junior Co
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Nintendo 3Ds Software Quick Guide Scribblenauts™ Unlimited
MAA-CTR-ASLP-UKV NINTENDO 3DS SOFTWARE QUICK GUIDE SCRIBBLENAUTS™ UNLIMITED CTR_Scribblenauts_QG_UKV.indd 4-1 19.12.12 10:15 Controls U Use or to move Maxwell. U Press to jump. U Tap an object near Maxwell with or press to interact with it. Electronic Manual Select the icon for this software on the HOME Menu and touch U Use to move the camera. MANUAL to view the electronic manual. Please read this manual thoroughly to ensure maximum enjoyment of your new software. U Press or to open the menu. Use this to enter Write mode. This software title includes an electronic manual to reduce the amount of paper used in its packaging. For support, please consult the electronic manual, the Operations Manual for your system or the Nintendo website. The electronic manual is available in Use this to access the World Map (becomes PDF format on the Nintendo website. available once new areas are unlocked). IMPORTANT: Please read the separate Important Information Leafl et. Note: You can restrict StreetPass™ functionality via Parental Controls. For more information, refer to the Operations Manual for your system. Use this to see with Starite Vision. Use this to open the Magic Backpack. SCRIBBLENAUTS UNLIMITED software © 2013 Warner Bros. Entertainment Inc. Developed by 5th Cell Media LLC. Uses Miles Sound System. Copyright © 1991–2013 RAD Game Tools, Inc. Uses Bink Video. Copyright © 2007–2013 by RAD Game Tools, Inc. All other trademarks and copyrights are the property of their respective owners. All rights reserved. SCRIBBLENAUTS and all related characters and elements are trademarks of and © Warner Bros. -
Lizengland Resume
Liz England Toronto, ON Systems Designer [email protected] SKILLS Almost 15 years of professional design experience in the game industry, and in a large variety of roles. I work best when wrangling huge complex game systems at the high level, and then also implementing and tuning the detail work needed to support that system at the low level. Some more specific skills and areas of design I am looking to explore on my next project(s): ● systems driven games ● procedural generation ● high player agency & expression ● emergent narrative systems ● simulations ● new/experimental tech (i.e. machine ● AI (non-combat) learning) EXPERIENCE TEAM LEAD GAME DESIGNER, Ubisoft Toronto 2016-2021 Watch Dogs Legion / 2020 / PC & Consoles Design lead on procedural generation and simulation systems involved in the "Play as Anyone" pillar, including: narrative tools and technology development (writing, audio, cinematic, and localization support for procgen characters and dynamic dialogue) and procedurally generated AI (assembling assets/data to generate coherent characters, narrative backstories, relationships, persistent schedules, recruitment systems, and more). DESIGNER, Insomniac Games 2010 - 2016 The Edge of Nowhere and Feral Rites / 2016/ PC & Oculus Rift VR General design tasks (scripting, level design, story development, puzzle design). Created development guidelines (level design, camera, UI, fx, art) to mitigate simulation sickness. Left prior to shipping. Sunset Overdrive / 2014 / Xbox One Focused mainly on integrating many large and small systems together to make a smooth open world experience, such as downtime between missions, shared spaces (quest/mission hubs), roll out of content, abilities, and rewards (macro progression), and miscellaneous open world systems such as collectibles, vendors , fast travel, maps, checkpoints/respawn, and player vanity. -
A Copy of the Complaint Is Available Here
Case 2:13-cv-02824-JFW-MRW Document 1 Filed 04/22/13 Page 1 of 18 Page ID #:27 FILED 1 KING, HOLMES, PATERNO & BERLINER LLP HOWARD E. KiNG, ESQ., STATE BAR No. 77012 2 STEPHEND.RoTHSCHILD,EsQ.,STATEBARNo.132514 zon M'R 22 PM 4: 00 [email protected] TH 3 1900 AVENUE OF THE STARS 25 FLOOR Los ANGELES, CALIFORNIA 90067-4506 4 TELEPHONE: (310) 282-8989 FACSIMILE: (310) 282-8903 5 Attorneys for Plaintiffs Charles Schmidt 6 and Christopher Orlando Torres 7 8 UNITED STATES DISTRICT COURT 9 CENTRAL DISTRICT OF CALIFORNIA, WESTERN DIVISION 10 4 11 CHARLES L. SCHl'vIIDT an cAsU.13 - 02 82 rr: \ individual; CHRISTOPHER 12 ORLANDO TORRES, an individual, COMPLAINT FOR COPYRIGHT INFRINGEMENT, TRADEMARK 13 Plaintiffs, INFRINGEMENT, UNFAIR COMPETITION and AN 14 vs. ACCOUNTING 15 WARNER BROS. DEMAND FOR JURy TRIAL ENTERTAI~NT, INC., a Delaware 16 corporation; 5 CELL MEDIA, LLC, a Delaware limited liability company, 17 Defendants. 18 19 Plaintiffs Charles L. Schmidt ("Schmidt") and Christopher Orlando Torres 20 ("Torres") (collectively, "plaintiffs"), hereby allege as follows: 21 BACKGROUND OF THIS ACTION 22 1. This case is to remedy defendants Warner Bros. Entertainment, Inc. 23 ("WB") and 5th Cell Media, LLC's ("5th,,) willful infringement of plaintiffs' 24 copyrights and trademarks in the memes "Keyboard Cat" and "Nyan Cat." 25 "Keyboard Cat" and "Nyan Cat" are known and enjoyed by tens of millions of 26 people. That popularity makes them extremely valuable for commercial uses. th 27 Unlike WB and 5 , many other companies, respecting plaintiffs' intellectual 28 property rights, regularly pay substantial license fees to use plaintiffs' memes 4107.060/642728.1 COMPLAINT Case 2:13-cv-02824-JFW-MRW Document 1 Filed 04/22/13 Page 2 of 18 Page ID #:28 1 commercially. -
Las Mascotas Corporativas De Los Videojuegos De Los Años 90: Un Símbolo De Los Millennials*
Universidad de Medellín Las mascotas corporativas de los videojuegos de los años 90: un símbolo de los millennials* Pedro Vázquez-Miraz** Recibido: 2017-11-05. Enviado a pares: 2017-12-10. Aprobado por pares: 2018-01-10. Aceptado: 2018-01-28 http://doi.org/10.22395/angr.v17n33a9 Resumen Se presenta en este artículo un estudio cualitativo que recopila las principales y más populares mascotas corporativas del sector de los videojuegos de la década de los años 90, una efímera tendencia empresarial que desaparecería en el siglo XXI y que estaba basada en el éxito previo de las compañías Nintendo y Sega con sus respectivas creaciones: Mario y Sonic. Por medio de un análisis comparativo entre estos personajes de videojuegos y las características de la juventud de finales del milenio (la denominada generación Y o millennial), se ha observado que el patrón común de todos estos símbolos mercantiles se fundamentaba en representaciones sociales y culturales relacionadas con el comportamiento, el aspecto físico, las aficiones y la psique de la juventud de finales del siglo XX. Palabras clave: videojuegos, publicidad, diseño, personaje, jugadores, adolescentes, generación Y, millennials. * Artículo inédito soportado por el proyecto Estudios de género: economía, comunicación y educación (2018) realizado bajo el amparo del grupo de investigación de Desarrollo, Salud y Desempeño Humano de la Universidad Tecnológica de Bolívar. ** Doctor en Ciencias Sociales y del Comportamiento por la Universidad de La Coruña (España) y licenciado en Psicología Social por la Universidad de Santiago de Compostela (España). Actualmente es profesor de tiempo completo de la Universidad Tecnológica de Bolívar (Cartagena de Indias, Colombia). -
Appendix A, Games Cited
Appendix A, Games Cited Advance Wars: Dual Strike. 2005. Nintendo DS. Nintendo/ Intelligent Systems. Bionic Commando (series) 1988. Game Boy, NES, Xbox 360. Capcom. Breakout. 1976. Atari 2600, 5200. Atari. Broken Sword: The Shadow of the Templars – Director’s Cut. 2009. Nintendo DS. Ubisoft. Castlevania (series) 1986. NES, Super NES, Nintendo Game Boy, Nintendo DS, Nintendo 64, Playstation,. Konami. ChronoTrigger. 1995. SNES, Playstation, Nintedno DS. Square. Color TV Game. 1977. Nintendo. Computer Space. 1971. Arcade. Nutting Associates. Dance, Dance Revolution. 1998. Arcade. Konami, Entertainment Tokyo. Disagree (series) 2003. Playstation 2, PSP, Nintendo DS. Nippon Ichi Software, System Prisma. Dynasty Warriors DS: Fighter’s Battle. 2007. Nintendo DS. Koei. Elite Beat Agents. 2006. Nintendo DS. Inis, Nintendo. EverQuest. 1999. Windows, Mac. Sony Online Entertainment. Final Fantasy (series) 1987. Game Boy Advance, MSX, Nintendo DS, NES, Nintendo GameCube, Windows, PlayStation, PlayStation 2, PlayStation 3, PSP, Super NES, Wii, Wonderswan Color, Xbox 360. Square Enix. Galactrix. 2009. Nintendo DS, Xbox 360, PS3. Infinite Interactive, D3 Publisher. doi: 10.1057/9781137396594 Appendix Gun Fight. 1975. Arcade. Taito, Midway. Halo (series) 2001. (Xbox) Bungie, Micosoft Game Studios. Henry Hatsworth in the Puzzling Adventure. 2009. Nintendo DS. EA Tiburon, EA Games. Knights in the Nightmare. 2008. Nintendo DS. Sting, Sting Entertainment. Legend of Zelda Phantom Hourglass. 2007. Nintendo DS. Nintendo EAD. Metal Gear (series) 1987. NES, PC, Playstation, Playstation 2, Playstation 3, PSP, Xbox, Xbox360. Konami. Missile Command. 1980. Arcade. Atari. Mortal Kombat (series) 1992. Arcade, Super NES, Mega Drive/Genesis, Sega Mega CD, Amiga, Game Gear, Game Boy, Sega Master System, Midway Games, Nether Realms. -
Download Resume
Christopher M. Tritt P.O. Box 865, Pine Valley CA, 91962 [email protected] (619) 850 – 4440 QUALIFICATIONS • Successful team leadership from contract negotiation to product release. • Over 12 years of experience across multiple platforms, including SNES, Sega Genesis, Sega CD, Dreamcast, PSX, PS2, PS3, XBox, Gamecube and PC. • Emphasis in design, including concept, character, level, narrative and GUI across multiple game genres. • Complete understanding of game development, with credited titles as Producer, Designer, Assistant Producer, Lead Tester, Tester and Voice-over and Motion-capture Actor. • Involved in all areas of business development, with experience in both internal and external production, in-game sponsors and music, film, television and sports licensing. • Authored several design treatments, design documents, game narratives, voice-over scripts and press releases. • Excellent verbal and written communication skills. • Avid gamer. EDUCATION Bachelor of Science in Business Administration with an emphasis in Marketing; Minor in English San Diego State University 2010 Associate of Arts in Transfer Studies San Diego Mesa College 2007 Certificate of Completion: Signals Intelligence Analyst Course Air Education and Training Command, Goodfellow Air Force Base, TX 1991 GAME EXPERIENCE Producer / Designer Killspace Entertainment, Inc. 2009-2011 Responsibilities: • Author design treatments and supporting documents. • Provide feedback on game balance, level progression and implementation. • Provide direction to maintain game cohesion and overall vision. • Business development. Projects: Yar’s Revenge for XBox Live, PS3 and PC Producer Left Field Productions, Inc. 2001- 2003 Responsibilities: • Manage day-to-day operations of the studio. • Coordinate efforts between developers, artists, sound design, QA and HR. • Develop and maintain ongoing relationships with publishers for business development. -
Bonus-Stage-Magazine-14
Número 14 – Abril del 2014 por Skullo ...............................................................03 por Skullo.............................. 04 Balloon Kid por Skullo ....................................................... 05 Tiny Toons: Buster Busts Loose! por Skullo ....................... 08 Prehistorik por Alf ............................................................. 11 Metal Gear Solid GBC por Valveider ................................... 14 Tales of Destiny por El Mestre ............................................ 17 Teenage Mutant Ninja Turtles por Skullo.......................... 20 por Skullo ............................................. 23 Game Boy Printer por Skullo .............................................. 24 Pokemon Origins por Skullo ............................................... 28 Barney Calhoun por Skullo ................................................. 31 Somari por NesBeer ............................................................ 33 Godzilla por Skullo .............................................................. 37 Maquetación: Skullo Todas las imágenes y nombres que aparecen en esta revista son propiedad de sus respectivas marcas, y se usan simplemente a modo informativo. Las opiniones mostradas en esta revista pertenecen al redactor de cada artículo. EDITORIAL Bienvenidos al número más largo, más grande y más radiactivo de todos los que hemos hecho, el número 14, también conocido como especial… GOJIRAAAAAAAAAA! Porque sí, tras los especiales de La Familia Addams (número 04) y Jurassic Park (número -
Download the PDF File
bchan.org | linkedin.com/in/bchan Brian Chan I’m a game designer with 14+ years of experience across VR, mobile/social, AAA console, and independent development. As a design lead and mentor, I drive collaborative process that is rational, holistic, pragmatic, thorough, and transparent. My recent credits include: Farlands Game Designer 2016, Oculus Rift Captain Forever Remix Programmer 2015, PC/Mac/Linux Plants vs. Zombies 2: It’s About Time Designer 2013, iOS/Android Plants vs. Zombies Adventures Senior Game Designer 2013, Facebook Rock Band Blitz Lead Designer 2012, XBLA/PSN Rock Band 3 Senior Designer 2010, 360/PS3/Wii/DS Mercenaries 2: World in Flames Senior Designer 2008, 360/PS3/PC Mercenaries: Playground of Destruction Designer 2005, Xbox/PS2 Experience Self-employed. Independent Game Developer. October 2012 – present. San Francisco, CA. ● Created Captain Forever Remix as part of a 2-person indie team. Built in Unity for PC/Mac/Linux, published via Steam. Numerous duties included programming, design, production, and marketing. ● Design consultant for Harmonix’s VR titles Rock Band VR and SingSpace and 5th Cell’s Scribblenauts Unmasked. Oculus VR. Game Designer. July 2015 – April 2016. Seattle, WA. ● Designed systems, progression, and narrative for internally-developed Rift launch title, Farlands. PopCap Games. Senior Game Designer. May 2013 – March 2014. San Francisco, CA. ● Owned the design of major post-launch systems and content for free-to-play Plants vs. Zombies games on mobile and Facebook, including: PvP, appointment mechanics, expansion content. Harmonix Music Systems. Senior Designer. June 2009 – May 2012. Cambridge, MA. ● Curated a collaborative, interdisciplinary design process for many critical game systems/features, including: core mechanics, metagame/progression, tuning/balancing, competitive/cooperative play, UI/UX, economy, DLC purchase incentivization, Facebook connectivity, social mechanics. -
You've Seen the Movie, Now Play The
“YOU’VE SEEN THE MOVIE, NOW PLAY THE VIDEO GAME”: RECODING THE CINEMATIC IN DIGITAL MEDIA AND VIRTUAL CULTURE Stefan Hall A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2011 Committee: Ronald Shields, Advisor Margaret M. Yacobucci Graduate Faculty Representative Donald Callen Lisa Alexander © 2011 Stefan Hall All Rights Reserved iii ABSTRACT Ronald Shields, Advisor Although seen as an emergent area of study, the history of video games shows that the medium has had a longevity that speaks to its status as a major cultural force, not only within American society but also globally. Much of video game production has been influenced by cinema, and perhaps nowhere is this seen more directly than in the topic of games based on movies. Functioning as franchise expansion, spaces for play, and story development, film-to-game translations have been a significant component of video game titles since the early days of the medium. As the technological possibilities of hardware development continued in both the film and video game industries, issues of media convergence and divergence between film and video games have grown in importance. This dissertation looks at the ways that this connection was established and has changed by looking at the relationship between film and video games in terms of economics, aesthetics, and narrative. Beginning in the 1970s, or roughly at the time of the second generation of home gaming consoles, and continuing to the release of the most recent consoles in 2005, it traces major areas of intersection between films and video games by identifying key titles and companies to consider both how and why the prevalence of video games has happened and continues to grow in power. -
Scribblenauts Producer Portfolio Assignment – Game Analysis Christopher Schweitzer
Scribblenauts Producer Portfolio Assignment – Game Analysis Christopher Schweitzer An Objective Analysis of the Production and Development By: Christopher Schweitzer [email protected] www.ChrisInFIEA2013.com ChrisInFIEA2013.com 1 Scribblenauts Producer Portfolio Assignment – Game Analysis Christopher Schweitzer Quick Synopsis Scribblenauts, in the simplest terms, is a puzzle game created and developed by 5th Cell and published by Warner Bros. Interactive Entertainment for the Nintendo DS. It was released in September 2009 to great critical acclaim, with the help of multiple “Best of Show” awards from that year's E3 convention. The game revolves around Maxwell, who’s main goal is to obtain the Starite from each level with the help of summoning objects. With 220 different levels, Maxwell and the player will be able to summon animals, people, vehicles, weapons, and many more objects to bring to life as they attempt to obtain the Starites. “It is truly a game for everyone, as it challenges players to use their imagination and creativity to solve puzzles in an entirely new way” said Samantha Ryan, Senior Vice President of Production and Development for Warner Bros. Interactive Entertainment.[1] How Production Started 5th Cell first started production of Scribblenauts in 2008. What prompted development was the first royalty check received from Drawn to Life, which gave an opening to start a self-financed project. Also, 5th Cell realized that every year from 2006 to 2008, hiring grew 14% [3] , and needed a project otherwise the company would bleed cash while their new hires are not involved. Co-founder and Creative Director of 5th Cell Jeremiah Slaczka, along with Co-founder and General Manager Joseph Tringali, wanted to create a title that would “Compete with the Top Nintendo [DS] first-party titles” such as Brain Age, Nintendogs, and WarioWare.[2] They have the direction that they want to move forward with, they just need the concept. -
Game Developer
INTERVIEW: NIGHTS CREATOR NAOTO OHSHIMA VOL16NO10NOVEMBER2009 THE LEADING GAME INDUSTRY MAGAZINE 0911gd_cover_vljf_REV.indd 1 10/21/09 11:22:16 AM POSTMORTEM CONTENTS.1109 22 5TH CELL'S SCRIBBLENAUTS VOLUME 16 NUMBER 10 SCRIBBLENAUTS is a pie-in-the-sky concept come to life, and there's a lot for developer 5th Cell to be proud of. Plus, in a game where the object is to write anything and have it come to life on the screen, what could go wrong? A whole lot, of course—from QA to localization DEPARTMENTS to controls, all facts are laid bare. By Joseph M. Tringali 2 GAME PLAN By Brandon Sheffield [EDITORIAL] To Be Continued FEATURES 4 HEADS UP DISPLAY [NEWS] 7 GAMING IN THE CLOUD Good Old Designs, Sense of Wonder Night 2009, and more. Companies like OnLive and Gaikai are promising the gaming world on a platter with cloud computing-supported game services. But 34 TOOL BOX By Zoltan Erdokovy and Bijan Forutanpour [REVIEW] how viable is it, really? Programmer Jake Cannell takes a look at the Luxology's Modo 401, and Real Time Cameras book technical and financial logistics behind this emerging space. By Jake Cannell 38 THE INNER PRODUCT By Mick West [PROGRAMMING] Jump To It 13 THE GAME DEVELOPER 50 In concert with our advisory board, we've highlighted 50 important 42 PIXEL PUSHER By Steve Theodore [ART] achievements of the last year-or-so, and associated them with specific Most Likely to Succeed persons in order to acknowledge individual work. It's no easy feat to distill the work of many into a few names, but we attempted it here. -
WHETHER You're LOOKING to COMPLETE the FUL SET
COLLECTORS' CORNER! WHETHER You’re lOOKING TO COMPLETE THE FUL SET, COLLECT ALL THE GAMES PUBLISHED IN THE FOUR MAIN TERRITORIES, OR MORE MODESTLY LIST THE TITLES YOU OWN, THE COLLECTor’s CORNER WAS MADE FOR YOU. TITLE PAGE ALTERNATE TITLE RELEASE RELEASE RELEASE DEVELOPER PUBLISHER DATE JP DATE NTSC DATE PAL 2020 SUPER BASEBALL 10 MONOLITH K AMUSEMENT LEASING (JP) / TRADEWEST (US) 3 NINJAS KICK BACK 10 l l MALIBU INTERACTIVE SONY IMAGESOFT 3×3 EYES JÛMA HÔKAN 10 l SYSTEM SUPPLY N-TECH BANPRESTO 3×3 EYES SEIMA KÔRINDEN 10 l NOVA GAMES YUTAKA GREAT BATTLE III (THE) 114 l SUN L BANPRESTO 4-NIN SHÔGI 10 l PLANNING OFFICE WADA PLANNING OFFICE WADA 7TH SAGA (THE) 10 ELNARD (JP) l PRODUCE GAMEPLAN21 (JP) / ENIX AMERICA (US) 90 MINUTES: EUROPEAN PRIME GOAL 11 J.LEAGUE SOCCER PRIME GOAL 3 (JP) l l NAMCO NAMCO (JP) / OCEAN (EU) A.S.P AIR STRIKE PATROL 11 DESERT FIGHTER (EU) l l OPUS SETA (JP-US) / SYSTEM 3 (EU) AAAHH!!! REAL MONSTERS 12 l l l REALTIME ASSOCIATES VIACOM NEW MEDIA ABC MONDAY NIGHT FOOTBALL 11 l l KÛSÔ KAGAKU DATA EAST ACCELE BRID 11 l Gl ENKI TOMY ACE O NERAE! 11 l TELENET JAPAN TELENET JAPAN ACME ANIMATION FACTORY 12 l PROBE SOFTWARE SUNSOFT ACROBAT MISSION 12 l l MICRONICS TECHIKU ACTION PACHIO 12 l C-LAB COCONUTS JAPAN ACTRAISER 13 l QUINTET ENIX (JP-EU) / ENIX AMERICA (US) ACTRAISER 2 14 ACTRAISER 2: CHINMOKU E NO SEISEN (JP) l l l QUINTET ENIX (JP) / ENIX AMERICA (US) / UBISOFT (EU) ADDAMS FAMILY (THE) 14 l l l OCEAN MISAWA (JP) / OCEAN (EU-US) ADDAMS FAMILY (THE): PUGSley’S SCAVENGER HUNT 14 l l l OCEAN OCEAN ADDAMS FAMILY VALUES 14 l l OCEAN OCEAN ADVANCED DUNGEONS & DRAGONS: EYE OF THE BEHOLDER 15 l Cl APCOM CAPCOM ADVENTURES OF BATMAN & ROBIN (THE) 15 l l KONAMI KONAMI ADVENTURES OF DR.