Video Game Documents and Assets
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Reit) Hydrology \-Th,C),^:::Th
Icru j Institute of 'reit) Hydrology \-Th,c),^:::Th Natural Environment Research Council Environment Research A CouncilNatural • • • • • • • • • SADC-HYCOS • HYDATAv4.0trainingcourse • PRCPretoria,SouthAfrica 28July-6August1998 • • • • • • • • • • Institute of Hydrology Maclean Building Crowmarsh Gifford Wallingford Oxon OXIO 81313 • Tel: 01491 838800 Fax: 01491 692424 • Telex: 849365 HYDROL, G September 1998 • • •••••••••••••••••••••••••••••••••• Summary 111 A key stage in the implementation of the SADC-HYCOS projcct involves establishing a regional database system. Thc database selected was the Institute of Hydrology's HYDATA system. HYDATA is uscd in more than 50 countries worldwide, and is the national database system for surface water data in more than 20 countries, including many of the SADC countries. A ncw Windows version of HYDATA (v4.0) is near release (scheduled January 1999), and provides several improvements over the original DOS-bascd system. It was agreed that HYDATA v4.0 would be provided to each National Hydrological Agency for the SADC- HYCOS project, and that a 2-week training course would be held in Pretoria, South Africa. The first HYDATA v4.0 training course was held at the DWAF training centre in Pretoria between 28 July and 6 August 1998. The course was attended by 16 delegates from 1 I different countries. This report provides a record of the course and the software and training provided. •••••••••••••••••••••••••••••••••• Contents • Page • 1. INTRODUCTION 1 • 1.1Background to SADC-HYCOS 1.2 Background to HYDATA 1.3Background to course 2 2 THE HYDATA TRAINING COURSE 3 • 2.1The HYDATA v4.0 training course 3 • 2.2Visit to DWAF offices 4 • 3. CONCLUSIONS AND FUTURE PLANS 5 • APPENDIX A:RECEIPTS FOR HYDATA v4.0 SOFTWARE 6 • APPENDIX B:PROGRAMME OF VISIT 7 • APPENDIX C:LIST OF TRAINING COURSE PARTICIPANTS 9 • APPENDIX D:LIST OF SOFTWARE BUGS 10 ••••••••••••0-••••••••••••••••••••• • • 1. -
An In-Depth Study with All Rust Cves
Memory-Safety Challenge Considered Solved? An In-Depth Study with All Rust CVEs HUI XU, School of Computer Science, Fudan University ZHUANGBIN CHEN, Dept. of CSE, The Chinese University of Hong Kong MINGSHEN SUN, Baidu Security YANGFAN ZHOU, School of Computer Science, Fudan University MICHAEL R. LYU, Dept. of CSE, The Chinese University of Hong Kong Rust is an emerging programing language that aims at preventing memory-safety bugs without sacrificing much efficiency. The claimed property is very attractive to developers, and many projects start usingthe language. However, can Rust achieve the memory-safety promise? This paper studies the question by surveying 186 real-world bug reports collected from several origins which contain all existing Rust CVEs (common vulnerability and exposures) of memory-safety issues by 2020-12-31. We manually analyze each bug and extract their culprit patterns. Our analysis result shows that Rust can keep its promise that all memory-safety bugs require unsafe code, and many memory-safety bugs in our dataset are mild soundness issues that only leave a possibility to write memory-safety bugs without unsafe code. Furthermore, we summarize three typical categories of memory-safety bugs, including automatic memory reclaim, unsound function, and unsound generic or trait. While automatic memory claim bugs are related to the side effect of Rust newly-adopted ownership-based resource management scheme, unsound function reveals the essential challenge of Rust development for avoiding unsound code, and unsound generic or trait intensifies the risk of introducing unsoundness. Based on these findings, we propose two promising directions towards improving the security of Rust development, including several best practices of using specific APIs and methods to detect particular bugs involving unsafe code. -
Videogames in the Museum: Participation, Possibility and Play in Curating Meaningful Visitor Experiences
Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences Gregor White Lynn Parker This paper was presented at AAH 2016 - 42nd Annual Conference & Book fair, University of Edinburgh, 7-9 April 2016 White, G. & Love, L. (2016) ‘Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences’, Paper presented at Association of Art Historians 2016 Annual Conference and Bookfair, Edinburgh, United Kingdom, 7-9 April 2016. Videogames in the Museum: Participation, possibility and play in curating meaningful visitor experiences. Professor Gregor White Head of School of Arts, Media and Computer Games, Abertay University, Dundee, UK Email: [email protected] Lynn Parker Programme Leader, Computer Arts, Abertay University, Dundee, UK Email: [email protected] Keywords Videogames, games design, curators, museums, exhibition, agency, participation, rules, play, possibility space, co-creation, meaning-making Abstract In 2014 Videogames in the Museum [1] engaged with creative practitioners, games designers, curators and museums professionals to debate and explore the challenges of collecting and exhibiting videogames and games design. Discussions around authorship in games and games development, the transformative effect of the gallery on the cultural reception and significance of videogames led to the exploration of participatory modes and playful experiences that might more effectively expose the designer’s intent and enhance the nature of our experience as visitors and players. In proposing a participatory mode for the exhibition of videogames this article suggests an approach to exhibition and event design that attempts to resolve tensions between traditions of passive consumption of curated collections and active participation in meaning making using theoretical models from games analysis and criticism and the conceit of game and museum spaces as analogous rules based environments. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
Effects of Art Styles on Video Game Narratives
Effects of Art Styles on Video Game Narratives UNIVERSITY OF TURKU Department of Future Technologies Master's Thesis July 2018 Leena Hölttä UNIVERSITY OF TURKU Department of Future Technologies HÖLTTÄ, LEENA Effects of Art Styles on Video Game Narratives Master's thesis, 76 pages, 29 appendix pages Computer Science August 2018 The effect of an art style on a video game's narrative is not widely studied and not much is known about how the general player base views the topic. This thesis attempts to answer this question through the use of two different surveys, a general theory related one, and one based upon images and categorization and a visual novel based interview that aims at gaining a further understanding of the subject. The general results point to the art style creating and emphasizing a narrative's mood and greatly enhancing the player experience. Based on these results a simple framework ASGDF was created to help beginning art directors and designers to create the most fitting style for their narrative. Key words: video games, art style, art, narrative, games TURUN YLIOPISTO Tulevaisuuden teknologioiden laitos HÖLTTÄ, LEENA Taidetyylien vaikutus videopelien narratiiviin Pro gradu -tutkielma, 76 s., 29 liites. Tietojenkäsittelytiede Elokuu 2018 Taidetyylien vaikutus videopelien narratiiviin ei ole laajasti tutkittu aihe, eikä ole laajasti tiedossa miten yleinen pelaajakunta näkee aiheen. Tämä tutkielma pyrkii vastaamaan tähän kysymykseen kahden eri kyselyn avulla, joista toinen on teoriaan perustuva kysely, ja toinen kuvien kategorisointiin perustuva kysely. Myös visuaalinovelliin perustuvaa haastattelua käytettiin tutkimuskysymyksen tutkimiseen. Yleiset tulokset viittaavat siihen, että taidetyyli vaikuttaa narratiivin tunnelmaan ja korostaa pelaajan kokemusta. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon. -
The Dreamcast, Console of the Avant-Garde
Loading… The Journal of the Canadian Game Studies Association Vol 6(9): 82-99 http://loading.gamestudies.ca The Dreamcast, Console of the Avant-Garde Nick Montfort Mia Consalvo Massachusetts Institute of Technology Concordia University [email protected] [email protected] Abstract We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde. After characterizing the avant-garde, we investigate reasons that Sega's position within the industry and their policies may have facilitated development that expressed itself in this way and was received by gamers using terms that are associated with avant-garde work. We describe five Dreamcast games (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and explain how the advances made by these industrially productions are related to the 20th century avant- garde's lesser advances in the arts. We conclude by considering the contributions to gaming that were made on the Dreamcast and the areas of inquiry that remain to be explored by console videogame developers today. Author Keywords Aesthetics; art; avant-garde; commerce; console games; Dreamcast; game studios; platforms; politics; Sega; Tetsuya Mizuguchi Introduction A platform can facilitate new types of videogame development and can expand the concept of videogaming. The Dreamcast, however brief its commercial life, was a platform that allowed for such work to happen and that accomplished this. It is not just that there were a large number of weird or unusual games developed during the short commercial life of this platform. We argue, rather, that avant-garde videogame development happened on the Dreamcast, even though this development occurred in industrial rather than "indie" or art contexts. -
University of California Santa Cruz Learning from Games
UNIVERSITY OF CALIFORNIA SANTA CRUZ LEARNING FROM GAMES FOR GENERATIVE PURPOSES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Adam J. Summerville June 2018 The Dissertation of Adam J. Summerville is approved: Professor Michael Mateas, Chair Professor Noah Wardrip-Fruin Professor Santiago Ontañón Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Adam J. Summerville 2018 Table of Contents List of Figures vi List of Tables xiv Abstract xvi Dedication xvii Acknowledgments xviii 1 Introduction 1 1.1 Research Contributions ........................... 5 I Learning From Game 7 2 How Humans Understand Games 8 2.1 Human Annotation Tasks .......................... 17 2.2 Entity Persistence .............................. 17 2.3 Camera Motion ................................ 18 2.4 Room Detection ............................... 21 2.4.1 Teleportation ............................. 23 2.4.2 Traversal ............................... 25 2.5 Animation Cycles ............................... 32 2.6 Mode Dynamics ................................ 34 2.7 Conclusion .................................. 36 3 Mappy – A System for Map Extraction and Annotation via Observa- tion 37 3.1 NES Architecture and Emulation ...................... 41 3.2 Operationalizing Entity Persistence ..................... 43 3.3 Inferring Camera Motion .......................... 49 iii 3.4 Determining Room Transitions ....................... 59 3.4.1 Automatic Mapping ........................ -
Instruction Booklet
CAPCOM ENTERTAINMENT, INC., 800 Concar Drive, Suite 300, San Mateo, CA 94402 © CAPCOM CO., LTD. 2006, 2008 ALL RIGHTS RESERVED. Wii development by Ready At Dawn Studios LLC. CAPCOM and the CAPCOM LOGO are registered trademarks of CAPCOM CO., LTD. ŌKAMI is a trademark of CAPCOM CO., LTD. The typefaces included herein are solely developed by DynaComware. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are owned by their respective owners. www.capcom.com/okami PRINTED IN USA INSTRUCTION BOOKLET ESRB on Front: 14 x 21 mm OKAMI: Wii Manual Cover - Round 5 Prepared by Eclipse Advertising on: February 28, 2008 PLEASE CAREFULLY READ THE Wii™ OPERATIONS MANUAL COMPLETELY BEFORE USING YOUR Wii HARDWARE SYSTEM, GAME DISC OR ACCESSORY. THIS MANUAL CONTAINS IMPORTANT The Official Seal is your assurance that this product is licensed or manufactured by HEALTH AND SAFETY INFORMATION. Nintendo. Always look for this seal when buying video game systems, accessories, games and related products. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES. Dolby, Pro Logic, and the double-D symbol are trademarks of Dolby Laboratories. Manufactured under license from Dolby Laboratories. WARNING – Seizures This game is presented in Dolby Pro Logic II. To play games that carry the Dolby Pro Logic II logo in surround sound, you will need a Dolby Pro Logic II, Dolby Pro Logic or Dolby Pro Logic IIx receiver. These • Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or receivers are sold separately. -
Managing Software Development – the Hidden Risk * Dr
Managing Software Development – The Hidden Risk * Dr. Steve Jolly Sensing & Exploration Systems Lockheed Martin Space Systems Company *Based largely on the work: “Is Software Broken?” by Steve Jolly, NASA ASK Magazine, Spring 2009; and the IEEE Fourth International Conference of System of Systems Engineering as “System of Systems in Space 1 Exploration: Is Software Broken?”, Steve Jolly, Albuquerque, New Mexico June 1, 2009 Brief history of spacecraft development • Example of the Mars Exploration Program – Danger – Real-time embedded systems challenge – Fault protection 2 Robotic Mars Exploration 2011 Mars Exploration Program Search: Search: Search: Determine: Characterize: Determine: Aqueous Subsurface Evidence for water Global Extent Subsurface Bio Potential Minerals Ice Found Found of Habitable Ice of Site 3 Found Environments Found In Work Image Credits: NASA/JPL Mars: Easy to Become Infamous … 1. [Unnamed], USSR, 10/10/60, Mars flyby, did not reach Earth orbit 2. [Unnamed], USSR, 10/14/60, Mars flyby, did not reach Earth orbit 3. [Unnamed], USSR, 10/24/62, Mars flyby, achieved Earth orbit only 4. Mars 1, USSR, 11/1/62, Mars flyby, radio failed 5. [Unnamed], USSR, 11/4/62, Mars flyby, achieved Earth orbit only 6. Mariner 3, U.S., 11/5/64, Mars flyby, shroud failed to jettison 7. Mariner 4, U.S. 11/28/64, first successful Mars flyby 7/14/65 8. Zond 2, USSR, 11/30/64, Mars flyby, passed Mars radio failed, no data 9. Mariner 6, U.S., 2/24/69, Mars flyby 7/31/69, returned 75 photos 10. Mariner 7, U.S., 3/27/69, Mars flyby 8/5/69, returned 126 photos 11.