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Title ODATE GAME
Title ODATE GAME : character design and modelling for Japanese modesty culture based independent video game Sub Title Author 鄒、琰(Zou, Yan) 太田, 直久(Ota, Naohisa) Publisher 慶應義塾大学大学院メディアデザイン研究科 Publication year 2014 Jtitle Abstract Notes 修士学位論文. 2014年度メディアデザイン学 第395号 Genre Thesis or Dissertation URL https://koara.lib.keio.ac.jp/xoonips/modules/xoonips/detail.php?koara_id=KO40001001-0000201 4-0395 慶應義塾大学学術情報リポジトリ(KOARA)に掲載されているコンテンツの著作権は、それぞれの著作者、学会または出版社/発行者に帰属し、その権利は著作権法によって 保護されています。引用にあたっては、著作権法を遵守してご利用ください。 The copyrights of content available on the KeiO Associated Repository of Academic resources (KOARA) belong to the respective authors, academic societies, or publishers/issuers, and these rights are protected by the Japanese Copyright Act. When quoting the content, please follow the Japanese copyright act. Powered by TCPDF (www.tcpdf.org) Master's Thesis Academic Year 2014 ODATE GAME: Character Design and Modelling for Japanese Modesty Culture Based Independent Video Game Graduate School of Media Design, Keio University Yan Zou A Master's Thesis submitted to Graduate School of Media Design, Keio University in partial fulfillment of the requirements for the degree of MASTER of Media Design Yan Zou Thesis Committee: Professor Naohisa Ohta (Supervisor) Associate Professor Kazunori Sugiura (Co-Supervisor) Associate Professor Nanako Ishido (Co-Supervisor) Abstract of Master's Thesis of Academic Year 2014 ODATE GAME: Character Design and Modelling for Japanese Modesty Culture Based Independent Video Game Category: Design Summary Game character design is an important part of game design. Game characters cannot be designed only according to the designer's experience or the players' preferences. They should be strongly associated to the game system and also the story. A good game character design is not only the reason for players to purchase the game but it also can improve players' entire game experience. -
Concept Statement
Divine Beats – Night at the Monastery Alternative Beat Map Representation in Music Rhythm Games by Ingrid Wu Thesis Instructor: Marko Tandefelt Thesis Writing Instructor: Loretta J. Wolozin A thesis document submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts in Design and Technology Parsons The New School for Design May 2010 ©2010 Ingrid Wu ALL RIGHTS RESERVED 2 Abstract “Divine Beats – Night at the Monastery” is a music rhythm game about a drummer’s adventure as he works with a monk on an exorcism quest. The game aims to convey beat map data to the players without using the traditional heads‐up display. 3 Table of Content ABSTRACT∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 3 TABLE OF CONTENT∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 4 LIST OF ILLUSTRATIONS ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 6 CHAPTER 1 ‐ INTRODUCTION∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 7 1.1. CONCEPT∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 7 1.2. IMPETUS AND MOTIVATION ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 7 1.3. SIGNIFICANCE∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 8 1.4. DESIGN QUESTIONS ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ -
Foundations for Music-Based Games
Die approbierte Originalversion dieser Diplom-/Masterarbeit ist an der Hauptbibliothek der Technischen Universität Wien aufgestellt (http://www.ub.tuwien.ac.at). The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology (http://www.ub.tuwien.ac.at/englweb/). MASTERARBEIT Foundations for Music-Based Games Ausgeführt am Institut für Gestaltungs- und Wirkungsforschung der Technischen Universität Wien unter der Anleitung von Ao.Univ.Prof. Dipl.-Ing. Dr.techn. Peter Purgathofer und Univ.Ass. Dipl.-Ing. Dr.techn. Martin Pichlmair durch Marc-Oliver Marschner Arndtstrasse 60/5a, A-1120 WIEN 01.02.2008 Abstract The goal of this document is to establish a foundation for the creation of music-based computer and video games. The first part is intended to give an overview of sound in video and computer games. It starts with a summary of the history of game sound, beginning with the arguably first documented game, Tennis for Two, and leading up to current developments in the field. Next I present a short introduction to audio, including descriptions of the basic properties of sound waves, as well as of the special characteristics of digital audio. I continue with a presentation of the possibilities of storing digital audio and a summary of the methods used to play back sound with an emphasis on the recreation of realistic environments and the positioning of sound sources in three dimensional space. The chapter is concluded with an overview of possible categorizations of game audio including a method to differentiate between music-based games. -
Game Narrative Review
Game Narrative Review ==================== Your name (one name, please): Mostafa Haque Your school: New York University Your email: [email protected] Month/Year you submitted this review: December 2017 ==================== Game Title: The Legend of Zelda: Breath of the Wild Platform: Nintendo Switch/Wii U Genre: Action-Adventure Release Date: March 3rd, 2017 Developer: Nintendo EPD Publisher: Nintendo Director: Hidemaro Fujibayashi Game Writer: Akihito Toda Overview Deep inside an ancient shrine, the Eternal Hero of Hyrule awakens to a familiar voice, calling out across time and space. A century of slumber may have muddled his mind, but there is one thing Link is still certain of. Princess Zelda calls for aid, and neither the great Calamity nor death itself will keep her Champion from her. Despite being around for over thirty years, The Legend of Zelda series continues to engage audiences with its latest installment, Breath of the Wild (BotW). Using a carefully sculpted world, interlinking low-level systems, and non-sequential exploration of the Monomyth, BotW manages to transfer ownership of authored story moments to the players themselves – integrating carefully designed narrative progression with the type of emergence at which open world games excel. Characters • Zelda – Fiercely independent, inquisitive, and dutiful, the franchise’s eponymous princess returns as the deuteragonist of Breath of the Wild. Unable to completely control the magical powers granted to her as the avatar of the goddess Hylia, Zelda resorted to studying and utilizing ancient technology to combat the inevitable return of Calamity Ganon. A stark contrast to her saintlier incarnations, this version of Hyrule’s princess is initially portrayed as skeptical towards her people’s faith – often to the point of agnosticism - despite, or perhaps because of, her alleged role as a divine vessel. -
Music Games Rock: Rhythm Gaming's Greatest Hits of All Time
“Cementing gaming’s role in music’s evolution, Steinberg has done pop culture a laudable service.” – Nick Catucci, Rolling Stone RHYTHM GAMING’S GREATEST HITS OF ALL TIME By SCOTT STEINBERG Author of Get Rich Playing Games Feat. Martin Mathers and Nadia Oxford Foreword By ALEX RIGOPULOS Co-Creator, Guitar Hero and Rock Band Praise for Music Games Rock “Hits all the right notes—and some you don’t expect. A great account of the music game story so far!” – Mike Snider, Entertainment Reporter, USA Today “An exhaustive compendia. Chocked full of fascinating detail...” – Alex Pham, Technology Reporter, Los Angeles Times “It’ll make you want to celebrate by trashing a gaming unit the way Pete Townshend destroys a guitar.” –Jason Pettigrew, Editor-in-Chief, ALTERNATIVE PRESS “I’ve never seen such a well-collected reference... it serves an important role in letting readers consider all sides of the music and rhythm game debate.” –Masaya Matsuura, Creator, PaRappa the Rapper “A must read for the game-obsessed...” –Jermaine Hall, Editor-in-Chief, VIBE MUSIC GAMES ROCK RHYTHM GAMING’S GREATEST HITS OF ALL TIME SCOTT STEINBERG DEDICATION MUSIC GAMES ROCK: RHYTHM GAMING’S GREATEST HITS OF ALL TIME All Rights Reserved © 2011 by Scott Steinberg “Behind the Music: The Making of Sex ‘N Drugs ‘N Rock ‘N Roll” © 2009 Jon Hare No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. -
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. -
Rhythm Paradise Cheats
Rhythm paradise cheats click here to download Rhythm Paradise Cheats - Nintendo DS Cheats: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Rhythm. Gaming accessories and cheat devices for Pokemon Go, Nintendo 3DS, Nintendo DS, PS4, PS3, PS2, GameCube, Wii and Wii U. Cheat codes and cheat code devices for DS, Wii, PS2, XBOX, XBOX, DS, PSP. This cheat for Rhythm Paradise [Nintendo DS] has been posted at 20 May by cGub and is called "Action Replay, EU". The Cheat has been commented 1. This page contains Rhythm Paradise cheats, hints, walkthroughs and more for Nintendo DS. Rhythm Paradise. Right now we have 6 Cheats, 1 Walkthroughs. Basic Guitar Lessons - Beat Rocker (Stage ) and have at least 15 medals. Technical Guitar Lessons - Beat Rocker 2 (Stage ) and have at least The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for Rhythm Heaven for Nintendo DS. The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for Rhythm Heaven Fever for Nintendo Wii. Rhythm Paradise cheats, codes, walkthroughs, guides, FAQs and more for Nintendo DS. This is all the songs that can be used in the Phone minigame on Rhythm Heaven for Nintendo DS systems. If. Rhythm Heaven cheats, codes, walkthroughs, guides, FAQs and more for Nintendo DS. Rhythm Heaven Cheats and Cheat Codes, Nintendo DS. Get all the inside info, cheats, hacks, codes, walkthroughs for Rhythm Heaven Megamix on GameSpot. This Codes are Action Replay Codes. To use them you will need a Action Replay Device Game ID: YLZEE87D15 PROFILE , Rhythm Heaven for the. -
Definition, Construction, and Challenges in a Character Ecology
The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Joleen Blom Center for Computer Games Research IT University of Copenhagen This dissertation is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy (Ph.D.) at IT University of Copenhagen. December 2019 Title: The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Candidate: Joleen Blom Supervisor: Espen Aarseth Evaluation Committee: Martin Pichlmair IT University of Copenhagen Rachael Hutchinson University of Delaware Akinori Nakamura Ritsumeikan University This research has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (Grant Agreement No [695528] – Making Sense of Games). ii Abstract This study presents a theory about dynamic game characters within a broader character ecology in which characters are constantly produced and reproduced in a variety of media. Characters do not appear only in games, they migrate from one medium to another. They are independent from any medium in particular: a character does not require a specific medium to come into existence. Authoritative forces try to shape the overall interpretation of circulating characters transmedially in comics, television series, films, games and more through different venues of control, such as authorship, canonisation and ownership or intellectual property. This study addresses the struggle for interpretive authority by explaining -
NWR Powered Off 2
A Boy and His Hugs Review Review Contents ISSUE 02 Layout & Design Nicholas Bray JANUARY 2013 Graphic Creation 3 THIS MONTH Daniel Mousseau Cover Design EDITORIAL Andrew Brown 4 HOW TO DESTROY A SOUL Contributors James Jones Zachary Miller BLOGS Alex Culafi 6 OF NERDS AND MEN: INHALATION Tom Malina Tyler Ohlew Nate Andrews PREVIEWS Scott Thompson Danny Bivens 9 FIRE EMBLEM AWAKENING Neal Ronaghan Zack Kaplan 10 BIT.TRIP PRESENTS RUNNER 2: FUTURE LEGEND OF RHYTHM David Trammell Jeff Shirley ALIEN Jon Lindemann 12 STAFF PROFILES FEATURE 13 NWR STAFF’S TOP 10 GAMES OF 2012 INTERVIEW 24 LITTLE INFERNO INTERVIEW WITH TOMORROW CORPORATION COMIC CORNER 27 THE SETBACK WITH STICKERS REVIEWS 28 METROID PRIME 31 THE LEGEND OF ZELDA: THE MINISH CAP 33 PUNCH-OUT!! 35 XENOBLADE CHRONICLES 38 HOW TO POKÉMON RAP LIKE RAPMASTER J 41 FAN ART 2 42 NEXT ISSUE This Month By Nicholas Bray Welcome to issue #2 of Nintendo World Report: Powered Off. This month, we have a great selection of new, old, and even some exclusive content for you to enjoy. James Jones kicks things off with an article about the soul-crushing games he endured as a child. We take a look at the NWR staff ’s top 10 games of 2012, and in the review section we feature four games that received 10/10 scores. On top of that, we have a cool comic from Andrew Brown, along with everyone’s favorite performer, Rapmaster J, dropping in to school us all on how he approaches the infamous Pokérap. The design and content is still evolving for Powered Off, but I feel that this issue is a step up from the first. -
The Linguisticsof Zelda
The Linguistics of Zelda Examining the possible conlang clues and linguistic history of the various Hyrulian civilizations Baron Dipitous, dLLC 2021 (March 7, 2021) About Me ● “Librarian gamer” ○ Lore wikis, D&D, game lore & language ○ Twitter: @BDipitous ● Conlanger since 2016 ○ Tɛkɾɪd ○ Almost Home (https://anchor.fm/banner-studios) ○ Ju-Klɪb (https://docs.google.com/drawings/d/1VnR4FZhnjJzKa6GrKLRyafF5vsxebRW_MjqVGefpVR c/edit?usp=drivesdk) ○ 2nd conlang for another Banner project (b/c why not?) ● Zelda fan since about 2000 ○ Happy 35th to the series! Research Question What is the linguistic history of the Hyrulian peoples, and how does it relate to the established Zelda timeline? I am not the first to look into the linguistics of Zelda games, but to my knowledge each study on the subject focuses on one specific language or aspect of a game. I'm hoping to provide a broader view of the linguistic data available in the series as a whole (and perhaps inspire similar studies for other franchises). Two-Fold Focus ● Development of Hylian over time ○ Compare the designs, placement, & use of each variation of the Hylian alphabet, the “common tongue” in the game worlds ○ Collect and analyze each bit of linguistic data I could find in the Zelda series ● Languages “of the Wild” ○ Closely examine the utterances of the various species in Breath of the Wild to see what, if any, unique linguistic traits each race shows ■ Gerudo ■ Goron ■ Hylian ■ Korok ■ Rito ■ Sheikah (ancient and contemporary) ■ Zora Disclaimers ● I recognize these languages & cultures are created for player enjoyment & immersion. Also, it is clear that any overarching “lore” or “world history” is simply made up as each game is released. -
Spring 2015 Program (CSPAC Performance)
How are we doing? We love getting feedbacic from our fans! Please feel free to fill out this fomi and drop it in the "Treasure Box• es" on your \say out. The GSO is partially funded by the Student Government Association, but most of our operating costs are cov• ered by donations by members and fans. Please consider enclosing a donation with your feedback to help us continue providing our free concerts. Tax deductible donations can also be made through the "Giving to Maryland" program at the GSO's website: UMD.GamerSymphony.org. Checks made out to UMD College Park Foundation (with "Gamer Symphony Orchestra" in the inemo line) qualify as tax deductible charitable gifts!* •Gifts in support of the University of Maryland are accepted and inanaged by the University of Maryland Col• lege Park Foundation, Inc., an affiliated 501c(3) organization authorized by the Board of Reagents. Contribu• tions to the University of Maryland arc tax deductible as allowed by law. Please see your tax adviser for de• tails. Gamer Symphony Orchestra How did you hear about the Gamer Symphony Orchestra? Spring 2015 Concert Saturday, May 2nd, 2015 What arrangements would you like to hear from GSO? Do you have other comments about our perfor• mance? Dekelboum Concert Hall Clarice Smith Performing Arts Center Kevin Mok, Conductor Please legibly write down your e-mail address if you would like to receive messages about future GSO Bryan Doyle, Conductor concerts and events. (About three e-mails per semester) Elizabeth Green, Assistant Conductor Daniel Hopkins, Choral Director Are you a UMCP student interested in joining the GSO? If so, please write your name and e-mail ad• dress below and we'll be sure to get in touch! GSO Officers Chorus Roster Soprano About the GSO Rebecca Brown"" Sarah Buchanan In the fall of 2005, student violist Miehelle Eng sought to create an orchestral group that played President: Zog DiGiorgio Tori Buckshaw Vice-President: Jasmine Marcelo video game inusic. -
WHY DO PEOPLE IMAGINE ROBOTS] This Project Analyzes Why People Are Intrigued by the Thought of Robots, and Why They Choose to Create Them in Both Reality and Fiction
Project Number: LES RBE3 2009 Worcester Polytechnic Institute Project Advisor: Lance E. Schachterle Project Co-Advisor: Michael J. Ciaraldi Ryan Cassidy Brannon Cote-Dumphy Jae Seok Lee Wade Mitchell-Evans An Interactive Qualifying Project Report submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science [WHY DO PEOPLE IMAGINE ROBOTS] This project analyzes why people are intrigued by the thought of robots, and why they choose to create them in both reality and fiction. Numerous movies, literature, news articles, online journals, surveys, and interviews have been used in determining the answer. Table of Contents Table of Figures ...................................................................................................................................... IV Introduction ............................................................................................................................................. I Literature Review .................................................................................................................................... 1 Definition of a Robot ........................................................................................................................... 1 Sources of Robots in Literature ............................................................................................................ 1 Online Lists .....................................................................................................................................