The Last of Us Day Photo Mode Contest 2020 OFFICIAL US and CANADA RULES by Participating in the Last of Us
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The Impact of Multichannel Game Audio on the Quality of Player Experience and In-Game Performance
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-game Performance Joseph David Rees-Jones PhD UNIVERSITY OF YORK Electronic Engineering July 2018 2 Abstract Multichannel audio is a term used in reference to a collection of techniques designed to present sound to a listener from all directions. This can be done either over a collection of loudspeakers surrounding the listener, or over a pair of headphones by virtualising sound sources at specific positions. The most popular commercial example is surround-sound, a technique whereby sounds that make up an auditory scene are divided among a defined group of audio channels and played back over an array of loudspeakers. Interactive video games are well suited to this kind of audio presentation, due to the way in which in-game sounds react dynamically to player actions. Employing multichannel game audio gives the potential of immersive and enveloping soundscapes whilst also adding possible tactical advantages. However, it is unclear as to whether these factors actually impact a player’s overall experience. There is a general consensus in the wider gaming community that surround-sound audio is beneficial for gameplay but there is very little academic work to back this up. It is therefore important to investigate empirically how players react to multichannel game audio, and hence the main motivation for this thesis. The aim was to find if a surround-sound system can outperform other systems with fewer audio channels (like mono and stereo). This was done by performing listening tests that assessed the perceived spatial sound quality and preferences towards some commonly used multichannel systems for game audio playback over both loudspeakers and headphones. -
The Last of Us Honored with 10 Awards Including Game of the Year at 17Th Annual D.I.C.E
THE LAST OF US HONORED WITH 10 AWARDS INCLUDING GAME OF THE YEAR AT 17TH ANNUAL D.I.C.E. AWARDS Top Honors Celebrating the Creative Accomplishments in Interactive Entertainment Also Went to Bioshock Infinite, Grand Theft Auto V, Plants vs. Zombies 2, and More LAS VEGAS – Feb. 6, 2014 – Suspense, horror, and surreal worlds dominated the 17th Annual D.I.C.E. Awards, the video game industry’s most prestigious honors. Naughty Dog’s dystopian, post-apocalyptic reimagining of the zombie thriller, The Last Of Us, stole the show with 10 awards, including Outstanding Achievement in Story, Outstanding Innovation in Gaming, Adventure Game of the Year, Outstanding Achievement in Game Direction and the industry’s top honor, Game of the Year. The evening’s other big winners included Irrational Games’ provocative alternate-historical FPS, Bioshock Infinite, which took home Action Game of the Year and Outstanding Achievement in Original Music Composition. PopCap’s runaway mobile hit Plants vs. Zombies 2 won both Casual Game of the Year and Mobile Game of the Year, while EA Canada’s FIFA 14 continued the FIFA franchise’s run of five consecutive wins with Sports Game of the Year. Brothers – A Tale of Two Sons, Starbreeze Studios’ touching, story-driven adventure, took home the hardware for Downloadable Game of the Year. Wargaming’s multiplayer online game World of Tanks took home the honor for the D.I.C.E. Awards’ newest category, Online Game of the Year. “Tonight’s big winner, The Last of Us, is a prime example of how today’s modern video game studios expertly blend art, game play, and storytelling to transcend the traditional notion of video games,” said Martin Rae, president, Academy of Interactive Arts & Sciences. -
Game Developer
ANNIVERSARY10 ISSUE >>PRODUCT REVIEWS TH 3DS MAX 6 IN TWO TAKES YEAR MAY 2004 THE LEADING GAME INDUSTRY MAGAZINE >>VISIONARIES’ VISIONS >>JASON RUBIN’S >>POSTMORTEM THE NEXT 10 YEARS CALL TO ACTION SURREAL’S THE SUFFERING THE BUSINESS OF EEVERVERQQUESTUEST REVEALEDREVEALED []CONTENTS MAY 2004 VOLUME 11, NUMBER 5 FEATURES 18 INSIDE EVERQUEST If you’re a fan of making money, you’ve got to be curious about how Sony Online Entertainment runs EVERQUEST. You’d think that the trick to running the world’s most successful subscription game 24/7 would be a closely guarded secret, but we discovered an affable SOE VP who’s happy to tell all. Read this quickly before SOE legal yanks it. By Rod Humble 28 THE NEXT 10 YEARS OF GAME DEVELOPMENT Given the sizable window of time between idea 18 and store shelf, you need to have some skill at predicting the future. We at Game Developer don’t pretend to have such skills, which is why we asked some of the leaders and veterans of our industry to give us a peek into what you’ll be doing—and what we’ll be covering—over the next 10 years. 36 28 By Jamil Moledina POSTMORTEM 32 THE ANTI-COMMUNIST MANIFESTO 36 THE GAME DESIGN OF SURREAL’S Jason Rubin doesn’t like to be treated like a nameless, faceless factory worker, and he THE SUFFERING doesn’t want you to be either. At the D.I.C.E. 32 Before you even get to the problems you typically see listed in our Summit, he called for lead developers to postmortems, you need to nail down your design. -
Producing Adaptive Music for Non-Linear Media
PRODUCING ADAPTIVE MUSIC FOR NON-LINEAR MEDIA Lassi Kähärä Bachelor’s thesis May 2018 Degree Programme in Media & Arts Music Production ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied Sciences Degree Programme in Media & Arts Music Production Lassi Kähärä: Producing Adaptive Music for Non-Linear Media Bachelor's thesis 42 pages May 2018 As non-linear media such as videogames and interactive applications are getting more popular each year and interactivity is being implemented into other media, a need for non-linear adaptive music is growing. Traditionally a linear medium, music, needs to adapt to the actions the user decides to take in these interactive experiences. Adaptivity has been a vital part of videogame scores for years, but the techniques are shifting as new ways to compose and implement music for videogames are being developed con- stantly. In the thesis history of adaptive music, techniques non-linear music composers, adaptive music techniques and means of implementation were discussed and compared with ex- amples. A comprehensive look into the various possibilities of composition and imple- mentation of score music for videogames was given. A score for a virtual reality puzzle game was composed and implemented utilizing Ableton Live and Audiokinetic Wwise software to create an immersive and adaptive score. The combination of Live and Wwise worked well together, supporting the adap- tive fashion of the game score. Using Wwise was a learning experience and through experimentation and testing an interactive music system suitable for the project was created. Key words: adaptive music, videogame music, interactive music, audiokinetic wwise, ableton live CONTENTS 1 INTRODUCTION ...................................................................................................... -
Naughty Dog Inc
ALLEGRO CL® @Work! A Franz Inc. Customer Success Story Naughty Dog Inc. Crash Bandicoot Game System On a small three-island chain off the southeast coast Gavin, the unique capabilities of Allegro CL’s of Australia, a maniacal scientist has set up his Common Lisp language enabled very fast headquarters. Bent on world domination, Dr. Neo development and execution of character and Cortex has determined that the only way he can object control. Crash is filled with all sorts of accomplish his goal is to create an army faithful creatures and devices constructed in full 3D and only to him. So, he decides to brainwash the local interacting with the player in real-time (30 frames animals and has selected Crash Bandicoot to be per second). their leader. With the help of Dr. Nitrus Brio, they “Lisp was just the best solution for this create two machines — the Evolvo-Ray gives the job,” comments Gavin, “With leading-edge game animals superior knowledge and the Cortex Vortex systems like ours, you have to deal with is supposed to make them allegiant only to Dr. Cortex complicated behaviors and real-time action. — but it doesn’t work right. Instead of being devoted geniuses, the animals become raving lunatics. What does this have to do with Allegro CL? It’s easy to construct a simple Crash Bandicoot is the latest game release dialect which is just as “efficient as C, but retains the from Naughty Dog Software™, Universal City, CA, dynamic and consistent running on the Sony Playstation™. Naughty Dog qualities that make Lisp a used Allegro CL for the character control portions much more effective of the game. -
Billy Harper Animation Director at Sucker Punch Productions [email protected]
Billy Harper Animation Director at Sucker Punch Productions [email protected] Summary My professional experience is best expressed by the recommendations on my resume. I will let those speak for me. I get emotional for a living. Experience Character/Cinematic Supervisor at Sucker Punch Productions September 2009 - Present (5 years 5 months) Responsible for working with Animation, Character, Design, Environment, and Engineering teams to develop characters, cinematics, animations, animation rigs and pipelines. Taking that information and applying it to schedules for the character, cinematic, and animation artists, and making sure everything is on track. Collaborating with the Art Director to make sure our style fits with the rest of the visuals. Then creating characters and animation that will help define that style and inspire the art team. Co-Founder/Character Director at Dreamhive, LLC October 2006 - August 2009 (2 years 11 months) Besides co-founding the studio, I was the Character Director and Director of Client Affairs. As Director of Client Affairs, I was responsible for landing and managing contracts with Morgan Rose, Ready at Dawn, EA Salt Lake, SCEA, BottleRocket, and Madonna. I was also the key person in setting up a very exciting partnership with Jason Rubin, Andy Gavin, and Jason Kay's entertainment group, Monkey Gods A Character Director for our studio, I performed various Character Modeling, Texturing, and Rigging tasks. I also grew into an Animation Direction role on teams ranging from 5 to 10 animators working remotely on several projects. I also pioneered new ground beta testing Autodesk's Mudbox software. My techniques for using the software caught the eye of Autodesk and they had me do multiple talks up and down the east coast. -
Mark Cerny to Be Inducted Into Hall of Fame of the Academy of Interactive Arts & Sciences
FOR IMMEDIATE RELEASE Contact: Wendy Zaas/Debby Chen Geri Gordon Miller Rogers & Cowan Academy of Interactive Arts and Sciences 310-854-8148 / 310-854-8168 818-876-0826 x202 [email protected] [email protected] [email protected] A DIFFERENT PATH; MARK CERNY TO BE INDUCTED INTO HALL OF FAME OF THE ACADEMY OF INTERACTIVE ARTS & SCIENCES CALABASAS, Calif. – January 13, 2010 – The Academy of Interactive Arts & Sciences (AIAS) has announced that Mark Cerny will be the 13th inductee into the Academy’s Hall of Fame, which is bestowed upon individuals who’ve contributed a significant advancement within the industry while demonstrating proven success and leadership. “Mark Cerny is the closest we have come to a modern-day Da Vinci,” said Joseph Olin, president of the AIAS. “What he does isn’t restricted to a single aspect of game creation, he really is a Renaissance man. He is a diversely accomplished game designer, producer, programmer and technologist, fluent in Japanese and one of the foremost Western experts on the Japanese game market. He’s also one of the only top-level independents in a business dominated by institutions. The projects that he has contributed to have been phenomenally successful, with sales of almost two billion dollars and over a dozen titles each exceeding two million units in sales.” Cerny’s legacy is more than just an impressive list of games; through his work at Universal Studios in the 1990s he was also instrumental in fostering the development of some of the video game industry’s top stars. Ted Price of Insomniac Games, and Jason Rubin and Andy Gavin of Naughty Dog can all trace their initial breakout to projects created with Cerny. -
Nominations 12 February 2014 Action & Adventure Assassin's Creed 4
Nominations 12 February 2014 Action & Adventure Assassin’s Creed 4: Black Flag Jean Guesdon, Ashraf Ismail, Mustapha Mahrach Ubisoft Montreal/Ubisoft BADLAND Johannes Vuorinen, Juhana Myllys Frogmind/Frogmind Grand Theft Auto V Development Team Rockstar North/Rockstar Games The Last of Us Development Team Naughty Dog/Sony Computer Entertainment LEGO Marvel Super Heroes Jon Burton, Arthur Parsons, Phillip Ring TT Games/Warner Bros. Interactive Entertainment Tomb Raider Development Team Crystal Dynamics/Square Enix Artistic Achievement Beyond: Two Souls John Rostron, David Cage, Guillaume De Fondaumiere Quantic Dreams/Sony Computer Entertainment Europe BioShock Infinite Scott Sinclair, Shawn Robertson, Stephen Alexander Irrational Games/2K Games DEVICE 6 Development Team Simogo/Simogo The Last of Us Development Team Naughty Dog/Sony Computer Entertainment Ni No Kuni: Wrath of the White Witch Yoshiyuki Momose Level 5/Namco Bandai Games Tearaway Development Team Media Molecule/Sony Computer Entertainment Europe Audio Achievement Battlefield 4 Development Team DICE/Electronic Arts BioShock Infinite Patrick Balthrop, Scott Haraldsen, James Bonney Irrational Games/2K Games DEVICE 6 Development Team Simogo/Simogo Grand Theft Auto V Ivan Pavlovich, Craig Conner Rockstar North/Rockstar Games The Last of Us Development Team Naughty Dog/Sony Computer Entertainment Tomb Raider Development Team Crystal Dynamics/Square Enix Best Game Assassin’s Creed 4: Black Flag Martin Schelling, Jean Guesdon, Ashraf Ismail Ubisoft Montreal/Ubisoft Grand Theft Auto -
Download Book the Art of Naughty Dog (Hardback)
ZUNQFLIY5CNB « Doc ^ The Art Of Naughty Dog (Hardback) Th e A rt Of Naugh ty Dog (Hardback) Filesize: 7.09 MB Reviews Most of these ebook is the ideal pdf readily available. it was actually writtern quite flawlessly and valuable. Once you begin to read the book, it is extremely difficult to leave it before concluding. (Prof. Jordy Kihn) DISCLAIMER | DMCA QZZZFUD17OEN // Doc # The Art Of Naughty Dog (Hardback) THE ART OF NAUGHTY DOG (HARDBACK) To save The Art Of Naughty Dog (Hardback) eBook, remember to click the button under and download the file or gain access to other information that are related to THE ART OF NAUGHTY DOG (HARDBACK) book. DARK HORSE COMICS, United States, 2014. Hardback. Condition: New. Language: English . Brand New Book. Jak and Daxter. Uncharted. The Last of Us. One studio has been responsible for the most iconic video game experiences of this generation. Now, Dark Horse Books invites you on a thirty- year retrospective tour, observing Naughty Dog s rise from an ambitious upstart to one of the most influential game studios in the world! This beautifully designed volume collects decades of production art, introspective essays from studio sta, art inspired by Naughty Dog s incredible array of titles, and much more. Don t miss out on an opportunity to own a piece of video game history with The Art of Naughty Dog!. Read The Art Of Naughty Dog (Hardback) Online Download PDF The Art Of Naughty Dog (Hardback) Download ePUB The Art Of Naughty Dog (Hardback) 9LJAQJXK7B1P > Kindle // The Art Of Naughty Dog (Hardback) Related eBooks [PDF] History of the Town of Sutton Massachusetts from 1704 to 1876 Follow the hyperlink under to read "History of the Town of Sutton Massachusetts from 1704 to 1876" PDF file. -
How Video Game Console Makers Are Speeding Toward an Antitrust Violation
The Business, Entrepreneurship & Tax Law Review Volume 4 Issue 1 Article 46 2020 Game Over? How Video Game Console Makers are Speeding Toward an Antitrust Violation Clayton Alexander Follow this and additional works at: https://scholarship.law.missouri.edu/betr Part of the Law Commons Recommended Citation Clayton Alexander, Game Over? How Video Game Console Makers are Speeding Toward an Antitrust Violation, 4 BUS. ENTREPRENEURSHIP & TAX L. REV. 151 (2020). Available at: https://scholarship.law.missouri.edu/betr/vol4/iss1/46 This Comment is brought to you for free and open access by the Law Journals at University of Missouri School of Law Scholarship Repository. It has been accepted for inclusion in The Business, Entrepreneurship & Tax Law Review by an authorized editor of University of Missouri School of Law Scholarship Repository. For more information, please contact [email protected]. Alexander: Game Over? How Video Game Console Makers are Speeding Toward an A Game Over? How Video Game Console Makers are Speeding Toward an Antitrust Violation Clayton Alexander* ABSTRACT There has been a recent trend in the video game industry that console makers (Sony, Microsoft, and Nintendo) have been acquiring video game developers to make games solely for their console. With a surge of acquisitions, these three console makers have rapidly increased their market share of the console video game indus- try. But in doing so, have they started to run afoul of antitrust law? Do these three console makers now have enough market power to exert control over the video game industry like a monopoly? This article seeks to answer these questions, while also suggesting several steps that console makers can take now to avoid the head- ache that is an antitrust violation in the future. -
Academy of Interactive Arts & Sciences 17Th Annual D.I.C.E
Academy of Interactive Arts & Sciences 17th Annual D.I.C.E. Finalists GAME TITLE PUBLISHER DEVELOPER Outstanding Achievement in Original Music Composition Beyond: Two Souls Sony Computer Entertainment America Quantic Dream Bioshock Infinite 2K Games Irrational Games Puppeteer Sony Computer Entertainment America SCE Japan Studio rain Sony Computer Entertainment America SCE Japan Studio Rayman Legends Ubisoft Ubisoft Montpellier Outstanding Achievement in Sound Design Battlefield 4 Electronic Arts Inc. DICE Bioshock Infinite 2K Games Irrational Games God of War: Ascension Sony Computer Entertainment America SCE Santa Monica Grand Theft Auto V Rockstar Games Rockstar North The Last of Us Sony Computer Entertainment America Naughty Dog Inc. Outstanding Achievement in Story Beyond: Two Souls Sony Computer Entertainment America Quantic Dream Bioshock Infinite 2K Games Irrational Games The Last of Us Sony Computer Entertainment America Naughty Dog Inc. The Novelist Orthogonal Games Orthogonal Games Tomb Raider Square Enix Inc. Crystal Dymanics Outstanding Character Performance Grand Theft Auto V - Trevor Rockstar Games Rockstar North Ryse - Marius Titus Microsoft Studios Crytek The Last of Us - Ellie Sony Computer Entertainment America Naughty Dog Inc. The last of Us - Joel Sony Computer Entertainment America Naughty Dog Inc. The Stanley Parable - Narrator Galactic Café Galactic Café Downloadable Game of the Year Brothers – A Tale of Two Sons 505 Games Starbreeze Studios Far Cry 3: Blood Dragon Ubisoft Ubisoft Montreal Gone Home The Fullbright Company The Fullbright Company Papers, Please Lucas Pope Lucas Pope The Stanley Parable Galactic Café Galactic Café Casual Game of the Year Candy Box aniwey aniwey Peggle 2 Electronic Arts Inc. Popcap, Electronic Arts Inc. -
Reviews/Reviews/Talking-About- Video-Games
Talking about video games Larry Achiampong and Wumi Olaosebikan Exhibition Review 01.10.2018 Title Talking about video games Author(s) Larry Achiampong and Wumi Olaosebikan Article DOI Not applicable Url https://burlingtoncontemporary.org.uk/reviews/reviews/talking-about- video-games ISSN 2631-5661 Cite as Larry Achiampong and Wumi Olaosebikan: 'Talking about video games ', Burlington Contemporary (1st October 2018), https://burlingtoncontemporary.org.uk/reviews/reviews/talking-about- video-games About the author(s) Larry Achiampong is an artist based in London. His solo and collaborative projects employ imagery, aural and visual archives, live performance and sound to explore ideas surrounding class, cross-cultural and post-digital identity. Achiampong has recently used gaming mods in his solo work (Voyage of The Relic Traveller) and collaborative endeavors with David Blandy (the Finding Fanon trilogy), for which they have been nominated for the 2018 Jarman Award. Wumi Olaosebikan (AKA Wumzum) is an artist raised in East London, whose illustrations and murals are often created in the visual language of comics and video games. Recent works, which include a giant mural at Genesis Cinema of East London and a commission for the 2018 Rise Festival in Croydon, are heavily influenced by Afrofuturism and reflect a strong sense of urban life and culture. Cover image: Talking about video games by Larry Achiampong and Wumi Olaosebikan • 01.10.2018 The exhibition Videogames: Design/Play/Disrupt at the Victoria and Albert Museum, London, presents the designs and development behind some of this century’s most influential video games. Larry Achiampong and Wumi Olaosebikan, artists and gamers who have used video games in their work, discuss how an exhibition on gaming can intersect with art, politics and DIY creation.