Postmortem: Sony Bend Studio's Uncharted: Golden Abyss
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Developing a Content Pipeline for a Video Game
Antti Veräjänkorva Art Is A Mess: Developing A Content Pipeline for A Video Game. Metropolia University of Applied Sciences Master of Engineering Information Technology Master’s Thesis 7 July 2020 PREFACE I have a dream that I can export all art asset for a game with single button press. I have tried to achieve that a couple times already and never fully accomplished in this. This time I was even more committed to this goal than ever before. This time I was deter- mined to make the life of artists easier and do my very best. Priorities tend to change when a system is 70% done. Finding time to do the extra mile is difficult no matter how determined you are. Well to be brutally honest, still did not get the job 100% done, but I got closer than ever before! I am truly honoured for all the help what other technical artists and programmers gave me while writing this thesis. I especially want to thank David Rhodes, who is a long- time friend and colleague, for his endless support. Thank you Jukka Larja and Kimmo Ala-Ojala for eye opening discussions. I would also like to thank my wife and daughter for giving me the time to write this thesis. Thank you, Hami Arabestani and Ubisoft Redlynx for giving me the chance to write this thesis based on our current project. Lastly thank you Antti Laiho for supervising this thesis and your honest feedback while working on it. Espoo, 06.06.2020 Antti Veräjänkorva Abstract Author Antti Veräjänkorva Title Art is a mess: Developing A Content Pipeline for A Video Game Number of Pages 47 pages + 3 appendices Date 7 Jul 2020 Degree Master of Engineering Degree Programme Information Technology Instructor(s) Hami Arabestani, Project Manager Antti Laiho, Senior Lecturer The topic of this thesis was to research how to improve exporting process in a video game content pipeline and implement the improvements. -
Analyzing Space Dimensions in Video Games
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts. -
Esa and Aias Unveil the 2019 Into the Pixel Video Game Art Collection
ESA AND AIAS UNVEIL THE 2019 INTO THE PIXEL VIDEO GAME ART COLLECTION 11 Video Game Art Pieces Honored, Available for Auction at E3 2019, June 11-13 June 4, 2019 – WASHINGTON, DC and LOS ANGELES - The Entertainment Software Association (ESA), the trade association that represents the US video game industry and owns and produces E3, and the Academy of Interactive Arts & Sciences (AIAS) today announced the official selections for the 2019 Into the Pixel (ITP, #IntoThePixel) collection. Co-produced by the ESA and AIAS, the 2019 ITP collection of 11 pieces will be displayed during E3 2019, the world’s premier trade show for computer, video, and mobile games, from June 11-13, 2019, at the Los Angeles Convention Center. Established in 2004 and reviewed by a jury panel from the video game and fine art worlds, the annual ITP art exhibit honors the best artistic works of the year from video game artists. This year’s Into the Pixel collection includes 11 pieces – from AAA blockbusters, VR, mobile, and indie games. Winners are listed below and can be found, along with images, at www.intothepixel.com. All 11 print art pieces will be auctioned off on eBay, with a five-day auction beginning Tuesday, June 11, at Noon PDT, and concluding Saturday, June 15, at Noon PDT. All ITP bids can be made at the AIAS eBay page here. (*NOTE: ITP images will not appear on eBay until the live auction begins on June 11 at Noon PDT.) Commenting on the 2019 collection, Jurist Glenn R. Phillips, Curator and Head of Modern & Contemporary Collections of the Getty Research Institutes aid, “This year’s Into the Pixel collection presents a focused group that surveys some of the most impressive directions in video game art. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Devil May Cry 5 Days Gone
MAY 2019 ISSUE 17 TITI MAGAZINE Rage 2 Devil May Cry 5 Tom Clancy's The Division 2 Days Gone Titimag.com EDITOR Dickson Max Prince MAY 2019 ISSUE 17 CONTRIBUTORS Anita .t. Dickson Efenudu Ejiro Michael Bekesu Anthony Rage 2 Dickson Max Prince Ernest .O. Devil May Cry 5 Tom Clancy's The Division 2 PUBLISHERS Days Gone Pucutiti.Inc MECEDES GLE 2019 ACURA MDX titimag.com For more info [email protected] 12 HEALTH BENEFITS OF AVOCADOS +2348134428331 +2348089216836 Titimag.com Titi Magazine and all Titi related Sub sections are trademark of Pucutiti.inc The Pucutiti logo, Titi Magazine logo, Titi Store logo , Titi Games logo, Titi Animation logo, Titi Web Developers logo,, Titi Studios logo, Titi Messenger logo are all trade mark of Pucutiti.inc. Only Pucutiti.Inc reserve the rights to all Titi Magazine and all Titi related Subsections. Copyright © titimag May 2019 Rage 2 (stylized as RAGE 2) is an upcoming first-person shooter video game developed by Avalanche Studios in conjunction with id Soft- ware and published by Bethesda Softworks. The game is the sequel to the 2011 game Rage. The game is set to be released for Microsoft Windows, PlayStation 4and Xbox One on May 14, 2019. Gameplay The game is a first-person shooter. Players assume control of ranger Walker, who is free to explore the game's post-apocalyptic open world. Players are given control over some of Walker's attributes, such as their gender, skills, or attire. Walker is able to wield various firearms and tools to fight against enemies, including returning weapons such as the wingstick. -
Vgarchive : My Video Game Collection 2021
VGArchive : My Video Game Collection 2021 Nintendo Entertainment System 8 Eyes USA | L Thinking Rabbit 1988 Adventures in the Magic Kingdom SCN | L Capcom 1990 Astérix FRA | L New Frontier / Bit Managers 1993 Astyanax USA | L Jaleco 1989 Batman – The Video Game EEC | L Sunsoft 1989 The Battle of Olympus NOE | CiB Infinity 1988 Bionic Commando EEC | L Capcom 1988 Blades of Steel SCN | L Konami 1988 Blue Shadow UKV | L Natsume 1990 Bubble Bobble UKV | CiB Taito 1987 Castlevania USA | L Konami 1986 Castlevania II: Simon's Quest EEC | L Konami 1987 Castlevania III: Dracula's Curse FRA | L Konami 1989 Chip 'n Dale – Rescue Rangers NOE | L Capcom 1990 Darkwing Duck NOE | L Capcom 1992 Donkey Kong Classics FRA | L Nintendo 1988 • Donkey Kong (1981) • Donkey Kong Jr. (1982) Double Dragon USA | L Technōs Japan 1988 Double Dragon II: The Revenge USA | L Technōs Japan 1989 Double Dribble EEC | L Konami 1987 Dragon Warrior USA | L Chunsoft 1986 Faxanadu FRA | L Nihon Falcom / Hudson Soft 1987 Final Fantasy III (UNLICENSED REPRODUCTION) USA | CiB Square 1990 The Flintstones: The Rescue of Dino & Hoppy SCN | B Taito 1991 Ghost'n Goblins EEC | L Capcom / Micronics 1986 The Goonies II NOE | L Konami 1987 Gremlins 2: The New Batch – The Video Game ITA | L Sunsoft 1990 High Speed ESP | L Rare 1991 IronSword – Wizards & Warriors II USA | L Zippo Games 1989 Ivan ”Ironman” Stewart's Super Off Road EEC | L Leland / Rare 1990 Journey to Silius EEC | L Sunsoft / Tokai Engineering 1990 Kings of the Beach USA | L EA / Konami 1990 Kirby's Adventure USA | L HAL Laboratory 1993 The Legend of Zelda FRA | L Nintendo 1986 Little Nemo – The Dream Master SCN | L Capcom 1990 Mike Tyson's Punch-Out!! EEC | L Nintendo 1987 Mission: Impossible USA | L Konami 1990 Monster in My Pocket NOE | L Team Murata Keikaku 1992 Ninja Gaiden II: The Dark Sword of Chaos USA | L Tecmo 1990 Rescue: The Embassy Mission EEC | L Infogrames Europe / Kemco 1989 Rygar EEC | L Tecmo 1987 Shadow Warriors FRA | L Tecmo 1988 The Simpsons: Bart vs. -
Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes. -
Gaikai - Wikipedia Case 3:19-Cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not Logged in Talk Contributions Create Account Log In
Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 1 of 8 EXHIBIT B Gaikai - Wikipedia Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Gaikai From Wikipedia, the free encyclopedia Main page Gaikai (外海, lit. "open sea", i.e. an expansive outdoor space) is an American company which provides technology for the streaming of high- Contents Gaikai Featured content end video games.[1] Founded in 2008, it was acquired by Sony Interactive Entertainment in 2012. Its technology has multiple applications, Current events including in-home streaming over a local wired or wireless network (as in Remote Play between the PlayStation 4 and PlayStation Vita), as Random article well as cloud-based gaming where video games are rendered on remote servers and delivered to end users via internet streaming (such as Donate to Wikipedia the PlayStation Now game streaming service.[2]) As a startup, before its acquisition by Sony, the company announced many partners using Wikipedia store [3] the technology from 2010 through 2012 including game publishers, web portals, retailers and consumer electronics manufacturers. On July Founded November 2008 Interaction 2, 2012, Sony announced that a formal agreement had been reached to acquire the company for $380 million USD with plans of establishing Headquarters Aliso Viejo, California, U.S. [4] Help their own new cloud-based gaming service, as well as integrating streaming technology built by Gaikai into PlayStation products, resulting Owner Sony [5] [6] About Wikipedia in PlayStation Now and Remote Play. -
16Th Annual DICE Awards
Academy of Interactive Arts & Sciences 16th Annual D.I.C.E. Awards Finalists GAME TITLE PUBLISHER DEVELOPER Game of the Year Borderlands 2 2k Games Gearbox Software Far Cry 3 Ubisoft Ubisoft Journey Sony Computer Entertainment America, LLC thatgamecompany The Walking Dead Telltale Games Telltale Games XCOM: Enemy Unknown 2k Games Firaxis Games Outstanding Achievement in Game Direction Journey Sony Computer Entertainment America, LLC thatgamecompany Dishonored Bethesda Softworks Arkane Studios Far Cry 3 Ubisoft Ubisoft The Unfinished Swan Sony Computer Entertainment America, LLC Giant Sparrow The Walking Dead Telltale Games Telltale Games Outstanding Innovation in Gaming Journey Sony Computer Entertainment America, LLC thatgamecompany Nintendo Land Nintendo of America Inc. Nintendo Sound Shapes Sony Computer Entertainment America, LLC Queasy Games The Unfinished Swan Sony Computer Entertainment America, LLC Giant Sparrow The Walking Dead Telltale Games Telltale Games Downloadable Game of the Year Fez Microsoft Studios Polytron Corporation Journey Sony Computer Entertainment America, LLC thatgamecompany Mark of the Ninja Microsoft Studios Klei Entertainment The Unfinished Swan Sony Computer Entertainment America, LLC Giant Sparrow The Walking Dead Telltale Games Telltale Games Handheld Game of the Year Gravity Rush Sony Computer Entertainment America, LLC Japan Studio Paper Mario Sticker Star Nintendo of America Inc. Intelligent Systems Resident Evil Revelations Capcom USA Capcom Co., Ltd. Sound Shapes Sony Computer Entertainment America, LLC Queasy Games Uncharted: Golden Abyss Sony Computer Entertainment America, LLC Sony Bend Studio Mobile Game of the Year Fairway Solitaire Big Fish Big Fish Hero Academy Robot Entertainment Robot Entertainment Horn Zynga Inc. Phosphor Games Studio Rayman Jungle Run Ubisoft Pastagames, Ubisoft Montpellier Web Based Game of the Year Bingo Bash BitRhymes Inc. -
Paradigm Shift: How the Evolution of Two Generations of Home
PARADIGM SHIFT: HOW THE EVOLUTION OF TWO GENERATIONS OF HOME CONSOLES, ARCADES, AND COMPUTERS INFLUENCED AMERICAN CULTURE, 1985-1995 By Jason Terence Wiley A thesis submitted to the Graduate Faculty in partial fulfillment of the requirements for the degree of MASTER OF ARTS IN HISTORY University of Central Oklahoma Spring, 2016 iii Abstract Author: Jason Terence Wiley Thesis Chair: Dr. Patricia Loughlin Title of Thesis: Paradigm Shift: How the Evolution of Two Generations of Home Consoles, Arcades, and Computers Influenced American Culture, 1985-1995 Abstract: As of 2016, unlike many popular media forms found here in the United States, video games possess a unique influence, one that gained its own a large widespread appeal, but also its own distinct cultural identity created by millions of fans both here stateside and across the planet. Yet, despite its significant contributions, outside of the gaming’s arcade golden age of the early 1980s, the history of gaming post Atari shock goes rather unrepresented as many historians simply refuse to discuss the topic for trivial reasons thus leaving a rather noticeable gap within the overall history. One such important aspect not covered by the majority of the scholarship and the primary focus of thesis argues that the history of early modern video games in the North American market did not originate during the age of Atari in the 1970s and early 1980s. Instead, the real genesis of today’s market and popular gaming culture began with the creation and establishment of the third and fourth generation of video games, which firmly solidified gaming as both a multi-billion dollar industry and as an accepted form of entertainment in the United States. -
Virtual and Augmented Reality: Are You Sure It Isn't Real?, Which Summarized Market Trends from a Systematic Perspective
VIRTUAL AND AUGMENTED REALITY Are you sure it isn’t real? Citi GPS: Global Perspectives & Solutions October 2016 Citi is one of the world’s largest financial institutions, operating in all major established and emerging markets. Across these world markets, our employees conduct an ongoing multi-disciplinary global conversation – accessing information, analyzing data, developing insights, and formulating advice for our clients. As our premier thought-leadership product, Citi GPS is designed to help our clients navigate the global economy’s most demanding challenges, identify future themes and trends, and help our clients profit in a fast-changing and interconnected world. Citi GPS accesses the best elements of our global conversation and harvests the thought leadership of a wide range of senior professionals across our firm. This is not a research report and does not constitute advice on investments or a solicitation to buy or sell any financial instrument. For more information on Citi GPS, please visit our website at www.citi.com/citigps. Citi GPS: Global Perspectives & Solutions October 2016 Kota Ezawa is a Managing Director covering the Industrial, Consumer Electronics and Electric Components sector. He joined the firm in May 2006. He began his career at the Daiwa Institute of Research, covering the Utility and Machinery sectors before becoming the Small-Cap technology Analyst in 2000. Between 2003 and 2005, he covered European Technology stocks and between 2005 and 2006 he covered Japanese Industrial Electronics stocks. Mr. Ezawa graduated with a Master's degree in engineering from the Interdisciplinary Graduate School of Science and Engineering at the Tokyo Institute of Technology +81-3-6270-4804 | [email protected] Jason B Bazinet Dennis Chan U.S. -
CL223 Final Paper
Playing Nature: The Virtual Ecology of Game Environments by Alenda Y. Chang A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Rhetoric and the Designated Emphasis in New Media and the Designated Emphasis in Film Studies in the Graduate Division of the University of California, Berkeley Committee in charge: Professor David Bates, Chair Professor Charis Thompson Professor Trinh T. Minh-ha Professor Gail De Kosnik Spring 2013 Abstract Playing Nature: The Virtual Ecology of Game Environments by Alenda Y. Chang Doctor of Philosophy in Rhetoric Designated Emphasis in New Media Designated Emphasis in Film Studies University of California, Berkeley Professor David Bates, Chair Playing Nature proposes new methods and objects for environmental inquiry through ecologically minded engagement with the imaginative worlds of contemporary gaming. This work recognizes that though some of the most sophisticated scholarship on natural representation has evolved within literary environmental criticism, as a humanistic field steeped in Romanticism, ecocriticism has tended to exclude designed landscapes and modes of mediated interaction perceived as detracting from direct experience of the natural world. At the same time, new media theorists and practitioners have generally overlooked the ways in which emerging technologies are implicated in and by natural systems. Most mainstream games, for instance, offer game environments as simplistic vehicles for graphical spectacle or extractive resource management. Rather than perpetuate the popular notion that the natural and the digital are realms inherently inimical to each other, Playing Nature contends that our experience of the natural world is not only increasingly mediated by digital technology, but also that our interactions with these technomediated natures inevitably shape our conceptions of individual and collective agency in relation to our environment.