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Olliolli2 Welcome to Olliwood Patch
1 / 2 OlliOlli2: Welcome To Olliwood Patch ... will receive a patch to implement these elements): Additional NPCs added for an ... OlliOlli2: Welcome to Olliwood plucks the iconic skater from the street and .... Oct 31, 2016 — This is a small update to the original GOL game that greatly improves the ... Below is a list of updates. ... OlliOlli2: Welcome to Olliwood.. Apr 27, 2020 — ... into the faster, more arcade-like titles like OlliOlli2: Welcome to Olliwood, ... Related: Skate 4 Update: EA Gives Up Skate Trademark Only To .... End Space Quest 2 Update Brings 90Hz and More. ... 2 Bride of the New Moon PS4 pkg 5.05, OlliOlli2 Welcome to Olliwood Update v1.01 PS4-PRELUDE, 8-BIT .... Mar 3, 2015 — Those more subtle changes include new tricks to pull off, curved patches of ground, launch ramps, and split routes. It's not that these go unnoticed .... Aug 18, 2015 — I rari problemi di frame rate sono stati risolti con l'ultima patch, quindi non vale la pena dilungarsi a parlarne. L'unico appunto che possiamo fare .... Olliolli2: Welcome To Olliwood Free Download (v1.0.0.7). Indie ... Wallpaper Engine Free Download (Build 1.0.981 Incl. Workshop Patch) · Indie ... Apr 2, 2015 — ... scores on OlliOlli2: Welcome to Olliwood seemed strange at launch. ... In the latest patch for the PlayStation 4, we have fixed the bug and .... Feb 27, 2016 — Welcome to the latest entry in our Bonus Round series, wherein we tell you all about the new Android games ... OlliOlli2: Welcome to Olliwood.. Nov 22, 2020 — Following an update, you can now pet the dog in Hades pic. -
Blast Off Broken Sword
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Broken Sword blast off Revolution’s fight Create a jetpack in for survival Unreal Engine 4 Issue 15 £3 wfmag.cc TEARAWAYS joyful nostalgia and comic adventure in knights and bikes UPGRADE TO LEGENDARY AG273QCX 2560x1440 A Call For Unionisation hat’s the first thing that comes to mind we’re going to get industry-wide change is collectively, when you think of the games industry by working together to make all companies improve. and its working conditions? So what does collective action look like? It’s workers W Is it something that benefits workers, getting together within their companies to figure out or is it something that benefits the companies? what they want their workplace to be like. It’s workers When I first started working in the games industry, AUSTIN within a region deciding what their slice of the games the way I was treated wasn’t often something I thought KELMORE industry should be like. And it’s game workers uniting about. I was making games and living the dream! Austin Kelmore is across the world to push for the games industry to But after twelve years in the industry and a lot of a programmer and become what we know it can be: an industry that horrible experiences, it’s now hard for me to stop the Chair of Game welcomes everyone, treats its workers well, and thinking about our industry’s working conditions. Workers Unite UK, allows us to make the games we all love. That’s what a a branch of the It’s not a surprise anymore when news comes out Independent Workers unionised games industry would look like. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Screenshot Showcase 1
Volume 125 June, 2017 VirtualBox: Going Retro On PCLinuxOS Inkscape Tutorial: Creating Tiled Clones, Part Three An Un-feh-gettable Image Viewer Game Zone: Sunless Sea PCLinuxOS Family Member Spotlight: arjaybe GOG's Gems: Star Trek 25th Anniversary Tip Top Tips: HDMI Sound On Encrypt VirtualBox Virtual Machines PCLinuxOS Recipe Corner PCLinuxOS Magazine And more inside ... Page 1 In This Issue... 3 From The Chief Editor's Desk... Disclaimer 4 Screenshot Showcase 1. All the contents of The PCLinuxOS Magazine are only for general information and/or use. Such contents do not constitute advice 5 An Un-feh-gettable Image Viewer and should not be relied upon in making (or refraining from making) any decision. Any specific advice or replies to queries in any part of the magazine is/are the person opinion of such 8 Screenshot Showcase experts/consultants/persons and are not subscribed to by The PCLinuxOS Magazine. 9 Inkscape Tutorial: Create Tiled Clones, Part Three 2. The information in The PCLinuxOS Magazine is provided on an "AS IS" basis, and all warranties, expressed or implied of any kind, regarding any matter pertaining to any information, advice 11 ms_meme's Nook: Root By Our Side or replies are disclaimed and excluded. 3. The PCLinuxOS Magazine and its associates shall not be liable, 12 PCLinuxOS Recipe Corner: Skillet Chicken With Orzo & Olives at any time, for damages (including, but not limited to, without limitation, damages of any kind) arising in contract, rot or otherwise, from the use of or inability to use the magazine, or any 13 VirtualBox: Going Retro On PCLinuxOS of its contents, or from any action taken (or refrained from being taken) as a result of using the magazine or any such contents or for any failure of performance, error, omission, interruption, 30 Screenshot Showcase deletion, defect, delay in operation or transmission, computer virus, communications line failure, theft or destruction or unauthorized access to, alteration of, or use of information 31 Tip Top Tips: HDMI Sound On contained on the magazine. -
Benjamin P. Nizan
Benjamin P. Nizan Mobile: +44 7960 744258 | Email: [email protected] | Portfolio: www.mimicwing.com A hands-on, sociable and articulate game designer with experience working in and leading teams, developing games independently and working on projects from concept to release. A generalist; with experience in system, quest, level, UI, tools and F2P monetisation design. Most competent with Unity 3D but comfortable with a variety of tools and learning to use new ones. A strong creative writer, and wrangler of spreadsheets, with working knowledge of Git Source Control (Bitbucket/Sourcetree), Jira, Trello, C# (in Unity), Photoshop and Illustrator. Work History Good Catch Games | Game Designer | August 2016 - Present ● Game designer on Mr Bean Sandwich Stack - a physics-based casual game for mobile - from concept to release. I also programmed the prototype in Unity. ● Level designer on Simon’s Cat Dash, a free-to-play, endless runner for mobile. ● Finishing production on another Mr Bean mobile game that I prototyped and designed, and have taken over as game designer on a third, larger, Mr Bean project. ● Game designer on a suite of three unannounced, original IP, ‘one-tap’ mobile games. Independent Developer | May 2015 - July 2016 ● Created Petri Dish, available on and funded by Kongregate as part of their games incubator. I designed and coded the game, working with an artist and sound designer. ● Released Hexderity, an arcade/puzzle game for iOS and Android. Also available for PC, Mac and Linux on itch.io. Listed in The Observer’s “20 Apps and Games for July 2015”. ● Interned at Failbetter Games, providing QA for Fallen London in November 2015. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Reviews: • a Golden Wake • Valiant Hearts: the Great War • ASA: a Space Adventure Remastered Edition • Technobabylon • Sunless Sea C
Issue #55 July 2015 Reviews: • A Golden WAke • VAliAnt HeArts: tHe GreAt WAr • AsA: A spAce AdVenture remAstered edition • tecHnobAbylon • sunless seA cwww.adventurelantern.comOnTEnts ISSUE: #2 (55) VOLUME: 8 July 2015 Cover Image: Sunless Sea ture from Simon Says: Watch! Play!. It’s been at least five years since the last time I heard from Erdalion. Here’s hoping he’s still enjoying games somewhere. In the meantime, Sarah and Jonathon are here to bring that same spirit front and center on Ad- venture Lantern’s pages. Many thanks for their hard work and giving me a delightful read this summer. Until next time, – Ugur Sener A Golden Wake I first became aware of Dave Gilbert as a developer when we posted a review of his game The Shivah in October 2006. Erdalion, who was one of our most dedi- cated contributors at the time, had dis- covered the game and recognized it for the gem it was. The Shivah had come to life initially as a contest entry, a project to be completed in one month. The com- editorial mercial version Erdalion reviewed repre- sented a polished overhaul of the origi- nal design. At the time, Erdalion praised the game’s excellent story, inspired puzzles, and courage to explore themes not com- monly encountered in an adventure game. The Shivah did not boast fancy graphics, Valiant Hearts but had tremendous indie charm that had a whole different kind of visual appeal to a seasoned adventurer. This was exactly the interview kind of game we wanted to be highlighted 04 Dave Gilbert on Wadjet Eye in Adventure Lantern. -
A Chronicle of Map Interfaces in Games
Maps, Navigation and Transportation: Find a way DIS ’20, July 6–10, 2020, Eindhoven, Netherlands Paper to Pixels: A Chronicle of Map Interfaces in Games Z O. Toups,1,3 Nicolas LaLone,4 Katta Spiel,5 Bill Hamilton2,3 1Play & Interactive Experiences for Learning Lab / 2Participatory Live Experiences Laboratory 3Computer Science Department, New Mexico State University, Las Cruces, NM, USA 4Bridge Lab, Department of Information Systems and Quantitative Analysis, College of Information Science and Technology, University of Nebraska at Omaha, Omaha, NE, USA 5e-Media Research Lab, KU Leuven, BE & Centre for Teacher Education, University of Vienna, AT [email protected], [email protected], [email protected], [email protected] ABSTRACT More than physical navigation, maps navigate the complex Game map interfaces provide an alternative perspective on and dynamic world of human culture. Maps on news media the worlds players inhabit. Compared to navigation applica- show political and socio-economic divides. Maps can show us tions popular in day-to-day life, game maps have different where people like ice cream over frozen yogurt or can be used affordances to match players’ situated goals. To contextualize by sports commentators showing us where specific athletes and understand these differences and how they developed, we have placed a ball or puck over time. present a historical chronicle of game map interfaces. Starting Despite that ubiquity, maps in and of themselves are generally from how games came to involve maps, we trace how maps static, a relic of the paper to which they owe their creation. are first separate from the game, becoming more and more There is so much more that maps can provide users given the integrated into play until converging in smartphone-style inter- growing ubiquity of computation and the increasing digital faces. -
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title Increasing Authorial Leverage in Generative Narrative Systems Permalink https://escholarship.org/uc/item/4dq8w2g9 Author Garbe, Jacob Publication Date 2020 License https://creativecommons.org/licenses/by-nc-sa/4.0/ 4.0 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA SANTA CRUZ INCREASING AUTHORIAL LEVERAGE IN GENERATIVE NARRATIVE SYSTEMS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Jacob Garbe September 2020 The Dissertation of Jacob Garbe is approved: Professor Michael Mateas, Chair Professor Noah Wardrip-Fruin Professor Ian Horswill Quentin Williams Acting Vice Provost and Dean of Graduate Studies Copyright c by Jacob Garbe 2020 Table of Contents List of Figures v Abstract xi Dedication xiii Acknowledgments xiv 1 Introduction 1 1.0.1 Traversability . 11 1.0.2 Authorability . 16 1.0.3 MDA Framework . 25 1.0.4 System, Process, Product . 26 1.0.5 Axes of Analysis . 27 1.0.6 PC3 Framework . 28 1.0.7 Progression Model . 29 1.1 Contributions . 31 1.2 Outline . 32 2 Ice-Bound 34 2.1 Experience Challenge . 35 2.2 Related Works . 41 2.2.1 Non-Digital Combinatorial Fiction . 41 2.2.2 Digital Combinatorial Fiction . 51 2.3 Relationship to Related Works . 65 2.4 System Description . 66 2.4.1 Summary . 66 2.5 The Question of Authorial Leverage . 78 2.5.1 Traversability . 78 2.5.2 Authorability . 85 2.6 System Summary . -
Sunless Skies - the Sequel to Sunless
Explore Start a project Log in Sign up Share this project Done Share Tweet Share Pin Embed Share this project Done Tweet Share Pin Email Sunless Skies - the sequel to Sunless By Failbetter Games Sea 3 created Explore a universe steeped in celestial horror and ravaged by Victorian ambition in this literary RPG for PC, Mac and Linux. £13,351 pledged of £100,000 goal 111 backers 30 days to go Back This Project Remind me Share All or nothing. This project will only be funded if it reaches its goal by Fri, Mar 3 2017 7:00 PM UTC. Video Games London, UK Rewards Campaign FAQ Updates 0 Comments 4 Community About this project Support this project Make a pledge without a reward £ 10 Sunless Skies is a 2D, top-down, story-led game of exploration, corruption and jeopardy from Pledge £15 or more Failbetter Games. It’s the successor to our first game for PC, Sunless Sea, but you don’t need to know Sunless Sea to play and enjoy Sunless Skies. The Scout Pack You're a pioneer! In return, we offer our thanks, a copy of Sunless Skies for Steam or GOG, plus a Kickstarter-exclusive Scout for your vessel: the Cyclopean Owl! This magnificent monocular strigiforme will fly out and alert you to threats and discoveries beyond your sight. (The owl has equivalent abilities to the game's starting Scout, but has a unique model and icon and will not be for general sale.) It is the dawn of the 20th century, and London has taken to the stars! As the captain of a spacefaring locomotive you'll behold wonders and battle cosmic abominations in the furthest INCLUDES: heavens. -
Du Ludique Au Narratif. Enjeux Narratologiques Des Jeux Vidéo
Sciences du jeu 9 | 2018 Du ludique au narratif. Enjeux narratologiques des jeux vidéo Édition électronique URL : http://journals.openedition.org/sdj/894 DOI : 10.4000/sdj.894 ISSN : 2269-2657 Éditeur Laboratoire EXPERICE - Centre de Recherche Interuniversitaire Expérience Ressources Culturelles Education Référence électronique Sciences du jeu, 9 | 2018, « Du ludique au narratif. Enjeux narratologiques des jeux vidéo » [En ligne], mis en ligne le 28 mai 2018, consulté le 04 novembre 2020. URL : http://journals.openedition.org/sdj/ 894 ; DOI : https://doi.org/10.4000/sdj.894 Ce document a été généré automatiquement le 4 novembre 2020. La revue Sciences du jeu est mise à disposition selon les termes de la Licence Creative Commons Attribution - Pas d'Utilisation Commerciale - Pas de Modification 4.0 International. 1 SOMMAIRE Dossier thématique Présentation Sébastien Genvo La Focalis-action : Des savoirs narratifs aux faires vidéoludiques Hugo Montembeault et Bernard Perron Métalepses du récit vidéoludique et reviviscence du sentiment de transgression Sébastien Allain Entre jeux épisodiques et séries télévisées, l’émergence de formes de narration vidéoludique inédites ? Marida Di Crosta Temps de la chose-racontée et temps du récit vidéoludique : comment le jeu vidéo raconte ? Rémi Cayatte L’immersion fictionnelle au-delà de la narrativité Gabrielle Trépanier-Jobin et Alexane Couturier Aux frontières de la fiction : l’avatar comme opérateur de réflexivité Fanny Barnabé et Julie Delbouille La mise au jeu mise en récit Présentation du SHAC (Système -
Fallen London: Authorship and Game Allegory
Fallen London: Authorship and Game Allegory Karlien van den Beukel London South Bank University Introduction A couple of years ago, Anita Sarkeesian’s popular YouTube series Tropes vs. Women in Video Games (2013) argued that female characters in triple A video games are objectified. Sculpted into aestheticized, passive types, their reification repudiates the lived, actual qualities of women. This critique, Sarkeesian would be the first to admit, is based on the introductory principles of visual media studies. Yet reframed to video games, it caused a furore. On calling out the triple A video game industry for its ‘lazy writing’ and ‘disappointing stories’1 – as if there were identifiable authors to be taken to task for this – Sarkeesian was threatened with anonymous online abuse by alleged gamers. Perhaps it was not fully recognised how deeply allegory, which the Romantic poet Coleridge defines as ‘abstract notions [translated] into a picture language (1972:30)’, is embedded in video game design. Allegory reifies personae. As Coleridge already noted in 1818 on the narrative poem The Faerie Queene: Spenser’s [Lady] Una […] exhibits no prominent feature, has no particularization, but produces the same feeling that a statue does, when contemplated at a distance. (1936:37) Lady Una, then, is sculpted into a glossy type; she is saved from the Dragon by the Redcrosse Knight, who, likewise, are allegorical figures. Within the poem, they function as prosopopoeia, as disguising masks for a quality, or powerful abstract idea, to those in the know.2 The call for individually motivated characters denies this play of allegory. As Coleridge notes: ‘if the allegoric personage be strongly individualized so as to interest us, 1 See Paul Dean.