Agency Centric Design and Engaging Game Art in VR
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In- and Out-Of-Character
Florida State University Libraries 2016 In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game Jonathan Michael Hollister Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION & INFORMATION IN- AND OUT-OF-CHARACTER: THE DIGITAL LITERACY PRACTICES AND EMERGENT INFORMATION WORLDS OF ACTIVE ROLE-PLAYERS IN A NEW MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME By JONATHAN M. HOLLISTER A Dissertation submitted to the School of Information in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2016 Jonathan M. Hollister defended this dissertation on March 28, 2016. The members of the supervisory committee were: Don Latham Professor Directing Dissertation Vanessa Dennen University Representative Gary Burnett Committee Member Shuyuan Mary Ho Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For Grandpa Robert and Grandma Aggie. iii ACKNOWLEDGMENTS Thank you to my committee, for their infinite wisdom, sense of humor, and patience. Don has my eternal gratitude for being the best dissertation committee chair, mentor, and co- author out there—thank you for being my friend, too. Thanks to Shuyuan and Vanessa for their moral support and encouragement. I could not have asked for a better group of scholars (and people) to be on my committee. Thanks to the other members of 3 J’s and a G, Julia and Gary, for many great discussions about theory over many delectable beers. -
Academic Worksheet 1St YEAR
1st Fall WU TRANSFER YEAR COMM 120 Public Speaking 3 2019-2020 FOUN 101 Beginning Drawing 3 GAME 101 Game Design Fundamentals 3 Academic Worksheet GAME 106 Game Code Fundamentals 3 GAME ART & DESIGN WRIT 111 Academic Writing 1 3 Design Emphasis ANIM 112 Portfolio Review Workshop 1 Spring GENERAL Core Competencies GDES 107 Digital Practice 3 EDUCATION GAME 105 3D Game Art Fundamentals 3 Breadth GAME 112 Game Design Documentation 3 Principles GAME 114 Introduction to Game Engines 3 LSCI 105 Information Theory and Practice 1 WRIT 112 Academic Writing 2 3 Name WU TRANSFER nd YEAR Fall ID# Matriculated 2 FOUN 102 Design and Composition 3 ____________________________________ GAME 211 Game Level Design 3 Minimum Unit Requirement 125 GAME 221 Game Prototyping 3 GAME 224 History of Games: 20th Century 3 Major 67 INDS 1____ Interdisciplinary Core Course 3 General Education 49 __________ Social Science Course 3 Unrestricted Electives 9 ____________________________________ Spring Preparatory Requirements __________ Ethics Course 3 WRIT 100 Bridge to Academic Writing 3 GAME 222 Game Player Analysis 3 MATH 100 Pre-Statistics 3 GAME 240 Networked Game Development 3 GAME 250 Portfolio Review 0 FILM 200 Screenwriting 3 __________ Art/Film/Design History Course 3 Fall WU TRANSFER 3rd YEAR FILM 140 Sound 3 GAME 321 User Interface Design 3 GAME 323 Story Development for Interactive 3 ENVT 220 Environmental Studies 3 MATH 2__ Mathematics Course 3 Spring __________ Natural Science Course w lab 3 GAME 304 Sound Synthesis and Design 3 GAME 332 Experimental Technology for Games 3 INDS 3___ Transdisciplinary Course 3 __________ Social Science Course 3 Work Experience 0 Fall WU TRANSFER 4th YEAR GAME 431 Degree Project R & D 3 __________ Art/Film/Design History 3 __________ Humanities Course 3 __________ Unrestricted Elective 3 __________ Unrestricted Elective 3 Spring GAME 432 Degree Project: Production 3 GAME 434 Professional Practices 3 ____3____ General Education Elective 3 __________ Art/Film/Design History 3 __________ Unrestricted Elective 3 . -
2018 - 2019 Catalog
2018 - 2019 Catalog Version 2 The Art Institute of Austin 101 W. Louis Henna Boulevard, Suite 100 Austin, TX 78728 Phone: 512-691-1707 https://www.artinstitutes.edu/austin The Art Institute of San Antonio 10000 IH-10 W, Suite 200 San Antonio, Texas 78230 Phone: 210-338-7320 https://www.artinstitutes.edu/san-antonio 4140 Southwest Freeway www.artinstitutes.edu/houston Houston, TX 77027 (713) 623-2040 Publication Date: July 29, 2019 Table of Contents LETTER FROM THE PRESIDENT ...........................................................................................................4 MISSION AND VISION STATEMENTS ..................................................................................................7 ACCREDITATION & LICENSING ................................................................................................................7 CAMPUS LOCATIONS .............................................................................................................................8 COLLEGE HISTORY, CHARACTERISTICS, AND OWNERSHIP........................................................9 PROGRAMS OF STUDY .........................................................................................................................11 Culinary Programs .......................................................................................................................................11 Design Programs .........................................................................................................................................11 -
Academic Worksheet 1St YEAR
1st Fall WU TRANSFER YEAR COMM 120 Public Speaking 3 2020-2021 GAME 101 Game Design Fundamentals 3 GAME 107 Game Design Practices 2 Academic Worksheet GAME 109 Game Art Practices 2 GAME ART & DESIGN WRIT 113 First-Year Academic Writing 3 Design Emphasis __________ Unrestricted Elective 3 Spring GENERAL Core Competencies GAME 106 Game Code Fundamentals 3 EDUCATION GAME 112 Game Design Documentation 3 Breadth GAME 114 Game Engine Fundamentals 3 Principles GDES 107 Digital Practice 3 LSCI 105 Information Theory and Practice 1 WRIT 313 Advanced Academic Writing 3 Name Fall WU TRANSFER ID# Matriculated nd YEAR FOUN 101 2 or GAME Beginning Drawing or 3D Art ____________________________________ 105 Fundamentals 3 Minimum Unit Requirement 125 GAME 200 Portfolio Review 0 Major 67 GAME 201 Narrative Design Fundamentals 3 General Education 49 GAME 203 Sound Design Fundamentals 3 Unrestricted Electives 9 GAME 221 Game Prototyping 3 ____________________________________ INDS 1____ Interdisciplinary Core Course 3 Spring Preparatory Requirements FILM 200 Screenwriting 3 MATH 100 Pre-Statistics 3 GAME 211 Game Level Design 3 GAME 222 Game Player Analysis 3 WRIT 114 Academic Writing Workshop 0 th GAME 224 History of Games: 20 Century 3 GAME 240 Networked Game Development 3 MATH 2___ Mathematics Course 3 WU TRANSFER rd YEAR Fall 3 GAME 321 User Interface Design 3 Story Development for Interactive GAME 323 Media 3 __________ Ethics Course 3 __________ Social Science Course 3 ______3___ General Education Elective 3 Spring ENVT 220 Environmental Studies 3 -
PRESS KIT Typecon2019: Nice MINNEAPOLIS, MN August 28–September 1, 2019 Typecon2019 MINNEAPOLIS, MN the CONFERENCE August 28–Sept 1
PRESS KIT TypeCon2019: Nice MINNEAPOLIS, MN August 28–September 1, 2019 TypeCon2019 MINNEAPOLIS, MN THE CONFERENCE August 28–Sept 1 50 WORDS Founded 21 years ago, TypeCon is the nation’s premier typography and lettering arts conference. Hundreds of attendees convene each year for an immersive five day program of inspiring presentations, workshops, and events. At TypeCon, both professionals and educators can learn, grow, and network in the company of like-minded enthusiasts. 120 WORDS Founded 21 years ago, TypeCon is the nation’s premier typography and lettering arts conference. Hundreds of attendees from around the world convene each year for an immersive five day program centered around typography, lettering, and design. TypeCon is best-known for its educational presentations, all of which are submitted via open-call, “by the community, for the community.” Recent speakers and workshop leaders have included Tobias Frere-Jones, Lance Wyman, Gemma O’Brien, Underware, Jessica Hische, Matthew Carter, and Louise Fili. TypeCon oers a unique opportunity for both professionals and educators to learn, study, network, and further their knowledge in the company of like-minded enthusiasts. TypeCon2019: “Nice” will take place August 28th–September 1st, at the Hilton Minneapolis in downtown Minneapolis, Minnesota. FULL Founded 21 years ago by The Society of Typographic Aficionados (SOTA), TypeCon is the nation’s premier typographic and lettering arts conference. Hundreds of attendees from around the world convene each year for an immersive five day program centered around typography, lettering, and design. The conference takes place in a dierent city each year and is dedicated to promoting and disseminating knowledge of both historical and contemporary typography. -
Detroit: Become Human. Videogioco O Film Interattivo?
Detroit: Become Human. Videogioco o film interattivo? La nostra recensione Dalla parte degli androidi in Detroit: Become Human La console war ormai si gioca sulle esclusive, mentre le potenza “bruta” è relegata a mero strumento. Tra i tanti giochi attesi per la console di casa Sony di questo 2018 sicuramente troviamo Detroit: Become Human. Dietro questo atteso titolo c’è il team di David Cage di Quantic Dream. Prima di procedere con la recensione vera e propria del gioco, dobbiamo introdurre necessariamente il lavoro della software house francese. Quantic Dream tra cinema e avventura Quantic Dream ha prodotto pochi (capo)lavori da quando è stata fondata nel 1997. Omikron: The Nomad Soul è stato il primo timido tentativo di portare azione e regia in un gioco (impensabile tecnicamente per quei tempi). Un taglio cinamtografico che invece riuscirà perfettamente nel 2005 con Fahrenheit, l’avventura che per certi versi è stata il trampolino di lancio mondiale di Quantic Dream. Un affinamento che ha portato poi alle esclusive su Playstation 3 Heavy Rain e Beyond: Two Souls, vere e proprie avventure a pochi passi da film interattivi, ma con un engine grafico in tempo reale. Un salto qualitativo notevole, e veri esempi di cosa poteva fare una Playstation 3 se Detroit: Become Human. Videogioco o film interattivo? La nostra recensione conosciuta a fondo. Detroit: Become Human era un titolo atteso quasi dall’uscita della Playstation 4. Un’altra scommessa per Cage e i suoi ragazzi. I fan e possessori della console di casa Sony attendevano il titolo come una dimostrazione di forza della console. -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
Career and Technical Education Courses
CAREER AND TECHNICAL EDUCATION COURSES PLANNING FOR COLLEGE AND CAREER Students are entering a highly competitive global workforce. Nearly 90 percent of the fastest growing jobs in the US require education beyond high school. Almost all jobs in the foreseeable future will need some form of certification, credential, or postsecondary degree. To become career and college ready, students need 21st century skills, technical knowledge, as well as the English and mathematics knowledge and skills necessary to succeed in entry-level post-secondary courses. With an emphasis on real world skills, Career and Technical Education connects students to academics and training that will help them be successful in the future. Our goal is that every Wake County Public School student will graduate from high school globally competitive for work and postsecondary education and prepared for life in the 21st century. No matter what their dream, they can pursue it through CTE. Students should see their counselor and Career Development Coordinator to begin developing the skills they need to become career, college, and citizenship ready. The following are a list on online resources that can assist in planning for college and careers: Career Resources College Resources www.f4k.org www.f4k.org www.cfnc.org www.cfnc.org www.Careeronestop.org www.educationplanner.com/ www.collegecareerlifeplanning.com www.collegecareerlifeplanning.com www.careerpath.com www.collegeboard.org www.onetonline.org/ www.act.org www.humanmetrics.com www.kiplinger.com/tools/colleges/ www.Myplan.com www.Myplan.com www.bls.gov/OCO/ www.college.gov www.keirsey.com/sorter/instruments2.aspx?partid=0 www.nccommunitycolleges.edu/ www.ncsoicc.org www.northcarolina.edu. -
" Get a Free Item Pack with Every Activation!"--Do Incentives Increase the Adoption Rates of Two-Factor Authentication?
... ...; aop ... Karoline Busse*, Sabrina Amft, Daniel Hecker, and Emanuel von Zezschwitz “Get a Free Item Pack with Every Activation!” Do Incentives Increase the Adoption Rates of Two-Factor Authentication? https://doi.org/..., Received ...; accepted ... Abstract: Account security is an ongoing issue in practice. Two-Factor Authen- tication (2FA) is a mechanism which could help mitigate this problem, however adoption is not very high in most domains. Online gaming has adopted an in- teresting approach to drive adoption: Games offer small rewards such as visual modifications to the player’s avatar’s appearance, if players utilize 2FA. Inthis paper, we evaluate the effectiveness of these incentives and investigate how they can be applied to non-gaming contexts. We conducted two surveys, one recruiting gamers and one recruiting from a general population. In addition, we conducted three focus group interviews to evaluate various incentive designs for both, the gaming context and the non-gaming context. We found that visual modifications, which are the most popular type of gaming-related incentives, are not as popular in non-gaming contexts. However, our design explorations indicate that well-chosen incentives have the potential to lead to more users adopting 2FA, even outside of arXiv:1910.07269v1 [cs.CR] 16 Oct 2019 the gaming context. Keywords: Two-Factor Authentication, Incentives, Gamification, Usable Security, Authentication, User Research PACS: ... Communicated by: ... Dedicated to ... *Corresponding author: Karoline Busse, Daniel Hecker, University of Bonn Sabrina Amft, Leibniz University Hannover Emanuel von Zezschwitz, University of Bonn & Fraunhofer FKIE 2 Busse, Amft, Hecker, von Zezschwitz (a) (b) Fig. 1: Examples of incentives for adopting 2FA. -
Trigger Happy: Videogames and the Entertainment Revolution
Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85 -
Creating Immersive 2D World Visuals for Platform Games – Post-Mortem: Skytails
Creating Immersive 2D World Visuals for Platform Games – Post-Mortem: Skytails Eveliina Aalto Master’s Thesis Master’s Programme in New Media Game Design and Production Aalto University 2020 1 “Although an image is clearly visible to the eye, it takes the mind to develop it into a rich, tangible brilliance, into an outstanding painting.” — Jeanne Dobie, Making color sing 1 Author Eveliina Aalto Title of thesis Creating immersive 2D world visuals for platform games – Skytails Post-Mortem Department School of Arts, Design and Architecture Degree programme New Media: Game Design & Production Supervisor Miikka Junnila Advisor Heikka Valja Year 2020 Number of pages 64 Language English Abstract Game visuals are a crucial part of the game aesthetics – art evokes emotions, gives information, and creates immersion. Creating visual assets for a game is a complex subject that can be approached in multiple ways. However, the visual choices made in games have many common qualities that can be observed and analyzed. This thesis aims to identify the benefits of applying art theory principles in two-dimensional platform games’ visuals and its impacts on the player’s aesthetic experience. The first chapter of the study introduces a brief history of platform games, screen spaces, and the method of parallax scrolling. Platform games, commonly known as platformers, refer to action games where the player advances by climbing and jumping between platforms. In 1981, the first platform arcade game, Donkey Kong, was introduced. Since then, the genre has expanded to various sub-genres and more complex graphics with the advances in the hardware. The second chapter demonstrates the core principles of art theory regarding color, composition, and shape language. -
The Information Worlds of Online Role-Players* 온라인 롤 플레이어의 정보 세계
The Information Worlds of Online Role-Players* 온라인 롤 플레이어의 정보 세계 Jonathan M. Hollister (홀리스터 조나단)** ABSTRACT Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed. 초 록 전세계 수백만 명의 이용자가 대규모 멀티 플레이어 온라인 롤 플레잉 게임(MMORPG: Massive Multiplayer Online Role-Playing Games)을 즐긴다. MMORPG 내에서 롤 플레이어(역할 참여자)는 다양한 정보사용과 정보행동에 가담하면 서 게임을 탐색하고, 미스터리를 해결하거나, 게임 속 아이템을 만들거나, 괴물이나 보스와의 전투에 참여하며 다른 플레이어 와 경쟁하거나 협력한다.