Exploring the Design of Companions in Video Games
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The Anime Galaxy Japanese Animation As New Media
i i i i i i i i i i i i i i i i i i i i Herlander Elias The Anime Galaxy Japanese Animation As New Media LabCom Books 2012 i i i i i i i i Livros LabCom www.livroslabcom.ubi.pt Série: Estudos em Comunicação Direcção: António Fidalgo Design da Capa: Herlander Elias Paginação: Filomena Matos Covilhã, UBI, LabCom, Livros LabCom 2012 ISBN: 978-989-654-090-6 Título: The Anime Galaxy Autor: Herlander Elias Ano: 2012 i i i i i i i i Índice ABSTRACT & KEYWORDS3 INTRODUCTION5 Objectives............................... 15 Research Methodologies....................... 17 Materials............................... 18 Most Relevant Artworks....................... 19 Research Hypothesis......................... 26 Expected Results........................... 26 Theoretical Background........................ 27 Authors and Concepts...................... 27 Topics.............................. 39 Common Approaches...................... 41 1 FROM LITERARY TO CINEMATIC 45 1.1 MANGA COMICS....................... 52 1.1.1 Origin.......................... 52 1.1.2 Visual Style....................... 57 1.1.3 The Manga Reader................... 61 1.2 ANIME FILM.......................... 65 1.2.1 The History of Anime................. 65 1.2.2 Technique and Aesthetic................ 69 1.2.3 Anime Viewers..................... 75 1.3 DIGITAL MANGA....................... 82 1.3.1 Participation, Subjectivity And Transport....... 82 i i i i i i i i i 1.3.2 Digital Graphic Novel: The Manga And Anime Con- vergence........................ 86 1.4 ANIME VIDEOGAMES.................... 90 1.4.1 Prolongament...................... 90 1.4.2 An Audience of Control................ 104 1.4.3 The Videogame-Film Symbiosis............ 106 1.5 COMMERCIALS AND VIDEOCLIPS............ 111 1.5.1 Advertisements Reconfigured............. 111 1.5.2 Anime Music Video And MTV Asia......... -
2020-21 Gnomon Brochure (PDF)
2019 – 2020 Gnomon is a degree-granting college and training institution specializing in computer graphics education for the visual effects, animation, and games industries. For over 20 years, Gnomon has educated many of the world’s best digital artists. Gnomon offers a variety of educational options to help students reach their goals in the entertainment industry, including full-time degree and certificate programs, individual courses for professional enrichment, and specialized courses for high school students. Founded and operated by artists, for artists. 2019 / 2020 Gnomon proudly recognizes and celebrates the outstanding contributions from the students and faculty who have made us an award-winning institution. Student work by Vinay Bhardwaj We teach the creative and technical skills required for careers in Digital Production for the visual effects, animation, & games industries. The Term “Digital Production” includes: Computer-based Visual Effects Character and Creature Design Modeling & Texturing Digital Sculpting Character & Creature Animation I only wish Gnomon had Environment Design “ Lighting & Rendering existed when I was a kid. “ It’s that amazing ideal, where art and Matte Painting making a living peacefully co-exist. Compositing J.J. ABRAMS Game Asset Creation Director / Producer Game Engines Production Workflows World Building Student work by Jak Pagan Gnomon’s campus has been designed to cultivate creativity and learning by mirroring the environment of real production studios. Our 35,000 square foot facility has nine production-level computer labs, a green screen stage, a sculpture studio, student library, VR lab, drawing studio, lecture spaces, student lounges, student store, and the Gnomon Gallery. Located in Hollywood, CA, home to hundreds of film, game and television studios, Gnomon’s campus sits in the beating heart of the entertainment industry. -
The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
Staying Alive Fallout 76
ALL FORMATS EXCLUSIVE Staying Alive Far Cry 4’s Alex Hutchinson How the British games industry survived its on his “louder, brasher” game turbulent early years Fallout 76 Bethesda, BETA and “spectacular” bugs Issue 1 £3 wfmag.cc 01 72000 GRIS 16 7263 97 Subscribe today 12 weeks for £12* Visit: wfmag.cc/12issues to order * UK Price. 6 issue introductory offer In search of real criticism an games be art? Roger Ebert judge – the critic is a guide, an educator, and an argued that they couldn’t. He was interpreter. The critic makes subtext text, traces C wrong. Any narrative medium themes, and fills in white space. Put another can produce art. But I’m not sure way, the critic helps the audience find deeper we’re producing many examples that meet JESSICA PRICE meaning in a piece of art. Or: the critic teaches that definition. Let’s be honest: everyone keeps Jessica Price is a the audience the rules of the games artists play producer, writer, and talking about BioShock because it had something manager with over a so that they’re on a level ground with the artist. to say and said it with competence and style, decade of experience One only has to compare movie or TV reviews in triple-A, indie, and not because what it had to say was especially tabletop games. in any mainstream publication, in which at least profound. Had it been a movie or a book, I doubt some critical analysis beyond “is this movie it would have gotten much attention. -
Games for Self-Reflection
Kandidatarbete i medieteknik, Institutionen för teknik och estetik, vårtermin 2017 Social Insecurity & Games: Games for self-reflection Douglas Gidlöf | Sebastian Hansson Aneer Pirjo Elovaara Peter Giger Abstract This is a study of how games can be used to encourage self-reflection. The study uses Everyday-Social Anxiety to establish a base point from which to make a game. During the study a game was developed using the research found. The game uses mechanics in order to link the player to the games protagonist. This link is then used in an attempt to encourage the player to self-reflect. Known design methods are used as guidelines of how the study and game is made. These methods originate from both game design and design of informative systems (such as servers). Some psychology sources are used in order to gather an understanding of what Social Anxiety is and how it affects people, the focus however, lies on the subject of Media technology and game development. The study concludes with results and a discussion. In the discussion the entirety of the study is motivate and reflected over by the authors. The results are specifically presented in a conclusion, presenting what was done, and what the study led to. Keywords: Social Anxiety, Design, Game, Mechanics, Link. Abstrakt Detta är en studie på hur spel kan användas för att uppmuntra själv-reflektion. Studien använder vardags-social ångest för att etablera en utgångspunkt utifrån vilken ett spel skapas. Under studien utvecklades ett spel utifrån utforskningen som hittats. Spelet använder mekanier för att skapa en länk mellan spelaren och spelets protagonist. -
Revista Gameblast N55.Pdf
ÍNDICE Os últimos de nós Neil Druckmann mudava o conceito dos jogos single player em 2011 quando lançou The Last of Us. Uma nova forma de contar histórias e abordar temas difíceis, agradando a persas e troianos. The Last of Us ganhou mais de duzentos prêmios, e não foi para menos. O primeiro game falava de amor. The Last of Us Part II, por sua vez, fala de ódio. Joel e Ellie continuam sendo os personagens centrais do game. Trazemos uma edição especial deste jogo para que possa se lembrar tudo sobre a franquia antes de The Last of Us Part II chegar. Boa leitura! - Leandro Alves DIRETOR EDITORIAL Leandro Alves PRÉVIA Editorial The Last of Us 04 Part II (PS4) DIRETOR GERAL / PROJETO GRÁFICO Leandro Alves PERSONAGENS Sérgio Estrella O limite da vida DIRETOR DE PAUTAS 16 na concepção Farley Santos dos personagens Nicholas Wagner Vinícius Veloso INIMIGOS E FACÇÕES DIRETOR DE Conheça dos REVISÃO Pedro Franco 25 antigos aos novos inimigos DIRETOR DE ARTE/ CAPA DEVELOPERS Leandro Alves Neil Druckmann: a 34 mente por trás de DIRETOR DE The Last of Us DIAGRAMÇÃO João Pedro Souza REDAÇÃO FAÇA SUA ASSINATURA E receba todas Francisco camilo as edições em Hadan Felipe Porfírio Nycholas Medeiros seu computador, Renan Rossi smartphone ou tablet GRÁTIS com antecedência, além de brindes, DA REVISTA promoções e edições bônus! REVISÃO Davi Sousa GAMEBLAST Icaro Sousa Mariana M. S. Vladimir Machado ASSINAR! 2/ 42 ÍNDICE HQ Blast “Kill” por Fernando Silveira 3/ 42 PRÉVIA por Francisco Camilo Revisão: Davi Sousa PS4 Diagramação: Leandro Alves Lançado originalmente em 2013 para PlayStation 3, The Last of Us (PS3/PS4) surpreendeu fãs da Naughty Dog e do console ao se mostrar um jogo maduro sobre a jornada de um homem e uma garota pelos Estados Unidos da América em busca de sobrevivência e esperança em meio a um mundo devastado por um fungo altamente letal. -
1 There's No Place Like Home
There’s No Place Like Home: Dwelling and Being at Home in Digital Games Daniel Vella Institute of Digital Games University of Malta Pre-publication draft. Published in Aarseth, E. & Günzel, S. (eds.), Ludotopia: Spaces, Places and Territories in Computer Games (Bielefeld: Transcript Verlag, 2019), 141-166. Abstract This chapter considers the presence, in digital games, of experiences of dwelling. Starting with an engagement with the philosopher Edward S. Casey's distinction between hestial and hermetic spatial modes, the chapter argues that the player's spatial engagement with digital game worlds has tended to align with the hermetic pole, emphasizing movement, traversal and exploration. By contrast, hestial spatial practices, characterized by centrality, lingering and return, are far less prevalent both in digital games themselves and in discussions on spatiality in the game studies discourse. To counter this lack, this chapter draws upon philosophical work on space by Casey, Martin Heidegger, Yi-Fu Tuan and Christian Norberg-Schulz, using these as a conceptual lens to identify spatial structures and practices in digital games that diverge from the hermetic mode. Attention is paid to games that invite pausing and lingering in place, games where the player's relation to place is structured around practices of building, the phenomenology of home and dwelling in games, and familiarity and identity as experiential characteristics of being at home. Minecraft and Animal Crossing: New Leaf are examined in detail as case studies, though the chapter also refers to examples from other games. Introduction Almost four decades after the text adventure game Adventure (Crowther/Woods 1976) began with the player “standing at the end of a road before a small brick building,” the adventure game Everybody’s Gone to the Rapture (The Chinese Room 2015) opens with the player still standing at the end of a road before a small brick building, at the start of a wandering journey around the landscape of an English country town to which she does not belong. -
Panel Discussion: the Next Killer Application
Panel Discussion: The Next Killer Application Moderator: Howard Sachs Telairity Panelists: Ajay Luthra Motorola David Kirk Nvidia Edward Frank Broadcom Nick Tredennick Gilder Technology Pradeep Dubey Intel Abstract: Hot Chips has always focused on the latest semiconductor processes and computer architectures. As transistors continue to shrink, design costs increase and wafer sizes go from 200mm to 300mm, larger volumes of chips need to be sold in order to pay for the design, mask, EDA software, and manufacturing costs. This puts more pressure on the semiconductor business to search for the next killer application in the hopes of filling the factories. Some of the issues raised below will be discussed. • What are some of the past successful killer applications? • What were the key enabling factors? • What are the financial requirements to be considered a killer application? • Are FPGAs a killer application? • What are the next killer applications? • Has the emergence of foundries and COT service enabled more killer apps? • Does the next killer app depend upon your perspective? • Is HDTV one of the next killer apps? Panelist Biographies: Ajay Luthra received his B.E. (Hons) from BITS, Pilani, India in 1975, M.Tech. in Communications Engineering from IIT Delhi in 1977 and Ph.D. from Moore School of Electrical Engineering, University of Pennsylvania in 1981. From 1981 to 1984 he was a Senior Engineer at Interspec Inc., Philadelphia, Pennsylvania, where he was involved in applications of Digital Signal and Image Processing for Bio-medical applications. From 1984 to 1995 he was at Tektronix, Beaverton, Oregon, where from 1985 - 1990 he was manager of Digital Signal and Picture Processing Group and from 1990 - 1995 he was Director of Communications / Video Systems Research Lab. -
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Human-Level AI's Killer Application: Interactive Computer Games
AI Magazine Volume 22 Number 2 (2001) (© AAAI) Articles Human-Level AI’s Killer Application Interactive Computer Games John E. Laird and Michael van Lent I Although one of the fundamental goals of AI is to communication with natural language, com- understand and develop intelligent systems that monsense reasoning, creativity, and learning. have all the capabilities of humans, there is little If this is our dream, why isn’t any progress active research directly pursuing this goal. We pro- being made? Ironically, one of the major rea- pose that AI for interactive computer games is an sons that almost nobody (see Brooks et al. emerging application area in which this goal of [2000] for one high-profile exception) is work- human-level AI can successfully be pursued. Inter- active computer games have increasingly complex ing on this grand goal of AI is that current and realistic worlds and increasingly complex and applications of AI do not need full-blown intelligent computer-controlled characters. In this human-level AI. For almost all applications, article, we further motivate our proposal of using the generality and adaptability of human interactive computer games for AI research, review thought is not needed—specialized, although previous research on AI and games, and present more rigid and fragile, solutions are cheaper the different game genres and the roles that and easier to develop. Unfortunately, it is human-level AI could play within these genres. We unclear whether the approaches that have then describe the research issues and AI techniques been developed to solve specific problems are that are relevant to each of these roles. -
Videogames and Isolation the Galapagos Effect on the Videogame Market
Single Cycle Degree programme in Lingue culture e società dell’Asia e dell’Africa mediterranea (LICAAM) ordinamento ex DM 270/2004 Final Thesis Videogames and isolation The Galapagos effect on the videogame market Supervisor Ch. Prof. Patrick Heinrich Assistant supervisor Ch. Prof. Pierantonio Zanotti Graduand Luca D’Angelo Matriculation Number 855677 Academic Year 2017 / 2018 Index Index..................................................................................................................................................... 3 要旨 ...................................................................................................................................................... 4 Introduction .......................................................................................................................................... 6 CHAPTER 1: The world of gaming..................................................................................................... 8 1.1 Origin ......................................................................................................................................... 8 1.2 Golden Age of West and East ................................................................................................... 11 1.3 Old “console wars” ................................................................................................................. 17 1.4 The 1990s ................................................................................................................................. 20 -
California State University, Northridge Karmu As
CALIFORNIA STATE UNIVERSITY, NORTHRIDGE KARMU AS WOUNDED HEALER A thesis submitted in partial satisfaction of the requirements for the degree of Master of Arts in Education, Educational Psychology, Counseling and Guidance by Janet Z. Gile1.. June, 1981 The Thesis of Janet Z. Giler is approved: California State University, Northridge ii Copyright by Janet Z. Gi1er - 1981 This work is dedicated to the memory of my mother who died of cancer sixteen years ago, and represents everything I would have wanted to say to her except thank you for loving very special flowers. iii ACKNOWLEDGMENTS The list of people who have helped me define and execute this project are numerous. The ones who stand out most prominently are my committee, teachers, friends and family. I would like to thank the following, while acknowledging their contributions: Margaret Thompson, my chairperson, who took me seriously and debated with me about the nature of healing; John Cogswell, Luis Rubalcava, Joe McNair and Dorothy Doyle, who have taught me and allowed me to grow; John Hubacher, who shared his years of research in parapsychology; Sam White, who showed me how to observe without interpreting; Alan Ruskin, who spent years helping me clarify many of the concepts; Debbie Johnson, who helped keep me sane and grounded; Joann Culbert-Koehn, who helped me sort through my own experiences; and Michael Shoob, who showed me the difference between the written and spoken word. Lastly, I would lH:e to thank my family for providing an environment whieh taught me to question, and KF-trmu, who allowed me to see that reality was greater than I had percei vecl.