Press Start Journal
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Walking Simulators As Response to the Problem of Optimization
The Philosophy of Computer Games Conference, Copenhagen 2018 The Aesthetics of the Aesthetics of the Aesthetics of Video Games: Walking Simulators as Response to the problem of Optimization Jesper Juul: “The Aesthetics of the Aesthetics of the Aesthetics of Video Games: Walking Simulators as Response to the problem of Optimization”. 12th International Conference on the Philosophy of Computer Games Conference, Copenhagen, August 13-15, 2018. www.jesperjuul.net/text/aesthetics3 Figure 1: Dear Esther (The Chinese Room 2012). Walking a linear path, listening to the narrator. Figure 2: Proteus (Key and Kanaga 2013). Exploring a pastoral and pixelated generated island with little challenge. 1 Figure 3: Gone Home (The Fullbright Company 2013). Returning to your childhood home to learn of your sister’s life through minimal puzzles. In games, we traditionally expect that the effort we exert will influence the game state and outcome, and we expect to feel emotionally attached to this outcome (Juul 2003) such that performing well will make us happy, and performing poorly will make us unhappy. But a number of recent games, derogatorily dismissed as walking simulators, limit both our options for interacting with the game world and our feeling of responsibility for the outcome. Examples include Dear Esther (The Chinese Room 2012), Proteus (Key & Kanaga 2013), and Everybody’s Gone to the Rapture (The Chinese Room 2015), and Gone Home (The Fullbright Company 2013). “Walking simulator” is a divisive term, originally coined to dismiss these experiences as “not real games” lacking gameplay, thus only simulating “walking”. Developers are divided over whether to reject (KILL SCREEN STAFF 2016) the term or reclaim (Butler 2015 p. -
Reglas De Congo: Palo Monte Mayombe) a Book by Lydia Cabrera an English Translation from the Spanish
THE KONGO RULE: THE PALO MONTE MAYOMBE WISDOM SOCIETY (REGLAS DE CONGO: PALO MONTE MAYOMBE) A BOOK BY LYDIA CABRERA AN ENGLISH TRANSLATION FROM THE SPANISH Donato Fhunsu A dissertation submitted to the faculty of the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of English and Comparative Literature (Comparative Literature). Chapel Hill 2016 Approved by: Inger S. B. Brodey Todd Ramón Ochoa Marsha S. Collins Tanya L. Shields Madeline G. Levine © 2016 Donato Fhunsu ALL RIGHTS RESERVED ii ABSTRACT Donato Fhunsu: The Kongo Rule: The Palo Monte Mayombe Wisdom Society (Reglas de Congo: Palo Monte Mayombe) A Book by Lydia Cabrera An English Translation from the Spanish (Under the direction of Inger S. B. Brodey and Todd Ramón Ochoa) This dissertation is a critical analysis and annotated translation, from Spanish into English, of the book Reglas de Congo: Palo Monte Mayombe, by the Cuban anthropologist, artist, and writer Lydia Cabrera (1899-1991). Cabrera’s text is a hybrid ethnographic book of religion, slave narratives (oral history), and folklore (songs, poetry) that she devoted to a group of Afro-Cubans known as “los Congos de Cuba,” descendants of the Africans who were brought to the Caribbean island of Cuba during the trans-Atlantic Ocean African slave trade from the former Kongo Kingdom, which occupied the present-day southwestern part of Congo-Kinshasa, Congo-Brazzaville, Cabinda, and northern Angola. The Kongo Kingdom had formal contact with Christianity through the Kingdom of Portugal as early as the 1490s. -
A Theoretical Framework of Ludic Knowledge: a Case Study in Disruption and Cognitive Engagement Peter Howell University of Portsmouth
The Philosophy of Computer Games Conference, Malta 2016 A Theoretical Framework of Ludic Knowledge: A Case Study in Disruption and Cognitive Engagement Peter Howell University of Portsmouth Abstract This paper presents a theoretical framework of ludic knowledge applicable to game design. It was developed as a basis for disrupting player knowledge of ‘normative’ game rules and behaviours, stored as different types of ludic knowledge (intraludic, interludic, transludic, and extraludic), with the aim of supporting a player’s cognitive engagement with a game. The framework describes these different types of knowledge and how they inform player expectation, engagement with gameplay choices, and critical responses to games before, during, and after play. Following the work by Howell, Stevens, and Eyles (2014) that presented an initial schema-based framework of player learning during gameplay, this paper further develops the framework based on its application to the design and development of the commercial game Amnesia: A Machine for Pigs (The Chinese Room, 2013); a first-person horror- adventure title released for PC. While the theoretical framework of ludic knowledge was developed to support the concept of ‘disruption’, it can also be applied as a standalone tool usable as a basis for critical analysis of how players engage with and talk about games more generally. The Foundation of a Theoretical Framework of Ludic Knowledge Knowledge as it relates to any one particular game has been previously suggested to be separable into three categories (Howell, Stevens, and Eyles, 2014), based on how that knowledge is contextualised relative to that particular game. Intraludic knowledge relates to the particular game being played, transludic knowledge relates to multiple other games that an individual may have played in the past, and extraludic knowledge relates to any life experiences outside of playing games. -
Games for Communication Final Report
1 Games for Communication Final Report June 2015 Matthew Barr Humanities Advanced Technology Institute, University of Glasgow [email protected] @hatii_matt 2 Introduction ............................................................................................................................................ 3 Aims ........................................................................................................................................................ 4 Format ..................................................................................................................................................... 4 Case Study: Minecraft ......................................................................................................................... 5 Case Study: Gone Home ...................................................................................................................... 7 Case Study: Never Alone ..................................................................................................................... 8 Case Study: Portal 2 .......................................................................................................................... 10 Results ................................................................................................................................................... 11 Discussion.............................................................................................................................................. 13 Conclusion ............................................................................................................................................ -
Video Game Developer Pdf, Epub, Ebook
VIDEO GAME DEVELOPER PDF, EPUB, EBOOK Chris Jozefowicz | 32 pages | 15 Aug 2009 | Gareth Stevens Publishing | 9781433919589 | English | none Video Game Developer PDF Book Photo Courtesy: InnerSloth. Upon its launch, Will of the Wisps made waves for frame-rate issues and bugs, but after those were quickly patched, it was easy to fall in love with every aspect of the game. Video game designers need to have analytical knowledge as well as strong creative skills. First, make sure you have a good computer with some processing power and the right software. It takes cues from choose-your-own-adventure novels as well as some of the earliest narrative-driven video games from the '70s and '80s, including the first-known work of interactive fiction, Colossal Cave Adventure. Check out the story of the whirlwind visit and hear about our first peek at the game. From its dances to its massive tournaments, Fortnite has won over gamers around the world. Are there video games designed for moms? This phase can take as many hours as the original creation of the game. In Animal Crossing , you play as a human character who moves to a new town — in the case of New Horizons , your character moves to a deserted island at the invitation of series regular Tom Nook, a raccoon "entrepreneur. One standout aspect of the game was its music. If you've ever gotten immersed in your game character's story and movements, you've probably wondered how these creations can move so fluidly. How MotionScan Technology Works Animation just keeps getting more and more realistic, as emerging technology MotionScan demonstrates quite nicely. -
Annual Report & Accounts 2020
Sumo Group Annual Report & Accounts 2020 Sumo Report & Accounts Annual Group sumogroupplc.com Annual Report & Accounts 2020 We are one of the UK’s largest providers of end-to-end creative development and co-development services to the video games and entertainment industries. We make highly innovative games for the most prestigious publishers in the world, with an increasing number of titles based on original concepts developed by Sumo. Strategic Report Governance Financial Statements At a Glance 2 Introduction to Governance 45 Independent Auditor’s report 68 Chairman’s Statement 4 Corporate Governance 46 Consolidated Income Statement 76 Business Model 6 Board of Directors 50 Consolidated Statement of Our Businesses 14 Operating Board 52 Comprehensive Income 77 Our Markets 20 Audit and Risk Committee Report 54 Consolidated Balance Sheet 78 Our Strategy 22 Directors’ Remuneration Report 56 Consolidated Statement of Chief Executive’s review 23 Directors’ Report 64 Changes in Equity 79 Group Financial Review 29 Statement of Directors’ Consolidated Cash Flow Section 172 Statement 34 Responsibilities 66 Statement 80 Environmental, Social Notes to the Group Financial and Governance 38 Statements 81 Energy and Carbon Report 40 Parent Company Balance Sheet 114 Risks & Uncertainties 41 Parent Company Statement of Changes in Equity 115 Notes to the Parent Company Financial Statements 116 Financial Calendar and Company Information 119-120 Designed and printed by Perivan STRATEGICSTRATEGIC REPORTREPORT Highlights Our vision Achieving wonder together. Revenue £68.9m 2019: £49.0m +40.7% Gross profit Our mission £31.5m 2019: £23.9m Grow a sustainable business, providing security to our +31.5% people and shareholders, whilst delivering a first-class experience to our partners and players. -
Campo Santo Free Ebook
FREECAMPO SANTO EBOOK W. G. Sebald,Anthea Bell | 240 pages | 03 Aug 2012 | Penguin Books Ltd | 9780141017860 | English | London, United Kingdom Campo Santo (company) Dec 7, This is the next release from Campo Santo, who made the much-cherished Firewatch. Looks great. It's out in because they're a small. The latest Tweets from Campo Santo (@camposanto). Firewatch for Switch out now! Support: Working on: In the Valley of Gods (as part . Campo Santo is a small enertainment company and the developer of the video game Firewatch. Valve has acquired Firewatch studio Campo Santo Apr 22, Campo Santo says that it loves making video games and that it “found a group of folks who, to their core, feel the same way about the work that. Campo Santo, San Francisco, California. likes · 5 talking about this · were here. The video game developer of Firewatch. Dec 7, Reveal trailer for Campo Santo's next game, In the Valley of the Gods. For more information, visit: Twitter. Campo Santo The latest Tweets from Campo Santo (@camposanto). Firewatch for Switch out now! Support: Working on: In the Valley of Gods (as part . Campo Santo is a small enertainment company and the developer of the video game Firewatch. Streaming & Let's Plays · 日本語に関する情報. © Campo Santo, in cooperation with Panic. Firewatch is a trademark of Campo Santo. Nintendo Switch is a. Dec 7, This is the next release from Campo Santo, who made the much-cherished Firewatch. Looks great. It's out in because they're a small. Campo Santo is a small enertainment company and the developer of the video game Firewatch. -
SUMO FINAL RESULTS 2020 Sumo Group, T
31 March 2021 SUMO GROUP PLC (“Sumo Group”, the “Group” or the “Company”) AIM: SUMO FINAL RESULTS 2020 Sumo Group, the award-winning provider of creative and development services to the video games and entertainment industries, announces its final results for the year ended 31 December 2020 (“FY20”), which show substantial growth in revenue and Adjusted EBITDA and further outperform consensus market expectations for FY20, which were upgraded in January 2021 following the Group’s positive trading update. Financials Reported results 2020 2019 Change Revenue £68.9m £49.0m + 40.7% Gross profit £31.5m £23.9m + 31.5% Gross margin 45.7% 48.9% Profit before taxation1 £0.9m £7.4m Cash flow from operations £13.0m £14.4m Net cash £6.8m £12.9m Basic earnings per share 1.08p 5.19p Diluted earnings per share 1.01p 5.07p Underlying results 2020 2019 Change Adjusted gross profit2 £31.7m £25.2m + 25.8% Adjusted gross margin3 41.8% 44.8% Adjusted EBITDA4 £16.5m £14.1m + 17.1% 1 The statutory profit before taxation of £0.9m in 2020 is stated after charging an amount of £7.3m arising on the acquisition of Pipeworks consisting of the £2.7m fair value loss on contingent consideration, £1.7m of amortisation of customer contracts and customer relationships and £2.9m of transactions costs on that acquisition. In addition, the statutory profit before taxation is stated after charging exceptional items other than the costs incurred on the acquisition of Pipeworks of £1.2m (2019: £0.5m) and the share-based payment charge of £5.0m (2019: £2.7m) and the unrealised gain on foreign currency derivative contracts of £1.0m. -
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 -
Campo Santo Free Download
CAMPO SANTO FREE DOWNLOAD W. G. Sebald,Anthea Bell | 240 pages | 03 Aug 2012 | Penguin Books Ltd | 9780141017860 | English | London, United Kingdom Campo Santo (company) Retrieved April 21, Rock Paper Shotgun. Campo Santo. It's getting two new Campo Santo soon". Love at First Site A few months ago, we got a piece of mail from Ryan Ryan withheld his last name, Campo Santo on the Campo Santo address of the envelope. Thanks to you—and everyone, past, present, and future—who has played Firewatch for making that possible! Retrieved May 4, Retrieved May 9, Then the attention went to how Campo Santo resolve some of the harsh points in the graphic, in terms of Campo Santo the visual design:. Luckily, we are only attempting to create 3 relatively simple glyphs, all three of which are the same in both simplified and traditional Chinese, so we decided to try to do it ourselves rather than outsourcing it. Namespaces Article Talk. Firewatch is a single-player first-person mystery set in the Wyoming wilderness, where your only emotional lifeline is the person on the other end of a handheld radio. Red Bull. Next Up In Gaming. Hair cards, on the other hand, use many sheets of hair strands to portray more free-flowing hair —think many characters in Uncharted 4. We know what a good Switch game feels like, and want to make sure Firewatch feels like one too. Game Revolution. Comics Music. Retrieved September 20, The Atlantic. You play as a disgraced former filmmaker and explorer, reunited with your old partner for a project that could leave you with fame and fortune—or dead and buried in the sand. -
HOW to PLAY with MAPS by Ross Thorn Department of Geography, UW-Madison a Thesis Submitted in Partial Fulfillment of the Require
HOW TO PLAY WITH MAPS by Ross Thorn Department of Geography, UW-Madison A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science (Geographic Information Science and Cartography) at the UNIVERSITY OF WISCONSIN–MADISON 2018 i Acknowledgments I have so many people to thank for helping me through the process of creating this thesis and my personal development throughout my time at UW-Madison. First, I would like to thank my advisor Rob Roth for supporting this seemingly crazy project and working with me despite his limited knowledge about games released after 1998. Your words of encouragement and excitement for this project were invaluable to keep this project moving. I also want to thank my ‘second advisor’ Ian Muehlenhaus for not only offering expert guidance in cartography, but also your addictive passion for games and their connection to maps. You provided endless inspiration and this research would not have been possible without your support and enthusiasm. I would like to thank Leanne Abraham and Alicia Iverson for reveling and commiserating with me through the ups and downs of grad school. You both are incredibly inspirational to me and I look forward to seeing the amazing things that you will undoubtedly accomplish in life. I would also like to thank Meghan Kelly, Nick Lally, Daniel Huffman, and Tanya Buckingham for creating a supportive and fun atmosphere in the Cartography Lab. I could not have succeeded without your encouragement and reminder that we all deserve to be here even if we feel inadequate. You made my academic experience unforgettable and I love you all. -
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.