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Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
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 -
Colt Canyon - Fact Sheet
Colt Canyon - Fact Sheet “People love westerns worldwide. There's something fantasy-like about an individual fighting the elements. Or even bad guys and the elements. It's a simpler time. There's no organized laws and stuff.” (Clint Eastwood) DEVELOPER TEAM: • Retrific aka. Jonathan Mannshoven (Concept, code, design, most of the pixel art) Plus Freelancer Support: • Niilo Takalainen (Sound) • Luigi-Maria Rapisarda (Music) • Fabian Donner (Additional art: User interface and some pixel art) JONATHAN MANNSHOVEN: • 24 years old • German solo developer and student, Colt Canyon his magnum opus • Studying Game Design, working on Colt Canyon in his free time • Making games is his passion, already spent many thousands of hours making games ATMOSPHERE, PROGRESSING & STORYTELLING: • Distinguished Western feel by environmental sounds, music and graphics • Focus on great gameplay and game feel, story kept simple • Roguelike progression through unlocking more characters (with varying stats and strengths) and weapons through various challenges – secrets or random encounters and by learning the games mechanics and getting to know the world’s objects and enemies. After a couple of failed runs, you will be able to read the environment more clearly and therefore be able to make decisions faster and easier, helping you to live on longer, until you finally beat the game. • Getting inspiration from games like Hotline Miami, Nuclear Throne, Enter The Gungeon, Hunt: Showdown, Red Dead Redemption and many others • Large, open levels allow for exploration and a unique atmosphere • High replayability FEATURES: • Simple on the surface but with a lot of depth and intertwining features • Easy to learn but hard to master • Polished to perfection • Roguelike gameplay mechanics incl. -
A Practical Guide to Marketing Your Indie Game
GET READY GET NOTICED GET BIG A Practical Guide to Marketing Your Indie Game Patrick DeFreitas and Garret Romaine CONTENTS Preface viii Chapter 1: Overview of Indie Game Marketing 1 Why Marketing Matters 4 The Right Time is Now 6 How to Start Getting Noticed 6 Where to Start: Irresistible Promotional Materials 9 Trailer Video 9 Screenshots 10 Press Releases 11 Fact Sheets 11 Landing Page 11 Start a Developer’s Blog 12 Reach Out to the Press 13 Following Up 14 Convert Visitors into Active Fans 14 Maintain Your Marketing Momentum 15 Common Mistakes and Pitfalls to Avoid 16 What Makes You Unique? 17 Demographics 18 Personas: Mythical Prototypes 21 Competitive Analysis 23 Strategy and Goals 25 Marketing Goals 27 Lead Generation 28 Creating a Brand 30 Working Without Deep Pockets 31 ii | A Practical Guide to Marketing Your Indie Game Cost-Benefit Analysis 32 Metrics: In Data We Trust 33 Analytics 35 Marketing Channels 37 Shows and Events 37 Jams and Meet-ups 38 Closed Alpha Exposure 39 Contests 39 Don’t Tweet That 40 Pricing and Monetization Strategies 40 PR and Self-Promotion 42 Get Ready 44 Chapter 2: The Four Ps of Marketing for Indie Game Developers 45 The Four Ps Marketing Framework 46 Using the Four Ps 47 Mutually Dependent Variables 48 Yes, Your Game is a Product 48 Price 51 Setting the Right Price 53 Discounting Dos and Don’ts 54 Free to Play 55 Promotion 55 Assets 56 Ongoing Activities 57 Events 57 What About Advertising 58 Relationship-Based Promotion 58 Partner with Established Brands 59 Public Relations (PR)—Should You Hire a Pro, -
Participatory Gaming Culture
Master thesis Participatory gaming culture: Indie game design as dialogue between player & creator Martijn van Best student ID: 3175421 [email protected] New Media Studies Faculty of Humanities UTRECHT UNIVERSITY Course code: 200700088 THE-Scriptie / MA NMDC Supervisor: Erna Kotkamp Second reader: René Glas DATE: March 28th, 2011 1 To Mieke 2 Abstract In this thesis I argue that the current dichotomy between indie game design and mainstream design based on commercial appeal versus creative audacity is non-constructive. Instead, I wish to investigate to what extent indie game designers are able to establish a personal dialogue with their audience through their game. I frame independent game design as a participatory culture in which indies alter and modify existing game design conventions through a practice called abusive game design. This is a concept developed by Douglas Wilson and Miguel Sicart. Players who wish to master (partially) abusive games, need to learn about the designer's intentions rather than the game system. I argue that a designer's visibility in this way allows for a dialogue between creator and player. However, in a case study of indie title Super Crate Box (2010), it appears that in order to maintain a sense of fun, certain conventions of mainstream game design need to be adhered to. Indie designers, who often have the most visible and personal relationship with their audience, need to navigate between their wish for a personal connection with players and user friendly, but 'faceless' design. Scaling the tipping point too much to the abusive side instead of the conventional one, may be counter to designers' wishes to create an enjoyable game. -
Download the Pdf Version
MAY 11, Wednesday Badge PickUp Pre-Party Get your badge and start networking day before! 18:00 – 22:00 Sponsored by Chartboost Address: “Apriori” (Loft 300), Leninskaya sloboda 26 (m.Avtozavodskaya) Additional registration to the Pre-Party is required! http://bit.ly/devgamm-pre-party What to expect: beer, cider, soft drinks, fries, sausages, snacks and a lot of networking! MAY 12, Thursday RED HALL ORANGE HALL YELLOW HALL BLUE HALL GREEN HALL 10:00 – 10:10 Opening! Technology & Development Simultaneous translation is provided Extra Catering, wi-fi, charging stations Narrative Keynote: Punch Club Postmortem in Red, Orange and Blue Halls you can find in Business Lounge (see map) Platforms (Eng-Rus & Rus-Eng) 10:10 – 11:00 Alex Nichiporchik, tinyBuild Game Design VR Bob the Robber: road from flash Problems and solutions when Game Postmortems Microsoft Platform for Game to mobile release developing synchronized PvP Art & Animation 11:00 – 11:30 Developers Miscellaneous Keynote: Twitch Talk: The Dos Ted Ursu, Funtomic MMO games Neil Leslie, Microsoft Special Events and Don'ts of Broadcasting Alexey Davydov, Flazm Philipp Gladkov, Pixonic Jon Carnage, Twitch Stop whining and make a Preorders Are Your Problem 11:30 – 12:00 cross-platform game already! Nelson Rodriguez, Akamai Sergey Lerg, Corona Labs Millions of Dollars from Windows Store - how to make it? Unity & VR: What we are working iOS Workshop Romuald Zdebskiy, Microsoft 12:00 – 12:30 on and how to design & develop Keynote: Firewatch: Rethinking VR Experiences Multiplayer sandbox. Game Limited to 30 people Story-Driven Games Antony Douglas, Unity design and mechanics Pre-registration is required! Chris Remo, Campo Santo How to be Successful on Google Vladimir Piskunov, Bitbox Ltd. -
Balasko-Mastersreport-2020
The Report Committee for Alexander Balasko Certifies that this is the approved version of the following report: An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre APPROVED BY SUPERVISING COMMITTEE: Supervisor: _____________________________________ James Buhler _____________________________________ Bryan Parkhurst An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre by Alexander Balasko Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Music The University of Texas at Austin May 2020 An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre Alexander Balasko, M.Music The University of Texas at Austin, 2020 Supervisor: James Buhler As the field of ludomusicology has grown increasingly mainstream within music studies, a methodological trend has emerged in discussions of genre that privileges the formal attributes of game sound while giving relatively little attention to aspects of its production. The problems with this methodological bent become apparent when attempting to discuss the independent (“indie”) game genre, since, from 2010-2020 the indie game genre underwent a number of significant changes in aesthetic trends, many of which seem incoherent with one another. As such, the indie genre has received relatively little attention within the ludomusicological literature despite its enormous impact on broader gaming culture. By analyzing the growth of chiptune aesthetics beginning in 2008 and the subsequent fall from popularity towards 2020, this paper considers how a satisfying understanding of the indie game genre can be ascertained through its material cultures, rather than its aesthetics or gameplay. -
Shoot'em up Game “Zenith of Lead” by Cortez Curtis Gray B.S., Emporia
Shoot’em up game “Zenith of Lead” by Cortez Curtis Gray B.S., Emporia State University, 2016 A REPORT submitted in partial fulfillment of the requirements for the degree MASTER OF SCIENCE Department of Computer Science Carl R. Ice College of Engineering KANSAS STATE UNIVERSITY Manhattan, Kansas 2021 Approved by: Major Professor Daniel Andresen Copyright © Cortez Gray 2021. Abstract This paper presents an implementation for an idea within the shoot’em up (SHMUP) genre of games. It was developed to try and present a unique take on the genre. So, this paper provides a solution which is focused on designing gameplay which is as fast paced as possible while implementing some original mechanics. To do so we evaluate other games within the genre and how they could be innovated upon. We also go over the design of the game itself and how its performance metrics were evaluated. The implementation specified uses the game engine Game Maker Studio 2 to deliver on its premise. Table of Contents List of Figures ................................................................................................................................ vi List of Tables ................................................................................................................................ vii Acknowledgements ...................................................................................................................... viii Chapter 1 - Introduction ................................................................................................................. -
Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture By
Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture by Robin Lillian Haislett, B.S., M.A. A Dissertation In Media and Communication Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY Approved Dr. Robert Moses Peaslee Chair of Committee Dr. Todd Chambers Dr. Megan Condis Dr. Wyatt Philips Mark Sheridan Dean of the Graduate School December, 2019 Copyright 2019, Robin Lillian Haislett Texas Tech University, Robin Lillian Haislett, December 2019 ACKNOWLEDGMENTS This is the result of the supremely knowledgeable Dr. Robert Moses Peaslee who took me to Fantastic Fest Arcade in 2012 as part of a fandom and fan production class during my doctoral work. This is where I met many of the independent game designers I’ve come to know and respect while feeling this renewed sense of vigor about my academic studies. I came alive when I discovered this area of study and I still have that spark every time I talk about it to others or read someone else’s inquiry into independent game development. For this, I thank Dr. Peaslee for being the catalyst in finding a home for my passions. More pertinent to the pages that follow, Dr. Peaslee also carefully combed through each malformed draft I sent his way, narrowed my range of topics, encouraged me to keep my sense of progress and challenged me to overcome challenges I had not previously faced. I feel honored to have worked with him on this as well as previous projects. -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
ROLL Free Download Torrent Full
ROLL! Free Download [torrent Full] Download ->>->>->> DOWNLOAD (Mirror #1) About This Game Roll your way through 20 levels in this fast, minimalistic 3D platform game. Interact with purple cubes to launch various mechanisms at levels, that will test your dexterity and reaction on your way to the finish. Also, your opponents will be gravity and terrible controls. At the end of the journey you will receive a reward... or maybe not. Controls: WASD(Arrows) - Movement Main menu theme: - alimar - Nature Music by Joakim Karud: - Joakim Karud - Canals - Joakim Karud - Piano Sax - Joakim Karud - Vibe With Me - Joakim Karud - Clouds 1 / 11 2 / 11 Title: ROLL! Genre: Action, Adventure, Casual, Indie, Racing, Simulation Developer: SAARSE Publisher: SAARSE Release Date: 3 Oct, 2018 a09c17d780 English,French,German,Russian,Ukrainian,Simplified Chinese,Japanese,Turkish,Czech,Polish,Finnish,Swedish,Greek,Norwegian,Italian,Arabic,Korean,Bulgarian,Vietnamese 3 / 11 4 / 11 5 / 11 6 / 11 free roll satoshi. crunchyroll hacked apk. cottonelle mega roll 6 pack upc. roll pack kft. roll eng villa santina. life hack roll up sleeves. 3d roll top backpack malaysia. roll on the wall english. free roll and draw. roll no 21 rio full movie. ratt and roll 8191 full album. roll eng sv. rick roll download mp3. roll your own tobacco. how to roll pack underwear. toilet roll 9 pack. roll of thunder full movie. roll back to android 6.0. roll up english song. ue roll speaker android. roll a joint v3.0.0 apk. roll for whatsapp apk. roll forming handbook free download. delete camera roll iphone 6. -
Schedule. May 16, 2015 Schedule. May 15, 2015
SCHEDULE. MAY 15, 2015 Conference Hall Tolstoy Hall Pushkin Hall Chekhov Hall 10:00 – 11:30 Keynote: “Twitch and beyond: Simultaneous translation is provided in Conference and Tolstoy Halls Technology & Development Getting the new dictators of video to Art & Animation “Game development for smartwatches. “How law affects game design: disabler, play your game" Game Design & Narrative Challenges and solutions" enabler and carry" 10:30 – 11:00 Mike Rose, tinyBuild Sound & Audio Andrei Gradinari, Spooky House Vladislav Arkhipov, Dentons Games & Postmortems “We need your opinion: is asking players “Porting games from other platforms to Platforms 11:00 – 11:30 how to improve the game worth it?" HTML5" General\Useful Keynote: “Battlefield 4: Creating a more Svetlana Polovinkina, Wargaming.net Olga Khomenko, PlayToMax Special Events dynamic Battlefield" “Certification/Development & Publishing Linnea Harrison, EA DICE “Interface as a metaphore" 11:30 – 12:00 on Wii U for an indie studio" Dmitry Veretelnikov, Indie Cedric Bache, Neko Entertainment iOS Workshop “The creative process: sentinels in Shards “Quick porting of Flash animations and “Testing the next frontier” 12:00 – 12:30 of War" UI to Unity, Cocos and Starling" Keynote: “Creating the music for Oliver Trogemann, Bigpoint Sergey Sorokin, GAF Media Minecraft and designing sound by Limited to 50 people playing games" “Facebook for your games: the right “Mid-core: how to strike a golden mean" Pre-registration is required! Daniel Rosenfeld, C418 12:30 – 13:00 strategy" Alexander Vashchenko, Game Insight Igor Pashchenko, Facebook Valentin Merzlikin, Creative Mobile 13:00 – 15:00 Lunch Lunch Lunch Lunch Keynote: Successful with the first “Art and game design.