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Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
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? . -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Threat Simulation in Virtual Limbo Preprint
This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out. -
Directx™ 12 Case Studies
DirectX™ 12 Case Studies Holger Gruen Senior DevTech Engineer, 3/1/2017 Agenda •Introduction •DX12 in The Division from Massive Entertainment •DX12 in Anvil Next Engine from Ubisoft •DX12 in Hitman from IO Interactive •DX12 in 'Game AAA' •AfterMath Preview •Nsight VSE & DirectX12 Games •Q&A www.gameworks.nvidia.com 2 Agenda •Introduction •DX12 in The Division from Massive Entertainment •DX12 in Anvil Next Engine from Ubisoft •DX12 in Hitman from IO Interactive •DX12 in 'Game AAA' •AfterMath Preview •Nsight VSE & DirectX12 Games •Q&A www.gameworks.nvidia.com 3 Introduction •DirectX 12 is here to stay • Games do now support DX12 & many engines are transitioning to DX12 •DirectX 12 makes 3D programming more complex • see DX12 Do’s & Don’ts in developer section on NVIDIA.com •Goal for this talk is to … • Hear what talented developers have done to cope with DX12 • See what developers want to share when asked to describe their DX12 story • Gain insights for your own DX11 to DX12 transition www.gameworks.nvidia.com 4 Thanks & Credits •Carl Johan Lejdfors Technical Director & Daniel Wesslen Render Architect - Massive •Jonas Meyer Lead Render Programmer & Anders Wang Kristensen Render Programmer - Io-Interactive •Tiago Rodrigues 3D Programmer - Ubisoft Montreal www.gameworks.nvidia.com 5 Before we really start … •Things we’ll be hearing about a lot • Memory Managment • Barriers • Pipeline State Objects • Root Signature and Shader Bindings • Multiple Queues • Multi threading If you get a chance check out the DX12 presentation from Monday’s ‘The -
19 May 2020 Team17 Group Plc ("Team17", the "Group" Or the "Company")
RNS Number : 3721N Team17 Group PLC 19 May 2020 19 May 2020 Team17 Group plc ("Team17", the "Group" or the "Company") Result of AGM Team17, a global games entertainment label, creative partner and developer of independent ("indie") premium video games, is pleased to announce that all resolutions proposed at the Annual General Meeting of the Company held earlier today were duly passed on a show of hands. The full text of the resolutions can be found in the Notice of Annual General Meeting, which is available on the Company's website at https://www.team17group.com/. The full proxy results can also be found on the Company's website at https://www.team17group.com/. Enquiries: Team17 Group plc Debbie Bestwick MBE, Chief Executive Officer via Vigo Communications Mark Crawford, Chief Financial Officer +44 (0)20 7390 0238 GCA Altium (Nominated Adviser) Phil Adams / Adrian Reed / Paul Lines +44 (0)845 505 4343 Berenberg (Broker) Chris Bowman / Marie Moy / Alix Mecklenburg-Solodkoff +44 (0)20 3207 7800 Vigo Communications (Financial Public Relations) Jeremy Garcia / Charlie Neish +44 (0)20 7390 0233 [email protected] About Team17 Team17 is a leading games entertainment label and creative partner for independent ("indie") developers, focused on the premium, rather than free to play market, and creating games for the PC home computer market, the video games console market and the mobile and tablet gaming markets. Alongside developing the Company's own games in house ("first party IP"), Team17 also partners with independent developers across the globe to add value to their games in all areas of development and production alongside bringing them to market across multiple platforms for fixed percentage royalties ("third-party IP"). -
The Unity Glue Principles and Strategies for a Maintainable Unity Project Structure
Zurich University of the Arts Game Design Orientation C The Unity Glue Principles and strategies for a maintainable Unity project structure. Author: Mentors: Goran Saric René Bauer May 22, 2017 Mela Kocher 1 Abstract Today game developers can find hundreds of tutorials on the internet covering specific topics for the popular game engine “Unity”. However, there is a lack of corresponding literature to explain how to integrate all of these different topics together into one big, scalable, and maintainable project. Moreover, Unity’s application program interface was not designed to follow a specific workflow: game developers have the freedom to work in various ways. I personally think this open setting is especially good for fast prototyping production processes, but when it comes to larger projects, where multiple people have to work together productively, the overly flexible engine can easily lead developers to organization problems and bugs. To address this problem, my master’s thesis focuses on project structures within Unity 5.6. In order to first get an overview of existing practices, I interviewed individual developers and game studios. By analysing different methods and approaches for organizing assets and source code, I developed a reliable workflow for my current Unity game “FAR: Lone Sails” [l1]. The results of my research are a “cookbook” that helps to create a maintainable project structure for teams working on a collaborative basis in Unity. 2 Contents 1 Introduction 5 1.1 Thesis structure 5 1.2 Context 6 1.2.1 -
Game Taskification for Crowdsourcing
Game taskification for crowdsourcing A design framework to integrate tasks into digital games. Anna Quecke Master of Science Digital and Interaction design Author Anna Quecke 895915 Academic year 2019-20 Supervisor Ilaria Mariani Table of Contents 1 Moving crowds to achieve valuable social 2.2.2 Target matters. A discussion on user groups innovation through games 11 in game-based crowdsourcing 102 1.1 From participatory culture to citizen science 2.2.3 Understanding players motivation through and game-based crowdsourcing systems 14 Self-Determination Theory 108 1.2 Analyzing the nature of crowdsourcing 17 2.3 Converging players to new activities: research aim 112 1.2.1 The relevance of fun and enjoyment 3 Research methodology 117 in crowdsourcing 20 3.1 Research question and hypothesis 120 1.2.2 The rise of Games with a Purpose 25 3.2 Iterative process 122 1.3 Games as productive systems 32 4 Testing and results 127 1.3.1 Evidence of the positive effects of gamifying a crowdsourcing system 37 4.1 Defining a framework for game 1.4 Design between social innovation taskification for crowdsourcing 131 and game-based crowdsourcing 42 4.1.1 Simperl’s framework for crowdsourcing design 132 1.4.1 Which impact deserves recognition? 4.1.2 MDA, a game design framework 137 Disputes on Game for Impact definition 46 4.1.3 Diegetic connectivity 139 1.4.2 Ethical implications of game-based 4.1.4 Guidelines Review 142 crowdsourcing systems 48 T 4.1.5 The framework 153 1.4.3 For a better collaboration 4.2 Testing through pilots 160 between practice and -
“Hardcore” Video Game Culture Joseph A
Proceedings of the New York State Communication Association Volume 2013 Proceedings of the 71st New York State Article 7 Communication Association 2014 The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro St. John Fisher College, [email protected] Christopher R. Ortega [email protected] Michael J. Egnoto [email protected] Follow this and additional works at: http://docs.rwu.edu/nyscaproceedings Part of the Mass Communication Commons Recommended Citation Loporcaro, Joseph A.; Ortega, Christopher R.; and Egnoto, Michael J. (2014) "The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture," Proceedings of the New York State Communication Association: Vol. 2013, Article 7. Available at: http://docs.rwu.edu/nyscaproceedings/vol2013/iss2013/7 This Conference Paper is brought to you for free and open access by the Journals at DOCS@RWU. It has been accepted for inclusion in Proceedings of the New York State Communication Association by an authorized administrator of DOCS@RWU. For more information, please contact [email protected]. Loporcaro et al.: The Hardcore Scorecard The Hardcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro, Christopher R. Ortega, Michael J. Egnoto St. John Fisher College __________________________________________________________________ The goal of the current study is to further conceptualize and define the term “hardcore” as it relates to video game culture. Past research indicates that members of cultural subdivisions favor their own group versus others due to perceived commonalities (Durkheim, 1915; Tajfel, 1970). In gaming culture, the subdivisions of “hardcore” and “casual” games/gamers have become especially salient in recent years. -
Sony Computer Entertainment Inc. Introduces Playstation®4 (Ps4™)
FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4™) PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. Gamer Focused, Developer Inspired PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers. PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development. PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor. The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation. -
NG18 Program (Screen)
PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world.