Unchar Ted 2: Among Thieves™
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Playstation's Coronavirus Contribution: Stay Home and Play Free 'Uncharted,' 'Journey' PS4 Video Games 16 April 2020, by Mike Snider, Usa Today
PlayStation's coronavirus contribution: Stay home and play free 'Uncharted,' 'Journey' PS4 video games 16 April 2020, by Mike Snider, Usa Today The game maker's Play At Home initiative also includes a $10 million fund to support independent game developers, Ryan said. "Independent developers are vital to the heart and soul of the gaming community and we understand the hardships and financial struggles that many smaller gaming studios are facing," he said. The Uncharted games—"Uncharted: Drake's Fortune," "Uncharted 2: Among Thieves," and "Uncharted 3: Drake's Deception"—are action- adventure games starring treasure-hunting hero Nathan Drake. Originally released between 2007 and 2011 for the PlayStation 3, each has been remastered for the PS4. Credit: CC0 Public Domain "Journey" is a single-player exploration game from thatgamecompany, in which the player navigates a nondescript cloaked character through a magical Need some video game pursuits to keep you desert world. "The game's life-affirming message is occupied during the stay-at-home measures to timeless and perhaps more important now than combat the spread of the coronavirus? Sony has a ever before," Ryan said. giveaway for PlayStation 4 players. Sony is working with internet service providers in Starting Wednesday at 11 p.m. ET/8 p.m. PT, PS4 the U.S. and Europe to manage download traffic, owners can download "Uncharted: The Nathan so game downloads "may take a little longer," he Drake Collection" and the game "Journey" for free. said. Once you download the games, you can keep them. But you must download the games by May "During these days of physical distancing, fans 5. -
Um Natal Em Tons De Playstation Por: Luís Miguel
Um Natal em Tons de Playstation por: Luís Miguel Era já noite escura quando um vulto entrou silvando pela janela de um famoso escritório na cidade dos arcebispos. Atrás dele seguia um colorido papagaio, seu fiel companheiro. - Craaah, craaah! Onde será que os guardaram? Talvez por este lado? – gritou o papagaio, até que exclamou: – Já vi! É aqui! Entraram num gabinete espaçoso com uma grande secretária, onde se destacava um enorme monitor 21:9 ligado a uma PS4PRO. Num dos cantos via-se uma estante com uma PS3, uma PSVita, e caixas e caixas de jogos! Noutro canto via-se um pinheirinho de Natal com algumas prendas, assim como o muito desejado embrulho do CARTÃO OFERTA PLAYSTATION, em que Kratos, GT Driver, AstroBot e Sackboy convidavam à diversão. A placa na secretária era indesmentível: Jorge Loureiro, Editor. O misterioso vulto acercou-se do embrulho, arrebatando-o de uma assentada enquanto deixava um cartão de visita. Disse gritando: - Vamos! ◊◊◊ Sully lia o jornal na companhia da Elena e do seu velho amigo, que tomavam o café da manhã. - Drake, olha só isto! Ontem à noite houve um assalto na Eurogamer.pt! – exclamou Sully. - A sério? E o que levaram os bandidos? Fizeram muitos estragos? – Perguntou Nathan Drake, enquanto se empanturrava com uma torrada! - Aí é que está o mistério. Não fizeram qualquer estrago, e a polícia nem consegue perceber por onde é que entraram. Nada estava arrombado, e a porta de entrada estava devidamente trancada como havia sido deixada. Uma das janelas estava aberta, mas a não ser que o ladrão voasse não a conseguiria alcançar devido à altura e à ausência de pontos onde se agarrar! – respondeu Sully. -
The Art of the Uncharted Trilogy Ebook
THE ART OF THE UNCHARTED TRILOGY PDF, EPUB, EBOOK Naughty Dog | 240 pages | 17 Jun 2016 | DARK HORSE COMICS | 9781616554873 | English | Milwaukee, United States The Art Of The Uncharted Trilogy PDF Book The Art of Mirror s Edge Catalyst. Illustrations 1 Illustrations, unspecified. A masterfully designed hardcover collecting over pages of art and commentary from the creators of the brutal and thrilling Days Gone! This volume, compiled in honour of Prof. The Art of ReCore 0. In Solar Dance, acclaimed writer and scholar Modris Eksteins uses Vincent van Gogh as his lens for this brilliant survey of Western culture and politics in the last century. A marriage ended, and gave way to a furious competition for dominance in Canadian art. Yet dangers lurk in this ocean of 1s and 0s—threats to privacy and the specter of ubiquitous government surveillance. Search for: Search. I've included a few different types of art in the gallery, from rough pieces simply outlining the general setting and mood to detailed environmental designs to the 3D models that essentially "play" the role of Drake and co. Overige kenmerken Verpakking hoogte 22 mm. Disasters are compounded when the ship is sabotaged by an enemy agent, and Jean-Claude is separated from the expedition. Wat ik vooral goed vind: Toegankelijk, Praktisch, Compleet. It can be used anywhere in the world to help deal with the increasing uncertainty and complexity for the next millennium and can also be used as a framework for economic policy. Best Books Mrs. Send Feedback If you think we've made a mistake or omitted details, please send us your feedback. -
Uncharted: the Lost Legacy Showing Signs of Slowing
technology TUESDAY, AUGUST 22, 2017 KAR Group and Siemens to operate Khormala plant in Iraq KURDISTAN: Demonstrating the com- Kurdistan Regional Government plans 100A generators along with the associ- pany’s commitment to supporting to increase capacity by building new ated auxiliary and ancillary systems. It Iraq’s power sector, Siemens has power plants and increasing the effi- also includes the implementation of expanded the company’s existing serv- ciency of existing facilities. Siemens Power Diagnostics, which is ice agreement with KAR Group in Iraq “With more than 20 years of experi- part of the company’s “Digital Services to provide comprehensive operations ence in O&M of power plants, we cur- for Energy” portfolio, to improve asset and maintenance (O&M) for two newly rently manage approximately 2,800 visibility, reliability and availability. added units “SSC5-2000E” at Khormala MW across the Middle East and North Siemens data-driven services enable power plant in Kurdistan region. The Africa region and over 16,000 MW valuable data from different assets to approximately 930-megawatt (MW) globally. Our global resources and fleet be analyzed. From there, data is trans- natural gas-fired power plant meets expertise enable us to provide com- formed into actionable insights-such as almost 30 percent of the power plete plant services and management,” diagnostics, troubleshooting and con- demand targeted by the Kurdistan said Gianluigi Di Giovanni, Senior dition forecasting-that can help Regional Government (KRG), supplying Executive Vice President of Siemens improve plant reliability and reduce more than three million Iraqi people Power Generation Services in the downtime. -
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Uncharted Is a Video Game Series That Possibilities
Writing has nothing to do with signifying. It task for teacher and learner as explorers is to has to do with surveying, mapping, even allow for realms that are yet to come. -(Deleuze & territorialization/deterritorialization/re- Guattari, 1987, p.5 ) territorialization as real life circumstances and experiences impede or open up Uncharted is a video game series that possibilities. For Drake, the video game follows the journey of a contemporary protagonist, the final assessment of his treasure hunter. In the game, the player as success is whether or not he retrieves the the avatar Nathan Drake travels to uncharted treasure. In teaching and learning, multiple islands in search of historical treasures. In treasures can be discovered along the way video gaming, game characters or avatars that are often undervalued by educators, allow players to interact with the digital treasures such as student observations, world; however, the term avatar can be more reflections, and newly formed connections broadly defined as a performable between the student and the larger network embodiment of self. The term avatar of the world. These treasures or avatars can (avatara or incarnation in Sanskrit) already be assessed in order to provoke and engage exists within the collective cultural learners in the process of creating their own consciousness. In fact, any manifestation of learning networks. Avatars as a performance an understanding, concept, or idea in a of self produce formative instances as visual, verbal, and/or tangible form and its fragments of understanding and summative performance is an avatar. In Uncharted, the measures as a big picture map of these player, traveling around the world as the instances over time (Naughty Dog, 2007; avatar Nathan Drake, charts a journey. -
Ludic Dysnarrativa: How Can Fictional Inconsistency in Games Be Reduced? by Rory Keir Summerley
Ludic Dysnarrativa: How Can Fictional Inconsistency In Games Be Reduced? by Rory Keir Summerley A Thesis submitted in partial fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) at the University of the Arts London In Collaboration with Falmouth University December 2017 Abstract The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. While they operate very differently to most single-player games in terms of their fiction, multiplayer games still provide useful clarifications and principles for reducing fictional inconsistencies in all games. -
Rainbow Warriors
Thought piece Rainbow warriors How the world of video games has (slowly) come to terms with the LGBT+ dimension ALPHA LTD St Andrew’s House St Andrew’s Road Cambridge CB4 1DL From kick-ass assassins who also happen to be gay (Kung Jin in Mortal Kombat X) United Kingdom to gender-fluid personalisation choices as standard in life simulators (The Sims 4), @thisisalphalive LGBT+ themes and characters have never had a higher profile in the video games industry. But, in 2018, just how far has the industry come in terms of representing thisisalpha.com realistic or aspirational LGBT+ diversity in its pixelated parallel universes? Straight shooters From Master Chief John-117 in Halo to Nathan Drake in Unchartered, a certain demographic still dominates the leading roles for many of the world’s biggest games. In an industry often criticised for its lack of in-game diversity, it’s all too easy to find evidence that the white, heterosexual male is still very much the default hero setting. In fact, a survey of recent games found that while straight males and females account for 66% and 31% of characters respectively, the number of LGBT+ characters is just under 3% of the total 1. Such a low figure is perhaps surprising given that LGBT+ representation in gaming has a long and colourful history dating back more than three decades. An English castle on the Cornish coast is the unlikely setting for a brief yet ground-breaking encounter. In Moonmist, released in 1986, the artist Vivian Pentreath has what appears to be a romantic quarrel with a character presumed to be her girlfriend. -
Uncharted 2: Among Thieves Breaks Away and Flees with 10 Awards During the 13Th Annual Interactive Achievement Awards
Contact: Debby Chen / Wendy Zaas Geri Gordon Miller Rogers & Cowan Academy of Interactive Arts and 310-854-8168 / 310-854-8148 Sciences [email protected] 818-876-0826 x202 [email protected] [email protected] UNCHARTED 2: AMONG THIEVES BREAKS AWAY AND FLEES WITH 10 AWARDS DURING THE 13TH ANNUAL INTERACTIVE ACHIEVEMENT AWARDS LAS VEGAS – February 18, 2010 – Escaping with10 outstanding awards, Uncharted 2: Among Thieves (Sony Computer Entertainment) ran over the competition at the 13th Annual Interactive Achievement Awards®. Hosted by stand-up comedian and video game enthusiast Jay Mohr at the Red Rock Resort in Las Vegas, the evening brought together renowned leaders from the gaming industry to recognize their outstanding achievements and contributions to the space. The 13th Annual Interactive Achievement Awards honored successful game designer and Activision co-founder, David Crane with the AIAS’ first Pioneer Award. Entertainment Software Association (ESA) founder, Douglas Lowenstein was honored with the Lifetime Achievement Award. Gaming legend behind successful titles, Crash Bandicoot and Spyro the Dragon, Mark Cerny, was inducted into the Hall of Fame, one of the organization’s highest honors. “The interactive world continues to grow and move forward every day. While we have seen tremendous advances in the community, I believe this is only the beginning,” said Joseph Olin, president, AIAS. “With the help of the tremendously talented men and women here tonight, we will continue to create games that inspire each other to continue pushing the envelope.” These peer-based awards recognize the outstanding products, talented individuals and development teams that have contributed to the advancement of the multi-billion dollar worldwide entertainment software industry. -
Billy Harper Animation Director at Sucker Punch Productions [email protected]
Billy Harper Animation Director at Sucker Punch Productions [email protected] Summary My professional experience is best expressed by the recommendations on my resume. I will let those speak for me. I get emotional for a living. Experience Character/Cinematic Supervisor at Sucker Punch Productions September 2009 - Present (5 years 5 months) Responsible for working with Animation, Character, Design, Environment, and Engineering teams to develop characters, cinematics, animations, animation rigs and pipelines. Taking that information and applying it to schedules for the character, cinematic, and animation artists, and making sure everything is on track. Collaborating with the Art Director to make sure our style fits with the rest of the visuals. Then creating characters and animation that will help define that style and inspire the art team. Co-Founder/Character Director at Dreamhive, LLC October 2006 - August 2009 (2 years 11 months) Besides co-founding the studio, I was the Character Director and Director of Client Affairs. As Director of Client Affairs, I was responsible for landing and managing contracts with Morgan Rose, Ready at Dawn, EA Salt Lake, SCEA, BottleRocket, and Madonna. I was also the key person in setting up a very exciting partnership with Jason Rubin, Andy Gavin, and Jason Kay's entertainment group, Monkey Gods A Character Director for our studio, I performed various Character Modeling, Texturing, and Rigging tasks. I also grew into an Animation Direction role on teams ranging from 5 to 10 animators working remotely on several projects. I also pioneered new ground beta testing Autodesk's Mudbox software. My techniques for using the software caught the eye of Autodesk and they had me do multiple talks up and down the east coast. -
Mark Cerny to Be Inducted Into Hall of Fame of the Academy of Interactive Arts & Sciences
FOR IMMEDIATE RELEASE Contact: Wendy Zaas/Debby Chen Geri Gordon Miller Rogers & Cowan Academy of Interactive Arts and Sciences 310-854-8148 / 310-854-8168 818-876-0826 x202 [email protected] [email protected] [email protected] A DIFFERENT PATH; MARK CERNY TO BE INDUCTED INTO HALL OF FAME OF THE ACADEMY OF INTERACTIVE ARTS & SCIENCES CALABASAS, Calif. – January 13, 2010 – The Academy of Interactive Arts & Sciences (AIAS) has announced that Mark Cerny will be the 13th inductee into the Academy’s Hall of Fame, which is bestowed upon individuals who’ve contributed a significant advancement within the industry while demonstrating proven success and leadership. “Mark Cerny is the closest we have come to a modern-day Da Vinci,” said Joseph Olin, president of the AIAS. “What he does isn’t restricted to a single aspect of game creation, he really is a Renaissance man. He is a diversely accomplished game designer, producer, programmer and technologist, fluent in Japanese and one of the foremost Western experts on the Japanese game market. He’s also one of the only top-level independents in a business dominated by institutions. The projects that he has contributed to have been phenomenally successful, with sales of almost two billion dollars and over a dozen titles each exceeding two million units in sales.” Cerny’s legacy is more than just an impressive list of games; through his work at Universal Studios in the 1990s he was also instrumental in fostering the development of some of the video game industry’s top stars. Ted Price of Insomniac Games, and Jason Rubin and Andy Gavin of Naughty Dog can all trace their initial breakout to projects created with Cerny. -
Amy Hennig and the Importance of Women in Video Game Writing Printing: This Poster Is 48” Wide by 36” High
Greatness from Small Beginnings: Amy Hennig and the Importance of Women in Video Game Writing Printing: This poster is 48” wide by 36” high. Rachel Wood, Dr. Andy Black (Mentor) It’s designed to be printed on a Murray State University, Department of English and Philosophy large INTRODUCTION AVERAGE GAME RATING (BY STUDIO) METHOD Customizing the Content: . With recent advances in video game technology, producers have This project used the Uncharted action/adventure series and its primary encouraged writers and directors to improve their characters, dialogue, writer/creative director, Amy Hennig, as a case study to: and plot lines to correspond. These narrative improvements required • find key similarities between traditional narrative writing and video The placeholders in this the use of more advanced literary techniques, now allowing audiences game writing using literary analysis to analyze game writers, their games, and players in the more • study the traits of female protagonists/antagonists written by a formatted for you. traditional “author, text, and reader” format. female director as compared to those written by men • trace the success of triple-A video game franchises with female Using the creative director of the Uncharted series, Amy Hennig, as an writers/creative directors through an analysis of critic ratings placeholders to add text, or click example of this new type of video game narrative, this paper explored • survey the treatment of female creatives in the gaming industry using the ways in which female writers have used a traditional literary format incidents on social media in recent action/adventure games to improve the portrayal of women in an icon to add a table, chart, this genre, thereby emphasizing the importance of female creatives in the video game industry.