DIG 3725C-001 3D Video Game Design Fall 2019 Fri. 9:00Am-12:50Pm ES411, Davie Campus
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Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
Multi-User Game Development
California State University, San Bernardino CSUSB ScholarWorks Theses Digitization Project John M. Pfau Library 2007 Multi-user game development Cheng-Yu Hung Follow this and additional works at: https://scholarworks.lib.csusb.edu/etd-project Part of the Software Engineering Commons Recommended Citation Hung, Cheng-Yu, "Multi-user game development" (2007). Theses Digitization Project. 3122. https://scholarworks.lib.csusb.edu/etd-project/3122 This Project is brought to you for free and open access by the John M. Pfau Library at CSUSB ScholarWorks. It has been accepted for inclusion in Theses Digitization Project by an authorized administrator of CSUSB ScholarWorks. For more information, please contact [email protected]. ' MULTI ;,..USER iGAME DEVELOPMENT '.,A,.'rr:OJ~c-;t.··. PJ:es·~nted ·t•o '.the·· Fa.8lllty· of. Calif0rr1i~ :Siat~:, lJniiV~r~s'ity; .•, '!' San. Bernardinti . - ' .Th P~rt±al Fu1fillrnent: 6f the ~~q11l~~fuents' for the ;pe'gree ···•.:,·.',,_ .. ·... ··., Master. o.f.·_s:tience•· . ' . ¢ornput~r •· ~6i~n¢e by ,•, ' ' .- /ch~ng~Yu Hung' ' ' Jutie .2001. MULTI-USER GAME DEVELOPMENT A Project Presented to the Faculty of California State University, San Bernardino by Cheng-Yu Hung June 2007 Approved by: {/4~2 Dr. David Turner, Chair, Computer Science ate ABSTRACT In the Current game market; the 3D multi-user game is the most popular game. To develop a successful .3D multi-llger game, we need 2D artists, 3D artists and programme.rs to work together and use tools to author the game artd a: game engine to perform \ the game. Most of this.project; is about the 3D model developmept using too.ls such as Blender, and integration of the 3D models with a .level editor arid game engine. -
Let's Play! Video Game Related User-Generated Content in the Digital Age -In Search of Balance Between Copyright and Its Exce
TALLINN UNIVERSITY OF TECHNOLOGY Faculty of Social Sciences Tallinn Law School Henna Salo Let’s Play! Video Game Related User-Generated Content in the Digital Age -in Search of Balance Between Copyright and its Exceptions Master Thesis Supervisor: Addi Rull, LL.M Tallinn 2017 I hereby declare that I am the sole author of this Master Thesis and it has not been presented to any other university of examination. Henna Salo “ ..... “ ............... 2017 The Master Thesis meets the established requirements. Supervisor Addi Rull “ …….“ .................... 2017 Accepted for examination “ ..... “ ...................... 2017 Board of Examiners of Law Masters’ Theses …………………………… CONTENTS TABLE OF ABBREVIATIONS (IN ALPHABETICAL ORDER) 2 INTRODUCTION 3 1. COPYRIGHT PROTECTION OF VIDEO GAMES 12 1.1. Development of Copyright Protection of Video Games in the EU and the US 12 1.2. Video Games as Joint Works and Their Copyrighted Elements 14 1.2.1 Copyrightable Subject Matter and Originality 16 1.2.2. The Idea-expression Dichotomy 19 2. LIMITATIONS AND EXCEPTIONS TO COPYRIGHT 23 2.1. European Union 23 2.1.1 An Exhaustive List of Exceptions and the Three-Step Test 23 2.1.2 Exceptions in Practice 27 2.2 United States 29 2.2.1 Digital Millenium Copyright Act and Fair Use 29 2.2.2 Fair Use Interpretation in Case Law 31 2.3. Video Game Related User-Generated Content as Derivative Works 34 3. COPYRIGHT ENFORCEMENT 37 3.1. Copyright Enforcement in United States 37 3.2. European Copyright Enforcement Mechanisms 40 3.3. Contractual Limitation of the Use of Copyrighted Materials 45 4. CONFLICTING INTERESTS AND FINDING THE BALANCE 48 4.1. -
Beneke Simone 2019.Pdf (4.953Mb)
THE HIDDEN WORLD OF GAMING AN EXPLORATION OF PRE-PRODUCTION DESIGN, HYPERREALISM, AND ITS FUNCTION IN ESTABLISHING CONCEPTUAL AND AESTHETIC VISUALISATION, CHARACTERISATION AND NARRATIVE STRUCTURE By Simone Beneke Student No.: 212505903 Submitted in fulfilment of the requirements for the degree of Master of Arts in the School of Humanities, University of KwaZulu-Natal Supervisor: Michelle Stewart 2019 Declaration I, Simone Beneke, declare that: 1. The research reported in this thesis, except where otherwise indicated, is my original research. 2. This thesis has not been submitted for any degree or examination at any other university. 3. This thesis does not contain other persons’ data, pictures, graphs or other information, unless specifically acknowledged as being sourced from other persons. 4. This thesis does not contain other persons' writing, unless specifically acknowledged as being sourced from other researchers. Where other written sources have been quoted, then: a. their words have been re-written, but the general information attributed to them has been referenced b. where their exact words have been used, then their writing has been placed in italics and inside quotation marks and referenced. 5. This thesis does not contain text, graphics or tables copied and pasted from the internet, unless specifically acknowledged, with the source being detailed in the thesis and in the References sections. Simone Beneke Student Name _______________ Signature 8th of August 2019 Date _______________ Name of Supervisor _______________ Signature _____________ Date ii Dedication I would like to dedicate this body of work to my husband Niall for his amazing continual support and belief in me as well as the energy boosting cups of tea he makes and my parents Johann and Chyrine for their love and support throughout my academic journey. -
USER GUIDE 1 CONTENTS Overview
USER GUIDE 1 CONTENTS Overview ......................................................................................................................................... 2 System requirements .................................................................................................................... 2 Installation ...................................................................................................................................... 2 Workflow ......................................................................................................................................... 3 Interface .......................................................................................................................................... 8 Tool Panel ................................................................................................................................................. 8 Texture panel .......................................................................................................................................... 10 Tools ............................................................................................................................................. 11 Poly Lasso Tool ...................................................................................................................................... 11 Poly Lasso tool actions ........................................................................................................................... 12 Construction plane ................................................................................................................................. -
Ac 2008-325: an Architectural Walkthrough Using 3D Game Engine
AC 2008-325: AN ARCHITECTURAL WALKTHROUGH USING 3D GAME ENGINE Mohammed Haque, Texas A&M University Dr. Mohammed E. Haque is a professor and holder of the Cecil O. Windsor, Jr. Endowed Professorship in Construction Science at Texas A&M University at College Station, Texas. He has over twenty years of professional experience in analysis, design, and investigation of building, bridges and tunnel structural projects of various city and state governments and private sectors. Dr. Haque is a registered Professional Engineer in the states of New York, Pennsylvania and Michigan, and members of ASEE, ASCE, and ACI. Dr. Haque received a BSCE from Bangladesh University of Engineering and Technology, a MSCE and a Ph.D. in Civil/Structural Engineering from New Jersey Institute of Technology, Newark, New Jersey. His research interests include fracture mechanics of engineering materials, composite materials and advanced construction materials, architectural/construction visualization and animation, computer applications in structural analysis and design, artificial neural network applications, knowledge based expert system developments, application based software developments, and buildings/ infrastructure/ bridges/tunnels inspection and database management systems. Pallab Dasgupta, Texas A&M University Mr. Pallab Dasgupta is a graduate student of the Department of Construction Science, Texas A&M University. Page 13.173.1 Page © American Society for Engineering Education, 2008 An Architectural Walkthrough using 3D Game Engine Abstract Today’s 3D game engines have long been used by game developers to create dazzling worlds with the finest details—allowing users to immerse themselves in the alternate worlds provided. With the availability of the “Unreal Engine” these same 3D engines can now provide a similar experience for those working in the field of architecture. -
Cutscenes, Agency and Innovation Ben Browning a Thesis In
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Concordia University Research Repository Should I Skip This?: Cutscenes, Agency and Innovation Ben Browning A Thesis in The Mel Hoppenheim School of Cinema Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts (Film Studies) at Concordia University Montreal, Quebec, Canada April 2016 © Ben Browning CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Ben Browning Entitled: Should I Skip This?: Cutscenes, Agency and Innovation and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Film Studies) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: Chair Darren Wershler External Examiner Peter Rist Examiner Marc Steinberg Supervisor Approved by Haidee Wasson Graduate Program Director Catherine Wild Dean of the Faculty of Fine Arts Date ___________________________________ iii ABSTRACT Should I Skip This?: Cutscenes, Agency and Innovation Ben Browning The cutscene is a frequently overlooked and understudied device in video game scholarship, despite its prominence in a vast number of games. Most gaming literature and criticism concludes that cutscenes are predetermined narrative devices and nothing more. Interrogating this general critical dismissal of the cutscene, this thesis argues that it is a significant device that can be used to re-examine a number of important topics and debates in video game studies. Through an analysis of cutscenes deriving from the Metal Gear Solid (Konami, 1998) and Resident Evil (Capcom, 1996) franchises, I demonstrate the cutscene’s importance within (1) studies of video game agency and (2) video game promotion. -
Copyright by Kaitlin Elizabeth Hilburn 2017
Copyright by Kaitlin Elizabeth Hilburn 2017 The Report Committee for Kaitlin Elizabeth Hilburn Certifies that this is the approved version of the following report: Transformative Gameplay Practices: Speedrunning through Hyrule APPROVED BY SUPERVISING COMMITTEE: Supervisor: Suzanne Scott Kathy Fuller-Seeley Transformative Gameplay Practices: Speedrunning through Hyrule by Kaitlin Elizabeth Hilburn, B.S. Comm 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 Arts The University of Texas at Austin May 2017 Dedication Dedicated to my father, Ben Hilburn, the first gamer I ever watched. Abstract Transformative Gameplay Practices: Speedrunning Through Hyrule Kaitlin Elizabeth Hilburn, M.A. The University of Texas at Austin, 2017 Supervisor: Suzanne Scott The term “transformative” gets used in both fan studies and video game studies and gestures toward a creative productivity that goes beyond simply consuming a text. However, despite this shared term, game studies and fan studies remain fairly separate in their respective examination of fans and gamers, in part due to media differences between video games and more traditional media, like television. Bridging the gap between these two fields not only helps to better explain transformative gameplay, but also offers additional insights in how fans consume texts, often looking for new ways to experience the source text. This report examines the transformative gameplay practices found within video game fan communities and provides an overview of their development and spread. It looks at three facets of transformative gameplay, performance, mastery, and education, using the transformative gameplay practices around The Legend of Zelda: Ocarina of Time (1998) as a primary case study. -
Design and Development of a Roguelike Game with Procedurally Generated Dungeons and Neural Network Based AI
Design and development of a Roguelike game with procedurally generated dungeons and Neural Network based AI. Video game Design and Development Degree Technical Report of the Final Degree Project Author: Andoni Pinilla Bermejo Tutor: Raúl Montoliu Colás Castellón de la Plana, July 2018 1 Abstract In games, other aspects have always been preferred over artificial intelligence. The graphic part is usually the most important one and it alone can use a huge amount of resources, leaving little space for other features such as AI. Machine Learning techniques and Neural Networks have re-emerged in the last decade and are very popular at the moment. Every big company is using Machine Learning for different purposes and disciplines, such as computer vision, engineering and finances among many others. Thanks to the progress of technology, computers are more powerful than ever and these artificial intelligence techniques can be applied to videogames. A clear example is the recent addition of the Machine Learning Agents to the Unity3D game engine. This project consists of the development of a Roguelike game called Aia in which procedural generation techniques are applied to create procedural levels, and Machine Learning and Neural Networks are the main core of the artificial intelligence. Also, all the necessary mechanics and gameplay are implemented. 2 Contents List of Figures 5 List of Tables 6 1 Technical proposal 7 1. 1 Summary 7 1.2 Key Words 7 1. 3 Introduction and motivation 7 1.4 Related Subjects 8 1.5 Objectives 8 1.6 Planning 8 1.7 Expected -
CPSC 427 Video Game Programming
Helge Rhodin CPSC 427 Video Game Programming Transformations for Skeleton Kinematics 1 © Alla Sheffer, Helge Rhodin Recap: Fun to play? https://www.androidauthority.com/level-design-mobile-games-developers- make-games-fun-661877/ 2 © Alla Sheffer, Helge Rhodin Recap: Indirect relationships Value of a piece • It is not possible to get a knight for 3 pawns • But one can ‘trade’ pieces • A currency How to determine the value? • Ask the users • Auction house 3 © Alla Sheffer, Helge Rhodin Recap: Relationships • Linear relations • Exponential relations • Triangular relationship • 1, 3, 6, 10, 15, 21, 28, … • The difference increases linearly • The function has quadratic complexity • Periodic relations 4 © Alla Sheffer, Helge Rhodin Asymptotic analysis? • Linear * linear? • Linear + linear? • Linear + exponential? • Linear * exponential? 5 © Alla Sheffer, Helge Rhodin Numerical Methods - Optimization • Iterative optimizers • Single variable? Exponential Target function • Multiple variables? Linear approx. • Gradient descent? Constant approx. Lecture 14: https://youtu.be/ZNsNZOnrM50 • Balancing demo starts at 1h20 • Optimizer used at ~ 1h30 6 © Alla Sheffer, Helge Rhodin Difficulties: • Placement of towers changes the time damage is dealt • Path of enemies can be hindered to increase time ➢ Measure during playtest ➢ cross-play • Some enemies are resistant to fire/magic/…? • kind of a periodic feature 7 © Alla Sheffer, Helge Rhodin Counter Measures • Transitive Mechanics • Repair costs • Consumables (food, potions, …) • Tax 8 © Alla Sheffer, Helge -
Game Development II Curriculum 5.0 Credits
Department of College and Career Readiness Game Development II Curriculum 5.0 Credits Unit Three 1 | Page Game Development II Course Description This course provides an extension to the concepts covered in Game Development I, and will introduce students to 3D video game design, theory, development, and programming. Emphasis is placed on understanding and analyzing industry roles, 3D game genres, 3D game play, 3D art design, playability, storytelling, rule dynamics in a 3D world and what makes quality game. The course includes an introduction to 3D modeling, 3D Animation, coding in Python, 3D physics and creating a 3D game. Topics include geometric transformation, 3D object models, understanding what makes up a mesh, texturing, lighting, animation, creating physics, and creating interactivity in a 3D world. 2 | Page Game Development II Pacing Guide Unit Topic Suggested Timing Unit 1 Game Development I Review, with a Focus on 2D vs. 3D approx. 7 weeks Unit 2 Coding with Python approx. 9 weeks Unit 3 Concept and Preproduction Stages of Creating a 3D Game approx. 10 weeks Unit 4 Production, Postproduction, and Distribution Stages of Creating a 3D Game approx. 10 weeks 3 | Page Educational Technology Standards 8.1.12.A.2, 8.1.12.A.3, 8.1.12.B.2, 8.1.12.D.1, 8.1.12.D.1, 8.1.12.F.1 Ø Technology Operations and Concepts § Collaborate in online courses, learning communities, social networks or virtual worlds to discuss a resolution to a problem or issue. Example from unit: students will use the game salad online community to work with other game designers from around the word. -
Design and Development of a Roguelike Game with Procedurally Generated Dungeons and Neural Network Based AI
Design and development of a Roguelike game with procedurally generated dungeons and Neural Network based AI. Video game Design and Development Degree Technical Report of the Final Degree Project Author: Andoni Pinilla Bermejo Tutor: Raúl Montoliu Colás Castellón de la Plana, July 2018 1 Abstract In games, other aspects have always been preferred over artificial intelligence. The graphic part is usually the most important one and it alone can use a huge amount of resources, leaving little space for other features such as AI. Machine Learning techniques and Neural Networks have re-emerged in the last decade and are very popular at the moment. Every big company is using Machine Learning for different purposes and disciplines, such as computer vision, engineering and finances among many others. Thanks to the progress of technology, computers are more powerful than ever and these artificial intelligence techniques can be applied to videogames. A clear example is the recent addition of the Machine Learning Agents to the Unity3D game engine. This project consists of the development of a Roguelike game called Aia in which procedural generation techniques are applied to create procedural levels, and Machine Learning and Neural Networks are the main core of the artificial intelligence. Also, all the necessary mechanics and gameplay are implemented. 2 Contents List of Figures 5 List of Tables 6 1 Technical proposal 7 1. 1 Summary 7 1.2 Key Words 7 1. 3 Introduction and motivation 7 1.4 Related Subjects 8 1.5 Objectives 8 1.6 Planning 8 1.7 Expected