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La Producció De Videojocs a Catalunya Panorama Del Sector I Estudi De Cas: Les Joves Empreses Indie
Estudis 2017 La producció de videojocs a Catalunya Panorama del sector i estudi de cas: les joves empreses indie ÓLIVER PÉREZ LATORRE, CARLES SORA, MERCÈ OLIVA, CARLA BRITO-FUENTES MAIG 2017 Principals resultats Aquest informe traça una panoràmica del sector dels videojocs a Catalunya a partir de la combinació de diverses fonts: els informes recents sobre la indústria (AEVI, DEV), entrevistes a responsables d’institucions públiques (ICEC-Àmbit de Cultura Digital) i de programes d’incubació de projectes (Game-BCN), publicacions de recerca acadèmica, premsa generalista i especialitzada i entrevistes a professionals de petites empreses independents catalanes. A continuació s’ofereix una síntesi dels resultats obtinguts, i a les pàgines següents es desenvolupen extensament i amb referència concreta de les fonts en cada cas. Xifres del sector S’aprecia una evolució creixent del sector a Catalunya en els darrers anys, unida a l’evolució a nivell estatal. Destaca el pes de Catalunya en el conjunt d’Espanya, amb el 25% de les empreses, el 38% dels treballadors i el 43% de la facturació del sector. Això es pot explicar per diversos factors, entre ells la consolidació d’empreses “veteranes” amb un volum gran o notable (Novarama, Digital Legends), el creixement de Social Point (centrada en social games per a mòbils) i, recentment, de Fandroid (e- Sports). Estudis 2017 L'establiment de filials per part de grans empreses dedicades al desenvolupament de jocs s'ha de considerar també un indicador de la fortalesa de la indústria del videojoc a Catalunya: capacitat per atreure empreses i talent estranger. Així, a Ubisoft-Barcelona, oberta a finals dels anys 90, s'hi ha sumat King. -
The Video Game Industry and Its Influence on Society
THE CREATIVE INDUSTRIES: THE VIDEO GAME INDUSTRY AND ITS INFLUENCE ON SOCIETY Author: Isabel Martínez Oñate Tutor: Luis Martínez Cháfer BACHELOR’S DEGREE IN BUSINESS ADMINISTRATION AE1049 – BACHELOR’S THESIS INDEX 1. INTRODUCTION 4 2. THEORETICAL FRAMEWORK 4 2.1. Concept of Creativity and Innovation 5 2.2. Concept of Creative and Culture Industries 6 2.2.1. Video Game Industry 9 2.2.2. Social Problems 10 2.2.3. Gamification 11 3. CONTEXT OF THE VIDEO GAME SECTOR 12 3.1. Video games outside of Spain 12 3.1.1. Habits of Video Games in China 13 3.1.2. Habits of Video Games in Japan 13 3.1.3. Habits of Video Games in United States 14 3.1.4. Leading Video Games Companies Outside Spain 15 3.2. Video games in Spain 16 3.2.1. Habits of Video Games in Spain 16 3.2.2. Leading Video Games Companies in Spain 17 4. EVOLUTION OF THE VIDEO GAME INDUSTRY 17 4.1. History 17 4.2. The ESports in the world 22 4.3. The indie gaming industry 24 5. VIDEO GAMES MARKETS IN THE WORLD 26 5.1. China Video Games Market 26 5.2. Japan Video Games Market 27 5.3. United States Video Games Market 29 5.4. The Video Games Industry in Spain 30 6. COMPARATIVE ANALYSIS 31 6.1. Economic comparative analysis 32 6.2. Strategic comparative analysis 35 6.3. Social comparative analysis 37 6.4. Results 39 7. CONCLUSIONS 41 8. BIBLIOGRAPHY 43 1 A. Table of Tables Table 1. -
The Title Screen and Preamble Phase, the Tutorial Phase, and the Gameplay and End Phase
ABSTRACT CARDONA-RIVERA, ROGELIO ENRIQUE. A Model of Interactive Narrative Affordances. (Under the direction of R. Michael Young and David L. Roberts). Interactive narratives are systems that mediate a player’sinteraction within a virtual environment through a narrative framing. They have become increasingly commonplace in educational, training, and entertainment contexts, but are non-trivial to design and develop. The field of artificial intelli- gence is poised to greatly impact the development of interactive narratives, due to the possibility of algorithmically generating game content. This content creation happens on the basis of a designer’s declarative specification and continues in response to a user’s interaction. Prior work in the area of procedural interactive narrative content generation has focused on algorithmically creating believable interactive narrative environments, without regard to how players will actually act within them. Because a player’sunderstanding of an unfolding story may be partial or incorrect, they may consistently act to advance a story that is incompatible with a designer’sintended narrative experience. Automated content generators therefore face the challenge of generating content that will prompt the player to act in a way intended by an interactive narrative designer, independent of the designer’s intervention. To address this automated design challenge effectively, I argue that content generators must reify the player’s cognition – specifically with regard to their intent – during the process of generation. A player’s intent could fluctuate during gameplay as a function of several factors in two broad categories: (a) structural features of the interactive narrative and (b) the player’s cognitive faculties. This dissertation introduces a model of interactive narrative affordances, which addresses the problem of anticipating the effect on the player’s cognitive faculties on the basis of structural features of the interactive narrative. -
Días De Tentáculos
B R U M A L Revista de Investigación sobre lo Fantástico DOI: https://doi.org/10.5565/rev/brumal.468 Research Journal on the Fantastic Vol. VI, n.º 1 (primavera/spring 2018), pp. 163-183, ISSN: 2014-7910 DÍAS DE TENTÁCULOS. HUMOR, SERIE B Y FANTASÍA CINÉFILA EN LAS AVENTURAS GRÁFICAS DE LUCASARTS MARIO-PAUL MARTÍNEZ FABRE Universidad Miguel Hernández de Elche [email protected] FRAN MATEU Universidad de Alicante [email protected] Recibido: 10-01-2018 Aceptado: 02-05-2018 RESUMEN Desde mediados de los años ochenta hasta finales de la década de los noventa, las aventuras gráficas vivieron un periodo de esplendor en el mercado del videojuego. La compañía LucasArts, con su particular mezcla de humor, cinefilia y sencillez de con- trol, dibujó el molde a seguir para las demás desarrolladoras de juegos digitales. Este artículo pretende exponer, a través de dos de sus ejemplos más importantes, Maniac Mansion y su secuela, Day of the Tentacle, cuáles fueron los principales argumentos que la instituyeron, no sólo como uno de los referentes esenciales del espacio lúdico, sino también como uno de los objetos culturales más señalados de su época, al englobar y transmitir, desde su propio intertexto y su cualidad novedosa, a otros medios como la literatura, la animación, la televisión, y, primordialmente, el cine. PALABRAS CLAVE: Humor, cine, videojuegos, serie B, LucasArts. ABSTRACT From the mid-eighties to the end of the nineties, the graphic adventures experienced a period of splendor in the video game market. The company LucasArts, with its par- ticular mixture of humor, cinephilia and simplicity of control, drew the format to fol- low for other developers of digital games. -
Game Over Número 144 • 24 Febrero 2017 Sin Título-3 1 17/02/2017 11:29:18 SU MA RIO
GAME OVER Número 144 • 24 Febrero 2017 Sin título-3 1 17/02/2017 11:29:18 SU MA RIO 10 Sniper Elite 4 >>> LOS ESPORTS LLEGAN PARA QUEDARSE Movistar ha sido la EN ESTE NÚMERO... operadora de televisión en apuntarse el tanto The Sexy Brutale, MXGP3, Vikings Wolves of Midgard, Sound BlasterX H7 y H5, Ni No Kuni de ser la primera en II Revenant Kingdom, Constructor HD, Hype Station. Styx Shards of Darkness, Horizon ofrecer un canal dedicado Zero Dawn, RiME. Sniper Elite 4, LEGO Dimensions Batman la Película, Halo Wars 2, Tales exclusivamente a los of Berseria, How to Survive 2, Boor, 8Days, Gravity Rush 2, Digimon World Next Order. deportes electrónicos. El pasado 20 de febrero Dishonored 2, Dark Souls III, Hearthstone, Ride 2, Battlefield 1, The Elder Scrolls Online. se iniciaba la emisión en pruebas, que ha llevado GAME a que se retransmitiera en el fin de semana del OVER 25 y 26 del mismo mes el Intel Extreme Masters DIRECTOR: Katowice, en Polonia, ÓSCAR SANTOS con dedicación a League [email protected] 06 Styx Shards of Darkness 12 LEGO Dimensions Batman REDACCIÓN: of Legends. El fin de PENÉLOPE, GRENOUILLE, semana siguiente ya JAIME MR. HYPE se ha anunciado que IMPRESIÓN: Counter Strike será el MEDIPRESS2000 protagonista total de GRÁFICAS 82 DISTRIBUCIÓN: ASM las emisiones. Mientras tanto, programas de COMERCIALIZA diferente estilo, pero DEMANDA COMUNICACIÓN Y MK siempre relacionados 13 Halo Wars 2 14 Tales of Berseria con los eSports, llenarán EDITA Medipress 2000 la parrilla las 24 horas C/ Juan de Herrera 27 del día. -
Overview Core Game Mechanics and Features in Adventure Games
Adventure Games Overview While most good games include elements found in various game genres, there are some core game mechanics typically found in most Adventure games. These include character progression through dialog, game story structure, puzzle solving, and exploration. Looking back at classic Adventure games such as Monkey Island, Beyond good and Evil, Grim Fandiago, and others used these elements to create some popular and playable games. Modern Adventure games such as the Tomb Raider series or games from Telltale Games (the Walking Dead and the Wolf Among Us) include such core elements in their game designs. Core Game Mechanics and Features in Adventure Games The core mechanics in most adventure games include the following elements: Story driven – most adventure games include some kind of game story that is used to structure the game and allow the player to participate in the game. Typically, the game ends with the story. The win/lose conditions are based on puzzle and exploration actions. Single Player and Character Driven – most adventure games are single player and allow the player to assume control of a game character. This character is typically set at the start of the game and, unlike RPG games, is not mutable as the result of gameplay. Most (but not all) Adventure games are in the third person perspective. Exploration – Many adventure games allow the player to explore (to some degree). The purpose of such exploration is typically to flesh out the world, extend the story, or solve puzzles. Some adventure games that have a strong story structure may not allow for much exploration. -
«Kjønnsrolleportretteringer I Kontemporære Videospill» Kontemporære I «Kjønnsrolleportretteringer Kristoffer Jonassen Kristoffer
Kristoffer Jonassen Kristoffer Jonassen Kristoffer «Kjønnsrolleportretteringer i kontemporære videospill» En kvalitativ innholdsanalyse av to spill som definerte spillåret 2013, BioShock Infinite og The Last of Us Masteroppgave «Kjønnsrolleportretteringer i kontemporære videospill» i kontemporære «Kjønnsrolleportretteringer Masteroppgave i sosiologi NTNU universitet Trondheim, våren 2014 og teknologiledelse Fakultet for samfunnsvitenskap samfunnsvitenskap for Fakultet Norges teknisk-naturvitenskapelige teknisk-naturvitenskapelige Norges Institutt for sosiologi og statsvitenskap sosiologi for Institutt Kristoffer Jonassen Kjønnsrolleportretteringer i kontemporære videospill En kvalitativ innholdsanalyse av to spill som definerte spillåret 2013, BioShock Infinite og The Last of Us. Masteroppgave i Sosiologi Institutt for sosiologi og statsvitenskap Vår 2014 ii Forord I tjue år av mitt liv har videospill vært en av mine store lidenskaper. Helt fra jeg var fire år, og såvidt kunne fullføre mitt første brett på Super Mario, har jeg vært hekta. Derfor er muligheten til å kunne utføre forskning på et fenomen, som jeg selv mener er med på å definere meg som person, utrolig. Jeg vil takke min veileder Hendrik Storstein Spilker, for hans engasjement i min masteroppgave. Når jeg stanget hodet i veggen, var et kort møte og konstruktiv tilbakemelding nok for å sette meg på rett kurs. Veggen hadde sett langt verre ut, om det ikke var for Hendrik. Til slutt vil jeg takke to av mine venner, som har hjulpet meg å pusse denne oppgaven fra et grovt stykke arbeid til en leselig tekst. Bjørn, som meldte seg frivillig uten at jeg trengte å spørre, og kjæresten min Anja. Det viktigste å poengtere er at denne oppgaven sannsynligvis aldri ville eksistert uten Anja. Det var hun som viste meg hvordan videospill kunne tolkes fra et kvinnelig ståsted, og igjennom mange diskusjoner økte min interesse for temaet. -
Nícolas Souza De Frias E Vasconcellos.Pdf
Pontifícia Universidade Católica de São Paulo NÍCOLAS SOUZA DE FRIAS E VASCONCELLOS O POINT-AND-CLICK ADVENTURE RESSURGE: UMA DISCUSSÃO ANALÍTICA SOBRE UM GÊNERO ADORMECIDO São Paulo 2020 Pontifícia Universidade Católica de São Paulo Nícolas Souza de Frias e Vasconcellos O POINT-AND-CLICK ADVENTURE RESSURGE: UMA DISCUSSÃO ANALÍTICA SOBRE UM GÊNERO ADORMECIDO Dissertação apresentada à Banca Examina- dora da Pontifícia Universidade Católica de São Paulo, como exigência para obtenção do título de MESTRE em Desenvolvimento de Jogos Digitais, área de concentração Engenharia de Software, redigida sob a orientação do Professor Doutor Hermes Renato Hildebrand. São Paulo 2020 Autorizo exclusivamente para fins acadêmicos e científicos, a reprodução parcial desta Tese de Mestrado por processos de fotocopiadoras ou eletrônicos. Assinatura _____________________________________ Data__________________________________________ E-mail_________________________________________ FICHA CATALOGRÁFICA Vasconcellos, Nícolas Souza de Frias e O POINT-AND-CLICK ADVENTURE RESSURGE: UMA DISCUSSÃO ANALÍTICA SOBRE UM GÊNERO ADORMECIDO. Registro: 2020 Orientador: Hermes Renato Hildebrand. Dissertação de Conclusão de Mestrado – Pontifícia Universidade Católica de São Paulo VASCONCELLOS, Nícolas Souza de Frias e. O POINT- AND-CLICK ADVENTURE RESSURGE: UMA DISCUSSÃO ANALÍTICA SOBRE O RETORNO DE UM GÊNERO ADORMECIDO. Dissertação. Pontifícia Universidade Católica de São Paulo. Mestrado em Desenvolvimento de Jogos Digitais, área de concentração Engenharia de Software, redigida -
Android Adventures
Android Adventures Android Adventures 1 / 4 2 / 4 Point-and-click adventure games aren't dead, thanks to a few dedicated Android game developers who have made it possible to play them on .... You're always taking your smartphone or tablet on adventures so why not let them take you on one for a change? Here are the best Android ... 1. android adventure games 2. android adventure puzzle games 3. android adventure games offline Relive the excitement of Final Fantasy Adventure― a timeless classic remastered for a new generation. □STORY Enshrined atop Mt. Illusia, high above the lofty .... Combines elements from classic adventure platformers: collecting, free exploration, learning new abilities, lighthearted storytelling, hidden treasures - with the .... Hopefully, you will find your desired game among these 20 best Adventure Games for Android. So, best of luck. 1. Jungle Adventure 2. Jungle-Adventures-2 I ... android adventure games android adventure games, android adventure games offline, android adventure sync, android adventure puzzle games, android adventure, android adventure sync not working, android adventure games 2020, android adventure rpg, android adventure games download, android adventure games apk, android adventure games reddit Google’s Cloud Machine Learning service is now in public beta The latest adventure game reviews for Android, an overview of best Android Adventure Games and new releases.. Find Adventure games for Android like Dragon Fear, Planet Life, Hikari! Clover Rescue (Lite Edition), Wholesome Cats, The Third Shift: 1st and 2nd Hour ... Is Iobit Advanced Systemcare Safe Minerva-Lander auf Asteroid Ryugu abgesetzt android adventure puzzle games Yeh Jawaani Hai Deewani [2013 – FLAC] 3 / 4 Do you like playing adventure games? Here are the best adventure games for Android. -
Robert Megone
Robert Megone Hampshire, UK T: +44(0)7736902590 E: [email protected] I previously worked as a Gameplay Programmer on The Darkside Detective, Gameplay Programmer on Beyond a Steel Sky, QA Lead on Thimbleweed Park and Gameplay Programmer on the adventure game Broken Sword: The Serpent’s Curse with development, design and QA credits on over twenty games on Switch, Xbox, PS4, Vita, iOS, Android, PC, Mac & Linux. As a candidate with experience in both the game design and QA fields, I value the iterative development process and thrive in an environment where I can be responsible for making decisions that ensure quality always comes first. Professional Experience Spooky Doorway - Gameplay Programmer(Unity)(July 2020 – Present) Games: - Darkside Detective Season 1(Nintendo Switch, Windows/Mac, PS4/PS5, UWP) - Darkside Detective Season 2(Nintendo Switch, Windows/Mac, PS4/PS5, UWP) • Development of various minigames in C# for Season 2 to support the main gameplay. • Implementation of gameplay using Adventure Creator Action Lists in Unity. • Bug fixing and testing across two games in preparation for publishing to new platforms. Revolution Software - Gameplay Programmer(Unreal Engine 4)(November 2017 – July 2020) Games: - Beyond a Steel Sky(Apple Arcade, Console, Desktop) • Working in Unreal to develop and implement gameplay for a fully 3d adventure game. • Implementing gameplay using blueprint scripting language based upon level design documents. • Implementing NPC AI behaviors using behavior trees. • Implementing motion comic using UMG. • Responsible for the dialogue gesture system implementation on a blueprint code level. • Working with animation blueprints. • Setting up a range of animation montages. Spooky Doorway - QA Tester(November 2017 – July 2020) Games: - Darkside Detective S1(Nintendo Switch, Windows/Mac, PS4/PS5, UWP) - Darkside Detective S2(Nintendo Switch, Windows/Mac, PS4/PS5, UWP) - Sunken Spectre Vertical Slice(Windows) • Testing and reporting of bugs. -
SUBJECT to CHANGE: Queer Coming-Of-Age Narratives in Award-Winning Video Games
SUBJECT TO CHANGE: Queer Coming-of-age Narratives in Award-winning Video games Juri Honkanen Master’s Thesis English Department of Language and Communication Studies University of Jyväskylä Spring 2021 JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department HUMANISTIS-YHTEISKUNTATIETEELLINEN KIELI- JA VIESTINTÄTIETEIDEN LAITOS TIEDEKUNTA Tekijä – Author Juri Honkanen Työn nimi – Title Subject to Change: Queer Coming-of-age Narratives in Award-winning Video Games Oppiaine – Subject Työn laji – Level englannin kieli pro gradu -tutkielma Aika – Month and year Sivumäärä – Number of pages kesäkuu 2021 75 Tiivistelmä – Abstract Pelitutkimusta on jo pitkään kiinnostanut, miten valtavirtapelit esittävät aliedustettuja ihmisryhmiä. Sukupuoli- ja seksuaalivähemmistöjen kehityskertomusten tutkimus on verrattain olematonta. The Game Awards (TGA) -peligaala ja Games for Change (G4C) -järjestö ovat kuitenkin jo vuosien ajan antaneet tunnustusta useille indie- ja AA-peleille niiden tavoista lähestyä aihetta. Ottaen huomioon palkintogaalojen tuoman näkyvyyden voittajapelejä on syytä tarkastella lähemmin. Tutkielma pyrkii vakiinnuttamaan uudenlaisia narratiiveja tuottamalla tietoa vaihtoehtoisista esitys- ja kerrontatavoista. Tutkielma tarkastelee sukupuoli- ja seksuaalivähemmistöjä käsitteleviä kehityskertomuksia videopeleissä, joille on vuosien varrella myönnetty jompikumpi seuraavista palkinnoista: Games for Impact (TGA) tai Most Significant Impact (G4C). Hyödyntäen kriittisen ja multimodaalisen diskurssintutkimuksen menettelytapoja tutkielma -
User Manual V1.61.1 Table of Contents Introduction 7 Chapter I: the Basics 9
By Chris Burton User Manual v1.61.1 Table of Contents Introduction 7 Chapter I: The Basics 9 1. Setting up 10 1.1. Installation 11 1.2. Running the demo games 13 1.3. The Game Editor window 14 1.3.1. The New Game Wizard 15 1.3.2. The Scene Manager 16 1.3.3. The Settings Manager 23 1.3.4. The Actions Manager 25 1.3.5. The Variables Manager 26 1.3.6. The Inventory Manager 27 1.3.7. The Speech Manager 29 1.3.8. The Cursor Manager 30 1.3.9. The Menu Manager 31 1.4. Preparing a 3D scene 32 1.4.1. Adding a PlayerStart 33 1.4.2. Adding visuals 34 1.4.3. Adding colliders and/or a NavMesh 35 1.4.4. Adding cameras 36 1.4.5. Adding interactivity 37 1.5. Preparing a 2D scene 38 1.5.1. Adding a 2D PlayerStart 40 1.5.2. Adding visuals 41 1.5.3. Adding a 2D NavMesh 42 1.5.4. Adding a Sorting Map 43 1.5.5. Adding 2D cameras 46 1.5.6. Adding interactivity 47 1.6. Preparing a 2.5D scene 48 1.6.1. Adding a PlayerStart 49 1.6.2. Adding backgrounds and cameras 50 1.6.3. Adding colliders and/or a NavMesh 52 1.6.4. Adding scene sprites 54 1.6.5. Adding interactivity 55 1.7. Updating Adventure Creator 56 1.8. Minimally-importing Adventure Creator 57 2. Input and navigation 58 2.1.