Complicated Shadows: Game World

Total Page:16

File Type:pdf, Size:1020Kb

Complicated Shadows: Game World C OMPLI ABSTRACT A common feature of many digital games is that red is presented through the results of the two- they are played in a simulated 3D environment, a year Shadowplay project, with specific reference cat COMPLIcatED SHADOWS: game world. Simulated illumination is the lighting to the effects of warm (reddish) and cool (bluish) designed into a game world. This thesis explores simulated illumination upon the experience of ga- ED THE AESTHETIC SIGNIFICANCE OF SIMULatED the influence of simulated illumination in digital ga- meplay. We learned that exposure to warm light in mes upon the emotion and behavior of the player. a game prototype created more positive affect and ILLUMINatION IN DIGItaL GAMES S It does so within the context of game aesthetics, led to better performance, and uncovered an in- H building upon an understanding of games as having teresting correspondence in the lighting attitudes A the potential to evoke an aesthetic experience of creative practitioners, regarding the relatively DOW that is deeply absorbing, is experienced as whole attractive versus repulsive qualities of warm and and coherent, evokes intense feelings or emotions, cool illumination in game environments. and engages a sense of “make believe.” A full ac- S count of how simulated illumination affects people The (sometimes inconsistent) results of the Sha- is gained by tracing the contributions from media dowplay project are discussed with reference to Simon Niedenthal practice and real-space lighting, as well as taking the conception of “pleasure” as it is developed into account the unique possibilities of interactive within phenomenological philosophy and hedonic media. Based upon the rich set of lighting refe- psychology. Considered this way, simulated illumi- rences and possibilities that are present in digital nation can create “eliciting conditions” for more games, this thesis offers a taxonomy of influence complex sequences of emotions that constitute of simulated illumination, which is organized such game pleasures. Within a game, we respond emo- that it moves from progressively simple patterns tionally to exposure to qualities of simulated il- and mechanisms that work without much player lumination, based upon what we bring with us into awareness, towards progressively greater com- the game (whether based upon tastes, attitudes plexity and consciousness of light qualities. related to genre, memories or more “hard-wired” responses to light). At the same time, we impli- The study of simulated illumination is complex, citly learn the significance of the illumination that and best conducted within a transdisciplinary we encounter through our activity in the game. framework that includes three perspectives: empi- This means that there is no simple mapping of il- rical emotion research, investigation of the lighting lumination quality to emotional outcome. Rather, attitudes of creative practitioners, and formal ana- designers need to learn to manipulate the unique lysis of games with the aim of articulating their use potentials of simulated illumination in relation to qualities related to simulated illumination. The way the other elements of the gameplay experience. Simon Niedenthal in which a “triangulation” study could be structu- Blekinge Institute of Technology Doctoral Dissertation Series No. 2008:10 2008:10 ISSN 1653-2090 School of Engineering 2008:10 ISBN 978-91-7295-142-6 Complicated Shadows: the Aesthetic Significance of Simulated Illumination in Digital Games Simon Niedenthal Blekinge Institute of Technology Doctoral Dissertation Series No 2008:10 ISSN 1653-2090 ISBN 978-91-7295-142-6 Complicated Shadows: the Aesthetic Significance of Simulated Illumination in Digital Games Simon Niedenthal School of Arts and Communication, Malmö University in collaboration with Department of Interaction and System Design Blekinge Institute of Technology © 2008 Simon Niedenthal Department of Interaction and System Design School of Engineering Publisher: Blekinge Institute of Technology Printed by Printfabriken, Karlskrona, Sweden 2008 ISBN 978-91-7295-142-6 Contents Acknowledgements 5 1. Introduction 9 1.1 Research problem domain and contribution 11 1.2 Reader’s guide 12 1.2.1 The Compendium Texts 12 1.2.2 The argument of the extended introduction 15 2. What we talk about when we talk about game aesthetics 21 2.1 Play and aesthetics 28 2.2 Embodiment and the aesthetic experience 29 2.3 Aesthetics and game worlds 31 2.4 Game aesthetics and creative practice 32 2.5 Moving forward with game aesthetics 33 3. What is simulated illumination? 37 3.1 Simulated illumination is produced algorithmically 37 3.2 Simulated illumination is manipulated as a digital design material 40 3.3 How we engage simulated illumination 43 3.3.1 Our experience of light in other media 43 3.3.2 Our experience of light in real space 43 3.3.3 Designing simulated illumination in games 44 3.4 A taxonomy of simulated illumination in game worlds 46 4. Triangulation as a transdisciplinary research methodology 51 4.1 Evolutionary adaptation or cultural convention? 52 4.2 Delimitations 53 4.2.1 Beyond immersion 53 4.2.2 Middle-level research 54 4.3 Why transdisciplinary research? 56 4.4 Empirically-based emotion research 57 4.5 Investigations into the lighting attitudes of creative practitioners 58 4.6 Critical analysis and articulation of use qualities 60 4.7 Interesting correspondences 62 4.8 Shadowplay: Simulated Illumination in Digital Game Worlds 63 5. Warm and cool light in digital game worlds 67 5.1 Critical analysis: vulnerability and awe in survival-horror games 69 5.2 Luminous contrasts in Resident Evil 4 74 5.3 Empirically-based emotion research 77 5.4 The attitudes of creative practitioners 81 5.4.1 Novem Corda 82 5.4.2 The Amsterdam Assassination workshop 85 5.4.3 Talk aloud sessions 89 5.5 Conclusions 89 6. Discussion: games, simulated illumination and pleasure 93 6.1 Top-down and bottom-up processing 94 6.2 Accounting for contradictory results in our triangulation study 95 6.3 The pleasures of games 96 6.4 The pleasures of simulated illumination in games 99 6.5 Transcendence 100 1 6.6 Shadow of the Colossus: Fifth Colossus 101 6.7 Conclusion 103 References 107 The Compendium Texts 117 Compendium Text 1: Six St. Jeromes 119 Compendium Text 2: Learning from the Cornell Box 132 Compendium Text 3: Documents of Light 149 Compendium Text 4: Shadowplay 163 Compendium Text 5: Patterns of Obscurity 177 Compendium Text 6: Lighting in Digital Game Worlds 191 Compendium Text 7: Dynamic Lighting for Tension in Games 208 2 3 4 Acknowledgements For the past six years I have been very fortunate to live and work in Sweden, and have received the financial support of Malmö University and the Knowledge Foun- dation (a research funding source that has given me the opportunity to do much of the writing that is presented here). I am deeply thankful for the opportunity I have been granted to seek clarity in the writings I have produced over the past 10 years. I owe a debt of thanks to a great many people: Andy Davidson supported my research from the very beginning, through the Digital Media Design Research proj- ect at Art Center College of Design in 1998. I am very lucky that he recognized my potential. I remember with fondness my “dream team” of advisors at Art Center in 1999-2001, which included Brenda Laurel and Peter Lunenfeld. The satisfaction I feel at my current post at the School of Arts and Communica- tion, Malmö University, is largely due to the great collegiality I experience here. Thanks in particular to Pelle Ehn, who first told me about this place. I am especially grateful to Mikael Jakobsson. Our discussions of virtual space, games and design over the past 10 years have had a tremendous influence, and helped me on the path to my current research. His willingness to share his great knowledge of games raises my own game as a researcher. Thanks are due to my thesis advisors: to my supervisor Jonas Löwgren, for his patient readings, apt critique and warm encouragement, and to Craig Lindley, who helped out a lot with the psychology references and kept me on my toes. There aren’t that many scholars interested in simulated illumination and game aesthetics, but there are a few, and I cherish them: Aki Järvinen, Magy Seif El-Nasr, and Igor Knez. They all contributed feedback and ideas to the extended introduc- tion. I really appreciate my partners in the Shadowplay project and my friends in the Malmö game industry: Sten Selander, Martin Berglund, David Polfeldt, Kim Nordström, and Magnus Bergholtz. I could not have accomplished my work without the support of a number of crackerjack undergraduate and masters level students, especially Martin Bergöö 5 and Markus Dahlström. Without them, Novem Corda would never have existed. Thanks also to Martin Landhammar and Anders Svensson for their work on the Maze, and to Pontus Stalin, Per Nilsson and Teddy Persson for their work in the Shadowlab. I owe special acknowledgements to Mike Heim and Bernard Perron. You have both left your marks on this thesis, and the warm friendship I feel for you is com- bined with a sense of admiration at your integrity as thinkers. The main title of my thesis, “Complicated Shadows,” has been borrowed from a 1996 song by Elvis Costello. I am grateful for the personal support I have received from my mother Cor- rine Niedenthal and my super-smart sister Paula Niedenthal, who also helped with some of the psychology references, and whom I am proud to cite in this thesis. I am especially thankful to my wife Tina-Marie for her abiding love, and to my children Camilla and Adrian for the unique joys they provide, and demands they place upon me.
Recommended publications
  • Knowledge, Imagination, and Stories in the Aesthetic Experience of Forests
    Zlom1_2018_Sestava 1 23.3.18 11:39 Stránka 3 Ken Wilder KNOWLEDGE, IMAGINATION, AND STORIES IN THE AESTHETIC EXPERIENCE OF FORESTS JUKKA MIKKONEN A key dispute in environmental aesthetics concerns the role of scientific knowledge in our aesthetic appreciation of the natural environment. In this article, I will explore this debate by focusing on the aesthetic experience of forests. I intend to question reductive forms of the scientific approach and support the role of imagination and stories in nature appreciation. I. INTRODUCTION There has long been a debate in environmental aesthetics about the guiding principles of the aesthetic appreciation of nature. According to the ‘scientific approach’, supported by philosophers like Allen Carlson, Holmes Rolston III, Marcia Muelder Eaton, Robert S. Fudge, Patricia Matthews, and Glenn Parsons, the aesthetic appreciation of nature ought to be based on our scientific knowledge of nature, such as our knowledge of natural history. In turn, philosophers who have argued for ‘non-scientific approaches’, like Ronald Hepburn, Arnold Berleant, Stan Godlovitch, Noël Carroll, and Emily Brady, have maintained that the aesthetic interpretation and evaluation of nature is essentially an imaginative, emotional, or bodily activity. In this paper I shall explore the debate by focusing on the aesthetic experience of forests. The distinctive experience of a forest, together with the mythological and cultural meanings of woodlands and trees, provides an intriguing opportunity to examine the relationship between the essential and the accidental, or the global and the local, in philosophical aesthetics. It is an opportunity to explore what we look at when we look at nature. Indeed, trees, for instance, have a vast amount of symbolic value.
    [Show full text]
  • STEM Subjects Face the Haptic Generation: the Ischolar Tesis
    STEM Subjects Face the Haptic Generation: The iScholar Tesis doctoral Nuria Llobregat Gómez Director Dr. D. Luis Manuel Sánchez Ruiz Valencia, noviembre 2019 A mi Madre, a mi Padre (†), a mis Yayos (†), y a mi Hija, sin cuya existencia esto no hubiese podido suceder. Contents Abstract. English Version Resumen. Spanish Version Resum. Valencian Version Acknowledgements Introduction_____________________________________________________________________ 7 Outsight ____________________________________________________________________________________ 13 Insight ______________________________________________________________________________________14 Statement of the Research Questions __________________________________________________________ 15 Dissertation Structure ________________________________________________________________________16 SECTION A. State of the Art. The Drivers ____________________________________________ 19 Chapter 1: Haptic Device Irruption 1.1 Science or Fiction? Some Historical Facts ______________________________________________ 25 1.2 The Irruptive Perspective ___________________________________________________________ 29 1.2.1 i_Learn & i_Different ____________________________________________________________________ 29 1.2.2 Corporate Discourse and Education ________________________________________________________ 31 1.2.3 Size & Portability Impact _________________________________________________________________ 33 First Devices _____________________________________________________________________________ 33 Pro Models
    [Show full text]
  • Computational Media Aesthetics for Media
    COMPUTATIONAL MEDIA AESTHETICS FOR MEDIA SYNTHESIS XIANG YANGYANG (B.Sci., Fudan Univ.) A THESIS SUBMITTED FOR THE DEGREE OF DOCTOR OF PHILOSOPHY NUS GRADUATE SCHOOL FOR INTEGRATIVE SCIENCES AND ENGINEERING NATIONAL UNIVERSITY OF SINGAPORE 2013 ii DECLARATION I hereby declare that this thesis is my original work and it has been written by me in its entirety. I have duly acknowledged all the sources of information which have been used in the thesis. This thesis has also not been submitted for any degree in any university previously. XIANG YANGYANG January 2014 iii ACKNOWLEDGMENTS First and foremost, I would like to thank my supervisor Profes- sor Mohan Kankanhalli for his continuous support during my Ph.D study. His patience, enthusiasm, immense knowledge and guidance helped me throughout the research and writing of this thesis. I would like to thank my Thesis Advisory Committee members: Prof. Chua Tat-Seng, and Dr. Tan Ping for their insightful com- ments and questions. I also want to thank all the team members of the Multimedia Analysis and Synthesis Laboratory, without whom the thesis would not have been possible at all. Last but not the least, I would like to express my appreciation to my family. They have spiritually supported and encouraged me through the whole process. iv ABSTRACT Aesthetics is a branch of philosophy and is closely related to the nature of art. It is common to think of aesthetics as a systematic study of beauty, and one of its major concerns is the evaluation of beauty and ugliness. Applied media aesthetics deals with basic media elements, and aims to constitute formative evaluations as well as help create media products.
    [Show full text]
  • Game Console Rating
    Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon
    [Show full text]
  • Ontario Crafts Council Periodical Listing Compiled By: Caoimhe Morgan-Feir and Amy C
    OCC Periodical Listing Compiled by: Caoimhe Morgan-Feir Amy C. Wallace Ontario Crafts Council Periodical Listing Compiled by: Caoimhe Morgan-Feir and Amy C. Wallace Compiled in: June to August 2010 Last Updated: 17-Aug-10 Periodical Year Season Vo. No. Article Title Author Last Author First Pages Keywords Abstract Craftsman 1976 April 1 1 In Celebration of pp. 1-10 Official opening, OCC headquarters, This article is a series of photographs and the Ontario Crafts Crossroads, Joan Chalmers, Thoma Ewen, blurbs detailing the official opening of the Council Tamara Jaworska, Dora de Pedery, Judith OCC, the Crossroads exhibition, and some Almond-Best, Stan Wellington, David behind the scenes with the Council. Reid, Karl Schantz, Sandra Dunn. Craftsman 1976 April 1 1 Hi Fibres '76 p. 12 Exhibition, sculptural works, textile forms, This article details Hi Fibres '76, an OCC Gallery, Deirdre Spencer, Handcraft exhibition of sculptural works and textile House, Lynda Gammon, Madeleine forms in the gallery of the Ontario Crafts Chisholm, Charlotte Trende, Setsuko Council throughout February. Piroche, Bob Polinsky, Evelyn Roth, Charlotte Schneider, Phyllis gerhardt, Dianne Jillings, Joyce Cosgrove, Sue Proom, Margery Powel, Miriam McCarrell, Robert Held. Craftsman 1976 April 1 2 Communications pp. 1-6 First conference, structures and This article discusses the initial Weekend programs, Alan Gregson, delegates. conference of the OCC, in which the structure of the organization, the programs, and the affiliates benefits were discussed. Page 1 of 153 OCC Periodical Listing Compiled by: Caoimhe Morgan-Feir Amy C. Wallace Periodical Year Season Vo. No. Article Title Author Last Author First Pages Keywords Abstract Craftsman 1976 April 1 2 The Affiliates of pp.
    [Show full text]
  • ED388602.Pdf
    DOCUMENT RESUME ED 388 602 SO 025 569 AUTHOR Csikszentmihalyi, Mihaly; Robinson, Rick E. TITLE The Art of Seeing: An Interpretation of the Aesthetic Encounter. INSTITUTION Getty Center for Education in the Atts, Los Angeles, CA.; J. Paul Getty Museum, Malibu, CA. REPORT NO ISBN-0-89236-156-5 PUB DATE 90 NOTE 224p. AVAILABLE FROMGetty Center for Education in the Arts, 401 Wilshire Blvd., Suite 950, Santa Monica, CA 90401. PUB TYPE Books (010) Reports Research/Technical (143) Tests/Evaluation Instruments (160) EDRS PRICE MF01/PC09 Plus Postage. DESCRIPTORS Aesthetic Education; *Aesthetic Values; Art; *Art Appreciation; Art Criticism; Audience Response; *Critical Viewing; Higher Education; Museums; Perception; Professional Education; Sensory Experience; Skill Analysis; Visual Arts; *Visual Literacy; Visual Stimuli ABSTRACT This study attempts to gain information concerning the receptive, as opposed to the creative, aesthetic experience by talking to museum professionals who spend their working lives identifying, appraising, and explicating works of art. The study is based on an underlying assumption that rules and practices for looking at art exist and must be mastered if success is to ensue. The anthropological research approach uses semi-structured interviews and subjects the responses to systematic analysis. Major conclusions emphasize the unity and diversity of the aesthetic experience. The structure of the aesthetic experience is found to be an intense involvement of attention in response to a visual stimulus, for no other reason than to sustain the interaction. The experiential consequences of such a deep and autotelic :lvolvement are an intense enjoy,lent characterized by feelings of personal wholeness, a sense of discovery, and a sense of human connectedness.
    [Show full text]
  • Aesthetic Interpretation and the Claim to Community in Cavell
    CONVERSATIONS 5 Seeing Selves and Imagining Others: Aesthetic Interpretation and the Claim to Community in Cavell JON NAJARIAN Politics is aesthetic in principle. JACQUES RANCIÈRE From his early childhood, Stanley Cavell learned to tread carefully the intervening space between twin pillars: of aesthetic sensibility on the one hand, and political be- longing on the other. Early in his memoir Little Did I Know, Cavell establishes a set of differences between his mother and father that far exceed both gender and age (his father was ten years older than his mother), as he notes the starkly contrasting dis- pensations of their respective families: The artistic temperament of my mother’s family, the Segals, left them on the whole, with the exception of my mother and her baby brother, Mendel, doubt- fully suited to an orderly, successful existence in the new world; the orthodox, religious sensibility of my father’s family, the Goldsteins, produced a second generation—some twenty-two first cousins of mine—whose solidarity and se- verity of expectation produced successful dentists, lawyers, and doctors, pillars of the Jewish community, and almost without exception attaining local, some of them national, some even a certain international, prominence.1 From his mother’s family, Cavell would inherit the musical sensibility that, had he not ventured into the world of academic philosophy, might have led him towards a career as a musician or in music. In his father’s family Cavell observes a religious belonging that, in the decades in which Cavell is raised, becomes morally inseparable from politi- $1. Cavell, Little Did I Know: Excerpts from Memory (Stanford: Stanford University Press, 2010), 3.
    [Show full text]
  • Ecological Consequences Artificial Night Lighting
    Rich Longcore ECOLOGY Advance praise for Ecological Consequences of Artificial Night Lighting E c Ecological Consequences “As a kid, I spent many a night under streetlamps looking for toads and bugs, or o l simply watching the bats. The two dozen experts who wrote this text still do. This o of isis aa definitive,definitive, readable,readable, comprehensivecomprehensive reviewreview ofof howhow artificialartificial nightnight lightinglighting affectsaffects g animals and plants. The reader learns about possible and definite effects of i animals and plants. The reader learns about possible and definite effects of c Artificial Night Lighting photopollution, illustrated with important examples of how to mitigate these effects a on species ranging from sea turtles to moths. Each section is introduced by a l delightful vignette that sends you rushing back to your own nighttime adventures, C be they chasing fireflies or grabbing frogs.” o n —JOHN M. MARZLUFF,, DenmanDenman ProfessorProfessor ofof SustainableSustainable ResourceResource Sciences,Sciences, s College of Forest Resources, University of Washington e q “This book is that rare phenomenon, one that provides us with a unique, relevant, and u seminal contribution to our knowledge, examining the physiological, behavioral, e n reproductive, community,community, and other ecological effectseffects of light pollution. It will c enhance our ability to mitigate this ominous envirenvironmentalonmental alteration thrthroughough mormoree e conscious and effective design of the built environment.”
    [Show full text]
  • Press Start: Video Games and Art
    Press Start: Video Games and Art BY ERIN GAVIN Throughout the history of art, there have been many times when a new artistic medium has struggled to be recognized as an art form. Media such as photography, not considered an art until almost one hundred years after its creation, were eventually accepted into the art world. In the past forty years, a new medium has been introduced and is increasingly becoming more integrated into the arts. Video games, and their rapid development, provide new opportunities for artists to convey a message, immersing the player in their work. However, video games still struggle to be recognized as an art form, and there is much debate as to whether or not they should be. Before I address the influences of video games on the art world, I would like to pose one question: What is art? One definition of art is: “the expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power.”1 If this definition were the only criteria, then video games certainly fall under the category. It is not so simple, however. In modern times, the definition has become hazy. Many of today’s popular video games are most definitely not artistic, just as not every painting in existence is considered successful. Certain games are held at a higher regard than others. There is also the problem of whom and what defines works as art. Many gamers consider certain games as works of art while the average person might not believe so.
    [Show full text]
  • The Connections Between ICO and Shadow of the Colossus: a Theory by J
    The Connections between ICO and Shadow of the Colossus: A Theory by J. Dean Summary Over the years, there has been an attempt by many to connect the games Ico and Shadow of the Colossus in a manner not specified by the Fumito Ueda, creator of both games (and also of the upcoming game The Last Guardian, also set in the same universe). In this brief essay, I will attempt to present my own theory concerning the connections between Ico and SotC. While I may not be the only one who presents the following theories of connection between the two games, I will say at the outset that I did not read any of these ideas off any other websites or bloggers. The theories and conclusions I will be putting forth are my own, derived solely from my knowledge, observation, and experience with both games. Any resemblance to other theories and ideas put forth by other people is purely coincidental (Warning: spoilers are included in the following essays. If you have not yet played either game but wish to continue reading, consider yourself warned...). Facts and Theories 1.) In SotC, Wander (the protagonist) brings Mono (the dead woman) to Dormin in hopes of resurrection. Wander states that she had a "cursed fate." Theory: Mono is a daughter of the Queen from Ico. Remember that the Queen needed Yorda to pass on her spirit, meaning that Yorda was intended to be nothing more than a vessel for the Queen's possession when her body became too old. It is believed that the same fate awaited Mono, as the Queen (probably in an earlier incarnation) was saving Mono for such a purpose, particularly with regard to Wander's cryptic statement about Mono's fate.
    [Show full text]
  • Recommended Resources from Fortugno
    How Games Tell Stories with Nick Fortugno RECOMMENDED RESOURCES FROM NICK FORTUGNO Articles & Books ● MDA: A Formal Approach to Game Design and Game Research ● Rules of Play Game Textbook ● Game Design Workshop Textbook ● Flow: The Psychology of Optimal Experience Festivals ● Come Out and Play Festival Games ● The Waiting Game at ProPublica ● Rez ● Fallout 4 ● Red Dead Redemption 2 ● Dys4ia ● The Last of Us ● Shadow of the Colossus ● Kentucky Route Zero ● Gone Home ● Amnesia ● Pandemic: Legacy ● Once Upon A Time A SELECTION OF SUNDANCE NEW FRONTIER ALUMNI / SUPPORTED PROJECTS About New Frontier: New Frontier: Storytelling at the Intersection of Art & Technology ​ ​ ● Walden ● 1979 Revolution ● Laura Yilmaz ● Thin Air OTHER GAMING RESOURCES ● NYU Game Center - dedicated to the exploration of games as a cultural form and game design as ​ creative practice ● Columbia Digital Storytelling Lab - focusing on a diverse range of creative and research practices ​ ​ originating in fields from the arts, humanities and technology 1 OTHER GAMING RESOURCES continued ● Kotaku - gaming reviews, news, tips and more ​ ● Steam platform indie tag - the destination for playing, discussing, and creating games ​ ● IndieCade Festival - International festival website committed to celebrating independent ​ interactive games and media from around the globe ● Games for Change - the leading global advocate for the games as drivers of social impact ​ ​ ● Immerse - digest of nonfiction storytelling in emerging media ​ ● Emily Short's Interactive Storytelling - essays and reviews on narrative in games and new media ​ ● The Art of Storytelling in Gaming - blog post ​ 2 .
    [Show full text]
  • 2006 DICE Program
    Welcome to the Academy of Interactive Arts and Sciences’® fifth annual D.I.C.E. Summit™. The Academy is excited to provide the forum for the interactive enter- tainment industry’s best and brightest to discuss the trends, opportunities and chal- lenges that drive this dynamic business. For 2006, we have assembled an outstanding line-up of speakers who, over the next few days, will be addressing some of the most provocative topics that will impact the creation of tomorrow’s video games. The D.I.C.E. Summit is the event where many of the industry’s leaders are able to discuss, debate and exchange ideas that will impact the video game business in the coming years. It is also a time to reflect on the industry’s most recent accomplish- ments, and we encourage every Summit attendee to join us on Thursday evening Joseph Olin, President for the ninth annual Interactive Achievement Awards®, held at The Joint at the Academy of Interactive Hard Rock Hotel. The creators of the top video games of the year will be honored Arts & Sciences for setting new standards in interactive entertainment. Thank you for attending this year’s D.I.C.E. Summit. We hope that this year’s confer- ence will provide you with ideas that spark your creative efforts throughout the year. The Academy’s Board of Directors Since its inception in 1996, the Academy of Interactive Arts and Sciences has relied on the leadership and direction of its board of directors. These men and women, all leaders of the interactive software industry, have volunteered their time and resources to help the Academy advance its mission of promoting awareness of the art and science of interactive games and entertainment.
    [Show full text]