Game Development Is Quantifying the Relationship Between Decisions and Results
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Nintendo 3Ds Software Quick Guide Scribblenauts™ Unlimited
MAA-CTR-ASLP-UKV NINTENDO 3DS SOFTWARE QUICK GUIDE SCRIBBLENAUTS™ UNLIMITED CTR_Scribblenauts_QG_UKV.indd 4-1 19.12.12 10:15 Controls U Use or to move Maxwell. U Press to jump. U Tap an object near Maxwell with or press to interact with it. Electronic Manual Select the icon for this software on the HOME Menu and touch U Use to move the camera. MANUAL to view the electronic manual. Please read this manual thoroughly to ensure maximum enjoyment of your new software. U Press or to open the menu. Use this to enter Write mode. This software title includes an electronic manual to reduce the amount of paper used in its packaging. For support, please consult the electronic manual, the Operations Manual for your system or the Nintendo website. The electronic manual is available in Use this to access the World Map (becomes PDF format on the Nintendo website. available once new areas are unlocked). IMPORTANT: Please read the separate Important Information Leafl et. Note: You can restrict StreetPass™ functionality via Parental Controls. For more information, refer to the Operations Manual for your system. Use this to see with Starite Vision. Use this to open the Magic Backpack. SCRIBBLENAUTS UNLIMITED software © 2013 Warner Bros. Entertainment Inc. Developed by 5th Cell Media LLC. Uses Miles Sound System. Copyright © 1991–2013 RAD Game Tools, Inc. Uses Bink Video. Copyright © 2007–2013 by RAD Game Tools, Inc. All other trademarks and copyrights are the property of their respective owners. All rights reserved. SCRIBBLENAUTS and all related characters and elements are trademarks of and © Warner Bros. -
Lizengland Resume
Liz England Toronto, ON Systems Designer [email protected] SKILLS Almost 15 years of professional design experience in the game industry, and in a large variety of roles. I work best when wrangling huge complex game systems at the high level, and then also implementing and tuning the detail work needed to support that system at the low level. Some more specific skills and areas of design I am looking to explore on my next project(s): ● systems driven games ● procedural generation ● high player agency & expression ● emergent narrative systems ● simulations ● new/experimental tech (i.e. machine ● AI (non-combat) learning) EXPERIENCE TEAM LEAD GAME DESIGNER, Ubisoft Toronto 2016-2021 Watch Dogs Legion / 2020 / PC & Consoles Design lead on procedural generation and simulation systems involved in the "Play as Anyone" pillar, including: narrative tools and technology development (writing, audio, cinematic, and localization support for procgen characters and dynamic dialogue) and procedurally generated AI (assembling assets/data to generate coherent characters, narrative backstories, relationships, persistent schedules, recruitment systems, and more). DESIGNER, Insomniac Games 2010 - 2016 The Edge of Nowhere and Feral Rites / 2016/ PC & Oculus Rift VR General design tasks (scripting, level design, story development, puzzle design). Created development guidelines (level design, camera, UI, fx, art) to mitigate simulation sickness. Left prior to shipping. Sunset Overdrive / 2014 / Xbox One Focused mainly on integrating many large and small systems together to make a smooth open world experience, such as downtime between missions, shared spaces (quest/mission hubs), roll out of content, abilities, and rewards (macro progression), and miscellaneous open world systems such as collectibles, vendors , fast travel, maps, checkpoints/respawn, and player vanity. -
Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
A Copy of the Complaint Is Available Here
Case 2:13-cv-02824-JFW-MRW Document 1 Filed 04/22/13 Page 1 of 18 Page ID #:27 FILED 1 KING, HOLMES, PATERNO & BERLINER LLP HOWARD E. KiNG, ESQ., STATE BAR No. 77012 2 STEPHEND.RoTHSCHILD,EsQ.,STATEBARNo.132514 zon M'R 22 PM 4: 00 [email protected] TH 3 1900 AVENUE OF THE STARS 25 FLOOR Los ANGELES, CALIFORNIA 90067-4506 4 TELEPHONE: (310) 282-8989 FACSIMILE: (310) 282-8903 5 Attorneys for Plaintiffs Charles Schmidt 6 and Christopher Orlando Torres 7 8 UNITED STATES DISTRICT COURT 9 CENTRAL DISTRICT OF CALIFORNIA, WESTERN DIVISION 10 4 11 CHARLES L. SCHl'vIIDT an cAsU.13 - 02 82 rr: \ individual; CHRISTOPHER 12 ORLANDO TORRES, an individual, COMPLAINT FOR COPYRIGHT INFRINGEMENT, TRADEMARK 13 Plaintiffs, INFRINGEMENT, UNFAIR COMPETITION and AN 14 vs. ACCOUNTING 15 WARNER BROS. DEMAND FOR JURy TRIAL ENTERTAI~NT, INC., a Delaware 16 corporation; 5 CELL MEDIA, LLC, a Delaware limited liability company, 17 Defendants. 18 19 Plaintiffs Charles L. Schmidt ("Schmidt") and Christopher Orlando Torres 20 ("Torres") (collectively, "plaintiffs"), hereby allege as follows: 21 BACKGROUND OF THIS ACTION 22 1. This case is to remedy defendants Warner Bros. Entertainment, Inc. 23 ("WB") and 5th Cell Media, LLC's ("5th,,) willful infringement of plaintiffs' 24 copyrights and trademarks in the memes "Keyboard Cat" and "Nyan Cat." 25 "Keyboard Cat" and "Nyan Cat" are known and enjoyed by tens of millions of 26 people. That popularity makes them extremely valuable for commercial uses. th 27 Unlike WB and 5 , many other companies, respecting plaintiffs' intellectual 28 property rights, regularly pay substantial license fees to use plaintiffs' memes 4107.060/642728.1 COMPLAINT Case 2:13-cv-02824-JFW-MRW Document 1 Filed 04/22/13 Page 2 of 18 Page ID #:28 1 commercially. -
Game Developer Magazine
>> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game. -
Here's the Deck As A
IT‟S ALL GAMES NOW the convergence of games and social media Raph Koster VP Creative Design It’s All Games Now – Raph Koster 2 There was a surreal kingdom inhabited by wondrous creatures. It’s All Games Now – Raph Koster 3 They lived inside a magic circle: a shimmering barrier put up by powerful magicians. It was transparent, but hard, like glass. It’s All Games Now – Raph Koster 4 Outside the magic circle of this kingdom was the wild world - called wild because unlike the kingdom, it was not controlled by rules. It’s All Games Now – Raph Koster 5 Stuff that happened in the wild world didn’t count for much inside. The magic circle the sorcerers had put in made it that way. It was really hard for anything inside the magic circle to get out. It’s All Games Now – Raph Koster 6 A fascinating thing about the critters was that they were made of math. Oh, they might have looked like they were made of flesh and bone, but really, they weren’t. It’s All Games Now – Raph Koster 7 Only a few people came into the magic circle and played with these amazing creatures. And they often learned much, and took that learning back with them to the wild world. It’s All Games Now – Raph Koster 8 But the wild world grew more civilized with time. And eventually, its borders came right up to the very edge of the magic circle, and something frightening happened. It’s All Games Now – Raph Koster 9 The circle began to leak. -
In the Archives Here As .PDF File
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29 -
Ultima™ Online Install Guide
ULTIMA™ ONLINE INSTALL GUIDE Welcome to Ultima Online. This guide contains installation instructions and troubleshooting information. To avoid problems, make sure your machine matches the System Requirements listed on the box (and on p. 3). This Box Contains: • (1) CD (your game), with Ultima Online software, Internet Servi ce Provider software (AT&T WorldNet"') and World Wide Web browser software (Netscape Navigatorno 3.02). • Ultima Online Reference Card (8 pp.) which outlines the bas ics of gameplay. • Cloth map of Britannia, to help you navigate your way through the wurld. • Guide to the Site card (2 pp.), a visual navigarion guide fo r our electronic documentation and web site (www.ULTIMAONLINE.COM). • Install Guide (24 pp.), which is what you're reading now, including troubleshooting tips, installation steps, AT&T WorldNet info rm ati on, anJ contact information. • Registration Card - we'd love to know who you are. WWW.ULTIMAONLINE.COM For instructions on how to play and up-to-date docs and troubleshooting information, visit the Ultima Online web site. The site also has FAQs, guild information, chat boards ~d a Britannian newspaper. TABLE OF CONTENTS SYSTEM REQUIREMENTS SYSTEM REQUIREMENTS ........................................................ .3 Minimum Required PRE-INSTALLATION PROCEDURES ...........................................4 Pentium 133 16 megs RAM INSTALLATION STEPS ............................................................... 5 W indows 95 Install Software ............................................................... -
Animation of a High-Definition 2D Fighting Game Character
Tuula Rantala ANIMATION OF A HIGH-DEFINITION 2D FIGHTING GAME CHARACTER Thesis Kajaani University of Applied Sciences School of Business Business Information Technology Spring 2013 OPINNÄYTETYÖ TIIVISTELMÄ Koulutusala Koulutusohjelma Luonnontieteiden ala Tietojenkäsittely Tekijä(t) Tuula Rantala Työn nimi Teräväpiirtoisen 2d-taistelupelihahmon animointi Vaihtoehtoisetvaihtoehtiset ammattiopinnot Ohjaaja(t) Peligrafiikka Nick Sweetman Toimeksiantaja - Aika Sivumäärä ja liitteet Kevät 2013 56 Tämä opinnäytetyö pyrkii erittelemään hyvän pelihahmoanimaation periaatteita ja tarkastelee eri lähestymistapoja 2d-animaation luomiseen. Perinteisen animaation periaatteet, kuten ajoitus ja liikkeen välistys, pätevät pelianimaa- tiossa samalla tavalla kuin elokuva-animaatiossakin. Pelien tekniset rajoitukset ja interaktiivisuus asettavat kuiten- kin lisähaasteita animaatioiden toteuttamiseen tavalla, joka sekä tukee pelimekaniikkaa että on visuaalisesti kiin- nostava. Vetoava hahmoanimaatio on erityisen tärkeää taistelupeligenressä. Varhaiset taistelupelit 1990–luvun alusta käyt- tivät matalaresoluutioista bittikarttagrafiikkaa ja niissä oli alhainen määrä animaatiokehyksiä, mutta nykyään pelien standardit grafiikan ja animaation suhteen ovat korkealla. Viime vuosina monet pelinkehittäjät ovat siirtyneet käyttämään 2d-grafiikan sijasta 3d-grafiikkaa, koska 3d-animaation tuottaminen on monella tavalla joustavampaa. Perinteiselle 2d-grafiikalle on kuitenkin edelleen kysyntää, sillä käsin piirretyn animaation ainutlaatuista ulkoasua ei voi täysin korvata -
Copyrighted Material
Index Ace Combat, 11 audience achievements, 368–369 age of, 29 Action Cartooning (Caldwell), 84n1 control needs of, 158–159 actuators, 166–167 pitch presentation and, 417–421 Advance Wars series, 11 Auto Race, 7 aerial combat, 270 autosave, 192, 363–364 Aero the Acrobat, 52 “ah-ha!” experience, 349 background music, 397–398 “aim assist,” 173 backtracking, 228 aiming, 263–264 badass character, 86–88, 86n2 Aliens (movie), 206 bad video games, 25, 429 “alley” level design, 218–219 Band Hero, 403 Alone in the Dark, 122 Banjo-Kazooie, 190 Alphabetical Bestiary of Choices, 304–313 Batman: Arkham Asylum, 46, 50, 110, 150, 173, 177, alternate endings, 376 184, 250, 251, 277, 278, 351, 374 American Physical Therapy Association exercises/ Batman comic book, 54 advice, 159–161, 159n3 Batman TV program, 86, 146 ammunition gauge, 174 Battle of the Bands, 404 amnesia, 47, 76, 76n9 BattleTech Centers, 5–6 Animal Crossing, 117n10, 385 Battletoads, 338 animated cutscenes, 408 Battlezone, 5, 14 animatics, 74 beat chart, 74, 77–79, 214–216 anthropomorphic characters/themes, 92, 459 Beetlejuice (movie), 18 anti-hero, 86n2 beginning/middle/end (stories), 41, 50–51, 50n9, 435 anti-power-ups, 361 behavior (enemies), 284–289 appendixes (GDD), 458 Bejeweled, 41, 350, 368 armor, 259–261, 361 bi-dimensional gameplay, 127 Army of Two, 112, 113 Bilson, Danny, 3 Arnenson, Dave, 217n13, 223–229 Bioshock, 46, 46n9, 118, 208n9, 212, 214, 372 artifi cial intelligence, 13,COPYRIGHTED 42, 71, 112, 113, 293 “bite-size” MATERIAL play sessions, 46, 79 artist positions (video game industry), 13–14 Blade Runner, 397 Art of Star Wars series (Del Rey), 84n1 Blazing Angels series, 11 The Art of Game Design (Schell), 15n14 Blinx: the Time Sweeper, 26 Ashcraft, Andy, 50 blocks/parries, 258–259, 287, 300–301 Assassin’s Creed series, 21, 172 Bluth, Don, 13 Asteroids, 5 bombs, 47–48, 247, 272, 358, 381 attack matrix, 248, 267, 279 bonus materials, 373–376 Attack of the Clones (movie), 202n6 bonus materials screen, 195 attack patterns (boss attack patterns), 323 rewards and, 373–376 attacks. -
Appendix A, Games Cited
Appendix A, Games Cited Advance Wars: Dual Strike. 2005. Nintendo DS. Nintendo/ Intelligent Systems. Bionic Commando (series) 1988. Game Boy, NES, Xbox 360. Capcom. Breakout. 1976. Atari 2600, 5200. Atari. Broken Sword: The Shadow of the Templars – Director’s Cut. 2009. Nintendo DS. Ubisoft. Castlevania (series) 1986. NES, Super NES, Nintendo Game Boy, Nintendo DS, Nintendo 64, Playstation,. Konami. ChronoTrigger. 1995. SNES, Playstation, Nintedno DS. Square. Color TV Game. 1977. Nintendo. Computer Space. 1971. Arcade. Nutting Associates. Dance, Dance Revolution. 1998. Arcade. Konami, Entertainment Tokyo. Disagree (series) 2003. Playstation 2, PSP, Nintendo DS. Nippon Ichi Software, System Prisma. Dynasty Warriors DS: Fighter’s Battle. 2007. Nintendo DS. Koei. Elite Beat Agents. 2006. Nintendo DS. Inis, Nintendo. EverQuest. 1999. Windows, Mac. Sony Online Entertainment. Final Fantasy (series) 1987. Game Boy Advance, MSX, Nintendo DS, NES, Nintendo GameCube, Windows, PlayStation, PlayStation 2, PlayStation 3, PSP, Super NES, Wii, Wonderswan Color, Xbox 360. Square Enix. Galactrix. 2009. Nintendo DS, Xbox 360, PS3. Infinite Interactive, D3 Publisher. doi: 10.1057/9781137396594 Appendix Gun Fight. 1975. Arcade. Taito, Midway. Halo (series) 2001. (Xbox) Bungie, Micosoft Game Studios. Henry Hatsworth in the Puzzling Adventure. 2009. Nintendo DS. EA Tiburon, EA Games. Knights in the Nightmare. 2008. Nintendo DS. Sting, Sting Entertainment. Legend of Zelda Phantom Hourglass. 2007. Nintendo DS. Nintendo EAD. Metal Gear (series) 1987. NES, PC, Playstation, Playstation 2, Playstation 3, PSP, Xbox, Xbox360. Konami. Missile Command. 1980. Arcade. Atari. Mortal Kombat (series) 1992. Arcade, Super NES, Mega Drive/Genesis, Sega Mega CD, Amiga, Game Gear, Game Boy, Sega Master System, Midway Games, Nether Realms. -
Virtual Worlds As Comparative Law
VIRTUAL WORLDS AS COMPARATIVE LAW JAMES GRiMMELMANN* I. INTRODUCTION One way of talking about virtual worlds' and law is to talk about the laws that might be applied to such worlds. This was the approach taken by many presenters at the State of Play confer- ence. 2 In various combinations, they discussed possible sources of legal control over virtual world game spaces and reasons to support or oppose such legal control. I intend to do something different. For purposes of this Arti- cle, I would like to take seriously the claims of virtual world games to be genuinely new societies, at least for awhile. Societies have laws, so why should virtual societies be any different? My topic, then, will not be the law of virtual worlds, but rather law in virtual worlds. If lawyers can learn from studying the legal systems of com- mon law and civil law countries, 3 perhaps we can also learn from studying the legal systems of virtual law worlds. In some cases, these legal systems track our own surprisingly well. In other cases, the contrasts are striking. Both the similarities * J.D. candidate, Yale Law School, 2005. The author would like to thank Amy Chua, Jack Balkin, Beth Noveck, the attendees at the State of Play conference, and those who provided comments on earlier versions of this paper. 1. Following Dan Hunter & F. Gregory Lastowka, The Laws of the Virtual Worlds, 92 CAL. L. REV. 1 (2004). I will use the term "virtual worlds" to describe these spaces. Like them, I am mostly concerned with large multiplayer online games, and will some- times refer simply to "games" when the meaning is clear from context.