Challenges in Video Game Localization: an Integrated Perspective
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Adolescents, Virtual War, and the Government-Gaming Nexus
Florida State University Libraries Electronic Theses, Treatises and Dissertations The Graduate School 2012 Why We Still Fight: Adolescents, Virtual War, and the Government Gaming Nexus Margot A. Susca Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] THE FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION AND INFORMATION WHY WE STILL FIGHT: ADOLESCENTS, VIRTUAL WAR, AND THE GOVERNMENT- GAMING NEXUS By MARGOT A. SUSCA A dissertation submitted to the School of Communication in partial fulfillment of the requirements for the degree of Doctor of Philosophy. Degree Awarded: Spring Semester, 2012 Margot A. Susca defended this dissertation on February 29, 2012. The members of the supervisory committee were: Jennifer M. Proffitt Professor Directing Dissertation Ronald L. Mullis University Representative Stephen D. McDowell Committee Member Arthur A. Raney Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For my mother iii ACKNOWLEDGEMENTS I would like to express my sincere appreciation to my major professor, Jennifer M. Proffitt, Ph.D., for her unending support, encouragement, and guidance throughout this process. I thank her for the endless hours of revision and counsel and for having chocolate in her office, where I spent more time than I would like to admit looking for words of inspiration and motivation. I also would like to thank my committee members, Stephen McDowell, Ph.D., Arthur Raney, Ph.D., and Ronald Mullis, Ph.D., who all offered valuable feedback and reassurance during these last two years. -
RIT Video Game Production Podcast Transcript.Pdf
NARRATOR: So, you like playing video games so much that you think you’d like a career in making them. But what does a video game producer do? In this episode of Intersections: The RIT Podcast, John Blau, a fourth-year game design and development major, talks with John Veneron, digital games hub associate at RIT’s MAGIC Spell Studios, about their experiences in video game production and how RIT’s MAGIC Center is helping student developers publish their work. JOHN BLAU: I didn’t know that I wanted to go into game production. I didn’t even know that I wanted to go into games when I was applying to universities. I came in to RIT as a computer science major. I found very Quickly that computer science was a lot of fun for me. It provided a lot of really interesting ways to solve problems. And it also gave me a really strong technical background – at least that one semester that I actually spent in it. But I found that I wanted to interact with people a lot more. I found that I liked exposing the human side of computers and the human side of our digital media a lot more. And I thought that the games program was a way for me to start expressing those things. So I spent one semester in computer science and then I was like, okay. I went to a lot of talks, actually. I saw there were a lot of people from Amazon Game Studios that came in. There were some people from Epic who came in. -
Video Games Review DRAFT5-16
Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends .......................................................................................................... -
Epic Games and EA Announce 'Bulletstorm Epic Edition' With
Epic Games and EA Announce ‘Bulletstorm Epic Edition' With Exclusive Early Access to Gears of War 3 Beta REDWOOD CITY, Calif.--(BUSINESS WIRE)-- People Can Fly, Epic Games, Electronic Arts Inc. (NASDAQ:ERTS) and Microsoft Game Studios today announced the "Epic Edition" of Bulletstorm™, the highly anticipated new action shooter from the makers of the award-winning Unreal Tournament and Gears of War series of games. In this unique promotion, Epic Games and EA are blowing out the launch of Bulletstorm with access to the public beta for Gears of War 3, the spectacular conclusion to one of the most memorable and celebrated sagas in video games. Players that purchase the Epic Edition are guaranteed early access to the Gears of War 3 beta*. Pre-order now to reserve a copy of the Epic Edition which will be available on Feb. 22, 2011 for MSRP $59.99, only for the Xbox 360® video game and entertainment system, while supplies last. "Epic is poised to break new ground in 2011 with Gears of War 3 and Bulletstorm," said Dr. Michael Capps, president of Epic Games. "With these two highly anticipated triple-A experiences comes a unique opportunity to do something to really excite players, and that's what we intend to accomplish with the support of Microsoft Game Studios and EA. This is for the shooter fans." In addition to access to the beta, the Epic Edition gives players bonus in-game Bulletstorm content when playing online, including 25,000 experience points, visual upgrades for their iconic leash, deadly Peace Maker Carbine, boots and armor. -
Game Production and Role of Game Producer Date 12/11/2014 Pages/Appendices 43 + 2 Supervisor(S) Leo Suomela
Game Production and Role of Game Producer Case study: Research on demographic of gamers in Hanoi, Vietnam Phan Nguyen Bachelor’s Thesis ___. ___. ______ ________________________________ Valitse kohde. SAVONIA UNIVERSITY OF APPLIED SCIENCES THESIS Abstract Field of Study Social Sciences, Business and Administration Degree Programme Degree Programme in International Business Author(s) Phan Nguyen Title of Thesis Game Production and Role of Game Producer Date 12/11/2014 Pages/Appendices 43 + 2 Supervisor(s) Leo Suomela Client Organisation/Partners Abstract This thesis was intended to serve as a guideline on how to manage a video game development process as a producer. The study includes basic knowledge of game production process, focusing more on managing the project as a whole, rather than reaching specific technical aspects. The production methodology described here is a combination of several methods used by most studios in the game industry. Additionally, understanding of game producer’s roles and characteristics was also studied to give author a “mental map” to apply in future career. The goal was to accomplish the most efficient and inspired production process as possible which could be utilized in most cases. Finally, the demographic of gamers in Hanoi – capital of Vietnam – was studied and analyzed, for the purpose of drawing a conclusion on whether Hanoi would be a potential environment for new startup game development studio in the future. The investigation method carried out was quanti- tative research; data was collected from online questionnaire and physical handouts. The theoretical part of this study primarily relied on Heather M. Chandler’s knowledge on game production, through the book The Game Production Handbook. -
Freelancer Categories
FREELANCER CATEGORIES List of the Media Zone Authority’s freelancer license activities GENERAL No Category Definition 1. Acting coach NEW! An individual who is a qualified teacher specializing in training performers (film, tele- vision and/or theatre) to improve their performances/skills and prepare for auditions (including a voice/speech/dialect specialist coach). 2. Actor An individual that acts by portraying a character in a performance (e.g. film, TV, theatre, commercial or event) as a profession. 3. Animator An individual skilled in creating images and/or animation for television, motion pictures, video games and/or other animation design. 4. Archive producer NEW! An individual who works with producers and editors on segments of programmes to determine archival needs and help shape story narrative from development onwards. Experienced in negotiating deals with archive suppliers and organizing and managing large archive projects. 5. Artist NEW! An individual specialized in one of the visual or fine arts such as painting, sculpting and/or singing and/or dancing as a profession. 6. Art Director An individual that works with studios and executive producers to create the overall visual appearance and «look» of a production. 7. Assistant / Associate Producer An individual that reports to the producer and assists with script development, artist relations, finding participants, and general production logistics. 8. Assistant Director An individual responsible for tracking daily progress against the production schedule; arranging logistics; preparing daily call sheets; checking cast and crew; and maintain- ing order on the set. 9. Brand Consultant NEW! An individual that creates and designs brand strategies, brands and identities for companies and products 10. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
IGDA Online Games White Paper Full Version
IGDA Online Games White Paper Full Version Presented at the Game Developers Conference 2002 Created by the IGDA Online Games Committee Alex Jarett, President, Broadband Entertainment Group, Chairman Jon Estanislao, Manager, Media & Entertainment Strategy, Accenture, Vice-Chairman FOREWORD With the rising use of the Internet, the commercial success of certain massively multiplayer games (e.g., Asheron’s Call, EverQuest, and Ultima Online), the ubiquitous availability of parlor and arcade games on “free” game sites, the widespread use of matching services for multiplayer games, and the constant positioning by the console makers for future online play, it is apparent that online games are here to stay and there is a long term opportunity for the industry. What is not so obvious is how the independent developer can take advantage of this opportunity. For the two years prior to starting this project, I had the opportunity to host several roundtables at the GDC discussing the opportunities and future of online games. While the excitement was there, it was hard not to notice an obvious trend. It seemed like four out of five independent developers I met were working on the next great “massively multiplayer” game that they hoped to sell to some lucky publisher. I couldn’t help but see the problem with this trend. I knew from talking with folks that these games cost a LOT of money to make, and the reality is that only a few publishers and developers will work on these projects. So where was the opportunity for the rest of the developers? As I spoke to people at the roundtables, it became apparent that there was a void of baseline information in this segment. -
Producing Video Games Through Crowdsourcing: Legal, Artistic
PRODUCING VIDEO GAMES THROUGH CROWDSOURCING: LEGAL, ARTISTIC, AND SOCIOECONOMIC LIMITATIONS ON THE POTENTIAL David Potempa I. Introduction In 2009, video game publisher Roundhouse Interactive (Roundhouse) joined with video game developer Frima Studio to develop The Game Cartel.1 As in the development of most video games, the publisher is responsible for advertising and building excitement for the video game while the developer is responsible for developing the ideas and concepts for a game and programming those ideas into a playable video game.2 Uncharacteristically, neither Roundhouse nor Frima Studio knew any details about the video game that the companies would make together. In an unprecedented move, Roundhouse is taking the video game industry into uncharted territory by providing video game consumers with the ability to direct the video game production process from the initial stages.3 Roundhouse’s plan is to establish a community of 100,000 video game consumers, called “the cartel,” that will decide in democratic fashion everything from the name of the game, to the genera of game, to the storyline, to the controls.4 Then, the community’s choices will go to Frima Studios to be implemented in the game.5 Roundhouse plans to provide the community between five and eight choices to vote on, per issue Roundhouse sends to the community, and the majority will rule.6 Additionally, each member of the community must pay $50 up front for admission into the cartel, which will provide the 1 Daniel Terdiman, Crowdsourcing a video game’s design, http://news.cnet.com/8301-13772_3-10267336-52.html (last visited Nov. -
What Does a Video Game Producer Actually Do?.Pdf
01gameproducernew.qxd 2/8/05 11:49 AM Page 1 chapter 1 What Does a Video Game Producer Actually Do? s you’ve purchased this book, you’re probably eager to get straight to the point. I’ll get straight to detailing just what a game producer actually does, because for many Apeople (both inside and outside the video game industry), it is a mystery. So just what does a video game producer actually do? As outlined by Dave Perry during his keynote speech at the 2004 Game Developer’s Conference, a video game producer is the person ■ Whose primary focus is on the delivery of the video game as a completed project. ■ Who knows every person on the team by his or her first name. ■ Who works late with the team and is available to provide guidance whenever nec- essary, any time, day or night. ■ Who clearly communicates with anyone who can affect the game, positively or negatively, as it is the game producer’s responsibility to bring everyone into the fold of game production. ■ Who runs interference with anyone who can affect the game or otherwise sidetrack the product. ■ Who does everything possible to sell, promote, and protect the game and the team. ■ Who has the complete confidence that he or she can cross any obstacle and face any challenge. ■ Who does whatever it takes to help the team deliver the game. 1 01gameproducernew.qxd 2/8/05 11:49 AM Page 2 2 Chapter 1 ■ What Does a Video Game Producer Actually Do? A Brief History of Producing In traditional media and the entertainment business, a producer is one who assembles the cast of a play, brings an artist or talent to a studio, or organizes a publicly broadcasted event. -
Game Developer
K A B O O M ! M A K E A N E X P L O S I V E 3 D A C T I O N GAME IN UNITY! Developing the Next Generation of Innovators O ering a rigorous academic curriculum and real-life project experience in the following degree programs: Digital Art and Animation (Bachelor of Fine Arts) Game Design (Bachelor of Arts, Bachelor of Science) Computer Engineering (Bachelor of Science) Real-Time Interactive Simulation (Bachelor of Science) Computer Science (Master of Science) To explore further, visit: www.digipen.edu DigiPen Institute of Technology 9931 Willows Road, Redmond, WA USA 98052 Like us on Facebook Follow us on Twitter Phone: (866) 478-5236 [email protected] facebook.com/DigiPen.edu twitter.com/DigiPenNews DigiPen_GD_0611.indd 2 6/8/2011 9:33:16 PM CONTENTS DEPARTMENTS 2 G A M E P L A N By Brandon Sheffield [EDITORIAL] Just Do It! 4 W H O T O K N O W & W H A T T O D O [GAME DEV 101] A guide to the industry's important events and organizations 19 THE CROWDFUNDING REVOLUTION [GAME DEV 101] By R. Hunter Gough STUDENT POSTMORTEM A guide to several different crowdfunding services that can help get your game off the ground. 42 O C T O D A D OCTODAD is proof positive that passion and creativity matters 23 S A L A R Y S U R V E Y [CAREER] more than most things in games. The OCTODAD team took a bizarre By Brandon Sheffield and Ryan Newman concept, deliberately added in complicated controls, and came out A comprehensive breakdown of salaries for with something utterly charming. -
Best Practices for Cataloging Video Games
Best Practices for Cataloging Video Games Using RDA and MARC21 Version 1.0 June 2015 * incorporates the October 2014 RDA updates Prepared by the Online Audiovisual Catalogers, Inc. Cataloging Policy Committee Video Game RDA Best Practices Task Force Best Practices for Cataloging Video Games Acknowledgements Video Games Best Practices Task Force Members: Greta de Groat1, Chair Stanford University Marcia Barrett 1 University of California, Santa Cruz Julie Renee Moore California State University, Fresno Robert Freeborn Penn State University Libraries Emma Cross Carleton University Library Junghae Lee University of Washington Libraries Jared Cowing California State University, Northridge Violet Fox University of Illinois at Chicago Neil Robinson University of Michigan Library Advisors: Andrea Leigh Library of Congress Jin Ha Lee University of Washington Information School Jay Weitz OCLC Editors: Marcia Barrett University of California, Santa Cruz Julie Renee Moore California State University, Fresno The Task Force wishes to thanks the members of the Game Metadata and Citation Project (GAMECIP) for their support and feedback on this document. 1Supported by IMLS Grant LG-06-13-0205-13 2 Best Practices for Cataloging Video Games Table of Contents I. Introduction and Scope 5 II. General Characteristics of Video Games 6 III. Resource Description and Access (RDA) 8 A. Introduction 8 B. Major Differences between RDA & AACR2 9 C. Navigating RDA 10 D. Tools & Resources 12 E. Identification of RDA Records 13 F. Hybrid Records 13 G. List of Core Elements 14 1. RDA Core Elements 14 2. LC/PCC Core Elements 18 IV. Describing the Resource 20 A. Attributes of Manifestation and Item (RDA Section 1) 21 1.