Escape from Time Tower an Exploration of Time Manipulation Mechanics in a Gameplay Environment with Unity
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Network Aesthetics
Network Aesthetics Network Aesthetics Patrick Jagoda The University of Chicago Press Chicago and London Patrick Jagoda is assistant professor of English at the University of Chicago and a coeditor of Critical Inquiry. The University of Chicago Press, Chicago 60637 The University of Chicago Press, Ltd., London © 2016 by The University of Chicago All rights reserved. Published 2016. Printed in the United States of America 25 24 23 22 21 20 19 18 17 16 1 2 3 4 5 ISBN- 13: 978- 0- 226- 34648- 9 (cloth) ISBN- 13: 978- 0- 226- 34651- 9 (paper) ISBN- 13: 978- 0- 226- 34665- 6 (e- book) DOI: 10.7208/chicago/9780226346656.001.0001 The University of Chicago Press gratefully acknowledges the generous support of the Division of the Humanities at the University of Chicago toward the publication of this book. Library of Congress Cataloging-in-Publication Data Jagoda, Patrick, author. Network aesthetics / Patrick Jagoda. pages cm Includes bibliographical references and index. ISBN 978- 0- 226- 34648- 9 (cloth : alkaline paper) ISBN 978- 0- 226- 34651- 9 (paperback : alkaline paper) ISBN 978- 0- 226- 34665- 6 (e- book) 1. Arts—Philosophy. 2. Aesthetics. 3. Cognitive science. I. Title. BH39.J34 2016 302.23'1—dc23 2015035274 ♾ This paper meets the requirements of ANSI/NISO Z39.48- 1992 (Permanence of Paper). This book is dedicated to an assemblage of friends—including the late-night conversational, the lifelong, and the social media varieties— to whom I am grateful for inspiration and discussion, collaboration and argument, shared meals and intellectual support. Whenever I undertake the difficult task of thinking through and beyond network form, I constellate you in my imagination. -
Ka-Boom Licence to Thrill on a Mission LIFTING the LID on VIDEO GAMES
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Licence Ka-boom When games look to thrill like comic books Tiny studios making big licensed games On a mission The secrets of great campaign design Issue 33 £3 wfmag.cc Yacht Club’s armoured hero goes rogue 01_WF#33_Cover V3_RL_DH_VI_HK.indd 2 19/02/2020 16:45 JOIN THE PRO SQUAD! Free GB2560HSU¹ | GB2760HSU¹ | GB2760QSU² 24.5’’ 27’’ Sync Panel TN LED / 1920x1080¹, TN LED / 2560x1440² Response time 1 ms, 144Hz, FreeSync™ Features OverDrive, Black Tuner, Blue Light Reducer, Predefined and Custom Gaming Modes Inputs DVI-D², HDMI, DisplayPort, USB Audio speakers and headphone connector Height adjustment 13 cm Design edge-to-edge, height adjustable stand with PIVOT gmaster.iiyama.com Team Fortress 2: death by a thousand cuts? t may be 13 years old, but Team Fortress 2 is to stop it. Using the in-game reporting tool does still an exceptional game. A distinctive visual nothing. Reporting their Steam profiles does nothing. style with unique characters who are still Kicking them does nothing because another four will I quoted and memed about to this day, an join in their place. Even Valve’s own anti-cheat service open-ended system that lets players differentiate is useless, as it works on a delay to prevent the rapid themselves from others of the same class, well- JOE PARLOCK development of hacks that can circumvent it… at the designed maps, and a skill ceiling that feels sky-high… cost of the matches they ruin in the meantime. Joe Parlock is a even modern heavyweights like Overwatch and So for Valve to drop Team Fortress 2 when it is in freelance games Paladins struggle to stand up to Valve’s classic. -
Level Design in Virtual Reality
Level Design in Virtual Reality Veikka Saaristo BACHELOR’S THESIS November 2020 Degree Programme in Business Information Systems Game Development ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied Sciences Degree Programme in Business Information Systems Game Development SAARISTO, VEIKKA: Level Design in Virtual Reality Bachelor's thesis 68 pages November 2020 This thesis studies level design methodology and best practices regarding both traditional and virtual reality level design, as well as the author’s own professional experience as a virtual reality level designer with the objective of creating a custom map extension to Half-Life: Alyx (Valve 2020). The purpose of this thesis was to introduce virtual reality level design and to display how virtual reality levels are designed and created through a documented example. The thesis focuses on methods and practices that are applicable to work outside of a specific engine or editor. Data was collected from various sources, including several online publications, the individual views of industry professionals, developer websites of headset fabricators, and from literature. The map extension was created as a part of this thesis. It was developed using Valve’s own Hammer editor, which enabled building the level based on an original design. In addition to theory, this thesis addresses the design and creation of this map extension, offering excerpts from the process in form of in-editor screenshots and descriptions. During the creation of this thesis, the superiority of the Hammer editor compared to other editors and game engines used before was noted due to its first-class built-in level design tools. Learning a new work environment from the beginning and the choice of virtual reality headset used in the development proved challenging as the older Oculus Rift headset caused issues while working with a game as new as the one used as the case study. -
The End of Lara's Origin Story
ISSUE 215 JULY 2018 W W W.GAMESRADAR.COM/OXM THE ID@XBOX GAMES YOU SHOULD BE EXCITED ABOUT THIS YEAR! EXCLUSIVE STUDIO ACCESS! THE END OF LARA’S ORIGIN STORY PLAYTESTED INSIDE Q Eidos Montreal talks jungle combat QXbox One X hands-on QFirst look at Lara’s cataclysmic mistake NEW INFO! HUGE NEW DETAILS! FINAL VERDICT! ELDER SCROLLS NO MAN’S SKY HELLBLADE We explore Summerset and talk Exploring the intergalactic Can the Xbox One X elevate this to the TESO team adventure on Xbox One stunningly animated title? INTRO ISSUE 215 JULY 2018 Mexican EDITORIAL Editor Stephen Ashby Seryph01 [email protected] Group Senior Art Editor Warren Brown wozbrown Deputy Editor Daniella Lucas CelShadedDreams Production Editor Russell Lewin FloatedRelic264 Paul Taylor Taylor Paul Paulus McT Paulus Staff Writer Adam Bryant FirebreedpunkUnder Down Man Our CONTRIBUTORS Writing Kimberley Ballard, Vikki Blake, Zoe Delahunty-Light, Ian Dransfield, Fraser Gilbert, Callum Hart, Steve Hogarty, Leon Hurley, Phil Iwaniuk, cave Martin Kitts, Dave Meikleham, Dom Peppiatt, Dom Reseigh-Lincoln, Paul Walker-Emig, Josh West, Ben Wilson Art Rebecca Shaw All copyrights and trademarks are recognized and respected BUSINESS Vice President, Sales Stacy Gaines, [email protected] We managed to get another huge scoop this Vice President, Strategic Partnerships Isaac Ugay, [email protected] East Coast Account Director month after Eidos Montreal invited us over to Brandie Rushing, [email protected] East Coast Account Director Michael Plump, [email protected] Midwest Account Director Canada to see the latest Tomb Raider title, play Jessica Reinert, [email protected] West Coast Account Director Austin Park, [email protected] the first hour, and chat to the team about what we West Coast Account Director Brandon Wong, [email protected] West Coast Account Manager can expect from the final chapter of Lara’s origins Tad Perez, [email protected] Director of Marketing Robbie Montinola Director, Client Services Tracy Lam story. -
A Mental Models Approach to How Long-Term Players of a Massively
Iowa State University Capstones, Theses and Graduate Theses and Dissertations Dissertations 2014 Asking the players: a mental models approach to how long-term players of a massively multiplayer online game perceive the risks associated with gaming Sarani Rangarajan Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/etd Part of the Behavioral Neurobiology Commons, Communication Technology and New Media Commons, Digital Communications and Networking Commons, and the Social Media Commons Recommended Citation Rangarajan, Sarani, "Asking the players: a mental models approach to how long-term players of a massively multiplayer online game perceive the risks associated with gaming" (2014). Graduate Theses and Dissertations. 14279. https://lib.dr.iastate.edu/etd/14279 This Thesis is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. i Asking the players: A mental models approach to how long-term players of a massively multiplayer online game perceive the risks associated with gaming by Sarani Rangarajan A thesis submitted to the graduate faculty in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Major: Journalism and Mass Communication Program of Study Committee: Michael F Dahlstrom, Major Professor Raluca Cozma Frederick O Lorenz Iowa State University Ames, Iowa 2014 Copyright © Sarani Rangarajan, 2014. All rights reserved. ii DEDICATION To my mother, who took me to uncountable bookstores and on endless walks; to my father who worried and supported me through those and many other obsessions. -
Texture Streaming in Titanfall 2
Texture Streaming in Titanfall 2 Chad Barb Senior Software Engineer, Respawn Entertainment What is Texture Streaming? ● Dynamic loading to improve image quality ● Conceptually a form of compression ● If you notice it, it’s not working. ● Common approaches: ● Manual Segmentation ● Bounding Geometry Tests ● GPU Feedback What is Titanfall 2? ● Fast-paced first-person shooter ● Move and turn quickly, take cover ● Semi-linear (not open-world,) vertical gameplay ● Lots of customized skins and weapons in MP ● 60Hz! Avoid new GPU passes or non-threadable CPU ● Atop a very mutated fork of Valve Source What Platforms? ● Xbox One / PS4 ● HDDs, not optical! Better seek and bandwidth ● Modern partially-resident texture features. ● Windows ● DX11 (inclusive minspec—a few years back) ● Variety of Resolutions and GPU RAM ● Workflow Requirements ● Minimize manual work for design and art ● Artists map textures freely (no fixed density) ● Can add MIPs without hurting other textures ● Preprocessing should be stable ● Some manual hinting okay ● Works with ‘Asset Bakery,’ including hotswap Algorithm Overview ● Any MIP below 64kiB is permanent. ● MIPs can be added/dropped one-by-one. ● Use precomputed information to build list of what’s important/unimportant. ● Work toward that list each frame. What is a ‘Histogram’? ● Want to prioritize MIPs by how many pixels they cover on the screen (coverage,) not just ‘yes/no’. ● ‘Histogram’ is coverage per MIP per material. ● 16 scalar ‘bins’ (usually a float)– one per MIP. ● Assume a 4k x 4k texture at 256 x 256 screen res. ● Shift and scale for resolutions and moving models. ● Appropriately weighs small, occluded, or backfacing triangles using low-density texture mapping.