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Gaming Cover Front
Gaming A Technology Forecast Implications for Community & Technical Colleges in the State of Texas Authored by: Jim Brodie Brazell Program Manager for Research Programs for Emerging Technologies Nicholas Kim IC² Institute Program Director Honoria Starbuck, PhD. Eliza Evans, Ph.D. Michael Bettersworth, M.A. Digital Games: A Technology Forecast Authored by: Jim Brodie Brazell Nicholas Kim Honoria Starbuck, PhD. Program Manager for Research, IC² Institute Eliza Evans, Ph.D. Contributors: Melinda Jackson Aaron Thibault Laurel Donoho Research Assistants: Jordan Rex Matthew Weise Programs for Emerging Technologies, Program Director Michael Bettersworth, M.A. DIGITAL GAME FORECAST >> February 2004 i 3801 Campus Drive Waco, Texas 76705 Main: 254.867.3995 Fax: 254.867.3393 www.tstc.edu © February 2004. All rights reserved. The TSTC logo and the TSTC logo star are trademarks of Texas State Technical College. © Copyright IC2 Institute, February 2004. All rights reserved. The IC2 Institute logo is a trademark of The IC2 Institute at The Uinversity of Texas at Austin. This research was funded by the Carl D. Perkins Vocational and Technical Act of 1998 as administered by the Texas Higher Education Coordinating Board. ii DIGITAL GAME FORECAST >> February 2004 Table of Contents List of Tables ............................................................................................................................................. v List of Figures .......................................................................................................................................... -
Game Testing Evolves Solving Quality Issues in a Fast-Growing Industry
Game testing evolves Solving quality issues in a fast-growing industry Bringing a new video game to market costs millions of dollars and takes many months of planning, developing, and testing resources. Testing plays one of the most crucial roles in the development of new video games. Testers put games through the paces while still in development and when finished, to ensure that gamers have a good experience. Game testers conduct QA to find mistakes, bugs and other problems that could annoy or turn off the gaming community if they are not fixed. Proper test management solutions like Polarion QATM software can improve the quality of gaming software exponentially while providing the benefits of instant communication and complete traceability between all artifacts. A white paper issued by: Siemens PLM Software www.siemens.com/polarion White paper | Game testing evolves Contents Executive summary ............................................................3 The challenge ....................................................................4 Solution .............................................................................5 Conclusion .........................................................................7 A white paper issued by: Siemens PLM Software 2 White paper | Game testing evolves Executive summary The global gaming industry has enjoyed phenomenal growth The role of a game tester and continues to be one of the fastest evolving industries. Video game testers play a crucial role in the development of However, it has also paid a price for its success – the produc- new games. Game testers put games through the paces while tion cost of game design and publication has increased expo- they are still in development to ensure that gamers have a nentially, leaving gaming companies with little room for error. good experience. They also conduct video game QA by finding mistakes, bugs and other problems that could annoy or turn Most small-to medium-size gaming companies are forced to off the gaming community if they are not addressed. -
NWN Community Expansion Project Pack V2.0
NWN Community Expansion Project Pack v2.0 Bioware-CEP forums: http://nwn.bioware.com/forums/viewforum.html?forum=83 CEP Website: http://cepteam.dyndns.org/forums/index.php Introduction Welcome to the Community Expansion Pack (CEP) version 2.0! After a long and twisted road you finally have in your hands on the most up to date collection of community work for NWN. I’m sure what you create with this content will far exceed anything we have imagined! For those of you who are new to the CEP, let me take a moment to describe its contents. This is a collection of hak packs from the previous six years of custom content, designed to work with BioWare's Neverwinter Nights. These hak packs have been grouped and modified to work together for the betterment of the NWN community as a whole. You’ll find some of the best and most popular work available for NWN. Please join me and the rest of the CEP Team in thanking every person who has created this content for the community’s use. Now, the CEP Team hasn't just sat back and mashed these haks into one huge collection of material. As you look through the content you’ll notice model, animation and texture corrections, new scripts, and completely new content unique to the CEP itself. All of this has been designed to work alongside the official content of Neverwinter Nights and all patch updates by BioWare; so you will be able to enjoy their high quality with as little fuss as possible. -
It Is in the Area Properties That You Can Customize an Area
THE BUILDERS PROJECT’S GUIDE TO BUILDING *** THE AURORA TOOLSET MANUAL VERSION 1.06 TABLE OF CONTENTS CHAPTER 1 USING THE TOOLSET.......................................................................................................................11 1.1 THE TOOLSET WINDOWS ....................................................................................................................... 11 1.1.1 The Module Structure Window.............................................................................................................. 11 1.1.2 The Main View Window ........................................................................................................................ 12 1.1.3 The Palette............................................................................................................................................. 13 CHAPTER 2 MODULES .............................................................................................................................................16 2.1 CREATING A NEW MODULE ................................................................................................................... 16 2.2 THE PROPERTIES OF A MODULE............................................................................................................. 20 2.2.1 The Basic Properties of a Module......................................................................................................... 20 2.2.2 The Events Properties of a Module...................................................................................................... -
Adapting a Commercial Role-Playing Game for Educational Computer Game Production
Adapting a Commercial Role-Playing Game for Educational Computer Game Production M. Carbonaroa, M. Cutumisub, H Duffa, S. Gillisc, C. Onuczkob, J. Schaefferb, A. Schumacherb, J. Siegelb, D. Szafronb, and K. Waughb aFaculty of Education, University of Alberta, Edmonton, AB, Canada T6G 2G5 bDepartment of Computing Science, University of Alberta, Edmonton, AB, Canada T6G 2E8 cEdmonton Catholic Schools, 9807 – 106 Street, Edmonton, AB, Canada T5K 1C2 a{mike.carbonaro, hduff} @ualberta.ca, b,c{meric, sgillis, onuczko, jonathan, schumach, siegel, duane, waugh}@cs.ualberta.ca KEYWORDS (1991) described as "flow." They contend that the Generative design patterns, scripting languages, code scaffolded learning principles employed in modern video generation, computer games, educational games. games create the potential for participant experiences that are personally meaningful, socially rich, essentially experiential ABSTRACT and highly epistemological (Bos, 2001; Gee, 2003; Halverson, 2003). Furthermore the design principles of Educational games have long been used in the classroom to successful video games provide a partial glimpse into add an immersive aspect to the curriculum. While the possible future educational environments that incorporate technology has a cadre of strong advocates, formal reviews what is commonly referred to as “just in time /need to know” have yielded mixed results. Two widely reported problems learning (Prensky, 2001; Gee, 2005). with educational games are poor production quality and monotonous game-play. On the other hand, commercial non- Unfortunately, educational game producers have not had educational games exhibit both high production standards much success at producing the compelling, immersive (good artwork, animation, and sound) and diversity of game- environments of successful commercial games (Gee, 2003). -
Viewed, Quest Patterns in Scriptease Provide the Most Functionality
University of Alberta Quest Patterns for Story-Based Video Games by Marcus Alexander Trenton A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science Department of Computing Science © Marcus Alexander Trenton Fall 2009 Edmonton, Alberta Permission is hereby granted to the University of Alberta Libraries to reproduce single copies of this thesis and to lend or sell such copies for private, scholarly or scientific research purposes only. Where the thesis is converted to, or otherwise made available in digital form, the University of Alberta will advise potential users of the thesis of these terms. The author reserves all other publication and other rights in association with the copyright in the thesis and, except as herein before provided, neither the thesis nor any substantial portion thereof may be printed or otherwise reproduced in any material form whatsoever without the author's prior written permission. Examining Committee Duane Szafron, Computing Science Jonathan Schaeffer, Computing Science Mike Carbonaro, Faculty of Education Abstract As video game designers focus on immersive interactive stories, the number of game object interactions grows exponentially. Most games use manually- programmed scripts to control object interactions, although automated techniques for generating scripts from high-level specifications are being introduced. For example, ScriptEase provides designers with generative patterns that inject commonly-occurring interactions into games. ScriptEase patterns generate scripts for the game Neverwinter Nights. A kind of generative pattern, the quest pattern, generates scripting code controlling the plot in story-based games. I present my additions to the quest pattern architecture (meta quest points and abandonable subquests), a catalogue of quest patterns, and the results of two studies measuring their effectiveness. -
Invisible Play and Invisible Game: Video Game Testers Or the Unsung Heroes of Knowledge Working
tripleC 14(1): 249–259, 2016 http://www.triple-c.at Invisible Play and Invisible Game: Video Game Testers or the Unsung Heroes of Knowledge Working Marco Briziarelli University of New Mexico, Department of Communication and Journalism, Albuquerque, [email protected] Abstract: In this paper, I examine video game testing as a lens through which exploring broader as- pects of digital economy such as the intersection of different kind productive practices—working, la- bouring, playing and gaming—as well as the tendency to conceal the labour associated with them. Drawing on Lund’s (2014) distinction between the creative aspects of “work-playing” and the con- straining/instrumental aspects of “game-labouring”, I claim that video game testing is buried under several layers of invisibility. Ideologically, the “playful”, “carnivalesque”, quasi-subversive facets of this job are rejected because of their resistance to be easily subsumed by the logic of capitalism. Practical- ly, a fetishist process of hiding human relations behind relations among things (elements in the video game environment) reaches its paradoxical apex in the quality assurance task of this profession: the more the game tester succeeds in debugging games higher is the fetishization of his/her activity. Keywords: Video game testing, Work, Labour, Play, Game, Knowledge Work, Fetishism Contemporary capitalism is defined by the growing prominence of information and communi- cation as well as the condition of the worker becoming increasingly involved in the tasks of handling, distributing and creating knowledge (Castells 2000). These so called knowledge workers (Mosco and McKercher 2007) operate in a liminal space in between working-time and lifetime, production and reproduction (Morini and Fumagalli 2010). -
Current AI in Games: a Review
This may be the author’s version of a work that was submitted/accepted for publication in the following source: Sweetser, Penelope & Wiles, Janet (2002) Current AI in games : a review. Australian Journal of Intelligent Information Processing Systems, 8(1), pp. 24-42. This file was downloaded from: https://eprints.qut.edu.au/45741/ c Copyright 2002 [please consult the author] This work is covered by copyright. Unless the document is being made available under a Creative Commons Licence, you must assume that re-use is limited to personal use and that permission from the copyright owner must be obtained for all other uses. If the docu- ment is available under a Creative Commons License (or other specified license) then refer to the Licence for details of permitted re-use. It is a condition of access that users recog- nise and abide by the legal requirements associated with these rights. If you believe that this work infringes copyright please provide details by email to [email protected] Notice: Please note that this document may not be the Version of Record (i.e. published version) of the work. Author manuscript versions (as Sub- mitted for peer review or as Accepted for publication after peer review) can be identified by an absence of publisher branding and/or typeset appear- ance. If there is any doubt, please refer to the published source. http:// cs.anu.edu.au/ ojs/ index.php/ ajiips Current AI in Games: A Review Abstract – As the graphics race subsides and gamers grow established, simple and have been successfully employed weary of predictable and deterministic game characters, by game developers for a number of years. -
Testing and Maintenance in the Video Game Industry Today
Running Head: TESTING AND MAINTAINING VIDEO GAMES 1 Testing and Maintenance in the Video Game Industry Today Anthony Jarman A Senior Thesis submitted in partial fulfillment of the requirements for graduation in the Honors Program Liberty University Spring 2010 TESTING AND MAINTAINING VIDEO GAMES 2 Acceptance of Senior Honors Thesis This Senior Honors Thesis is accepted in partial fulfillment of the requirements for graduation from the Honors Program of Liberty University. ______________________________ Robert Tucker, Ph.D. Thesis Chair ______________________________ Mark Shaneck, Ph.D. Committee Member ______________________________ Troy Matthews, Ed.D. Committee Member ______________________________ Marilyn Gadomski, Ph.D. Assistant Honors Director ______________________________ Date TESTING AND MAINTAINING VIDEO GAMES 3 Abstract Testing and maintenance are important when designing any type of software, especially video games. Since the gaming industry began, testing and maintenance techniques have evolved and changed. In order to understand how testing and maintenance techniques are practiced in the gaming industry, several key elements must be examined. First, specific testing and maintenance techniques that are most useful for video games must be analyzed to understand their effectiveness. Second, the processes used for testing and maintaining video games at the beginning of the industry must be reviewed in order to see how far testing and maintenance techniques have progressed. Third, the potential negative side effects of new testing and maintenance techniques need to be evaluated to serve as both a warning for future game developers and a way of improving the overall quality of current video games. TESTING AND MAINTAINING VIDEO GAMES 4 Testing and Maintenance in the Video Game Industry Today Computers are used in almost every field imaginable today. -
Ye Builders Journal” Compilation
Welcome to the first “Ye Builders Journal” compilation. This is a collection of the first five years of the “Ye Builders Journal” The official newsletter for The Builders Project Guild. Her in you will see all manner of things erudite and erroneous. We hope you enjoy your time in this tome. Special recognition goes to our fearless leader rubberducky78, without whom none of this would be possible, as well as all our members, the greater Neverwinter Nights community and the BioWare staff. Table of Contents NewsletterAugust2003............................................................................................................................................ 5 Article: Shadows of Undrentide: Does it measure up?................................................................................... 6 The not-so-good news:................................................................................................................................6 Opinions on the product.............................................................................................................................. 7 SoU Spotlight: Shadow Dancer ...................................................................................................................... 8 The Website... ............................................................................................................................................... 11 The Festhall: Our new official guild project................................................................................................ -
Neverwinter Nights Guide Als
Eine RPGuides.de Spielhilfe zu „Neverwinter Nights“ Eine Spielhilfe zu 1 Eine RPGuides.de Spielhilfe zu „Neverwinter Nights“ Inhalt Allgemeine Informationen • Anmerkung 3 • Stichpunktübersicht 4 • Spielbeschreibung 5 • Review 8 • Benutzeroberfläche 11 • Charaktererschaffung 12 • Dialogsystem 15 • Geschichte 16 • Kreaturen 17 • Ortschaften 23 Komplettlösung • Kapitel 1 25 • Kapitel 2 51 • Kapitel 3 80 • Kapitel 4 98 • Übersicht der Quests der Kapitel 1-4 108 • Nebenquests Kapitel 1 109 • Nebenquests Kapitel 2 139 • Nebenquests Kapitel 3 164 • Nebenquests Kapitel 4 167 • Gefolgsleute-Quests 169 Anhang • Scriptmöglichkeiten 173 • Toolset 176 2 Eine RPGuides.de Spielhilfe zu „Neverwinter Nights“ Anmerkung Autor(en): Pandur, zauriel, C-Real, McCrazy Überarbeitung: McCrazy Diese Spielhilfe wurde ursprünglich auf der Rollenspielfanseite www.rpguides.de erstellt und veröffentlicht. Sie ist weder ein offizieller Bestandteil des Spiels, noch wird sie in irgendwelcher Form im kommerziellen Sinne verbreitet. Diese Datei gibt lediglich den von Fans erarbeiteten Wissensstand als Hilfe für andere Spieler weiter. Diese Spielhilfe ist nur für die private Verwendung freigegeben. Jegliche kommerzielle oder anderweitige Nutzung (auch in Auszügen) ist untersagt. Haftungsausschluss 1. Inhalt Der Autor übernimmt keinerlei Gewähr für die Aktualität, Korrektheit, Vollständigkeit oder Qualität der bereitgestellten Informationen. Haftungsansprüche gegen den Autor, welche sich auf Schäden materieller oder ideeller Art beziehen, die durch die Nutzung oder Nichtnutzung -
Case Study the Indie Game Industry and Help Indie Developers Achieve
CASE STUDY THE INDIE GAME INDUSTRY AND HELP INDIE DEVELOPERS ACHIEVE THEIR SUCCESS IN DIGITAL MARKETING A thesis presented to the academic faculty in partial fulfillment of the requirement for the Degree Masters of Science in Game Science and Design in the College of Arts, Media and Design by Mengling Wu Northeastern University Boston, Massachusetts December, 2017 NORTHEASTERN UNIVERSITY Thesis Title: Case Study The Indie Game Industry And Help Indie Developers Achieve Their Success In Digital Marketing Author: Mengling Wu Department: College of Arts, Media and Design Program: Master’s in Game Science and Design Approval for Thesis Requirements of the MS in Game Science and Design Thesis Committee _____________________________________________ __________________ Celia Pearce, Thesis Committee Chair Date _____________________________________________