E3 Real Time: Conferenza Microsoft
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News:Now with Less Glyphosate but More Heinrich and Davis Pages 6 Thru 9 Street-Level New Mexico Page 18 Vara Launches New Kitch
FREE VOLUME 28 | ISSUE 18 | MAY 2-8, 2019 | FREE 2019 2-8, | ISSUE 18 MAY 28 VOLUME PHOTOGRAPH BY JESSICA ROYBAL BY PHOTOGRAPH NOW WITH LESS GLYPHOSATE STREET-LEVEL VARA LAUNCHES BUT MORE HEINRICH AND DAVIS NEW MEXICO NEW KITCHEN NEWS: PAGES 6 THRU 9 ARTS: PAGE 18 FOOD: PAGE 20 A LITTLE HIGHER SINCE 1992 A LITTLE HIGHER SINCE 1992 [ 2] WEEKLY ALIBI MAY 2-8, 2019 MAY 2-8, 2019 WEEKLY ALIBI [3] alibi VOLUME 28 | ISSUE 18 | MAY 2-8, 2019 EDITORIAL MANAGING EDITOR/ FILM EDITOR: Devin D. O’Leary (ext. 230) [email protected] MUSIC EDITOR/NEWS EDITOR: Email letters, including author’s name, mailing address and daytime phone number to [email protected]. August March (ext. 245) [email protected] FOOD EDITOR: Letters can also be mailed to P.O. Box 81, Albuquerque, N.M., 87103. Letters—including comments posted Dan Pennington (Ext. 255) [email protected] on alibi.com—may be published in any medium and edited for length and clarity; owing to the volume of ARTS AND LIT.EDITOR: correspondence, we regrettably can’t respond to every letter. Clarke Condé [email protected] COPY EDITOR: Samantha Carrillo (ext. 223) [email protected] CALENDARS EDITOR: Ashli Kesali [email protected] downside by August March in Alibi. Perhaps STAFF WRITER: Hate Thy Neighbor, Love Joshua Lee (ext. 243) [email protected] there might have been an idea proposed that SOCIAL MEDIA COORDINATOR: Thy Gun volunteers head back with migrants to their Samantha Carrillo (ext. 223) [email protected] originating countries offering aid, time and CONTRIBUTING WRITERS: Dear Editor, Robin Babb, Rob Brezsny, Carolyn Carlson, Samantha Congratulations Alibi editors. -
CS/INFO 4154: Analytics-Driven Game Design
CS/INFO 4154: Analytics-driven Game Design Class 37: Polishing Some slides from: Kelvin Jin `16, TA (2015), worked on Thermo (2014) Brian Curless (University of Washington) Mon Wed Fri 11/20 THANKSGIVING THANKSGIVING Newgrounds Release Report due 11:59pm 11/29 12/1 11/27 Kongregate Release 1 Kongregate Release 2 Kongregate Release 11/29-12/1 Needs 15 levels No other new requirements CMS deadline = Friday, 12/1 at 10:10am May release in class 11/29 if you are ready Must release by end of class Friday, 12/1 Email from Tom Fulp International Support International Support “Simulation game in which a zombie works at a food truck.” International Support “[Directions] [E]: Eat a customer I laughed just from this.” What is game polish? Hard to define objectively What is game polish? "Polish is often adding things nobody will ever notice, comment on, or appreciate, but will notice, comment on and appreciate when they aren't there." - Frank Kowalkowski, Alpha Protocol What is game polish? “Polish, to me, is the last 10 to 20 percent of effort where everything in the game is now working and you take the time to focus on the little details that have a big impact on the overall quality of the game. [...] Polish is extremely important, as it has the ability to take a good game and make it great." - Rod Fergusson, Gears of War 2 Polish is small details that: Are added intentionally Have minimal impact on the core mechanics Enhance the gameplay experience Are story, animations, sound effects, visual effects Why is polish important? Makes games seem more fun than they really are Adds cohesiveness to the theme of your game Presentation can make a big difference Importance of Presentation Infiniminer Minecraft Importance of Presentation Crush the Castle Angry Birds Twelve Basic Principles of Animation Developed by Disney’s Ollie Johnston & Frank Thomas: 1. -
When I Open My Eyes, I'm Floating in the Air in an Inky, Black Void. the Air Feels Cold to the Touch, My Body Shivering As I Instinctively Hugged Myself
When I open my eyes, I'm floating in the air in an inky, black void. The air feels cold to the touch, my body shivering as I instinctively hugged myself. My first thought was that this was an awfully vivid nightmare and that someone must have left the AC on overnight. I was more than a little alarmed when I wasn't quite waking up, and that pinching myself had about the same amount of pain as it would if I did it normally. A single star twinkled into existence in the empty void, far and away from reach. Then another. And another. Soon, the emptiness was full of shining stars, and I found myself staring in wonder. I had momentarily forgotten about the biting cold at this breath-taking sight before a wooden door slammed itself into my face, making me fall over and land on a tile ground. I'm pretty sure that wasn't there before. Also, OW. Standing up and not having much better to do, I opened the door. Inside was a room with several televisions stacked on top of each other, with a short figure wrapped in a blanket playing on an old NES while seven different games played out on the screen. They turned around and looked at me, blinking twice with a piece of pocky in their mouth. I stared at her. She stared back at me. Then she picked up a controller laying on the floor and offered it to me. "Want to play?" "So you've been here all alone?" I asked, staring at her in confusion, holding the controller as I sat nearby. -
Producer Boot Camp Agenda
Producer Boot Camp Agenda 10:15 AM –“So You Want to be a Great Producer” Rod Fergusson, Executive Producer, Epic Games Morning Coffee Break 11:30 AM – “Communication Scaling: How to Keep People Talking to Each Other” Matt Allen, Executive Producer, Monolith Productions 12:30 PM – Lunch Break 2:00 PM – “Effective Management: Getting the Best from Your Team” Pete Isensee, Principal Program Manager, Microsoft 3:15 PM –“Bend MS Project to Your Will 2010” Mike McShaffry, Executive Producer, Red Fly Studio Afternoon Coffee Break 4:30 PM –“By the Seat of Our Pants: How Naughty Dog Produced Uncharted 2: Among Thieves” Richard Lemarchand, Lead Game Designer, Naughty Dog 5:00 PM –“Wrangling Engineers” Matt Priestly, Senior Producer, Bungie Producer Ah, the irony… Trip Hawkins established the title when he founded Electronic Arts in 1982 Look at us now Executive Producer, Producer, Senior Producer, Lead Producer, Associate Producer, Assistant Producer, Program Manager, Group Program Manager, Project Manager, International Project Manager, Development Director, Outsourcing Manager, External Producer, etc. Challenges Increased Capabilities Increased Expectations Increased Complexity Increased Team Sizes Increased Risk A Variety of Solutions There is no silver bullet Bungie ‐ 11+ Producers Naughty Dog ‐ 0 Producers Case studies this afternoon Every project, team and organization is unique Key is to have the base skills required to adapt So You Want to be a Great Producer… Rod Fergusson Executive Producer Epic Games, Inc. -
Bioshock Infinite
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 10 Reviews Call of Duty: Black Ops II ZombiU Hitman: Absolution PC / PLAYSTATION / XBOX / NINTENDO + MORE The best and wors t of 2012 We give awards to things – not in a traditional way… BioShock Infi nite Loo k! Up in the sky! Editor Michael “RedTide“ James [email protected] Contents Features Assistant editor 24 THE BEST AND WORST OF 2012 Geoff “GeometriX“ Burrows Regulars We like to think we’re totally non-conformist, 8 Ed’s Note maaaaan. Screw the corporations. Maaaaan, etc. So Staff writer 10 Inbox when we do a “Best of [Year X]” list, we like to do it Dane “Barkskin “ Remendes our way. Here are the best, the worst, the weirdest 14 Bytes and, most importantly, the most memorable of all our Contributing editor 41 home_coded gaming experiences in 2012. Here’s to 2013 being an Lauren “Guardi3n “ Das Neves 62 Everything else equally memorable year in gaming! Technical writer Neo “ShockG“ Sibeko Opinion 34 BIOSHOCK INFINITE International correspondent How do you take one of the most infl uential, most Miktar “Miktar” Dracon 14 I, Gamer evocative experiences of this generation and make 16 The Game Stalker it even more so? You take to the skies, of course. Contributors 18 The Indie Investigator Miktar’s played a few hours of Irrational’s BioShock Rodain “Nandrew” Joubert 20 Miktar’s Meanderings Infi nite, and it’s left him breathless – but fi lled with Walt “Shryke” Pretorius 67 Hardwired beautiful, descriptive words. Go read them. Miklós “Mikit0707 “ Szecsei 82 Game Over Pippa -
Microsoft Installe Son Studio De Jeux Xbox Au Centre-Ville
23/07/2020 Microsoft installe son studio de jeux Xbox au centre-ville Microsoft installe son studio de jeux Xbox au centre-ville PHOTO MARCO CAMPANOZZI, LA PRESSE L’entreprise Compulsion Games, studio montréalais de Xbox Game Studios, s’installera prochainement au 1100, Atwater, dans un nouvel immeuble de bureaux de 175 000 pi2 aménagé par la société Kevric. Le déménagement est prévu en décembre prochain ou en janvier 2021. Le studio montréalais de Xbox Game Studios prend de l’expansion et s’installera avenue Atwater, au centre-ville, a appris La Presse. Il s’agit d’une excellente nouvelle pour https://www.lapresse.ca/affaires/entreprises/2020-07-23/microsoft-installe-son-studio-de-jeux-xbox-au-centre-ville.php 1/5 23/07/2020 Microsoft installe son studio de jeux Xbox au centre-ville le quartier des affaires qui vit un été pénible alors qu’il est déserté en raison de la pandémie de COVID-19. Publié le 23 juillet 2020 à 7h00 ANDRÉ DUBUC LA PRESSE Portant le nom de Compulsion Games, le studio est dirigé par Guillaume Provost, 43 ans. Créée en 2009, la société est célèbre pour son jeu We Happy Few. Elle a été rachetée par le géant américain en 2018 pour un montant qui n’a pas été divulgué. La division des jeux vidéo de l’entreprise cofondée par Bill Gates fonctionne tant avec des studios internes qu’avec des studios externes. Compulsion est l’un de ses sept studios externes. « Depuis le rachat, nous avons gardé notre autonomie et notre identité », assure M. -
Complete List of Migs16 Attending Companies
COMPLETE LIST OF MIGS16 ATTENDING COMPANIES MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 YOUR ACCESS TO EXPERTS MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 11 bit Studios AMJ 12 Hit Combo! Annex Pro 1E Avenue Music Antre du Geek 1One AOne Games 1st Playable Productions APEX Sciences 24h Appcoach 4AM Games Apple 51HiTech Applicant 5th Wall Agency Appodeal 8D Technologies Aptitude X 98,5FM Armoires Cuisines Action A Thinking Ape Around The Word Accenture Around the Word Canada Achimostawinan Games Artesium Studios ACTRA Montreal Artifact 5 ad Communications Artisan Studios, Inc. AdColony ASTUCEMEDIA Adult Swim Audible reality Advanced Micro Devices Audiokinetic ADVANTAGE AUSTRIA Autodesk Affordance Studio Avalanche Prod - HUB MTL AJL Consult Axis Animation Alexis Senecal Azurtek Algonquin College B&H Alice & Smith Babel Games Services Aline Mercy Babel Media Allegorithmic Bandai Namco Entertainment Alliance Numérique Bandai Namco Entertainment Alpha vision Banner & Witcoff AltKey BareHand Always Mind Studios Baton Rouge Area Chamber Amazon Lumberyard BDC Ameo Prod, Inc BDC Capital MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 BDO Canadian Heritage Beenox Canadian Museum of History Behaviour Interactif Inc. Cangrejo Ideas SpA Bell Canoë Ben Salerno Design Canvasseuse Bentomiso CARA Berzerk Studio Cardboard Utopia Bethesda Studios Montreal Cardboard-Utopia Big Jack’s Factory, Inc. Castle Couch Big Studios Inc CC2 Big Viking Games CCNB Miramichi Bigben Interactive CCP Games BioWare (a division of Electronics Arts) CD Projekt S.A. Bishop Games CDI College bitHeads/brainCloud CDRIN Bkom Studios Cégep de Limoilou Black Tie Ventures Cégep de l’Outaouais Blacknut Cégep de Matane Blind Ferret Cégep de Sainte-Foy Blobstone CEIM blogcritics.org Centre Phi Bloober Team CFPR BNC CGMagazine Borden Ladner Gervais LLP Chamber of Commerce of Metropolitan Mon- brainCloud tréal Breaking Walls Champlain College Brookfield Global Relocation Services Chartboost, Inc. -
10Th IAA FINALISTS ANNOUNCED
10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer -
Isolation Nation
ISOLATION NATION Work-from-home tips, best practices, and insights about remote videogame creation Introduction Isolation Nation emerged out of interviews and surveys with 70 game studios across Canada with the goal of sharing challenges, tips, and best practices for making games when working from home. We hope this document will serve as a practical resource for studios working remotely. With the onset of the COVID-19 pandemic, millions of to reach new players. Building audiences was a hot people are suddenly working from home, an option that topic for almost every studio interviewed, with many has been available for decades but is only now being studios curious about the tactics and techniques of their exercised en masse. Games were some of the first to peers. transition and are arguably some of the best positioned to adapt. But like any significant cultural shift, we face A final core challenge is financial investment. Despite new challenges and opportunities. the growing market, many investors are tightening their budgets, resulting in a narrowing of financial Most studios switched to remote work quickly and opportunities. Neither attracting players or finding almost seamlessly, transitioning within a few days financial investment are new problems, nor are they and solving problems as they emerged. Other studios unique to work from home, but both are exacerbated by with more complex playtesting needs like VR or local the current financial landscape. multiplayer are still struggling. While work patterns have changed, business strategies have largely Isolation Nation was created by Marie Claire LeBlanc remained the same. Many studios are still in the middle Flanagan with the Game Arts International Network. -
Isabella Bidmead & Markus Mindrebø Published By
Author(s): Isabella Bidmead & Markus Mindrebø Published by: The Coalition of Master’s Scholars on Material Culture URL: https://cmsmc.org/publications/an-honest-days-work Date Published: July 16, 2021 Citation: Bidmead, Isabella, and Mindrebø, Markus. “An Honest Day’s Work: Pastoral Romanticism in Open-World Role-Playing Games.” The Coalition of Master’s Scholars on Material Culture, 1, July 16, 2021. CMSMC is run by fellow master’s scholars as a platform for colleagues to disseminate their work. We are an independently run organization and are not affiliated with any university or institution. This work is licensed under CC BY-NC-ND 4.0 For more information about The Coalition of Master’s Scholars on Material Culture, please email us at [email protected] An Honest Day’s Work: Pastoral Romanticism in Open-World Role-Playing Games: Part 1 By: Isabella Bidmead and Markus Mindrebø Abstract: This paper serves as an exploration of the reliance of open world fantasy role-playing games on evoking emotions of pastoral romanticism in the player. Such games tend to be dominated by rural landscapes, and farming locations and objects often play a central role in the player’s interaction with the world. In particular, the paper will investigate mechanics where the player receives a personal stake in a pastoral setting, such as when a player-controlled hero spends significant game time engaging in farmhouse construction, food production, or other central aspects of rural life. It is in this aspect, the paper argues, that pastoral romanticism creates a significant player appeal entirely separate from the allure of heroic adventuring. -
Table of Contents Installation
Table of Contents Installation Installation . 2 To install Unreal Tournament 3™ to your computer, follow these steps: Controls . 3 - 4 Login . 5 1. Insert your “Unreal Tournament 3™” DVD in your DVD-ROM drive. Create Profile . 6 Single Player . 7 2. The install program will automatically begin. If not, browse to your DVD-ROM drive and double-click on SetupUT3.exe. Campaign . 7 Instant Action . 7 3. Select the language you would like to install and select OK. Multiplayer . 8 4. Read the End User License Agreement and if you agree, select Quick Match . 8 YES. Join Game . 8 Host Game . 9 - 10 5. Select Browse to change the directory to install the game to, other- Community & Settings . 11 wise select Next. Community . 11 6. Unreal Tournament 3 will now begin installation. Settings . 11 - 14 Deathmatch HUD . 15 7. Once the installation has completed, select Finish. Team Deathmatch HUD . 16 8. The first time you run Unreal Tournament 3 following installation, Duel Deathmatch HUD . 16 the game will prompt you to enter your Product Key. The Product Capture the Flag HUD . 17 Key can be found in the game’s packaging. Vehicle Capture the Flag HUD . 18 Warfare . 19 - 21 Warfare HUD . 22 Unreal Characters . 23 - 25 Weapons . 26 - 29 Vehicles . 30 - 34 Pickups . 35 Powerups . 36 Deployables . 37 MODS/Unreal Editor 3 . 38 End User LIcense Agreement . 39 - 42 Credits . 43 - 45 Notes . 46 Warranty . 50 Installation Key Code 1 2 UT3_PC_Manual2.indd 2-3 10/26/07 11:32:59 AM Controls Controls Action Key Set 1 Key Set 2 Action Key Set 1 Key Set 2 Move Forward -
Game Developer Magazinedevelopergame Revisiting Android +++ Postmortem: Hundreds +++ Intro to User Analytics May2013
GAME GAME DEVELOPER MAGAZINE REVISITING ANDROID +++ POSTMORTEM: HUNDREDS +++ INTRO TO USER ANALYTICS 2013 MAY MAY 2013 VOLUME 20 NUMBER 05 THE LEADING GAME INDUSTRY MAGAZINE VOLUME VOLUME 20 NUMBER 05 THE LEADING GAME INDUSTRY MAGAZINE GAME DESTINATION: BLACKBERRY 10 It’s where your game belongs. Discover how you can create games that keep them coming back for more. BlackBerry® 10 o ers a powerful and easy platform for game development. It’s integrated with major development tools and leading game engines, including Unity, Marmalade and Shiva 3D. Plus, the leading BlackBerry 10 hardware produces a visually stunning and incredibly immersive gaming experience that really lets your masterpiece shine. Get your game where it needs to be. Fast. Users everywhere are hooked on the simplicity, elegance and blazing-fast performance that BlackBerry 10 delivers. They are enthusiastically snapping up amazing entertainment and apps to make their BlackBerry experience that much richer. All of this demand means that there has never been a better time for you to bring your game to BlackBerry. It’s easy to get started By o ering both native development tools and integration with the major development tools on the market, BlackBerry makes it simple for you to choose an option that works best with your individual skills and preferences. So you can develop your game faster and with the greatest fl exibility. POSIX-based Consistent form Development tools Leading game OS, support factor makes it using Microsoft engine and for openGL ES, easy for Visual Studio and middleware OpenAL developers Eclipse EDT support Shadowgun image courtesy of SHADOWGUN, by MADFINGER.