"Genpets are not toys or robots. They are living, breathing genetic animals...Genpets are color-coded to match one of several different genetically programmed personality profiles, so there's sure to be a Genpet perfect for you!
" See the entire story here
março 19, 2007
março 18, 2007
ScriptEase for Neverwinter Nights
"Making a module for a game like BioWare's Neverwinter Nights is a new way of telling a story, and has its own set of challenges. Instead of readers, you have players who want to feel as though they actively participate in the story. One way to do this is to present your players with a world that they interact with, instead of one they just pass through. ScriptEase is a tool designed to complement Bioware's Aurora Toolset. With Aurora, you construct the world the players will adventure in, and with ScriptEase you bring it to life."
"ScriptEase is being developed by researchers from two research groups in the Department of Computing Science at the University of Alberta, the Games group and the Software Systems group. The goal of the ScriptEase project is to support module builders (storytellers) and game designers in automatically generating scripts for computer role-playing stories, without programming."
"ScriptEase is being developed by researchers from two research groups in the Department of Computing Science at the University of Alberta, the Games group and the Software Systems group. The goal of the ScriptEase project is to support module builders (storytellers) and game designers in automatically generating scripts for computer role-playing stories, without programming."
Dennis Muren and the Art of Visual Effects
Dennis Muren interviewed by CG Society
"people think the aesthetic and art comes from the director... they think the art is brought to them when they get the storyboards... All of that is the beginning, not the end. Usually, the sets are not lit for the effect because the effect isn’t there. We have to relight it. To do that, you need to have a broader background than a technician. In every technical task, an aesthetic component can make it better"
Dennis Muren’s Oscars
1981 - Star Wars: Episode V
1982 - Technical Achievement Award
1983 - E. T. the Extra-Terrestrial
1984 - Star Wars: Episode VI - Return of the Jedi
1985 - Indiana Jones and the Temple of Doom
1988 - Innerspace
1990 - The Abyss
1992 - Terminator 2: Judgment Day
1994 - Jurassic Park
Oscar Nominations:
1982 - Dragon Slayer
1986 - Young Sherlock Holmes
1989 - Willow
1998 - The Lost World: Jurassic Park
2000 - Star Wars: Episode I - The Phantom Menace
2002 - Artificial Intelligence: AI
2006 - War of the Worlds
"people think the aesthetic and art comes from the director... they think the art is brought to them when they get the storyboards... All of that is the beginning, not the end. Usually, the sets are not lit for the effect because the effect isn’t there. We have to relight it. To do that, you need to have a broader background than a technician. In every technical task, an aesthetic component can make it better"
Dennis Muren’s Oscars
1981 - Star Wars: Episode V
1982 - Technical Achievement Award
1983 - E. T. the Extra-Terrestrial
1984 - Star Wars: Episode VI - Return of the Jedi
1985 - Indiana Jones and the Temple of Doom
1988 - Innerspace
1990 - The Abyss
1992 - Terminator 2: Judgment Day
1994 - Jurassic Park
Oscar Nominations:
1982 - Dragon Slayer
1986 - Young Sherlock Holmes
1989 - Willow
1998 - The Lost World: Jurassic Park
2000 - Star Wars: Episode I - The Phantom Menace
2002 - Artificial Intelligence: AI
2006 - War of the Worlds
XNA Challenges & Contests
The Warm up
Microsoft Academic Days on Game Development in Computer Science Education - Aboard the Disney Wonder Cruise Ship. "The Challenge was simple but completing it was anything but - make an original game, from scratch in 4 days. Each XNA Game Studio Express Challenge team worked from Monday March 5 to Thursday March 8 to bring their game to life."
“DungeonQuest” by Benjamin Nitschke and Christoph Rienaecker from Germany
“Simian Escape” by Jonathon Stevens and Patrick Glanville from the United States
“Damage Control” by Josh Butterworth from the United Kingdom
“AbduX,” by Andre Furtado from Brazil
You can download the 4 games here.
The real thing
The Dream-Build-Play Challenge
Design and build an original game for Windows XP SP2 or Xbox 360™† using XNA
Game Studio Express.
Criteria
Innovation (40%) – Push your creative and technical limits.
Fun Factor (40%) – Hook our judges with exciting, entertaining action.
Production Quality (20%) – Make your game world as polished as possible.
Prize of $10,000 USD
FINAL ENTRY DEADLINE: JULY 2, 2007
Microsoft Academic Days on Game Development in Computer Science Education - Aboard the Disney Wonder Cruise Ship. "The Challenge was simple but completing it was anything but - make an original game, from scratch in 4 days. Each XNA Game Studio Express Challenge team worked from Monday March 5 to Thursday March 8 to bring their game to life."
“DungeonQuest” by Benjamin Nitschke and Christoph Rienaecker from Germany
“Simian Escape” by Jonathon Stevens and Patrick Glanville from the United States
“Damage Control” by Josh Butterworth from the United Kingdom
“AbduX,” by Andre Furtado from Brazil
You can download the 4 games here.
The real thing
The Dream-Build-Play Challenge
Design and build an original game for Windows XP SP2 or Xbox 360™† using XNA
Game Studio Express.
Criteria
Innovation (40%) – Push your creative and technical limits.
Fun Factor (40%) – Hook our judges with exciting, entertaining action.
Production Quality (20%) – Make your game world as polished as possible.
Prize of $10,000 USD
FINAL ENTRY DEADLINE: JULY 2, 2007
O Futuro está aqui
A convergência chegou aos meios de produção. Equipas da indústria de videojogos partilham espaços com equipas do cinema. São reutilizados modelos, texturas, animações tudo em nome de uma maior convergência da forma. Uma busca pelo aperfeiçoamento da convergencia do media que proporcione a transmedialidade de
Jenkins (2006).
"There’s a new phenomenon emerging in the high-stakes world of big-budget filmmaking... video game artists, taking photographs, recording the proportions and textures of sets, and working closely with production designers and the visual effects team to make sure their game upholds the same production values as the film. They’ve become an almost permanent fixture on the moviemaking scene. The reason is because in this era of cross-platform marketing and convergent technology, major film properties live twice—in the movie theater and in the interactive realm... they should succeed in fusing the emotion of films with the intense absorption of interactive entertainment” (Game Films, 2007)
Jenkins (2006).
"There’s a new phenomenon emerging in the high-stakes world of big-budget filmmaking... video game artists, taking photographs, recording the proportions and textures of sets, and working closely with production designers and the visual effects team to make sure their game upholds the same production values as the film. They’ve become an almost permanent fixture on the moviemaking scene. The reason is because in this era of cross-platform marketing and convergent technology, major film properties live twice—in the movie theater and in the interactive realm... they should succeed in fusing the emotion of films with the intense absorption of interactive entertainment” (Game Films, 2007)
março 17, 2007
Experimental Gameplay Project
março 15, 2007
Second Version Done
First supervisor reviewing process completed. Second version delivered, waiting for second and last supervisor reviewing.
fevereiro 28, 2007
First Version Done
completion of the first version without revisions. at last a first a look at the white paper brick
fevereiro 16, 2007
Stockholm meeting
INSCAPE Project 2nd Management Meeting ocurred at KTH - Royal Institute of Technology in Stockholm.
Subscrever:
Mensagens (Atom)