Uncharted 3: Drake's Deception is a 2011 action-adventure game developed by Naughty Dog and published by Sony Computer Entertainment for the PlayStation 3. The game received praise for its visuals, gameplay, and multiplayer features. Uncharted 3 builds upon the online multiplayer mode introduced in Uncharted 2 and includes features allowing players to connect with friends on Facebook and share their gameplay progress. The game is rendered with high-definition 720p or 1080p graphics and is compatible with 3D displays.
Mass Effect 3 is an action role-playing game released in 2012. It is the sequel to Mass Effect and Mass Effect 2. The game was critically acclaimed, receiving scores of 9/10 or higher from several reviewers, and sold over 1.5 million copies. Gameplay is influenced by decisions from the previous games and combines shooting and role-playing elements. Players can direct two AI companions and make dialogue choices that impact the story. The Mass Effect series is praised for its narrative, characters, voice acting, and emphasis on player choice.
This document summarizes Henric Suuronen's presentation on game loops and post-launch iteration. The presentation covers defining the core game loop, examples of good and bad loops, adding smart depth layers, ensuring closure, and changing loops after launch based on data. It also uses the case of the game Magic Land to illustrate prototyping, testing, launch, and focusing post-launch iterations on improving retention based on identified problems like players dropping off too early.
The document provides an overview of the popular battle royale game PlayerUnknown's Battlegrounds (PUBG). It describes the open world map which includes various terrains, structures, and vehicles. It also discusses the first-person shooter gameplay where 100 players battle to be the last surviving player. Players can customize their avatars and loot weapons, armor, and supplies to aid their survival. The goal is to kill other players while avoiding the poisonous blue zone that slowly closes in on the map. PUBG utilizes the Unreal Engine 4 and aims for photorealistic graphics to create an immersive battle royale experience.
From Keyboards to Fingertips_Casual Connect HH_2013_Jens BegemannWooga
One thing has become clear in the computer industry over the past four decades: UI, not technology, governs large leaps in adoption. In the first age of personal computing, keyboard-centric character-based UI's limited access to only those sufficiently motivated (and antisocial) to suffer such dramatic abstraction of the world we live in. In the 2nd age, GUI's and a "Mouse" opened the usage of personal computers to a much broader audience and enabled a first change in game genres. Today, we are poised on the brink of the 3rd age. With touchscreen devices, the mouse has been replaced by our fingertips and games can be played by everyone, anytime, anywhere. Join Jens Begemann, CEO and Founder of Wooga, as he beholds this new age in game genres and proposes why this new UI standard is a revolutionary, not evolutionary, influence on our industry.
Valhalla Gaming Hub provides gaming news and reviews. This week's content reviews the cooperative first-person shooter game Left 4 Dead, discusses the upcoming console release of This War of Mine, profiles Assassin's Creed III character Connor, and shares a fun fact about the Nintendo Gameboy's sales. The document reviews gameplay and characters in Left 4 Dead and provides details on the console port of This War of Mine, highlighting new content and release date.
From Keyboards to Fingertips - Rethink Game Design_QuoVadis 2013Wooga
One thing has become clear in the computer industry over the past four decades: UI, not technology, governs large leaps in adoption. In the first age of personal computing, keyboard-centric character-based UI's limited access to only those sufficiently motivated (and antisocial) to suffer such dramatic abstraction of the world we live in. In the 2nd age, GUI's and a "Mouse" opened the usage of personal computers to a much broader audience and enabled a first change in game genres. Today, we are poised on the brink of the 3rd age. With touchscreen devices, the mouse has been replaced by our fingertips and games can be played by everyone, anytime, anywhere. Join Jens Begemann, CEO and Founder of Wooga, as he beholds this new age in game genres and proposes why this new UI standard is a revolutionary, not evolutionary, influence on our industry.
The document discusses principles of pervasive game design. It defines pervasive games as games that expand the traditional boundaries of games spatially, temporally, or socially. Examples are provided of how pervasive games can involve the whole world as a playground, renounce discrete play sessions, and involve players outside traditional games. Mobile technologies that can support pervasive games are also listed. The document concludes by discussing challenges in developing pervasive games that are literate, ethical, and profitable.
Beyond the Screen: Principles Of Pervasive Game Designkiviruusu
The document discusses principles of pervasive game design. It defines pervasive games as games that expand the traditional boundaries of games spatially, temporally, or socially. Examples are provided of how pervasive games can involve the whole world as a playground, renounce discrete play sessions, and involve players outside traditional games. Key challenges discussed include literacy, ethics, and profitability. Mobile technologies that can support pervasive games are also listed.
The document summarizes sound design elements in the video game Gears of War 3. It describes how sounds were used to establish setting, mood, and game genre. Specifically, it notes that alien screams set a post-apocalyptic setting, somber music conveyed the serious mood as characters took cover from sniper fire, and gunshots and dialogue implied a war game genre. It also analyzes the narrative of a character getting shot by a sniper and explains that voice actors likely recorded scripts to sync dialogue with cut scenes.
The document outlines the game development pipeline for The Last of Us. It describes the ideation stage where the concept was inspired by a BBC program on cordyceps fungus infecting hosts. In pre-production, concept art and themes were developed, including drawing inspiration from the book "The World Without Us". Production involved implementing the concept art into the 3D world and motion capture. Post-production comprised debugging, testing, and adding trailers. Finally, post-mortum was the evaluation of the full production process and success of the game.
This document discusses various elements that are common across many computer games. It describes different types of gameplay, the importance of storylines, character customization options, the role of trailers in marketing games, modes involving player vs environment (PvE) or player vs player (PvP) gameplay, the purpose of maps and music in setting the atmosphere of games, heads up displays (HUDs) with information like health and ammunition, skill trees that allow players to progress their characters, leveling up through gaining experience points, including quests/missions/objectives to provide goals for players, and the function of loading screens.
Game Design Workshop at Naresuan University discusses game design. It explains that designing successful games requires multi-disciplinary teams, including producers, designers, artists, programmers, level designers, sound engineers and testers. Game design is an iterative process involving playtesting, evaluation and revision. The document also discusses key aspects of game systems, including components, dynamics and mechanics. It provides definitions and examples of different types of players, from hardcore to casual gamers. Finally, it explores the concept of evocative objects and how we think with the objects we interact with.
This document appears to be a story told through a comic or graphic novel format split into scenes and panels. It follows a group of adventurers, including characters named Tilly and Gromm, as they search for treasure based on a map that Tilly acquired. Gromm complains about their long journey through the barren landscape with dwindling supplies and no ale. In the final scene, Tilly points to where she believes the treasure is located.
Jack plans to create a 2D fighting or endless runner game using Photoshop. For inspiration, he references games like Mortal Kombat, Tekken, Mario, and his previous games involving space ships and surfing. In his mind map, he considers ideas like a Mortal Kombat-style fighting game with interactive scenery, collectables, and finishing moves. His mood board shows dark, colorful styles from Mortal Kombat and more vibrant colors from platformers. In his schedule, he plans research, design, production, and evaluation over 5 weeks. For research, he lists 7 classic video games from the 80s and 90s.
This document provides an introduction to SPU optimizations by summarizing the SPU assembly instructions. It begins by explaining the SPU execution environment and memory model. It then categorizes the instruction set into classes based on arity and latency. The majority of the document details the various instructions in the Single Precision Floating Point (SP), Fixed precision (FX), and other classes; explaining their syntax, latency, and examples of use. The goal is to familiarize programmers with the SPU hardware and instruction set to enable improved performance through optimization techniques.
The document discusses moving game elements that are not clearly code or data, like particle definitions and animations, into a data compilation (DC) system built in Scheme. It describes defining types like vectors and quaternions in Scheme and C++ for use in both languages. Game entities can then be defined as data in Scheme and accessed as data or used to generate code in C++. This allows game logic and tuning to be adapted by editing high-level data definitions rather than recompiling code.
The document describes optimizing a lighting calculation for the SPU by analyzing memory requirements, partitioning data, and rearranging data for a streaming model. It then provides an example of optimizing a lighting calculation function, including vectorizing the calculation by hand to process 4 vertices simultaneously. The optimizations reduced the calculation time from 231.6 cycles per vertex per light to 208.5 cycles through compiler hints and further to an estimated higher performance by manual vectorization.
Multiprocessor Game Loops: Lessons from Uncharted 2: Among ThievesNaughty Dog
The document discusses challenges with updating large-scale engine systems, like animation and physics, on a moving train level in a game. A simple approach of just updating game objects sequentially each frame does not work well because it does not allow optimizing updates of different systems. The train in the game is dynamic rather than static, with each car following a spline path independently while maintaining proper spacing. Special handling is needed for updating the order of train cars and teleporting the train between locations.
The document summarizes techniques used for visual effects in the video game Uncharted 3: Drake's Deception. It discusses the goals for improving the effects system over the previous game. It describes tools used by visual effects artists, including Particler for authoring particles and Noodler for creating shaders. It provides an example of using sand footprints and discusses how effects data is processed during runtime across the PPU and SPU.
This document discusses techniques for lighting and tonemapping in 3D graphics, including:
1. Gamma/linear-space lighting - Accounting for the gamma curve of monitors by converting textures and lighting calculations to/from linear and gamma space.
2. Filmic tonemapping - Simulating the adaptiveness and dynamic range of the human eye through tonemapping techniques to compress high dynamic range images for display.
3. Examples are given of the visual differences between correct and incorrect gamma handling, as well as comparisons of linear vs. gamma color ramps and exposure adjustments. Key points are made about which map types should use linear vs. gamma color spaces.
The document provides instructions for a case study assignment on a game released within the last 5 years. It lists several topics that must be discussed in the case study, including terminology from lectures and how they are used in the game, the game's use of audio, how the game represents its genre, graphics in comparison to similar games, the game engine and system requirements, and annotating screenshots. It also requires including a paragraph on video game addiction and quoting a source on the topic.
The document provides research on three video games: Dragon Age, Age of Empires II, and Dante's Inferno. For each game, it describes the title, publisher, system, genre, release date, graphical style, and includes an evaluation, collage, and review section. The evaluations describe how the graphical styles support each game's genre. The collages and reviews explain how aspects of the games could inform the design of the student's own cel-shaded game.
This document summarizes information about video games and gaming consoles. It discusses major game companies like Bungie, Activation, and EA. It provides a timeline of early consoles from 1972-2006. It also answers questions about the first video game (Pong), its creators, and popular consoles before the Xbox 360 and PS3. Modern consoles discussed include the Xbox 360 and PS3. Top games currently and their publishers are also listed. The document concludes with information about the growth of the game industry in recent years.
This document provides instructions for researching three games with similar graphical styles and genres to the concept being developed. The student is asked to complete a table with game details, write an evaluation of how the graphical style complements the genre, create an annotated image collage showcasing the style, and explain how the research can be applied to their own work. Three games are then analyzed - Final Fantasy XIII, Dragon Age 2, and Gears of War. Details about each game's publisher, system, genre, release date and exaggerated graphical style are provided. Evaluations analyze how the style fits the genre and tone. Image collages with annotations demonstrate style elements that could influence the student's sketches. Reviews explain how the research will be
This document contains summaries of various video games, comments about gaming platforms like PlayStation 3, and discussions around gaming. Some key games mentioned include Civilization 3, Age of Empires 2, Max Payne, Killzone 3, Battlefield 3, Resident Evil 5, God of War 3, Gran Turismo 5, World of Warcraft, Dead Island, Aliens: Colonial Marines, and Minecraft. Comments discuss gameplay experiences, tips for achievements, system requirements, and enjoying games online or with others. Platforms like PlayStation 3 are praised for their multimedia capabilities and library of exclusive titles.
The document provides instructions for a game research assignment. Students are asked to research three games with similar graphical styles and genres to the concept art they created. For each game, they must complete a table of details, write an evaluation of how the graphical style and genre complement each other, create an annotated collage of images, and review how the research can be used to develop their own work. The student provides this information for three games - Final Fantasy XIII, Dragon Age 2, and Gears of War - which all use an exaggerated graphical style. They analyze how the style fits each game's tone and discuss how aspects like large weapons, enemies, and villains can influence their own sketches.
The document provides instructions for a game research assignment. Students are asked to research three games with similar graphical styles and genres to the concept art they created. For each game, they must complete a table of details, write an evaluation of how the graphical style and genre complement each other, create an annotated collage of images, and explain how the research can be used to develop their own work. The student provides this information for three games - Final Fantasy XIII, Dragon Age 2, and Gears of War - which all use an exaggerated graphical style. They analyze how this style fits each game's tone and genres. The student explains how aspects of the researched games, such as large weapons, villain sizes, and creature designs,
The document analyzes the sounds used in the opening sequence of the game Crysis 3. It examines the setting, mood, genre, and narrative of the opening and describes how specific sound production techniques were used to match each element. For the setting of a stealthy scene on a rainy boat, smooth, calm sounds were used. When tension rose, the sounds became more intense with louder beats. Sounds also helped convey the adventurous but serious genre by feeling exciting yet focused. Storytelling elements employed steady beats overlaid with sounds that seriously yet interestingly accompanied the narrative.
Gaming addiction is being recognized as a psychological disorder by the WHO. It can cause gaming habits to take over everyday life and interests. Dr. Richard Graham sees over 50 cases of gaming addiction per year affecting daily activities like eating, sleeping, and education. As gaming addiction becomes more prevalent, it shines a light on how the gaming industry and others will address this issue and determine responsibility, especially for children.
The document discusses four different art styles used in games: photorealism, cel shading, abstraction, and exaggeration. It provides instructions to find three examples for each style that demonstrate how the style sets the tone, theme, and feel of the game. Photorealism aims to make games look as realistic as possible, while cel shading mimics the style of manga/anime. Abstract games have no clear purpose or story. Exaggeration is common in cartoons and makes characters appear unnaturally tall or proportions. The styles help set the mood and target audience for each game.
The document discusses four different art styles used in games: photorealism, cel shading, abstraction, and exaggeration. It provides instructions to find three examples for each style that demonstrate how the style sets the tone, theme, and feel of the game. Photorealism aims to make games look as realistic as possible, while cel shading mimics the style of manga/anime. Abstract games have no clear purpose or story. Exaggeration is common in cartoons and makes characters appear unnaturally tall or proportions. The styles help set the mood and target audience for each game.
This document provides an overview of a presentation on indie game development. It discusses the speaker's background and qualifications in software engineering and game development. The agenda covers the brief history of indie games, what is needed to become an indie game developer, game psychology principles, popular game engines like Unity and XNA, and includes live coding demonstrations.
This document provides details for an assignment to research three games with similar art styles and genres to the concept being developed. It includes templates to complete for each game researched, including the game title, publisher, system, genre, release date, graphical style, an evaluation of how the style and genre complement each other, a collage of images with annotations, and a review of how the research can be used. The document then provides a completed example for the game Final Fantasy XIII, evaluating its exaggerated graphical style, including a collage and review. Similar completed examples are given for two additional games researched. The document concludes with discussing people's views on the concept game developed, requesting it focus on one character rather than two.
Video games originated in 1948 with a basic tennis game, though commercial success came later. In the 1970s, early consoles like the Magnavox Odyssey launched and portable games emerged. The 1980s saw hits like Space Invaders and the introduction of Nintendo with systems like the NES. New genres also developed such as action, adventure, and role-playing games. Today, video games are played on various platforms from computers and consoles to mobile devices, with genres ranging from strategy and sports to puzzles and music games.
Video games originated in 1948 with a basic tennis game, though commercial success came later. In the 1970s, early consoles like the Magnavox Odyssey launched and portable games emerged. The 1980s saw hits like Space Invaders and the introduction of Nintendo with systems like the NES. Throughout the 1990s, 3D gaming became dominant as online multiplayer was introduced, expanding the industry.
The document discusses and evaluates four different graphic styles - cel-shading, photorealism, exaggeration, and abstraction. For each style, it provides examples of games that use that style along with a description of how the style is implemented in each game. It also discusses the genres each style is commonly used in and the effects the styles have on players. Overall, the document analyzes how each graphic style creates different types of visual experiences for game players.
This document provides a case study analysis of the 2016 video game Uncharted 4: A Thief's End. It discusses the game's audio, which uses immersive music and realistic sound effects to set tone. It also analyzes the game's graphics in comparison to similar titles, noting its use of photorealistic graphics. Additionally, the document examines Uncharted 4's gameplay elements like its third-person perspective, single-player narrative, and rewards system for completing objectives. It provides context on the adventure genre and concludes with a bibliography of sources.
This document provides a case study analysis of Uncharted 4: A Thief's End. It discusses the game's audio, which uses immersive music and realistic sound effects to set tone. The graphics are compared to similar games from the franchise and those released at the same time. Uncharted 4 runs on Naughty Dog's proprietary game engine and is a PlayStation exclusive. It is representative of the adventure genre through its unique third-person gameplay and narrative-driven single-player experience.
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Advance your Skills with the Mobile App Marketing Course in Hyderabad: Unearth the future of marketing with our specialized Mobile App Marketing Course in Hyderabad. This rigorously designed course is geared towards individuals looking to make a mark in the dynamic world of mobile application marketing. The curriculum covers a broad range of topics, including user acquisition,
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4. Uncharted 3- 3D Compatibility…
Uncharted3 will literally
make every action jump “Uncharted 3 will show a new
out the page! level in 3D gaming” Says Mick
Hocking, The director of Sony
World-wide studio 3D team.
5. Uncharted’s online play is similar to
Uncharted2: Among Thieves', and
included a online multiplayer beta
5months before release date.
And will allow you to connect
to Facebook, and share you
progress with friends as
shown here.
6. Uncharted 3 was first
introduced in December 9th
2010 by Entertainment
Weekly
“Uncharted 2’s online play could
have been better if they had more
time” says GamePro Mag, therefore
with Uncharted 3 they drew
inspirations from Ubisofts: Assasins
Creed: Brotherhood and Rockstar
Games’ Red Dead Redemtion.
Development Of Uncharted3
7. Click Here To go to
the Technical Side of
UNCHARTED 3!
Click Here to go to
the Non-Technical
side of Uncharted
3!
8. Uncharted 3 Techy Info
• The Developers Of Uncharted 3: Drakes
Deception are, Naughty Dog, with Justin
Richmond Being game director. Also The game is
3D compatible with Naughty Dog’s Game
engine 3.0 version Havok (Game Physics).
• Publishers are Sony Computer Entertainment.
• The system will run with 720p or 1080p making
it full high definition.
• Click Here to go back.
9. Uncharted 3 Non-Techy Info
• Uncharted 3 is PS3’s exclusive game, and
probably there most successful exclusive
game.
• Its also 3D meaning with a 3D compatible TV
and 3D glasses you can play in 3D.
• Also you can share your online progress with
facebook, if you wish to.
• Click Here to go back.
10. COME TO AN END…
Thanks for watching, By George Hurrell CH7
georgehurrell99@hotmail.co.uk email me you thought.