This document discusses graphic novels and gaming for mature audiences. It provides a brief history of visual storytelling from over 30,000 years ago to medieval times. It defines graphic novels and discusses practical concerns about purchasing, cataloging and shelving them. It also discusses award-winning graphic novels and how libraries can interact with gamers by hosting game nights and discussing games.
I want to scrutinise the lens in which we view bodies of interactive work we typically associate with "videogames" and ask; "What is an interactive work of art that does not rely on competition, goals, rewards, winning or losing?"
I want to scrutinise the lens in which we view bodies of interactive work we typically associate with "videogames" and ask; "What is an interactive work of art that does not rely on competition, goals, rewards, winning or losing?"
Almost every idea has already been there in some way in the past 40 years of video gaming history. How can we still create unique, memorable and enjoyable gaming experiences without copying and cloning each others? How much inspiration from other games is ok? What are gamers expecting and when does cloning actually start? What are the do’s and don’ts?
This lecture will give insights in the development and idea finding processes at FDG Entertainment with examples from our projects as well as games of other developers.
Be creative, be successful!
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
Topics include:
Why build a world: One vs many and how to decide
The problem of exposition
Creating gods in fantasy, science fiction and game
Creating species in fantasy, science fiction and game
How to create monsters, plants, animals and undead characters
Almost every idea has already been there in some way in the past 40 years of video gaming history. How can we still create unique, memorable and enjoyable gaming experiences without copying and cloning each others? How much inspiration from other games is ok? What are gamers expecting and when does cloning actually start? What are the do’s and don’ts?
This lecture will give insights in the development and idea finding processes at FDG Entertainment with examples from our projects as well as games of other developers.
Be creative, be successful!
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
Topics include:
Why build a world: One vs many and how to decide
The problem of exposition
Creating gods in fantasy, science fiction and game
Creating species in fantasy, science fiction and game
How to create monsters, plants, animals and undead characters
This is the presentation that was delivered at the 2010 Game Developers Conference in San Francisco that outlined "The Art of Video Games" exhibition that we were developing. Note, this presentation only contains my portion of this joint presentation.
It is not just about "waka waka waka!"! a history overview of gaming (Ala N. Dawod, Games content and community specialist Yahoo! Middle east)
#AmmanTT Gaming Edition
Barcamp Derry (Side A) - A Brief History of Video GamesJames Burke
Part 1 of a presentation I put together for the informal "unconference" Barcamp Derry. Unfortunately I've had to change the fonts so its not quite as good looking as it was when I presented it. I've included some videos as hyperlinks and some as Youtube inserts.
Joe Velikovsky talks about the Games industry and several film to game adaptations he has worked on - from a presentation at LAMPs Growing Worlds seminar in Hobart in May 2008
Handmade Pixels: Indie and the Quest for making smaller, newer, and more auth...DevGAMM Conference
How can a video game on a small budget stand out? Through a new history of the independent game festivals from 1998 to 2020, I will show three strategies for making *authentic* games. These strategies show how to combine production, design, and marketing to make an independent game stand out in the world.
Graphic Novels and Video Games by Kosta Patapis and Kara EmertonPublicLibraryServices
Graphic Novels and Video Games by Kosta Patapis and Kara Emerton from KINGS COMICS, presented at the Games and public library seminar at the State Library of NSW, 13 July 2011
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
he Internet is becoming a practical platform for the games. The growth is in both on-line games and connectivity of games. A new genre of games has appeared – casual games. These are simple and short games that people can play for short sessions.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
David Hayward of Pixel-Lab gave this keynote on games culture at Under The Mask. Most images licensed by creative commons, link to credits on last slide.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
he Internet is becoming a practical platform for the games. The growth is in both on-line games and connectivity of games. A new genre of games has appeared – casual games. These are simple and short games that people can play for short sessions.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
1. Adults Just Want to Have Fun (Too!) Graphic Novels & Gaming for a Mature Audience Don Boozer [email_address] Anastasia Diamond-Ortiz [email_address]
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3. A Very Brief History of VISUAL STORYTELLING Visual storytelling started over 30,000 years ago. Skeptical?
4. A Very Brief History of VISUAL STORYTELLING Moving onto 1275 BC, it was eventually picked up by the Egyptians…
5. A Very Brief History of VISUAL STORYTELLING Next, we come to Trajan’s Column in AD 113…
6. A Very Brief History of VISUAL STORYTELLING Finally, we come to 1066 AD and the most famous piece of medieval VISUAL NONFICTION…