This document summarizes key points from a presentation about narrative design and visual style in video games. It discusses the ludology-narratology debate around whether games should be studied as narratives. It argues that games can be approached as narratives because they create fictional worlds mediated through a narrating medium. It also notes that narratives in games are open works that develop based on player decisions, creating real risks that challenge game designers to maintain narrative necessity, coherence and tension across multiple storylines.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
UX design is not a step in the process, it's in everything we do. More than anything it is a project philosophy, not just a set of tools, methods and deliverables.
In this presentation we explain how you can differentiate through design, why user experience design matters as well as share our knowledge around all the activities that helps ensure a great UX/UI design.
Better Game Design with Object-Oriented User Experience (OOUX)Caroline Sober-James
There’s a digital design methodology gaining steam that you've likely never heard of, but that could make a big difference in your game design being delightful, intuitive, and effortlessly usable for your customers and players. It’s called object-oriented user experience (OOUX).
OOUX is a design power tool that helps us define usable, consistent products that naturally align with end users’ mental models. Similar to its namesake, object-oriented programming, it asks us to define the objects in the real-world problem domain and design the information and relationships in each object before designing how the user might manipulate them. It's a powerful tool and it pays dividends fast.
In this session, you’ll get a high-level overview of what OOUX is and why it’s a game-changer, a basic toolkit for trying it on your next game design project, and a real-world example of how a classic NES game might’ve broken down into an OOUX model.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
Those who don't learn from history are doomed to NOT repeat it.
We know the old adage, but the other reality is that there's nothing new under the sun. The same goes for the practice of User Experience (UX) and it goes back further than you might think.
History can be fun – especially when we see how it relates to our ever-expanding and shifting industry of today. This presentation is geared to new practitioners who want to understand the foundations of our field and veterans who would like to see a different perspective on our profession. Let's look at the practice of UX through a historical lens at some of man's most creative pursuits and demonstrate the parallels between the past and today's design trends.
The Overview and basic guidance on User interface designing and User experience designing for designer and developers, The Difference in User Interface designing and User Experience Designing.
Technological advances have allowed, in the last few years, a big step forward in the dynamic behaviors and interactions patterns that we used to do on the web, in the past. Starting from understanding the rules of motion design and how people interact with it during the processes of interaction we'll discover through practical insights and examples what is "under the hood" and how to prototype and develop all this design patterns with a more integrated and efficient design to code workflow.
Conference link:
http://www.codemotion.es/talk/19-october/202
Material & Sample code:
http://simonelippolis.com/codemotion/
Enrollment Now or booked or View course details of UI/UX Courses Patterns for Successful Software. Visit: http://nardiainfotech.com/ui-ux-courses-graphic-design-training/
Take a holistic view of your product with Service Blueprints, at UXSEA Summit...Kuldeep Kulshreshtha
This is the presentation deck from UX Workshop held by Ben Bowes as a part of UXSEA Summit 2018 in Singapore. UXSEA Summit 2018 was held from 18th to 20th November, 2018. For more information about UXSEA Society, visit https://uxsea.org/
The copyright of this material is with those who created this presentation material. Please take permissions from the authors if you are in doubt about copyright infringement.
DX Summit Workshop: Building a stronger narrative.dllavoy
In this workshop we will look at why narrative matters, why its different from story telling. We'll walk through a self assessment of your narrative strength, and get started building a stronger narrative.
UX design is not a step in the process, it's in everything we do. More than anything it is a project philosophy, not just a set of tools, methods and deliverables.
In this presentation we explain how you can differentiate through design, why user experience design matters as well as share our knowledge around all the activities that helps ensure a great UX/UI design.
Better Game Design with Object-Oriented User Experience (OOUX)Caroline Sober-James
There’s a digital design methodology gaining steam that you've likely never heard of, but that could make a big difference in your game design being delightful, intuitive, and effortlessly usable for your customers and players. It’s called object-oriented user experience (OOUX).
OOUX is a design power tool that helps us define usable, consistent products that naturally align with end users’ mental models. Similar to its namesake, object-oriented programming, it asks us to define the objects in the real-world problem domain and design the information and relationships in each object before designing how the user might manipulate them. It's a powerful tool and it pays dividends fast.
In this session, you’ll get a high-level overview of what OOUX is and why it’s a game-changer, a basic toolkit for trying it on your next game design project, and a real-world example of how a classic NES game might’ve broken down into an OOUX model.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
Those who don't learn from history are doomed to NOT repeat it.
We know the old adage, but the other reality is that there's nothing new under the sun. The same goes for the practice of User Experience (UX) and it goes back further than you might think.
History can be fun – especially when we see how it relates to our ever-expanding and shifting industry of today. This presentation is geared to new practitioners who want to understand the foundations of our field and veterans who would like to see a different perspective on our profession. Let's look at the practice of UX through a historical lens at some of man's most creative pursuits and demonstrate the parallels between the past and today's design trends.
The Overview and basic guidance on User interface designing and User experience designing for designer and developers, The Difference in User Interface designing and User Experience Designing.
Technological advances have allowed, in the last few years, a big step forward in the dynamic behaviors and interactions patterns that we used to do on the web, in the past. Starting from understanding the rules of motion design and how people interact with it during the processes of interaction we'll discover through practical insights and examples what is "under the hood" and how to prototype and develop all this design patterns with a more integrated and efficient design to code workflow.
Conference link:
http://www.codemotion.es/talk/19-october/202
Material & Sample code:
http://simonelippolis.com/codemotion/
Enrollment Now or booked or View course details of UI/UX Courses Patterns for Successful Software. Visit: http://nardiainfotech.com/ui-ux-courses-graphic-design-training/
Take a holistic view of your product with Service Blueprints, at UXSEA Summit...Kuldeep Kulshreshtha
This is the presentation deck from UX Workshop held by Ben Bowes as a part of UXSEA Summit 2018 in Singapore. UXSEA Summit 2018 was held from 18th to 20th November, 2018. For more information about UXSEA Society, visit https://uxsea.org/
The copyright of this material is with those who created this presentation material. Please take permissions from the authors if you are in doubt about copyright infringement.
DX Summit Workshop: Building a stronger narrative.dllavoy
In this workshop we will look at why narrative matters, why its different from story telling. We'll walk through a self assessment of your narrative strength, and get started building a stronger narrative.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
Introducing cyberdrama and using digital technologies in drama for creating and sharing drama. Specific focus on school and educational contexts, drawing on MA and PhD p
What are the elements of video game's narrative? What are the roles & skills involved in the interactive storytelling? How gameplay and story are developed to bring an exceptional experience to the player?
Workshop by Simona Maiorano.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
Level design and devlopment part 2 stories and narrativeDurgesh Pandey
Topic covered:
Why Put Stories in Games?
Types of stories
Creating characters
Writing game design document
The C’s
Sing language
Combat elements
Nut and bolts of mechanic
Pre production blue print
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
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
Teaching Philosophy and Rhetoric with Game-Based LearningSherry Jones
I offered this workshop presentation on my game-based learning methods for teaching philosophy and rhetoric and composition.
Presented at e-Learning Consortium of Colorado (eLCC) 2014.
We’ll review and apply videoludic techniques to non strictly ludic contexts, focusing on the many roles storytelling can play in games and outside games.
Beyond the Rift: Virtual Reality Games and the Future of CommunicationJeannie Novak
How virtual reality, games, and social media are converging to transform the way we communicate -- and what the future holds for communication in space . . . and beyond :)
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
Let's Play a Game - Learn Philosophy and Rhetoric via Digital Game-Based Lear...Sherry Jones
This is my workshop presentation on how I employ digital game-based learning methods to teach philosophy and rhetoric courses.
A selection of assignments I have personally designed and implemented are included in this presentation.
Some principles and theories covered are Derridian binary oppositions, Sartrian existentialism, Wittgensteinian seeing-that vs. seeing-as, rhetorical triangle, rhetorical appeals (logos and pathos), Nietzschean eternal recurrence, and more.
Assessment 1- Short essayInstructionsEssay Topic U.docxgalerussel59292
Assessment 1- Short essay
Instructions:
Essay Topic
:
Using reading from module 1 (and extra research if needed) Main Question: demonstrate your understanding of the relationships between play and games.
You are advised to base your discussion around one game. Here are some examples to get you thinking:
The End of Us
The Republia Times
The Raccoon Who Lost Their Shape
Entire Screen of One Game
Cookie Clicker
My Garbage Cat Wakes Me Up at 3am Every Day
Zork
Small Worlds
The essay should be
1500 words
in length, including in-text references; however, your reference list is not included in this count. You have 10% flexibility with the word limit, but being substantially under or over-length will result in a poorer mark.
Please keep in mind, you will need to develop your own analysis in this essay. Even if you agree completely with one article or book you are using, you will need to present a larger and more balanced examination than any single source can provide. You will be expected to have read and to utilise both core and deeper readings from the relevant topic. As this is a research essay, to do well you may also need to find appropriate additional material to further your analysis.
Your essay should include a fully formed introduction and conclusion, should be written in paragraph form, should present a clear argument and should meaningfully engage with the readings provided in the unit as well as including credible material from additional sources if required. Your essay should follow the APA 6th ed. referencing style.
Criteria for Assessment
You will be assessed on:
· Accurate definition of terms
· Clear and coherent writing and expression (spelling, grammar and formatting)
· Use of reading and accurate referencing following correct APA 6th ed. style
· Development of a coherent argument
Module-1:
In the first part of the unit we begin by unpacking our understanding of play and games. This is followed by a critical discussion of immersion and interactivity as core themes defining online and digital forms of play. This will function to springboard our discussion of deeper concepts in the second module, giving us a functional grounding in the early theories of play and gaming.
Topic 1.1: Play: An Introduction
Topic 1.2: Games and Rules
Topic 1.3: Immersion, Interactivity, and Narrative
Topic 1.1: Play: An Introduction
Play
In this unit we explore the evolution of web-based play and examine the crucial role of Internet connectivity in the contemporary video game industry. As we begin, however, a few of you might still be wondering: why study video games at all? Why do games matter? And why should we take them seriously in an academic context?
The short answer is that video games represent the single largest industry spawned by digital media. Globally, the video game industry is worth over one hundred billion dollars and increases in value each year.
Recent studies indicate that this trend will conti.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
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The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
37. UNIT 3: GAME CONTROLS AS CONSTRAİNTS ON VİSUAL STYLE
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44. Motion Types Primary motion refers to object movement. It can be best exemplified by objects or persons moving within, or, in an out of the borders of a static frame. A great number of games are built on primary motion. Examples with static frames are Tetris , Centipede , Space Invaders , Pac-Man There is hardly a game that doesn’t have primary motion. Primary motion within a static frame answers the player’s need for surveillance
45. Motion Types Secondary motion denotes camera and/or optical movement. The frame is dynamic and the camera performs a variety of moves like travelling, panning or zooming Often such movement will go together with types of primary motion. All games that use a moving camera can be given as examples: Zaxxon Secondary motion creates depth and is easy to cope with as long as there is vector consistency