In 2012, We designed and published NerdHerder, a mobile Augmented Reality puzzle game. We were invited by Southern Interactive Entertainment & Game Expo (SIEG) to talk about the game design challenges and process.
In 2012, We designed and published NerdHerder, a mobile Augmented Reality puzzle game. We were invited by Southern Interactive Entertainment & Game Expo (SIEG) to talk about the game design challenges and process.
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOMirjam Eladhari
This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players.
The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents.
The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, ”Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”.
The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series.
http://game.itu.dk/index.php/Game_Lectures
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
We are a mobile app and game development studio based in New Delhi, India. A are a 2.5 year old studio with a team of 15+ passionate developers and creatives.
We have worked with various startups and SME's from India, US, Singapore, Australia, etc.
We have worked with various startups in helping them from brainstorming stage to user retention and beyond. Some of the startups we have worked with are feeontime, partiko, Bottlefinder, pawforce, etc.
You can contact us for any of your game development related services on hello@DaphnisLabs.com
Skype: samanyuchopra
Digital Identity and the Evolution of Creativity (MAS.S61)Jon Radoff
This is the presentation I gave at the MIT Media Lab (for course MAS.S61) as part of on "Digital Identity and the Evolution of Creativity." We are entering into the third era of digital identity. The first was about projecting ourselves online; the second--dominated by social media and sandbox environments like Minecraft--was about expressing our creativity in virtual spaces. The third is going to be about projecting our will through autonomous AI agents.
Encoding liveness: Performance and real-time rendering in machinimaeDavidCameron
DRAFT version. This is a preprint copy of the book chapter:
Cameron, D., & Carroll, J. (2011). Encoding liveness: Performance and real-time rendering. In H. Lowood & M. Mitsche (Eds.), The machinima reader (pp. 127-141). Cambridge, MA: MIT press.
The art of small steps, or how to make sound for games in conditions of war /...DevGAMM Conference
During a year of the war, our studio continues working and creating audio for video games. What helps us to stay productive and meet the deadlines under rocket attacks and blackouts? My short story is about choices and real steps which help us to adapt the mind and business to the new reality.
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...DevGAMM Conference
Are you tired of being in a stagnant relationship with your game's audio system? Our team felt the same way, so we broke up with FMOD and started seeing Metasounds instead. We had to navigate some challenges during the transition, but we built custom editor scripts to automate certain processes, and we found that while FMOD made it easier to design sounds and music, Unreal provides fewer bugs. And while both Unreal Audio and Metasounds have their quirks, we decided to take matters into our own hands and build our own custom tools and features to make the workflow as efficient as we can.. Our bumpy journey from transitioning to Unreal Audio is not without any problems, but we feel like we are on the right track. We have the flexibility to create the sounds we want and take our game's audio to new heights. So if you're ready to break free from your boring audio engine, join us as we share our story of breaking up with FMOD and embracing the wacky world of Metasounds.
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Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOMirjam Eladhari
This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players.
The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents.
The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, ”Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”.
The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series.
http://game.itu.dk/index.php/Game_Lectures
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
We are a mobile app and game development studio based in New Delhi, India. A are a 2.5 year old studio with a team of 15+ passionate developers and creatives.
We have worked with various startups and SME's from India, US, Singapore, Australia, etc.
We have worked with various startups in helping them from brainstorming stage to user retention and beyond. Some of the startups we have worked with are feeontime, partiko, Bottlefinder, pawforce, etc.
You can contact us for any of your game development related services on hello@DaphnisLabs.com
Skype: samanyuchopra
Digital Identity and the Evolution of Creativity (MAS.S61)Jon Radoff
This is the presentation I gave at the MIT Media Lab (for course MAS.S61) as part of on "Digital Identity and the Evolution of Creativity." We are entering into the third era of digital identity. The first was about projecting ourselves online; the second--dominated by social media and sandbox environments like Minecraft--was about expressing our creativity in virtual spaces. The third is going to be about projecting our will through autonomous AI agents.
Encoding liveness: Performance and real-time rendering in machinimaeDavidCameron
DRAFT version. This is a preprint copy of the book chapter:
Cameron, D., & Carroll, J. (2011). Encoding liveness: Performance and real-time rendering. In H. Lowood & M. Mitsche (Eds.), The machinima reader (pp. 127-141). Cambridge, MA: MIT press.
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During a year of the war, our studio continues working and creating audio for video games. What helps us to stay productive and meet the deadlines under rocket attacks and blackouts? My short story is about choices and real steps which help us to adapt the mind and business to the new reality.
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Are you tired of being in a stagnant relationship with your game's audio system? Our team felt the same way, so we broke up with FMOD and started seeing Metasounds instead. We had to navigate some challenges during the transition, but we built custom editor scripts to automate certain processes, and we found that while FMOD made it easier to design sounds and music, Unreal provides fewer bugs. And while both Unreal Audio and Metasounds have their quirks, we decided to take matters into our own hands and build our own custom tools and features to make the workflow as efficient as we can.. Our bumpy journey from transitioning to Unreal Audio is not without any problems, but we feel like we are on the right track. We have the flexibility to create the sounds we want and take our game's audio to new heights. So if you're ready to break free from your boring audio engine, join us as we share our story of breaking up with FMOD and embracing the wacky world of Metasounds.
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About the Speaker
===============
Diogo Sousa, Engineering Manager @ Canonical
An opinionated individual with an interest in cryptography and its intersection with secure software development.
3. - Lead programmer of This War of Mine
and Sleepwalker`s Journey
- Lecturer at
Warsaw Film School
- Musician - amatuer
Who am I?
@dagenothgrzegorz.mazur@11bits.com
4. What is This War of Mine?
Game (or experience) about civilians trapped in a
modern city under siege.
They will face hunger, diseases and violence.
They want to survive war.
5. Beginning of production
2 years of development
TWOM prototype was based on other game
Inspiration: diary of man who survived siege of
Sarajevo
6. Team
4 guys at the beginning
(directors + programmer + designer)...
...12 core guys at the end
There were 2 key guys:
Michał Drozdowski Przemek Marszał
design director art director
13. AI
We used Behaviour Trees for almost everything:
Player characters behaviours
NPC behaviours
Simple cutscenes
Programmer: node preparation
Designer: composition and configuration of tree
Large library of behaviours
14. Life parameters
Every person is described with several
parameters(hunger, power, wounds, sickness etc.)
Mutual influence
Parameter value → person state
Deterioration of states
18. Data sheets
Technically emotional parameters form large
multidimensional matrix
We were loading them from data sheets
Its far easier for designers to work on data
sheets instead of windows in editor
Designer can implement additional rules and
dependencies in data sheet by himself