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.
This presentation explains the structure of a hero's journey explained in Joseph Campbell's Hero with a Thousand Faces, using examples from popular films.
When I was a kid, I wanted to build a holodeck—the immersive 3D simulation system from Star Trek… so I started making games.
This is a vision of how close we are to a holodeck:
Generative AI
Compositional frameworks
Computational scaling
This presentation explains the structure of a hero's journey explained in Joseph Campbell's Hero with a Thousand Faces, using examples from popular films.
When I was a kid, I wanted to build a holodeck—the immersive 3D simulation system from Star Trek… so I started making games.
This is a vision of how close we are to a holodeck:
Generative AI
Compositional frameworks
Computational scaling
This PPT was designed to help teach the concepts of Aristotelian 3-Act structure to high school students. Since the 1980's the writings of Joseph Campbell have been cited as the inspiration for the structure behind many successful films including Raiders of the Lost Ark, the Star Wars franchise as well as many of the popular comic book inspired films of today. For the classroom, The Wizard of Oz makes an excellent example of a film that fits the Hero's Journey model.
In 2020 as a result of the Coronavirus Pandemic, I recorded a video of this presentation. Here is the link: https://youtu.be/P3DLRw59TGw Please feel free to use it in your classrooms.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
"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.
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.
This PPT was designed to help teach the concepts of Aristotelian 3-Act structure to high school students. Since the 1980's the writings of Joseph Campbell have been cited as the inspiration for the structure behind many successful films including Raiders of the Lost Ark, the Star Wars franchise as well as many of the popular comic book inspired films of today. For the classroom, The Wizard of Oz makes an excellent example of a film that fits the Hero's Journey model.
In 2020 as a result of the Coronavirus Pandemic, I recorded a video of this presentation. Here is the link: https://youtu.be/P3DLRw59TGw Please feel free to use it in your classrooms.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
"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.
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
Conference presentations are the moment to share your results, and to connect with researchers about future directions. However, presentations are often created as an afterthought and as a result they are often not as exciting as they could be.
In this slidedeck Felienne Hermans shares hands-on techniques to engage an audience.
The talk covers the entire spectrum of presenting: we start with advice on how to structure a talk and how to incorporate a core message into it. Once we have addressed the right structure for a talk, we will work on adding stories and arcs of tension to your presentation. Finally, to really perform as a presenter, we will talk about how slide design and body language can support your presentation.
Presentation about Story Structure given April 20, 2009 at Westminster College. This presentation discusses the intrinsic three act structure and uses The Shawshank Redemption to show how two overlapping three-act structures gives rise to a four-act structure.
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdfPeter Spielvogel
Building better applications for business users with SAP Fiori.
• What is SAP Fiori and why it matters to you
• How a better user experience drives measurable business benefits
• How to get started with SAP Fiori today
• How SAP Fiori elements accelerates application development
• How SAP Build Code includes SAP Fiori tools and other generative artificial intelligence capabilities
• How SAP Fiori paves the way for using AI in SAP apps
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Welocme to ViralQR, your best QR code generator.ViralQR
Welcome to ViralQR, your best QR code generator available on the market!
At ViralQR, we design static and dynamic QR codes. Our mission is to make business operations easier and customer engagement more powerful through the use of QR technology. Be it a small-scale business or a huge enterprise, our easy-to-use platform provides multiple choices that can be tailored according to your company's branding and marketing strategies.
Our Vision
We are here to make the process of creating QR codes easy and smooth, thus enhancing customer interaction and making business more fluid. We very strongly believe in the ability of QR codes to change the world for businesses in their interaction with customers and are set on making that technology accessible and usable far and wide.
Our Achievements
Ever since its inception, we have successfully served many clients by offering QR codes in their marketing, service delivery, and collection of feedback across various industries. Our platform has been recognized for its ease of use and amazing features, which helped a business to make QR codes.
Our Services
At ViralQR, here is a comprehensive suite of services that caters to your very needs:
Static QR Codes: Create free static QR codes. These QR codes are able to store significant information such as URLs, vCards, plain text, emails and SMS, Wi-Fi credentials, and Bitcoin addresses.
Dynamic QR codes: These also have all the advanced features but are subscription-based. They can directly link to PDF files, images, micro-landing pages, social accounts, review forms, business pages, and applications. In addition, they can be branded with CTAs, frames, patterns, colors, and logos to enhance your branding.
Pricing and Packages
Additionally, there is a 14-day free offer to ViralQR, which is an exceptional opportunity for new users to take a feel of this platform. One can easily subscribe from there and experience the full dynamic of using QR codes. The subscription plans are not only meant for business; they are priced very flexibly so that literally every business could afford to benefit from our service.
Why choose us?
ViralQR will provide services for marketing, advertising, catering, retail, and the like. The QR codes can be posted on fliers, packaging, merchandise, and banners, as well as to substitute for cash and cards in a restaurant or coffee shop. With QR codes integrated into your business, improve customer engagement and streamline operations.
Comprehensive Analytics
Subscribers of ViralQR receive detailed analytics and tracking tools in light of having a view of the core values of QR code performance. Our analytics dashboard shows aggregate views and unique views, as well as detailed information about each impression, including time, device, browser, and estimated location by city and country.
So, thank you for choosing ViralQR; we have an offer of nothing but the best in terms of QR code services to meet business diversity!
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
2. What is a Game?
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
3. When you strip away the genre differences and the
technological complexities, all games share four
defining traits:
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
4. When you strip away the genre differences and the
technological complexities, all games share four
defining traits:
•A GOAL
•RULES
•A FEEDBACK SYSTEM
•VOLUNTARY PARTICIPATION
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
5. Video Game Narrative is brought to you
by…
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
6. Game Designer
Narrative Designeraka
Interactive Story Designer
Writer
Creative Writer
“If you’re passionate about video
games, if you can weave complex
characters from a couple of bullet
points, (…) then we would love to
hear from you!”
Location: NCSOFT
Requirements:
•passionate about video games
•creative
•strong communicator
•solid experience (2 years) in
creative writing
•collaborative, team-based work
•Microsoft Office, HTML, XML
Full Description:
http://tbe.taleo.net/CH05/ats/careers/requisition.jsp?org=NCSOFT&cws=
1&rid=1807&source=Job+Board+%E2%80%93+Indeed.com
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
7. Game Designer
Narrative Designer
aka
Interactive Story Designer
Writer
Interactive Story Designer:
“responsible for generation of core
gameplay concepts and mechanics
in partnership with the lead writer”.
Location: TellTale Games
Requirements:
•Fantastic Communication
•Creativity + Innovation
•Player-centric Approach
•Experience in Game Design (5
years)
•LUA, Visual Studio, Writing Skills
Full Description:
http://www.telltalegames.com/company/jobs/
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
8. Game Designer
Narrative Designeraka
Interactive Story Designer
Writer
Lead Game Designer:
“you will work to create the basic
concepts of the game and you will
be responsible for the design and
implementation of the gameplay.”.
Location: Quantic Dream
Requirements:
•Experience in a similar position
•Creativity + Innovation in
narrative and emotion
•Team-worker
•Able to formalize ideas
Full Description:
http://quanticdream.profilsearch.com/recrute/fo_annonce_voir.php?id=13
#.VBBVwmMrp-A
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
9. If you want to write for video games you
have to….
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
14. 8 KINDS OF FUN
1. Sensation: Game as sense-pleasure
2. Fantasy: Game as make-believe
3. Narrative: Game as unfolding story
4. Challenge: Game as obstacle course
5. Fellowship: Game as social framework
6. Discovery: Game as uncharted territory
7. Expression: Game as soap box
8. Submission: Game as mindless pastime
By M. LeBlanc
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
15. Ok, Narrative can be funny, but don’t
forget Mechanics!
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
16. FRAMEWORK “MDA”
By M. LeBlanc
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
17. •Mechanics: the formal rules of the game, that define every single
aspect of game, actions and outcomes.
•Dynamics: how the rules are applied and the interactions with player
input.
•Aestethics: the player’s experience in terms of fun. In other words, the
effect of dynamics.
FRAMEWORK “MDA”
By M. LeBlanc
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
20. Embedded Narrative
Pre-planned Story
Defined Structure
Emergent Narrative Procedural Narrative
Emerges from the
interaction
Unpredictable
Partially created by player
“Predictable”
MMO
Replayable
Dynamic
Random
Player’s Behavior
Multiplayer
Sub-sequent events
Replayable**
Replayable (it
depends on the
structure)
Ex: Heavy Rain,
Dragon Age, Skyrim
Ex: Journey, The Sims,
Civilization
Ex: Left 4 Dead
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
21. Linear Story and Gameplay
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
22. Linear Story – Non-Linear Gameplay
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
23. User-generated story – Linear Gameplay
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
24. Branching Story and Gameplay
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
28. SCRIPT
1. It can be a simple spredsheet
Image from: “Professional Techniques for Video Game Writing” Copyright A K Peters LTD.
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
29. SCRIPT
1. It can be a simple spredsheet
2. It is the synthesis of Story contents and Storytelling elements
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
30. SCRIPT
3. It includes Voice-acting and Motion Capture indication
Format by Steve Ince
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
31. SCRIPT
1. It can be a simple spredsheet
4. Some tools used
• to develop an interactive structure: Twine and Inform 7 (free)
•to format scripts to industry standard: Final Draft, Movie Magic ($$$)
2. It is the synthesis of Story contents and Storytelling elements
3. It includes Voice-acting and Motion Capture indication
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek
32. GOOD READS
“Lezioni di Scrittura Creativa”, AA.VV, Audino Editore
“Professional Techniques for Video Game Writing”, Edited by Wendy Despain.
“Reality is Broken”, Jane MCGonigal.
“Writing for Video Games”, Steve Ince.
“The Art of Game Design”, Jesse Schell.
Workshop by Simona Maiorano.Bari, September 14, 2014 @B-Geek