This document is a chapter about math and metaphors related to 3D graphics programming for the iPhone. It discusses topics like the graphics rendering pipeline, matrix transformations including scaling, translation and rotation, homogeneous coordinates, and how vertices are processed from 4D to 2D. It also covers setting the model, view and projection matrices, matrix stacks, interpolation, quaternions, and examples of drawing simple 3D shapes like a cone using both fixed-function and shader approaches.
Diputado pablo mendoza e19311-02072012 ley de “muerte digna”PabloNicolasMendoza
La legislatura de la provincia de Entre Ríos aprobó una ley para adherirse a la Ley Nacional 26.742, conocida como la Ley de Muerte Digna, la cual regula los derechos de los pacientes terminales o en estado vegetativo a solicitar la interrupción de tratamientos médicos que solo prolonguen el sufrimiento sin posibilidad de mejoría. El proyecto busca respetar la autonomía de la voluntad de los pacientes para que puedan decidir libremente sobre su tratamiento al final de la vida.
Urustar is an Italian independent game development studio that has been creating games since 2007. Some of their games include Anheuristic created for Global Game Jam 2013, Zwan inspired by Hieronymus Bosch in 2012, and Alien Eater an old school game from 2012. They also create educational and promotional games for clients, and offer consulting services related to game design, gamification, and player experience.
Zwan - The Making of a Bosch Art Game FinalistUrustar
In 2013 we have been selected as finalists for the Bosch Art Game competition. This presentation is about our game design studio Urustar and our art game Zwan, inspired by Hieronymus Bosch's world.
The Garden of Earthly Delights, like a lot of paintings by Bosch, have an almost chronological development. We start from Eden, than slowly progress to Earth and Hell through a tale of damnation. It seems to tell us that death and suffering are inevitable part of life. So we tried to reflect on how a game could enact such a metaphor.
In Zwan, we decided that the game would have featured a mechanic in which taking damage has two meanings. You will inevitably die, but being hurt will make the world decay and make it change.
We laid out the world on paper, trying to figure out stuff like the relative dimensions of the swan, its speed and how it would have flied and be controlled.
We figured we would have left the player just a little control: left and right to turn. Speed and height would be automatic. We did that for two reasons: to make the game more accessible and to enhance the sense of doom the world should have.
So we modeled a terrain to start making experiments.
We love the low poly art style. We chose to depict objects and creatures directly taken from Bosch’s paintings, but we also asked ourselves: what kind of models would Bosch have created if it was born in this century? So we tried to expand a little bit the surrealism while (hopefully) respecting the vision of the artist.
In the prototype you can already experience the decaying world mechanic and the main interactions.
We have those small collectibles which unlock details of Bosch’s artwork at the end of the game. These can be used as a scoring system, or for external activities (i.e.: can you name all the artworks you’ve found?). We can even link the details to QR Codes to add further information to the images themselves, like the museum where you can find the artwork.
The music, performed by Palconudo and arranged by Lorenzo Marmorato, is generative and reacts to the player’s action in game.
After gathering some feedbacks, we still have had time to make some improvements
The control system was still somewhat clunky and frustrating. We aim to improve this part greatly, because it affects a lot the experience and the sense of flight we want to evoke.
Even if the control system isn’t completely right, we have been struck by Cara Ellison’s review, because in its imperfection is still able to generate the kind of emotion we were looking for.
Then, we've built a brand new system, with a more forgiving turning radius.
The world has been designed at the very start of our adventure, and we couldn’t change it. But still, we tried to make it look more interesting.
One of the first ideas to come up was to get rid of the mountains around the world and put it in a sphere instead, just like in the closed triptych. So we added new features, like a river, mountains, woods.
Dokumen tersebut membahas tentang keunggulan PowerPoint 2007 dalam membuat presentasi, termasuk fitur-fitur yang memudahkan pengaturan animasi slide dan cetak dokumen. Dokumen juga menjelaskan manfaat penggunaan media dalam presentasi untuk memperjelas penyampaian informasi secara interaktif dan tidak monoton. Selain itu, terdapat contoh tabel nilai siswa dan struktur organisasi sekolah yang disajikan menggunakan PowerPoint.
This document is a chapter about math and metaphors related to 3D graphics programming for the iPhone. It discusses topics like the graphics rendering pipeline, matrix transformations including scaling, translation and rotation, homogeneous coordinates, and how vertices are processed from 4D to 2D. It also covers setting the model, view and projection matrices, matrix stacks, interpolation, quaternions, and examples of drawing simple 3D shapes like a cone using both fixed-function and shader approaches.
Diputado pablo mendoza e19311-02072012 ley de “muerte digna”PabloNicolasMendoza
La legislatura de la provincia de Entre Ríos aprobó una ley para adherirse a la Ley Nacional 26.742, conocida como la Ley de Muerte Digna, la cual regula los derechos de los pacientes terminales o en estado vegetativo a solicitar la interrupción de tratamientos médicos que solo prolonguen el sufrimiento sin posibilidad de mejoría. El proyecto busca respetar la autonomía de la voluntad de los pacientes para que puedan decidir libremente sobre su tratamiento al final de la vida.
Urustar is an Italian independent game development studio that has been creating games since 2007. Some of their games include Anheuristic created for Global Game Jam 2013, Zwan inspired by Hieronymus Bosch in 2012, and Alien Eater an old school game from 2012. They also create educational and promotional games for clients, and offer consulting services related to game design, gamification, and player experience.
Zwan - The Making of a Bosch Art Game FinalistUrustar
In 2013 we have been selected as finalists for the Bosch Art Game competition. This presentation is about our game design studio Urustar and our art game Zwan, inspired by Hieronymus Bosch's world.
The Garden of Earthly Delights, like a lot of paintings by Bosch, have an almost chronological development. We start from Eden, than slowly progress to Earth and Hell through a tale of damnation. It seems to tell us that death and suffering are inevitable part of life. So we tried to reflect on how a game could enact such a metaphor.
In Zwan, we decided that the game would have featured a mechanic in which taking damage has two meanings. You will inevitably die, but being hurt will make the world decay and make it change.
We laid out the world on paper, trying to figure out stuff like the relative dimensions of the swan, its speed and how it would have flied and be controlled.
We figured we would have left the player just a little control: left and right to turn. Speed and height would be automatic. We did that for two reasons: to make the game more accessible and to enhance the sense of doom the world should have.
So we modeled a terrain to start making experiments.
We love the low poly art style. We chose to depict objects and creatures directly taken from Bosch’s paintings, but we also asked ourselves: what kind of models would Bosch have created if it was born in this century? So we tried to expand a little bit the surrealism while (hopefully) respecting the vision of the artist.
In the prototype you can already experience the decaying world mechanic and the main interactions.
We have those small collectibles which unlock details of Bosch’s artwork at the end of the game. These can be used as a scoring system, or for external activities (i.e.: can you name all the artworks you’ve found?). We can even link the details to QR Codes to add further information to the images themselves, like the museum where you can find the artwork.
The music, performed by Palconudo and arranged by Lorenzo Marmorato, is generative and reacts to the player’s action in game.
After gathering some feedbacks, we still have had time to make some improvements
The control system was still somewhat clunky and frustrating. We aim to improve this part greatly, because it affects a lot the experience and the sense of flight we want to evoke.
Even if the control system isn’t completely right, we have been struck by Cara Ellison’s review, because in its imperfection is still able to generate the kind of emotion we were looking for.
Then, we've built a brand new system, with a more forgiving turning radius.
The world has been designed at the very start of our adventure, and we couldn’t change it. But still, we tried to make it look more interesting.
One of the first ideas to come up was to get rid of the mountains around the world and put it in a sphere instead, just like in the closed triptych. So we added new features, like a river, mountains, woods.
Dokumen tersebut membahas tentang keunggulan PowerPoint 2007 dalam membuat presentasi, termasuk fitur-fitur yang memudahkan pengaturan animasi slide dan cetak dokumen. Dokumen juga menjelaskan manfaat penggunaan media dalam presentasi untuk memperjelas penyampaian informasi secara interaktif dan tidak monoton. Selain itu, terdapat contoh tabel nilai siswa dan struktur organisasi sekolah yang disajikan menggunakan PowerPoint.
Taste, Share and Have Fun: An Experiment in Procedural RhetoricUrustar
This document discusses procedural rhetoric and game design. It provides quotes and references to works from various game designers and theorists such as Ian Bogost, Jane McGonigal, Brenda Brathwaite, Chris Bell, Federico Fantuz, and Gonzalo Frasca. The overall message is that games can be used to convey meaningful messages through their mechanics and that fun does not necessarily mean escapism.
The document discusses how games and game design principles can be applied beyond just entertainment games. It notes that games are capable of emotion, motivation, and learning through simulation and interaction. The document suggests games can be used for coaching/training, game design, and interaction/web design by leveraging the engagement that games provide through their interactive and simulated experiences.
Tiny Game Design Tool is a tool created by Federico Fasce to help with game design. It allows users to quickly prototype and test out game ideas without any code. Designers can create levels, place objects, add basic behaviors, and play through their prototype to get early feedback on mechanics and balance.
Beyond Serious Games: The Next Generation of Cultural ArtifactUrustar
This document discusses the potential for "serious" or impactful games beyond just educational games. It provides examples of games that tackle serious topics like cancer, immigration, and mental illness. The document argues that the next step is not technological but helping more people engage with game design to create personal, meaningful experiences through games.
Taste, Share and Have Fun: An Experiment in Procedural RhetoricUrustar
This document discusses procedural rhetoric and game design. It provides quotes and references to works from various game designers and theorists such as Ian Bogost, Jane McGonigal, Brenda Brathwaite, Chris Bell, Federico Fantuz, and Gonzalo Frasca. The overall message is that games can be used to convey meaningful messages through their mechanics and that fun does not necessarily mean escapism.
The document discusses how games and game design principles can be applied beyond just entertainment games. It notes that games are capable of emotion, motivation, and learning through simulation and interaction. The document suggests games can be used for coaching/training, game design, and interaction/web design by leveraging the engagement that games provide through their interactive and simulated experiences.
Tiny Game Design Tool is a tool created by Federico Fasce to help with game design. It allows users to quickly prototype and test out game ideas without any code. Designers can create levels, place objects, add basic behaviors, and play through their prototype to get early feedback on mechanics and balance.
Beyond Serious Games: The Next Generation of Cultural ArtifactUrustar
This document discusses the potential for "serious" or impactful games beyond just educational games. It provides examples of games that tackle serious topics like cancer, immigration, and mental illness. The document argues that the next step is not technological but helping more people engage with game design to create personal, meaningful experiences through games.