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Mario Daniel Ruiz Saavedra

Otras aplicaciones para los videojuegos - 18 views

Influencias: El nacimiento de Dungeons and Dragons, Basado en la creación de un juego académico llamado Chainmail. Dungeon & Dragons es el primer RPG comercial, y la influencia directa de el géner...

aplicaciones videojuegos visual juego online Otras

isamarmo91

Need for Speed Set to Become a Movie for Some Reason - Giant Bomb - 0 views

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    Existe el proyecto de volver los juegos de need for speed en una pelicula,
pfiguero

NYU Game Center - 0 views

shared by pfiguero on 25 Feb 11 - Cached
  • The NYU Game Center, established in 2008, is an independent, multi-school center for the research, design, and development of digital games. The Center is housed at the Tisch School in the Skirball Center for New Media and is a collaboration with NYU's Courant Institute of Mathematical Sciences, Polytechnic Institute of NYU, Steinhardt School of Culture, Education, and Human Development, and Tisch School of the Arts. Its goal is to incubate new ideas, create partnerships, and establish a multi-school curriculum to explore new directions for the creative development and critical understanding of games. In so doing the Game Center will help establish New York City as a place of innovation and creativity in this important field.
  • YU Game Center, established in 2008, is an independent, multi-school center for the research, design, and development of digital games. The Center is housed at the Tisch School in the Skirball Center for New Media and is a collaboration with NYU's Courant Institute of Mathematical Sciences, Polytechnic Institute of NYU, Steinhardt School of Culture, Education, and Human Development, and Tisch School of the Arts. Its goal is to incubate new ideas, create partnerships, and establish a multi-school curric
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    Un centro de investigación en videojuegos en NY
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    Un centro de estudios en videojuegos en New York University.
pfiguero

Rich Tax Breaks Bolster Video Game Makers - NYTimes.com - 1 views

  • tax incentives — a collection of deductions, write-offs and credits mostly devised for other industries in other eras — now make video game production one of the most highly subsidized businesses in the United States, says Calvin H. Johnson, who has worked at the Treasury Department and is now a tax professor at the University of Texas at Austin.
  • Because video game makers straddle the lines between software development, the entertainment industry and online retailing, they can combine tax breaks in ways that companies like Netflix and Adobe cannot. Video game developers receive such a rich assortment of incentives that even oil companies have questioned why the government should subsidize such a mature and profitable industry whose main contribution is to create amusing and sometimes antisocial entertainment.
  • For example, Electronic Arts of Redwood City, Calif., shipped more than two million copies of Dead Space 2 in the game’s first week on the market this year. It shows a total of $1.2 billion in global profits the last five years using an accounting method that management says captures its operating profits. But largely because of deferred revenue, deductions for executive stock options and a variety of accounting requirements, the company officially reports a net loss for the period. And the company reports that it paid out $98 million in cash for taxes worldwide in those years.
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    En este artículo del New York Times se nombran diferentes incentivos que durante años han existido en USA para compañías que inviertan en investigación, y cómo las compañías de videojuegos han utilizado estos incentivos en su provecho... Lo ven como injusto, ya que la investigación en juegos no es fácil que sea beneficiosa para la sociedad en general... También nombran que hay incentivos en muchos países... Cuál debería ser nuestra posición?
pfiguero

Gamasutra - News - Opinion: Kinect Succeeds In Spite Of Itself - 1 views

  • Problem one
  • Put simply: Using your hand in the air like a mouse just doesn't work. It's slow, clumsy and ultimately frustrating for users who want to jump into an experience quickly.
  • Problem two: There are no real standards for the way people interface with the machine. Yes, holding your left hand out at an angle will bring up the dashboard in most games, but from there it's the wild west.
  • ...2 more annotations...
  • Problem two: There are no real standards for the way people interface with the machine. Yes, holding your l
  • Ironically, the best interfaces out there aren't even Microsoft games. Dance Central and YourShape are the most natural.
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    Mas detalles sobre este post...
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    (Esta fue mi respuesta al articulo orginal) No offense but: Put Simply: First of all It does work, maybe the user who writes the article is the clumsy one, and its not frustrating, at least not for everyone, its quite easy to handle and to interface with. (Esto es solo del post) *Problem 1 with this article: there are two problem two's Problem 2 with this article: in the las part it says that the best interface aren't even Microsoft Games, weren't there any Standards?? What do they mean by Wild West, is there a game named like that?? I keed, but anyway what else is requiered, aside from the Dashboard?? in every Xbox game the only thing u had before Kinect was the Dashboard....maybe a quick game interface. (lo escribi en Ingles por que el post esta en ese idioma, pero en todo caso creo q se nota lo que pienso sobre eso)
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    Depronto me lo tome un poco personal, pero me parece que este articulo en gamasutra no esta bien justificado, para los q quieran ver como funciona y lo difícil que es hacer que este dispositivo sea mas preciso: http://www.gizmodo.es/2010/11/04/%C2%BFcomo-funciona-kinect.html A mi me parece que la tecnologia es mas compleja que la del Wii y del Move, y mucho mas innovadora, quizas los juegos no sean tan graficamente atractivos como los del PS move, pero aun asi la jugabiidad es mucho mas interesante
Camilo Lizarralde

Generative Design - CampusParty2012 - Nuevas formas de diseño interactivo - 1 views

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    Generative design methods have found their way into the everyday life of designers and now represent a serious design discipline. The programming language Processing allows users to create new imagery and interaction concepts. Whether using it for print, web, film or interactive installations, creative coding is used not only for artistic experimentation but also commercially for brand communication, corporate designs, data visualization and intuitive interfaces. The lecture "Generative Design" given by Cedric Kiefer, part of onformative a design studio specialized in generative design, picks up where experimental efforts end and the applied usage of generative design begin. Using practical examples, he explains how generative design methods can be used effectively and efficiently and how they can change the design process. He also gives a short insight to the "Generative Design" book, which will be published in English in October
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    Interesante, pero poco relacionado con videojuegos... o al menos no se destacan elementos relevantes en el resumen arriba...
José Cárdenas

Electronic Arts quiere llevar la franquicia "Need for Speed" a la gran pantalla - 1 views

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    Al parecer, ahora es común encontrar juegos que pasan a la gran pantalla. En esta ocasión les presento la saga desarrollada por Electronic arts "need for speed", Esta compañia está interesada en hacer una película estilo "the fast and the furious", y muchos estudios están bastante interesados en la idea!
lucas villamizar

Video games for seniors - 1 views

Cuando empece a buscar temas de artículos interesantes me encontré con uno que se llamaba 50 Best video games for senior health. Este articulo es una lista de jugos que son útiles para la gente de ...

Videojuegos otras

started by lucas villamizar on 26 Apr 12 no follow-up yet
Jorge Hayek

Google Goes Back to the Drawing Board for Nexus Q - 2 views

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    But last week, just five weeks after the introductory pomp at the annual developers' conference, Google indefinitely postponed shipment of the device. Though Google was hardly betting the company on the Q, the failure reveals deeper challenges for the Internet search giant as it tries to move into two new areas: hardware and social technology.
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    Creo que es una noticia interesante, pero la relación con videojuegos no es tan clara...
gjeanneret10

Salió en vivo la nueva modalidad de juego de Runescape: Play DarkScape | Free... - 0 views

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    Into PvP, high-stakes trade and making your own way in a dangerous world? Do we have a surprise for you. DarkScape is now live and playable for free with your existing RuneScape account! This experimental new game takes RuneScape and throws it into chaos, giving you free reign for intense combat and ruthless trade wars.
el_izquierdo

EA explica por qué Need for Speed necesita conexión - 0 views

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    Los juegos con conexión permanente siguen encajando poco en la comunidad de jugadores salvo que sean de tipo MMO o tengan un enfoque cien por cien online. Quizás por ello Electronic Arts ha querido arrojar luz sobre esta decisión con el nuevo Need for Speed que llegará a las tiendas a finales de año y que corre a cargo de Ghost Games, estudio vinculado ahora a la saga de conducción. Enrique García - Meristation
santiago rojas

3D Game and Graphics Engines Database - 0 views

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    "Welcome to DevMaster's Game and Graphics Engines Database, your ultimate source for 3D Engines. This database is committed to providing you with the most accurate and up-to-date information for current engines around the web. Each engine contains a brief description as well as a list of supported features and general info (platform, API, etc.). In addition, you will find reviews/ratings from DevMaster.net staff or community members to help you decide which engine is right for you. This is a great way to know how your engine compares with others or to learn how engines use state-of-the-art technology. Be sure to share your thoughts about any engine you are familiar with by reviewing it."
pfiguero

Crydev.net * Official Downloads * - 1 views

  • Anyone can now download a full version of the best All-In-One Game Development Engine, for free and use it without charge for non-commercial game development. You can try out the fastest toolset for creating game worlds and use the power of CryENGINE 3 in your own games
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    Parece ser una tendencia el liberar los game engines.. .Primero fué Unity, luego UDK, ahora tenemos CryEngine... Suerte Desarrolladores! :)
pfiguero

Brands Look Far and Wide for a Niche in Virtual Reality - 1 views

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    Even in virtual reality, it seems, there will be no escape from advertising. The Oculus Rift, which is owned by Facebook, won't be available until early next year, but many of the two billion consumers worldwide who own smartphones can already try out virtual reality on the cheap with Cardboard, a device from Google that folds into a viewer with a slot for a smartphone.
andresenrique08

Need for Speed desvela su lista completa de coches - 0 views

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    El nuevo Need for Speed se pondrá a la venta el 6 de noviembre en Xbox One y PlayStation 4, y Electroni Arts ya ha desvelado su lista completa de vehículos. En total tendremos 51 coches para elegir, y todos ellos serán totalmente personalizables, tanto en mecánica como en su aspecto.
Fabian Fuentes

First major SimCity update next week - 1 views

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    Maxis to deliver Update 2.0 for city-building game on Monday; applying the changes will take game offline for a few hours.
kazeki

The Mighty Quest for Epic Loot: Nuevo juego de Ubisoft Gratis Online - 2 views

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    Juego prometedor, el gameplay mezcla elementos al estilo Diablo y Dungeon Keeper.
huang yu tang

The State of Zelda In 2013: Finally Escaping Ocarina's Shadow? - 1 views

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    A gaming series that's been around for a quarter of a century winds up in a predicament. Change? Or don't change? There's only one answer, of course. Do both. Classic games are not classic music albums or classic novels. The audience for a great old game isn't satisfied with reprints.
Juan Porras

Microsoft Confirms Next-Gen Xbox Announcement for May 21st - IGN - 1 views

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    Se revela el día en que será presentado el Xbox 720
pfiguero

Gamasutra: Ryan Creighton's Blog - Truth in Advertising: Matching Your Game to Your Pay... - 2 views

  • The way the market actually works is that you catch wind of a game through a friend or a website, and you eventually stumble upon its page on a digital distribution site like Steam or Good Old Games. You watch the trailer, look at the screenshots, maybe double-check its purported quality by reading Metacritic reviews (or just glancing at the game's damnable Metacritic score) ... and you imagine what the game might be like to play, and whether you'll enjoy it. You create a mental picture of that enjoyment you'll get from the game, and then you compare that to the asking price. If the asking price is aligned with the enjoyment you predict you'll get from the game (and everyone's equation for this is different), AND you have that money to fart away on entertainment, THEN you may just complete the purchase.
  • If i were to approach this exercise completely cynically, i would continue to tweak and refine the page until i got the best potential conversion from my respondents, and then release Spellirium without making any changes to it. Because, speaking absolutely cynically, it doesn't actually matter if the game is good or bad - it only matters that people buy it. But that's not how Untold Entertainment rolls!
  • Of course, i desperately do want to make a good game. So i'll use the Steam page mock-up and survey as a funnel to decide on my testers. Those respondents who report the highest interest in playing the game, and the highest likelihood of buying it, will test the game. At that point, it doesn't matter who is a "proper" word gamer and who isn't: what matters is that i have an obligation to the people who are excited about my game and who want to buy it. If those players struggle to make 3-letters words, and if those players expect long words to be rewarded over tricky words, then i will adjust the game for the sake of those players. Because those players are my paying audience - not some mythical "perfect" players that i've hand-picked to enjoy Spellirium the specific way i've configured it. The players choose my game - not the other way around.
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