The Unity Game Engine and the Circuits of Cultural Software

The Unity Game Engine and the Circuits of Cultural Software
Author :
Publisher : Springer Nature
Total Pages : 128
Release :
ISBN-10 : 9783030250126
ISBN-13 : 3030250121
Rating : 4/5 (26 Downloads)

Book Synopsis The Unity Game Engine and the Circuits of Cultural Software by : Benjamin Nicoll

Download or read book The Unity Game Engine and the Circuits of Cultural Software written by Benjamin Nicoll and published by Springer Nature. This book was released on 2019-08-22 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.

Game History and the Local

Game History and the Local
Author :
Publisher : Springer Nature
Total Pages : 246
Release :
ISBN-10 : 9783030664220
ISBN-13 : 3030664228
Rating : 4/5 (20 Downloads)

Book Synopsis Game History and the Local by : Melanie Swalwell

Download or read book Game History and the Local written by Melanie Swalwell and published by Springer Nature. This book was released on 2021-05-24 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Creative Tools and the Softwarization of Cultural Production

Creative Tools and the Softwarization of Cultural Production
Author :
Publisher : Springer Nature
Total Pages : 278
Release :
ISBN-10 : 9783031456930
ISBN-13 : 3031456939
Rating : 4/5 (30 Downloads)

Book Synopsis Creative Tools and the Softwarization of Cultural Production by : Frédérik Lesage

Download or read book Creative Tools and the Softwarization of Cultural Production written by Frédérik Lesage and published by Springer Nature. This book was released on 2024-01-17 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores how creativity is increasingly designed, marketed, and produced with digital products and services — a process referred to as softwarization. If ‘being creative’ has developed into one of the paradigmatic architectures of power for framing the contemporary subject, then an essential component of this architecture involves its material and symbolic configuration through tools. From image editors to digital audio workstations, video editors to game engines, these modern tools are used by creatives every day, and mastering these increasingly complex technologies is now a near-compulsory pathway to creative work. Despite their ubiquity in cultural production, few have sought to theorize them in aggregate and with interdisciplinary breadth. By bringing disparate creative and methodological traditions in one volume, this book provides a comprehensive overview of approaches for understanding this complex, emerging, and dynamic field that speaks beyond the disciplinary categories of ‘tool,’ ‘instrument,’ and/or ‘software’. It makes a unique intervention in the fields of cultural production and the cultural and creative industries. ​

Pattern Recognition, Computer Vision, and Image Processing. ICPR 2022 International Workshops and Challenges

Pattern Recognition, Computer Vision, and Image Processing. ICPR 2022 International Workshops and Challenges
Author :
Publisher : Springer Nature
Total Pages : 652
Release :
ISBN-10 : 9783031377310
ISBN-13 : 3031377311
Rating : 4/5 (10 Downloads)

Book Synopsis Pattern Recognition, Computer Vision, and Image Processing. ICPR 2022 International Workshops and Challenges by : Jean-Jacques Rousseau

Download or read book Pattern Recognition, Computer Vision, and Image Processing. ICPR 2022 International Workshops and Challenges written by Jean-Jacques Rousseau and published by Springer Nature. This book was released on 2023-08-09 with total page 652 pages. Available in PDF, EPUB and Kindle. Book excerpt: This 4-volumes set constitutes the proceedings of the ICPR 2022 Workshops of the 26th International Conference on Pattern Recognition Workshops, ICPR 2022, Montreal, QC, Canada, August 2023. The 167 full papers presented in these 4 volumes were carefully reviewed and selected from numerous submissions. ICPR workshops covered domains related to pattern recognition, artificial intelligence, computer vision, image and sound analysis. Workshops’ contributions reflected the most recent applications related to healthcare, biometrics, ethics, multimodality, cultural heritage, imagery, affective computing, etc.

Video Game Art Reader

Video Game Art Reader
Author :
Publisher : Amherst College Press
Total Pages : 118
Release :
ISBN-10 : 9781943208357
ISBN-13 : 1943208352
Rating : 4/5 (57 Downloads)

Book Synopsis Video Game Art Reader by : Tiffany Funk

Download or read book Video Game Art Reader written by Tiffany Funk and published by Amherst College Press. This book was released on 2022-02-11 with total page 118 pages. Available in PDF, EPUB and Kindle. Book excerpt: In computing, overclocking refers to the common practice of increasing the clock rate of a computer to exceed that certified by the manufacturer. The concept is seductive but overclocking may destroy your motherboard or system memory, even irreparably corrupt the hard drive. Volume 4 of the Video Game Art Reader (VGAR) proposes overclocking as a metaphor for how games are produced and experienced today, and the temporal compressions and expansions of the many historical lineages that have shaped game art and culture. Contributors reflect on the many ways in which overclocking can be read as a means of oppression but also a strategy to raise awareness of how inequities have shaped video games. Contributions by Uche Anomnachi, Andrew Bailey, Chaz Evans, Tiffany Funk, D’An Knowles Ball, Alexandre Paquet, Chris Reeves, and Regina Siewald.

The Persistence of Code in Game Engine Culture

The Persistence of Code in Game Engine Culture
Author :
Publisher : Routledge
Total Pages : 276
Release :
ISBN-10 : 9780429784408
ISBN-13 : 0429784406
Rating : 4/5 (08 Downloads)

Book Synopsis The Persistence of Code in Game Engine Culture by : Eric Freedman

Download or read book The Persistence of Code in Game Engine Culture written by Eric Freedman and published by Routledge. This book was released on 2020-04-07 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: With its unique focus on video game engines, the data-driven architectures of game development and play, this innovative textbook examines the impact of software on everyday life and explores the rise of engine-driven culture. Through a series of case studies, Eric Freedman lays out a clear methodology for studying the game development pipeline, and uses the video game engine as a pathway for media scholars and practitioners to navigate the complex terrain of software practice. Examining several distinct software ecosystems that include the proprietary efforts of Amazon, Apple, Capcom, Epic Games and Unity Technologies, and the unique ways that game engines are used in non-game industries, Freedman illustrates why engines matter. The studies bind together designers and players, speak to the labors of the game industry, value the work of both global and regional developers, and establish critical connection points between software and society. Freedman has crafted a much-needed entry point for students new to code, and a research resource for scholars and teachers working in media industries, game development and new media.

The Stuff Games Are Made Of

The Stuff Games Are Made Of
Author :
Publisher : MIT Press
Total Pages : 181
Release :
ISBN-10 : 9780262375108
ISBN-13 : 0262375109
Rating : 4/5 (08 Downloads)

Book Synopsis The Stuff Games Are Made Of by : Pippin Barr

Download or read book The Stuff Games Are Made Of written by Pippin Barr and published by MIT Press. This book was released on 2023-08-01 with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt: A deep dive into practical game design through playful philosophy and philosophical play. What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of, experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into eight case studies of his own games, Barr illuminates the complex nature of video games and video game design, and the possibilities both offer for exploring ideas big and small. Through a variety of engaging and approachable examples, Barr shows how every single aspect of a game—whether it is code, graphics, interface, or even time itself—can be designed with and related to the player experience. Barr’s experimental approach, with its emphasis on highly specific elements of games, will leave readers armed with intriguing design philosophy, conceptual rigor, and diverse insights into the inner life of video games. Upon finishing this book, readers will be ready to think deeply about the nature of games, to dive into expressive and experimental game design themselves, or simply to play with a new and expanded mindset.