Independent video game development Essays

  • Indie Games: Then and Now

    1183 Words  | 3 Pages

    Indie Games: Then and Now Indie games. They are becoming more and more popular, not only because of the newer developments of technology, but also because of their uniqueness and creativity in their fully-developed games. Independent games have become more popular now since 2012, due to the opportunities supported by Apple, Microsoft, and Sony. It is a shame, though, because indie games actually began way back in the 1950s, back when no major publishers such as Activision, Ubisoft, Rockstar, and

  • Game Engine and Development Structure

    1659 Words  | 4 Pages

    Introduction A game engine is a platform prepared for development of a particular game. In other words, game engine is a set of tools used to develop games. A brief history In the olden days, arcade games were very popular. However, these games are developed as a one-off kind meaning that if someone were to create another game, that person wouldn’t be able to use the same tools due to the fact that the games are developed right there and then. This was because memory at that time was not sufficient

  • The Independent Games Movement

    1272 Words  | 3 Pages

    For any fan of video games today, they may have realized a certain breed of game that has risen to prevalence over the years after a large period of time languishing in the “underground” of conventional games development. These games have become more prominent due to the fan bases which support them, and also due to the constant attention from mainstream gaming media and larger gaming companies. These are independent games - games that are created without the boon of a publisher’s funding. Usually

  • Video Game Development

    638 Words  | 2 Pages

    Video Games are a rapidly growing industry; developers have increased along with it. Companies that put their full time and energy into the development and marketing of their games originally held dominion over the video game industry. However, this isn’t true today. Today, video games can be made by a couple of people in a basement of a house. This doesn’t mean that the quality of the game is any less impressive, which can happen obviously, all this means is that making and developing video games

  • Undertale Essay

    2010 Words  | 5 Pages

    Video games, a seemingly childish topic, are the subject of a very heated, widespread debate. Though discussions about video games are usually found about Internet forums, there are some writers and researchers who are fully aware of the impact a shift in modern culture could have. The innovation of technology has created new forms of entertainment, from books, to radio, to television, and now video games. Video games are becoming the new, dominant form of entertainment. The impact of video games

  • Difference Between Movies And Video Games

    583 Words  | 2 Pages

    Introduction During the past 10-15 years video games and movies have been in constant competition. Whether the game plot is original or has developed from a movie, the same with movies. There have been plenty of times when videos games have been made into to movies and have been least successful than the game, also vise versa. Both movies and games have a hand in advertising through there specific medium, and many experiments has conducted to figure out which one if more influential. Depending on

  • Bungie Inc

    755 Words  | 2 Pages

    Supervisor, Bungie Inc. From: Adesh Gupta Game Development Intern, Bungie Inc. Date: September 14, 2015 Re: Thoughts on state of privacy and ethics in the Computer Science field Bungie Inc. is a video game development company headquartered in Washington. Since its inception, Bungie Inc. has been focusing on developing role playing games which captivate the youth, giving them a sense of living the game. Bungie Inc. was instrumental in the development of the video game franchise “Halo”, which proved to be

  • Electronic Arts and the Global Video Game Industry

    2078 Words  | 5 Pages

    Electronic Arts and the Global Video Game Industry Demographic trends Gaming has become an important part of growing up for people who were born in the last 25 years. Approximately 3.9 - 4.7% of total world population (250 to 300 million people) is ¡§very active¡¨ or a ¡§frequent¡¨ player of video games or at least owns the necessary equipment. This target group spends five or more hours a week playing video games. The United States is the largest video game market in the world with about

  • Activision Blizzard Essay

    1479 Words  | 3 Pages

    Valued at $23B in 2015, the video game industry stands as a giant among giants in the American and international media markets (Morris, 2016). Through its complex history and economic structures, the industry creates a vast number of products each year in the form of new IPs and franchise expansions. A dominant player in the industry, perhaps one of the most dominant, is Activision Blizzard, which produces world-famous series such as Call of Duty and World of Warcraft (“About,” n.d.). Activision

  • Essay On Nintendo

    1000 Words  | 2 Pages

    entrants is the important areas for Nintendo wii. Why?? • The threat of new entrants in the console video games industry is medium. If new game company comes into the market with

  • Nintendo Research Paper

    890 Words  | 2 Pages

    Wreck-it-Ralph is a prime example of how complicated the game world can be. Whether it’s fighting mutant bugs or an arcade character gone turbo, the game world is quite an interesting place. However, the world where people develop such games is quite more interesting, especially in the video game world. Video game industries have created many memorable characters such as Sonic, Mario and Link who have stood the test of time and still remain popular and fresh for each new generation. Sega, the creator

  • The World Of Mobile Gaming

    2106 Words  | 5 Pages

    The World of Mobile Gaming In an industry that reaches far and wide across the world mobile video games are constantly changing, as are the markets they are in. The gaming industry makes billions of dollars per year, but a new division of that industry has lately experienced a growth on a large scale. The 2014 revenue for mobile game revenues was forecasted at approximately twenty-five billion dollars, a forecast that changed from an estimation from a few months prior at twenty-one point seven billion

  • Gender Objectification In Video Games

    1300 Words  | 3 Pages

    2). Additionally, “sexual objectification has a negative impact on women” (Everbach, 2). Video games are a form of media which sexualizes women. Video games are a male-dominated media (Zorrilla, 1), hence, majority of games are designed to satisfy the male gaze. These games generally support the fact “males are significantly more represented than females” (Zorrilla, 1). Gender is presented in video games is based on stereotypes associate with “male” and “female.” When focusing on outer appearance

  • Video Games and the Human Brain

    1348 Words  | 3 Pages

    “As video games have become more violent and more sophisticated and the sales of video games has skyrocketed in the last few decades, youth violence has plummeted,” Ferguson says, citing evidence compiled by various federal agencies (Adams 3). Violence in video games is not a new issue. It has been debated and argued since the release of the first violent video game. As time has progressed, so has the evolution of violence and strong language within video games. Ratings have become more relaxed,

  • The Process of Video Game Design and Creation

    1493 Words  | 3 Pages

    Video games have become a substantial influence on the curriculum of the modern entertainment industry. From first-person shooters to role-playing games, the video game industry has became accessible to nearly every kind of player, whether it be a person who enjoys invigorating storytelling, or somebody who just wants to reduce armies into nothing more than bloody shrapnel. “…developing a ‘major’ game title can be a significant task – writers, game designers, sound designers, visual artists and more

  • Pillars Of Competition Essay

    808 Words  | 2 Pages

    Entertainment, an independent American video game developer, released a 3D in 2D role-playing game called Pillars of Eternity. The game was the spiritual successor of popular game titles Baldur’s Gate and Icewind Dale, which ran the mechanics of Dungeons and Dragons. Visit its universe and experience a gameplay filled with heavy lore and tactical combat. Kickstarter Crowdfunding Campaign Pillars of Eternity used the game engine Unity that applied both 2D and 3D effects. When the game development started

  • Equal Gender Representation in The Gaming Franchise

    2432 Words  | 5 Pages

    sexism/chauvinism ideas have infected the virtual-world of video games, and resulted in a male dominated video-gaming industry. Now, being that 49% of U.S. households own a dedicated gaming console (E.S.A. 2012), it is imperative that we address this issue. Gender disparity in the gaming business is exceedingly one-sided. Female employees constitute less than 10% of the gaming industry, and even though that shortcoming females have contributed to the video gaming franchise. A small number of females have indeed

  • Cultural Rhetoric within Left 4 Dead 2

    1299 Words  | 3 Pages

    When developing video games, cultural rhetoric is a positive component to include in any game design. It can help highlight details within a game design and make the overall game more compelling. In addition, cultural rhetoric within games helps recognize cultural distinction and allows gamers to interact with people of different cultures. The concept of cultural rhetoric within a video game is to make the components simulate objects that are familiar in the real world and also allow the gamer to

  • How the Term "Play" Has Changed Over Time

    2315 Words  | 5 Pages

    power booster, energies, relaxes you increases emotional, mental and physical development. Psychologists like Jean Piagent, Willian James, Sigmund Freud, Carl Jung and Lev Vygotskv has talked about plays in their research. In which they describe that play is common behavior in humans, they had strong beliefs in how important play was on human development well explained by “Jean Piaget in Piaget’s theory of cognitive development”. Every child grows up playing and thus it plays as important role in developing

  • The Impact of Technology on Adolescent Development

    2138 Words  | 5 Pages

    currently affects human development is an area of study that would be of great value. Specifically, we believe concluding implications are the key to gaining an understanding of the present and future development of humans. Through an evolutionary-developmental lens, we will discuss how technology has shown to impact the way infants and young children interact (i.e. socially, and cognitively). Likewise, the same framework will be used to discuss the way technology impacts the development of adolescents and