- published: 14 Mar 2016
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The Last may refer to:
The Last of Us is an action-adventure survival horror video game developed by Naughty Dog and published by Sony Computer Entertainment. It was released for the PlayStation 3 on June 14, 2013. An updated version, The Last of Us Remastered, was released for the PlayStation 4 on July 29, 2014. Players control Joel, a man tasked with escorting a young girl named Ellie across a post-apocalyptic United States.
The Last of Us is played from a third-person perspective; players use firearms and improvised weapons, and can use stealth to defend against hostile humans and cannibalistic creatures infected by a mutated strain of the Cordyceps fungus. "Listen mode" allows players to locate enemies through a heightened sense of hearing and spatial awareness. Players can also upgrade weapons using items scavenged from the environment. In the game's online multiplayer, up to eight players engage in co-operative and competitive gameplay in recreations of single-player settings.
Development of The Last of Us began in 2009, soon after the release of Naughty Dog's previous game, Uncharted 2: Among Thieves. The relationship between Joel and Ellie was the central focus of the game, with all other elements developed around it. The team chose Troy Baker and Ashley Johnson to portray Joel and Ellie respectively, who provided voice and motion capture for the roles. Both actors assisted creative director Neil Druckmann with the development of the characters and story. The original score was composed and performed by Gustavo Santaolalla.
Jonathan Blow (born 1971) is an American independent video game programmer and designer. He is best known as the creator of Braid, which was released in 2008 and received critical acclaim. His latest game, The Witness, was released to critical acclaim in 2016.
For many years Blow wrote the Inner Product column for Game Developer Magazine. He was the primary host of the Experimental Gameplay Workshop each March at the Game Developers Conference, which has become a premier showcase for new ideas in video games. In addition, Blow was a regular participant in the Indie Game Jam. Blow is a founding partner of the Indie Fund, an angel investor fund for independent game projects.
Blow was born in 1971. Blow says he started to "check out" from his parents as early as elementary school. His mother was an ex-nun who constantly reminded her son about the imminent coming of Jesus and would later disown Blow's older sister for coming out as a lesbian in the mid-80s. Blow's father worked all day as a defense contractor and would come home to be alone in his den, where children were not allowed. Blow would say in an interview with The Atlantic, "Early on, I detected that there weren't good examples at home, so I kind of had to figure things out on my own ... I had to adopt a paradigm of self-sufficiency."
San Francisco (/sæn frənˈsɪskoʊ/), officially the City and County of San Francisco, is the cultural, commercial, and financial center of Northern California and the only consolidated city-county in California. San Francisco encompasses a land area of about 46.9 square miles (121 km2) on the northern end of the San Francisco Peninsula, which makes it the smallest county in the state. It has a density of about 18,187 people per square mile (7,022 people per km2), making it the most densely settled large city (population greater than 200,000) in the state of California and the second-most densely populated major city in the United States after New York City. San Francisco is the fourth-most populous city in California, after Los Angeles, San Diego and San Jose, and the 13th-most populous city in the United States—with a Census-estimated 2014 population of 852,469. The city and its surrounding areas are known as the San Francisco Bay Area, and are a part of the larger OMB designated San Jose-San Francisco-Oakland combined statistical area, the fifth most populous in the nation with an estimated population of 8.6 million.
Naughty Dog, Inc. (known as Jam Software before renaming in 1989) is an American video game developer based in Santa Monica, California. Founded by Andy Gavin and Jason Rubin in 1984 as an independent developer, the studio was acquired by Sony Computer Entertainment in 2001. Gavin and Rubin produced a sequence of progressively more successful games, including Rings of Power for the Sega Genesis/Mega Drive and Way of the Warrior for the 3DO. The latter — a very low-budget but still plausible offering — prompted Universal Interactive Studios to sign the duo to a three-title deal and fund the expansion of the company.
Mark Cerny, who had been deeply involved with Sonic the Hedgehog 2 for Sega, convinced Naughty Dog to focus its new resources on creating a character-based platform game that would fully exploit the 3D capabilities of the new systems. Ultimately, this led to the release of Crash Bandicoot for the PlayStation on August 31, 1996. Naughty Dog developed three Crash Bandicoot sequels over the next several years. In January 2001, it was announced Sony would acquire Naughty Dog. After developing Crash Team Racing, the company began working on Jak and Daxter for the PlayStation 2.
Details about the San Francisco IGDA can be found here http://www.meetup.com/IGDA-San-Francisco/ The following fireside chat between Jonathan Blow (https://twitter.com/Jonathan_Blow) and chapter chair, Alex Wilmer (https://twitter.com/alwilmer) was recorded at Dolby Labs on February 3rd 2016. Jonathan Blow is one of the Bay Area's most inspiring independent game developers. The critically acclaimed Braid, established his position among the best in the industry. His success has led him to create The Witness. A highly ambitious 3D exploration-puzzle game released on January 26th 2016 that has already received unanimous critical acclaim.
Expand to see all links! Article Story: http://tinyurl.com/mqc34md The list: http://livefearless.com/igda-blocklist-tool/ Business inquiries/contact -- repproductions@mrrepzion.com My facebook: https://www.facebook.com/MrRepzionOfficial?ref=hl Twitter: https://twitter.com/MrRepzion Instagram: http://instagram.com/repzion Video Game Stream: http://www.twitch.tv/repzion Tumblr: http://mrrepzion.tumblr.com/ My gaming channel: https://www.youtube.com/user/Humanoidreptile Logic/Atheist shirts: http://repziontees.com/ Amazon wish-list: http://amzn.com/w/3VEBAWCBAINAZ
Write with the Flow -- The Last of Us Story Post-mortem The IGDA Toronto Chapter Committee is extremely pleased to kick-off the 2013/2014 season with a very special event! In writing The Last of Us Naughty Dog set out to raise the bar of character-driven videogame narratives. Neil Druckmann, Creative Director and Writer of The Last of Us, will deconstruct several iterations of the story, explaining why the narrative needed to constantly evolve over the course of production. Neil Druckmann is the Creative Director and Writer of The Last of Us. He previously worked as Designer and Co-writer on Uncharted: Drake's Fortune and Uncharted 2: Among Thieves. Neil is also the writer and creator of the graphic novel, A Second Chance at Sarah. Thanks to Andy Borkowski of AM 640 for recordi...
NOTE: This video is primarily a message to game developers, so please share it with any gamedev you know, regardless of their size or status with the IGDA! The IGDA's gotten a real bad rap in #gamergate. Is it deserved? We examine the IGDA's history, the antics with GGAutoBlocker, and even asked a few indie devs what they had to say about the IGDA! Also Tim Schafter is a tool. ---- Links: http://www.igda.org/?page=history http://www.escapistmagazine.com/articles/view/video-games/issues/issue_117/2292-Let-s-Get-Together http://techraptor.net/content/developers-react-igda-controversy http://techraptor.net/content/relationships-indie-gaming-interview-allistair-pinsof-part-2 http://blogjob.com/oneangrygamer/2015/02/games-journalist-threatens-devs-not-to-support-gamergate-devs-respond/ ht...
Q&A; session with Jonathan Blow and Chris Hecker and moderated by Alex Wilmer at Dolby Labs on Wednesday, May 8th. Jonathan Blow Bio: Jonathan Blow is a game designer/programmer who lives in San Francisco. He is also a partner in Indie Fund. http://the-witness.net/ Chris Hecker Bio: Chris focuses on solving hard problems at the intersection of gameplay, aesthetics, and technology. He is an outspoken advocate for pushing the current boundaries of design and interactivity, in the hope that games will eventually reach their full potential as a medium. To this end he helped organize the Indie Game Jam, the Experimental Gameplay Workshop, and the Depth Jam, and his recent work on Spore centered on using proceduralism and artificial intelligence to enhance player creativity and agency. Ch...
Mark Soderwall discusses several topics regarding indie game development. -- www.twitch.tv/igdaoc/c/2449172&utm;_campaign=archive_export&utm;_source=igdaoc&utm;_medium=youtube
Celebrating our 15th year in 2016, the IGDA Scholarships Committee is delighted to announce that applications for the Game Developers Conference (GDC) in 2016 are officially open. The IGDA Scholarships Program is open to all students and recent graduates studying to receive degrees in or related to game development including, but not limited to, business, game design, legal, audio production, art production, and programming from Bachelor’s degrees to PhD candidates. GDC will take place 14-18 March 2016 at the Moscone Center in San Francisco, USA. The world’s largest and longest-running professionals-only game industry event features over 400 lectures, panels, tutorials and round-table discussions on a comprehensive selection of game development topics taught by leading industry experts. A...
First off, apologies for any shaking as I brought my GoPro last minute in case there wasn't an official IGDA LA recording and my hand was getting restless -- I've since ordered a tripod to use in the future. Secondly, there are game SPOILERS mentioned during the panel. Moderated by: Ashley Zeldin Naughty Dog speakers are: Neil Druckmann -- Creative Director Ricky Cambier -- Game Designer Anthony Newman -- Melee Combat Designer 0:30 -- How did the initial idea of "The Last of Us" come about, why did you choose to make another zombie game, and what choices did you make to differentiate it from other games in the genre? 7:59 -- Where did the idea of using cordyceps come from? 8:00 -- Can you give us some insight into the thought process in the creation of these characters that we relate ...
Ikatan Guru dan Dosen Al Washliyah https://youtu.be/55Pk0OqdE7w
Sie ist nicht was sie glaubt zu sein
Der Engel unterm Heiligenschein
Sie weiß zu jedem Thema was zu sagen
Und stellt nur aus Höflichkeit dumme Fragen
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Ja denn sie ist schön geboren
Doch nur bis sie den Mund aufmacht
Denn sie ist häßlich wenn sie lacht
Ja ja sie kennt die ganze Welt
Doch fand nie das was ihr gefällt
Vielleicht wird sie`s schon morgen finden
Bis dahin wird sie weiter grinsen
Denn sie ist so ja oh ja sie ist sie ist
Ja denn sie ist schön geboren
Doch nur bis sie den Mund aufmacht
Sie ist so häßlich wenn sie lacht
Denn sie ist so ja oh ja sie ist sie ist
Ja denn sie ist schön geboren
Doch nur bis sie den Mund aufmacht
Sie ist so häßlich wenn sie lacht