Deer Hunter 2016 Game

About Deer Hunter 2016

“Deer Hunter 2016” is a Steampunk styled mod created by the Game Wizards Video Game Production Team. It involved the contributions from 40 students and art and tech direction from the faculty leads.The map is made of a set of 200+ custom assets by the team, 6 custom weapons (5 on the map) and one custom vehicle. This marks the Game wizards first foray into Vehicle Capture the Flag (VCTF).

“Initially we were set to call it “Pistons of Fury”, said Project Lead Toli Carter,” as a play on Gears of War but we stumbled across the term ‘boilerplate’ and it seemed to stick.” From there the team went about creating stunning visual concepts to create this new and intriging world.

The team wanted to make the world more dynamic and alive and so came up with a mechanic that actually changes the path the players travel through by being able to activate a huge mechanical bridge.

The final look of the game is dark with a lot of atmosphere. The level of detail that was accomplished is a great achievement for the entire team.

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ABOUT GAME WIZARDS

Game Wizards is the premiere video game production team at the Art Institute of California Los Angeles. These special courses are designed to give students the closest experience to working at a professional game developer as possible in the classroom. Game Wizards graduates have gone on to work at some of the biggest companies in the game industry including: Activision/Blizzard, Electronic Arts, Sony, Rockstar and more.

ABOUT THE ART INSTITUTE OF CALIFORNIA – LOS ANGELES

The Art Institute of California – Los Angeles is one of The Art Institutes (www.artinstitutes.edu), a system of over 40 education institutions located throughout North America.
The Art Institutes provide programs in design, media arts, fashion and culinary arts.
The Art Institute of California – Los Angeles was founded in 1997 and consists of approximately 106,000 square feet of classroom, computer lab, library, and office space.

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Tom Clancy’s – Rainbow Six Siege

Rainbow Six Siege isn’t just exploding through the door of FPS convention and blasting the competition away with its snazzy physics, but it’s got the opportunity to bring the series back to its roots. When the original Tom Clancy’s RainbowSix debuted in 1998, machismo-laced brawny shooters like id Software’s Doom and Quake dominated the genre. It was a time where twitch reflexes and a speedy trigger-finger took precedence over careful strategy and teamwork. But Rainbow Six changed all that. Suddenly careful planning and communication were tantamount to success, and, crucially, charging into battle lone wolf-style was more likely to take you out of the game than secure an earlymatch lead. The No Respawn rule was the reason that game had such lethality and tension and it is one of the defining choices that shaped the development of the latest sequel in the franchise, Rainbow Six Siege. “It was a surprisingly good change and we didn’t think it was going to work,” says game designer and former SOCOM developer Chris Lee, on the game’s official blog. “I thought that only the most hard-core players would like it. It turned out that it really opened up the game to many different types of players.” What it did was establish the three core pillars that underpinned the gaming experience: teamwork, tactics and tension.

Rainbow Six Siege
For months, Ubisoft Montreal had a more traditional respawn system put in place and found during internal tournaments that not only were the same few players crowned victorious time and time again, but also they weren’t playing as a team. Once the No Respawn rule was instigated (or the One Life system as it’s referred to internally at the studio) it required a completely different mindset and shifted the emphasis away from twitch reflexes. “The developers who were longtime FPS players initially found it difficult because they were only good at reaction time,” continues Lee. “They weren’t
communicating, playing tactically, or thinking about the consequences. Their K/D ratio was high before, but after introducing One Life, they stopped thinking about K/D ratios and more about how each player could work together for the win.
“Developers who weren’t as good before played slower, thought carefully about the situation, and ended up doing better on the leaderboard. Because One Life rewards this kind of behaviour, it puts well-rounded players at an advantage over pure run and gunners, which is what the Tom Clancy franchise is all about. They utilise a complete skill set and the rest of the development team really liked that, since going back to its roots is what we wanted to do and the rule stuck. It wasn’t something we predicted, and we were really happy with how it turned out.”
Of course, it’s not a new concept. Counter-Strike has utilised the model for several years, and there are various modes in popular console first-person shooters that also adopt it for more tactical playstyles. But there’s a reason why it hasn’t become the predominant game type and that’s because it presents an inherent problem: what do you do once you’re dead? If your operator has been taken out of the round in other games you’re turned into a pectator, spending a lot of minutes waiting to get back into the action. Who has the patience for that these days?

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Killing Batman – It’s the end of Batman as a new evil rises

Batman can never die. We’re aware that contradicts our title somewhat, but the simple truth is that the Caped Crusader is an eternal figure cemented in pop culture perpetuity, destined to endure various guises and become reinterpreted by a diversity of artists in the years to come. But for Rocksteady, his time is well and truly over. Batman: Arkham Knight is the final chapter in the Arkham trilogy that the British studio first started back in 2009, putting the developer on the map and reigniting interest in the virtual crime-fighting of the world’s greatest detective. It took a fresh approach both to the licensed game and the superhero genre, enclosing Batman in the narrow confines of Arkham

batman banner

Asylum and relied on players utilising his problemsolving skills as much as it did his ability to smash goons all up in the face. Rocksteady always intended it to be a three-parter but mapping the road leading to the conclusion of its Arkham saga wasn’t quite as straightforward as you’d expect. “Ever since Batman: Arkham Asylum, our approach has been to put everything we have into every game we make,” game director Sefton Hill tells X-ONE. “We never hold ideas back because you never know what’s around the corner. So I guess you could describe that as a ‘kitchen sink’ approach but I’d prefer to say it’s more.

Inside the BatMobile

“At the back of my mind was always the thought of introducing the iconic Batmobile at some point but, to be completely honest, at the start we did consider whether we actually needed it,” admits game director Sefton Hill. “I mean, gliding around in Arkham City was great fun so why bother with a car? But when you try it, you’ll see what a difference it makes. I am probably most proud of howwe have managed to integrate the Batmobile into all of the core systems of the game, improving all of the components that made it fun in the first place. When I play the game now, I wonder howwe ever did without it.”

Indeed, it adds a whole new dimension to the Arkham series. In Arkham Knight, Gotham has been expanded to five times the size of its previous incarnation in Arkham City and as such requires a speedier form of traversal to cover the mass of land available. The world itself isn’t the only thing that has been tooled specifically to facilitate driving around at breakneck speed – with structures crumbling at the lightest bump and pedestrians cleared away by a light electric jolt – but missions too. We’ve seen some of the revamped Riddler Challenge missions available, which involve the Batmobile hurtling through endless tunnels beneath Gotham, avoiding traps and obstacles that could send Batman tumbling into the abyss.

Not only that, but it’s equipped for a fight. Entering the vehicle’s secondary Battle Mode engages a Vulcan gun and various other weapons that can take out drones and heavily-armed vehicles. It can also be controlled remotely to help with various puzzle-solving missions set around the city. “The symbiosis between man and machine is a vital aspect of Batman: Arkham Knight,” says Hill. “Batman and the Batmobile enhance each other’s abilities in a wide range of ways, and they interact in a way that makes the Batmobile feel like another playable character. It’s a totally iconic vehicle, but it’s also Batman’s most powerful and versatile gadget. From a gameplay perspective, we’ve worked hard to ensure that the Batmobile opens up a massive variety of new things to do, whether it’s in combat, exploration, navigation or problem solving.We want it to feel unlike any other vehicle that’s ever been in a game, and like an extension of the Dark Knight himself.”

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