#Until_dawn
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crisicsgames · 1 month ago
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LIVE UNTIL DAWN AMICIZIA 🎼 BUTTERFLY EFFECT 🔞SO COSA HAI FATTO
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bitrise-co-in · 9 months ago
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Developer Until Dawn and The Dark Pictures Supermassive Games recently issued an announcement that it is laying off some employees. This announcement comes shortly after news leaked that the UK-based company plans to lay off around 90 workers. ... netgainers.org
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inverttheyaxis · 4 years ago
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ITYA 12: Top of the Y Axs
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libert-art · 6 years ago
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L’effet papillon
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Choisir les actions dĂ©cisives qui feront que votre personnage survive ou meurt, tel est l’idĂ©e du jeu vidĂ©o Until Dawn. Suivant le principe de nombreux jeux dĂ©jĂ  existant depuis quelques annĂ©es, Until Dawn se dĂ©marque par son approche « effet papillon », oĂč une dĂ©cision aura une consĂ©quence dans le futur du jeu.
L’effet papillon c’est l’idĂ©e qu’une petite action peut avoir des consĂ©quences beaucoup plus importantes: « Le battement d'ailes d'un papillon au BrĂ©sil peut-il provoquer une tornade au Texas ? » (Edward Lorenz)
Ainsi, comme dans la vraie vie, vous devez faire des choix dĂ©cisifs et cela parfois sous la pression. Mais ici, il s’agit de survie : sauver Emily ? Tuer Josh ?
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L’histoire sera diffĂ©rente Ă  chaque fois et en fonction de chaque joueur, qui jugera par lui-mĂȘme les bonnes ou mauvaises dĂ©cisions. En effet, une dizaine de fins sont possible !
La notion de choix dans les jeux vidĂ©o ce n’est pas nouveau, mais cela existe Ă©galement dans d’autres domaines comme la littĂ©rature avec les « livres dont vous ĂȘtes le hĂ©ros » ou encore dans les sĂ©ries comme l’épisode « Bandersnatch » de la sĂ©rie Black Mirror sorti trĂšs rĂ©cemment, oĂč le tĂ©lĂ©spectateur choisit les actions du hĂ©ros et peut ainsi arriver Ă  une douzaine de fins et plus d’une centaine de combinaisons possibles
Sources :
Wikipédia : https://fr.wikipedia.org/wiki/Until_Dawn (visité le 14/02/19)
Les chroniques ludiques : http://www.chroniques-ludiques.fr/importance-du-choix-au-coeur-du-jeu-video/ (14/02/19)
Les players du dimanche : http://lesplayersdudimanche.com/until-dawn/avis/ (14/02/19)
Wikipédia : https://fr.wikipedia.org/wiki/Effet_papillon (14/02/19)
Maëlle Lajeune
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myzoowiktoriaizydorczyk · 4 years ago
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Until Dawn
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“Until Dawn” is an interactive drama survival horror game developed by “Supermassive Games” and published by “Sony Interactive Entertainment”, it was officially released in 2015 only on PlayStation 4.
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“Supermassive Games” was founded in 2008 and currently has 200 employees. They are known the most for creating “Until Dawn” and recently launched “The Dark Pictures Anthology” which is a series of stand alone horror games. 
About
“Until Dawn” is a survival horror which is played in third person, throughout the game you switch between eight characters. The game is filled with quick time events which can decide weather or not the character you play lives or dies, but also relationships with other characters and interactions with the environment can also decide on the survival. You can die by failing a quick time event in the most action filled scenes or even by simply opening a hatch which is not even an objective during the calmest moment. Even if you suceed all the quick time events and your character needs someone elses help and that is someone you insulted they will not help you : resulting in death. Every decisions matters, it decides on your survival.
Story
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Story of Blackwood
The mountain on which the story is taking place has been cursed by the Spirit of Wendigo. Anyone who finds themself starving on top of these mountains will be forced by the spirit to perform cannibalism, after doing so they will be lost forever.
Their limbs will start to grow, their teeth getting larger and sharper and their strength and speed increase massively. The most interesting feature is what happens with the Wendigos eyes as they become much more powerfull while simulteniously are the biggest weakness. The wendigo can only detect movement, which means it’s effective at catching a running away pray however by stealth it can even stand right next to you and not notice you.
In these mountains there are mines, which collapsed causing some people to result in cannibalism. However before their transformation they have been rescued and transported to a Sanatorium. There they transformed killing everyone in their sights.
The wendigos have been trapped in there ever since by a character we only know as the Stranger since killing the wendigos causes their spirit to be free and find another victim.
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Prologue of the Game
Three siblings invite their seven friends for annual winter getaway, some of the friends decide to play a prank on one of the sisters - humiliating her. She rans out into the woods followed by her sister who wants to comfort her. After joining up together they ealise that something is following them- a wendigo- ,as they try to run they accidently fall of a massive cliff -resulting in death of one of the sisters and the other becoming a Wendigo.
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Story of the Game
After a year the brother of missing sisters invites his seven friends once again to the mountain. However the brother has gone crazy after the disappearance of his sisters so he pretends that he is a psychopath that is there to kill them all. Eventhough he traumatises each of his friends by staging his own death and staging a scenario where they have to kill at least one or they both die, no one dies by his hand. However as his friends split up the Wendigo sister starts hunting others and try to murder them. 
Game Trailer
The Game Trailer is amazing since it only focuses on the fact that there is a psychopath on the mountain hunting everyone down, but there is no mention whatsoever about any Wendigos and supernatural. It shows some deaths, but it does not reveal where or how they died and since this game is based on players actions some players might not even see the death shown in the trailer - and if they do they wouldn’t expect it since there are so many ways to die.
sources: 
https://www.supermassivegames.com/about
https://until-dawn.fandom.com/wiki/Until_Dawn
https://www.youtube.com/watch?v=TT2HtIEUXuk
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prosbros · 7 years ago
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" welcome to the salty spittoon, how salty are you? "
Send “Welcome to the Salty Spittoon, How salty are you?” And my muse will describe a time they executed petty revenge on someone
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josh is speechless. he will smith poses to this link.
http://until-dawn.wikia.com/wiki/Until_Dawn
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a-sagittarius-expression · 6 years ago
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FMP - 'UNTIL DAWN': A GAME OF CHOICE
Until Dawn is a survival horror adventure video game developed by Supermassive Games and published by Sony Computer Entertainment for the PlayStation 4. It was originally scheduled to be released for PlayStation 3 and feature PlayStation Move support, but in August 2014 the game was re-introduced as a PlayStation 4 title, and was released worldwide in August 2015.
Set in Western Canada, Until Dawn centres around a group of eight teenagers who decide to have a holiday for a weekend in a cabin on the fictional Blackwood Mountain, exactly one year after the disappearance of two girls, the twin sisters of a member of their group. Shortly after arriving, the gang find themselves under attack by a madman and must attempt to survive until sunrise. Throughout the adventure, players alternate between all eight characters, making critical decisions as the story advances which drastically affects the game's outcome, leading to hundreds of different scenarios.
Until Dawn was met with a positive critical response upon release, with praise directed at the visuals, 'choice' mechanic, horror elements, music, characters, voice acting, and gameplay design. Towards the second half of the story, there was criticism drawn to the camera angles, movement of characters and the partially linear plot. A prequel, The Inpatient, was announced in June 2017 and released in January 2018.
Until Dawn is designed to be played multiple times, as players cannot see all content with a single playthrough. Each playthrough lasts about nine hours in length and the game mechanics utilise an in-game system called the "butterfly effect" in which any choice of action made by the player may cause unforeseen consequences later on. For example, locating a weapon in an earlier chapter may allow the player to pick it up down the line when a chase scene leads back to the same room.
Throughout the game, players will make difficult decisions during ethical or moral dilemmas, such as sacrificing one character to save another. The game also includes a flashback and flashforward mechanic where if a certain event has, or is about to, unfold, or if something important is realised by a character, the game will show a flashback through the eyes of a character that witnessed an event that caused the upcoming encounters, or it will show a choice the player made that resulted in the event. Flashbacks and flashforwards are normally not a good sign and are an indicator that something bad has or will happen. The Butterfly Effect system blurs the line between right and wrong decisions, and it is possible for players to keep all eight characters alive as well as having all eight of them die, allowing for many different paths and scenarios as well as offering several different endings for each character.
Until Dawn has a strict auto-save system to prevent players from reloading a previous save file to an earlier point in the game if they regret an in-game decision they have made. The only way to change the player's choice is to restart the game from the beginning or continue to the end and start a new game. The developer has stated that Until Dawn has "hundreds of endings" but that should not be taken literally. Different endings have different variations depending on the combination of characters alive at the end of the game.
SOURCE: https://en.m.wikipedia.org/wiki/Until_Dawn
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gardendiary-blog1 · 7 years ago
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a arte e o som
A Ășltima aula antes da G1 teve a participação de dois palestrantes: Francisco Queiroz (tambĂ©m conhecido com Chico), que se formou em comunicação mas seguiu a ĂĄrea de design de jogos, e Werther Azevedo, especializado na parte de sonorização de jogos. Foi uma aula diferente e que nos mostrou a importĂąncia nĂŁo sĂł da imagem dos jogos, mas tambĂ©m do som de uma forma que nunca vimos antes.
Francisco Queiroz -a partir daqui começarei a chamar de Chico- primeiro nos introduziu Ă  estrutura da sua apresentação, ou seja, o que verĂ­amos durante sua palestra. O mercado, as plataformas, os profissionais, as tecnologias, as engines, tĂ©cnicas e ferramentas e, por Ășltimo, game design e tecnologias aplicadas. 
Durante cada tĂłpico nos deu exemplos e explicaçÔes de cada um. Na parte do mercado, nos mostrou que existem duas vertentes: os grandes estĂșdios ou publishers, como a Nintendo, T2, Blizzard e EA; e os produtores independentes ou apenas Indie. Os jogos indies cresceram e ainda crescem muito, jĂĄ que sĂŁo facilitados pela Apple e Play store, Steam, Unity (mais fĂĄcil de desenvolver), entre outros. Isto fez com que o mercado, na opiniĂŁo de Chico, ficasse supersaturado. Concordo com essa afirmação, visto que vĂĄrios jogos hoje no mercado atualmente sĂŁo semelhantes com mudanças em pequenos aspectos, mas nada que nos deixe “de queixo caĂ­do”. 
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Principais empresas de games atualmente
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GrĂĄfico mostrando o rendimento das principais empresas de games entre 2011-2016
Chico apenas apresentou as plataformas existentes até agora, como PC e consoles. Fez o mesmo com a parte dos profissionais da årea, falando sobre o game designer, game artist, sound designer, technical artist e desenvolvedor. Uma dica dada neste ponto é tentar aprender um pouco e experimentar todas as åreas, além de formar uma equipe. 
Por Ășltimo, falou das engines que podemos usar, como Unity e UE4, alĂ©m das tĂ©cnicas e ferramentas de modelagem 3D. Novamente me lembrei de quando tive que desenvolver meu jogo ano passado. NĂłs usamos a linguagem de LUA, especĂ­fica da PUC e, como nĂŁo Ă© aceita nas principais engines, usamos um programa chamado Love 2D, muito simples de usar. 
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CryEngine 3
As Ășltimas dicas dadas por Chico foram nĂŁo esperar para começar a tentar criar seus prĂłprios jogos, aproveitando as dicas dadas por ele e o que aprendemos na aula alĂ©m das pesquisas na internet, e ultrapassar as barreiras entre jogos e o resto. 
Aprendi muito com a palestra do Chico, não sabia que existiam tantas opçÔes para desenvolvimento de jogos. O que mais me interessou foi a parte das ferramentas de modelagem 3D, porque nunca sabia qual usar e sinto que vai me ajudar muito em projetos futuros. 
ApĂłs a palestra de Chico, começou a do Werther sobre game audio: funçÔes do som e da mĂșsica. Antes de iniciar a apresentação, nos informou que faria algo diferente: ao invĂ©s de seguir com a apresentação atĂ© o final, tiraria alguns minutos do final para fazer uma tarefa com os alunos. 
Começou falando sobre as funçÔes do som e da mĂșsica nos jogos, algo que Ă© deixado de lado pelos jogadores e atĂ© por parte do mercado. A mĂșsica Ă© a parte que mais nos envolve durante o gameplay, inserindo o jogador no ambiente e o emocionando de acordo com os sentimentos que quer transmitir em determinada cena. Este Ă© o primeiro ponto de Werther, afirmando que a primeira função Ă© transmitir e sugerir emoçÔes. Ao falar isso, lembrei de um dos meus jogos favoritos, Ib, em que a mĂșsica te envolve tanto quanto a histĂłria maravilhosa do jogo. É uma mĂșsica icĂŽnica para quem gosta desse tipo de jogo.
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O segundo ponto Ă© ajudar a suspender a descrença, ou seja, sugerir emoçÔes se que vocĂȘ perceba. O terceiro Ă© estimular a imersĂŁo, mesmo que alguns jogos precisem mais de mĂșsica que outros, como os jogos de terror em que a mĂșsica de suspense contribui para o medo do jogador. Este Ă© o caso, por exemplo, de Until Dawn, um jogo de terror lançado em 2015 que usa as mĂșsicas como plano de fundo para assustar o jogador ou deixĂĄ-lo nervoso durante cenas de fuga. 
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Cena de fuga em “Until Dawn”
Em quarto, descrever o que nĂŁo se pode ver na tela, os sons que complementam a informação com sons de fundo. Quinto, feedback no contexto interativo, uma vez que o jogo responde as coisas que vocĂȘ faz dentro dele. Por Ășltimo mas nĂŁo menos importante, o display auditivo, a interface extra-visĂŁo. Um exemplo sĂŁo os GPS como Waze, que falam para te informar e o motorista nĂŁo precisar tirar os olhos da estrada.
ApĂłs mostrar a linha do tempo de jogos e como a mĂșsica neles foi evoluindo, finalmente chegou a hora de nossa atividade. Tentamos criar um barulho de tiro para seu jogo usando uma lata, gravando o barulho produzido e o editando na hora, em nossa frente. Ficou tudo meio corrido porque estĂĄvamos com pouco tempo, mas foi uma experiĂȘncia excelente e com certeza quero assistir as aulas completas dele sobre o assunto. 
ReferĂȘncias:
https://www.ibisworld.com/media/2017/03/16/rising-falling-fortunes-us-video-game-publishers/
https://www.pxb.net.br/comunidade/index.php?threads/quer-criar-games-conhe%C3%A7a-as-3-melhores-engines-free-do-mercado.24363/
https://en.wikipedia.org/wiki/Until_Dawn
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bembiann · 9 years ago
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But you`re with us now... Family... by Bembiann
My first work in this year! Seems it started pretty cool. About a characters.... i just love this trinity. Josh`s madness in my new picture. Very pity about their destiny... But they`re living in his mind. And he falling on it, deeper and deeper. This one took almost a 2 days. Photoshop CS6. Brush tool.
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ellie-miller-williams · 9 years ago
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pollisparadiseart · 9 years ago
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mikewolfmunroe-blog · 9 years ago
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Josh - Chris.. Josh - Bro.. Chris - I'm not your bro. (10 sec later) Chris - Are you serious, bro? WAT
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h8x · 9 years ago
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Creator of this #Game is a #mind_twisted basterd who actually makes u question your humanity #until_dawn
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siangstr · 9 years ago
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#UNTIL_DAWN #PS4 (at STR Electronic Games & Collectible Toys)
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ellie-miller-williams · 9 years ago
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ellie-miller-williams · 9 years ago
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