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Narbacular Drop
''Narbacular Drop'' is a 2005 Puzzle video game, puzzle-platform game developed by Nuclear Monkey Software. It was the senior game project of students attending DigiPen Institute of Technology. The gameplay consists of navigating a dungeon using an innovative portal system. The player controls two interconnected portals that can be placed on any non-metallic surface (wall, ceiling, or floor). Gabe Newell, managing director of Valve Corporation, Valve, took interest in the team's work and employed the whole staff at Valve. The developers went on to develop the critically acclaimed ''Portal (video game), Portal'' using many of the same concepts. The word ''Narbacular'', which does not exist in any dictionary, was chosen primarily to aid in internet search engine results.''PC Zone'' #187, Dec 2007 Gameplay While ''Narbacular Drop'' features a 3D world reminiscent of such first-person shooters as ''Quake (video game), Quake'', the unique portal element and the character's lack of a ...
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DigiPen Institute Of Technology
DigiPen Institute of Technology is a private for-profit university in Redmond, Washington. It also has campuses in Singapore and Bilbao, Spain. DigiPen offers bachelor's and master's degree programs. History In 1988, DigiPen was founded by Claude Comair in Vancouver, British Columbia, Canada as a research and development institute for computer science and animation. Comair continues to be the President and CEO to the present day. In 1990, DigiPen began offering its first dedicated educational program in the subject of 3D computer animation through the Vancouver Film School. In 1990, DigiPen began offering a 3D animation program and began collaborating with Nintendo of America to create a post-secondary program for video game programming. With Nintendo's support, DigiPen Applied Computer Graphics School accepted its first class of video game programming students in 1994. In 1996, the Washington State Higher Education Coordinating Board granted DigiPen the authorization to ...
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Independent Games Festival
The Independent Games Festival (IGF) is an annual festival at the Game Developers Conference (GDC), the largest annual gathering of the independent video game industry. Originally founded in 1998 to promote independent video game developers, and innovation in video game development by CMP Media,About the IGF
, www.IGF.com.
later known as , IGF is now owned by after UBM's acquisition. The IGF competition awards a total of $50,000 in prizes to independent developers in Main Competition and Student Competition categories and held around the same time as the

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Aperture Science Enrichment Center
''Portal'' is a series of first-person puzzle-platform video games developed by Valve. Set in the ''Half-Life'' universe, the two main games in the series, '' Portal'' (2007) and ''Portal 2'' (2011), center on a woman, Chell, forced to undergo a series of tests within the Aperture Science Enrichment Center by a malicious artificial intelligence, GLaDOS, that controls the facility. Most of the tests involve using the "Aperture Science Handheld Portal Device" – nicknamed the portal gun – that creates a human-sized wormhole-like connection between two flat surfaces. The player-character or objects in the game world may move through portals while conserving their momentum. This allows complex "flinging" maneuvers to be used to cross wide gaps or perform other feats to reach the exit for each test chamber. A number of other mechanics, such as lasers, light bridges, high energy pellets, buttons, cubes, tractor funnels and turrets, exist to aid or hinder the player's goal to re ...
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GLaDOS
GLaDOS (Genetic Lifeform and Disk Operating System) is a fictional character from the video game series '' Portal''. The character was created by Erik Wolpaw and Kim Swift, and voiced by Ellen McLain. GLaDOS is depicted in the series as an artificially superintelligent computer system responsible for testing and maintenance in the Aperture Science Computer-Aided Enrichment Center in all titles. While GLaDOS initially appears in the first game to simply be a voice that guides the player, her words and actions become increasingly malicious as she makes her intentions clear. The second game, as well as the Valve-created comic ''Lab Rat'', reveals that she was mistreated by the scientists and used a neurotoxin to kill the scientists in the laboratory before the events of the first ''Portal''. She is apparently destroyed at the end of the first game but returns in the sequel, in which she is supplanted by her former intelligence dampener and temporarily stuck on a potato battery, ...
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Artificial Intelligence
Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of research in computer science that develops and studies methods and software that enable machines to machine perception, perceive their environment and use machine learning, learning and intelligence to take actions that maximize their chances of achieving defined goals. High-profile applications of AI include advanced web search engines (e.g., Google Search); recommendation systems (used by YouTube, Amazon (company), Amazon, and Netflix); virtual assistants (e.g., Google Assistant, Siri, and Amazon Alexa, Alexa); autonomous vehicles (e.g., Waymo); Generative artificial intelligence, generative and Computational creativity, creative tools (e.g., ChatGPT and AI art); and Superintelligence, superhuman play and analysis in strategy games (e.g., ...
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Chell (Portal)
Chell is the silent protagonist in the ''Portal'' video game series developed by Valve. She appears in both '' Portal'' and '' Portal 2'' as the main player character and as a supporting character in some other video games. Not much is known about Chell but some posit she is the daughter of an employee at Aperture Science Laboratories, the main setting of the games. Chell's face- and body-model were derived from those of Alésia Glidewell, receiving a redesign in ''Portal 2''. Chell can only be seen through reflections and portals in the game. She has been well received for her role as a woman in video games, particularly not being overtly sexualized. Development and design Valve's Erik Wolpaw felt that it did not really matter what kind of person Chell was, noting that playtesters of the first ''Portal'' often did not know her name as it was never mentioned. Wolpaw explained that they never mentioned her name as felt like they had this relationship with GLaDOS, and they w ...
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Silent Protagonist
In video games, a silent protagonist is a player character who lacks any dialogue for the entire duration of a game, with the possible exception of occasional interjections or short phrases. In some games, especially visual novels, this may extend to protagonists who have dialogue, but no voice acting like all other non-player characters. A silent protagonist may be employed to lend a sense of mystery or uncertainty of identity to the gameplay, or to help the player identify better with them. Silent protagonists may also be anonymous. Not all silent protagonists are necessarily mute or do not speak to other characters; they may simply not produce any dialogue audible to the player. Origin The earliest player characters in video games of the 1980s, including the likes of Mario, '' Metroid''s Samus, and ''The Legend of Zelda''s Link, were silent protagonists. Characters such as these may occasionally speak through text or audible words, but are otherwise limited to making gestures, ...
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Player Character
A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive Attribute (rol ...
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The Seattle Times
''The Seattle Times'' is an American daily newspaper based in Seattle, Washington. Founded in 1891, ''The Seattle Times'' has the largest circulation of any newspaper in the state of Washington and the Pacific Northwest region. The Seattle Times Company, which owns and publishes the paper, is mostly owned by the Blethen family, which holds 50.5% of the company; the other 49.5% is owned by the McClatchy Company. The Blethen family has owned and operated the newspaper since 1896. ''The Seattle Times'' had a longstanding rivalry with the '' Seattle Post-Intelligencer'' until the latter ceased print publication in 2009. ''The Seattle Times'' has received 11 Pulitzer Prizes and is widely renowned for its investigative journalism. History ''The Seattle Times'' originated as the ''Seattle Press-Times'', a four-page newspaper founded in 1891 with a daily circulation of 3,500, which Maine teacher and attorney Alden J. Blethen bought in 1896. Renamed the ''Seattle Daily Times'', it ...
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Robin Walker (game Designer)
Robin Walker (born 1975) is an Australian video game designer best known for co-developing ''Quake Team Fortress'', ''Team Fortress Classic'', ''Team Fortress 2'', and '' Half-Life: Alyx''. Career Walker attended RMIT University in Melbourne, Australia. Together with John Cook and Ian Caughley, Walker started working on ''Team Fortress'' as a mod for id Software's ''QuakeWorld'' in 1996. Due to the popularity of the product, the team was hired by the then-small Valve to work on ''Team Fortress Classic'' and later on ''Team Fortress 2''. Walker has played development roles in various Valve games, including ''Half-Life 2'' and ''Dota 2''. More recently, Walker has been focused on the collision of economics and game design, in an attempt to transform ''Team Fortress 2'' into a free-to-play, microtransaction-based game. Walker worked on Valve's flagship virtual reality game, '' Half-Life: Alyx'', released on March 23, 2020. Influences and philosophy Walker used ''Team Fort ...
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Half-Life (series)
''Half-Life'' is a series of first-person shooter, first-person shooter games created by Valve Corporation, Valve. The games combine shooting combat, puzzles and storytelling, and are played entirely from the first-person (video games), first-person perspective. The original ''Half-Life (video game), Half-Life,'' Valve's first product, was released in 1998 for Windows. Players control silent protagonist Gordon Freeman, a scientist working at the Black Mesa Research Facility who must survive an alien invasion caused by the facility. The use of innovative scripted sequences instead of cutscenes were influential on the first-person shooter genre, and the game inspired numerous community-developed Mod (video gaming), mods, leading to the release of the multiplayer games ''Counter-Strike'' and ''Day of Defeat''. ''Half-Life'' was followed by the expansions ''Half-Life: Opposing Force, Opposing Force'' (1999), ''Half-Life: Blue Shift, Blue Shift'' (2001) and ''Half-Life:Decay, Decay'' ...
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Edge (magazine)
''Edge'' is a multi-format video game magazine published by Future plc. It is a UK-based magazine and publishes 13 issues annually. The magazine was launched by Steve Jarratt in 1993. It has also released foreign editions in Australia, Brazil, France, Germany, Italy, and Spain. History The magazine was launched in October 1993 by Steve Jarratt, a long-time video games journalist who has launched several other magazines for Future. The artwork for the cover of the magazine's 100th issue was specially provided by Shigeru Miyamoto. The 200th issue was released in March 2009 with 200 different covers, each commemorating a single game; 199 variants were in general circulation, and one was exclusive to subscribers. Only 200 magazines were printed with each cover, sufficient to more than satisfy ''Edge''s circulation of 28,898. In October 2003, the then-editor of ''Edge'', João Diniz-Sanches, left the magazine along with deputy editor David McCarthy and other staff writers. Afte ...
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