Enviar búsqueda
Cargar
Presentación Mario Bros
•
3 recomendaciones
•
2,448 vistas
F
FernadoCP
Seguir
Pequeña historia del origen y evolución de Mario Bros.
Leer menos
Leer más
Denunciar
Compartir
Denunciar
Compartir
1 de 25
Recomendados
Pequeña historia sobre Mario Bros.
Presentación mario bros...
Presentación mario bros...
FernadoCP
presentación
JUEGO DE MARIO BROS
JUEGO DE MARIO BROS
Doménicka Pérez
Aprenderás todo sobre Mario Bross
Mario bross
Mario bross
Karol Quintero
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
LiveOps 101 | Andrew Munden
LiveOps 101 | Andrew Munden
Jessica Tams
FPS 모드의 분석(FPS MODE ANALYSIS) 구직중입니다. 구인 의사가 있으신분은 christopherlogun@gmail.com으로 연락주세요.
Fps 모드의 분석(FPS MODE ANALYSIS)
Fps 모드의 분석(FPS MODE ANALYSIS)
준태 김
Introduction to parallel programming support in Unreal Engine 4. Presented at East Coast Unreal Engine DevCon 2014 in Montreal and Boston.
East Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...
East Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...
Gerke Max Preussner
게임 기획서 작성하기 - 송철헌
게임 기획서 작성하기 - 송철헌
ETRIBE_STG
GDC 2014 Level Design Workshop Session - A breakdown of the multiple stages of level design iteration used at Bethesda Game Studios on Fallout 3 and Skyrim.
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Joel Burgess
Recomendados
Pequeña historia sobre Mario Bros.
Presentación mario bros...
Presentación mario bros...
FernadoCP
presentación
JUEGO DE MARIO BROS
JUEGO DE MARIO BROS
Doménicka Pérez
Aprenderás todo sobre Mario Bross
Mario bross
Mario bross
Karol Quintero
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
LiveOps 101 | Andrew Munden
LiveOps 101 | Andrew Munden
Jessica Tams
FPS 모드의 분석(FPS MODE ANALYSIS) 구직중입니다. 구인 의사가 있으신분은 christopherlogun@gmail.com으로 연락주세요.
Fps 모드의 분석(FPS MODE ANALYSIS)
Fps 모드의 분석(FPS MODE ANALYSIS)
준태 김
Introduction to parallel programming support in Unreal Engine 4. Presented at East Coast Unreal Engine DevCon 2014 in Montreal and Boston.
East Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...
East Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...
Gerke Max Preussner
게임 기획서 작성하기 - 송철헌
게임 기획서 작성하기 - 송철헌
ETRIBE_STG
GDC 2014 Level Design Workshop Session - A breakdown of the multiple stages of level design iteration used at Bethesda Game Studios on Fallout 3 and Skyrim.
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Joel Burgess
Originally presented as part of GDC 2013 Level Design in a Day bootcamp. Co-talk between level designer and artist about the how and why of building massive games with modular art kits.
Modular Level Design for Skyrim
Modular Level Design for Skyrim
Joel Burgess
Hola esta es la historia de Mario Bros :3 Segunda diapositiva: El creador de Mario Bros fue Shigeru Miyamoto, él trabajaba para Nintendo. Tercera diapositiva: Su primera aparición fue en un juego de arcade llamado Donkey Kong en 1981, en esta época todavía no recibía el nombre oficial de Mario Bros si no que se llamaba “jumpman”. Cuarta diapositiva: En Mario Bros existen muchos personajes icónicos que han ido apareciendo a lo largo de los juegos. Como Luigi, Princess Peach, Bouwser, Yoshi, Toad, Koppa, etc. Top 10 mejores juegos de Mario: https://www.youtube.com/watch?v=bcjcAAqbeVE
La historia de mario bros
La historia de mario bros
Kyra Sánchez
Historia de los videojuegos
Evolucion de los Videojuegos
Evolucion de los Videojuegos
andresestrada117
Slides from Elisabetta Silli's talk in the GDC Europe 2010 panel about level design. Movie content can be found on: http://publications.dice.se Part designer, part producer, programmer and artist, what is it that makes a level designer effective? The short answer: knowing how to balance all of these roles to maximum effect! This session will examine situations from three AAA games, and the specific challenges they brought about and the solutions required to surmount them. Are level design approaches for radically different games inherently similar, or do accepted methods need to be drastically altered to fit the unique nature of the project? An examination of Alan Wake, Mirror's Edge, and Brink will help answer this question, and many others.
Level Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's Edge
Electronic Arts / DICE
videojuegos, informática, uc
Videojuegos
Videojuegos
Soranyelli Perera Gutiérrez
Originally presented by Joel Burgess and Nathan Purkeypile at GDC 2016, this presentation expands on the 2013 "Modular Level Design of Skyrim" presentation.
GDC 2016: Modular Level Design of Fallout 4
GDC 2016: Modular Level Design of Fallout 4
Joel Burgess
A short presentation covering research on the Unreal Engine and Epic Games.
Epic Games Company Presentation
Epic Games Company Presentation
EvanBrisita
Presentación pequeña sobre la historia de los videojuegos y sus avances, desde sus inicios hasta estos últimos años
Historia de-los-videojuegos-1952-2016
Historia de-los-videojuegos-1952-2016
Charlie Cabral
Amazing Feats of Daring - Uncharted Post Mortem
Amazing Feats of Daring - Uncharted Post Mortem
Naughty Dog
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
Johan Andersson
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Effective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P Games
James Gwertzman
Presentation from the Develop Conference 2009, in the Evolve strand.
20 Game Ideas You Should Steal
20 Game Ideas You Should Steal
Stuart Dredge
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany. Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...
Gerke Max Preussner
A Brief game history slide, that was presented in Lebanese geek fest 2011 by Ziad Feghali, one of Wixel studios co-founders.
History of games
History of games
Universite Saint Esprit a Kaslik
Download the full presentation (including movies) from http://www.guerrilla-games.com/publications.html#schneider1508. Abstract: Real-time volumetric clouds in games usually pay for fast performance with a reduction in quality. The most successful approaches are limited to low altitude fluffy and translucent stratus-type clouds. For Horizon: Zero Dawn, Guerrilla need a solution that can fill a sky with evolving and realistic results that closely match highly detailed reference images which represent high altitude cirrus clouds and all of the major low level cloud types, including thick billowy cumulus clouds. These clouds need to light correctly according to the time of day and other cloud-specific lighting effects. Additionally, we are targeting GPU performance of 2ms. Our solution is a volumetric cloud shader which handles the aspects of modeling, animation and lighting logically without sacrificing quality or draw time. Special emphasis will be placed on our solutions for direct-ability of cloud shapes and formations as well as on our lighting model and optimizations.
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
Guerrilla
Juegos mas conocidos su definición y cuntos hay
Juegos
Juegos
Elpostabsurdo
Learn how to design for the LiveOps mindset
Designing for live ops
Designing for live ops
Crystin Cox
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
Idle Games: The Mechanics and Monetization of Self-Playing Games
Idle Games: The Mechanics and Monetization of Self-Playing Games
Kongregate
POWERPOINT MARIO BROS
Powerpoint mario bros tic
Powerpoint mario bros tic
miranda Trujillo Lucena
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
Horizon Zero Dawn: A Game Design Post-Mortem
Horizon Zero Dawn: A Game Design Post-Mortem
Guerrilla
Presentación de Super Mario Bros creada por Iris y María
25 años con Super Mario Bros
25 años con Super Mario Bros
higuisetmegui
Videojuego de Nintendo
Mario bros
Mario bros
erika_messa
Más contenido relacionado
La actualidad más candente
Originally presented as part of GDC 2013 Level Design in a Day bootcamp. Co-talk between level designer and artist about the how and why of building massive games with modular art kits.
Modular Level Design for Skyrim
Modular Level Design for Skyrim
Joel Burgess
Hola esta es la historia de Mario Bros :3 Segunda diapositiva: El creador de Mario Bros fue Shigeru Miyamoto, él trabajaba para Nintendo. Tercera diapositiva: Su primera aparición fue en un juego de arcade llamado Donkey Kong en 1981, en esta época todavía no recibía el nombre oficial de Mario Bros si no que se llamaba “jumpman”. Cuarta diapositiva: En Mario Bros existen muchos personajes icónicos que han ido apareciendo a lo largo de los juegos. Como Luigi, Princess Peach, Bouwser, Yoshi, Toad, Koppa, etc. Top 10 mejores juegos de Mario: https://www.youtube.com/watch?v=bcjcAAqbeVE
La historia de mario bros
La historia de mario bros
Kyra Sánchez
Historia de los videojuegos
Evolucion de los Videojuegos
Evolucion de los Videojuegos
andresestrada117
Slides from Elisabetta Silli's talk in the GDC Europe 2010 panel about level design. Movie content can be found on: http://publications.dice.se Part designer, part producer, programmer and artist, what is it that makes a level designer effective? The short answer: knowing how to balance all of these roles to maximum effect! This session will examine situations from three AAA games, and the specific challenges they brought about and the solutions required to surmount them. Are level design approaches for radically different games inherently similar, or do accepted methods need to be drastically altered to fit the unique nature of the project? An examination of Alan Wake, Mirror's Edge, and Brink will help answer this question, and many others.
Level Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's Edge
Electronic Arts / DICE
videojuegos, informática, uc
Videojuegos
Videojuegos
Soranyelli Perera Gutiérrez
Originally presented by Joel Burgess and Nathan Purkeypile at GDC 2016, this presentation expands on the 2013 "Modular Level Design of Skyrim" presentation.
GDC 2016: Modular Level Design of Fallout 4
GDC 2016: Modular Level Design of Fallout 4
Joel Burgess
A short presentation covering research on the Unreal Engine and Epic Games.
Epic Games Company Presentation
Epic Games Company Presentation
EvanBrisita
Presentación pequeña sobre la historia de los videojuegos y sus avances, desde sus inicios hasta estos últimos años
Historia de-los-videojuegos-1952-2016
Historia de-los-videojuegos-1952-2016
Charlie Cabral
Amazing Feats of Daring - Uncharted Post Mortem
Amazing Feats of Daring - Uncharted Post Mortem
Naughty Dog
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
Johan Andersson
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Effective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P Games
James Gwertzman
Presentation from the Develop Conference 2009, in the Evolve strand.
20 Game Ideas You Should Steal
20 Game Ideas You Should Steal
Stuart Dredge
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany. Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...
Gerke Max Preussner
A Brief game history slide, that was presented in Lebanese geek fest 2011 by Ziad Feghali, one of Wixel studios co-founders.
History of games
History of games
Universite Saint Esprit a Kaslik
Download the full presentation (including movies) from http://www.guerrilla-games.com/publications.html#schneider1508. Abstract: Real-time volumetric clouds in games usually pay for fast performance with a reduction in quality. The most successful approaches are limited to low altitude fluffy and translucent stratus-type clouds. For Horizon: Zero Dawn, Guerrilla need a solution that can fill a sky with evolving and realistic results that closely match highly detailed reference images which represent high altitude cirrus clouds and all of the major low level cloud types, including thick billowy cumulus clouds. These clouds need to light correctly according to the time of day and other cloud-specific lighting effects. Additionally, we are targeting GPU performance of 2ms. Our solution is a volumetric cloud shader which handles the aspects of modeling, animation and lighting logically without sacrificing quality or draw time. Special emphasis will be placed on our solutions for direct-ability of cloud shapes and formations as well as on our lighting model and optimizations.
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
Guerrilla
Juegos mas conocidos su definición y cuntos hay
Juegos
Juegos
Elpostabsurdo
Learn how to design for the LiveOps mindset
Designing for live ops
Designing for live ops
Crystin Cox
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
Idle Games: The Mechanics and Monetization of Self-Playing Games
Idle Games: The Mechanics and Monetization of Self-Playing Games
Kongregate
POWERPOINT MARIO BROS
Powerpoint mario bros tic
Powerpoint mario bros tic
miranda Trujillo Lucena
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
Horizon Zero Dawn: A Game Design Post-Mortem
Horizon Zero Dawn: A Game Design Post-Mortem
Guerrilla
La actualidad más candente
(20)
Modular Level Design for Skyrim
Modular Level Design for Skyrim
La historia de mario bros
La historia de mario bros
Evolucion de los Videojuegos
Evolucion de los Videojuegos
Level Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's Edge
Videojuegos
Videojuegos
GDC 2016: Modular Level Design of Fallout 4
GDC 2016: Modular Level Design of Fallout 4
Epic Games Company Presentation
Epic Games Company Presentation
Historia de-los-videojuegos-1952-2016
Historia de-los-videojuegos-1952-2016
Amazing Feats of Daring - Uncharted Post Mortem
Amazing Feats of Daring - Uncharted Post Mortem
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
Effective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P Games
20 Game Ideas You Should Steal
20 Game Ideas You Should Steal
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...
History of games
History of games
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
Juegos
Juegos
Designing for live ops
Designing for live ops
Idle Games: The Mechanics and Monetization of Self-Playing Games
Idle Games: The Mechanics and Monetization of Self-Playing Games
Powerpoint mario bros tic
Powerpoint mario bros tic
Horizon Zero Dawn: A Game Design Post-Mortem
Horizon Zero Dawn: A Game Design Post-Mortem
Destacado
Presentación de Super Mario Bros creada por Iris y María
25 años con Super Mario Bros
25 años con Super Mario Bros
higuisetmegui
Videojuego de Nintendo
Mario bros
Mario bros
erika_messa
La evolución de Mario
La evolución gráfica de mario bros
La evolución gráfica de mario bros
Sebastián
Mario bross
Mario bross
jose2000pira
Compilación de los enemigos de toda la saga de Mario, parte 3.
Enemigos de Super Mario Bros Parte 3
Enemigos de Super Mario Bros Parte 3
alberts1999
Creada por: Fernando Cortes Ponce Ulices de la Luz Sanchez Jose Tellez García
Presentación mario bros..
Presentación mario bros..
FernadoCP
REVIEWER IN FACILITATING LEARNING
Who wants to be a millionaire (BEHAVIORISM)
Who wants to be a millionaire (BEHAVIORISM)
Joy Ibardaloza
Super Mario Bros MKTG presentation
Super Mario Bros MKTG presentation
Kristina Miller
Buena información encontraras en esta presentación sobre Mario bros. http://www.ispajuegos.com/blog/super-mario-quien-es/ Los Juegos de Mario Bros http://www.ispajuegos.com/juegos/mario-bros
Quien es mario bros
Quien es mario bros
Jucemax
Are bloggers thought leaders? Here are some tips on how you can become one. Provide great value, put awesome content out there on a regular basis, and help others.
How to Become a Thought Leader in Your Niche
How to Become a Thought Leader in Your Niche
Leslie Samuel
Destacado
(10)
25 años con Super Mario Bros
25 años con Super Mario Bros
Mario bros
Mario bros
La evolución gráfica de mario bros
La evolución gráfica de mario bros
Mario bross
Mario bross
Enemigos de Super Mario Bros Parte 3
Enemigos de Super Mario Bros Parte 3
Presentación mario bros..
Presentación mario bros..
Who wants to be a millionaire (BEHAVIORISM)
Who wants to be a millionaire (BEHAVIORISM)
Super Mario Bros MKTG presentation
Super Mario Bros MKTG presentation
Quien es mario bros
Quien es mario bros
How to Become a Thought Leader in Your Niche
How to Become a Thought Leader in Your Niche
Más de FernadoCP
Sistema óseo
Sistema óseo
FernadoCP
Población
Población
FernadoCP
MEMBRANA CELULAR Con la ayuda del microscopio se conoció la estructura celular y las propiedades de la membrana celular y se estableció como unidad de membrana. Su estructura está integrada por proteínas y lípidos. Hay varios modelos sobre la disposición de los componentes del membrana, modelo de Robertson, el de Dianielli y Davson, pero el más aceptado hasta ahorita es el del mosaico fluido propuesto por Singer. Las membranas celulares son pequeñas prolongaciones (evaginaciones) y hundimientos (invaginaciones). Además de ser permeables les permiten ser permeables les permiten ser elásticas y resistentes. Su principal función es limitar y proteger a la célula aislándola del medio externo, control y regula el paso de sustancias que entran o salen de la célula por osmosis o transporte pasivo, por transporte activo, por endocitosis es selectivamente permeable. LA DIFUSION La “ley de la difusión” establece que al encontrarse dos sustancias de distinta concentración (pueden ser gases o líquidos) la más concentrada (hipertónica) avanza o dispersa hacia la menos concentrada (hipotónica), la energía cinética de las partículas sigue los gradientes de concentración hasta la concentración se iguala (isotónica). La diálisis es la difusión de un soluto de bajo peso molecular (sustancia que se disuelve como sal, azúcar, etc.) a través de los poros de una membrana permeable. OSMOSIS Paso de moléculas de solventes (sustancias que se disuelven). Utiliza el transporte activo, pasivo, pinocitosis y fagocitosis. TURGENCIA Y PLASMOLISIS Una célula en medio de isotónico, no se realiza el fenómeno de osmosis; si se encuentra en un medio de hipotónico, entonces el agua penetra en ella y provoca la turgencia de la célula. Si la turgencia es excesiva entonces puede estallar la célula. La plasmólisis es si en la célula se encuentra en un medio hipertónico, el agua sale de su interior por exosmosis y provoca la deshidratación de la célula. En caso excesivo causa la plasmólisis o destrucción del citoplasma, ocasiona la muerte celular. TRANSPORTE ATRAVES DE LAS MEMBRANAS Se realiza por transporte activo o pasivo. El transporte pasivo es aquel que no necesita de energía para el paso de moléculas en la membrana. El transporte activo es aquel que necesita de energía para el paso de moléculas en la membrana. ENDOCITOSIS Y EXOCITOSIS A la incorporación o entrada de productos a la célula se le da el nombre de endocitosis. Puede efectuarse por medio del transporte pasivo o activo, el termino es aplicado a otros dos procesos utilizados por las células para la adquisición de productos que son: pinocitosis y fagocitosis. La pinocitosis a la introducción de citoplasma de pequeñas gotas de líquidos extracelulares que puede contener algunas partículas hacia el citoplasma mediante las invagaciones de la membrana plasmática formando pequeñísimas vacuolas o vesículas pinocíticas limitadas por dicha
Procesos de la membrana/Transporte a traves de la membrana
Procesos de la membrana/Transporte a traves de la membrana
FernadoCP
Irritabilidad
Irritabilidad
FernadoCP
Contratos
Contratos
FernadoCP
Biomas de Mexico
Biomas de Mexico
FernadoCP
CREADO POR: Fernando Cortes Ponce Brenda Lopez Mendivil Jose Tellez Garcia
Manual Freemind
Manual Freemind
FernadoCP
Más de FernadoCP
(7)
Sistema óseo
Sistema óseo
Población
Población
Procesos de la membrana/Transporte a traves de la membrana
Procesos de la membrana/Transporte a traves de la membrana
Irritabilidad
Irritabilidad
Contratos
Contratos
Biomas de Mexico
Biomas de Mexico
Manual Freemind
Manual Freemind
Presentación Mario Bros
1.
UNA GRAN FAMILIA
2.
EL GRAN CASTILLO
NO SE CONSTRUYE SOLO Shigeru Miyamoto
3.
Shigeru Miyamoto, el reconocimiento
a un artista
4.
5.
El comienzo Shigeru
Mario Mario Miyamoto Segali Bros
6.
1981
7.
COMER HONGOS PARA
CRECER
8.
1981
9.
1985
10.
1987
11.
1990
12.
1991
13.
1996
14.
2002
15.
2008
16.
NADA ES RIVAL
VS
17.
18.
19.
¡AL RESCATE!
20.
Personaje mas preferido
Luigi 16% Mario 40% Bowser 20% DK 24%
21.
22.
23.
EJERCITO KOOPA
24.
¡TODA AYUDA PARA MARIO
ES BIENVENIDA!