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Twenty-fifth Sunday in Ordinary Time - Mk 9:30-37 - Something Worth Dying For Dr Maeve Louise Heaney VDMF is a consecrated member of the Verbum Dei Community and Director of the Xavier Centre for Theological Formation at Australian Catholic University. She specializes and teaches in the areas of theological aesthetics, music and spirituality, as well as lecturing in Systematic Theology at ACU and at Holy Spirit Provincial Seminary, QLD. She is currently President of the Australian Catholic Theological Association (ACTA). Dr Heaney has extensive experience in the area of ministry and theological formation. A theologian, musician and composer, she has lived in Spain, England, Ireland, Italy and Australia leading schools of evangelization, spiritual exercises and teaching theology. Publications include Music as Theology: What Music Says about the Word, Princeton Theological Monograph Series (2012); “Music and Theological Method: A Lonerganian Perspective. Theological Studies (September 2016); “From the Particular to the Universal: Musings of a Woman Theologian” in Catholic Women Speak Network (ed.) Shared Visions: Women Responding to God's Call (Mahwah, NJ: Paulist Press, July 2018); “New Styles” in Carlos Alberto Moreira Azevedo, Richard Rouse (ed.) Chiesa e compositori; Parole e Suoni (Rome: Aracne editrice, 2019); and “A Hermeneutical Exploration of The Revelatory Text of John 4:1–42, In Performative Key”, Theological Studies (June 2020).In 2020 she released her 5th CD: Strange Life: The Music of Doubtful Faith, with Willow Publishing, Australia and is currently working on her next book.
Cults are a fascinating (and occasionally gruesome) thing, and perhaps no one knows this better than Richard Rouse III, director on The Church in the Darkness. Imagine telling someone you're making a top-down stealth action game where you infiltrate a cult in the middle of South America to rescue your sibling. Rouse walks us through the design process for such an experience, and how the complicated reality of a cult influenced how he built this hostile community. We also discuss our favorite cults in games and what they do right and wrong when it comes to depicting cult think. IGN's Donation Links for Victims in Texas and Ohio Shootings: https://www.ign.com/articles/2019/08/05/how-to-donate-el-paso-dayton-relief-victims-support-charity SUPPORT THE 1099 Follow on Twitter: @The1099Podcast Follow Joe: @JosephKnoop Support our musician at ZWBuckley.com The Church in the Darkness is available on PS4, Xbox One, PC, and Switch now.
Nick and Edie check in with Richard Rouse of Paranioid Productions about The Church and the Darkness, a top down stealth puzzler in which you attempt to infiltrate a cult in 1970s Africa.
Nick and Edie check in with Richard Rouse of Paranioid Productions about The Church and the Darkness, a top down stealth puzzler in which you attempt to infiltrate a cult in 1970s Africa.
Nick and Edie check in with Richard Rouse of Paranioid Productions about The Church and the Darkness, a top down stealth puzzler in which you attempt to infiltrate a cult in 1970s Africa.
Holy Goalie speaks with Richard Rouse, game director and designer at Paranoid Productions, about upcoming title The Church in the Darkness.
Holy Goalie speaks with Richard Rouse, game director and designer at Paranoid Productions, about upcoming title The Church in the Darkness.
Today's episode of Gamer Weekly is with Richard Rouse of Paranoid Productions and we'll be talking about The Church In The Darkness.
Many people talk about “cinematic” games, but what does this really mean? Over their century of existence, films have been using a range of techniques to create specific emotional responses in their audience. Instead of simply using more cut-scenes, better script writers, or making more heavily scripted game experiences, game designers can look to film techniques as an inspiration for new techniques that accentuate what games do well. This lecture presents film clips from a number of classic movies, analyzes how they work from a cinematic standpoint, and then suggests ways these techniques can be used in gameplay to create even more stimulating experiences for gamers, including examples from games that have successfully bridged the gap. Richard Rouse III is a game designer and writer, best known for The Suffering horror games and his book Game Design: Theory & Practice. He is currently the Lead Single Player Designer on the story-driven first-person shooter Homefront at Kaos Studios in New York City.