Keepers of Intheris: Story and Aesthetics MASTER PROJECT

Total Page:16

File Type:pdf, Size:1020Kb

Keepers of Intheris: Story and Aesthetics MASTER PROJECT PM Keepers of Intheris: Story and Aesthetics MASTER PROJECT Tatiana Severim Vieira MASTER IN COMPUTER ENGINEERING January | 2017 Keepers of Intheris: Story and Aesthetics MASTER PROJECT Tatiana Severim Vieira MASTER IN COMPUTER ENGINEERING SUPERVISOR Sergi Bermúdez i Badia CO-SUPERVISOR Eduardo Leopoldo Fermé Keepers of Intheris: Story and Aesthetics Tatiana Severim Vieira Constituição do júri de provas públicas: Karolina Baras, Prof.ª Auxiliar da Universidade da Madeira, Presidente Pedro Campos, Prof. Auxiliar da Universidade da Madeira, Vogal Sergi Bermúdez i Badia, Prof. Auxiliar da Universidade da Madeira, Vogal Março 2017 Funchal – Portugal ABSTRACT The recent releases of new and affordable software for developing video games, combined with an educated population and the large amount of knowledge available for free on the internet has created an explosion in the number of video games being developed and released independently. This project details part of the development of a video game based on a previously existing board game. This project focuses on the aesthetics and story, two elements of the game design tetrad that, all games possess in varying degrees. During this project the interface of the video game was designed, prototyped, tested and iterated upon. The game world, its props and characters were also modeled and a background story was established for the world, the monuments on it and, for each character and where they came from. The development of this project followed processes applied and thought by professionals of the game industry and was successful to implement a proof of concept of a video game. This work provides a deep insight for anyone that wishes to understand the game industry and learn the process of creating a game. RESUMO Os lançamentos de novos pacotes de software a preços acessíveis para o desenvolvimento de vídeo jogos, juntamente com uma população formada e a grande quantidade de conhecimento disponível de graça na internet geraram uma explosão no número de vídeo jogos a serem desenvolvidos e lançados independentemente. Este projeto detalha parte do desenvolvimento de um vídeo jogo baseado num jogo de tabuleiro previamente existente. Este projeto centra-se na estética e história, dois elementos da tétrade do desenho de jogos que todos os jogos possuem em graus variados. Durante este projeto a interface do vídeo jogo foi desenhada, foram criados protótipos desta, estes foram testados e iterados. O mundo do jogo, os objetos neste e as personagens foram modelados e uma história de fundo foi criada para o mundo, os monumentos deste, para cada personagem e a sua origem. O desenvolvimento deste projeto seguiu processos aplicados e ensinados por profissionais da indústria dos vídeo jogos e foi bem-sucedido na implementação de um vídeo jogo. Este trabalho apresenta uma visão aprofundada para que qualquer pessoa que deseje aprender sobre a indústria de jogos e o processo de criação destes. i ii KEYWORDS Game development Board game Interface design 3D production pipeline Unity3D. PALAVRAS-CHAVE Desenvolvimento de jogos Jogo de tabuleiro Desenho de interfaces Processo de produção de 3D Unity3D iii iv ACKNOWLEDGEMENTS Firstly, I would like to thank and acknowledge my parents and brothers who, are very important to me and always believed in me. Without them and their support on all levels I would not be here today. I would also like to thank João Serina for always believing in me, for his patience and for helping me in everything I needed even if sometimes I did not know that I needed help. To my supervisors, Professor Sergi Bermúdez i Badia and Professor Eduardo Leopoldo Fermé, I would like to thank for all the time they dedicated to this project, even during their holidays and, for always being ready and eager to help. I would like to thank Yuri Almeida because without him this project would not exist and for his patience and time when planning parts of both our projects. Furthermore, I would like to thank Juan Ponte for his assistance in improving the quality of the 3D renders and for making my days better with his, often, obscure humor. Finally, I would like to thank all my friends, relatives and former professors that always believed in me and supported me throughout this journey. v vi CONTENTS Introduction .................................................................................................................................... 1 1.1 Motivation and Objectives ...................................................................................................... 1 1.2 Project Division ....................................................................................................................... 1 State of the Art ................................................................................................................................ 3 2.1 Game Industry Evolution ........................................................................................................ 3 2.1.1 The Evolution of Strategy games and the Rise of MOBAS .............................................. 6 2.2 Game Interfaces ...................................................................................................................... 8 2.2.1 Evolution of game interfaces .......................................................................................... 9 2.2.2 How information is displayed in Other Games ............................................................. 11 2.3 Texturing and Texture Maps ................................................................................................. 14 2.3.1 Color Maps .................................................................................................................... 14 2.3.2 Transparency Maps ....................................................................................................... 14 2.3.3 Bump Maps ................................................................................................................... 15 2.3.4 Specular Maps ............................................................................................................... 16 2.3.5 Light Maps ..................................................................................................................... 16 2.3.6 Creating Textures .......................................................................................................... 17 2.4 Standard UV Projections vs UV mapping .............................................................................. 18 2.5 Animation Approaches In Games ......................................................................................... 19 2.6 Game Asset Creation – Standard Game Industry pipeline ................................................... 20 2.6.1 Creating the Concept .................................................................................................... 20 2.6.2 Creating the Model ....................................................................................................... 21 2.6.3 Mapping the UV’s .......................................................................................................... 23 2.6.4 Adding Textures ............................................................................................................ 23 2.6.5 Animating ...................................................................................................................... 24 2.7 Software Tools ...................................................................................................................... 25 2.7.1 3D Modeling, Rigging and Animating - 3Ds Max vs Maya LT vs Blender ..................... 26 2.7.2 3D Sculpting - ZBrush vs Mudbox ................................................................................. 28 2.7.3 Texturing 3D Objects – ZBrush vs Photoshop ............................................................... 30 2.7.4 Popular Game Engines – Unreal Engine 4 vs CryEngine 3 vs Unity3D 5 ....................... 32 The Board Game ........................................................................................................................... 35 Game Story Development ............................................................................................................. 37 4.1 Game’s Universe and Story ................................................................................................... 37 4.2 Game World - Where the Game Takes Place........................................................................ 38 vii 4.3 Character Classes .................................................................................................................. 38 4.4 Game Clans and its Aesthetics .............................................................................................. 40 4.4.1 Clan Creation Process ................................................................................................... 41 4.4.2 Clan Aesthetics .............................................................................................................. 41 4.5 Game Characters’ background and Aesthetics ..................................................................... 43 Game Interface ............................................................................................................................. 45 5.1 Game Interface Requirements .............................................................................................. 45 5.2 Menu ....................................................................................................................................
Recommended publications
  • Logitech Ja Need Teised: Testis Neli Head Hiirt Kuidas Tuleks Mõõta Suures Testis Mobiilineti Kiirust? Starcraft 2! Starcraft 2! 13 Sülearvutit Starcraft 2!
    Air Live’i Kogu tõde Sony Prestigio Eesti kõige popim must karp kaamerast NEX-5 e-luger: nutitelefon Wildfire teeb 3G-st kas astub lihtsasti Kindle’ile kiire WiFi kandadele? Nr 65, september 2010 Hind 42.90 kr; 2.74 ¤ Logitech ja need teised: testis neli head hiirt Kuidas tuleks mõõta Suures testis mobiilineti kiirust? Starcraft 2! Starcraft 2! 13 sülearvutit Starcraft 2! Testime ja kiidame Panasonicu uut fotokaamerat ISSN: 9771736269016 Kuidas Facebookis privaatseks jääda? september 2010 toimetaja veerg Õudus kuubis 42testime 13 süle- arvutit, mis so- bivad koju ja on hinna poolest sõbralikud Henrik roonemaa peatoimetaja Augustis testisime jälle arvuteid, sellesa- ma numbri jaoks. See on igal aastal parajalt närvesööv ülesanne, sest pärast seda tuleb minna kosutavale spaapuhkusele, et vere- rõhk jälle normi saada. Me nimelt ei suuda kuidagi aru saada, miks arvutitootjad oma kliente nõnda kiu- savad. Igal aastal tulevad nad välja mõne uue geniaalse leiutisega, mis peaks klienti- värske kraam 29 LG GD880 de elu mugavamaks tegema, aga tegelikku- Väga ilus, aga loll ses panevad nii meid kui ka kasutajaid liht- 7 Uudised salt juukseid kitkuma. Canonil on uus kaamera 30 Panasonic G2 No kelle elu teeb mugavamaks see, kui Tugev kümnevõistleja uut arvutit avades on sinna eelinstallitud 12 Tulevik mitukümmend mõttetut programmi, mis Tulevikul on uus autor 32 Prestigio (DMI) EB605WT kõik tahavad sulle hüpikakende või teate- Vaese mehe Kindle mullikestega midagi öelda? Miks on su esi- 14 Top mene kogemus uuest arvutist aknateate- ja iPhone’il on uued mängud 33 Sony Ericsson Xperia ikoonimeri, millest peab hakkama läbi kah- X10 mini Pro lama? Miks pannakse klaviatuurile kõige 16 Minevik X10 mini nüüd seest veel suurem kui väljast ebavajalikumatesse kohtadesse „kasulik- 1987.
    [Show full text]
  • Årsredovisning 2020
    ÅRSREDOVISNING 2020 ÅRSREDOVISNING 2020 1 ÅRSREDOVISNING 2020 INNEHÅLLSFÖRTECKNING 3 OM PARADOX 4 VD-ORD 7 SPELEN 14 SPELARNA 16 ORGANISATION 19 MARKNAD 21 FÖRVALTNINGSBERÄTTELSE 23 FEM ÅR I SAMMANDRAG 24 BOLAGSSTYRNINGSRAPPORT 31 HÅLLBARHETSRAPPORT 40 FINANSIELLA RAPPORTER 40 RESULTATRÄKNING 41 BALANSRÄKNING 43 FÖRÄNDRING AV EGET KAPITAL 45 KASSAFLÖDESANALYS 46 NOTER 70 REVISIONSBERÄTTELSE 2 OM PARADOX - ÅRSREDOVISNING 2020 OM PARADOX Koncernen Paradox består idag av förlagsverksamhet samt egen utveckling av Sedan starten 2004 har Paradox gett ut spel världen över, först via fysisk distribution datorspel och varumärken. I spelportföljen finns idag fler än 100 titlar och Paradox men sedan 2006 främst i digitala distributionskanaler. Företaget utvecklar främst äger de viktigaste varumärkena som Stellaris, Europa Universalis, Hearts of Iron, spel för PC och spelkonsoler, men släpper även spel på mobila plattformar. Till de Crusader Kings, Cities: Skylines, Surviving Mars, Prison Architect, Magicka, Age of största marknaderna hör USA, Storbritannien, Kina, Tyskland, Frankrike, Ryssland Wonders samt World of Darkness varumärkeskatalog. och Skandinavien. Idag spelar över fem miljoner spelare Paradoxspel varje månad, och antalet registrerade Paradox-användare överstiger 18 miljoner. 3 VD-ORD - ÅRSREDOVISNING 2020 VD-ORD LÅNGLIVADE SPEL SKAPAR ORGANISK TILLVÄXT 2020 var på många sätt ett fantastiskt år för Paradox, ett år under vilket vi tog stora steg framåt på vår tillväxtresa. Vi slog återigen nya rekord vad gäller omsättning och resultat. Omsättningen ökade med 39% till 1 794 MSEK, samtidigt som vinsten före skatt ökade med 35% till 628 MSEK. Tillväxten är i vanlig ordning organiskt driven, vilket gör mig extra stolt och uppskattande över vad vår personal åstadkommit. Årets höjdpunkt för oss var lanseringen av grand strategy-spelet Crusader Kings III.
    [Show full text]
  • Paradox Interactive's Journey
    Turning David into Almost Goliath: Paradox Interactive's Journey “And Saul armed David with his armour, and he put an helmet of brass upon his head; also he armed him with a coat of mail. And David girded his sword upon his armour, and he assayed to go; for he had not proved it. And David said unto Saul, I cannot go with these; for I have not proved them. And David put them off him. And he took his staff in his hand, and chose him five smooth stones out of the brook, and put them in a Shams Jorjani – Corporate Paladin shepherd's bag which he had, even in a scrip; and his sling was in his hand: and he drew near to the Philistine.” GDC Europe – Cologne August 15 2016 Old Testament, 1 Samuel, Chapter 17, Verse 38-40 Overview Me Background - Framing Mistakes & Growing pains Summary & takeaways Q&A DISCLAIMER! Paradox is a weird one. No absolute truths. Relevancy? C’mon dude. Great teams – lot’s of learning. Enough blame to go around. Shams Jorjani VP Business Development Age: 33 years Lives: Stockholm, Sweden Studied: Film, Literature, Engineering Previous: Avalanche Studios Joined PDX 2009: Marketing, Production, business development, management Job: Games portfolio & new business Once Upon a Time 2004 Paradox Entertainment spinoff “video games are dead” Our weird niche games -> Your weird niche games PDX today Everyone starts somewhere… What we do nowadays Keeping your eye on the prize And other reasons for why the heck we are here. Motivation & ”A good game sells itself” goals Paradox Development team Three questions • Why are
    [Show full text]
  • GOG-API Documentation Release 0.1
    GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end.
    [Show full text]
  • Swedish Game Developer Index 2016 Game Developer Index
    Swedish game developer index 2016 game developer index First Edition Published by Swedish Games Industry Research: Hanna Metsis, Jacob Kroon Text & Design: Jacob Kroon Swedish Games Industry is a partnership between ANGI and Spelplan-ASGD. Dataspelsbranschen Swedish Games Industry Klara norra kyrkogata 31, Box 22307 SE-104 22 Stockholm www.dataspelsbranschen.se Contact: [email protected] 2016 2 Table of contents summary 4 preface 5 revenue & profit 6-7 employment 8 number of companies 8 gender distribution 9 turnover per company 10 employees per company 10 largest companies 11 company map 12-13 future 15 actual revenues 16 domestic market 17 worldwide 18-20 intellectual property infringement 20 threats & challenges 23 listed game companies 24-26 conclusion 28 methodology 31 timeline - a selection 33 glossary 34 3 summary ame Developer Index analyzes the growth of Swedis video game companies and international trends by compiling the annual accounts of the companies. Swedish game development is an export industry operating on a highly globalized market. The domestic Gindustry has grown from a hobby of enthusiasts to a world-wide industry with cultural and economic significance under just a few decades. The Game Developer Index 2016 summarizes the growth of the latest fiscal year. The sumary in brief: Revenue increased by 41 per cent to almost EUR1,3 billion in 2015. A 200 per cent increase in two years. A majority of companies are profitable and the industry has reported a total profit for seven years running. Employment increased by 19 per cent, more than 550 full-time positions, to a total of 3709 employees.
    [Show full text]
  • GAME DEVELOPER INDEX 2015 Based on 2014 Swedish Annual Reports Table of Contents
    GAME DEVELOPER INDEX 2015 Based on 2014 Swedish Annual Reports Table of Contents SUMMARY 2 PREFACE 4 TURNOVER AND PROFIT 5-6 NEW EMPLOYMENT 8 NUMBER OF COMPANIES 8 GENDER DISTRIBUTION 9 TURNOVER PER COMPANY 9 EMPOYEES PER COMPANY 9 BIGGEST PLAYERS 12 DISTRIBUTION PLATFORMS 12 REVIEWS 13 GAME DEVELOPER MAP 15-16 FUTURE 17-20 ACTUAL REVENUES 22 PIRACY 22 GLOBALLY 23 THREATS 25 CONCLUSION AND METHODOLOGY 26 TIMELINE - A SELECTION 27 GLOSSARY 28 On the cover: Unravel, Coldwood Interactive 1 Summary The Game Developer Index analyzes the activities of Swedish game developers, as well as international trends, throughout the year by compiling the annual accounts of the companies. Swedish game development is an export industry operating in a highly globalized market. The gaming business has grown from a hobby of enthusiasts to a world-wide industry with cultural and economic significance. The Game Developer Index 2015 summarizes the reports of the latest financial year. The summary in brief: • Turnover of Swedish game developers increased by 35 percent to EUR 930 million in 2014. • The majority of the companies are profitable and the industry has reported a total profit for six years running. • Employment increased by 23 percent, or 583 full-time positions, to a total of 3,117 employees. • The proportion of women increased by 39 percent, compared with 17 percent for men. • The compound annual growth rate (CAGR) in the period 2006-2014 is 39 percent. • Forty-three new companies have been added, which amounts to 213 active companies - an increase of 25 percent. • The total value, including acquisitions, of Swedish game developers was over EUR 2.75 billion in 2014.
    [Show full text]
  • On the Trail of the Wolf: How Wolfenstein 3D Defined the First Person Shooter
    On the Trail of the Wolf: How Wolfenstein 3D Defined the First Person Shooter Andrew M. Reid STS 145: The History of Video Games Prof. Henry Lowood 3-18-02 If you asked “the man on the street” to a some First Person Shooters, Half-Life, Unreal, Quake, and Doom would certainly be included in the responses. If you asked enough people you would get others such as Duke Nukem 3D, Return to Castle Wolfenstein, and—the predecessor to Return to Castle Wolfenstein, and to all of the previously mentioned games—Wolfenstein 3D. Rene Patnode states in Id as Superego that Doom is the game that current First Person shooters are compared to.1 It is often argued that Doom is the defining game for the genre of First Person Shooters. However, it is Wolfenstein 3D that is actually the defining game of the genre. While many games will be forever compared to Doom and Quake, id’s next First Person Shooter after Doom, most of the basic concepts of game play in Doom are based on or improvements to Wolfenstein 3D. The design decisions made during the development of Wolfenstein 3D affected the design of all later first person shooters, and therefore, defined the genre of first person shooters. Before I argue that Wolfenstein 3D began the genre of First Person Shooters, I must first talk a little about the notion of genre in video games and define what I mean by 1 Patnode, Rene. Id as Superego: The Creation of Duke Nukem 3D. March 22, 2001. p.2 2 a First Person Shooter.
    [Show full text]
  • PS4 Games List - 02-20-2015 by Ps4mag Staff Writer - Playstation 4 Magazine
    PS4 Games List - 02-20-2015 by PS4Mag Staff Writer - PlayStation 4 Magazine - http://www.playstation4magazine.com PS4 Games List by PS4Mag Staff Writer - Friday, February 20, 2015 http://www.playstation4magazine.com/ps4-games-list/ The PS4 Games list below is separated into PlayStation 4 games that are already out and available to buy/ Download, upcoming titles, and the games we know of but do no. We have tried our best to add every game that we know of but the list is by no means exhaustive. -Yet. If you know of a title that has not yet made our PS4 games list then do let us know, we’ll be happy to make the nescessary amendments. PS4 Games List Out Now: Apotheon Alien Trap Studio Citizens of Earth Atlus Dying Light Warner Bros. Evolve 2K Games Game of Thrones – Episode 2: The Lost Lords Telltale Games Grim Fandango Remastered Double Fine Productions Ironclad Tactics Zachtronics Life is Strange: Episode 1 Square Enix Monopoly Plus Ubisoft Monopoly Deal Ubisoft 1 / 15 PS4 Games List - 02-20-2015 by PS4Mag Staff Writer - PlayStation 4 Magazine - http://www.playstation4magazine.com Motorcycle Club Bigben Interactive Minutes Red Phanton Games Limited Resident Evil Capcom Risk Ubisoft Rugby Maximum Games Saints Row IV Re-Elected Deep Silver Saints Row Gat Out of Hell Deep Silver Super Stardust Ultra Sony Computer Entertainment PS4 games list out now Tetris Ultimate Ubisoft Unmechanical Extended Edition Grip Digital Dead or Alive 5 Last Round Koei Tecmo PS4 / PS3 20/2/2015 The Order: 1886 Sony Computer Entertainment PS4 20/2/2015 Dragon Ball
    [Show full text]
  • The Complete Co-Op Game Library
    MORE GREATTHE GAMES COMPLETE CO-OP GAME LIBRARY CATALOGUE GUIDE WELCOME TO THE CATALOGUE MORE GREAT GAMES THIS CATALOGUE CONTAINS COMPLETE LISTS OF ALL THE MANY LOCAL MULTIPLAYER GAMES WE HAVE. EACH CATEGORY IS LISTED BY NAME, CATEGORY AND NUMBER OF PLAYERS. AT THE VERY END, IT’LL SAY EITHER (P) OR (D) TO SIGNIFY WHETHER IT’S A PHYSICAL OR A DIGITAL COPY. TO GET YOU STARTED, WE’VE LISTED 25 OF OUR MOST- LOVED MULTIPLAYER GAMES OF ALL TIME AND WHAT CONSOLES THEY’RE AVAILABLE ON. BUT THERE’S SO MUCH MORE TO ENJOY, SO DIG IN! OUR GEAR AND GAMES ARE MOSTLY PAID OUT OF OUR OWN POCKETS, SO IF YOU’RE FEELING GENEROUS, WE’LL GREATLY APPRECIATE ANY AMOUNT YOU CAN SPARE TOWARDS FUTURE GAME NIGHTS. MOBILE PAY ACCEPTED AT 61 69 62 89 (JESS BERNTSEN). THANK YOU! HAPPY GAMING, ALL-TIME FAVOURITES OUR 25MORE MOST GREATRECOMMENDED GAMES GAMES OVERCOOKED 4 P PS4, PC LARA CROFT: GUARDIAN OF LIGHT 2 P PS3, X360, PC NEW SUPER MARIO BROS. 4 P WII RAYMAN LEGENDS 4 P PS4, X360, PC LOVERS IN A DANGEROUS SPACETIME 4 P PS4, PC CASTLE CRASHERS 4 P X360, PC FORCED 4 P PC MARIO KART 8 DELUXE 4 P SWITCH THE JACKBOX PARTY PACK 3 8 P PS4, SWITCH, PC LEGO STAR WARS III: CLONE WARS 2 P PC PORTAL 2 2 P X360, PC MARIO PARTY 4 4 P GC WORMS 2: ARMAGEDDON 4 P PS3, X360 TOWERFALL ASCENSION 4 P XONE GOLDENEYE 64 4 P N64 ROCKET LEAGUE 4 P PS4, PC SPORTSFRIENDS 4 P PS3, PS4, PC KEEP TALKING AND NOBODY EXPLODES 4 P PC METAL SLUG 3 2 P PC NBA JAM 4 P X360 DIDDY KONG RACING 4 P N64 TEKKEN 3 2 P PS1 TRINE 2 3 P X360, PC NEON CHROME 4 P PS3, PS4 SCREENCHEAT 4 P PS4, XONE, PC STEAM (PC) KAF’ & KONSOL RECOMMENDS KEEP TALKING AND NOBODY EXPLODES 4P (D) PARTY, BOMB DEFUSAL YOU’RE ALONE IN A DARK ROOM AND THERE’S A BOMB.
    [Show full text]
  • Of 81 /Users/Tom/Desktop/Games.Txt Saved
    /Users/tom/Desktop/games.txt Page 1 of 81 Saved: 2/6/14, 12:31:18 AM Printed For: Tom Tostanoski 1 1 To Nil Soccer Manager (1992)(Wizard Games Of Scotland Ltd) 2 1000 Miglia (1991)(Simulmondo) 3 100000 Pyramid (1988)(Basada) 4 10th Frame (1986)(Access Software Inc) 5 15x15 Picture Puzzle (1996)(Freeware) 6 1830 Railroads And Robber Barons (1995)(Avalon Interactive) 7 1869 (1992)(Max Design) 8 1942 Pacific Air War Scenario Disk (1995)(Microprose Software) 9 1942 The Pacific Air War (1994)(Microprose Software Inc) 10 1942 The Pacific Air War (1994)(Microprose Software Inc)(Rev1) 11 20000 Leagues Under The Sea (1988)(Coktel Vision) 12 221 B Baker St (1986)(Datasoft Inc) 13 2400 Ad (1987)(Origin Systems Inc) 14 3 Demon (1983)(Pc Research) 15 3 Point Basketball (1994)(MVP Software) 16 3d Ball Blaster (1992)(Dungeon Entertainment) 17 3d Beauty Jessica Sewell (1994)(Playboy)(3d goggles) 18 3d Body Adventure (1994)(Knowledge Adventure Levande Bocker) 19 3d Construction Set 1 (1991)(Domark) 20 3d Construction Set 2 (1992)(Domark) 21 3d Cyber Blaster (1994)(Dungeon Entertainment) 22 3d Cyberpuck (1995)(Dungeon Entertainment) 23 3d Dinosaur Multimedia (1994)(Knowledge Adventure) 24 3d Helicopter Simulator (1987)(Sierra Online) 25 3d Helicopter Simulator 1.10 (1987)(Sierra Online)(Rev) 26 3d Table Sports (1995)(Time Warner Interactive) 27 3d World Boxing (1992)(Simulmondo) 28 4 Queens Computer Casino (1992)(Applications Plus) 29 43D Nightmares (1996)(Visioneer) 30 4d Boxing (1991)(Mindscape Inc)(Rev1) 31 4d Boxing (1991)(Mindscape Inc)(Rev2) 32 4d
    [Show full text]
  • Annual Report 2020
    ANNUAL REPORT 2020 ANNUAL REPORT 2020 Please note that this is a translation for information purposes only. In case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. 1 ANNUAL REPORT 2020 TABLE OF CONTENTS 3 ABOUT PARADOX 4 CEO WORD 7 GAMES 14 PLAYERS 16 ORGANISATION 19 MARKET 21 ADMINISTRATION REPORT 23 FIVE-YEAR SUMMARY 24 CORPORATE GOVERNANCE REPORT 31 SUSTAINABILITY REPORT 40 FINANCIAL REPORTS 40 INCOME STATEMENT 41 BALANCE SHEET 43 CHANGES IN EQUITY 45 CASH FLOW STATEMENT 46 NOTES 70 AUDITORS REPORT 2 ABOUT PARADOX -ANNUALANNUAL REPORTG REPORT 2020 ABOUT PARADOX The Paradox group today consists of both publishing and internal development of From the start in 2004, the company has published its games all over the world, games and brands. The game portfolio includes more than 100 titles and Paradox initially through physical distribution but since 2006 primarily in digital channels. owns the most important brands, including Stellaris, Europa Universalis, Hearts of Paradox games are developed primarily for PC and console platforms, but the Iron, Crusader Kings, Cities: Skylines, Surviving Mars, Prison Architect, Magicka, Age company also releases games on mobile. The largest markets today include the US, of Wonders and the World of Darkness catalogue of brands. UK, China, Germany, France, Russia and Scandinavia. Today, over five million gamers play a Paradox game each month and the number of registered Paradox users exceeds 18 million. 3 CEO WORD - ANNUAL REPORT 2020 CEO WORD LONG-LIVED GAMES CREATE ORGANIC GROWTH 2020 was in many ways a fantastic year for Paradox, a year during which we took great steps forward on our growth journey.
    [Show full text]
  • Games Made in Texas (1981 – 2021) Page 1 of 17
    Games Made in Texas (1981 – 2021) Page 1 of 17 Release Date Name Developer Platform Location 2021-01-02 Yes! Our Kids Can Video Game - Third Grade Yes! Our Kids Can San Antonio Magnin & Associates (Magnin iOS, Android, Apple TV, 2020-09-30 Wheelchair Mobility Experience Games) Mac, PC, Xbox One Dallas; Richardson 2020-09-17 Shark Tank Tycoon Game Circus, LLC Addison Stadia currently; Steam / 2020-07-13 Orcs Must Die! 3 Robot Entertainment Xbox / PlayStation in 2021 Plano 2019-12-31 Path of the Warrior (VR) Twisted Pixel Games Austin 2019-10-29 Readyset Heroes Robot Entertainment, Inc. Mobile Plano Xbox One, Playstation 4, 2019-09-13 Borderlands 3 Gearbox Software PC Frisco 2019-08-13 Vicious Circle Rooster Teeth Austin 2019-08-01 Stranger Things 3 BonusXP Nintendo Switch Allen 2019-07-11 Defector Twisted Pixel Games Oculus Rift Austin Android, PlayStation 4, Nintendo Switch, Xbox One, iOS, Microsoft 2019-06-28 Fortnight Phase 2 Armature Studio Windows, Mac, Mobile Austin Microsoft Windows & 2019-06-21 Dreadnought 2 Six Foot Games PlayStation 4 Houston 2019-05-31 Sports Scramble Armature Studio Oculus Quest Austin 2019-05-02 Duck Game Armature Studio Nintendo Switch Austin 2019-03-15 Zombie Boss Boss Fight Entertainment, Inc Allen; McKinney Windows (Steam); Oculus 2018-12-31 Baby Hands Chicken Waffle Rift Austin 2018-12-31 Baby Hands Jr. Chicken Waffle iOS; Android Austin 2018-12-19 Arte Lumiere Triseum Microsoft Windows Bryan 2018-11-15 Dreadnought 1: Command The Colossal Six Foot, LLC Houston 2018-10-10 World Armature Studio LLC Austin 2018-10-05 Donkey Kong Country: Tropical Freeze Retro Studios Austin Windows (Steam); HTC 2018-08-27 Torn Aspyr Media Inc.
    [Show full text]