Game Developer Power 50 the Binding November 2012 of Isaac

Total Page:16

File Type:pdf, Size:1020Kb

Game Developer Power 50 the Binding November 2012 of Isaac THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms. The Utility son perspective action with fi rst-person mech relationship, plus his studio has been able to Rig feels more like a trucker’s big rig than a combat against an array of monstrous Akrids. utilize the Unreal Developer Network (UDN) mech. Surprisingly, there was only so much in- For the fi rst time in the best-sell- for any issues throughout development. spiration we could take from the arctic. Snow ing franchise, the game is being devel- “UDN offers a great community knowl- environments can easily devolve into looking oped with Unreal Engine 3 (UE3), which edge base that we can tap into any time like Antarctica, so we were careful to accentu- suits Spark well thanks to a long his- a question arises for how to tackle tough ate the alien nature of the landscape to con- tory of working with UE3 technology. problems,” said Sophos. “This has helped stantly remind players E.D.N. III is not Earth.” “The previous two current-gen titles answer many questions that would nor- In addition to a very deep single-player developed here used UE3, so the deci- mally have taken weeks of research, al- experience, aims to deliver a campaign sion to use it for Lost Planet 3 was natu- lowing us to iterate more quickly than if we that’s massive in scope yet fueled by an in- ral,” said Matt Sophos, Lost Planet 3 game had to recreate the process from scratch.” timate story, down-to-earth characters, and director, Spark Unlimited. “It allows us to Spark has added proprietary technol- the small personal touches that drives a leverage our past experience and opti- ogy on top of UE3, including dynamic storm player’s desire to see what happens next, mized workfl ow, thus increasing our ef- states that punctuate the volatile nature of the Spark is pushing the multiplayer experience. fi ciency and quality. UE3’s robust toolset hostile planet of E.D.N. III. The storm states Sophos said the team has chosen to imple- also makes it the best choice for level de- allow for environmental storytelling, as well ment a robust suite of gameplay modes that sign because it enables us to hit the ground as giving the player new visuals that show is separate from the single-player narrative running from day one – laying out game- the damage and effects of extreme weather campaign in order to best serve the needs play spaces and prototyping encounters.” conditions on the planet and its inhabitants. of both experiences. Gamers will be able “The tools are extremely powerful for “Most of our additions on top of UE3 to explore the extreme conditions of Lost artists and designers who are creating con- are gameplay systems to support Lost Planet 3 for Xbox 360, PS3 and PC in 2013. tent for a game,” said Sophos. “UE3 has a Planet 3, such as a more robust third- Thanks to Spark Unlimited for speaking with freelance reporter fast iteration pipeline and the ease of use person camera system, animation cho- John Gaudiosi for this feature. allows artists and designers to be directors reography, a collision system for larger so they can work on shaping the scene and creatures, a multi-threaded AI formation UPCOMING EPIC ATTENDED EVENTS the experience rather than simply creating system, a quest system, and so on,” he said. D.I.C.E Summit assets that go into a game. Another ma- One of the many things that stands out in Las Vegas, NV jor benefi t to using Unreal is the amount of this new adventure is the cinematic look and February 2013 documentation and training videos made feel of the game. The world of E.D.N. III comes Cloud Gaming Europe available by Epic. This can dramatically cut to life in a new way, thanks to the game’s set- London, UK down our training time for new employees.” ting that takes place early on in the human February 21-22, 2013 Although there are many tools to work habitation of the distant planet. Sophos said Please email [email protected] for appointments with, Spark used Unreal Kismet and Un- the art direction of Lost Planet 3 has drawn © 2012, Epic Games, Inc. Epic, Epic Games, Unreal, Unreal Developer Network, UDN, Unreal Engine, UE3, Unreal Kismet and Unreal Matinee are trademarks or registered trademarks of Epic Games, Inc. in the United States of America and elsewhere. All other trademarks are property of their respective owners. All rights reserved. postmortem departments 26 THE BINDING OF ISAAC 2 GAMEPLAN By Patrick Miller [EDITORIAL] One year ago, SUPER MEAT BOY dev Edmund McMillen rocked the indie- Help Us Help You game world with THE BINDING OF ISAAC, a highly controversial—and at 4 HEADS UP DISPLAY By Lauren Manary [NEWS] times even disturbing—dungeon-crawling roguelike that captivated TECMO SUPER BOWL 2013 and including players with disabilities audiences with its grotesque, evocative imagery and design. In this month’s postmortem, McMillen tells us how THE BINDING OF ISAAC started 34 TOOLBOX By Tobias Heussner [REVIEW] life as a game jam project conceived from a deeply personal place— Articy:Draft Review and how it went from an underdog to an international indie hit. 37 INNER PRODUCT By Niklas Frykholm [PROGRAMMING] By Edmund McMillen 10 Tips for Cleaning Bad Code features 42 PIXEL PUSHER By Steve Theodore [ART] 6 POWER 50 Seen Through Goggles People power the game industry. In this year’s installment of the Power 44 DESIGN OF THE TIMES By Soren Johnson [DESIGN] 50, Game Developer and Gamasutra editors team up to acknowledge How to Become a Game Designer the individuals in and around the game industry whose efforts in art, audio, design, business, evangelism, and programming have inspired 47 AURAL FIX By Damian Kastbauer [SOUND] us to step up our collective games. Dynamic Animation Sound Now By Patrick Miller, Christian Nutt, and Thomas Curtis 49 THE BUSINESS By Sana Choudary [BUSINESS] Tell Story, Sell Game 14 SHOOT MANY ROBOTS: ARENA KINGS MIDMORTEM How does a game developer “pivot”? Demiurge Studios’s cofounder 50 INSERT CREDIT By Brandon Sheffi eld [EDITORIAL] takes us through a special “midmortem” that explains how work on Video Games in Retrograde XBLA 2D shooter SHOOT MANY ROBOTS set up the studio to make a free- 52 GDC News By Staff [NEWS] to-play multiplayer spinoff called SHOOT MANY ROBOTS: ARENA KINGS. Find GDC Next, App Developers Conference, and GDC China 2012 talks out what has gone right and wrong (so far) with the process of taking work on one game and turning into a completely new game altogether. 53 GOOD JOB By Alexandra Hall [CAREER] By Albert Reed Q&A with Derek Manning, new studios, and who went where 54 EDUCATED PLAY By Alexandra Hall [EDUCATION] 23 HOW LOUD SHOULD IT BE? OF LIGHT & SHADOW Loudness metering standards can open up new avenues for game 56 ARRESTED DEVELOPMENT By M. Wasteland & M. Underland [HUMOR] audio designers to be creative (and effi cient)—but only if they use the The Real Hollywood Mojo right standards. Audio specialist Shaun Farley explains why the game audio community needs to look outside loudness metering standards designed for broadcast media or risk losing their oomph. By Shaun Farley CONTENTS.1112 VOLUME 19 NUMBER 11 WWW.GDMAG.COM 1 game developer GAMEgame PLANplan //// BRANDONpatrick miller SHEFFIELD magazine www.gdmag.com UBM LLC. 303 Second Street, Suite 900, South Tower San Francisco, CA 94107 HELP US HELP YOU t: 415.947.6000 f: 415.947.6090 ARE YOU A BAD ENOUGH DEV TO HELP GAM… D…V…LOP…R? SUBSCRIPTION SERVICES Hello, world! Starting with this issue, I’ll officially be taking over the Game Plan editorial (and FOR INFORMATION, ORDER QUESTIONS, AND the rest of the magazine) while editor emeritus Brandon Sheffield jumps headfirst into the ADDRESS CHANGES deep end of game development. (You can still find him in the mag in his new column called t: 800.250.2429 f: 847.763.9606 Insert Credit, where he’ll continue to opine on all things dev-related.) e: [email protected] www.gdmag.com/contactus GDMAG: THE GAME edition: Thanks! We’re still trying as a full-time magazine freelancer.
Recommended publications
  • Manual De Guild Wars Factions
    © 2006 ArenaNet, Inc. Todos los derechos reservados. NCsoft, el logotipo de la NC entrelazadas, ArenaNet, Guild Wars, Guild Wars Factions, Factions y todos los logotipos y diseños asociados a NCsoft y ArenaNet son marcas comerciales o marcas registradas de NCsoft Corporation. Todas las demás marcas comerciales son propiedad de sus respectivos titulares. ADVERTENCIA SOBRE LA EPILEPSIA ¡LEA ESTE AVISO ANTES DE QUE USTED O SU HIJO UTILICEN CUALQUIER VIDEOJUEGO! Una de cada 4.000 personas puede sufrir ataques o desmayos al recibir destellos de luz como los que se producen al ver la TV o usar videojuegos, incluso aunque no hayan sufrido nunca un ataque. Quien haya padecido alguna vez un ataque, pérdida de conocimiento o cualquier otro síntoma relacionado con la epilepsia debería consultar a su médico antes de jugar. Recomendamos a los padres que vigilen a sus hijos mientras juegan. PARE INMEDIATAMENTE y consulte a su médico si usted o su hijo experimenta alguno de estos síntomas: convulsiones, espasmos oculares o musculares, pérdida de conocimiento, alteración de la visión, movimientos involuntarios o desorientación. PARA REDUCIR LA PROBABILIDAD DE SUFRIR UN ATAQUE MIENTRAS JUEGA: 1. Siéntese o colóquese lo más lejos posible de la pantalla. 2. Use el televisor más pequeño que tenga para jugar. 3. No juegue si se encuentra cansado o tiene sueño. 4. Juegue en una habitación bien iluminada. 5. Procure descansar siempre de 10 a 15 minutos después de cada hora de juego. 2 3 ÍNDICE Acerca de los manuscritos .................................................................6
    [Show full text]
  • Esports High Impact and Investable
    Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018.
    [Show full text]
  • MTV Games, Harmonix and EA Announce Superstar Lineup for Rock Band(TM) Country Track Pack(TM)
    MTV Games, Harmonix and EA Announce Superstar Lineup for Rock Band(TM) Country Track Pack(TM) Country's Biggest Artists Bring All New Tracks to The Rock Band Platform Including Willie Nelson, Trace Adkins, Miranda Lambert, Sara Evans and More CAMBRIDGE, Mass., June 15 -- Harmonix, the leading developer of music-based games, and MTV Games, a part of Viacom's MTV Networks, (NYSE: VIA, VIA.B), along with distribution partner Electronic Arts Inc. (Nasdaq: ERTS), today revealed the full setlist for Rock Band™ Country Track Pack™, which includes some of country's biggest artists from Willie Nelson, Alan Jackson and Montgomery Gentry to Kenny Chesney, Miranda Lambert, Sara Evans and more! Rock Band Country Track Pack hits store shelves in North America July 21, 2009 for a suggested retail price of $29.99 and will be available for Xbox 360® video game and entertainment system from Microsoft, PLAYSTATION®3 and PlayStation®2 computer entertainment systems, and Wii™ system from Nintendo. Rock Band Country Track Pack, featuring 21 tracks from country music's superstars of yesterday and today, is a standalone software product that allows owners of Rock Band® and Rock Band®2 to keep the party going with a whole new setlist. Thirteen of the on disc tracks are brand new to the Rock Band platform and will be exclusive to the Rock Band Country Track Pack disc for a limited time before joining the Rock Band® Music Store as downloadable content. In addition, Rock Band Country Track Pack, like all Rock Band software, is compatible with all Rock Band controllers, as well as most Guitar Hero® and authorized third party controllers and microphones.
    [Show full text]
  • The Video Game Industry an Industry Analysis, from a VC Perspective
    The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored.
    [Show full text]
  • 'Rock Vibe' Brings Electronic Music Game to Blind 23 February 2012, by Jennifer Pittman
    'Rock Vibe' brings electronic music game to blind 23 February 2012, By Jennifer Pittman Bridging a divide between sighted and blind View, Calif., as a curriculum developer for summer gamers, University of California, Santa Cruz camps has been funding the project herself. She graduate Rupa Dhillon has created a version of the recently launched an online project fundraiser on musical rhythm "Rock Band" game that everyone Kickstarter.com to get enough cash to polish up a can play. second version of the game. In just a few weeks, she's raised about $12,500 in pledges from 29 "There aren't very many games that cross the backers, including a large financial endorsement divide between sighted users and people who are from Alex Rigopulos, chief executive officer of blind," said Dhillon, 27, who is sighted and known Harmonix Music Systems who has been a strong for her prowess playing Queen's "Bohemian supporter, according to Dhillon. Rhapsody." If she raises $16,500 by Feb. 25, she'll be able to "Rock Band," a popular game created several buy new tools and will donate some of the two- years ago by Boston-based Harmonix Music player games to organizations that work with blind Systems, visually cues players to press buttons on children. On Kickstarter, however, to minimize a "Rock Band" instrument, computer keyboard or funding risks, a project must reach its funding goal MIDI controller connected to their PC or Mac. by a specific deadline or no money changes hands. Players are scored according to how well they follow cues. The Kickstarter website accepts donations of $1 or more although higher donors get a few perks "Rock Vibe" translates the visual cues from "Rock such as the opportunity to request a favorite song Band" into tactile feedback so people who are blind be included in the game, including original works, or sighted can play.
    [Show full text]
  • DOCKETED Before the 12-AAER-2A CALIFORNIA ENERGY COMMISSION Sacramento, CA TN # 70724 MAY 09 2013
    California Energy Commssion DOCKETED Before the 12-AAER-2A CALIFORNIA ENERGY COMMISSION Sacramento, CA TN # 70724 MAY 09 2013 In the Matter of ) ) 2013 Appliance Efficiency Pre‐Rulemaking ) ) Docket # 12‐AAER‐2A California Energy Commission ) Appliances & Process Energy Office ) (Game Consoles) Efficiency & Renewable Energy Division ) COMMENTS OF THE ENTERTAINMENT SOFTWARE ASSOCIATION Greggory L. Wheatland Ellison, Schneider & Harris L.L.P. 2600 Capitol Avenue, Suite 400 Sacramento, CA 95816 (916) 447‐2166 ‐ Telephone (916) 447‐3512 – Facsimile [email protected] Attorneys for Entertainment May 9, 2013 Software Association 1 Before the CALIFORNIA ENERGY COMMISSION Sacramento, CA In the Matter of ) ) 2013 Appliance Efficiency Pre-Rulemaking ) ) Docket # 12-AAER-2A California Energy Commission ) Appliances & Process Energy Office ) (Game Consoles) Efficiency & Renewable Energy Division ) COMMENTS OF THE ENTERTAINMENT SOFTWARE ASSOCIATION I. Introduction The Entertainment Software Association (“ESA”) thanks the Commission for this opportunity to provide further information about the video game industry’s products and the strong progress that our industry has made on energy efficiency.1 In the commentary below, we address the specific questions posed by the Commission in the recent webinar. Before turning to those questions, however, we first provide the Commission some context about the game industry’s strong track record on energy efficiency that informs our responses. Game consoles are constantly evolving. Unlike many other consumer electronics, which have a fairly stable feature set or well-understood range of functions, game consoles continue to add new features, functions, and enhanced entertainment experiences. Even its core function, game play, is always evolving in areas such as graphics, network capabilities, multi-player game play, and user interfaces.
    [Show full text]
  • Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming
    Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming by Robert C. Hoile At this moment there’s a Renaissance taking place in games, in the breadth of genres and the range of emotional territory they cover. I’d hate to see this wither on the vine because the cultural conversation never caught up to what was going on. We need to be able to talk about art games and ‘indie’ games the ways we do about art and indie film. (Isbister xvii) The thought of a videogame Renaissance, as suggested by Katherine Isbister, is both appealing and reasonable, yet she uses the term Renaissance rather casually in her introduction to How Games Move Us (2016). She is right to assert that there is diversity in the genres being covered and invented and to point out the effectiveness of games to reach substantive emotional levels in players. As a revival of something in the past, a Renaissance signifies change based on revision, revitalization, and rediscovery. For this term to apply to games then, there would need to be a radical change based not necessarily on rediscovery of, but inspired/incited by something perceived to be from a better time. In this regard the videogame industry shows signs of being in a Renaissance. Videogame developers have been attempting to innovate and push the industry forward for years, yet people still widely regard classics, like Nintendo’s Legend of Zelda: Ocarina of Time (1998), as the best games of all time. As with the infatuation with sequels in contemporary Hollywood cinema, game companies are often perceived as producing content only for the money while neglecting quality.
    [Show full text]
  • 尚孝純博士 an Understanding of First-Mover Advantages
    國立政治大學資訊管理學系 碩士學位論文 指導教授:尚孝純博士 治 政 大 立 學 國 An Understanding of First-mover‧ ‧ N a y t Advantagest of App Developmenti i s o r n e 行動應用之商業模式分析a i v l C n hengchi U 研究生:梁凱智 中華民國 103 年 6 月 Acknowledgements Firstly, I would like to express my sincerest gratitude to my supervisor, Professor Shari Shang, who guide me throughout my project, inspired me with valuable ideas and allowed me the room to explore my own interests. Secondly, I would like to thank my classmates, without whom I would not be able to finish and release my essay on the International Conference on Advances in Computing, Communication and Information Technology (CCIT). Thirdly, I would like to thank those who replied to the questionnaire, which greatly contributed to my research. Finally, I would also take the opportunity to thank my friends and family for their understanding and timely encouragement. I am lucky to have you all. 治 政 大 立 學 國 ‧ ‧ N a y t t i i s o r n e a i v l C n hengchi U 1 摘要 近幾年來,智慧型手機靠著其方便多元的功能,已經成為大部份消費者生 活中不可或缺的一部分。App Store 的出現使行動應用程式開發的市場較傳統應 用程式開發市場容易進入。透過 App Store,開發者可以直接將軟體賣給位於世 界各地的消費者。本研究想了解在一個發展如此迅速的市場中是否存在著先進 者優勢,以及該如何維持其優勢。 本研究屬於一探索式研究,本研究探討了過去的先進者優勢相關文獻,以 了解傳統產業中的先進者優勢。先進者優勢的來源主要有:技術領導、資源佔 有、轉換成本、網路外部性與定價優勢。為了瞭解在行動應用程式市場中是否 存在先進者優勢以及如何維持優勢,本研究蒐集並分析了過去幾年來的行動應 治 用程式排行榜的相關資訊。發現政在行動應用程式開發市場中存在著上述之先進大 者優勢,本研究也發現這些優勢可立 以透過持續更新、與社群平台整合等策略來 維持。 學 關鍵字: 先進者優勢、應用程式國 ‧ ‧ N a y t t i i s o r n e a i v l C n hengchi U 2 Abstract The applications (apps) on Smartphones exhibit many kinds of innovation.
    [Show full text]
  • Before the Concert Begins, Please Turn on Your Cellphones
    Comments Subscribe Members Starting at 99 cents Sign In Before the concert begins, please turn on your cellphones JOHNTLUMACKI/GLOBE STAFF NoteStream app developer Eran Egozy and research assistant Nathan Gutierrez. By Zoë Madonna GLOBE STAFF FEBRUARY 24, 2017 CAMBRIDGE — You may not know Eran Egozy’s name, but if you either were between the ages of 10 and 24 in the mid-2000s or had children in that ballpark, you may be familiar with one of the wildly successful video games on his resumé. Harmonix Music Systems, the video game development company he founded with fellow Massachusetts Institute of Technology graduate Alex Rigopulos, brought the “Guitar Hero” and “Rock Band” franchises to living rooms and dorm lounges everywhere, introducing immersive, interactive technology through which non-musicians could play music. Now Egozy is turning his attention from the video game console to the concert hall with the app NoteStream. The app offers an alternative to the traditional program book, which delivers listeners a static wall of text that may be difficult to take in before the lights go down. NoteStream is designed to run on smartphones, displaying images and insights about a piece in real time as it is performed. “Our purpose is to engage with the audience more,” Egozy said at MIT, where he teaches. “We want people who are listening to music, especially if they’re listening for the first time, to be able to appreciate more of it as they’re listening to it.” NoteStream’s prototype outing was during an MIT Wind Ensemble performance of Percy Grainger’s English folk tune-inspired “A Lincolnshire Posy” in December.
    [Show full text]
  • Intel ESS Digital Extremes Case Study
    case STUDY Intel® Solid-State Drives Performance: Data-Intensive Computing Delivering extreme entertainment with Intel® Solid-State Drives Intel® Solid-State Drives help Digital Extremes increase the efficiency of game development and maximize innovation Co-creators of the immensely popular Unreal* series of video games and current producers of several AAA game titles, Digital Extremes is among the most successful game development studios in the world. Sustaining that success requires not only a constant stream of creativity but also an extreme focus on internal efficiency. To speed up key production tasks, the company recently replaced traditional hard disk drives with Intel® Solid-State Drives in several workstations. By accelerating source-code build times up to 46 percent and increasing the speed of other production processes more than 100 percent, the new drives enable development teams to experiment with more creative possibilities while still meeting tight deadlines. CHALLENGE • Increase process efficiency. Maintain a competitive edge by increasing the efficiency of numerous production tasks, from completing new source-code builds to encoding content for multiple game platforms. SOLUTION • Intel® Solid-State Drives. Digital Extremes replaced traditional serial ATA (SATA) hard disk drives with Intel® X25-M Mainstream SATA Solid-State Drives (SSDs) in worksta- tions used by programmers and artists. IMPacT • Faster builds, increased innovation. The Intel SSD solution helped accelerate source-code build times by up to 46 percent, enabling development teams to rapidly incorporate testing feedback and giving them time to explore additional creative ideas without increasing costs. • Rapid ROI. By saving time with key processes, Digital Extremes could recoup the cost of each drive within a month.
    [Show full text]
  • Instruction Manual / Manuel D'instructions
    INSTRUCTION MANUAL / MANUEL D’INSTRUCTIONS This product is intended for indoor, home use only and is not to be used in a commercial setting. Ce produit est destiné à un usage intérieur et domestique uniquement et ne devrait pas être utilisé dans un environment commercial. Index Assembly Guide P4 Packaging/Unboxing Warning P7 Controls & Inputs P8 Quick Start Guide / How to Update Firmware P9 How to Sign In with Your ArcadeNet® Account P10 Product Registration / When to Safely Power Off Arcade / Warranty Info P11 Game List P12 Warning / FCC Statement / Safety Notice P13 Manual D’Instructions P14 Assembly Guide Legends Pinball comes in two boxes. Due to the weight of the first box, it is recommended that you have another person help install the legs. TOOLS INCLUDED a Hex key (included) b Key (included) c Wrench (not included) A Playfield B Backglass C Leg X4 SCREWS SA X8 SB X4 CORD 4 M AC adapter Assembly Guide a Hex key (included) C C SA A A Step 1. Take out the playfield, legs, and 8 [SA] screws. Put the playfield upside down on a soft surface. Attach the legs to the main cabinet and insert 8 [SA] screws to the matching holes with [a] hex key. c Wrench (not included) Step 2. Position the playfield upright. Use the [c] wrench to adjust the height of the playfield to your liking. Tighten the base screws when set. b Key B Step 3. Take out the backglass and the included [b] key. Use the key to open up the rear panel on the backglass.
    [Show full text]
  • Inside the Video Game Industry
    Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry.
    [Show full text]