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Ubisoft Kündigt Vr-Spiele Zu Assassin's Creed® Und Tom
UBISOFT KÜNDIGT VR-SPIELE ZU ASSASSIN’S CREED® UND TOM CLANCY’S SPLINTER CELL® IN PARTNERSCHAFT MIT OCULUS AN Basierend auf den Blockbuster-Marken von Ubisoft werden die neuen Spiele exklusiv für die Oculus-Plattform entwickelt Düsseldorf, 17. September 2020 – Ubisoft verkündete im Rahmen der Facebook Connect, dass zwei neue Spiele exklusiv für die Oculus-Plattform in Entwicklung sind. Die Spiele basieren auf den erfolgreichen Spielemarken Assassin’s Creed und Tom Clancy’s Splinter Cell und bieten mittels des einzigartigen, immersiven VR-Erlebnisses ein Abenteuer, das den beiden Spiele-Reihen gerecht bleibt. Die Assassin’s Creed- und Tom Clancy’s Splinter Cell-VR-Spiele werden von dem Ubisoft Studio Red Storm Entertainment in Zusammenarbeit mit Ubisoft Düsseldorf, Ubisoft Reflections und Ubisoft Mumbai entwickelt. Beide Spiele werden von Grund auf speziell für die Oculus-Plattform zugeschnitten und enthalten Elemente, die Fans der Spielreihen kennen und lieben. Indem Assassin’s Creed und Tom Clancy’s Splinter Cell für VR umgesetzt werden, verstärkt Ubisoft seine Innovationen in diesem wachsenden Sektor. Als Pionier bei neuen Technologien hat Ubisoft seit 2016 an zahlreichen VR-Erlebnissen gearbeitet, darunter Eagle Flight, Werewolves Within und Star Trek Bridge Crew, die alle für Oculus verfügbar sind. „Wir entdecken immer wieder neue Wege, wie wir Technologie nutzen können, um unvergessliche Spielerfahrungen zu erschaffen“, sagt Elizabeth Loverso, Vice President of Product Development bei Ubisoft Red Storm Entertainment. „Die State of the Art-Hardware von Oculus ermöglicht es uns, die Welten von Assassin’s Creed und Tom Clancy’s Splinter Cell für die Fans auf eine neue Art und Weise zum Leben zu erwecken. -
The Prince of Persia Returns
THE PRINCE OF PERSIA RETURNS ACTION-PACKED PRINCE OF PERSIA ® 2 (WORKING TITLE) BOASTS BRAND NEW FREE-FORM FIGHTING SYSTEM Paris, FRANCE - May 6, 2004 - Ubisoft, one of the world's largest video game publishers, today announced that the company‘s award-winning Montreal studio is currently developing Prince of Persia ® 2 (working title) , a follow-up to the most critically acclaimed game of 2003, Prince of Persia The Sands of Time™. The Prince has to embark upon a path of both carnage and mystery to defy his preordained death. His journey leads to the infernal core of a cursed island stronghold harboring mankind‘s greatest fears. Only through grim resolve, bitter defiance and the mastery of deadly new combat arts can the Prince rise to a new level of warriorship œ and emerge from this ultimate trial with his life. In order to accomplish his mission, the Prince benefits from a brand new free- form fighting system that allows gamers to channel his anger as they wage battle without boundaries. Each game fan will find his or her own unique fighting style as they manipulate their environment and control the Ravages of Time. You can dig into an arsenal of weapons that, when used in combination, create advanced arm attacks that verge on fatal artistry! Prince of Persia ® 2 promises that game fans will fight harder, and play longer, emerging from the experience as deadly-capable skilled masters of their own unique combat art form. —Prince of Persia The Sands of Time™ was the most critically acclaimed game of 2003,“ said Yves Guillemot, President and CEO of Ubisoft, —With Prince of Persia ® 2 , we intend to build on that masterpiece that will take Prince of Persia ® one step further to take over the action-combat genre. -
Analisi Della Crescita Di Società Di Gaming Attraverso La Lettura Dei Bilanci
ANALISIANALISI DELLADELLA CRESCITACRESCITA DIDI SOCIETÀSOCIETÀ DI GAMINGGAMING ATTRAVERSOATTRAVERSO LALA LETTURALETTURA DEIDEI BILANCI TESI DI LAUREA DI GUGLIELMO CALAMIA PACINI TESI DI LAUREA DI GUGLIELMO CALAMIA PACINI MATRICOLAMATRICOLA 212111 212111 INTRODUZIONE L’oggetto della tesi di questo saggio è analizzare alcune delle più note aziende dell’industria dell’intrattenimento videoludico. Si partirà con delle breve esposizioni della loro storia, i pe- riodi di crescita più significativi e l’analisi dei titoli chiave del loro successo degli ultimi dieci anni dal 2011 al 2019; le so- cietà prese sono la EA Sports o Electronic Arts Inc., la Ubisoft Entertainment SA e la Nintendo Co. Ltd. Su ognuna di esse verrà analizzata, tramite la lettura dei loro documenti di bilancio, la loro evoluzione anche collegando a questi dati numerici le informazioni relativi all’immissione dei prodotti chiave nel mercato e le loro conseguenze nei pe- riodi successivi. Una volta esposte tutte le imprese, ci prodigheremo alla for- mulazione di ipotesi sul loro futuro. 3 DESCRIZIONE DEL MERCATO L’incredibile successo di questo mercato dell’intrattenimento è frutto di un continuo sviluppo tecnologico iniziato in America a partire dalla fine degli anni ’40 ma arrivando alla prima di- stribuzione globale di prodotti videoludici solo nel 1961. Fu tuttavia a metà degli anni ’60 (1966) che fu introdotto uno degli strumenti principali del successo videoludico nonché elemento chiave per molte imprese neo-entranti, l’introduzio- ne della prima console. Dall’introduzione di quel primo modello, molte altre imprese hanno tentato di ottenere il controllo del mercato delle console e a oggi solo tre imprese detengono il controllo: la Sony, con la PlayStation; la Microsoft con l’XboX e infine la Nintendo con i suoi GameBoy, Wii e più recentemente Nintendo Switch (tra l’altro la EA e Ubisoft distribuiscono i loro prodotti console pro- prio su PlayStation e XboX e Switch). -
Analyzing Space Dimensions in Video Games
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts. -
Final Fantasy Tactics E Listamos Os Dez Melhores Jogos Da Série
ÍNDICE A nova fantasia Final Fantasy nos trouxe emoções, aventura e ação por décadas. E a Square Enix nos traz essa experiência mais uma vez (com um toque extra de ação) com Final Fantasy Type-0 HD para PS4 e Xbox One. E nós não apenas mergulhamos nesse mais novo título, mas também trazemos nossas expectativas para Final Fantasy XV, revisitamos Final Fantasy Tactics e listamos os dez melhores jogos da série. Fique por dentro também de Dying Light, Battlefield Hardline e muito mais! – Rafael Neves PERFIL Moogle 04 BLAST FROM THE PAST DIRETOR GERAL / PROJETO GRÁFICO Final Fantasy Tactics Sérgio Estrella (PS/PSP) 08 DIRETOR EDITORIAL Rafael Neves PRÉVIA DIRETORES DE PAUTAS João Pedro Meireles Final Fantasy Type-0 HD Gabriel Vlatkovic (PS4/XBO) Ítalo Chianca 13 Alberto Canen DIRETOR DE REVISÃO ANÁLISE Alberto Canen Dying Light DIRETOR DE (PC/PS4/XBO) DIAGRAMAÇÃO 25 Ricardo Ronda FUTURE BLAST REDAÇÃO Cássio B. Carmo Gabriel Minossi Final Fantasy XV Ítalo Chianca (PS4/XBO) 31 Manoel Siqueira Silva Leandro Rizzardi Pedro Vicente MOBILE BLAST Robson Júnior Heroes of Might and REVISÃO Magic III e Skyward Alberto Canen 39 Leonardo Nazareth Pedro Gusmão Vitor Tibério TOP 10 DIAGRAMAÇÃO Melhores jogos Aline Miki de Final Fantasy Gabriel Leles 44 Guilherme Kennio Leandro Fernandes ANALÓGICO Letícia Fernandes Quando games CAPA Felipe Araujo ultrapassam a tela ONLINE gameblast.com.br 2 ÍNDICE Capas cortadas Artes que quase estamparam esta edição FAÇA SUA ASSINATURA E receba todas as edições em seu computador, smartphone ou tablet com antecedência, além de brindes, GRÁTIS promoções e edições bônus! DA REVISTA ASSINAR! GAMEBLAST! gameblast.com.br 3 PERFIL por Pedro Vicente Revisão: Alberto Canen Diagramação: Guilherme Kennio MOOGLE Pode ser difícil acreditar estando atento apenas aos dias atuais, mas Final Fantasy já foi uma série genial. -
Ubisoft Studios
CREATIVITY AT THE CORE UBISOFT STUDIOS With the second largest in-house development staff in the world, Ubisoft employs around 8 000 team members dedicated to video games development in 29 studios around the world. Ubisoft attracts the best and brightest from all continents because talent, creativity & innovation are at its core. UBISOFT WORLDWIDE STUDIOS OPENING/ACQUISITION TIMELINE Ubisoft Paris, France – Opened in 1992 Ubisoft Bucharest, Romania – Opened in 1992 Ubisoft Montpellier, France – Opened in 1994 Ubisoft Annecy, France – Opened in 1996 Ubisoft Shanghai, China – Opened in 1996 Ubisoft Montreal, Canada – Opened in 1997 Ubisoft Barcelona, Spain – Opened in 1998 Ubisoft Milan, Italy – Opened in 1998 Red Storm Entertainment, NC, USA – Acquired in 2000 Blue Byte, Germany – Acquired in 2001 Ubisoft Quebec, Canada – Opened in 2005 Ubisoft Sofia, Bulgaria – Opened in 2006 Reflections, United Kingdom – Acquired in 2006 Ubisoft Osaka, Japan – Acquired in 2008 Ubisoft Chengdu, China – Opened in 2008 Ubisoft Singapore – Opened in 2008 Ubisoft Pune, India – Acquired in 2008 Ubisoft Kiev, Ukraine – Opened in 2008 Massive, Sweden – Acquired in 2008 Ubisoft Toronto, Canada – Opened in 2009 Nadeo, France – Acquired in 2009 Ubisoft San Francisco, USA – Opened in 2009 Owlient, France – Acquired in 2011 RedLynx, Finland – Acquired in 2011 Ubisoft Abu Dhabi, U.A.E – Opened in 2011 Future Games of London, UK – Acquired in 2013 Ubisoft Halifax, Canada – Acquired in 2015 Ivory Tower, France – Acquired in 2015 Ubisoft Philippines – Opened in 2016 UBISOFT PaRIS Established in 1992, Ubisoft’s pioneer in-house studio is responsible for the creation of some of the most iconic Ubisoft brands such as the blockbuster franchise Rayman® as well as the worldwide Just Dance® phenomenon that has sold over 55 million copies. -
French Horror : Penser L'image Vidéoludique Par L'horreur. Images
7 Alternative francophone (2021) Volume 2 Numéro 8 French Horror : penser l’image vidéoludique par l’horreur. Images monstrueuses et monstration de l’image, de Zombi à 2Dark. https://doi.org/10.1215/08992363-10.29173/af29417 Guillaume Baychelier [email protected] E.A. CLARE, Université Bordeaux Montaigne Résumé. Cette étude examine, à travers un corpus de jeux vidéo horrifiques développés en France sur une période de près de 25 ans, comment le renouvellement des iconographies et la relecture des codes narratifs, tout comme celui des mécaniques de jeu qui y sont habituellement employées, constituent rarement le cœur de des propositions vidéoludiques françaises. Néanmoins, nous montrons comment ces créations ont bien souvent pour point commun de mettre en perspective les procédés de mise en image qu’ils déploient, de la mise en scène au mode de modélisation adopté en passant par la question du flux des images et du regard. Il s’agit donc de voir comment l’horreur, devenue terrain de jeu avec l’image, semble être un prétexte idéal pour travailler, explorer, manipuler le médium et, ainsi, faire évoluer le média. Mots clés : Horreur; jeu vidéo; image; France Abstract. This study examines, through a corpus of horrific video games developed in France over a period of nearly 25 years, how the renewal of iconographies and the re-reading of narrative codes, as well as the game mechanics usually employed in them, rarely constitute the core of French videogame proposals. Nevertheless, we show how these creations very often have in common to put into perspective the imaging processes they deploy, from the staging to the modeling mode adopted, as well as the Alternative francophone https://journals.library.ualberta.ca/af/index.php/af 8 Guillaume Baychelier question of the flow of images and the gaze. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
Ubisoft Unveils It's New Growth Plan for Québec
Ubisoft Expands its Quebec Operations • Plans 1000 New Jobs by 2013 • Opens a Studio Specialized in the Creation of Digital Cinema Content City, Country, February 9, 2007 – Ubisoft, one of the world’s largest video game publishers, announces today a new phase of development for its operations in Quebec, Canada. The company, which currently boasts more than 1,600 team members in the province, could invest up to an additional 295.6 million euros1 over the next six years with the goal of building up a team of 3,000 employees by 2013. This forecast exceeds current development objectives for 2005-2010 by an additional 1,000 jobs. To encourage the successful implementation of this third phase of the group’s expansion in the province, both the Quebec and Canadian governments will continue to strongly support Ubisoft. The plan for the creation of 1,000 new jobs revolves around two main objectives: • Firstly, the group has set a goal of creating 500 new video game positions in Quebec by 2013. • Secondly, Ubisoft will inaugurate a new production center, specialized in the creation of digital cinema content, i.e. computer generated images (CGI). The studio’s mission will be to produce short films whose inspiration is drawn from games based on Ubisoft brands. A first eight-minute short film will be based on the award-winning and highly anticipated game, Assassin’s Creed. By 2013, the new CGI studio should count 500 specialists. Today’s announcement was made by Mr. Yves Guillemot, Chief Executive Officer and Co- Founder of Ubisoft and Yannis Mallat, Chief Executive Officer of Ubisoft’s Montreal studio, in the presence of Mr. -
Zalman ZM-M190 19 Inch Trimon 2D/3D LCD Monitor
1 3D Game We would like to explain what kinds of games supporting 3D and what you should do before you play 3D games. And here are some comments on our 3D monitor. 「I did not know how exciting it was until I played PC games in 3D. But once I played PC Games in 3D, I defi- nitely know the difference between 2D and 3D. And I would never ever satisfied with 2D Games now」 「When I play shooting games, the bullet seems like to come through the monitor. So the 3D gives me some tense and the tense make me exciting」 For example, you can play these very famous PC games in 3D!! You can find out what kind of games make you crazy and what you should do before playing 3D games in [3D Game List] and [How to enjoy 3D game] as below. 2 3D Game List Age of Empires 3 Half-Life 2 - Episode 2 Age of Empires 3 - Asian Dynasties Half-Life 2 - Portal Age of Empires III - The War Chiefs Half-Life 2 - Team Fortress 2 Age of Mythology Harry Potter and the Order of the Phoenix Age of Mythology - Titans Heroes of Might and Magic 5 Assault Heroes Loki Bee Movie the Game Lord of the Rings Battle for Middle Earth I Beowulf Lord of the Rings Battle for Middle Earth II BioShock Madden 2008 Blazing Angels 2 - Secret missions of WWII Maelstrom Call of Duty 4 Meet the Robinsons Call of Juarez Medieval 2 - Total War Civilization 4 Mage Night - Apocalypse Command and Conquer 3 - Tiberiam Wars Medal of Honor Pacific Assault Crysis Monster Jam CSI: Hard Evidence MotoGP URT 3 Dead Reefs NBA Live 07 Driver Parallel Lines NBA Live 08 Empire Earth 3 Need for Speed Carbon F.E.A.R. -
Jason Graves
JASON GRAVES AWARDS & NOMINATIONS SXSW GAMING AWARD NOMINATION (201 4) TO MB RAIDER Excellence in Musical Sco re HOLLYWOOD MUSIC IN MEDIA DEAD SPACE 2 NOMINATION (2011) Best Original Score for Video Game BRITISH ACADEMY AWARD (2008) DEAD SPACE Best Original Music BRITISH ACADEMY AWARD USE OF AUDIO DEAD SPACE AIAS OUTSTANDING ACHIEVMENT IN AUDIO DEAD SPACE (2008) AIAS OUTSTANDING ACHIEVMENT IN MUSIC DEAD SPACE COMPOSITION FINALIST (2008) GAME DEVELOPERS CHOICE AWAR D DEAD SPACE Audio of the Year G.A.NG. AUDIO OF THE YEAR (2008) DEAD SPACE G.A.N.G. SOUND DESIGN OF THE YEAR (2008) DEAD SPACE G.A.N.G. MUSIC OF THE YEAR DEAD SPACE BSO SPIRIT AWARD NOMINEE (2006) DEAD SPACE Best Videogame Score G.A.N.G INSTRUMENTAL OF THE YEAR BLAZING ANGELS 2 FINALIST (2006) G.A.N.G. SOUNDTRAC K OF THE YEAR DEAD HEAD FRED FINALIST (2006) G.A.N.G BEST HANDHELD AUDIO FINALIST DEAD HEAD FRED (2006) G.A.N.G. RECOGNITION AWARD (2006) DEAD HEAD FRED G.A. N.G. BEST HANDHELD AUDIO FINALIST TRANSFORMERS (2006) G.A.N.G. BEST INSTRUMENTAL OF THE YEAR STAR TREK: LEGACY FINALIST (2005) G.A.N.G. BEST ARRANGMENT OF SCORE JAWS FINALIST (2005) The Gorfaine/ Schwartz Agency, Inc. (818) 260-8500 1 JASON GRAVES AIAS OUTSTANDING ACHIEVMENT IN MUSIC RISE OF THE KASAI COMPOSITION FINALIST (2004) G.A.N.G. MUSIC OF THE YEAR FINALIST KING ARTHUR (2004) G.A.N.G. BEST CHORA L PERFORMANCE KING ARTHUR FINALIST (2004) G.AN.G. SOUNDTRACK OF THE YEAR THE HOBBIT WINNER (2003) G.AN.G. -
Ubisoft Announces Prince of Persia® Rival Swords for the Psp® System
UBISOFT ANNOUNCES PRINCE OF PERSIA® RIVAL SWORDS FOR THE PSP® SYSTEM The Prince of Persia Returns with New Multiplayer Feature Paris, FRANCE – SEPTEMBER 11, 2006 – Today Ubisoft, one of the world’s largest video game publishers, announced Prince of Persia® Rival Swords for the PSP® (PlayStation®Portable) system. Developed by Pipeworks Software, a division of Foundation 9 Entertainment, the game builds on last year’s console success’ Prince of Persia The Two Thrones™, and features original content such as additional levels and new multiplayer modes. The game is scheduled to ship for holiday 2006 in Europe and in 2007 in North America. In Prince of Persia Rival Swords, the Prince makes his way home to Babylon, bearing with him Kaileena, the enigmatic Empress of Time, and unspeakable scars from the Island of Time. But instead of the peace he longs for, he finds his kingdom ravaged by war and Kaileena the target of a brutal plot. When she is kidnapped, the Prince tracks her to the palace – only to see her murdered by a powerful enemy. Her death unleashes the Sands of Time, which strike the Prince and threaten to destroy everything he holds dear. Cast out on the streets, hunted as a fugitive, the Prince soon discovers that the Sands have tainted him, too. They have given rise to a deadly Dark Prince, whose spirit gradually possesses him. Key Features: • New multiplayer experience: Versus play in timed races as either the Prince or Dark Prince. Interrupt and impede your opponent’s progress by activating switches in your own level that will trigger traps and obstacles in their level.