U.S. $10.00 Can $12.99 11 Limetm

Total Page:16

File Type:pdf, Size:1020Kb

U.S. $10.00 Can $12.99 11 Limetm A A 3 6 5 0 L 12345678901234 R 4 9 8 5 12 U.S. $10.00 Can $12.99 11 LimeTM AD Dream big. ISSUE 01 From the Editor’s Desk What if creators couldn’t create? In the past, there was a major barrier to making creative work your day job: fnancial resources. Only those with the biggest wallets (or the biggest wallet behind them) could follow their dream to build, design, and create. But not anymore. New media has changed how we become part of the creative class. If you want to design a board game and sell it, you don’t have to work at Hasbro or Parker Brothers. You can crowdfund the creation and fnd customers online. Do you want to broadcast your stories to a thousand listeners? You don’t have to work your way up the ranks of a radio station. Take to the web and upload a podcast. Creativity is now as simple as what you can make with your own skill and imagination. There are now fewer and fewer gatekeepers. If you can get online you can fnd an audience. The clack of fngers on a keyboard. The sliding of a stylus on a tablet. The click of plastic pieces in a cardboard box. These are the sounds of a new generation. This is how we play and how we create. But mainstream media still treats this revolution like a fad. We’re here to change that. Today we launch a new era in new media, dedicated to the creative minds at work around us. We will take you in a new direction. Welcome to Pivot. Pivot Editor in Chief Alexander Quon Jordan Boneparty delves into the mysteries of Atlantic Canada in The Night Time Podcast 13 Darryl Wright is turning his game company Punk Science Studios into 30 Features 17 the ideal indie offce envrionment 25 Emma FitzGerald turned her love of drawing into a career in illustration. Making a name for herself with her recoginzably unique style Contents 4 Contributors 6 Dates to watch out for 8 Firewatch game strategies 9 Best cities for game development 10 How to start a podcast Exclusive boardgame The Halifax Boardgame designers group play-test their latest included inside games page 21 34 Editorial: fair comment 36 Host the perfect game night 38 Attack of the clones 39 Brain drain 40 Etsy creators we love 41 Board room café maps 42 Social media creators to follow 43 Web-tionary Editor-in-chief/ Regina, Sask. Art director/ Halifax, N.S. Interested in tabletop board games, playing soccer and hosting Managing editor/ Rothesay, N.B. Interested in video games, Avid traveller and reader. Dungeons & Dragon’s games. painting and illustration. Documentary enthusiast. Loves good Twitter: @Alexanderquon Twitter: @haleyfaxer food, great people, wine and dogs. Twitter: @nicognaz Copy editor/ Tilley, Alta. Photo editor/ Montreal, Que. Film buf, podcast afcionado and Internet afcionado, gamer, music nerd. all-around pop culture obsessive. People say I’m weird, and I tend to Twitter @jeftoth agree with them. Webcomic: Twitter: @GLG90 Perry Bible Fellowship Videogame: Firewatch Podcast: Boardgame: Webcomic: Illustrator: Mike Mitchell Reply Patchwork Perry Bible All Fellowship 4 PIVOT WHAT IF IT WASN’T SO HARD TO... SPARKMYPROJECT WHAT IF FIND OUT WHAT HAPPENS WHEN YOU FILL IN THE BLANKS AT SPARKMYPROJECT.COM 2016 Summer events calendar SUN TUES April THURS SAT 2 MON WED FRI Nadeshicon 1 Red Haze/ 3 5 7 Nadeshicon 9 Enter the Winnipeg Pop Nadeshicon Gungeon Culture Expo 4 6 8 Binaries 10 12 14 16 Winnipeg Pop Dark Souls III Empty date Culture Expo 11 13 15 Cartoon Network Crossover 17 19 21 23 The Black Histrio Death 18 20 22 24 26 28 30 Gathering Lost Reavers/ The Working Dead / Dice The Song of Calgary Comic and City: All That Glitters/ events Tyrim Entertainment Expo Calgary Comic and 25 27 29 Entertainment Calgary Comic Expo and Entertainment Expo SUN TUES May THURS SAT 1 3 5 7 Boardgame Calgary Comic MON WED FRI release and Battleborn Entertainment 2 4 6 Expo 8 10 12 14 TransOcean 2: Ottawa Rivals Comiccon 9 11 13 Doom/ Ottawa Video game 15 17 19 Comiccon 21 Ottawa release Comiccon 16 18 20 Dominion Empires / Coal GiANT 22 24 Country 26 28 Mirror’s Edge Toronto Anime Catalyst North 23 25 27 Back to the Future: OUTTATIME/ 29 31 Toronto Anime North Toronto Anime Dead Island: North Defnitive Edition 30 6 PIVOT SUN TUES June THURS SAT 2 4 MON WED FRI 1 3 The Journey: Bob’s Story / Multiuniversum 5 7 Argo 9 11 Odin Sphere: Yeticon 6 Lefthrasir 8 10 Kirby: Planet Robobot/ Yeticon 12 14 16 18 Yeticon 13 15 17 19 21 23 25 No Man’s Sky 20 22 24 Poseidon’s Warriors Classic 26 Naval Warfare 28 30 27 29 Five things to know before you play Firewatch Campo Santo released its debut game Firewatch in February, a mysterious frst-person exploration of the Wyoming wilderness in 1989. Before you dive in, these fve tips will help you get the most out of Firewatch’s story, world and gameplay Bring out the camera. Firewatch will make Playthrough more than once. Though Firewatch can Instagrammers’ mouths water. Early in the game you’ll sometimes feel barren, it is brimming with things to see 1 fnd a disposable camera in an abandoned backpack. 3 that you might miss on the frst playthrough. To get the Remember to bring it out whenever you see a Kodak most out of the game, investigate the areas you wander moment. You’ll be rewarded with a presentation of into. A lot of what gives Firewatch its charm is optional for your collection near the end of the game. And PC the player and doesn’t affect the long-term completion players can pay $15 to have their shots developed and of the game. You can adopt a pet turtle, or carry around shipped worldwide! a life-sized cutout of cartoon ranger Forrest Byrnes. The game only takes four to six hours to complete, so consider going through a second time to see what The perks of the compass. Firewatch ditches the idea moments you might have missed during the frst run. of having a minimap in the corner. Instead, it maintains 2 the wilderness motif by having your character open an Read up. Some might feel reading in games slows the old-fashioned map to navigate the forests of Wyoming. pace and distracts from the fun gameplay. But to get the When you’re using the map to explore a new area, be 4 most from the plot, read every note you come across. sure to reference the compass as well. As long as you Characters you hear about in passing are only feshed out know the general direction of the next destination, in these written interactions. In order to understand the fnding the path there will be a lot easier. entire plot, you’ll need to take the time to read them. Plus, Henry will build an awesome collection of all the papers you pick up during your journey. Radio in everything. Literally everything! In an environment that 5 plays on feelings of faceless isolation, Firewatch’s dialogue is limited to the radio conversations between Henry and fellow forest ranger, Delilah. The writing and voice acting for these two characters is top notch. So avoid missing any chance to radio in a suspicious fnd or beautiful scene to your only source of human interaction. The tone of their conversations can shift from humorous to serious in seconds, while still feeling genuine and natural. The more you talk to Delilah, the better the game is. Simple as that. 8 PIVOT Find out where Canadian Top Canadian cities for game developers have the best chance to fnd the job game development of their dreams BC’s coastal metropolis is the place to be if you’re Vancouver (Dead Rising 2), EA Canada (FIFA, a game dev in Canada. It boasts not only the most Need for Speed), and Black Tusk Studios (Gears of game studios, but the most jobs. It’s home to some War). Already a console game dev heavyweight, of the industry’s top studios including Capcom Vancouver is fast becoming the centre of Canada’s mobile gaming industry, but Montreal and Toronto are closing the gap. Over the past several years, tax incentives given by the province. Industry giants Ubisoft massive, with Ubisoft Montreal has established For every three dollars a game dev (Assassin’s Creed, Far Cry), accounting for over itself as a home for game company spends on its salaries in Warner Bros. Games (the 2,000 dev jobs. That development. That’s thanks Quebec, it gets a dollar back from Batman Arkham series) and puts Montreal ahead of to the Quebec government. taxpayers. That’s a pretty sweet deal Bioware Montreal (Mass Effect) Toronto, which hosts Game companies just can’t and everyone in the industry is are just some studios that call more studios but fewer ignore the generous taking note. Montreal home. The studios are total jobs. And more devs are setting up shop in Montreal every year. On the opposite side of the game dev Indie devs like Capybara Games (Critter Crunch) spectrum is Toronto, home to a few and Queasy Games (Sound Shapes) make their Triple A devs, but also a burgeoning indie home in and around the GTA. Like Montreal, game dev scene. Developers like Rockstar Toronto is still growing. Look out for more Toronto (Max Payne 3), Ubisoft Toronto games coming out of Canada’s “centre of the (Splinter Cell, Rainbow Six), and mobile universe.” giant Zynga (FarmVille) are surrounded by numerous smaller mobile and indie game devs.
Recommended publications
  • 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.
    [Show full text]
  • Class Action Chamber)
    CANADA PROVINCE OF QUEBEC SUPERIOR COURT DISTRICT OF MONTREAL (CLASS ACTION CHAMBER) No: 500-06-001132-212 GABRIEL BOURGEOIS Petitioner -vs.- ELECTRONIC ARTS INC., legal person duly constituted, having its address of service at 1209 Orange Street, Wilmington, DE 19801 USA and ELECTRONIC ARTS (Canada), INC., legal person duly constituted, having its address for service at 1800 510 West Georgia St., Vancouver, BC, V6B 0M3, Canada and ACTIVISION BLIZZARD INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, New Castle, Delaware, 19808 and ACTIVISION PUBLISHING INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, New Castle, Delaware, 19808 and BLIZZARD ENTERTAINMENT INC., legal person duly constituted, having its address for service at 251 Little 1 Falls Drive, Wilmington, New Castle, Delaware, 19808 and TAKE TWO INTERACTIVE SOFTWARE INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and TAKE TWO INTERACTIVE CANADA HOLDINGS INC., legal person duly constituted, having its address for service at 5770 Hutontario St, Mississauga, Ontario, L5R 3G5 and 2K GAMES INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and ROCKSTAR GAMES INC, legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and WARNER BROS. ENTERTAINMENT INC., legal person duly constituted, having its address for service at 1209 Orange St., Wilmington, DE 19801 and WARNER BROS ENTERTAINMENT CANADA INC., legal person duly constituted, having its address for service at Suite 1600, 5000 Yonge Street, Toronto, Ontario, M2N 6P1 and 2 WARNER BROS.
    [Show full text]
  • Threes!, Fives, 1024!, and 2048 Are Hard
    Threes!, Fives, 1024!, and 2048 are Hard Stefan Langerman⋆1 and Yushi Uno2 1 D´epartement d’informatique, Universit´eLibre de Bruxelles, ULB CP 212, avenue F.D. Roosevelt 50, 1050 Bruxelles, Belgium. [email protected] 2 Department of Mathematics and Information Sciences, Graduate School of Science, Osaka Prefecture University, 1-1 Gakuen-cho, Naka-ku, Sakai 599-8531, Japan. [email protected] Abstract. We analyze the computational complexity of the popular computer games Threes!, 1024!, 2048 and many of their variants. For most known versions expanded to an m × n board, we show that it is NP-hard to decide whether a given starting position can be played to reach a specific (constant) tile value. 1 Introduction Fig. 2. The game 2048: a board Fig. 3. A forbidden (game over) and one of its initial configuration. Fig. 1. Threes! configuration. arXiv:1505.04274v1 [cs.CC] 16 May 2015 Threes! [2] is a popular puzzle game created by Asher Vollmer, Greg Wohlwend, and Jimmy Hinson (music), and released by Sirvo for iOS on January 23, 2014. The game received considerable attention from players, game critics and game designers. Only a few weeks after its release, an Android clone Fives appeared, and then an iOS clone 1024! with slightly modified rules. Shortly after, two open source web game versions, both called 2048 were released on github on the same day, one by Saming [12], the other by Gabriele Cirulli [5]. Since then over a hundred new variant have been catalogued [9]. In December 2014, Threes! received the Apple Game of the Year and the Apple Design award.
    [Show full text]
  • Data-Dating-Galeriecharlot-F6kb87.Pdf
    Curator Valentina Peri Data Dating 18.05 - 25.07.2018 Galerie Charlot 47, rue Charlot 75003 Paris, France Curator Valentina Peri Production Valérie Hasson-Benillouche Galerie Charlot - Paris/Tel Aviv galeriecharlot.com Graphic design Valentina Peri Rayane Ferrahi Editor Galerie Charlot Editions Data Dating What does it mean to love in the Internet age? How are digital interfaces reshaping our personal relationships? What do new technologies imply for the future of the romantic sphere? How do screens affect our sexual intimacy? Are the new means of connection shifting the old paradigms of adult life? The advent of the Internet and smartphones has brought about a split in the romantic lives of millions of people, who now inhabit both the real world and their very own “phone world”. In terms of romance and sexual intimacy these phenomena have generated new complexities that we are still trying to figure out. By bringing together the work of several international artists, the exhibition Data Dating attempts to explore new directions in modern romance: new forms of intimate communication, the process of commodification of love through online dating services and hookup applications, unprecedented meeting and mating behaviors, the renegotiation of sexual identities, and changing erotic mores and taboos. Over the past century, the history of dating practices has shown that the acquisition of new freedoms is often accompanied by suspicions and stereotypes: what appears disturbing to one generation often ends up being acceptable for the next. From the early computers algorithms of the 1960s, to the video cameras of the 1970s, the bulletin board systems of the 1980s, the Internet of the 1990s, and the smartphones of the last decade, every new format of electronically mediated matching has faced a stigma of some kind.
    [Show full text]
  • The Mobile Games Landscape in 2015 | Newzoo
    © 2015 Newzoo NEWZOO TREND REPORT The Mobile Gaming Landscape 2015 And the power users who shaped it INCLUDES CONTRIBUTIONS FROM What I believe we’ve seen in mobile gaming in 2015 is the beginning of a broader trend toward convergence. As shown by the success of FOREWORD Bethesda’s Fallout Shelter on mobile in June 2015 and Fallout 4 on PC, PS4 and Xbox One, game companies are beginning to realize that consumers desire gaming content to fit the various contexts that form It has been another big year for mobile gaming. In fact, it has been the their lives. biggest year in the history of the industry so far. With the sector generating revenues of over $30 billion and King, arguably the biggest As a result, we’ll be seeing in 2016 onward a move player in the market, valued at $6 billion, it’s fair to say that mobile gaming has reached heights in 2015 that few of us would have expected away from defining games by their platform toward a decade ago. Unfortunately, what this means for the industry now and models that allow game content to be played and, in the future has been clouded by antagonistic models of thinking. Whether deliberately or otherwise, mobile gaming’s success has tended equally important, viewed everywhere. to be framed as a battle with console or PC. Sony’s announcement that PS4 Remote Play, which allows console When I unpacked the data from this report, a different picture emerged. owners to play content without carrying the product around, comes hot In contrast to the usual narratives about mobile versus console or PC on the tail of Microsoft allowing Xbox One titles to run on Windows.
    [Show full text]
  • 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.
    [Show full text]
  • Intersomatic Awareness in Game Design
    The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking.
    [Show full text]
  • REGISTRATION DOCUMENT 2016/2017 and Annual Financial Report
    2017 REGISTRATION DOCUMENT INCLUDING THE ANNUAL FINANCIAL REPORT 2016/2017 CONTENTS 15OVERVIEW OF THE GROUP 3 CONSOLIDATED 1.1 Key figures 4 FINANCIAL STATEMENTS 1.2 History 5 AT 31 MARCH 2017 123 1.3 Shareholding structure 6 5.1 Consolidated income statement 124 1.4 The Group’s activities 7 5.2 Consolidated statement of comprehensive 1.5 Related-party transactions and material income 125 contracts 10 5.3 Consolidated statement of financial position 126 1.6 Risk factors and insurance policy 12 5.4 Change in consolidated shareholders’ equity 127 5.5 Consolidated statement of cash flows 128 5.6 Notes to the consolidated financial 2 CORPORATE SOCIAL statements 129 RESPONSIBILITY (CSR) 19 5.7 Statutory auditors’ report on the consolidated financial statements 173 Introduction: Chairman’s Commitment 20 2.1 The Group’s policy and commitments 21 2.2 Employee-related information 25 6 COMPANY FINANCIAL 2.3 Environmental information 31 STATEMENTS 2.4 Societal information 45 AT 31 MARCH 2017 175 2.5 Table of environmental indicators by site 50 6.1 Balance sheet 176 2.6 2020 targets 53 6.2 Income statement 177 2.7 Note on methodology for reporting environmental and employee-related 6.3 Cash flow statement 178 indicators 54 6.4 Financial results for the last five years 179 2.8 Cross-reference tables 57 6.5 Notes to the financial statements 180 2.9 Independent verifier’s report 6.6 Statutory auditors’ report on the financial on consolidated social, environmental statements 190 and societal information presented in the management report 61 7 INFORMATION 3 CORPORATE GOVERNANCE ON THE COMPANY AND INTERNAL CONTROL 65 AND THE CAPITAL 191 7.1 General information about the Company 192 3.1 Composition of administrative and management bodies 66 7.2 Memorandums and Articles of Association 192 3.2 Report of the Chairman of the Board 7.3 General information about the share capital 194 of Directors 77 7.4 Shareholding and stock market information 202 3.3 Statutory Auditors’ report, prepared in 7.5 Items liable to have an impact in the event accordance with Article L.
    [Show full text]
  • Complete Catalog
    WWW.XBOXGAMES.IN Page: 2 LIFE IS STRANGE: TRUE COLORS Alex Chen hides her 'curse': the psychic power of Empathy, the ability to absorb and manipulate the strong emotions of others. When her brother dies in a so-called accident, Alex must embrace her power to find the truth —... Read More Price: ₹ 3499.00 ₹ 1200.00 LITTLE NIGHTMARES II Little Nightmares II is a suspense adventure game in which you play as Mono, a young boy trapped in a world that has been distorted by an evil transmission. Together with new friend Six, he sets out to discover the source of... Read More Price: ₹ 2000.00 ₹ 1000.00 WWW.XBOXGAMES.IN Page: 3 CALL OF DUTY®: BLACK OPS COLD WAR - CROSS- GEN BUNDLE Call of Duty: Black Ops Cold War is a 2020 first-person shooter video game developed by Treyarch and Raven Software and published by Activision. It is the sixth installment in the Black Ops series, and the seventeenth... Read More Price: ₹ 4750.00 ₹ 1000.00 IT TAKES TWO + TEKKEN 7 + AO TENNIS 2 Embark on the craziest journey of your life in It Takes Two. Invite a friend to join for free with Friend’s Pass and work together across a huge variety of gleefully disruptive gameplay challenges. Read More Price: ₹ 9999.00 ₹ 1300.00 WWW.XBOXGAMES.IN Page: 4 ASSASSIN'S CREED® ODYSSEY - ULTIMATE EDITION Write your epic odyssey to become a legendary Spartan hero. Forge your path in a world on the brink of tearing itself apart. Influence history in an ever-changing world shaped by your choices.
    [Show full text]
  • Game-Tech-Whitepaper
    Type & Color October, 2020 INSIGHTS Game Tech How Technology is Transforming Gaming, Esports and Online Gambling Elena Marcus, Partner Sean Tucker, Partner Jonathan Weibrecht,AGC Partners Partner TableType of& ContentsColor 1 Game Tech Defined & Market Overview 2 Game Development Tools Landscape & Segment Overview 3 Online Gambling & Esports Landscape & Segment Overview 4 Public Comps & Investment Trends 5 Appendix a) Game Tech M&A Activity 2015 to 2020 YTD b) Game Tech Private Placement Activity 2015 to 2020 YTD c) AGC Update AGCAGC Partners Partners 2 ExecutiveType & Color Summary During the COVID-19 pandemic, as people are self-isolating and socially distancing, online and mobile entertainment is booming: gaming, esports, and online gambling . According to Newzoo, the global games market is expected to reach $159B in revenue in 2020, up 9.3% versus 5.3% growth in 2019, a substantial acceleration for a market this large. Mobile gaming continues to grow at an even faster pace and is expected to reach $77B in 2020, up 13.3% YoY . According to Research and Markets, the global online gambling market is expected to grow to $66 billion in 2020, an increase of 13.2% vs. 2019 spurred by the COVID-19 crisis . Esports is projected to generate $974M of revenue globally in 2020 according to Newzoo. This represents an increase of 2.5% vs. 2019. Growth was muted by the cancellation of live events; however, the explosion in online engagement bodes well for the future Tectonic shifts in technology and continued innovation have enabled access to personalized digital content anywhere . Gaming and entertainment technologies has experienced amazing advances in the past few years with billions of dollars invested in virtual and augmented reality, 3D computer graphics, GPU and CPU processing power, and real time immersive experiences Numerous disruptors are shaking up the market .
    [Show full text]
  • Ubisoft® Annonce Son Chiffre D'affaires Et Ses Resultats Pour L'exercice 2016-17
    Source: UBISOFT ENTERTAINMENT May 16, 2017 11:40 ET UBISOFT® ANNONCE SON CHIFFRE D'AFFAIRES ET SES RESULTATS POUR L'EXERCICE 2016-17 UBISOFT® ANNONCE SON CHIFFRE D'AFFAIRES ET SES RESULTATS pour L'EXERCICE 2016-17 3e année consécutive d'amélioration de la marge opérationnelle non-IFRS, reflet de la transformation du groupe vers un modèle plus récurrent et plus rentable, avec un segment digital et un back-catalogue records 2016-17 : résultat opérationnel non-IFRS RECORD, EN HAUSSE de 40,7%, en ligne avec les objectifs Chiffre d'affaires annuel à 1 459,9 M€, en hausse de 4,7%, en ligne avec l'objectif compris entre 1 455,0 M€ et 1 495,0 M€ Revenu digital à 729,3 M€, soit 50,0% du chiffre d'affaires total (32,0% en 2015-16) Forte progression de l'engagement (MAUs[1]) : +26,7% Très forte hausse du PRI[2] : +131,2%, à 304,0 M€ Back-catalogue à 649,2 M€, soit 44,5% du chiffre d'affaires total (25,7% en 2015-16) Solide performance au quatrième trimestre fiscal Premier éditeur[3] mondial depuis le début de l'année calendaire Tom Clancy's Ghost Recon® Wildlands, plus gros succès3 de l'industrie depuis le début de l'année : croissance de près de 60% de la communauté Ghost Recon For Honor®, deuxième plus gros succès3 de l'industrie Résultat opérationnel non-IFRS record à 237,7 M€, en hausse de 40,7%, en ligne avec l'objectif compris entre 230,0 M€ et 250,0 M€ et supérieur à l'objectif initial de 230,0 M€ Marge opérationnelle non-IFRS à un niveau record de 16,3% (12,1% en 2015-16) objectifs 2017-18[4] : nouvelle progression deS RESULTATS Chiffre d'affaires
    [Show full text]
  • “Steve Kerr”). Kerr Holds the Record for Best Career Three-Point Percentage in NBA History (“Basketball Statistics”
    How Technology Changed the NBA In 2014, Steve Kerr took over as the head coach for the Golden State Warriors (“Steve Kerr”). Prior to his coaching career, Kerr was known for being a deadly three-point shooter and famously knocking down the game-winning jump shot in the 1997 NBA Finals to clinch the fifth championship for teammate Michael Jordan (“Steve Kerr”). Kerr holds the record for best career three-point percentage in NBA history (“Basketball Statistics”). So, what happened when the most potent three-point shooter in league history took over as a head coach? His Golden State Warriors won more games in a three-year span (2014-2016) than any other team in NBA history, while claiming two championships along the way (Young). Led by Kerr’s philosophy, they attempted more three-point shots during those three years than any other team in league history (“Basketball Statistics”). The Warriors’ success has caused many teams to mimic their strategy, putting up record numbers of three-point shots. During the 2016-2017 season, NBA teams shot twenty seven three-pointers per game--a number that has increased by almost ten shots in the last five years and is the highest in league history (“Basketball Statistics”). However, as Toronto Raptors’ head coach Dwane Casey notes, teams can “shoot as many 3s as you’d like, but if you don’t make them, that philosophy goes out the window” (“Lights, Cameras, Revolution”). What if I told you that it is improved technology in basketball that has resulted in players shooting more three-pointers than ever before? But, this technology has done more than just increase the number of three-point attempts.
    [Show full text]