Mendeberri 29

Total Page:16

File Type:pdf, Size:1020Kb

Mendeberri 29 2013ko urtarrila, 29. zenbakia IKER OBREGON: “Material aurrera- PELLO ARANZABAL: “Jubilatzea tuen ingeniaritza masterra ikasten ari aukeratu dut lasai bizi nahi dudalako” naiz.” Eta gainera... • Elkarrizketa Aitziber Jz. de Aberasturiri. • Euskara indartzeko olerkiak. • Elkarrizketa Naiara Mendizabali. • Fracking-ari buruzko erreportaia. • Musikari buruzko inkesta. SARA ASCASIBAR: • ... “Igeriketa nekagarria da, baina bere saria du” Erredakzio taldea Erredaktoreak:Jon Xabier Basogain, Mikel Martin, Adrian Ruiz, Claudia Simon, Ander Alonso, Marian Delgado, Ekaitz Lopez, Idoia Ocio, Mikel Pajaro, Maria Redondo, Ane Rubio, Iker Azurmendi, Oihane Biain, Ainhoa Garcia de Cortazar, Irati Gomez, Amaia Marin, Jon Mikel Martinez, Endika Vitoria. Koordinatzaileak: Juanjo Orbegozo, Patxi Aizpurua eta Pello Aranzabal AGURRA: Lehenengo ebaluaketa eta Gabonetako oporrak atzean utzita, bigarren ebaluaketa hasi berri da. Eta urtero bezala, lan gogorra egin ostean, MENDEBERRI aldiz- karia sortu dugu, denbora-pasa, ikasleei egindako elkarrizketak, bitxikeriak... eta abarrekin. Ale honetan azpimarragarriena Pello Aranzabal irakasle jubilatu be- rriari elkarrizketa da. Espero dugu asko gustatzea eta gogoarekin hastea bigarren ebaluaketa hau! PELLO ARANZABAL : “ Botones izan nintzen Donostiako Continental hotelean” Pello Aranzabalek irakaskuntzan 30 urte egin eta gero agur esan dio bere lanbideari, eta orain bere bizitza lasaitasunez biziko du bere familiaren ondoan. Mendeberri : Noiz eta non jaio zinen? hirietara, gauzak ikustera, ikasteko eta ” beraren Pello Aranzabal: 1952ko irailaren 3an jaio nin- bidez lortu nuen lana. tzen Aretxabaletan (Gipuzkoa), hemendik 33 kilometrora dagoen herri batean, baserri batean M: Zer ikasi zenuen? P.A.: Lehenengo kimika ikasten hasi nintzen, M: Orain non bizi zara? baina nire betebeharrak ez nituen ondo bete, ikasle P.A.:Gasteizen. 1976ko azaroaren 22an etorri txarra izan nintzen eta bertan behera utzi nuen; nintzen eta eraikuntzan hasi nintzen lanean. gero, hortik zehar ibili nintzen lanean zenbait urte- tan eta geroago, bigarren etapa batean, Geografia M: Nola izan zen eta Historia zure haurtzaroa? ikasi nuen. P.A.: Nahiko gogorra; nik oroitzapen eta M: Fakulta- sentimendu hori dau- tean bizitza kat, zeren baserrian gogorra lana besterik ez zen eduki al ze- egoten. Ikasi, eskolan nuen? ikasten zen, baserria P.A: Fakulta- ez zen ikasteko lane- tean oso ondo, rako baizik, eta gero lehenengo nolabaiteko bakar- etapan ez dade sentsazioa izaten nuen ezer nuen, zeren herritik egin, baina urrun bizi nintzen ba- bigarren eta- serri batean 1,5 kilo- pan, historia metrora edo, eta ez ikasi nuene- zegoen jende asko nean, lagune- jolasteko eta oporrik ez zen izaten. Oporrak lan kin harreman ona eta ikasteko ez nuen inolako egiteko izaten ziren. arazorik izaten, apunteak banatzen genituen, ikasi ere elkarrekin; beraz ez zen zaila izan, oso erreza M: Noiz hasi zinen lanean? Eta zein izan zen baizik. zure lehenengo lana? P.A.:Beno, lanean, lehen esan dudan bezala, M: Zure emaztea fakultatean ezagutu al ze- baserrian hasi nintzen oso gazte nintzela. Gai- nuen? nera, aitak oso gazte nintzela erosi zidan aiz- P.A: Ez, lehenago ezagutu nuen. Kimika ikasteari kora txikitxo bat lanean hasteko. Beraz, lanean, utzi eta gero Historia ikasten hasi arte, soldaduska baserrian, betidanik, zeren ikasi bakarrik esko- egin nuen, baserrian egon nintzen bi urtean lanean lan ikasi behar izan zen, baina lana, dirua ko- aitarekin eta hiru urtean aritu nintzen eraikuntzan. bratutako lehenengo lana, botones lana izan Bertan lanean ari nintzela ezagutu nuen nire gaur zen Donostiako hotel batean, Donostiako Conti- egungo emaztea; bera bai, fakultatean ari zen ikas- nental hotelean, Londres hotelaren alboko erai- ten, baina ni ez, ni langilea nintzen. kuntza, orain apartamentuak dira baina garai batean hotela zen. M: Seme-alabarik baduzue? P.A.:Bai, bi seme-alaba ditut. Alaba bat, 22 urte- M: Zergatik hasi zinen? koa eta medikuntza bosgarren maila egiten ari P.A.: Donostian nire aitaren arreba bat bizi zen , dena, eta semea ere Unibertsitatean dago, bigarren nire izeba, ezkonduta, eta berak esaten zuen maila egiten, Administrazio eta Enpresa zuzenda- baserrik irten egin behar izaten zela, baserrian “ borono” batzuk izan beharrean, nolabait, kalera, M: Zer pentsatzen du zure familiak zure lanari M: Zergatik aukeratu duzu jubilatzea? buruz? P.A.:Adina iritsi zaidalako batetik, eta, bestetik, fasea P.A.: Nire oraingo familia oso pozik dago nire bete dudalako, eta pozik sentitzen naiz utziko dudalako, lanbidearekin. Nire gurasoak ez dira bizi, baina nahiz eta pena ere ematen didan, baina lasai bizi nahi dut haiek pentsatzen zuten ni ilustratua nintzela, bost eta horretarako onena jubilatzea da. seme-alaba izan zituzten eta inork ez zuen ikasi, nik bakarrik, baina oraingo familian edonor izan M: Pena ematen dizu Mendebaldea uzteak? Falta daiteke irakaslea. nabarituko duzu? P.A.:Segur aski baietz, zeren oso gustura egon naiz Men- M: Zure seme- debaldean, oso ondo alabaren batek ira- tratatu nautelako eta kaslea izateko as- ikasleekin nahiko ongi morik badu? portatu naiz, oro har, P.A.:Ez, ez dut uste, eta lankideekin berdin. baina nire alabari Gainera, ikasgela al- gustatzen zaizkio boratuta daukat. Bede- oporrak, nolabait ratzigarren urtea da ikaslea izateko au- idazkari nagoela eta kera ematen du, uda azken bost urteetan ez nahiko luzea izaten dut klaserik eman. da, zuek izaten ditu- Hala eta guztiz ere, zuen opor berberak. zenbaitetan faltan bota Baina ez dut uste, izan dut gela; baina medikuntza ikasten joan izan naizenean ari da-eta. orain geletara edozer gauza egitera, garai M:Zergatik auke- bateko ikasleen falta ratu zenuen eus- nabaritzen dut. Bene- kara irakastea? tan faltan nabarituko P.A.: Ez dakit. Nik Historia bukatu nuenean ez dut, zeren institutuak ere harremanak egiteko aukera zuten ateratzen plazarik historia irakasteko institu- ematen du, eta orain, nire erretiroan harremana horiek tuetan, eta nik historia bukatu nuenean banuen apurtu egingo dira. EGA eta banituen beste titulutxo batzuk euskaraz irakasteko. 1984an hasi nintzen institutuan, eta M: Orain zer egingo duzu? orduan euskara plazak bazeuden eta euskara ema- P.A.: Saiatu ondo bizitzen, orain agudo utziko ditut orain teko lana ere bai. Euskal Filologiako oposaketak arte hemen izan ditudan ardurak, eta hor nabarituko dut, atera nituen eta handik aurrera beti izan naiz eus- agian beste ardura batzuk hartu beharko ditut orain, kara irakaslea. baina asko gustatzen zait ibiltzea, irakurtzea eta inoiz egin ez ditudan asignatura pendienteak baditut hor edo M:Mendebaldera etorri aurretik zein ikastetxe- ezin izan ditudanak egin, eta egin nahi ditudanak egin, tan egon zara? adibidez, ingelesa eta nire frantsesa berreskuratu garai P.A.:Urtebete Urretxun egon nintzen, gero Gastei- batean oso ondo hitz egiten nuena... Ikusiko dut; dena zen, Francisco de Vitorian, Ramiron, Federicon 13 den, ez dut oraindik planik egin, baina baditut zenbait urte eta, azkenik, Mendebaldean beste 13 urte. gauza buruan. M: Alde handia dago lehengo eta oraingo ikas- M: Bilobarik ba al duzu? leen artean? P.A.:Oraindik ez, gatetxoak dira, alabak oraindik 22 urte P.A.:Herrietako eta hirietako ikasleen artean alde dauzka eta ez dut uste, nobiorik ere uste dut ez duela, handia dago. Orain ikasleok eskubideak dituzte, baina semeak bai, 19 urte ditu baina aspalditik bere biko- baina eskubideak izateko betebeharrak bete behar tea dauka. Hala ere, ez dut uste oraindik asmorik izango dira, eta gaur egun hori sumatzen dut faltan. Orain dutenik horretarako. ikasleok irakasleen mailan jartzen dira; garai ba- tean ez, ikasleek irakaslea errespetatzen zuten, nagusia zelako, besterik ez, eta gaur ez da hain- beste ikusten, behintzat ikasle batzuek pentsatzen dute irakasleen maila dutela eta erantzun ahal dio- tela. M: Bukatzeko, zure bizitzako bitxikeriaren bat kontatu mesedez!! P.A.:Gaur egun, zuek begira nola harremanetan jartzen zarete, telefono mugikorra, guztiok Whatsapp –a duzue, eta orain oso erraza da zuen artean komunikatzea. Ni, ordea, base- rrian bizi nintzen, eta bertan nahiko bakarrik Liburu bat? Gizona bere bakar- nengoen, ez zegoen kotxerik eta oinez ibili be- dadean. har izaten genuen, eta horregatik izugarri gus- Idazle bat? Bernardo Atxaga. tatzen zitzaidan, igandetan batez ere, kalera Edari bat? Ardoa. ateratzea, herrira jaistea etab. Nire lagun mina Janari bat? Bakailaoa. nire baserritik baino asko urrunago bizi zen eta Film bat? Diamantes de Sangre. elkarrekin jaisten ginen herrira, eta ez geneu- Gaua ala eguna? Eguna. kan nola komunikatu. Orduan, ni bazkaldu os- Kolore bat? Urdina. tean irteten nintzen kanpora eta bertan irrintzi Hondartza ala mendia? Men- handi bat egiten nuen, eta bera korrika etortzen dia. zen, eta horrelakoa zen gure arteko komunika- Uda ala negua? Uda. zioa. Abesti bat? Xalbadorren herio- tzean. Haustura hidraulikoa edo ezagunagoa zaigun frac- king-a presio handiko fluido baten bidez harri-ge- ruzak hausteko prozesua da. Gaur egun guztien ahoan dago gai hau, baina zer da? Non egingo da? Zer suposatzen du guretzat? Lehen aipatu dugun moduan, lur azpiko ezohiko gordailue- tatik gas naturala ateratzean datza. Haustura bakoitzean pu- tzu bat zulatzen da. Gero presio handiko ura sartzen da eta harea eta produktu kimikoen nahasketa bat ere bai. Amerikan hasi zen teknika hau, Euskal Herrira ekarri dute. Araba da batik bat proiektu honen jomuga, gas honetan abe- ratsa baita. Euskal Herria mailan ehunekoak hauek ditugu: • Araban: %88 • Bizkaian: %73 • Gipuzkoan: %40 • Nafarroan: %14 Iparraldean
Recommended publications
  • Activision Publishing Reveals New Plans for Call of Duty® Franchise
    Activision Publishing Reveals New Plans for Call of Duty® Franchise --Company to Establish Dedicated Business Unit to Focus on Product Excellence and Brand Expansion - -Company Confirms New Call of Duty Game To Be Released in 2011 --Activision Publishing Plans to Launch Call of Duty in New Genres and Asia SANTA MONICA, Calif., March 2, 2010 /PRNewswire via COMTEX News Network/ -- Activision Publishing, Inc. (Nasdaq: ATVI) today announced new strategic plans for the Call of Duty(R) franchise, one of the best-selling video game franchises of all time. The plans include the formation of a dedicated business unit that will bring together its various new brand initiatives with focused, dedicated resources around the world. The company intends to expand the Call of Duty brand with the same focus seen in its Blizzard(R) Entertainment business unit. This will include a focus on high-margin digital online content and further the brand as the leading action entertainment franchise in new geographies, new genres and with new digital business models. "2010 will be another important year for the Call of Duty franchise," stated Mike Griffith, President and CEO of Activision Publishing. "In addition to continued catalog sales, new downloadable content from Infinity Ward and a new Call of Duty release, we are excited about the opportunity to bring the franchise to new geographies, genres and players." The company expects to release a new Call of Duty game from Treyarch this fall. In addition, Infinity Ward is in development on the first two downloadable map packs for Modern Warfare(R) 2 for release in 2010.
    [Show full text]
  • Advanced Warfare Downloadable Content Pack Reckoning
    Brace Yourself for the Final Call of Duty: Advanced Warfare Downloadable Content Pack Reckoning Call of Duty: Advanced Warfare's Fourth DLC Pack Delivers Four All-New Multiplayer Maps, Return of the Exo Grapple Playlist and New Trident Reflected Energy Weapon Delivers the Epic Conclusion to Advanced Warfare's Exo Zombies saga, featuring all-star cast John Malkovich, Bill Paxton, Rose McGowan, Jon Bernthal and Bruce Campbell Reckoning Arrives First, Exclusively on Xbox August 4th SANTA MONICA, Calif.--(BUSINESS WIRE)-- Call of Duty®: Advanced Warfare wraps up an extraordinary DLC season with the release of the fourth and final DLC pack, Call of Duty: Advanced Warfare Reckoning, coming August 4 first on Xbox Live, the world's premier gaming community from Microsoft for Xbox One and Xbox 360, with other platforms to follow. Reckoning features four all-new maps that takes players from New Baghdad all the way to South Korea as they grapple their way out of ship-fired missile strikes, dodge plasma lamp explosions and boost jump off crumbling glaciers; the return of the Exo Grapple playlist and the thrilling conclusion to Exo Zombies. "We've had an absolute blast supporting the fans throughout the DLC season, and continue to come up with fun new ways to play Advanced Warfare. The support and feedback we've received from the community continues to inspire us, and we've taken that inspiration to heart with Reckoning to deliver a new set of multiplayer maps and the conclusion to Exo Zombies. We are grateful to all of our fans and hope everyone enjoys playing the new content as much as we enjoyed creating it," said Michael Condrey, Co-Founder and Studio Head, Sledgehammer Games.
    [Show full text]
  • Call of Duty : Les Coulisses D’Une Usine À Succès Deuxième Édition
    Call of Duty : les Coulisses d’une usine à succès Deuxième édition Design graphique et maquette : Katell Chabin Cet ouvrage a été composé en Minion Pro, Lato et Bebas Neue. © Sébastien Delahaye, 2019 Cette œuvre est mise à disposition sous licence Attribution - Partage dans les Mêmes Conditions 4.0 International. Pour voir une copie de cette licence, visitez http://creativecommons.org/licenses/by-sa/4.0/ ou écrivez à Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. Tous droits réservés. Marques déposées Tous les noms de marques ou de produits cités dans cet ouvrage sont des marques déposées ou des appellations commerciales de leurs propriétaires respectifs. Call of Duty : les Coulisses d’une usine à succès remastered (ça veut dire « 2e édition ») SÉBASTIEN DELAHAYE 4 TABLE DES MATIÈRES Avant-propos � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 5 Prologue : Medal of Honor, l’origine du drame � � � � � � � � � � � � � � � � � � � � 8 Épisode 1. Il faut flinguer le soldat Ryan � � � � � � � � � � � � � � � � � � � � � � � � 13 Épisode 2. Un succès venu du PC � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 17 Épisode 3. Activision s’inquiète et Robert muscle son jeu � � � � � � � � � 21 Épisode 4. Quand Activision enchaîne les galères sur consoles � � � � � 26 Épisode 5. L’Avènement d’Infinity Ward � � � � � � � � � � � � � � � � � � � � � � � � 30 Épisode 6. Du triomphe à la rupture � � � � � � � � � � � � � � � � � � � � � � � � � � � 34 Épisode 7. Gros Sous, traîtrise
    [Show full text]
  • 2020 Annual Report
    TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT 3 Generated significant cash flow and ended the year with $2.00 BILLION in cash and short-term investments Delivered record Net Bookings of Net Bookings from recurrent $2.99 BILLION consumer spending grew exceeded original FY20 outlook by nearly 20% 34% to a new record and accounted for units sold-in 51% 10 MILLION to date of total Net Bookings Up over 50% over Borderlands 2 in the same period One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in 130 MILLION to date Digitally-delivered Net Bookings grew Developers working in game development and 35% 4,300 23 studios around the world to a new record and accounted for Sold-in over 12 million units and expect lifetime units, recurrent consumer spending and Net Bookings to be 82% the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2020 was another extraordinary year for Take-Two, during which we achieved numerous milestones, including record Net Bookings of nearly $3 billion, as well as record digitally-delivered Net Bookings, Net Bookings from recurrent consumer spending and earnings. Our stellar results were driven by the outstanding performance of NBA 2K20 and NBA 2K19, Grand Theft Auto Online and Grand Theft Auto V, Borderlands 3, Red Dead Redemption 2 and Red Dead Online, The Outer Worlds, WWE 2K20, WWE SuperCard and WWE 2K19, Social Point’s mobile games and Sid Meier’s Civilization VI.
    [Show full text]
  • PUC-SP Grazielle De Lima Cianfa a Física Básica Nos
    PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO – PUC-SP Grazielle de Lima Cianfa A física básica nos jogos digitais Mestrado em Tecnologias da Inteligência e Design Digital São Paulo/2014 Página | 2 Página | 3 PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO – PUC-SP Grazielle de Lima Cianfa A física básica nos jogos digitais Dissertação apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para obtenção do título de MESTRE em Tecnologias da Inteligência e Design Digital, sob a orientação do Prof. Dr. Nelson Brissac Peixoto. Mestrado em Tecnologias da Inteligência e Design Digital São Paulo/2014 Página | 4 Página | 5 Banca Examinadora ____________________________________________ ____________________________________________ ____________________________________________ Página | 6 Página | 7 Agradecimentos Agradeço à minha família por toda a motivação e compreensão! Agradeço ao meu orientador Prof Dr Nelson Brissac pela paciência e dedicação. Agradeço aos amigos por todo o apoio. Agradeço a PUC-SP e a CAPES pela oportunidade a mim concedida. Página | 8 Página | 9 “O importante é não parar de questionar” Albert Einstein Página | 10 Página | 11 Resumo A presente pesquisa trata sobre a física básica nos jogos digitais. Apresentamos o processo de como ela chega até ao jogador, mas sem nos apegarmos aos códigos de programação ou softwares específicos. Nosso foco foi descobrir se a física que vemos nos jogos digitais é real ou não e como ela atinge o jogador, através da análise da física básica nos jogos. Como existem diversos jogos e o campo de estudo da Física é amplo, selecionamos um jogo e um fenômeno físico para analisar. O jogo chama-se Dead Space 1 e nele verificamos o fenômeno da gravidade.
    [Show full text]
  • WWII Debuts Nazi Zombies at San Diego Comic Con
    July 20, 2017 Horror Has a New Name, as Call of Duty: WWII Debuts Nazi Zombies at San Diego Comic Con World Premiere Today of All-New Cooperative Nazi Zombies Mode at All-Star Comic Con Panel, Hosted by Kinda Funny Games' Greg Miller Cast Stars David Tennant, Elodie Yung, Katheryn Winnick, Udo Kier and Ving Rhames SANTA MONICA, Calif.--(BUSINESS WIRE)-- An all-new, twisted take on Activision's Call of Duty zombies co-op mode is here. Call of Duty®: WWII - Nazi Zombies, a chilling, dark vision of undead horror, was revealed today at San Diego Comic Con alongside members of its all-star cast of characters, which in full includes David Tennant, Elodie Yung, Katheryn Winnick, Udo Kier and Ving Rhames. Launching on November 3 as part of Call of Duty: WWII, the Nazi Zombies cooperative mode delivers a sinister original story from Sledgehammer Games, delivering a new definition of terror to Call of Duty zombies. "With Nazi Zombies, we're creating a frightening world full of terrifying characters and events that will make you jump and look over your shoulder. There's an incredible amount of myth and lore, which our team has poured through in our development," said Glen Schofield, Studio Head and Co-Founder of Sledgehammer Games. "This is unlike anything before, we're taking players to some very dark, grim places in Nazi Zombies. This is one hell of a horror experience." Michael Condrey, Studio Head and Co-Founder of Sledgehammer Games added, "We couldn't be more excited to showcase our reveal of Nazi Zombies here at San Diego Comic Con.
    [Show full text]
  • Call of Duty: Advanced Warfare Boosts Franchise to New Heights on the Next Generation
    Call of Duty: Advanced Warfare Boosts Franchise to New Heights on the Next Generation Power Changes Everything on November 4 Starring Academy Award® Winning Actor Kevin Spacey, New Call of Duty Delivers a Stunning Vision of the Future First Call of Duty game created with three-year development cycle First Call of Duty game helmed by new AAA studio, Sledgehammer Games Prepare for the Next Generation Advanced Soldier SANTA MONICA, Calif.--(BUSINESS WIRE)-- The power of the next generation of advanced soldier. The power of a gripping performance from Kevin Spacey. The power of all-new, exoskeleton gameplay mechanics. Power changes everything. Call of Duty®: Advanced Warfare delivers an inspired new era of Call of Duty®. Published by Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard (Nasdaq: ATVI), and developed for next gen consoles and PC by Sledgehammer Games, Call of Duty: Advanced Warfare delivers a breathtaking, new vision for the blockbuster franchise. "We've made several key decisions with an eye towards creative excellence on Call of Duty: Advanced Warfare. We've really approached this game differently," said Eric Hirshberg, CEO of Activision Publishing. "This is our first three-year development cycle. It's our first time with Sledgehammer Games at the creative helm. And we're shaking up the formula in several ways. New core gameplay mechanics with the exoskeleton suit. A riveting new story. An iconic new character played by one of the world's best actors in Kevin Spacey. We're having a lot of fun making this game, and we think the world is going to have even more fun playing it." Call of Duty: Advanced Warfare jolts players forward in a groundbreaking experience that's ripped-from-the-headlines-of- tomorrow, envisioning a future where both technology and tactics have evolved to usher in a new era of combat for the franchise.
    [Show full text]
  • Advanced Warfare Designed and Developed by Sledgehammer Games
    Call of Duty: Advanced Warfare Directed By Glen A. Schofield Michael Condrey Designed and Developed by Sledgehammer Games Aaron Halon Eric Pavey Matt Abbott Aaron Rodgers Eric Sontag Matt Koehler Abel Zhang Erik Strickland Matt Vitalone Adam Dolin Ernesto Guaman Matt Waters Adam Ettenberger Evan Hort Matthew Bein Adam Todd Fnu Stephanus Matthew Ghiglieri Aden Winkelman Forest Baker Matthew Krotenberg Adrian Longland Frankie DeRosa Michael Condrey Albert Soto Gary Tang Michael Caisley Alberto Contreras Geoff Price Michael Gaugy Alberto Herrera Gerardo Garza Michael Hosticka Alejandro Gil Gil Doron Michael Kato Alexander Jessup Gil John Rodriguez Mike Biernacki Ali Mohsini Gilbert Gonzales Mike Mejia Amanda Sullivan-Lee Giovanni Martinez Mike Schmidt Andrew Klein Glen Schofield Mike Shimomura Andrew Lacey Grant Whitten Mike Steele Andrew Maurer Greg Reisdorf Mike Syrnyk Angie Lai Gretchen Grasshoff Nathan Rausch Anthony Blake Guy Beahm Nestor Angeles Anthony Schmill Guy Pena Nicholas Lee Atsushi Seo Helen Lee Nicholas Menghini Behrooz Roozbeh J.P. Dolan Nickolas Jackson Ben Stoddard Jaime Wojick Noa Lothian Benjamin Bolton James Gray Olivier Tardy Benjamin Cumings Jan Magbag Prateek Gudihal Brandon Pham Jason Bell Primo Navidad Bret Robbins Jason Chang Randal West Brian Cox Jason Gavazza Randall Wong Brian Miggels Jason Warnke Randy Forsyth Brian West Javier Olazabal Richard Hartzell Bryan Anes Jay Wells Robert Pitts Bryan Erck Jeannette Lee Roderick Weise Carey Davenport Jeff Mohd Sani Ron Andaya Carli Feiss Jenny Ryu Rosie Katz Carlos
    [Show full text]
  • Activision Publishing Hires Industry Veterans Glen A. Schofield and Michael Condrey to Lead Sledgehammer Games
    Activision Publishing Hires Industry Veterans Glen A. Schofield and Michael Condrey to Lead Sledgehammer Games New Development Studio to be Located in Foster City, CA SANTA MONICA, Calif., Nov 17, 2009 /PRNewswire-FirstCall via COMTEX News Network/ -- Activision Publishing, Inc. (Nasdaq: ATVI) today announced the appointments of industry veterans Glen A. Schofield as Vice President and General Manager and Michael Condrey as Vice President and COO of Sledgehammer Games, a new wholly-owned game development studio located in Foster City, California. Sledgehammer Games is currently in development on an as-yet-unannounced new videogame. (Photo: http://www.newscom.com/cgi-bin/prnh/20091117/LA12926) "Both Glen and Michael have outstanding reputations in the industry through their work as GM and COO of Visceral Games, and as the leadership of the Dead Space development team," said Dave Stohl, Executive Vice President of Studios at Activision. "We are excited to add their combined 30 years of experience and expertise to our management team." "Michael and I are thrilled to be building a brand new studio for Activision. This was an opportunity for us to assemble a world- class team made up of developers with a proven track record in delivering top-rated games. We know what it takes to develop a Game of the Year title, and we also know that the title needs the support of a strong publisher to make the game a success," said Glen A. Schofield. "We are honored to be part of the family of amazing developers that have delivered some of the best- selling games in the industry and we look forward to continuing that success at Sledgehammer Games." "Activision Blizzard's independent studio model is very empowering," said Michael Condrey.
    [Show full text]
  • Advanced Warfare
    Call of Duty Wreaks Havoc with the First Downloadable Content Pack for Call of Duty: Advanced Warfare The First DLC Offering Lands on January 27 Call of Duty: Advanced Warfare Havoc DLC Pack Includes Four Epic New Multiplayer Maps, Exclusive Weapon, Custom Weapon Variant and a New Breed of Zombies with New Exo Zombies Cooperative Experience All-Star Hollywood Cast Headlines New Exo Zombies Co-op Mode, including John Malkovich, Bill Paxton, Rose McGowan and Jon Bernthal SANTA MONICA, Calif.--(BUSINESS WIRE)-- The first DLC pack for Call of Duty®: Advanced Warfare, Havoc, is on the way. The epic DLC pack from Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard (Nasdaq: ATVI), and Sledgehammer Games will be available first, exclusively on Xbox LIVE® for the Xbox One, the all-in-one games and entertainment system from Microsoft and Xbox 360® video game and entertainment system from Microsoft beginning on January 27, with other platforms to follow. "We're looking forward to playing the new DLC content with fans. The response to Advanced Warfare has been amazing, and the creativity and gameplay variety of the content coming in Havoc is more exciting than ever," said Michael Condrey, Co- Founder and Studio Head, Sledgehammer Games. "The entire team at Sledgehammer Games is really excited about the release of the Havoc and we are ready to kick-off a long DLC season filled with new maps, the new Exo Zombies mode and more," said Glen Schofield, Co-Founder and Studio Head, Sledgehammer Games. The definitive DLC offering,
    [Show full text]
  • GAME DEVELOPER | AUGUST 2010 Power up Your Game with Advanced Pathfi Nding and Movement – Done by the Experts
    IF I SHOULD DIE TODAY AN ÉRIC CHAHI INTERVIEW sf_gd_june10.pdf 1 4/29/2010 5:46:05 PM C M Y CM MY CY CMY K Create animated 3D interfaces using Scaleform GFx 3.2 CONTENTS.0810 VOLUME 17 NUMBER 7 POSTMORTEM 20 ACCESS GAMES’ DEADLY PREMONITION Access Games’ DEADLY PREMONITION had a long and difficult DEPARTMENTS development period that was beset by technical problems. The game was dragged from the precipice of cancellation several times and 2 GAME PLAN By Brandon Sheffield [EDITORIAL] ultimately persevered to become an underground hit. In this candid Constrained Design postmortem, the staff of Access Games describes how a passionate commitment to their game saw them through the production’s highs 4 HEADS UP DISPLAY [NEWS] and many lows. By SWERY and the staff of Access Games The link between review scores and sales, the Indie Fund, Fantastic Fest game festival, and more. FEATURES 34 TOOL BOX By Matthew Burns [REVIEW] 7 MAKE IT FAST! Unity Technologies' Unity Pro 3 Developing a social game in less than two months presents a challenge, but only after it is launched does the real work start. In an 37 THE INNER PRODUCT By Colin Crenshaw [PROGRAMMING] inside look at Zynga’s development process, Amitt Mahajan describes Downloadable Hero how the studio uses a client-server model in order to quickly tune play mechanics, add content to games, and stay on top of the 41 PIXEL PUSHER By Steve Theodore [ART] evolving Facebook platform. By Amitt Mahajan Trust Me 13 FINDING PERSONALITY IN GAMES 44 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Designing characters that players will take to heart is a tricky The Casual/Hardcore Continuum business.
    [Show full text]
  • CODMW3 PC Manual ENU.Pdf
    CODMW3_pcMCV_mb02 copy.pdf 1 10/28/11 11:16 AM Customer Support Note: Please do not contact Customer Support for hints/codes/cheats. Internet: http://www.activision.com/support Our support section of the web has the most up-to-date information available. We update the support pages daily, so please check here first for solutions. If you cannot find an answer to your issue, you can submit a question/incident to us using the online support form. A response may take anywhere from 24–72 hours depending on the volume of messages we receive and the nature of your problem. Note: All support is handled in English only. Phone: (800) 225-6588 C Phone support is available from 7:00am to 7:00pm (Pacific Time) every day of the week. M Y Please see the Limited Warranty contained within our Software License Agreement for warranty replacements. CM Our support representatives will help you determine if a MY replacement is necessary. CY If a replacement is appropriate we will issue an RMA number CMY to process your replacement. K Call of Duty®: Modern Warfare® 3 Part No. 33373 Don’t Lose This Number! This key code is required to fully use Call of Duty®: Modern Warfare® 3 © 2011 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY and MODERN WARFARE are registered trademarks and CALL OF DUTY MW3 is a trademark of Activision Publishing, Inc. All rights reserved. This product contains software technology licensed from Id Software (”Id Technology”). Id Technology ©1999-2011 Id Software, Inc. Activision makes no guarantees regarding the availability of online play and may modify or discontinue online service in its discretion without notice, including for example, ceasing online service for economic reasons due to a limited number of players continuing to make use of the service over time.
    [Show full text]