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Studio Showcase
Contacts: Holly Rockwood Tricia Gugler EA Corporate Communications EA Investor Relations 650-628-7323 650-628-7327 [email protected] [email protected] EA SPOTLIGHTS SLATE OF NEW TITLES AND INITIATIVES AT ANNUAL SUMMER SHOWCASE EVENT REDWOOD CITY, Calif., August 14, 2008 -- Following an award-winning presence at E3 in July, Electronic Arts Inc. (NASDAQ: ERTS) today unveiled new games that will entertain the core and reach for more, scheduled to launch this holiday and in 2009. The new games presented on stage at a press conference during EA’s annual Studio Showcase include The Godfather® II, Need for Speed™ Undercover, SCRABBLE on the iPhone™ featuring WiFi play capability, and a brand new property, Henry Hatsworth in the Puzzling Adventure. EA Partners also announced publishing agreements with two of the world’s most creative independent studios, Epic Games and Grasshopper Manufacture. “Today’s event is a key inflection point that shows the industry the breadth and depth of EA’s portfolio,” said Jeff Karp, Senior Vice President and General Manager of North American Publishing for Electronic Arts. “We continue to raise the bar with each opportunity to show new titles throughout the summer and fall line up of global industry events. It’s been exciting to see consumer and critical reaction to our expansive slate, and we look forward to receiving feedback with the debut of today’s new titles.” The new titles and relationships unveiled on stage at today’s Studio Showcase press conference include: • Need for Speed Undercover – Need for Speed Undercover takes the franchise back to its roots and re-introduces break-neck cop chases, the world’s hottest cars and spectacular highway battles. -
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). -
AARON DODD Vancouver B.C
AARON DODD Vancouver B.C. [email protected] 778.908.6870 SENIOR ENVIRONMENT ARTIST www.artstation.com/aarondodd Highlights___________________________________________________________________________ • 11+ years of experience in AAA development • Proactive in learning new skills, software and workflows • Versatile skill set including the execution and integration of art outsourcing • Background in lighting with experience in lighting for cinematics • Active in interviewing, training and mentoring team members • Strong cross-discipline collaborator Professional Experience______________________________________________________________ Senior Environment Artist Feb 2012-Sept 2018 Capcom Vancouver • Dead Rising 4 o Created material sets and texture standards for PBR workflow o Worked with Tech Art to optimize and create best practices o Layout and art production for multiple areas • Dead Rising 3 o World building, set dressing and prop creation o Performance optimizations with Tech Art • Unannounced Project o Responsible for look development, texturing and modelling of key gameplay feature Mentor Apr 2011- Feb 2012 Think Tank Training Center • Coached and trained multiple artists working on their demo reels in their final semester at the Think Tank Training Center Environment Artist Apr 2011- Feb 2012 EA Black Box • Need for Speed: The Run o Responsible for level construction and balancing performance for multiple tracks o Road textures for numerous levels based on specific art direction and style guides Environment Artist/Lighting Artist Apr -
EA Announces SKATE for Playstation 3 and Xbox 360; New IP from EA Black Box Delivers the Most Authentic Skateboard Videogame Experience
EA Announces SKATE for Playstation 3 and Xbox 360; New IP From EA Black Box Delivers the Most Authentic Skateboard Videogame Experience REDWOOD CITY, Calif.--(BUSINESS WIRE)--Sept. 19, 2006--The closest thing to being on a skateboard, Electronic Arts (Nasdaq:ERTS) announced today that SKATE will be released for the PlayStation®3 system and the Xbox 360™ video game and entertainment system in 2007. SKATE will deliver the feel of skating through innovative controls, authentic cameras and a fully reactive skateboarding city. The game features professional skaters such as Danny Way and PJ Ladd, as well as a reactive city and relevant in-game cameras that capture and deliver the most authentic skateboard videogame experience to date. "Our game offers a skate mecca for both skaters and gamers in search of the definitive authentic skating video game experience," said Scott Blackwood, executive producer, EA Black Box. "We're focused on capturing the actual feeling of skating with the innovative control system, the physics driven animations, and the intelligent cameras working together to really deliver the closest thing to being on a board." SKATE's unique control scheme captures the true feel of skating versus the typical button mashing gameplay of past skating games. Featuring physics-driven animations, gamers will have a unique gaming experience every time they pick up the controller since no two tricks will ever be the same. Developed by EA Black Box in Vancouver, British Columbia, SKATE will deliver all the style, fun, creativity and culture of skateboarding without the countless hours of practice, broken bones and hospital visits. -
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. -
NPC Skateboarder AI in EA's Skate
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference Navigating Detailed Worlds with a Complex, Physically Driven Locomotion: NPC Skateboarder AI in EA’s skate Mark Wesley EA Black Box 19th Floor, 250 Howe Street Vancouver, BC, Canada V6C 3R8 [email protected] The Author • Mark Wesley is a veteran video game programmer with 8 Races years experience developing commercial games across a • Point Scoring (by performing tricks) variety of platforms. He’s worked for major developers such • Follow-Me (skate a pre-determined route whilst as Criterion, Rockstar and EA Black Box, shipping the player follows) numerous titles including Burnout, Battalion Wars, Max • S.K.A.T.E. (setting and copying specific tricks or Payne 2, Manhunt 2 and skate. Although a generalist who trick sequences) has worked in almost every area of game programming from systems to rendering, his current focus is on gameplay and AI. Most recently, he was the skater AI lead on skate Technical Design Considerations and is currently the gameplay lead on skate 2. 1. Complex, exacting, physically-driven locomotion 2. No off-board locomotion (i.e. no ability to walk) Introduction 3. Detailed, high-fidelity collision environment 4. Static world combined with dynamic entities to This talk describes the motivation, design and avoid (pedestrians, vehicles and other skaters) implementation behind the AI for the NPC Skateboarders 5. Short timeframe to implement the entire system in skate. 6. Experiences from the SSX team on their somewhat related solution The complexity of the physically driven locomotion used in skate means that, at any given point, there is an The combination of (1), (2) and (3) add a significant extremely large number of degrees of freedom in potential amount of complexity to even just the basics of motion. -
10Th IAA FINALISTS ANNOUNCED
10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer -
Download Harry Potter Free Games for Pc Harry Potter: Puzzles & Spells - Official Match 3 Game
download harry potter free games for pc Harry Potter: Puzzles & Spells - Official Match 3 Game. Harry Potter: Puzzles & Spells is a single-player puzzle game that became the number one match-three app of 2020. Published by Zynga, the Harry Potter Spells game lets you solve puzzles by matching three or more icons to progress. Moreover, characters from the hit novel make an appearance in this game alongside the four different houses: Gryffindor, Slytherin, Ravenclaw, and Hufflepuff. Along the way, supporting characters will assist you with iconic spells that fans of the series are familiar with. It’s Levi-osa, Not Leviosaaa. Harry Potter Puzzles online features a unique art style that is close to the real media with a slight touch of the artistic style you would see on the cover of the novels. Players can customize their character in the profile section anytime in Harry Potter Spell games online free. Spells can be unlocked by collecting Reward Chests. Bundles can also be bought using real-world currency and these can range up to items and spells that can assist the player throughout their journey. How to Play Harry Potter Puzzles & Spells. The gameplay in Harry Potter: Puzzles and Spells is the same as your typical match-three games like Homescapes, Candy Crush, and many other titles that follow the genre. In addition, players can complete puzzles by simply matching three gems or icons to progress and complete objectives. If four or more icons are matched, you get rewarded with a power-up that can deal an area of effect blast. -
EA Announces Emmanuelle Vaugier to Star in Need for Speed(TM) Carbon; Popular Actress to Play Central Role in Storyline
EA Announces Emmanuelle Vaugier to Star in Need for Speed(TM) Carbon; Popular Actress to Play Central Role in Storyline REDWOOD CITY, Calif.--(BUSINESS WIRE)--July 11, 2006--Electronic Arts (NASDAQ:ERTS) announced today that actress Emmanuelle Vaugier will star in Need for Speed™ Carbon this fall. Developed by EA Black Box in Vancouver, British Columbia, Need for Speed Carbon delivers the next generation of adrenaline-filled street racing and challenges players to face the ultimate test of driving skill on treacherous canyon roads. An emerging young Hollywood talent, Vaugier has a recurring role on the CBS hit sitcom Two and a Half Men. She has also recently starred in the films Saw 2 and 40 Days and 40 Nights, and was selected to Maxim's annual top 100 females list in May. In Need for Speed Carbon, Emmanuelle stars as Nikki, the ex-girlfriend of the hero who has returned to town to face his mysterious past. "Being able to work in a videogame for the first time and working with the Need For Speed Carbon team at EA has been a great experience for me. This is a game that evolves the racing genre, and I'm thrilled to be a part of it", Vaugier said. "Playing the role of Nikki allows me to take a completely fresh approach to acting and push the boundaries of the creative process." David Footman, who has worked on such Hollywood blockbuster films as The Day After Tomorrow, X-Men, X-Men 3, iRobot, and Fantastic Four, was the director for the green screen video shoot with Vaugier. -
EA Play Unlocks a World of Imagination with Create
EA Play Unlocks a World of Imagination With Create GUILDFORD, England--(BUSINESS WIRE)-- Today the EA Play Label of Electronic Arts Inc. (NASDAQ:ERTS) announced that Create™will be available this week to buy on multiple platforms in stores throughout North America and Europe. Create is an expansive challenge-based game, with a nearly infinite set of solutions for the player to explore. The Challenge mode offers a series of puzzles with a specific goal to be achieved and provides a number of fun and creative objects to come up with a solution. Points are allocated based on the number of objects used, and the overall creativity of the solution. There are numerous types of challenges, from those where players will need to find the most efficient and elegant solution to others where players are encouraged to be as outlandish as possible. Everything done in the game can earn you Sparks. For every Spark earned, a new item or object to use is unlocked. Sparks also unlock new levels and new challenges. There are hundreds of Sparks to collect in the game and therefore hundreds of game objects/decorative objects the player can earn as they play. Create also enables players to develop their own set of challenges from scratch, customizing everything from look and feel, to goals and level creation. The vast sets of customization tools that have been developed allow ANYONE to be creative. The final element of Create is the ability to share — everything from individual creations, challenge solutions and any challenges that have been developed. Friends can download and "remix" solutions and set challenges for other players to download and complete. -
November 2007
>> PRODUCT REVIEWS SIDE EFFECTS’ HOUDINI 9 NOVEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>PORTING WITH POWER >>AURAL FIXATION >>Q/A’S 10 COMMANDMENTS BRINGING A GAME ENGINE AUDIO LOCALIZATION HOW TO BEST UTILIZE FROM PC TO NINTENDO DS AROUND THE GLOBE YOUR TESTING FRIENDS 2KPOSTMORTEM: GAMES’ BIOSHOCK $5.95US $6.95CAN 11 0 71486 02133 9 DISPLAY UNTIL DECEMBER 18, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS NOVEMBER 2007 VOLUME 14, NUMBER 10 FEATURES 7 SCALING SMALL What do you get when you take a PC engine and move it to the Nintendo DS? A mess of memory problems, that’s what. Austrian developer Sproing went through the laborious process of porting its adventure game engine from PC to DS, and learned a lot of workarounds and techniques along the way, which could very well help your company if it decides to undertake a similar endeavor. -
A Theory of the Transmedia Franchise Character
A Theory of the Transmedia Franchise Character Thesis submitted in accordance with the requirements of the University of Liverpool for the degree of Doctor in Philosophy by Clare Elizabeth Parody September 2011 Abstract In contemporary media landscapes characterised by technological, industrial, and cultural convergence, transmedia fictional practice, that is, the generation of multiple texts, products and experiences across multiple media outlets cohered by a common narrative reality, cast of characters, or entertainment brand, is in the ascendancy. This thesis begins from the observation that although transmedia practice is coterminously beginning to receive more and more critical attention, there remains much work to be done theorising the “total entertainment” experiences (Grainge, 2008: 11) it produces in fictional terms. It identifies a particular need for further critical investigation of how transmedia fictional practice interacts with the design, development, and representation of character. It takes as its fundamental starting principle the assumption that transmediality can be defined and operationalised as a particular modality of fiction, producing particular orientations and operations of meaning and representation, and that the trans-textual, trans-medial extension of a fiction can be identified and delineated as a fictional practice. In dialogue with existing critical work organised by the concept of transmedia storytelling, and industrial discourses and practices of cross-platform production, I conceptualise and define the object of study of this thesis as the practice of transmedia franchising, of which transmedia storytelling is positioned as a sub-genre. The thesis comprises an original theory of the transmedia franchise character as a fictional object, situated in a poetics of transmedia franchising as a fictional practice.