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Annual Report 2003 LEGO Company CONTENTS
Annual Report 2003 LEGO Company CONTENTS Report 2003 . page 3 Play materials – page 3 LEGOLAND® parks – page 4 LEGO Brand Stores – page 6 The future – page 6 Organisation and leadership – page 7 Expectations for 2004 – page 9 The LEGO® brand. page 11 The LEGO universe and consumers – page 12 People and Culture . page 17 The Company’s responsibility . page 21 Accounts 2003. page 24 Risk factors – page 24 Income statement – page 25 Notes – page 29 LEGO A/S Board of Directors: Leadership Team: * Mads Øvlisen, Chairman Dominic Galvin (Brand Retail) Kjeld Kirk Kristiansen, Vice Chairman Tommy G. Jespersen (Supply Chain) Gunnar Brock Jørgen Vig Knudstorp (Corporate Affairs) Mogens Johansen Søren Torp Laursen (Americas) Lars Kann-Rasmussen Mads Nipper (Innovation and Marketing) Anders Moberg Jesper Ovesen (Corporate Finance) Henrik Poulsen (European Markets & LEGO Trading) President and CEO: Arthur Yoshinami (Asia/Pacific) Kjeld Kirk Kristiansen Mads Ryder (LEGOLAND parks) * Leadership Team after changes in early 2004 LEGO, LEGO logo, the Brick Configuration, Minifigure, DUPLO, CLIKITS logo, BIONICLE, MINDSTORMS, LEGOLAND and PLAY ON are trademarks of the LEGO Group. © 2004 The LEGO Group 2 | ANNUAL REPORT 2003 Annual Report 2003 2003 was a very disappointing year for LEGO tional toy market stagnated in 2003, whereas Company. the trendier part of the market saw progress. Net sales fell by 26 percent from DKK 11.4 bil- The intensified competition in the traditional lion in 2002 to DKK 8.4 billion. Play material toy market resulted in a loss of market share sales declined by 29 percent to DKK 7.2 bil- in most markets – partly to competitors who lion. -
Smartphones Games in General
IT UNIVERSITY OF COPENHAGEN SUBMISSION OF WRITTEN WORK Class code: Name of course: Course manager: Course e-portfolio: Thesis or project title: Supervisor: Full Name: Birthdate (dd/mm-yyyy): E-mail: 1. @itu.dk 2. @itu.dk 3. @itu.dk 4. @itu.dk 5. @itu.dk 6. @itu.dk 7. @itu.dk Andreas Lagerstedt Jasper van’t Veen Lars Lyskjær-Rudbæk Bachelor thesis 2014 IT-University of Copenhagen Supervisor: Miguel Angel Sigart Vila Distributed Game Interfaces Characters: 132758 Project Summary Index The mainstream video game industry has just started implement- ing smart devices into the home gaming environment in the form of “companion apps”. As the question of how this implementation can affect the play experience of videogames is still largely un- answered, this study aims to investigate current companion apps and in turn discuss how to make the inclusion of smart devices in video games meaningful. This has been done by considering the Introduction 2 game and app constellations as parts of one, distributed game in- terface with the aim of creating guidelines for their design. Three games were chosen for the study: Assassin’s Creed 4 Black Flag, Research question 3 Grand Theft Auto 5 and Battlefield 4. Theory 4 The study has been conducted with an offset in theories con- cerning play as an activity in an enacted experience, types of play Methodology 10 and games, player immersion, affordance, goal-directed design, models for comprehension, game interfaces, distributed user Existing Companion Apps 13 interfaces and the importance of context. This has served as a background for analysing the three games and their “Compan- ion Apps” as distributed game interfaces. -
Rise of the LEGO® Digital Creator
Rise of the LEGO® Digital Creator While you’ve always been able to build your own physical creations with a bucket of LEGO® bricks, the route to the same level of digital LEGO freedom for fans has taken a bit longer. The latest step in that effort sees the LEGO Group teaming up with Unity Technologies to create a system that doesn’t just allow anyone to make a LEGO video game, it teaches them the process. The Unity LEGO Microgame is the most recent microgame created by Unity with the purpose of getting people to design their own video game. But in this case, the interactive tutorial turns the act of creation into a sort of game in and of itself, allowing players to simply drag and drop LEGO bricks into a rendered scene and use them to populate their vision. Designers can even give their LEGO brick creations life with intelligent bricks that breath functionality into any model to which they’re attached. Users can even create LEGO models outside of the Unity platform using BrickLink Studio, and then simply drop them into their blossoming game. While this is just the beginning of this new Unity-powered toolset for LEGO fans, it’s destined to continue to grow. The biggest idea that could come to the Unity project is the potential ability for a fan to share their LEGO video game creations with one another and vote on which is the best, with an eye toward the LEGO Group officially adopting them and potentially releasing them with some of the profit going back to the creator. -
August 2009 1St Issue
August 2009 1st Issue 글로벌 게임산업 Trend Table of Contents August 2009 1st Issue 2009. 8. 3 북미 게임 시장 동향 ································································ 4 글로벌 게임업체들의 부분유료화 게임 성과 가시화 북미 아케이드게임 시장에 대한 긍정적인 전망 대두 클라우드 기반 PC게임 서비스 Gaikai, 실제 플레이 영상 공개 EA의 NFL 라이선스 독점으로 인한 소비자 피해 커…美 Michigan大 교수 EA, RPG와 MMO 장르 통합 개발 위해 조직 구조조정 Blizzard, ‘WoW’ 영화 감독으로 ‘Spider Man’ 감독 Sam Raimi 선정 美 캐주얼게임 업체 PopCap, Facebook용 게임 출시 美 게임유통업체 GameStope, 인디게임 공모전 개최 美 MMO게임 개발사 Gazillion, 前 Blizzard North 사장 영입 美 MMO게임 업체 ZeniMax, 1억 500만 달러 투자 유치 2009년 상반기 북미 콘솔게임 타이틀 Top5 美 콘솔 HW&SW 판매량 (7월 넷째 주) 美 PC게임 판매순위 (6월) 북미 MMO게임 이용순위 (7월 넷째 주) App Store 인기게임 순위 (8월 첫째 주) 유럽 게임 시장 동향 ······························································ 18 英 정부, 등급시스템과 세제혜택 논의 위한 게임산업 정책 위원회 발족 英 개발사 Rebellion, 前 Vivendi의 게임 IP 인수 佛 Ubisoft, Facebook용 게임포털 ‘UbiFriends’ 출시 日 SquareEnix, 유럽 퍼블리싱 지사 설립 유럽 콘솔 HW 판매순위 (7월 넷째 주) 유럽 게임 SW 판매순위 (7월 둘째 주) 아시아 게임 시장 동향 ··························································· 24 2 ⓒKOCCA 2009, All Rights Reserved 글로벌 게임산업 Trend 중국 게임 시장 동향 ··························································· 25 中 NetDragon, EA와 함께 중국판 ‘Ultima Online’ 개발키로 Shanda, 자사 게임 펀드 ‘18 기금’에 향후 3년간 10억 위안 투자 The9, ‘Blizzard와 NetEase의 합작법인은 불법’ 주장 ChinaJoy 2009 Briefing 중국 온라인게임 순위 (7월 셋째 주) 일본 게임 시장 동향 ··························································· 30 Second Life류 서비스의 현황 및 전망 Nintendo, 올해 매출 목표치 달성 위한 Wii 가격 인하 가능성 제기 Sony의 온라인서비스 ‘Home’ 이용자 700만 돌파 PlayStation Network의 6월 판매순위 분석 日 콘솔 HW&SW 판매량 (7월 셋째 주) 아시아 기타 게임 시장 동향 ··············································· -
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. -
Cult of Lego Sample
$39.95 ($41.95 CAN) The Cult of LEGO of Cult The ® The Cult of LEGO Shelve in: Popular Culture “We’re all members of the Cult of LEGO — the only “I defy you to read and admire this book and not want membership requirement is clicking two pieces of to doodle with some bricks by the time you’re done.” plastic together and wanting to click more. Now we — Gareth Branwyn, editor in chief, MAKE: Online have a book that justifi es our obsession.” — James Floyd Kelly, blogger for GeekDad.com and TheNXTStep.com “This fascinating look at the world of devoted LEGO fans deserves a place on the bookshelf of anyone “A crazy fun read, from cover to cover, this book who’s ever played with LEGO bricks.” deserves a special spot on the bookshelf of any self- — Chris Anderson, editor in chief, Wired respecting nerd.” — Jake McKee, former global community manager, the LEGO Group ® “An excellent book and a must-have for any LEGO LEGO is much more than just a toy — it’s a way of life. enthusiast out there. The pictures are awesome!” The Cult of LEGO takes you on a thrilling illustrated — Ulrik Pilegaard, author of Forbidden LEGO tour of the LEGO community and their creations. You’ll meet LEGO fans from all walks of life, like professional artist Nathan Sawaya, brick fi lmmaker David Pagano, the enigmatic Ego Leonard, and the many devoted John Baichtal is a contribu- AFOLs (adult fans of LEGO) who spend countless ® tor to MAKE magazine and hours building their masterpieces. -
Lego Dimensions Beetlejuice Instructions
Lego Dimensions Beetlejuice Instructions Metagnathous and trickish Pate own his anklet station cantillating idiomatically. Is Bay always isolated and interwrought when unchurch some borrowing very astonishingly and lazily? Self-directed and circumpolar Gretchen often eyeleting some loop snidely or contest vulgarly. Skip that a kit home operates only those famous people in lego dimensions instructions for the lego feels slightly more in your site is a small commission Employers post free job openings. The page you requested could not be found. Use model to create biography for a sorry figure. Today we delve into their Handbook get the Recently Deceased and meet Beetlejuice, Beetlejuice, BEETLEJUICE! The Goonies, Knight Rider, The Powerpuff Girls, Gremlins, Beetlejuice, Fantastic Beasts and Where to Find Them, and the new Ghostbusters team. Article is closed for comments. Consent beyond the following cookies could hebrew be automatically revoked. You would you ready for those and minifigs and psychic submarine to ask if you will be taken down and on their portal plus, and rebuild value! Each includes six new game levels, LEGO bricks to build a themed LEGO Gateway to customize the LEGO Toy Pad, two new Toy Pad modes, LEGO minifigure and a LEGO vehicle. The instructions is used from the lego dimension expansion packs that you need with fantastic beasts and will arnett, lincoln logs and. Copyright the instructions are copyright the game for access to provide you many people keep the trained lego dimension packs. Green party and Supergirl polybags that attention being reeased as limited edition and exclusive versions for Dimensions. He was a brief history and community. -
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. -
LEGO Ninjago Fight the Power of the Snakes! Brickmaster Free
FREE LEGO NINJAGO FIGHT THE POWER OF THE SNAKES! BRICKMASTER PDF DK | 56 pages | 03 Sep 2012 | Dorling Kindersley Ltd | 9781409383253 | English | London, United Kingdom Lego Ninjago - Wikipedia The Lego Brickmaster series of books are a sort of cross between a book and a Lego set. The front cover of the book forms a carry case for around Lego pieces, with the right hand side as the book. The idea is that reading, building and playing happen naturally together, which is a really clever idea. The book contains four missions, and he also found it slightly frustrating that you had to take each model apart to build the next one. But I do think that any fan of the Lego Ninjago range would be thrilled to receive this as a gift. This large format hardback has 56 pages and contains Lego pieces and two minifigures: Cole, the Earth Ninja and Lasha the meanie snake dude. The box has been slightly re-designed from previous Brickmaster releases, making it easier to keep all the pieces together. All LEGO Ninjago Fight the Power of the Snakes! Brickmaster all this is a nicely put together book and building set. But be warned — snakes are included. Suitable for age six and over. Previous 16 things I learned at Blog Camp. Next A tale of two cinema seats. Sorry, your blog cannot share posts by email. Brickmaster Ninjago: Fight the Power of the Snakes | Ninjago Wiki | Fandom The theme enjoyed popularity and success in its first year, and a further two years were commissioned before a planned discontinuation in The main focus of the line is the formation and consequent exploits and trials of a group of teenage ninjabattling against the various forces of evil. -
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 -
Animation of a High-Definition 2D Fighting Game Character
Tuula Rantala ANIMATION OF A HIGH-DEFINITION 2D FIGHTING GAME CHARACTER Thesis Kajaani University of Applied Sciences School of Business Business Information Technology Spring 2013 OPINNÄYTETYÖ TIIVISTELMÄ Koulutusala Koulutusohjelma Luonnontieteiden ala Tietojenkäsittely Tekijä(t) Tuula Rantala Työn nimi Teräväpiirtoisen 2d-taistelupelihahmon animointi Vaihtoehtoisetvaihtoehtiset ammattiopinnot Ohjaaja(t) Peligrafiikka Nick Sweetman Toimeksiantaja - Aika Sivumäärä ja liitteet Kevät 2013 56 Tämä opinnäytetyö pyrkii erittelemään hyvän pelihahmoanimaation periaatteita ja tarkastelee eri lähestymistapoja 2d-animaation luomiseen. Perinteisen animaation periaatteet, kuten ajoitus ja liikkeen välistys, pätevät pelianimaa- tiossa samalla tavalla kuin elokuva-animaatiossakin. Pelien tekniset rajoitukset ja interaktiivisuus asettavat kuiten- kin lisähaasteita animaatioiden toteuttamiseen tavalla, joka sekä tukee pelimekaniikkaa että on visuaalisesti kiin- nostava. Vetoava hahmoanimaatio on erityisen tärkeää taistelupeligenressä. Varhaiset taistelupelit 1990–luvun alusta käyt- tivät matalaresoluutioista bittikarttagrafiikkaa ja niissä oli alhainen määrä animaatiokehyksiä, mutta nykyään pelien standardit grafiikan ja animaation suhteen ovat korkealla. Viime vuosina monet pelinkehittäjät ovat siirtyneet käyttämään 2d-grafiikan sijasta 3d-grafiikkaa, koska 3d-animaation tuottaminen on monella tavalla joustavampaa. Perinteiselle 2d-grafiikalle on kuitenkin edelleen kysyntää, sillä käsin piirretyn animaation ainutlaatuista ulkoasua ei voi täysin korvata