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Program BMIM 2012
PROGRAM 2012 (May 24, 2012 – Pakhuis de Zwijger, Amsterdam) Music and Audio Branding for Games .................................................................................................... 2 Case Study: Stars of Football .................................................................................................................. 2 Composing for Advertising, Film and TV: Getting Started ...................................................................... 3 Listening to Chanel No.5: How Music Maps the Sense of Smell ............................................................. 5 BMIM Talent Award: Van God Los Score Competition (Kick-Off Session) .............................................. 5 Composing for Kids and Teens ................................................................................................................ 6 The Challenges of Composing for Games ............................................................................................... 8 BMIM Talent Award: Van God Los Score Competition (Fine Tuning Session) ........................................ 9 DIY – Making Money with Your Music Copyright ................................................................................. 10 Music in Advertising – Joined at the Hip? ............................................................................................. 10 From Band to Screen ............................................................................................................................. 12 BMIM New Talent Award: Van God Los -
Implementation of 2D Turn-Based Strategy Game with Artificial Intelligence
ASSIGNMENT OF BACHELOR’S THESIS Title: Implementation of 2D turn-based strategy game with AI Student: Ivan Štěpánek Supervisor: Ing. Eliška Šestáková Study Programme: Informatics Study Branch: Web and Software Engineering Department: Department of Software Engineering Validity: Until the end of summer semester 2019/20 Instructions The goal of this bachelor thesis is to create a prototype of 2D turn-based strategy game that is inspired by the game Advance Wars. In single-player mode, the strategy of the computer will be an AI that was trained to play through self-play, using a minimum of human input. Requirements: - It should be implemented as a desktop application using the C++ language. - The play must support a mode for several players and playing against artificial intelligence (AI). - Provide at least 4 various pre-created game levels. Research part: - The AI component in the requirements above constitutes the research part. - Evaluate different algorithms for developing the AI strategy. - Design a strategy that relies mostly on self-play and uses a minimum of human input. - Implement the strategy within the game. - Evaluate the quality of the game played by the AI by evaluating its success rate against players of varying skills. References Will be provided by the supervisor. Ing. Michal Valenta, Ph.D. doc. RNDr. Ing. Marcel Jiřina, Ph.D. Head of Department Dean Prague February 9, 2019 Bachelor’s thesis Implementation of 2D Turn-based Strategy Game with Artificial Intelligence Ivan Štěpánek Department of Software Engineering Supervisor: Ing. Eliška Šestáková January 9, 2020 Acknowledgements Firstly I would like to thank my former supervisor Juan Pablo Maldonado Lopez for accepting me and my work when I was struggling to find a su- pervisor. -
Directx™ 12 Case Studies
DirectX™ 12 Case Studies Holger Gruen Senior DevTech Engineer, 3/1/2017 Agenda •Introduction •DX12 in The Division from Massive Entertainment •DX12 in Anvil Next Engine from Ubisoft •DX12 in Hitman from IO Interactive •DX12 in 'Game AAA' •AfterMath Preview •Nsight VSE & DirectX12 Games •Q&A www.gameworks.nvidia.com 2 Agenda •Introduction •DX12 in The Division from Massive Entertainment •DX12 in Anvil Next Engine from Ubisoft •DX12 in Hitman from IO Interactive •DX12 in 'Game AAA' •AfterMath Preview •Nsight VSE & DirectX12 Games •Q&A www.gameworks.nvidia.com 3 Introduction •DirectX 12 is here to stay • Games do now support DX12 & many engines are transitioning to DX12 •DirectX 12 makes 3D programming more complex • see DX12 Do’s & Don’ts in developer section on NVIDIA.com •Goal for this talk is to … • Hear what talented developers have done to cope with DX12 • See what developers want to share when asked to describe their DX12 story • Gain insights for your own DX11 to DX12 transition www.gameworks.nvidia.com 4 Thanks & Credits •Carl Johan Lejdfors Technical Director & Daniel Wesslen Render Architect - Massive •Jonas Meyer Lead Render Programmer & Anders Wang Kristensen Render Programmer - Io-Interactive •Tiago Rodrigues 3D Programmer - Ubisoft Montreal www.gameworks.nvidia.com 5 Before we really start … •Things we’ll be hearing about a lot • Memory Managment • Barriers • Pipeline State Objects • Root Signature and Shader Bindings • Multiple Queues • Multi threading If you get a chance check out the DX12 presentation from Monday’s ‘The -
Evolve E-Gaming Index ETF MACROECONOMIC HIGHLIGHTS
MONTHLY COMMENTARY Evolve E-Gaming Index ETF HERO invests in equity securities of companies listed domestically and globally with business activities in the electronic gaming industry. As at November 29, 2019 TICKER: HERO (Hedged) MACROECONOMIC HIGHLIGHTS: The e-sports industry continued to experience strong growth in the wake of rising popularity. According to Forbes, global revenue for esports will reach $1.1 billion this year, up 27% from 2018, with North America accounting for 40% of that pie. Forbes now counts 13 companies with a value of more than $100 million, with the average valuation hitting $217 million, up 52% over last year. At the top of its list of the world’s most valuable e-sports companies were Team SoloMid and Cloud9, which tied for first place with a valuation of $400 million. At the bottom of the list of 13 were OverActive Media and Misfits Gaming, which both had a valuation of $120 million.i According to Newzoo research, video game competitions reach a global audience of 454 million, with at least 190 million more expected to be watching in three years. The average fan, according to Nielsen, is a millennial male, makes nearly $70,000 a year and favors streaming platforms like Twitch, YouTube and Mixer over traditional television. Sponsorship, advertising and media rights have almost doubled since 2017, to $897 million.ii In Canada, TSXV-listed Torque Esports announced that they will form a new entertainment entity called ENGINE Media Holdings. ENGINE’s business model is to provide an immersive streaming platform that focuses on news, sports and esports content. -
Annual Report & Accounts 2020
Sumo Group Annual Report & Accounts 2020 Sumo Report & Accounts Annual Group sumogroupplc.com Annual Report & Accounts 2020 We are one of the UK’s largest providers of end-to-end creative development and co-development services to the video games and entertainment industries. We make highly innovative games for the most prestigious publishers in the world, with an increasing number of titles based on original concepts developed by Sumo. Strategic Report Governance Financial Statements At a Glance 2 Introduction to Governance 45 Independent Auditor’s report 68 Chairman’s Statement 4 Corporate Governance 46 Consolidated Income Statement 76 Business Model 6 Board of Directors 50 Consolidated Statement of Our Businesses 14 Operating Board 52 Comprehensive Income 77 Our Markets 20 Audit and Risk Committee Report 54 Consolidated Balance Sheet 78 Our Strategy 22 Directors’ Remuneration Report 56 Consolidated Statement of Chief Executive’s review 23 Directors’ Report 64 Changes in Equity 79 Group Financial Review 29 Statement of Directors’ Consolidated Cash Flow Section 172 Statement 34 Responsibilities 66 Statement 80 Environmental, Social Notes to the Group Financial and Governance 38 Statements 81 Energy and Carbon Report 40 Parent Company Balance Sheet 114 Risks & Uncertainties 41 Parent Company Statement of Changes in Equity 115 Notes to the Parent Company Financial Statements 116 Financial Calendar and Company Information 119-120 Designed and printed by Perivan STRATEGICSTRATEGIC REPORTREPORT Highlights Our vision Achieving wonder together. Revenue £68.9m 2019: £49.0m +40.7% Gross profit Our mission £31.5m 2019: £23.9m Grow a sustainable business, providing security to our +31.5% people and shareholders, whilst delivering a first-class experience to our partners and players. -
Sony Computer Entertainment Inc. Introduces Playstation®4 (Ps4™)
FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4™) PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. Gamer Focused, Developer Inspired PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers. PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development. PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor. The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation. -
Aravindh Subramanian Lead Technical Artist at F9E India [email protected]
Aravindh Subramanian Lead Technical Artist at F9E India [email protected] Summary • Key Roles Played * Lead Game Programmer * Project Lead / Project management * Lead Technical Artist • Key Game Titles Credited * All Star Racing-Transformed (PS3/Xbox360/ Vita/ 3DS) * New International Track & Field (Nintendo DS Version) * Sega super star Tennis (xbox 360 / PS3 / DS) * Age of Empires : Mythologies (DS) - Griptonite * Garfield 2- Tale of Two Kitties ( PC Version) * Kwick 3D Engine – www.kwicksoft.com - PC * Robots - Fisher Price - PC * Alvin and chipmunks - Wii * Doctor Who • Key Clients *Microsoft *Fisher-Price *Sega *Ensemble Studios *Konami *Warner Bros. *Freeze Tag. Specialties Programming Languages and APIs: C#, C++, C, Lua, MEL / Max scripts, DirectX API Unity, UDK Tools: Maya, Photoshop • Skill Set o Graphics Programming, Game Play Programming o Technical Artist - Tools & Plug-in Development for Maya Page1 Personal Project Tower Command HD Android Game using Unity 3D September 2012 to December 2012 Members:Aravindh Subramanian Individual Hobby project from Code to Art, Menu, Package to Publish. After so long time completed a project from zero to publish and also avoided being shelved incomplete, gave so much energy to push more and satisfaction. Youtube game video hits 45000+ views. Link : https://play.google.com/store/apps/details?id=com.GameRadian.TowerCommandHD Web: http://gameradian.wordpress.com/ Experience Lead Technical Artist at Foundation 9 Entertainment August 2010 - Present (2 years 10 months) Lead Technical Artist in Sega All Starts Racing: Transformed New in house game engine piepline - understand, collaborae and improve and bridge Artist with coders. Mentor, troubleshoot and Fix Technical issues for Artist. Created Tools to improve and help the Art Pipeline both in Maya and c# windows tool. -
SUMO FINAL RESULTS 2020 Sumo Group, T
31 March 2021 SUMO GROUP PLC (“Sumo Group”, the “Group” or the “Company”) AIM: SUMO FINAL RESULTS 2020 Sumo Group, the award-winning provider of creative and development services to the video games and entertainment industries, announces its final results for the year ended 31 December 2020 (“FY20”), which show substantial growth in revenue and Adjusted EBITDA and further outperform consensus market expectations for FY20, which were upgraded in January 2021 following the Group’s positive trading update. Financials Reported results 2020 2019 Change Revenue £68.9m £49.0m + 40.7% Gross profit £31.5m £23.9m + 31.5% Gross margin 45.7% 48.9% Profit before taxation1 £0.9m £7.4m Cash flow from operations £13.0m £14.4m Net cash £6.8m £12.9m Basic earnings per share 1.08p 5.19p Diluted earnings per share 1.01p 5.07p Underlying results 2020 2019 Change Adjusted gross profit2 £31.7m £25.2m + 25.8% Adjusted gross margin3 41.8% 44.8% Adjusted EBITDA4 £16.5m £14.1m + 17.1% 1 The statutory profit before taxation of £0.9m in 2020 is stated after charging an amount of £7.3m arising on the acquisition of Pipeworks consisting of the £2.7m fair value loss on contingent consideration, £1.7m of amortisation of customer contracts and customer relationships and £2.9m of transactions costs on that acquisition. In addition, the statutory profit before taxation is stated after charging exceptional items other than the costs incurred on the acquisition of Pipeworks of £1.2m (2019: £0.5m) and the share-based payment charge of £5.0m (2019: £2.7m) and the unrealised gain on foreign currency derivative contracts of £1.0m. -
NG18 Program (Screen)
PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world. -
Company Presentation Pareto Gaming Seminar Stockholm March 3, 2020 Presenter: CEO & Co-Founder Lars Wingefors 1
Company Presentation Pareto Gaming Seminar Stockholm March 3, 2020 Presenter: CEO & Co-Founder Lars Wingefors 1. Introduction STORY OF EMBRACER Net sales, SEKm IPO on Nasdaq Strong IPs First North acquired Stockholm from THQ e.g. 5,413 Founding: All assets incl. Darksiders and MX vs. ATV IPs in JoWooD 4,124 acquired and key people recruited 302 508 8 102 2011 2013 2016 2017 2018 2019 Raised equity capital 240 598 1,448 2,090 before transaction costs: Track record of strong growth and value creation through major acquisitions, well-positioned for further growth 3 2. Business GROUP OVERVIEW SEK 5.5bn Net sales, LTM* Group strategy and M&A SEK 1.1bn Operational EBIT, LTM* HQ, Karlstad 2,970 Headcount* * As per Dec 2019 Two complementary business areas Games Partner Publishing Development, publishing and marketing of games Publishing and distribution of (mainly) games and film Four autonomous sub-groups: Munich 13 offices across the world: Selected partners: Vienna Munich Skövde Stockholm Details on next slides 5 Games business area GAMES – OVERVIEW (1 of 2) Four autonomous sub-groups with different core focus % of net sales 30% 62% 8% (LTM Sep 2019) Development size Small to mid-sized Mid-sized to large Small to mid-sized Fewer, larger own IPs and Creative, focused on games Acquire established IPs and build publishing of external products Core focus making and development, new on them that needs powerful marketing and IPs, teams up to ~20 people. distribution power 22 41 52 141 134 24 15 STUDIOS NORTH Skövde Stockholm 20 internal studios 69 64 21 (December 2019) ## = Approx. -
20/21 Interim Report 3 Reg No
OCTOBER–DECEMBER 2020 EMBRACER GROUP AB (PUBL) 20/21 INTERIM REPORT 3 REG NO. 556582-6558 OPERATIONAL EBIT INCREASED 100% TO SEK 603 MILLION THIRD QUARTER, OCTOBER–DECEMBER 2020 (COMPARED TO OCTOBER–DECEMBER 2019) > Net sales increased by 44% to SEK 2,168.1 million (1,508.5). Net sales of the Games busi- ness area increased by 62% to SEK 1,355.6 million (835.7). THQ Nordic SEK 379.8 million (333.0), Deep Silver SEK 496.9 million (466.6), Coffee Stain SEK 99.2 million (36.1), Saber Interactive SEK 307.0 million (-) and DECA Games SEK 72.7 million (-). > Net sales of Partner Publishing/Film business area increased by 21% to SEK 812.5 million (672.9). > EBITDA increased by 70% to SEK 878.7 million (518.4), corresponding to an EBITDA margin of 41%. > Operational EBIT increased by 100% to SEK 603.1 million (302.1) corresponding to an Operational EBIT margin of 28% (20%). > Cash flow from operating activities amounted to SEK 840.4 million (239.5). Investments in intangible assets amounted to SEK –557.7 million (–419.0). Free Cash Flow amounted to SEK 309.1 million (–207.3). > Adjusted earnings per share was SEK 1.06 (0.68). > Organic growth in constant currency for the Games Business Area amounted to 21% in the quarter. > Total game development projects increased 56% to 150 (96). Total headcount increased 93% to 5,730 (2,970) where total game developers increased 92% to 4,325 (2,258). Oct–Dec Oct–Dec Apr–Dec Apr–Dec Apr 2019– Key performance indicators, Group 2020 2019 2020 2019 Mar 2020 Net sales, SEK m 2,168.1 1,508.5 6,620.0 3,910.3 5,249.4 -
Kansainvälinen Menestyjä PÄÄKIRJOITUS
TEOSTON ASIAKASLEHTI 3:2013 Kotimaisuus kantaa Uusi tilitys- Kittilä aktiivisin 10 Radio Suomipopissa 12 järjestelmä 24 keikkapaikka- Teostorytulossa kunta EINOJUHANI RAUTAVAARA NYKYMUSIIKIN kansainvälinen menestyjä PÄÄKIRJOITUS Lisää keskustelua tekijänoikeudesta Tomi Korhonen TAAKSE JÄÄNEEN KESÄN ja kuluvan syksyn aikana on mielessä kaikenlainen keskustelu tekijänoikeudesta, jär- käyty varsin vilkasta keskustelua tekijänoikeudesta. Järkeä jestöistä ja luovan alan toimintaedellytyksistä on enemmän tekijänoikeuslakiin -kansalaisaloite keräsi kesällä vaadit- kuin suotavaa. tavat 50 000 allekirjoitusta ja on seuraavaksi eduskunnan käsittelyssä. YMMÄRRYSTÄ LUOVALLA ALALLA TOIMIVAT totisesti Kansalaisaloite on hieno osoitus uudenlaisesta tavasta kaipaavat, sillä esimerkiksi musiikintekijöiden verotuksessa nostaa ihmisten tärkeiksi kokemia asioita laajempaan ja sosiaaliturvassa on edelleen kannustinloukkuja, jotka keskusteluun. On ollut myös ilo huomata, että tekijänoike- suorastaan estävät tolkullisen ammatinharjoittamisen. udet ja luovan alan kysymykset laajemminkin herättävät Yksi esimerkki löytyy yrittäjyydestä. Teoston toteutta- kiinnostusta ja keskustelua. man yritys- ja verotuskyselyn mukaan suurella osalla suo- Aloitteen sisältö ei kuitenkaan herätä yhtä suuria malaisista ammattimaisista musiikintekijöistä on musiikkiin riemunkiljahduksia. liittyvää yritystoimintaa. Aktiivisimpia yritysten perustajia Vaikka sitä mainostettiin muun muassa musiikinte- ovat nuoret musiikintekijät. kijöiden asemaa parantavana, itse asiassa useat aloitteen