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Ubisoft Kündigt Vr-Spiele Zu Assassin's Creed® Und Tom
UBISOFT KÜNDIGT VR-SPIELE ZU ASSASSIN’S CREED® UND TOM CLANCY’S SPLINTER CELL® IN PARTNERSCHAFT MIT OCULUS AN Basierend auf den Blockbuster-Marken von Ubisoft werden die neuen Spiele exklusiv für die Oculus-Plattform entwickelt Düsseldorf, 17. September 2020 – Ubisoft verkündete im Rahmen der Facebook Connect, dass zwei neue Spiele exklusiv für die Oculus-Plattform in Entwicklung sind. Die Spiele basieren auf den erfolgreichen Spielemarken Assassin’s Creed und Tom Clancy’s Splinter Cell und bieten mittels des einzigartigen, immersiven VR-Erlebnisses ein Abenteuer, das den beiden Spiele-Reihen gerecht bleibt. Die Assassin’s Creed- und Tom Clancy’s Splinter Cell-VR-Spiele werden von dem Ubisoft Studio Red Storm Entertainment in Zusammenarbeit mit Ubisoft Düsseldorf, Ubisoft Reflections und Ubisoft Mumbai entwickelt. Beide Spiele werden von Grund auf speziell für die Oculus-Plattform zugeschnitten und enthalten Elemente, die Fans der Spielreihen kennen und lieben. Indem Assassin’s Creed und Tom Clancy’s Splinter Cell für VR umgesetzt werden, verstärkt Ubisoft seine Innovationen in diesem wachsenden Sektor. Als Pionier bei neuen Technologien hat Ubisoft seit 2016 an zahlreichen VR-Erlebnissen gearbeitet, darunter Eagle Flight, Werewolves Within und Star Trek Bridge Crew, die alle für Oculus verfügbar sind. „Wir entdecken immer wieder neue Wege, wie wir Technologie nutzen können, um unvergessliche Spielerfahrungen zu erschaffen“, sagt Elizabeth Loverso, Vice President of Product Development bei Ubisoft Red Storm Entertainment. „Die State of the Art-Hardware von Oculus ermöglicht es uns, die Welten von Assassin’s Creed und Tom Clancy’s Splinter Cell für die Fans auf eine neue Art und Weise zum Leben zu erwecken. -
Ubisoft® Reports Third Quarter 2014-15 Sales
Ubisoft® reports third quarter 2014-15 sales . Record third-quarter sales, coming in above target at €810 million . Targets for full-year 2014-15 updated Paris, February 12, 2015 – Today, Ubisoft released its sales figures for the fiscal quarter ended December 31, 2014. Sales Sales for the third quarter of 2014-15 came to €809.7 million, up 55.8% (or 49.5% at constant exchange rates) compared with the €519.7 million recorded for third-quarter 2013- 14. For the first nine months of fiscal 2014-15, sales totaled €1,293.9 million versus €813.0 million in the corresponding prior-year period, representing an increase of 59.2% (or 58.3% at constant exchange rates). The third-quarter sales figure was higher than the target of approximately €730 million announced when Ubisoft released its first-half 2014-15 results. This performance reflects: . A sharp increase in market share to 12.8%1 for 2014 (from 9.6% in 2013). A very good performance delivered by the two Assassin’s Creed® opuses, Far Cry® 4 and The Crew®, with respective sales of 10 million, 7 million and 2 million units (sell- in): Far Cry 4 was voted “Best Shooter” at "The Games Awards 2014". Assassin’s Creed Unity won the prize for best “Character Animation in a Video Game” at the Annie Awards. To date, The Crew has recorded the best sales1 for the racing games released in late 2014. A solid showing from Just Dance® with 4 million units sold (sell-in). The continued success of Watch Dogs®, with 10 million units sold (sell-in) since its release. -
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). -
FY12 Earnings Presentation
FY12 Earnings Presentation May 15, 2012 Yves Guillemot, President and Chief Executive Officer Alain Martinez, Chief Financial Officer Jean-Benoît Roquette, Head of Investor Relations Disclaimer This statement may contain estimated financial data, information on future projects and transactions and future business results/performance. Such forward-looking data are provided for estimation purposes only. They are subject to market risks and uncertainties and may vary significantly compared with the actual results that will be published. The estimated financial data have been presented to the Board of Directors and have not been audited by the Statutory Auditors. (Additional information is specified in the most recent Ubisoft Registration Document filed on June 28, 2011 with the French Financial Markets Authority (l’Autorité des marchés financiers)). 2 Summary FY12 : Performance driven by strong performance from Just Dance, Assassin’s Creed and online/digital FY12 : Operating income up 90%, at the top end of initial guidance FY12 : Solid financial situation of 85 M€ with positive operating cash flows FY12 : Continued investments in online opportunities and next generation of consoles FY13 : A turning point FY13 : Significantly stronger offer for core gamers + re-enters the shooter genre + continued online/digital momentum FY13 : Strong topline and profitability growth expected from core games and online/digital FY13 : > 40% operating income growth based on midpoint of guidance Longer term : Significant opportunities with next generation of -
Ubisoft Studios
CREATIVITY AT THE CORE UBISOFT STUDIOS With the second largest in-house development staff in the world, Ubisoft employs around 8 000 team members dedicated to video games development in 29 studios around the world. Ubisoft attracts the best and brightest from all continents because talent, creativity & innovation are at its core. UBISOFT WORLDWIDE STUDIOS OPENING/ACQUISITION TIMELINE Ubisoft Paris, France – Opened in 1992 Ubisoft Bucharest, Romania – Opened in 1992 Ubisoft Montpellier, France – Opened in 1994 Ubisoft Annecy, France – Opened in 1996 Ubisoft Shanghai, China – Opened in 1996 Ubisoft Montreal, Canada – Opened in 1997 Ubisoft Barcelona, Spain – Opened in 1998 Ubisoft Milan, Italy – Opened in 1998 Red Storm Entertainment, NC, USA – Acquired in 2000 Blue Byte, Germany – Acquired in 2001 Ubisoft Quebec, Canada – Opened in 2005 Ubisoft Sofia, Bulgaria – Opened in 2006 Reflections, United Kingdom – Acquired in 2006 Ubisoft Osaka, Japan – Acquired in 2008 Ubisoft Chengdu, China – Opened in 2008 Ubisoft Singapore – Opened in 2008 Ubisoft Pune, India – Acquired in 2008 Ubisoft Kiev, Ukraine – Opened in 2008 Massive, Sweden – Acquired in 2008 Ubisoft Toronto, Canada – Opened in 2009 Nadeo, France – Acquired in 2009 Ubisoft San Francisco, USA – Opened in 2009 Owlient, France – Acquired in 2011 RedLynx, Finland – Acquired in 2011 Ubisoft Abu Dhabi, U.A.E – Opened in 2011 Future Games of London, UK – Acquired in 2013 Ubisoft Halifax, Canada – Acquired in 2015 Ivory Tower, France – Acquired in 2015 Ubisoft Philippines – Opened in 2016 UBISOFT PaRIS Established in 1992, Ubisoft’s pioneer in-house studio is responsible for the creation of some of the most iconic Ubisoft brands such as the blockbuster franchise Rayman® as well as the worldwide Just Dance® phenomenon that has sold over 55 million copies. -
Multiprocessing Contents
Multiprocessing Contents 1 Multiprocessing 1 1.1 Pre-history .............................................. 1 1.2 Key topics ............................................... 1 1.2.1 Processor symmetry ...................................... 1 1.2.2 Instruction and data streams ................................. 1 1.2.3 Processor coupling ...................................... 2 1.2.4 Multiprocessor Communication Architecture ......................... 2 1.3 Flynn’s taxonomy ........................................... 2 1.3.1 SISD multiprocessing ..................................... 2 1.3.2 SIMD multiprocessing .................................... 2 1.3.3 MISD multiprocessing .................................... 3 1.3.4 MIMD multiprocessing .................................... 3 1.4 See also ................................................ 3 1.5 References ............................................... 3 2 Computer multitasking 5 2.1 Multiprogramming .......................................... 5 2.2 Cooperative multitasking ....................................... 6 2.3 Preemptive multitasking ....................................... 6 2.4 Real time ............................................... 7 2.5 Multithreading ............................................ 7 2.6 Memory protection .......................................... 7 2.7 Memory swapping .......................................... 7 2.8 Programming ............................................. 7 2.9 See also ................................................ 8 2.10 References ............................................. -
French Horror : Penser L'image Vidéoludique Par L'horreur. Images
7 Alternative francophone (2021) Volume 2 Numéro 8 French Horror : penser l’image vidéoludique par l’horreur. Images monstrueuses et monstration de l’image, de Zombi à 2Dark. https://doi.org/10.1215/08992363-10.29173/af29417 Guillaume Baychelier [email protected] E.A. CLARE, Université Bordeaux Montaigne Résumé. Cette étude examine, à travers un corpus de jeux vidéo horrifiques développés en France sur une période de près de 25 ans, comment le renouvellement des iconographies et la relecture des codes narratifs, tout comme celui des mécaniques de jeu qui y sont habituellement employées, constituent rarement le cœur de des propositions vidéoludiques françaises. Néanmoins, nous montrons comment ces créations ont bien souvent pour point commun de mettre en perspective les procédés de mise en image qu’ils déploient, de la mise en scène au mode de modélisation adopté en passant par la question du flux des images et du regard. Il s’agit donc de voir comment l’horreur, devenue terrain de jeu avec l’image, semble être un prétexte idéal pour travailler, explorer, manipuler le médium et, ainsi, faire évoluer le média. Mots clés : Horreur; jeu vidéo; image; France Abstract. This study examines, through a corpus of horrific video games developed in France over a period of nearly 25 years, how the renewal of iconographies and the re-reading of narrative codes, as well as the game mechanics usually employed in them, rarely constitute the core of French videogame proposals. Nevertheless, we show how these creations very often have in common to put into perspective the imaging processes they deploy, from the staging to the modeling mode adopted, as well as the Alternative francophone https://journals.library.ualberta.ca/af/index.php/af 8 Guillaume Baychelier question of the flow of images and the gaze. -
“Trials Fusion Track Jam 2” Official Rules (English) French Version Page 7 / Version Francaise Page 7
“TRIALS FUSION TRACK JAM 2” OFFICIAL RULES (ENGLISH) FRENCH VERSION PAGE 7 / VERSION FRANCAISE PAGE 7 NO PURCHASE OR PAYMENT NECESSARY TO ENTER OR WIN. A PURCHASE WILL NOT INCREASE YOUR CHANCES OF WINNING. VOID WHERE PROHIBITED BY LAW OR REGULATION. PARTICIPANTS MUST BE 18 OR OLDER AT THE TIME OF ENTRY. This Competition is in no way sponsored, endorsed or administered by, or associated with Facebook, Twitter YouTube or any other social media platform. You are providing your information to Ubisoft EMEA. The information you provide will only be used in accordance with the Ubisoft privacy policy which may be viewed at http://www.ubi.com 1. ELIGIBILITY: Trials Fusion Track Jam 2 (the “Competition”) is open only to legal residents of United States (excluding residents of Rhode Island and residents of Puerto Rico, U.S. Virgin Islands, Guam and other United States territories), United Kingdom, Canada (excluding Quebec), France, Germany, Poland, Spain, Australia, Ukraine, the Netherlands, Turkey, Czech Republic, Belgium, Romania, Sweden, Austria, Hungary, Denmark, Switzerland, Portugal, Greece, Norway, Finland, Ireland, Slovakia, Luxembourg, Bulgaria, Slovenia, Cyprus, Lettonia, Lithuania, Estonia and Malta, who are at least eighteen (18) years old at the time of entry. Employees, officers, and directors of Sponsor and its affiliated companies, subsidiaries, licensees, franchisees, distributors, dealers, sales representatives, advertising and promotion agencies, and any and all other companies associated with the Competition (collectively, the “Competition Entities”), and each of their immediate families (i.e., parents, spouse, siblings, children, grandparents, step parents, stepchildren and step siblings, and their respective spouses, and those living in the same household, whether or not related) are not eligible to participate. -
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 -
DOCUMENT DE RÉFÉRENCE Incluant Le Rapport fi Nancier Annuel Sommaire
2018 DOCUMENT DE RÉFÉRENCE Incluant le rapport fi nancier annuel Sommaire Le mot du président 3 5 Responsabilité sociétale de l’entreprise 109 5.1 Note méthodologique du reporting Attestation du responsable social, environnemental et sociétal 110 du document de référence 4 5.2 Stratégie de responsabilité sociétale 113 5.3 Indicateurs sociaux 113 1 5.4 Indicateurs environnementaux 125 Chiffres clés 5 5.5 Indicateurs sociétaux 132 1.1 Chiffre d’affaires consolidé 5.6 Devoir de vigilance 137 trimestriel et annuel 6 5.7 Rapport de l’organisme tiers 1.2 Chiffre d’affaires par type de support 7 indépendant 138 1.3 Chiffre d’affaires par destination géographique 8 6 États fi nanciers 141 2 Présentation du Groupe 9 6.1 Comptes consolidés au 31 mars 2018 142 6.2 Rapport des Commissaires aux 2.1 Profi l et stratégie du Groupe 10 comptes sur les comptes consolidés 204 2.2 Historique 10 6.3 Comptes sociaux d’Ubisoft 2.3 Faits marquants de l’exercice 11 Entertainment SA au 31 mars 2018 209 2.4 Filiales et participations 12 6.4 Rapport des Commissaires aux comptes sur les comptes annuels 240 2.5 Politique de recherche et développement, d’investissement 6.5 Rapport spécial des Commissaires et de fi nancement 15 aux comptes sur les conventions et engagements réglementés 244 2.6 Commentaires sur la performance 2017/2018 en données non-IFRS 17 6.6 Résultats d’Ubisoft (société mère) au cours des cinq derniers exercices 246 2.7 Perspectives 20 7 3 Information sur la Société Risques et contrôle interne 21 et le capital 247 3.1 Facteurs de risques 22 7. -
Ubisoft Opens Production Studio in Sofia, Bulgaria
UBISOFT OPENS PRODUCTION STUDIO IN SOFIA, BULGARIA Sofia, Bulgaria – June 29, 2006 – Today Ubisoft, one of the world’s largest video game publishers, announced the opening of a new studio in Sofia, Bulgaria. Alexandru-Ion Radu, recently director of recruitment and training at Ubisoft’s Romania studio, has been appointed manager of the new studio, reporting directly to Sébastien Delen, managing director of Ubisoft Romania . The studio will open its doors today with 21 team members and plans to hire 40 additional employees by the end of 2006. A core group of 11 team members, nine engineers and two artists has already been working at Ubisoft Romania on the production of the recently released the popular flight- simulation game Blazing Angels ™ Squadrons of WWII for the Xbox 360 video game and entertainment system from Microsoft. The professionalism and talent of this core team persuaded Ubisoft to establish a studio in Sofia, where the superior high-tech education in the area means an exciting talent pool. The new team will immediately begin work on development of several titles, including the PC version of Rayman Raving Rabbids ™, under the artistic direction of its creator Michel Ancel and a console version of CSI: Crime Scene Investigation™: 3 Dimensions of Murder. “The opening of our new studio in Bulgaria is part of Ubisoft’s ongoing strategy to develop major titles internally, ensuring creativity and innovation.” said Christine Burgess- Quémard, executive director, Worldwide Studios at Ubisoft. “The core team of developers from Bulgaria has already proved itself and we look forward to expanding our studio through recruitment of the talented local engineers and artists.” About Ubisoft Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through its strong and diversified lineup of products and partnerships. -
Éditeur PEGI J CD Dans La Boîte PS4 Trials Fusion : the Awesome Max
éditeur PEGI J CD dans la boîte PS4 Trials Fusion : the awesome max edition n Horizon zero Dawn n Until Dawn n Bloodborne n Uncharted 4 : A thief's End n Killzone Shadow Fall n ARSLAN : The warriors of Legend n A.O.T. 2 n NBA 2K16 n Fifa 19 Edition Champions n Red Dead Redemption 2 1 installation Spider-man Assassin's creed Odyssey n Watch Dogs n Fallout 76 n Pro Evolution Soccer 2018 neuf n ASTRO BOT Rescue Mission n Dead Island n Dragon Ball Fighterz n. Marvel VS Capsom : Infinite n Fifa 16 n Naruto Shippuden : Ultimate ninja STORM 4 n Playstation VR Worlds n BeatSaber d Playstation 3 ICO & Shadow of the Colossus Classics HD x Metal Gear Solid HD Collection x Fifa 18 Edition Essentielle x The Sly Trilogy x Split/second Velocity x Ratchet & Cla,k : All 4 One x Killzone 3 x Uncharted 2 : Among Thieves x. Uncharted 3 : L'illusion de Drake x God of War : Ascension x Rayman Originis x Gran Turismo 5 x Motorstorm Pacific Rift x DJ Hero x DJ Hero 2 x Dark Souls II pas de boîtier Nintendo Switch Super Mario Odyssey 7 2 n Mario Kart 8 Deluxe 3 4 n This War of Mine : Complete Edition Deep silver 18 1 n Kirby Star Allies 7 4 n Overcooked! 2 team 17 3 4 n Wonder Boy : The Dragon's Trap headup 3 1 n Starlink Battle For Atlas Ubisoft 7 2 n Super Smash Bros. Ultimate 12 8 n Nintendo Labo Toy-Con 03 Vehicule Kit 0 x n DeadCells d Octodad d Limbo d Wii U New Super Mario Bros.