Sony Adquiere Housemarque, El Creador De «Returnal», El Último Éxito De PS5

Total Page:16

File Type:pdf, Size:1020Kb

Sony Adquiere Housemarque, El Creador De «Returnal», El Último Éxito De PS5 Sony adquiere Housemarque, el creador de «Returnal», el último éxito de PS5 Sony Interactive Entertainment ha anunciado este martes que ha comprado la empresa Housemarque, la creadora de «Returnal» el reciente éxito de PS5, y que se une así al colectivo de grandes desarrolladores de PlayStation Studios para ofrecer nuevas experiencias únicas a los seguidores de la compañía. Housemarque es un estudio reconocido por su dilatada experiencia en el género de los «shooter» (disparos en primera persona) y arcade, así como por sus sólidas capacidades creativas y técnicas que le ha llevado a desarrollar ocho títulos exclusivos para consolas PlayStation, entre ellos el reciente éxito «Returnal», «Nex Machina» y «Alienation». Con el reciente lanzamiento de «Returnal», Housemarque ha dado otra vuelta de tuerca al estilo de juego que les caracteriza integrando una narrativa fascinante en un frenético «shooter» 3D. Desde su sede en Helsinki, Housemarque se unirá a los esfuerzos globales de desarrollo de PlayStation Studios junto con los otros doce estudios desarrolladores que ya forman parte del engranaje de Sony Interactive. «A lo largo de los años, Housemarque ha hecho gala de su capacidad creativa en diversos juegos para PlayStation con los que han sacado a relucir la potencia de nuestro hardware», asegura Jim Ryan, presidente y CEO de Sony Interactive Entertainment. «La incorporación de Housemarque a PlayStation Studios vuelve a poner de relieve nuestro compromiso por apoyar a los mejores equipos de desarrollo del sector para ofrecer nuevas experiencias solo disponibles en la plataforma PlayStation”, añade. Por su parte, Hermen Hulst, director de PlayStation Studios ha puesto en relieve «el respetable historial de creación de juegos originales con excelentes mecánicas» de Housemarque y ha realzado también «las sorprendentes mecánicas, la sobrecogedora historia y el implacable universo» de «Returnal», con el que ha cautivado al público de PlayStation. Para el cofundador y director general de Housemarque, Ilari Kuittinen, «Returnal» es la prueba de «nuestra sólida relación de quince años con PlayStation Studios y la confianza que han depositado en nosotros arriesgándose a darnos la libertad para explorar nuestra creatividad y desarrollar algo verdaderamente único». Las operaciones del día a día continuarán bajo la directiva actual de Housemarque, en colaboración con el equipo de desarrollo externo de PlayStation Studios..
Recommended publications
  • Developing a Content Pipeline for a Video Game
    Antti Veräjänkorva Art Is A Mess: Developing A Content Pipeline for A Video Game. Metropolia University of Applied Sciences Master of Engineering Information Technology Master’s Thesis 7 July 2020 PREFACE I have a dream that I can export all art asset for a game with single button press. I have tried to achieve that a couple times already and never fully accomplished in this. This time I was even more committed to this goal than ever before. This time I was deter- mined to make the life of artists easier and do my very best. Priorities tend to change when a system is 70% done. Finding time to do the extra mile is difficult no matter how determined you are. Well to be brutally honest, still did not get the job 100% done, but I got closer than ever before! I am truly honoured for all the help what other technical artists and programmers gave me while writing this thesis. I especially want to thank David Rhodes, who is a long- time friend and colleague, for his endless support. Thank you Jukka Larja and Kimmo Ala-Ojala for eye opening discussions. I would also like to thank my wife and daughter for giving me the time to write this thesis. Thank you, Hami Arabestani and Ubisoft Redlynx for giving me the chance to write this thesis based on our current project. Lastly thank you Antti Laiho for supervising this thesis and your honest feedback while working on it. Espoo, 06.06.2020 Antti Veräjänkorva Abstract Author Antti Veräjänkorva Title Art is a mess: Developing A Content Pipeline for A Video Game Number of Pages 47 pages + 3 appendices Date 7 Jul 2020 Degree Master of Engineering Degree Programme Information Technology Instructor(s) Hami Arabestani, Project Manager Antti Laiho, Senior Lecturer The topic of this thesis was to research how to improve exporting process in a video game content pipeline and implement the improvements.
    [Show full text]
  • Conference Booklet
    30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic
    [Show full text]
  • 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.
    [Show full text]
  • Complete List of Migs16 Attending Companies
    COMPLETE LIST OF MIGS16 ATTENDING COMPANIES MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 YOUR ACCESS TO EXPERTS MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 11 bit Studios AMJ 12 Hit Combo! Annex Pro 1E Avenue Music Antre du Geek 1One AOne Games 1st Playable Productions APEX Sciences 24h Appcoach 4AM Games Apple 51HiTech Applicant 5th Wall Agency Appodeal 8D Technologies Aptitude X 98,5FM Armoires Cuisines Action A Thinking Ape Around The Word Accenture Around the Word Canada Achimostawinan Games Artesium Studios ACTRA Montreal Artifact 5 ad Communications Artisan Studios, Inc. AdColony ASTUCEMEDIA Adult Swim Audible reality Advanced Micro Devices Audiokinetic ADVANTAGE AUSTRIA Autodesk Affordance Studio Avalanche Prod - HUB MTL AJL Consult Axis Animation Alexis Senecal Azurtek Algonquin College B&H Alice & Smith Babel Games Services Aline Mercy Babel Media Allegorithmic Bandai Namco Entertainment Alliance Numérique Bandai Namco Entertainment Alpha vision Banner & Witcoff AltKey BareHand Always Mind Studios Baton Rouge Area Chamber Amazon Lumberyard BDC Ameo Prod, Inc BDC Capital MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 BDO Canadian Heritage Beenox Canadian Museum of History Behaviour Interactif Inc. Cangrejo Ideas SpA Bell Canoë Ben Salerno Design Canvasseuse Bentomiso CARA Berzerk Studio Cardboard Utopia Bethesda Studios Montreal Cardboard-Utopia Big Jack’s Factory, Inc. Castle Couch Big Studios Inc CC2 Big Viking Games CCNB Miramichi Bigben Interactive CCP Games BioWare (a division of Electronics Arts) CD Projekt S.A. Bishop Games CDI College bitHeads/brainCloud CDRIN Bkom Studios Cégep de Limoilou Black Tie Ventures Cégep de l’Outaouais Blacknut Cégep de Matane Blind Ferret Cégep de Sainte-Foy Blobstone CEIM blogcritics.org Centre Phi Bloober Team CFPR BNC CGMagazine Borden Ladner Gervais LLP Chamber of Commerce of Metropolitan Mon- brainCloud tréal Breaking Walls Champlain College Brookfield Global Relocation Services Chartboost, Inc.
    [Show full text]
  • MA Thesis NMDC
    Shared Play with the Push of a Button: a Mixed-Method Analysis of Sony PlayStation 4’s Share-Platform Rens Lohmann Master Thesis Utrecht University Tutor: Dr. Ann-Sophie Lehmann Second Assessor: Dr. René Glas Submission date: September 22, 2014 [email protected] Keywords Video games, spectatorship, streaming, social, sharing, shared play, platform studies MA New Media & Digital Culture © 2014 Rens Lohmann. Personal and educational classroom use of this thesis is allowed, commercial use requires specific permission from the author. “It’s dangerous to go alone! Take this.” (The Legend of Zelda, 1986) ABSTRACT With the incorporation of the Share-button and its underlying platform on the PlayStation 4, Sony has decided to bring social connectivity and the sharing of gameplay to the masses. Video game play streaming and sharing have their roots in early user-generated content, performing, and spectating practices. Examples from the nineties are machinima, speedrunning, and online multiplayer gaming in that period. Users with a high level of technical proficiency created content that was creative, subversive, and initiated new forms of interactions between players and spectators. The creation of user-generated content came under stricter corporate control when it was integrated as a part of well-designed and well- marketed video game platforms. While the construction of this material became more accessible to general players, creativity and subversiveness became more limited. Sony PlayStation 4’s Share-button can be seen as a culmination of this development. As a form of controlled participation, the button and its proprietary platform facilitate remarkably quick production of this content with a limited toolset of creative possibilities.
    [Show full text]
  • DIGAREC Keynote-Lectures 2009/10
    DIGAREC Series 06 DIGAREC Keynote-Lectures 2009/10 Espen Aarseth, Lev Manovich, Frans Mäyrä, Katie Salen, and Mark J. P. Wolf DIGAREC Series 06 DIGAREC Keynote-Lectures 2009/10 with contributions by Espen Aarseth, Lev Manovich, Frans Mäyrä, Katie Salen, and Mark J. P. Wolf ed. by Stephan Günzel, Michael Liebe, and Dieter Mersch DIGAREC Series 06 Potsdam University Press 2011 Bibliographic Information from the German National Library The German National Library has cataloged this publication in the German National Bibliography; detailed bibliographic data is available over the internet through: http://dnb.d-nb.de Potsdam University Press 2011 Am Neuen Palais 10, 14469 Potsdam phone: ++49 (0) 331 / 9 77 46 23 fax: ++49 (0) 331 / 9 77 34 74 web: http://info.ub.uni-potsdam.de/verlag.htm e-mail: [email protected] The DIGAREC Series is published by: Digital Games Research Center (www.digarec.org) Advisory Board: Prof. Dr. Hartmut Asche (Department of Geography, University of Potsdam) Prof. Dr. Oliver Castendyk (European Media Studies, University of Potsdam) Prof. Winfried Gerling (Department of Design, University of Applied Sciences Potsdam) Prof. Dr. Petra Grell (Department of Pedagogy, University of Potsdam) Prof. Dr. Stephan Günzel (Media Theory, Berlin Technical University of Art) Prof. Dr. Barbara Krahé (Department of Psychology, University of Potsdam) Prof. Dr. Dieter Mersch (Department for Arts and Media, University of Potsdam) Prof. Dr. Torsten Schaub (Department of Informatics, University of Potsdam) Prof. Ulrich Weinberg (School of Design Thinking, Hasso-Plattner-Institut Potsdam) This publication was made possible by funding from the Medienboard Berlin- Brandenburg, the Association for the Promotion of Computer Games Research “Gamology”, and the Department for Arts and Media at the University of Potsdam.
    [Show full text]
  • Independent Games What They Are and Are They Different
    Jaakko Kemppainen Independent games What they are and are they different Master's thesis Digital Culture 20.2.2008 Jyväskylä University Department of Art and Culture Studies Jyväskylä JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department Faculty of Humanities Department of Art and Culture Studies Tekijä – Author Jaakko Kemppainen Työn nimi – Title Independent games What they are and are they different Oppiaine – Subject Työn laji – Level Digital Culture Master's thesis Aika – Month and year Sivumäärä – Number of pages February 2008 98 p. + Appendices 18 p. Tiivistelmä – Abstract This research figures out, how the concept of independent games and independent game production is understood in the field of game industry. Some comparisons are made to music and movie industry, using literature and different internet sources to find out commonly used definitions for independent concept on different areas of entertainment business. Three level definition for independent productions is formed, mainly from the commerce point of view - independent, semi-independent and non-independent games and producers. Second part of this research is a quantitative genre comparison between non-independent games and independent games. For the use of the genre research, a study of game genres is made and basen on that, a game genre systemi is produced. Main finding of the quantitative research is, that independent game genre distribution is different in the case of non-independent games, but there are a lot of similarities within both non-independent and
    [Show full text]
  • Session Rooms / Salles De Conférences Lundi / Monday 12 Nov Mardi / Tuesday 13
    SESSION ROOMS / SALLES DE CONFÉRENCES 9:45 - 10:45 AM LUNDI / MONDAY 12 NOV 9:45 AM - 10:45 AM PLENIERE D'OUVERTURE SALLE 510AC - 5E ETAGE / OPENING KEYNOTE ROOM 510AC - 5THFLOOR - DEJEUNER CONTINENTAL: Espace A aires - 2e étage / CONTINENTAL BREAKFAST: Business Lounge - 2ND FLOOR (for Business Pass holders only) Presented by COGECO PEER 1 11 AM - 12 PM TABLE RONDE / ROUNDTABLE: Cross-Border Partnerships in the USA: Building for Global Success - SALLE 511C - 5E ETAGE / ROOM 511C - 5TH FLOOR - presented by Trade Comissoner Service 2 PM - 3:30 PM TABLE RONDE / ROUNDTABLE: China: A Market in Constant Evolution, with Opportunities in Challenges - SALLE 511C - 5E ETAGE / ROOM 511C - 5TH FLOOR - présenté par le Service des Délégués Comerciaux LAISSEZ PASSER CONFERENCES ET AFFAIRES SEULEMENT / CONFERENCE & BUSINESS PASS ONLY OUVERT A TOUS LES LAISSEZ-PASSER / OPEN TO ALL PASSES ARTS DESIGN INDUSTRIE ET RAYONNEMENT AFFAIRES / BUSINESS PROD & MANAGEMENT PROGRAMMATION ET AUDIO SESSION EXPO SESSION EXPO GAME DESIGN ADVOCACY & INDUSTRY 511 D TECHNOLOGIE 511F EXPO SESSIONS EXPO SESSIONS 510B 511B PROGRAMMING & TECH 510D 511A par / by SALLE / ROOM 1 SALLE / ROOM 2 par / by 511E 11AM - 12 PM The Rules of Art: Creating a The Session: the atomic Beyond Beer Fridays: Modern Player Community Lectures Danger Zones: Designing XR Experiences Music for Games: Under Interactive Livestreaming Brand Style Guide for unit of free-to-play Building Inclusive Games Strategies Adrian Speyer - Spotting the Red Flags of with Natural Language the Hood Matthew Carl and the Future of Esport Games success Culture Within Our Industry Vanilla Forums, Justin Kruger - Project Management Understanding Earl - Hexany Audio, (30 minutes) Jacob Navok - Ubisoft Montréal, Katie Michel April, Mike Raznick, Alexander Karpazis - Nicholas Lovell - Electric Rebecca Cohen-Palacios - Felix Kramer - Polytron Nick Landry - Microsoft Genvid Technologies Inc.
    [Show full text]
  • Ipados 15, Anteprima Completa Un Vestito Cucito Su Misura
    n.248 / 21 12 LUGLIO 2021 MAGAZINE Nuova gamma di TV Nuova Nintendo Switch TIM Vision, Champions LG CordZero A9 Samsung: 5 cose con schermo OLED da inclusa e DTT: offerta Prestazioni top, che non sapevamo 13 7”. Arriva l’8 ottobre 15 aperta a tutti 20 prezzo anche 23 iPadOS 15, anteprima completa Un vestito cucito su misura per iPad Con iPadOS 15 finalmente si inizia a parlare davvero di sistema operativo cucito su misura per il tablet Apple. L’anteprima super completa con tante novità 02 Bonus Rottamazione TV: ecco 27 come funzionerà l’incentivo Tutte le domande e le risposte sul nuovo Bonus TV Sconto del 20% fino a 100 euro per chi rottama un Digiquest Q60 vecchio TV. Il vecchio Bonus TV però passa a 30 euro La recensione 12 del decoder combo Windows 11, prime impressioni 44 Guardare avanti restando se stessi Le nostre prime impressioni su Windows 11, utilizzando la Renault, torna la R5 versione beta. Windows 11 è lo stesso Windows di sempre Rinasce elettrica e ci fa sentire “a casa”, anche se l’aspetto ora è diverso e marchiata Alpine 17 IN PROVA IN QUESTO NUMERO 29 33 35 38 TV OLED LG G1 Rotel+B&W+ Pro-Ject Asus ROG Flow X13 Huawei Watch 3 Pro Ecco l’OLED “Evo” Sistema equilibrato Game changer Cuore HarmonyOS 2 n.248 / 21 12 LUGLIO 2021 MAGAZINE MOBILE Abbiamo provato la beta 2 di iPadOS 15. Il tablet di Apple ora pare avere un sistema operativo che gli cade meglio addosso iPadOS 15, anteprima completa del tablet Apple iPad ha finalmente un vestito cucito su misura Divisione dello schermo, note rapide, modalità Concentrazione e riepilogo notifiche rendono l’iPad ancora più vicino all’utente di Sergio DONATO PadOS 13.1 nacque nel settembre del 2019 per dare al tablet di Apple un sistema operativo che potesse isfruttare le agilità del dispositivo che con il meno dedicato iOS non riuscivano a manifestarsi.
    [Show full text]
  • A Study for the Artist Through Theories of Art & Visual Perception
    This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. Building 'Game worlds' : a study for the artist through theories of art & visual perception Lee, Jolly Yu See 2017 Lee, J. Y. S. (2017). Building 'Game worlds' : a study for the artist through theories of art & visual perception. Master's thesis, Nanyang Technological University, Singapore. http://hdl.handle.net/10356/70522 https://doi.org/10.32657/10356/70522 Downloaded on 27 Sep 2021 20:17:27 SGT Building ‘Game Worlds’: A Study For the Artist Through Theories of Art & Visual Perception by Lee Yu See Jolly Supervised by Kenneth Feinstein A thesis submitted in partial fulfilment of the requirements for the degree of Master of Arts Research programme in the School of Arts, Design and Media Nanyang Technological University May 2016 2 Acknowledgement The process of research is never an easy road and there are many people to be grateful to. This will be done in my acknowledgements and unfortunately, it may not be enough to express the amount of gratitude I have for all the encouragement, guidance and help received. Firstly, Rudolf Arnheim’s literature inspired the inclusion of the topic of visual perception within this research on visual game world. He was an exceptional psychologist, theorist and writer, who created Art and Visual Perception and The Power of the Center. It is an honour to study and apply his perceptual theories into the medium of video games. Secondly, I would like to thank the Professor and Chair, Vibeke Sorenson, for this wonderful opportunity to conduct a research within the School of Art, Design, and Media.
    [Show full text]
  • Academy of Interactive Arts & Sciences 17Th Annual D.I.C.E
    Academy of Interactive Arts & Sciences 17th Annual D.I.C.E. Finalists GAME TITLE PUBLISHER DEVELOPER Outstanding Achievement in Original Music Composition Beyond: Two Souls Sony Computer Entertainment America Quantic Dream Bioshock Infinite 2K Games Irrational Games Puppeteer Sony Computer Entertainment America SCE Japan Studio rain Sony Computer Entertainment America SCE Japan Studio Rayman Legends Ubisoft Ubisoft Montpellier Outstanding Achievement in Sound Design Battlefield 4 Electronic Arts Inc. DICE Bioshock Infinite 2K Games Irrational Games God of War: Ascension Sony Computer Entertainment America SCE Santa Monica Grand Theft Auto V Rockstar Games Rockstar North The Last of Us Sony Computer Entertainment America Naughty Dog Inc. Outstanding Achievement in Story Beyond: Two Souls Sony Computer Entertainment America Quantic Dream Bioshock Infinite 2K Games Irrational Games The Last of Us Sony Computer Entertainment America Naughty Dog Inc. The Novelist Orthogonal Games Orthogonal Games Tomb Raider Square Enix Inc. Crystal Dymanics Outstanding Character Performance Grand Theft Auto V - Trevor Rockstar Games Rockstar North Ryse - Marius Titus Microsoft Studios Crytek The Last of Us - Ellie Sony Computer Entertainment America Naughty Dog Inc. The last of Us - Joel Sony Computer Entertainment America Naughty Dog Inc. The Stanley Parable - Narrator Galactic Café Galactic Café Downloadable Game of the Year Brothers – A Tale of Two Sons 505 Games Starbreeze Studios Far Cry 3: Blood Dragon Ubisoft Ubisoft Montreal Gone Home The Fullbright Company The Fullbright Company Papers, Please Lucas Pope Lucas Pope The Stanley Parable Galactic Café Galactic Café Casual Game of the Year Candy Box aniwey aniwey Peggle 2 Electronic Arts Inc. Popcap, Electronic Arts Inc.
    [Show full text]
  • Postmortem: Housemarque's Outland
    gamasutra.com http://www.gamasutra.com/view/feature/169282/postmortem_housemarques_outland.php?print=1 Postmortem: Housemarque's Outland By Ilari Kuittinen,Aki Raula [Housemarque's Aki Raula and Ilari Kuittinen delve into the difficulties the team faced when developing its first 2D adventure platformer, Outland, including how a change of core gameplay introduced difficulties mid-production.] Housemarque as a company has been around for over 15 years. We started as a PC developer (our first game was a version of the Commodore Amiga's Super Stardust on PC), produced two snowboarding games for PC and Xbox, before moving onto the current generation and its downloadable game space. Our best-known titles include the PSN hits Super Stardust HD and Dead Nation. Outland is our first cross-platform title and we are continuing on that path, while not forgetting our great relationship with Sony (e.g. Super Stardust Delta for the PlayStation Vita). When we originally put together the concept for Outland, the aim was to make a 21st century version of the old 8-bit platforming adventure games. Initially the idea was to take titles like Pitfall II (Atari 2600 et al.) and Rick Dangerous (Commodore Amiga) to a whole new era. The main character was to be an Indiana Jones-like adventurer, roaming around jungles in search for ancient treasure and truth. Key emphasis was on the physicality of the world, and not yet on the two polar-opposite energies and inhuman agility we ended up with. For the first six months after signing a contract with Ubisoft, the main character had a pistol but no melee abilities.
    [Show full text]