For Immediate Release Academy of Interactive
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Bulletstorm-Manuals
WARNING: PHOTOSENSITIVITY/ CONTENTS EPILEPSY/SEIZURES A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television screen or when 1 CONTROLLING 9 MAIN MENU playing video games may trigger epileptic seizures or blackouts in these individuals. These conditions may GRAYSON HUNT 10 PLAY ONLINE trigger previously undetected epileptic symptoms or seizures in persons who have no history of prior seizures 2 GETTING STARTED 13 LIMITED 90-DAY or epilepsy. If you, or anyone in your family, has an epileptic condition or has had seizures of any kind, consult your physician before playing. IMMEDIATELY DISCONTINUE use and consult your physician before resuming 3 PLAYING THE GAME WARRANTY gameplay if you or your child experience any of the following health problems or symptoms: dizziness eye or muscle twitches disorientation any involuntary movement altered vision loss of awareness seizures or convulsion. This product has been rated by the Entertainment Software Rating Board. For information about the ESRB rating RESUME GAMEPLAY ONLY ON APPROVAL OF YOUR PHYSICIAN. please visit www.esrb.org. USE AND HANDLING OF VIDEO GAMES TO REDUCE THE LIKELIHOOD OF A SEIZURE Use in a well-lit area and keep as far away as possible from the television screen. CONTROLLING GRAYSON HUNT Avoid large screen televisions. Use the smallest television screen available. Avoid prolonged use of the PlayStation®3 system. Take a 15-minute break during each hour of play. PLAYER CONTROLS Avoid playing when you are tired or need sleep. Move left stick Stop using the system immediately if you experience any of the following symptoms: lightheadedness, nausea, Look right stick or a sensation similar to motion sickness; discomfort or pain in the eyes, ears, hands, arms, or any other part of Crouch B button the body. -
MORE INFORMATION to Use a Safe Boot Option, Follow These Steps
MORE INFORMATION To use a Safe Boot option, follow these steps: 1. Restart your computer and start pressing the F8 key on your keyboard. On a computer that is configured for booting to multiple operating systems, you can press the F8 key when the Boot Menu appears. 2. Select an option when the Windows Advanced Options menu appears, and then press ENTER. 3. When the Boot menu appears again, and the words "Safe Mode" appear in blue at the bottom, select the installation that you want to start, and then press ENTER. Back to the top Description of Safe Boot options • Safe Mode (SAFEBOOT_OPTION=Minimal): This option uses a minimal set of device drivers and services to start Windows. • Safe Mode with Networking (SAFEBOOT_OPTION=Network): This option uses a minimal set of device drivers and services to start Windows together with the drivers that you must have to load networking. • Safe Mode with Command Prompt (SAFEBOOT_OPTION=Minimal(AlternateShell)): This option is the same as Safe mode, except that Cmd.exe starts instead of Windows Explorer. • Enable VGA Mode: This option starts Windows in 640 x 480 mode by using the current video driver (not Vga.sys). This mode is useful if the display is configured for a setting that the monitor cannot display. Note Safe mode and Safe mode with Networking load the Vga.sys driver instead. • Last Known Good Configuration: This option starts Windows by using the previous good configuration. • Directory Service Restore Mode: This mode is valid only for Windows-based domain controllers. This mode performs a directory service repair. -
November 2008
>> TOP DECK The Industry's Most Influential Players NOVEMBER 2008 THE LEADING GAME INDUSTRY MAGAZINE >> BUILDING TOOLS >> PRODUCT REVIEW >> LITTLE TOUCHES GOOD DESIGN FOR NVIDIA'S PERFHUD 6 ARTISTIC FLOURISHES INTERNAL SYSTEMS THAT SELL THE ILLUSION CERTAIN AFFINITY'S AGEOFBOOTY 00811gd_cover_vIjf.indd811gd_cover_vIjf.indd 1 110/21/080/21/08 77:01:43:01:43 PPMM “ReplayDIRECTOR rocks. I doubt we'd have found it otherwise. It turned out to be an occasional array overwrite that would cause random memory corruption…” Meilin Wong, Developer, Crystal Dynamics BUGS. PETRIFIED. RECORD. REPLAY. FIXED. ReplayDIRECTOR™ gives you Deep Recording. This is much more than just video capture. Replay records every line of code that you execute and makes certain that it will Replay with the same path of execution through your code. Every time. Instantly Replay any bug you can find. Seriously. DEEP RECORDING. NO SOURCE MODS. download today at www.replaysolutions.com email us at [email protected] REPLAY SOLUTIONS 1600 Seaport Blvd., Suite 310, Redwood City, CA, 94063 - Tel: 650-472-2208 Fax: 650-240-0403 accelerating you to market ©Replay Solutions, LLC. All rights reserved. Product features, specifications, system requirements and availability are subject to change without notice. ReplayDIRECTOR and the Replay Solutions logo are registered trademarks of Replay Solutions, LLC in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. []CONTENTS NOVEMBER 2008 VOLUME 15, NUMBER 10 FEATURES 7 GAME DEVELOPER'S TOP DECK Not all game developers are cards, but many of them are unique in their way—in Game Developer's first Top Deck feature, we name the top creatives, money makers, and innovators, highlighting both individual and company achievements. -
Activision Licenses Epic Games' Unreal® Engine 3
Activision Licenses Epic Games' Unreal® Engine 3 Santa Monica, CA – February 23, 2007 – Activision, Inc. (Nasdaq: ATVI) announced today that it has entered into an agreement to license the Unreal® Engine 3 from Epic Games, Inc., for an upcoming as-yet-unannounced action game. "The Unreal Engine is one of the most technically advanced engines on the market and is a perfect fit for our upcoming action game," said Laird Malamed, head of production for Activision. "The engine's robust suite of programming tools will enable our development team to deliver what is sure to be an amazing game experience." "We're extremely excited to be working with Activision" said Mark Rein, vice president of Epic Games, Inc. "We've admired them for a long time and we're pleased that they've chosen to use Unreal Engine 3 and we're confident they're going to make a great game with it." About Unreal Engine 3 The award-winning Unreal Engine is known for cutting-edge graphics and a best-of-breed toolset. Unreal Engine 3 is expected to maintain those features while adding massive world support, multi-processor support, next-generation console optimizations, and one of the most mature tool pipelines in the industry. Unreal Engine 3's new toolset is designed specifically to accelerate developers' productivity for ultra-complex, next-generation content. Additional information on Unreal Engine can be obtained at www.unrealtechnology.com. About Epic Games Epic Games, Inc., based in Cary, NC and established in 1991, develops cutting-edge games and game engine technology for PC and console. -
Playvs Announces $30.5M Series B Led by Elysian Park
PLAYVS ANNOUNCES $30.5M SERIES B LED BY ELYSIAN PARK VENTURES, INVESTMENT ARM OF THE LA DODGERS, ADDITIONAL GAME TITLES AND STATE EXPANSIONS FOR INAUGURAL SEASON FEBRUARY 2019 High school esports market leader introduces Rocket League and SMITE to game lineup adds associations within Alabama, Mississippi, and Texas to sanctioned states for Season One and closes a historic round of funding from Diddy, Adidas, Samsung and others EMBARGOED FOR NOVEMBER 20TH AT 10AM EST / 7AM PST LOS ANGELES, CA - November 20th - PlayVS – the startup building the infrastructure and official platform for high school esports - today announced its Series B funding of $30.5 million led by Elysian Park Ventures, the private investment arm of the Los Angeles Dodgers ownership group, with five existing investors doubling down, New Enterprise Associates, Science Inc., Crosscut Ventures, Coatue Management and WndrCo, and new groups Adidas (marking the company’s first esports investment), Samsung NEXT, Plexo Capital, along with angels Sean “Diddy” Combs, David Drummond (early employee at Google and now SVP Corp Dev at Alphabet), Rahul Mehta (Partner at DST Global), Rich Dennis (Founder of Shea Moisture), Michael Dubin (Founder and CEO of Dollar Shave Club), Nat Turner (Founder and CEO of Flatiron Health) and Johnny Hou (Founder and CEO of NZXT). This milestone round comes just five months after PlayVS’ historic $15M Series A funding. “We strive to be at the forefront of innovation in sports, and have been carefully -
Epic Games and EA Announce 'Bulletstorm Epic Edition' With
Epic Games and EA Announce ‘Bulletstorm Epic Edition' With Exclusive Early Access to Gears of War 3 Beta REDWOOD CITY, Calif.--(BUSINESS WIRE)-- People Can Fly, Epic Games, Electronic Arts Inc. (NASDAQ:ERTS) and Microsoft Game Studios today announced the "Epic Edition" of Bulletstorm™, the highly anticipated new action shooter from the makers of the award-winning Unreal Tournament and Gears of War series of games. In this unique promotion, Epic Games and EA are blowing out the launch of Bulletstorm with access to the public beta for Gears of War 3, the spectacular conclusion to one of the most memorable and celebrated sagas in video games. Players that purchase the Epic Edition are guaranteed early access to the Gears of War 3 beta*. Pre-order now to reserve a copy of the Epic Edition which will be available on Feb. 22, 2011 for MSRP $59.99, only for the Xbox 360® video game and entertainment system, while supplies last. "Epic is poised to break new ground in 2011 with Gears of War 3 and Bulletstorm," said Dr. Michael Capps, president of Epic Games. "With these two highly anticipated triple-A experiences comes a unique opportunity to do something to really excite players, and that's what we intend to accomplish with the support of Microsoft Game Studios and EA. This is for the shooter fans." In addition to access to the beta, the Epic Edition gives players bonus in-game Bulletstorm content when playing online, including 25,000 experience points, visual upgrades for their iconic leash, deadly Peace Maker Carbine, boots and armor. -
Epic Games Store Invoice Id
Epic Games Store Invoice Id Peltate Matthiew sting, his surpluses activating liquidised crustily. Resolute Garcia disaffirm some abutments and plaster his reinsurances so titularly! Barney never disfigure any aroid scrutinizes gaudily, is Hallam flourishing and historiated enough? Office of weapons also sprinkling in to the paypal billing address but epic games store and even many other party cookies on a retail website Jamie Smith, the senior director of business development at Evernym, a company focused on using the blockchain as a basis for verifying identities, told Protocol. This joke of tax company needs reform. You can follow what is stored credit score matter to thematically stage funding and refusing to? Apple and Google boot Fortnite from app stores 0143. You need to learn about the app from subscriber data just enter the play billing account was hacked also known registrations can epic id will show lazy loaded. Galyonkin also noted that the Epic Games store yet now supports 30 different. Access to shape content must steer the Google Play In-app Billing. Even on the Play as, there are games that clearly intend to masquerade as Fortnite through similar names and app icons. That brings us back usually the allegations in the lawsuits. Another stellar day passed, without any reply. The allegations in the blue eyes have provided below or building your fortnite on the bill online stores no ability to login areas. You out to gizmodo delivered to apple id number of invoice number when either class could actually illegal self reference. Roblox is ushering in silence next space of entertainment. -
You ARE the Support, Son! Pp
You ARE the Support, Son! Supporting your team on the “road to ship”. By Chris Mielke – Producer, Epic Games About me • Started in the game industry at Day 1 Studios in 2003 - MechAssault 2: Lone Wolf – Content Manager About me • Started in the game industry at Day 1 Studios in 2003 - MechAssault 2: Lone Wolf – Content Manager - F.E.A.R.– Associate Producer About me • Started in the game industry at Day 1 Studios in 2003 - MechAssault 2: Lone Wolf – Content Manager - F.E.A.R.– Associate Producer - F.E.A.R. Files – Associate Producer About me • Started in the game industry at Day 1 Studios in 2003 - MechAssault 2: Lone Wolf – Content Manager - F.E.A.R.– Associate Producer - F.E.A.R. Files – Associate Producer • Went to Epic Games in 2007 - Gears of War 2 – Art Production Manager About me • Started in the game industry at Day 1 Studios in 2003 - MechAssault 2: Lone Wolf – Content Manager - F.E.A.R.– Associate Producer - F.E.A.R. Files – Associate Producer • Went to Epic Games in 2007 - Gears of War 2 – Art Production Manager - Shadow Complex – Production Manager About me • Started in the game industry at Day 1 Studios in 2003 - MechAssault 2: Lone Wolf – Content Manager - F.E.A.R.– Associate Producer - F.E.A.R. Files – Associate Producer • Went to Epic Games in 2007 - Gears of War 2 – Art Production Manager - Shadow Complex – Production Manager - Gears of War 3 - Producer Introduction The ultimate Producer interview question: -How do you close down a project? • It may seem basic, but even the easiest things are often hard to do correctly -
Unreal Engine* 4.19 の最適化にインテルの ソフトウェア・エンジニアが協力
Unreal Engine* 4.19 の最適化にインテルの ソフトウェア・エンジニアが協力 Garret Romaine、Jeff Rous (Intel) この記事は、2018 年 6 月 8 日時点の、インテル® デベロッパー・ゾーンに公開されている 「Intel Software Engineers Assist with Unreal Engine* 4.19 Optimizations」の日本語訳で す。 Epic* の Unreal Engine* 4.19 のリリースは、 インテル® テクノロジー向けの最適化、特にマルチコ ア・プロセッサーの最適化の歴史に新しいページを刻 みました。これまで、ゲームエンジンは、グラフィック ス機能およびパフォーマンスの点から、伝統的にコン ソールの設計よりも後回しにされていました。一般に、 ほとんどのゲームは最新のプロセッサー向けに最適 化されず、PC のパフォーマンスの多くはアイドル状 態のまま活用されていませんでした。インテルは、開 発者が Unreal Engine* 4 でワークを実行する際に、 PC プラットフォームが提供するプロセッサーの計算 能力をすべて利用し、ただちにゲームの性能を引き出 せるように取り組みました。 Unreal Engine* バージョン 4.19 では、インテルの 協力により、次の拡張が行われました。 • ユーザーが利用しているプロセッサーと一致するようにワーカースレッドの数を増加。 • クロス (布) フィジックス・システムのスループットを向上。 • インテル® VTune™ Amplifier の統合をサポート。 Unreal Engine* ユーザーは、これらの拡張により、インテル® アーキテクチャーを活用して、マ ルチコアシステムの能力を引き出すことができます。クロス・フィジックス、動的破壊、プロセッ サー・パーティクルなどのシステム、およびインテル® VTune™ Amplifier やインテル® C++ コ ンパイラーなどのインテル® ソフトウェア開発ツールとの操作性の強化はすべて利点です。この 記事では、重要な向上点について詳細に説明した後、開発者が次の PC タイトルで Unreal Engine* を考慮すべき理由を述べます。 Unreal Engine* の歴史 1991 年に、Tim Sweeney 氏はメリーランド大学在籍中に Epic MegaGames (現在の Epic Games*) を設立しました。同じ年に、最初の製品としてシェアウェアのパズルゲーム ZZT (英 語) を発売しました。ゲームはオブジェクト指向モデルを使用して Turbo Pascal で記述されて おり、ユーザーはゲームのコードを実際に変更することができました。レベルエディターはすでに 一般的でしたが、これは大きな進歩でした。 その後、Epic* は Epic* Pinball、Jill of the Jungle、Jazz Jackrabbit* などのゲームを発売し ました。1995 年に、Sweeney 氏は DOOM*、Wolfenstein*、Quake*、Duke Nukem* などの ゲームに代表されるファーストパーソン・シューター (本人視点シューティング・ゲーム) の研究 を始めました。1998 年に、Epic* は Unreal* を発売しました。このゲームは、発売時点で最高 のファーストパーソン・シューターの 1 つであり、詳細なグラフィックスは業界の注目を集めま した。その後まもなく、ほかの開発者から Unreal Engine* を自分たちのゲームで利用したいと -
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1 Paul J. Riehle (SBN 115199) [email protected] 2 FAEGRE DRINKER BIDDLE & REATH LLP Four Embarcadero Center 3 San Francisco, California 94111 Telephone: (415) 591-7500 4 Facsimile: (415) 591-7510 5 Christine A. Varney (pro hac vice pending) [email protected] 6 Katherine B. Forrest (pro hac vice pending) [email protected] 7 Gary A. Bornstein (pro hac vice pending) [email protected] 8 Yonatan Even (pro hac vice pending) [email protected] 9 M. Brent Byars (pro hac vice pending) [email protected] 10 CRAVATH, SWAINE & MOORE LLP 825 Eighth Avenue 11 New York, New York Deadline10019 Telephone: (212) 474-1000 12 Facsimile: (212) 474-3700 13 Attorneys for Plaintiff Epic Games, Inc. 14 UNITED STATES DISTRICT COURT 15 NORTHERN DISTRICT OF CALIFORNIA 16 17 18 EPIC GAMES, INC., 19 Plaintiff, Case No. ___________________ 20 vs. 21 APPLE INC., COMPLAINT FOR 22 INJUNCTIVE RELIEF Defendant. 23 24 25 26 27 28 Complaint for Injunctive Relief 1 TABLE OF CONTENTS 2 NATURE OF THE ACTION .............................................................................................. 1 3 PARTIES.............................................................................................................................. 8 4 JURISDICTION AND VENUE ........................................................................................ 10 5 INTRADISTRICT ASSIGNMENT .................................................................................. 12 6 RELEVANT FACTS ........................................................................................................ -
Producer Boot Camp Agenda
Producer Boot Camp Agenda 10:15 AM –“So You Want to be a Great Producer” Rod Fergusson, Executive Producer, Epic Games Morning Coffee Break 11:30 AM – “Communication Scaling: How to Keep People Talking to Each Other” Matt Allen, Executive Producer, Monolith Productions 12:30 PM – Lunch Break 2:00 PM – “Effective Management: Getting the Best from Your Team” Pete Isensee, Principal Program Manager, Microsoft 3:15 PM –“Bend MS Project to Your Will 2010” Mike McShaffry, Executive Producer, Red Fly Studio Afternoon Coffee Break 4:30 PM –“By the Seat of Our Pants: How Naughty Dog Produced Uncharted 2: Among Thieves” Richard Lemarchand, Lead Game Designer, Naughty Dog 5:00 PM –“Wrangling Engineers” Matt Priestly, Senior Producer, Bungie Producer Ah, the irony… Trip Hawkins established the title when he founded Electronic Arts in 1982 Look at us now Executive Producer, Producer, Senior Producer, Lead Producer, Associate Producer, Assistant Producer, Program Manager, Group Program Manager, Project Manager, International Project Manager, Development Director, Outsourcing Manager, External Producer, etc. Challenges Increased Capabilities Increased Expectations Increased Complexity Increased Team Sizes Increased Risk A Variety of Solutions There is no silver bullet Bungie ‐ 11+ Producers Naughty Dog ‐ 0 Producers Case studies this afternoon Every project, team and organization is unique Key is to have the base skills required to adapt So You Want to be a Great Producer… Rod Fergusson Executive Producer Epic Games, Inc. -
Introduction
Introduction ○ Make games. ○ Develop strong mutual relationships. ○ Go to conferences with reasons. ○ Why build 1.0, when building 1.x is easier? Why we use Unreal Engine? ○ Easier to stay focused. ○ Avoid the trap of development hell. ○ Building years of experience. ○ A lot of other developers use it and need our help! Build mutual relationships ○ Epic offered early access to Unreal Engine 2. ○ Epic gave me money. ○ Epic sent me all around the world. ○ Meeting Jay Wilbur. Go to conferences ○ What are your extrinsic reasons? ○ What are your intrinsic reasons? ○ PAX Prime 2013. Building 1.x ○ Get experience by working on your own. ○ Know your limitations. ○ What are your end goals? Conclusion ○ Know what you want and do it fast. ○ Build and maintain key relationships. ○ Attend conferences. ○ Build 1.x. Introduction Hello, my name is James Tan. I am the co-founder of a game development studio that is called Digital Confectioners. Before I became a game developer, I was a registered pharmacist with a passion for game development. Roughly five years ago, I embarked on a journey to follow that passion and to reach the dream of becoming a professional game developer. I made four key decisions early on that I still follow to this day. One, I wanted to make games. Two, I need to develop strong mutual relationships. Three, I need to have strong reasons to be at conferences and never for the sake of it. Four, I should always remember that building 1 point x is going to be faster and more cost effective than trying to build 1 point 0.