The Secret Sauce of Indie Games
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
2K and Bethesda Softworks Release Legendary Bundles February 11
2K and Bethesda Softworks Release Legendary Bundles February 11, 2014 8:00 AM ET The Elder Scrolls® V: Skyrim and BioShock® Infinite; Borderlands® 2 and Dishonored™ bundles deliver supreme quality at an unprecedented price NEW YORK--(BUSINESS WIRE)--Feb. 11, 2014-- 2K and Bethesda Softworks® today announced that four of the most critically-acclaimed video games of their generation – The Elder Scrolls® V: Skyrim, BioShock® Infinite, Borderlands® 2, and Dishonored™ – are now available in two all-new bundles* for $29.99 each in North America on the Xbox 360 games and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Windows PC. ● The Elder Scrolls V: Skyrim & BioShock Infinite Bundle combines two blockbusters from world-renowned developers Bethesda Game Studios and Irrational Games. ● The Borderlands 2 & Dishonored Bundle combines Gearbox Software’s fan favorite shooter-looter with Arkane Studio’s first- person action breakout hit. Critics agree that Skyrim, BioShock Infinite, Borderlands 2, and Dishonored are four of the most celebrated and influential games of all time. 2K and Bethesda Softworks(R) today announced that four of the most critically- ● Skyrim garnered more than 50 perfect review acclaimed video games of their generation - The Elder Scrolls(R) V: Skyrim, scores and more than 200 awards on its way BioShock(R) Infinite, Borderlands(R) 2, and Dishonored(TM) - are now available to a 94 overall rating**, earning praise from in two all-new bundles* for $29.99 each in North America on the Xbox 360 some of the industry’s most influential and games and entertainment system from Microsoft, PlayStation(R)3 computer respected critics. -
Achieve Your Vision
ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology. -
Download (763Kb)
CHAPTER II. THEORITICAL REVIEW A. Online Game Online games rised rapidly in our society. Technology development is the basic of the using internet. Many people play online games in their daily, for example senior high school students. They play online games by using PC or smartphone. Online games which is be played over a computer network which is connected to the internet, especially one enabling two or more players to participate simultaneously from different location (Oxford dictionary :1980). Another definition according to Eddy Liem, the director of Gamer of Indonesia stated that online games is a game which is can be played by connecting to the internet through Personal Computer or consul game like play station, X-Box, etc. Based on the explanation above it can be concluded that online games is a game which is played by using PC or smartphone and it has to connect to the internet. 1. Kinds of Online games Nowaday there are so many number of online games. The gamer only need to download game and it is free. Online games divided into two kinds, web based games and text based games. Web based games is an aplication on the server internet where the user need to access the internet to play these games A Correlation Between Playing..., Wiwi Yulianti, FKIP UMP, 2017 without install the games in the PC or smartphone. Text based games is a game which is can be used computer in low specification, so user only able to interact to others by using texts not picture. There are five kinds of online games: a. -
PC-Based Aviation Training Devices for Pilot Training in Visual Flight Rules Procedures; Development, Validation and Effectiveness
Copyright is owned by the Author of the thesis. Permission is given for a copy to be downloaded by an individual for the purpose of research and private study only. The thesis may not be reproduced elsewhere without the permission of the Author. PC-Based Aviation Training Devices for Pilot Training in Visual Flight Rules Procedures; Development, Validation and Effectiveness A thesis presented in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Aviation at Massey University, Palmerston North, New Zealand Savern Reweti 2014 Abstract Flying is a difficult and complex activity that requires a significant level of attention from the pilot as well as a lengthy training period to gain sufficient competency. For issues of both cost and safety, flight simulation has been an integral part of flight training from its earliest beginnings. There have been a number of technological developments and improvements in both the level of fidelity and the training effectiveness of flight simulators. As a result, flight simulators in use today are the result of this technological, psychological, and engineering evolution. Indeed, simulator cockpits can now accurately replicate all of the functions of flight controls and instrumentation found in real aircraft. Furthermore, the development of high- resolution display systems utilising computer-generated imagery (CGI), means that flight simulators can now display very realistic terrain and environmental effects. The high cost of modern full motion flight simulators (FFSs) has meant that their use has generally been restricted to commercial airlines, military forces, and government agencies. More recently, rapid advances and decreasing costs in PC-based computer technology has enabled flight-training organisations to conduct more training with less expensive fixed-base flight training devices (FTDs). -
THQ Nordic AB (Publ) Acquires Koch Media
THQ Nordic AB (publ) acquires Koch Media Investor Presentation February 14, 2018 Acquisition rationale AAA intellectual property rights Saints Row and Dead Island Long-term exclusive licence within Games for “Metro” based on books by Dmitry Glukhovsky 4 AAA titles in production including announced Metro Exodus and Dead Island 2 2 AAA studios Deep Silver Volition (Champaign, IL) and Deep Silver Dambuster Studios (Nottingham, UK) #1 Publishing partner in Europe for 50+ companies Complementary business models and entrepreneurial cultural fit Potential revenue synergy and strong platform for further acquisitions EPS accretive acquisition to THQ Nordic shareholders 2 Creating a European player of great scale Internal development studios1 7 3 10 External development studios1 18 8 26 Number of IPs1 91 15 106 Announced 12 5 17 Development projects1 Unannounced 24 9 33 Headcount (internal and external)1 462 1,181 1,643 Net sales 2017 9m, Apr-Dec SEK 426m SEK 2,548m SEK 2,933m2 Adj. EBIT 2017 9m, Apr-Dec SEK 156m SEK 296m3 SEK 505m2,3 1) December 31, 2017. 2) Pro forma. 3) Adjusted for write-downs of SEK 552m. Source: Koch Media, THQ Nordic 3 High level transaction structure THQ Nordic AB (publ) Koch Media Holding GmbH, seller (Sweden) (Germany) Purchase price EUR 91.5m 100% 100% SALEM einhundertste Koch Media GmbH, Operations Holding GmbH operative company (Austria) 100% (Austria) Pre-transaction Transaction Transaction information . Purchase price of EUR 91.5m – EUR 66m in cash paid at closing – EUR 16m in cash paid no later than August 14, 2018 – EUR 9.5m in shares paid no later than June 15, 2018 . -
Ubisoft® Celebrates 30 Years of Creating Games at E3 2016
Ubisoft® Celebrates 30 Years of Creating Games at E3 2016 PARIS, FRANCE — June 2, 2016 — Today, Ubisoft reveals its plans for E3 2016, where its creative teams will proudly present highly anticipated titles such as Watch Dogs® 2, For Honor™ or Tom Clancy’s Ghost Recon® Wildlands. They’ll also detail new content coming for live games and – as usual – unveil some surprises. The week will kick off with Ubisoft’s E3 2016 Conference, taking place on Monday, June 13 starting at 1 p.m. PDT and preceded by a 30-minute pre-show. E3 attendees can experience Ubisoft games at its booth (booth #1023, South Hall, Los Angeles Convention Center) from June 14 – 16. More than 1,700 fans also have the opportunity to play Ubisoft games and meet the development teams at the fourth-annual Ubisoft Lounge. “E3 is always a very special moment when everyone in the entertainment business does their best to amaze and engage gamers. For Ubisoft’s teams, it’s a period of pride and of anxious anticipation because they are finally showing off the games they’ve poured so much passion into, and receiving feedback from players and peers. Our industry has evolved so much in the past 30 years, but what hasn’t changed is my love and respect for the limitless passion and talent of developers and players alike,” said Yves Guillemot, co-founder and CEO, Ubisoft. “The video game industry continues to enjoy strong momentum, with powerful new platforms that enable more creativity, expression and imagination. More than ever, video games are showing how they will shape the future of entertainment. -
Force Awakens’ Edition
TUESDAY, AUGUST 18, 2015 TECHNOLOGY AT&T helped US NSA in spying on Internet traffic WASHINGTON: Telecommunications customer. network hubs in the United States. and I.S.P.s,” or Internet service providers, access to contents of transiting email powerhouse AT&T Inc has provided The documents date from 2003 to AT&T installed surveillance equip- according to another NSA document. traffic years before Verizon started in extensive assistance to the US National 2013 and were provided by fugitive for- ment in at least 17 of its US Internet AT&T started in 2011 to provide the March 2013, the Times reported. Security Agency as the spy agency con- mer NSA contractor Edward Snowden, hubs, far more than competitor Verizon NSA more than 1.1 billion domestic cell- Asked to comment on the Times ducts surveillance on huge volumes of the Times reported. The company Communications Inc, the Times report- phone calling records daily after “a push report, AT&T spokesman Brad Burns told Internet traffic passing through the helped the spy agency in a broad range ed. AT&T engineers also were the first to to get this flow operational prior to the Reuters by email: “We do not voluntarily United States, the New York Times of classified activities, the newspaper use new surveillance technologies 10th anniversary of 9/11,” referring to provide information to any investigat- reported on Saturday, citing newly dis- reported. invented by the NSA, the Times report- the Sept. 11, 2001, attacks on the United ing authorities other than if a person’s closed NSA documents. -
Family Friendly Magazine 129 in PDF Format
Family Friendly Gaming The VOICE of TM the FAMILY in GAMING Kingdom Hearts III, Ooblets, Monster Hunter World and more in this fabu- lous issue!! ISSUE #129 NI NO KUNI II REVENANT KING- DOM wants you to April 2018 role play. CONTENTS ISSUE #129 April 2018 CONTENTS Links: Home Page Section Page(s) Editor’s Desk 4 Female Side 5 Comics 7 Sound Off 8 - 10 Look Back 12 Quiz 13 Devotional 14 Helpful Thoughts 15 In The News 16 - 23 We Would Play That! 24 Reviews 25 - 37 Sports 38 - 41 Developing Games 42 - 67 Now Playing 68 - 83 Last Minute Tidbits 84 - 106 “Family Friendly Gaming” is trademarked. Contents of Family Friendly Gaming is the copyright of Paul Bury, and Yolanda Bury with the exception of trademarks and related indicia (example Digital Praise); which are prop- erty of their individual owners. Use of anything in Family Friendly Gaming that Paul and Yolanda Bury claims copyright to is a violation of federal copyright law. Contact the editor at the business address of: Family Friendly Gaming 7910 Autumn Creek Drive Cordova, TN 38018 [email protected] Trademark Notice Nintendo, Sony, Microsoft all have trademarks on their respective machines, and games. The current seal of approval, and boy/girl pics were drawn by Elijah Hughes thanks to a wonderful donation from Tim Emmerich. Peter and Noah are inspiration to their parents. Family Friendly Gaming Page 2 Page 3 Family Friendly Gaming Editor’s Desk FEMALE SIDE this instance I feel wonderful. God has given God is my prize and my goal. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Deck 13 Announces Publishing Collaboration with Indie Developer Burning Arrow for the Other 99
Deck13 Interactive GmbH | Deck13 Games | Gutleutstr. 82 | D-60329 Frankfurt | Germany Press Release DECK 13 ANNOUNCES PUBLISHING COLLABORATION WITH INDIE DEVELOPER BURNING ARROW FOR THE OTHER 99 First Gameplay Footage For First Person Survival Adventure Game Released Today Frankfurt, April 21, 2016 – UK startup studio Burning Arrow Ltd. has teamed up with Deck13 (Lords of the Fallen, The Surge) to release their ambitious debut title, The Other 99. The first person survival adventure will be released on PlayStation4, Xbox One and PC, starting with an Early Access release this July. First footage of the game is now availa- ble on Steam. Jan Klose (Managing Director, Deck13): “We’re very happy that our publishing branch, Deck13 Games, is taking off, and that we’ve earned the trust of the talented people at Burning Arrow. We’ll help them to reach a big audience with their unique and creative game.” Thomas Brown (Co-owner, Burning Arrow): “We are very excited about our debut title, The Other 99, and are thankful to Deck13 for spotting its potential. We look forward to their continued support and can’t wait to bring out more information in the coming months.” In The Other 99, players find themselves on an island with nothing but a note which reads, “the only way off the island is through the other 99.” Each enemy NPC is just as desperate to survive as you, and will stop at nothing to achieve their goal.... The game features brutal visceral combat, story driven exploration and stealth elements. Users are invited to join the communities on Facebook, Twitter and visit the Steam page. -
THQ Nordic (THQNO.ST)
COMPANY ANALYSIS 1 March 2018 Summary THQ Nordic (THQNO.ST) List: Power-up! Market Cap: 11,190 MSEK The company had an immense release schedule with loads of Industry: Gaming new content during the quarter. The reported numbers beat CEO: Lars Wingefors Chairman: Kicki Wallje-Lund our estimates. Even though that THQ Nordic produced a record quarter, the thing stole the spotlight was the announcement of the acquisition of Koch Media; we get into OMXS 30 THQ Nordic detail about the acquired company in this research update. 160 The acquisition is a prime example of THQ Nordic’s 140 acquisition strategy. We believe that the market is yet to fully 120 100 grasp the underlying value and cash flow generating 80 capabilities of THQ Nordic’s growing IP portfolio, which was 60 enhanced significantly by the acquirement. 40 20 We raised our Base-case valuation to 140 SEK per share 0 28-Feb 29-May 27-Aug 25-Nov 23-Feb based on a Back-Of-The-Envelope assessment on the same day as the acquisition. Following a more in-depth analysis, we increase our fair value estimate further to 168 SEK per share. We argue that the new addition to the Group was acquired at a low price and that the long-term possibilities following the purchase are vast. Redeye Rating (0 – 10 points) Management Ownership Profit outlook Profitability Financial strength 8.0 points 9.0 points 7.0 points 6.0 points 8.0 points Key Financials 2016 2017 2018E 2019E 2020E Share information Revenue, MSEK 302 508 3,666 3,909 4,300 Share price (SEK) 141.0 Growth 42% 68% 622% 7% 10% Number of shares (m) 79.4 EBITDA 132 273 929 1,009 1,212 Market Cap (MSEK) 11,190 EBITDA margin 44% 54% 25% 26% 28% Net cash (MSEK) 255 EBIT 95 188 616 696 849 Free float (%) 50 % EBIT margin 31% 37% 17% 18% 20% Daily turnover (’000) 60 Pre-tax earnings 93 182 616 696 849 Net earnings 72 139 480 543 662 Net margin 24% 27% 13% 14% 15% Analysts: Kristoffer Lindstrom 2016 2017 2018E 2019E 2020E [email protected] Dividend/Share 0.00 0.00 0.00 0.00 2.50 2016 2017 2018E 2019E 2020E EPS adj. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes.