Games Als Complexe Storyworlds Transmedia Storytelling En Narratieve Hybriditeit in Quantum Break
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Balance Sheet Also Improves the Company’S Already Strong Position When Negotiating Publishing Contracts
Remedy Entertainment Extensive report 4/2021 Atte Riikola +358 44 593 4500 [email protected] Inderes Corporate customer This report is a summary translation of the report “Kasvupelissä on vielä monta tasoa pelattavana” published on 04/08/2021 at 07:42 Remedy Extensive report 04/08/2021 at 07:40 Recommendation Several playable levels in the growth game R isk Accumulate Buy We reiterate our Accumulate recommendation and EUR 50.0 target price for Remedy. In 2019-2020, Remedy’s (previous Accumulate) strategy moved to a growth stage thanks to a successful ramp-up of a multi-project model and the Control game Accumulate launch, and in the new 2021-2025 strategy period the company plans to accelerate. Thanks to a multi-project model EUR 50.00 Reduce that has been built with controlled risks and is well-managed, as well as a strong financial position, Remedy’s (previous EUR 50.00) Sell preconditions for developing successful games are good. In addition, favorable market trends help the company grow Share price: Recommendation into a clearly larger game studio than currently over this decade. Due to the strongly progressing growth story we play 43.75 the long game when it comes to share valuation. High Low Video game company for a long-term portfolio Today, Remedy is a purebred profitable growth company. In 2017-2018, the company built the basis for its strategy and the successful ramp-up of the multi-project model has been visible in numbers since 2019 as strong earnings growth. In Key indicators 2020, Remedy’s revenue grew by 30% to EUR 41.1 million and the EBIT margin was 32%. -
Redeye-Gaming-Guide-2020.Pdf
REDEYE GAMING GUIDE 2020 GAMING GUIDE 2020 Senior REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Tomas Otterbeck Kristoffer Lindström Jonas Amnesten Head of Digital Senior Analyst Senior Analyst Analyst Entertainment Johan has a MSc in finance Tomas Otterbeck gained a Kristoffer Lindström has both Jonas Amnesten is an equity from Stockholm School of Master’s degree in Business a BSc and an MSc in Finance. analyst within Redeye’s tech- Economic and has studied and Economics at Stockholm He has previously worked as a nology team, with focus on e-commerce and marketing University. He also studied financial advisor, stockbroker the online gambling industry. at MBA Haas School of Busi- Computing and Systems and equity analyst at Swed- He holds a Master’s degree ness, University of California, Science at the KTH Royal bank. Kristoffer started to in Finance from Stockholm Berkeley. Johan has worked Institute of Technology. work for Redeye in early 2014, University, School of Business. as analyst and portfolio Tomas was previously respon- and today works as an equity He has more than 6 years’ manager at Swedbank Robur, sible for Redeye’s website for analyst covering companies experience from the online equity PM at Alfa Bank and six years, during which time in the tech sector with a focus gambling industry, working Gazprombank in Moscow he developed its blog and on the Gaming and Gambling in both Sweden and Malta as and as hedge fund PM at community and was editor industry. -
Rules of the Game
Hello! We’ve been doing this talk for a number of years, check out some of our earlier years editions – on the GDC Vault, many on YouTube. 2 What do we mean when we talk about game design rules? A lot of times when people talk about rules they talk about what I call “fortune cookie” wisdom. These are because they fit on a single piece of paper. 3 Here’s a few examples of that fortune cookie school of design rule. I’ve been saying “Start designing the middle” for a while - this is the idea that you should start making your game with the core of the gameplay. This is particularly true in a linear action adventure game. Make the middle levels first. Then when you have that working, go back and build the beginning, the introduction– now you know the core you can make the perfect tutorial. And make it great, because it’s what players play first. Then make the end part of your game last because you will run out of time and it won’t be perfect. But if any part of your level doesn’t need to be perfect, it’s the end, because fewer players will finish it than begin it. 4 Or how about this one When I heard this I heard it attributed to Sid Meier (more on that in a minute) – and it’s one I’ve embraced. 5 It makes sense right? You have four, the 2nd one up from the bottom is default, most players will pick that, players who want something easier can go down one, players who want something more challenging but not stupid can go up one, and the true masochists or kids with too much time on their hands can go for the hardest (aka “Impossible”). -
Stories Told from a New Perspective
remedygames.com/careers STORIES TOLD FROM A NEW PERSPECTIVE Private healthcare & Studio café with free Company paid annual Private gym, sauna & dental plans snacks & beverages travel to your homeland studio club facilities Extensive health & Personal sports & Game & movie nights Finnish lessons & leisure insurance culture allowance + other leisure events orientation program emedy Entertainment is a leading WORKING AT REMEDY Finnish developer that creates R console and PC games. We’re We believe great ideas can come from hiring new and experienced talent to join anyone in the team and encourage every- our teams working on two new projects. one to contribute to the games we make. Remedy’s games are globally recognized Remedy got its start with the classic and eagerly anticipated. We embrace top-down racer Death Rally. We intro- building new game experiences while duced bullet time in video games with the staying true to our heritage. We want to original action-shooter Max Payne and its work with the very best to meet the high sequel The Fall of Max Payne. We standards and goals we set for ourselves. broke new ground in storytelling with Alan Wake and broke time We need you to be a team player who with Quantum Break by com- is dedicated to contributing towards bining a game and a live action a positive work environment. You show. have strong written and spoken communicational skills in English, We create cinematic block- our official studio language. buster action games that break media boundaries You have a passion for playing and push the envelope of and developing exceptional 3D character technology games. -
Annual Report 2019
CEO’S REVIEW PROJECTS NORTHLIGHT PERSONNEL FINANCIALS GOVERNANCE RESPONSIBILITY ANNUAL REPORT 2019 © Remedy Entertainment Plc Annual Report 2019 | 1 CEO’S REVIEW PROJECTS NORTHLIGHT PERSONNEL FINANCIALS GOVERNANCE RESPONSIBILITY FROM THE CEO 2019 was a good year financial- By early 2019, we reached ly for Remedy and an impor- key strategic targets: we had tant milestone in our lon- developed our capabilities to ger-term growth plans formed create high quality, longer at the end of 2016. lasting games, we had suc- During 2017 and 2018, we cessfully transformed into a began building the basis and multi-project model organiza- making investments to enab- tion, and had taken a stronger le our future growth: we built position in the value chain by both working on partners’ and Remedy’s game brands. ”We reached IN early 2019, we started a new the first growth phase. We continue creating lon- milestone.” ger lasting games in engaging worlds, systematically pursue strong business ownership of new game teams, initiated new our games. projects, developed our skills We keep on developing our and improved how we work organization for professionally and collaborate. managed game development, © Remedy Entertainment Plc Annual Report 2019 | 2 CEO’S REVIEW PROJECTS NORTHLIGHT PERSONNEL FINANCIALS GOVERNANCE RESPONSIBILITY as well as empower and enable our With Control, we have succeeded technology developments in our teams and people to maximally use in creating a new game brand and a Northlight game engine and game their special talents to create succes- game that stands out. development tools proceeded well, sful world-class games. All of the above support Remedy’s supported by our wider business and We reached the first growth mi- future partner discussions also for production developments. -
Ja Viihdejärjestelmä Xbox One Julkaistaan Suomessa 5. Syyskuuta
Uuden sukupolven kattavin peli- ja viihdejärjestelmä Xbox One julkaistaan Suomessa 5. syyskuuta Hittipelien, television, Skypen, elokuvien ja musiikin lisäksi perjantaina julkaistava Xbox One tarjoilee jatkossa myös suomalaisia sovelluksia: ensimmäisen Xbox One -sovelluksen julkaisee videotilauspalvelu Filmnet. Yksinoikeudella Xbox Onella nähdään myös suomalaisyhtiö Remedyn luoma, pelaamisen ja tv-sarjan uudella tavalla yhdistävä suurtuotanto Quantum Break. Xbox One vie käyttäjän entistä upeampien ja henkilökohtaisempien peli- ja viihde-elämysten maailmaan. Pelaajille on tulevana jouluna luvassa laaja kattaus pelejä yksinoikeudellisista elämyksistä aina suurimpiin hitteihin, kuten Forza Horizon 2, Sunset Overdrive, Halo: The Master Chief Collection, Minecraft: Xbox One Edition, Dance Central Spotlight, NHL 15, FIFA 15, Call of Duty: Advanced Warfare, Assassin’s Creed: Unity, Ori and the Blind Forest, Kinect Sports Rivals ja monta muuta. Lisäksi peli- ja viihdejärjestelmä tarjoilee käyttäjilleen useita musiikki- ja elokuvapalveluita sekä muita sovelluksia, kuten Kinect 2.0 -liiketunnistusta hyödyntävän Xbox Fitness -treenisovelluksen ja Skype HD - videopuhelut. "Xbox One on markkinoiden kattavin peli- ja viihdejärjestelmä. Kunnianhimoisena tavoitteenamme on viedä pelit ja viihde olohuoneessa uudelle tasolle. Haluamme, että jokainen laitteen parissa vietetty hetki on ainutlaatuinen ja henkilökohtainen”, kommentoi Xbox- liiketoimintajohtaja Jussi Luoto Microsoftilta. Ensimmäinen suomalainen Xbox One -sovellus Videotilauspalvelu Filmnet julkaisee -
Mirar Y Jugar Diálogos Posibles Entre Series Televisivas Y Videojuegos
Mirar y jugar Diálogos posibles entre series televisivas y videojuegos E. Pablo Molina Ahumada FFyH y FL, Universidad Nacional de Córdoba Becario Posdoctoral CONICET Resumen Este trabajo se propone indagar las posibilidades de diálogo y expansión del videojuego y la serie televisiva, considerando algunos ejemplos (Lost: Via Domus, Ubisoft, 2008; Life is Strange, Dontnod, 2015; y Quantum Break, Remedy, 2016). El objetivo es abordar el modo en que videojuegos y series televisivas pueden ser colocados en situación de diálogo, reconociendo cómo esos lenguajes son resultado de procesos históricos de tensión y confluencia entre formas de representación, como la literatura de masas, el cine y la animación; y posibilidades de los canales de circulación de esos textos, como los periódicos, la televisión y los nuevos medios digitales. Tras comentar los rasgos de los ejemplos y el modo en que se vinculan con la lógica de la serie televisiva en cada caso, nuestra intención es señalar algunas modalidades de relación entre los textos que revelan formas de expandir los sistemas de representación literaria, televisiva, cinematográfica y videolúdica. Palabras clave <videojuegos> <representación> <series televisivas> Abstract This work proposes to investigate the possibilities of dialog and expansion of the video game and the television series, considering some examples (Lost: Via Domus, Ubisoft, 2008; Life is Strange, Dontnod, 2015; y Quantum Break, Remedy, 2016). Our aim is to approach the way Fecha de recepción: 14 Oct. 2017 - Fecha de aceptación: 5 Nov. 2017 Representaciones, Vol. XIII, N° 2 - Nov. 2017, pp 37-59 © SIRCA Publicaciones Académicas - [email protected] E. Pablo Molina Ahumada in which video games and television series can be placed in situation of dialog, recognizing how these languages are a result of historical processes of tension and confluence between forms of representation, as the literature of masses, the cinema and the animation; and possibilities of the channels of traffic of these texts, as the newspapers, the television and the new digital media. -
Alan Wake Pc Game System Requirements
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Monetizing Infringement
Monetizing Infringement Kristelia García* The deterrence of copyright infringement and the evils of piracy have long been an axiomatic focus of both legislators and scholars. The conventional view is that infringement must be curbed and/or punished in order for copyright to fulfill its purported goals of incentivizing creation and ensuring access to works. This Essay proves this view false by demonstrating that some rightsholders don’t merely tolerate, but actually encourage infringement, both explicitly and implicitly, in a variety of different situations and for one common reason: they benefit from it. Rightsholders’ ability to monetize infringement destabilizes long-held but problematic assumptions about both rightsholder preferences, and about copyright’s optimal infringement policy. Through a series of case studies, this Essay describes the impetuses and normative implications of this counterintuitive — but not so unusual — phenomenon. Recognition of monetized infringement in copyright is interesting not only for its unexpectedness, but also for the broader point that its existence suggests: we have an impoverished descriptive account of why some laws operate the way that they do. This is particularly unsettling in an area like copyright, where advocates are sharply divided along policy lines. This Essay is an important first step toward a positive theory of copyright — one that recognizes the underappreciated role, both positive and negative, that private parties play in policymaking. * Copyright © 2020 Kristelia García. Associate Professor at the University of Colorado Law School, and Director of the Content Initiative at the Silicon Flatirons Center for Law, Technology and Entrepreneurship. I would like to thank Annemarie Bridy, Eric Goldman, Justin Hughes, Ed Lee, Jake Linford, Glynn Lunney, Michael Madison, Gideon Parchomovsky, Aaron Perzanowski, Pamela Samuelson, Rebecca Tushnet, Phil Weiser, and the participants at the 2020 Intellectual Property Works-in- Progress (“WIPIP”) Conference at Santa Clara Law School for helpful comments and critique. -
The Latest Graphics Technology in Remedy's Northlight Engine
The Latest Graphics Technology in Remedy's Northlight Engine Tatu Aalto Lead Graphics Programmer The Latest Graphics Technology in Remedy's Northlight Engine Tatu Aalto Lead Graphics Programmer The Latest Graphics Technology in Remedy's Northlight Engine Tatu Aalto Lead Graphics Programmer Experiments with DirectX Raytracing in Remedy's Northlight Engine Tatu Aalto Lead Graphics Programmer Remedy Entertainment plc. Quantum Break Alan Wake Max Payne Death Rally P7 CrossFire 2 Company intro here Demo video Agenda Experiments with raytracing Visibility based algorithms More complex things My agenda on this presentation will be pretty straight forward. I’ll do a very quick introduction into high level DirectX raytracing concepts, and then I’ll walk you through couple examples on what we have tried out and some of the findings on what to expect when exploring. We’ve started of by targeting to make a reference implementations of existing algorithms by using raytracing. The hope is, that this will help us refining and balancing the looks of rasterisation algorithms when targeting console platforms for example. Visibility based algorithms Let’s start with very high level introduction on DirectX raytracing. I will not go through the API in this presentation, but I’ll try to give you some background on what you need to do before you can start shooting rays. Visibility based algorithms Top Level BVH Bottom Level BVH Ray traversal API is built on top of two different high level acceleration structures, Bottom and Top level bounding volume hierarchies. The idea is, that bottom level hierarchy is constructed to hold geometry, while the top level contains bottom level trees. -
Alan Wake Pc Game System Requirements
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Remedy Successful in a Major Game Industry Event
Please note that this is a translation for information purposes only. The official half-year report has been released only in Finnish language. HALF-YEAR REPORT SUMMARY 1.1.–30.6.2018 (Unaudited) Game projects reached important milestones, investments in growth continued – Remedy successful in a major game industry event Highlights from January–June 2018: • Revenue €9,224 (8,306) thousand, change 11.1%. • Operating profit (EBIT) €-388 (617) thousand, change -162.9%. • EBIT affected by investments to own IP (intellectual property), growing the size of the game development teams and moving to a new, custom built office. Company does not activate product development costs. • Game projects have proceeded on planned schedules. • Remedy’s single player campaign for CrossFire 2 currently in the polishing stage of development. • Control (earlier known as codename P7) was announced at the major game industry event E3 in Los Angeles and garnered notable positive attention from the media. • Third game project is in early stages of planning and negotiations with potential partners. • Early research work on Northlight related to NVIDIA’s ray tracing technology was announced. • Company moved to freshly renovated premises in Espoo, suited for our increasing headcount. • Newly appointed CFO Terhi Kauppi started working at Remedy. • Board decided on new option program targeted at key personnel. Key figures FAS (UNAUDITED) H1-2018 H1-2017 FY-2017 Revenue, €1,000 9,224 8,306 17,168 Growth in revenue, % 11.1% 7.6% 4.6% Operating profit (EBIT), €1,000 -388