Next Gen. Transforming the UK Into the World’S Leading Talent Hub for the Video Games and Visual Effects Industries
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Printmgr File
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K Í ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2019 OR ‘ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 000-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Name of Each Exchange on Title of Each Class Trading Symbol Which Registered Annual Report Common Stock, $0.01 par value EA NASDAQ Global Select Market Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes Í No ‘ Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes ‘ No Í Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
View the Manual
A Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any relatives have a history of seizures or epilepsy, consult a doctor before playing. © 2019 The Codemasters Software Company Limited (“Codemasters”). All rights reserved. “Codemasters”®, “EGO”®, the Codemasters logo and “Grid”® are registered trademarks owned by Codemasters. “RaceNet”™ is a trademark of Codemasters. All rights reserved. Uses Bink Video. Copyright © 1997-2019 by RAD Game Tools, Inc. Powered by Wwise © 2006 - 2019 Audiokinetic Inc. All rights reserved. Ogg Vorbis Libraries © 2019, Xiph.Org Foundation. Portions of this software are copyright ©2019 The FreeType Project (www.freetype.org). All rights reserved. All other copyrights or trademarks are the property of their respective owners and are being used under license. -
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers EA Partners Expands to Chillingo and Playfish to Help Independent Developers Publish on Fast-Growing Digital Platforms REDWOOD SHORES, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:ERTS) today announced that Chillingo and Playfish™ will offer publishing services to the fast-growing mobile and social gaming platforms to the independent development community. Following the successful and award-winning EA Partners program, EA will be expanding its partnership programs for Chillingo and Playfish furthering the delivery of fresh content to platforms such as the Apple App StoreSM, Google Android™ and Facebook®. Since its establishment in 2003, EA Partners has built a reputation for working with top-notch independent game developers, promoting both creativity and innovation amongst its global partners. Current partner titles include Epic Games and People Can Fly (Bulletstorm™), Crytek (Crysis®2), Valve (Portal 2), 38 Studios (Kingdoms of Amalur: Reckoning), Spicy Horse (Alice: Madness Returns™), Grasshopper Manufacture (Shadows of the Damned™), Paramount Digital Entertainment (Rango The Video Game), Trap Door (Warp), Funcom (Secret World) and Vanguard Games (Gatling Gears). EA partner studios also include Insomniac Games, Starbreeze Studios and Respawn Entertainment with forthcoming titles. "The EA Partners program has proven to be a phenomenally successful model. It is an all around win-win situation. The program allows EA to partner with some of the world's best console, PC and digital developers while providing those independent developers with a global distribution/publishing partner," said Bryan Neider, EA Games Label COO and General Manager of EA Partners. -
Virtuality Conference Program
Virtuality Conference Turin, November 3-6, 2005 Program THURSDAY, NOVEMBER 3rd morning TORINO INCONTRA CONVENTION CENTRE 8:30 Registration and opening of the XBOX Room, of the Immersive ART Room and of the exhibition stands Cavour Hall 9:00 WELCOME AND INTRODUCTION Gianfranco Balbo Computer Science Department’s Vicerector at the University of Turin and President of the Virtuality Organizing Committee. 10:00 TRIBUTE TO The Moving Picture Company (MPC) With Michael Elson Executive Director of Production at MPC. Moving Picture Company, MPC, is one of the most important studios worldwide concerning animation and digital effects for commercials, television and cinema. MPC created very high profile advertising campaigns for clients like Nike, Levi’s, Stella Artois and Adidas, TV programs for BBC, Channel 4 and Discovery Channel, and it took care of the visual effects for many blockbusters: from Tomb Raider to the Harry Potter series, from Troy to Alien vs Predator, from Batman Begins to the recent Charlie and the Chocolate Factory and the coming Wallace & Gromit: The Curse of the Were-Rabbit. During the MPC’s presentation, Michael Elson traces its history, telling it through its most important productions. 11:15 ANIMATION AND VISUAL EFFECTS. SESSION I INVITED TALK The Past, Present and Future of Motion Capture Alberto Menache Digital Effects Supervisor at Sony Pictures Imageworks A motion capture pioneer, Alberto Menache collaborated with most of the test Sony Pictures Imageworks productions, including the recent The Polar Express and the Academy Award nominated Stuart Little2 and Superman Returns. He has worked on many TV commercials and videogames, and he is the author of Understanding Motion Capture for Computer Animation and Video Games, a fundamental text about the use of motion capture in modern animation. -
Accelerating Worldwide Delivery of Game Builds
CODEMASTERS GAMES & SOFTWARE Accelerating Worldwide Delivery of Game Builds aT a GLanCe The Company the file transfer,” said Jonathan Humphrey, IT director at Codemasters. “Not only does industry Codemasters is a leading developer this slow down the process of getting a Games & Software and publisher of best-selling interactive game completed but it also creates a bigger entertainment products for a global audience margin for error.” products across multiple gaming platforms and Aspera Enterprise Server channels. Established in 1986, the company’s dominant brands include Colin McRae DiRT, “Aspera’s technology not only pro- Challenge Race Driver GRID, Overlord and Operation vides significantly faster transmission To counter the typical inefficiencies Flashpoint, and recently secured the exclusive speeds, which reduce the margin for of file delivery over the public inter- net, such as high network latency worldwide video game rights to Formula 1. error but also includes comprehensive and low bandwidth utilization, The award winning video game developer has security and data verification schemes which result in slow, unpredictable implemented Aspera high-speed file transfer and unreliable file transfers. to ensure that the possibility of cor- software to enable fast, secure and reliable ruption is reduced significantly. Plus, Benefits transmission and distribution of its game builds at global distances. adaptive bandwidth control allows • Multi-GB file transfers are faster, more predictable and completely concurrent transfers to run with -
ON FOOT [A PÉ] in VEHICLE [NO VEÍCULO] Target Lock [Fixar Alvo] Brake/Reverse
Chutar / Pegar / Largar objetos Target lock Buzina / Informação da Agência [fi xar alvo] Throw grenade/Detonate Brake [freio] / [lançar granada / detonar] Reverse [ré] Next Music Track [próxima faixa de música] Reload [carregar de novo] Fire/Throw Previous [atirar / lançar] [anterior] Accelerate [acelerar] faixa de música Pausa Mapa da Cidade Abaixar e Saltar (clique) estabilizar mira Olhar para trás Movement Aim/Precision Saltar [movimento] targeting Freio de mão Steering [mirar / mira de [direção] precisão] Entrar / Sair Sniper scope Trocar arma / de Ponto de [mira de atirador] Pegar arma Abastecimento Entrar/ Sair do veículo ON FOOT [A PÉ] Para obter uma lista completa dos controles do Crackdown, IN VEHICLE [NO VEÍCULO] vide páginas 6 e 7. Consiga o Guia de estratégia primagames.com® 1206 Peça nº X12-44576-01 XC CD 01-00000 ADVERTÊNCIA CD 01-00001 SUMÁRIO ADVERTÊNCIA SUMÁRIO Antes de jogar, leia o Manual de Instruções do Xbox 360 e os avisos de segurança e saúde importantes constantes nos demais manuais. Guarde todos os manuais para consulta futura. Caso seja necessário substituir o manual original por um novo, visite www.xbox.com/support ou ligue para o Atendimento ao Cliente do Xbox (consulte a contracapa interna). Seu Objetivo 2 REP AdvertênciasdeSaúdeImportantes Campanha / Provas de Tempo 3 sobreVideoGames Pontos de Abastecimento 4 R da Agência ODUÇÃO P Ataques decorrentes da Fotossensibilidade Veículos 5 Uma pequena parcela da população pode apresentar ataques epiléticos ou convulsões quando exposta a certas imagens visuais, incluindo os flashs das Controles 6–7 luzes ou padrões que aparecem nos video games. Mesmo as pessoas que não têm histórico de ataques ou epilepsia podem ser portadoras de condição não Visor Frontal 8–9 diagnosticada que pode causar tais “ataques epiléticos convulsivos” ao se expor Notas sobre o Visor aos video games. -
Hauptprogramm2005 21.09.2005 15:07 Uhr Seite 15
Hauptprogramm2005 21.09.2005 15:07 Uhr Seite 15 Sonntag, 9.10.2005 Sunday 10/9/2005 Kino 1 Kino 2 Kino 3 Kino 6 9.00 9.00 9:30 From 9.30 on Registration 9:30 9:30 and Petit Déjeuner in the lobby. eDIT: eDucation im Kino 6. 10:00 Filmproduction in the Digital Age Der Crashkurs für Jugendliche 10:00 Tagesseminar (in German language) und Quereinsteiger: 10:30 10:30 a&t 10:30 p&i 10:30 f&s Arbeit und Karriere in der 10:30 Film- und Medienbranche. AVANTGARDE! Storyboard und Previsualisierung War of the Worlds Eintritt frei bei Anmeldung. Hermann Vaske & Klaus Funk, Studio Funk: Blixa Mareike Hilgenfeldt. presented by Marshall Krasser, Compositing Programm unter 11:00 Bargeld liest Hornbach. Michel Goldschmidt, ar- Supervisor, Industrial Light & Magic. 11:00 www. edit-ves.com. te: Das CD von arte. Tina Kowatsch, Die Manuf- (In German Language) 11:30 aktur: Die adc-Trailer. 11:30 p&i 11:30 Arbeiten mit HD Kamera Thomas Bergmann, DoP. 12:00 12:00 12:30 12:30 c&a 12:30 p&i 12:30 12:30 The Next Generation of Computergames HDTV: der digitale Adobe presents Henry LaBounta, EA Games. kinematographische Workflow Making of Kampfansage 13:00 Volker Kersbaum, Panasonic Broadcast. Steffen Hacker. 13:00 13:30 13:30 14:00 14:00 a&t 14:00 Truth Well Told – Storytelling in Commercials Amir Kassaei, DDB: Golf GTI – Für Jungs, die schon 14:15 14:30 immer Männer waren. Jan Wentz/Fabian Heine, 14:30 p&i 14:30 f&s eDward:Shortfilm Award 14:30 Erste Liebe Film: Smart – Parkuhr. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
Interactive Entertainment and Internet Segments Are Converging, Entertainment Shifting the Landscape of the Traditional Video Game Market
North America TMT Internet FITT Research Company Company 31 October 2010 Fundamental, Industry, Thematic, Thought Leading Deutsche Bank’s Research Product Interactive Committee has deemed this work F.I.T.T. for investors seeking differentiated ideas. The Interactive Entertainment and Internet segments are converging, Entertainment shifting the landscape of the traditional video game market. Digital, social and mobile gaming are emerging as the next major drivers of the interactive gaming space in the US over the next several years. The social and massively multi- player segments should also offer an attractive opportunity for monetization of Extending Game Play to the virtual goods, one of the fastest-growing segments in the space. Masses... beyond the console Fundamental: Growth Driven by Penetration of the Long Tail Global Markets Research Industry: We see Nearly a $30bn US Market Opportunity by 2014 Thematic: Digital, Social and Mobile are Key Emerging Themes Thought Leading: Adoption, Engagement, and Monetization Phases We Favor Activision Blizzard for Digital Position and Google for its Android Platform for Mobile Gaming Jeetil Patel Herman Leung Matt Chesler, CFA Research Analyst Research Analyst Research Analyst (+1) 415 617-4223 (+1) 415 617-3246 (+1) 212 250-6170 [email protected] [email protected] [email protected] Deutsche Bank Securities Inc. All prices are those current at the end of the previous trading session unless otherwise indicated. Prices are sourced from local exchanges via Reuters, Bloomberg and other vendors. Data is sourced from Deutsche Bank and subject companies. Deutsche Bank does and seeks to do business with companies covered in its research reports. -
A Risk Management Perspective
Business growth, the Internet and risk management in the computer games industry Neil McGregor McGregor, N. Business growth, the Internet and risk management in the computer games industry, 2013, Palgrave Macmillan. Reproduced with permission of Palgrave Macmillan. This extract is taken from the author's original manuscript and has not been edited. The definitive, published, version of record is available from: http://dx.doi.org/10.1057/9781137318411.0008 Business Growth, the Internet and Risk Management in the Computer Games Industry Neil McGregor Introduction According to Wasserman (2011) the growth of the internet has transformed the software industry in a wide variety of ways. These include the creation of new business opportunities as well as significant impacts across software business processes such as software development, distribution and product support. This chapter examines one significant sub- sector of the software industry, the computer (or video) games industry, and focuses on the impact on games development companies of the opportunities created by developments in internet and mobile technologies. The computer games industry has grown rapidly since the first games were developed in the 1960s. In this chapter we define the computer games industry to include games played on a computer (PC games) as well as those played on a games console (such as Playstation or Xbox), or on a hand-held device. The industry has grown into a multi-billion dollar global business comparable in scale to the global film industry (Johns, 2005). We will illustrate how the internet has altered computer games production networks and how the associated new business models, adopted by games development businesses, introduce the potential for significantly increased rewards.