2006 Annual Report
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NVIDIA Success Story |
CASE STUDY | SQUARE ENIX CO., LTD. BRINGING AGILITY TO THE GAMING INDUSTRY Revolutionizing Game Development with NVIDIA Virtual GPUs VIRTUAL GPUs (vGPUs) DELIVER THE HIGH-DEFINITION GRAPHICS PROCESSING REQUIRED FOR GAME DEVELOPMENT. AT A GLANCE SQUARE ENIX’s corporate philosophy is to “Provide superb User Profile ‘stories,’ bringing happiness to people around the world.” The Company name: Square Enix Co., Ltd. company aims to create high-quality content and services that Industry: Gaming deliver the finest entertainment to customers. To that end, Location: Japan, Global they’ve focused on the innovation and creativity of employees Established: October 1, 2008 and have been developing a collaborative and competitive Head office: Shinjuku Eastside Square corporate culture. The company seeks to anticipate changes in the 6-27-30 Shinjuku, Shinjuku-ku, Tokyo, environment so they can respond flexibly and sensitively. As part 160-8430 Japan of this effort, the Service Desk Group in the Information Systems Representative Director: Yosuke Matsuda Division, which provides SQUARE ENIX’s IT infrastructure and development environment, has been promoting the construction Capital: 1.5 billion yen (as of March 31, 2019) of GPU-accelerated virtual desktop infrastructure (VDI) since 2018 to create a virtualization platform that can accommodate Overview approximately 2,000 users. Square Enix Co., Ltd., is a leading provider continuously releasing creative CHALLENGE and innovative content and services in the entertainment field. Major SQUARE ENIX created a location-agnostic development works include the Dragon Quest series environment for game development. (cumulative shipments and downloads of more than 82 million), the Final Fantasy To deliver high-quality gaming entertainment, creative series (more than 154 million), the Tomb Raider series (more than 78 million), and professionals, such as programmers, designers, producers, and the Space Invaders series. -
A Message from the Final Fantasy Vii Remake
FOR IMMEDIATE RELEASE A MESSAGE FROM THE FINAL FANTASY VII REMAKE DEVELOPMENT TEAM LONDON (14th January 2020) – Square Enix Ltd., announced today that the global release date for FINAL FANTASY® VII REMAKE will be 10 April 2020. Below is a message from the development team: “We know that so many of you are looking forward to the release of FINAL FANTASY VII REMAKE and have been waiting patiently to experience what we have been working on. In order to ensure we deliver a game that is in-line with our vision, and the quality that our fans who have been waiting for deserve, we have decided to move the release date to 10th April 2020. We are making this tough decision in order to give ourselves a few extra weeks to apply final polish to the game and to deliver you with the best possible experience. I, on behalf of the whole team, want to apologize to everyone, as I know this means waiting for the game just a little bit longer. Thank you for your patience and continued support. - Yoshinori Kitase, Producer of FINAL FANTASY VII REMAKE” FINAL FANTASY VII REMAKE will be available for the PlayStation®4 system from 10th April 2020. For more information, visit: www.ffvii-remake.com Related Links: Facebook: https://www.facebook.com/finalfantasyvii Twitter: https://twitter.com/finalfantasyvii Instagram: https://www.instagram.com/finalfantasyvii/ YouTube: https://www.youtube.com/finalfantasy #FinalFantasy #FF7R About Square Enix Ltd. Square Enix Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content in Europe and other PAL territories as part of the Square Enix group of companies. -
Polygons and Practice in Skies of Arcadia
Issue 02 – 2013 Journal –Peer Reviewed ZOYA STREET Gamesbrief [email protected] Polygons and practice in Skies of Arcadia This paper features research carried out at the Victoria and Albert Museum into the design history of Sega’s 2000 Dreamcast title, Skies of Arcadia (released in Ja- pan as Eternal Arcadia). It was released by Overworks, a subsidiary of Sega, at an interesting point in Japanese computer game history. A new generation of video game consoles was in its infancy, and much speculation in the industry sur- rounded how networked gaming and large, open, tridimensional game worlds would change game design in the years ahead. Skies of Arcadia is a game about sky pirates, set in a world where islands and continents foat in the sky. I became interested in this game because it was praised in critical reviews for the real sense of place in its visual design. It is a Jap- anese Role Playing Game (JRPG), meaning that gameplay focuses on exploring a series of spaces and defeating enemies in turn-based, probabilistic battles using a system similar to that established by tabletop games such as Dungeons & Dragons. This research is based on interviews with the producer Shuntaro Tanaka and lead designer Toshiyuki Mukaiyama, user reviews submitted online over the past 10 plus years, and historically informed design analysis. It is grounded in a broader study of the networks of production and consumption that surrounded and co-produced the Dreamcast as a cultural phenomenon, technological agent and played experience. Through design analysis, oral history and archival research, in this paper I will complicate notions of tridimensionality by placing a three dimensional RPG in a broader network of sociotechnical relationships. -
E3 Targate Square Enix!
Tutte le novità dell’E3 targate Square Enix! Tra alti (pochi) e bassi (molti), ecco tutto ciò che abbiamo visto nell’evento SQUARE ENIX PRESENTS Durante l’evento digitale SQUARE ENIX PRESENTS, SQUARE ENIX ha mostrato alcuni titoli che sicuramente faranno parlare di sé, ecco un recap generale. Marvel’s Guardians of the Galaxy Eidos-Montréal ha svelato l’uscita di Marvel’s Guardians of the Galaxy, uno sfrontato gioco d’azione in terza persona dalla forte componente narrativa, che combina una storia originale ed elettrizzanti meccaniche di gioco per giocatore singolo. Sviluppato da Eidos-Montréal in collaborazione con Marvel Entertainment, Marvel’s Guardians of the Galaxy sarà pubblicato contemporaneamente per PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, PC e in streaming con GeForce NOW il 26 ottobre 2021. Attiva gli stivali-razzo di Star-Lord per una folle corsa nel cosmo con una nuova avventura di Marvel’s Guardians of the Galaxy. Insieme agli imprevedibili Guardiani, affronta una situazione esplosiva dopo l’altra, con personaggi originali e vecchie conoscenze Marvel in lotta per il destino dell’universo. Puoi farcela. Forse. David Anfossi, Head of Studio presso Eidos-Montréal, ha dichiarato: “Il team di Eidos-Montréal è onorato di poter lavorare a una serie tanto famosa insieme ai fidati colleghi di Marvel Entertainment. I nostri team sono noti per rivisitare proprietà intellettuali con un tocco originale alle storie e alla direzione artistica. Come scoprirai, Marvel’s Guardians of the Galaxy non fa eccezione.” Marvel’s Guardians of the Galaxy è stato realizzato dal team di esperti di Eidos-Montréal, in collaborazione con Marvel Entertainment per garantire un’esperienza originale e autentica ispirata a oltre 50 anni di tradizione dei Guardiani della Galassia. -
Third Person : Authoring and Exploring Vast Narratives / Edited by Pat Harrigan and Noah Wardrip-Fruin
ThirdPerson Authoring and Exploring Vast Narratives edited by Pat Harrigan and Noah Wardrip-Fruin The MIT Press Cambridge, Massachusetts London, England 8 2009 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. For information about special quantity discounts, please email [email protected]. This book was set in Adobe Chapparal and ITC Officina on 3B2 by Asco Typesetters, Hong Kong. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Third person : authoring and exploring vast narratives / edited by Pat Harrigan and Noah Wardrip-Fruin. p. cm. Includes bibliographical references and index. ISBN 978-0-262-23263-0 (hardcover : alk. paper) 1. Electronic games. 2. Mass media. 3. Popular culture. 4. Fiction. I. Harrigan, Pat. II. Wardrip-Fruin, Noah. GV1469.15.T48 2009 794.8—dc22 2008029409 10987654321 Index American Letters Trilogy, The (Grossman), 193, 198 Index Andersen, Hans Christian, 362 Anderson, Kevin J., 27 A Anderson, Poul, 31 Abbey, Lynn, 31 Andrae, Thomas, 309 Abell, A. S., 53 Andrews, Sara, 400–402 Absent epic, 334–336 Andriola, Alfred, 270 Abu Ghraib, 345, 352 Andru, Ross, 276 Accursed Civil War, This (Hull), 364 Angelides, Peter, 33 Ace, 21, 33 Angel (TV show), 4–5, 314 Aces Abroad (Mila´n), 32 Animals, The (Grossman), 205 Action Comics, 279 Aparo, Jim, 279 Adams, Douglas, 21–22 Aperture, 140–141 Adams, Neal, 281 Appeal, 135–136 Advanced Squad Leader (game), 362, 365–367 Appendixes (Grossman), 204–205 Afghanistan, 345 Apple II, 377 AFK Pl@yers, 422 Appolinaire, Guillaume, 217 African Americans Aquaman, 306 Black Lightning and, 275–284 Arachne, 385, 396 Black Power and, 283 Archival production, 419–421 Justice League of America and, 277 Aristotle, 399 Mr. -
2019 Annual Report
2019 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforget- table experiences, thereby allowing them to discover a happiness all their own. Management Guidelines In working to make our Corporate Philosophy a reality, we will manage our Group with the following policies as our key guidelines. 1. We will strive to be a company that delivers unparalleled entertainment. Through our games, amusement offerings, publications, merchandising, and other contents and services, we will be steadfast in our efforts to deliver unpar- alleled entertainment to our customers. 2. We will value innovation and creativity. By giving rise to new expressions and ideas and creating experiences like none ever encountered before, we will deliver contents and services that surpass the expectations of our customers. We believe that it is in our unrelenting efforts to this end that our existential value and the value of our brand lie. 3. We will respond with sensitivity and flexibility to environmental changes. We are surrounded by an environment that is ever changing. We will stay attuned to those changes and be flexible in adapting the nature and format of our contents and services as well as our business models accordingly. In addition, we will stay at the forefront of change so that we can provide our customers with excitement and fun. -
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. -
For Immediate Release Groove Coaster Zero Teams up With
FOR IMMEDIATE RELEASE GROOVE COASTER ZERO TEAMS UP WITH PUZZLE & DRAGONS Special Crossover Event Begins August 12 TOKYO (August 9, 2013) – TAITO Corporation (TAITO®), a wholly-owned subsidiary of Square Enix Holdings Co., Ltd., and GungHo Online Entertainment, Inc., today announced a special collaboration between TAITO’s iPhone®, iPod touch®, and iPad® rhythm game GROOVE COASTER® ZERO and GungHo’s puzzle RPG app PUZZLE & DRAGONS. From Monday, August 12 through Sunday, August 25, GROOVE COASTER ZERO-themed event dungeons and characters from SPACE INVADERS® will be appearing in PUZZLE & DRAGONS. During the same period, levels featuring original and remixed PUZZLE & DRAGONS background music will also be available for play in GROOVE COASTER ZERO. GROOVE COASTER ZERO DUNGEONS Featured in PUZZLE & DRAGONS! As part of the crossover event, GROOVE COASTER ZERO-themed dungeons will be available for play in PUZZLE & DRAGONS. These event dungeons are designed as “Technical Dungeons,” enabling enemies to use special skills to fight back against players in addition to their standard attacks. Four different difficulty settings are presented, guaranteeing an experience suitable for everyone from beginners to PUZZLE & DRAGONS experts. The characters of SPACE INVADERS—including standard and evolved versions of the OCTOPUS, CRAB, SQUID, UFO—and the GROOVE COASTER ZERO icon’s GC CRAB will also be appearing in the event dungeons, providing nostalgic pixel monsters for players to defeat. PUZZLE & DRAGONS Tracks Appear in GROOVE COASTER ZERO, Remixed by ZUNTATA! Original and remixed versions of PUZZLE & DRAGON’s in-game background music will also appear in new playable tracks for GROOVE COASTER ZERO. A new version of composer Kenji Ito’s “Departure,” specially remixed by TAITO sound team ZUNTATA member COSIO, will be available to play free of charge until the end of the crossover event. -
Square Enix Essay
BTEC Extended Diploma in Creative Media Production Unit 7: Understanding the Creative Media Sector The media sector is a large part of digital entertainment, including television, music, advertisements video games and films. Here I will be talking about a company which is well-known in the gaming industry. Square and Enix were originally separate companies but then there was horizontal integration, merging them together in April 1, 2003. The founder of Enix, Yasuhiro Fukushima is the chairman and shareholder of this corporation. Majority of the current company’s employees were previously working for Square, which wasn’t as successful as Enix. Other key members are Yosuke Matsuda, the president and the representative director, where he must report to the board of directors all the time, and Phil Rogers is the CEO for this corporation. Furthermore, both him and Yoichi Wada are the heads of Square Enix Europe. They vertically integrated for a larger audience and that’s how their products increased, improving the market and quality in merchandise. The structure that this company has is the same as others; with Board of Directors, Corporate Auditors, committees etc. The purpose of the directors is to engage in discussions and opinions, enabling them to see what their target audience needs. The reason why board of directors are needed is to handle the performance of Square Enix, as well as being responsible for their government expenditures (the number of money spent). They look at their audience’s stats (profiles) to compare with their competitors and the revenue that they gain throughout the years. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Delivering Unforgettable Experiences
DELIVERING UNFORGETTABLE EXPERIENCES Over 154 million units in global package shipments and digital sales (as of the end of March 2020) © 1997, 2020 SQUARE ENIX CO., LTD. All Rights Reserved. CHARACTER DESIGN: TETSUYA NOMURA/ROBERTO FERRARI LOGO ILLUSTRATION: © 1997 YOSHITAKA AMANO “FINAL FANTASY” Series The “FINAL FANTASY” series celebrated its 30th anniversary in 2017. It has earned high praise from fans all over the world for its cutting-edge graphics, unique world view, and rich, in-depth storylines. Since its launch in 1987, the series has sold a total of over 154 million units worldwide. ©2015-2020 SQUARE ENIX CO., LTD. All Rights Reserved. Developed by Alim Co., Ltd. LOGO ILLUSTRATION:©2014 YOSHITAKA AMANO © 2019-2020 SQUARE ENIX CO., LTD. All Rights Reserved. Co-Developed by gumi Inc. LOGO ILLUSTRATION: © 2018 YOSHITAKA AMANO © 2010 - 2020 SQUARE ENIX CO., LTD. All Rights Reserved. © 2003, 2020 SQUARE ENIX CO., LTD. All Rights Reserved. LOGO ILLUSTRATION: CHARACTER DESIGN: Toshiyuki Itahana © 2018 YOSHITAKA AMANO Over 82 million units in global package shipments and digital sales (as of the end of March 2020) © 2017, 2017117 2019201 011 ARMORAARM M PROJECT/BIRD J STUDIO/SQUARE U / UA ENIX N X AAllll RRightsights RReserved.eserved. “DRAGON QUEST” Series In 2016, the “DRAGON QUEST” series celebrated its 30th anniversary. This series of popular roleplaying games has sold a total of over 82 million units worldwide since the launch of “DRAGON QUEST” for the Nintendo Entertainment System in 1986. The series keeps creating new gaming experiences by actively utilizing advanced technologies such as 3D maps, StreetPass wireless communication, and cloud gaming. -
2010 Annual Report
2010 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own. Management Guidelines These guidelines reflect the foundation of principles upon which our corporate philosophy stands, and serve as a standard of value for the Group and its members. We shall strive to achieve our corporate goals while closely considering the following: 1. Professionalism We shall exhibit a high degree of professionalism, ensuring optimum results in the workplace. We shall display initiative, make continued efforts to further develop our expertise, and remain sincere and steadfast in the pursuit of our goals, while ultimately aspiring to forge a corporate culture disciplined by the pride we hold in our work. 2. Creativity and Innovation To attain and maintain new standards of value, there are questions we must ask ourselves: Is this creative? Is this innovative? Mediocre dedication can only result in mediocre achievements. Simply being content with the status quo can only lead to a collapse into oblivion. To prevent this from occurring and to avoid complacency, we must continue asking ourselves the aforementioned questions. 3. Harmony Everything in the world interacts to form a massive system. Nothing can stand alone. Everything functions with an inevitable accord to reason. It is vital to gain a proper understanding of the constantly changing tides, and to take advantage of these variations instead of struggling against them.