Finalists Announced for the Uncharted Audition by Sony

Total Page:16

File Type:pdf, Size:1020Kb

Finalists Announced for the Uncharted Audition by Sony Mar 27, 2012 17:28 CEST Making Gaming History - Finalists Announced for the Uncharted Audition by Sony After 10 days of intense auditions on Sony's Facebook fan pages and over 6,000 entries from 16 countries, 10 lucky finalists have been selected to take part in the grand finale in LA and win the chance to make gaming history to become a playable character[i] in 'Uncharted 3: Drake's Deception™' on PlayStation®3. This once in a lifetime experience is made possible through bringing together Sony's expertise and heritage in film and gaming. In recent hit games, including the Uncharted franchise, Sony has taken computer games to new levels of film-like reality and this audition goes one step further to find and nurture creative talent and create an opportunity that only Sony can make a reality. The ten finalists are: Genevieve Sibayan, London Shabaz Sarwar, Copenhagen Dzyan Wattimena, Amsterdam Georgina Ruth Hanmer, London James Crerar, Dublin Maria Fritsche, Copenhagen Laetitia Monsieur, Brussels James Cooper, London Bastien Bourlé, Paris Farshid Abdollahi, Vienna The final event takes place on 28th March at the Sony Pictures studios in Culver City where the finalists will meet their heroes from the game, including Nolan North who plays the infamous Nathan Drake, to receive hands on coaching for their final audition. The auditions will put each finalist's skill and talent to the test and will see them compete against each other in a series of gaming challenges, go through their action-man paces with legendary stunt experts, improve their acting and improvisation skills and endeavour to impress the team of judges with their character creations. The judges will be a tough group to impress with a host of Uncharted actors and Naughty Doc Inc. creators on the panel: Nolan North (Nathan Drake), Emily Rose (Elena Fisher) Amy Hennig (Creative Director) and Robh Ruppel (Art Director) and Justin Richmond (Game Director). The Naughty Doc Inc. judging panel commented, "The amount of creativity and enthusiasm we saw from our contestants during The Uncharted Audition was great. Sony challenged fans to prove that they were as good as Nathan Drake and our finalists achieved this by demonstrating the highest level of quality and imagination possible. This is how we work at Naughty Dog and it’s what make.believe is all about. We’re excited to see what kind of wildly creative Uncharted 3 multiplayer character our grand prize winner will help us design.” Each finalist will also receive a digital camera from Sony to document their amazing journey to become a playable game character. A final winner's video will be created to show gaming history being made! [i] a multi-player character available in the pack update About Sony Corporation Sony Corporation is responsible for the Electronics Products & Solutions (EP&S) business in the Sony Group. With the vision of "continuing to deliver Kando and Anshin to people and society across the world through the pursuit of technology and new challenges," Sony will create products and services in areas such as home entertainment & sound, imaging, and mobile communications. For more information, visit: http://www.sony.net/ Contacts Sony Europe PR Team Press Contact PR Team [email protected] Press Contacts in your country Press Contact.
Recommended publications
  • The Art of Video Games Voting Results
    The Art of Video Games Voting Results The Art of Video Games exhibition will explore the 40‐year evolution of video games as an artistic medium, with a focus on striking visual effects, the creative use of new technologies, and the most influential artists and designers. A website (www.artofvideogames.org) offered participants a chance to vote for 80 games from a pool of 240 proposed choices in various categories, divided by era, game type and platform. Voting took place between February 14, 2011 and April 17, 2011. The exhibition will be on display at the Smithsonian American Art Museum from March 16, 2012 through September 30, 2012 (www.americanart.si.edu/taovg). Visit www.artofvideogames.org to sign up to receive updates about this exhibition. Era 1: Start! System Image Genre Winning Game Other Nominees Atari VCS Action Pac‐Man , 1981, Toru Iwatani /Tod Haunted House Frye. ™ and © NAMCO BANDAI Tunnel Runner Games Inc. Adventure Pitfall! , 1982, David Crane. Adventure Activision Publishing. All trade E.T. The Extra‐Terrestrial names and trademarks are properties of their respective parties. All rights reserved. Target Space Invaders , 1980, Rick Maurer. Missile Command® Yars’ Revenge® Cb/SCombat/Strategy CbCombat ®®, 19771977, SSteve MMayer, JJoe SStar RidRaiders ® Decuir, Larry Kaplan, Larry Wagner. Video Chess® © 1978 Atari Interactive, Inc. ColecoVision Action Donkey Kong ™, 1982, Created by Jungle Hunt Shigeru Miyamoto. Smurf: Rescue in Gargamel’s Castle Adventure Pitfall II: Lost Caverns , 1984, David Alcazar: The Forgotten Crane, adapted by Robert Fortress Rutkowski. Activision Publishing. Gateway to Apshai All trade names and trademarks are properties of their respective parties.
    [Show full text]
  • GAME DEVELOPERS BUTT HEADS T: 800.250.2429 F: 847.763.9606 DEK E: [email protected]
    SPECIAL FEATURE: TOP DEVELOPERS OF 2009 VOL17 NO6 JUNE/JULY2010 THE LEADING GAME INDUSTRY MAGAZINE sf_gd_june10.pdf 1 4/29/2010 5:46:05 PM C M Y CM MY CY CMY K Create animated 3D interfaces using Scaleform GFx 3.2 CONTENTS.0610 VOLUME 17 NUMBER 6 POSTMORTEM DEPARTMENTS 20 VIGIL GAMES' DARKSIDERS 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Four developers with a cracked laptop monitor and a dream—that's Players Vs. Users the legend of DARKSIDERS' creation. How the team went from there to over 120 people and a completed game under THQ is the reality, and 4 HEADS UP DISPLAY [NEWS] the team shares some very honest moments here, from concept art First quarter console trends, Canada Video Game Awards, trouble to lessons from playtesting. IGF hires new chairman, and more. By Timothy Bell 32 TOOL BOX By Adam May [REVIEW] FEATURES Pixologic's Zbrush 3.5 r3 6 TOP 30 DEVELOPERS 35 THE INNER PRODUCT By Bill Bilodeau [PROGRAMMING] 2009 was an interesting year, with social shakeups and mid- Decal Tessellation lifecycle consoles. Though the money was down a bit in 2009, the professionalism, quality, and innovation had never been higher. 42 PIXEL PUSHER By Steve Theodore [ART] In this non-empirical list, we share our choices for the best game The Real World developers of the year. By Brandon Sheffield and Jeffrey Fleming 44 DESIGN OF THE TIMES By Soren Johnson [DESIGN] The Social Revolution 13 AN ARTIST'S EYE Does the Golden Ratio have application in game design? These two 46 AURAL FIXATION By Jesse Harlin [SOUND] trained artists say so.
    [Show full text]
  • Skydance Media Partners with Award-Winning Interactive Director Amy Hennig
    SKYDANCE MEDIA PARTNERS WITH AWARD-WINNING INTERACTIVE DIRECTOR AMY HENNIG Santa Monica, CA – November 18, 2019 – Skydance Media has tapped award-winning creative director Amy Hennig (Uncharted) and her executive producer partner Julian Beak to form a new division to shape the future of interactive media. Designed to reach gamers and non-gamers alike on emerging streaming platforms, new story-focused experiences – crafted as an interactive series – will employ state-of-the-art computer graphics to provide the visual fidelity of television and film, but with an active, lean-in experience that puts the audience in the driver’s seat. Hennig and Beak will establish and build a team based in the San Francisco Bay Area and will maintain offices at Skydance Media’s Santa Monica headquarters. A game industry veteran with more than 30 years of experience, Hennig was recently honored with the Lifetime Achievement Award at 2019’s Game Developers Choice Awards and was presented with the 2016 BAFTA Special Award in recognition of her outstanding contribution to the video game industry. “The interactive media landscape is continually changing and Amy and Julian are creative and visionary leaders of this evolution,” said David Ellison, CEO Skydance Media. “Together, we will create within this new sphere the same type of event-level entertainment experiences that Skydance is known for in features and television.” “Julian and I are thrilled to be part of the Skydance creative team and excited to partner with Skydance to explore this new frontier in entertainment while pioneering new ways to tell immersive stories through technology,” said Hennig.
    [Show full text]
  • Retroparla 2020 Mujeres En El Mundo De La VISIBLES Informática Y Los Videojuegos
    _VISIBLES_ RetroParla 2020 Mujeres en el mundo de la _VISIBLES_ informática y los videojuegos ¿Sabías que el primer programa informático de la historia lo escribió una mujer, un siglo antes de que se construyera el primer ordenador? ¿O que fueron mujeres las que calcularon a mano la trayectoria que llevó a los astronautas a la Luna? ¿O que su trabajo fue clave para que hoy puedas llevar un móvil en el bolsillo y conectarte a internet desde el sofá de tu casa? ¿Sabías que hay una mujer detrás de las aventuras de Lara Croft o las andanzas de Nathan Drake? ¿O de Halo? ¿O de Los Sims? ¿O que llevan más de cuarenta años programando videojuegos, desde los tiempos de la Atari 2600? Desde aquel primer programa de Ada Lovelace, generaciones de mujeres han contribuido de manera decisiva al avance de la tecnología en todos sus campos, y en la mayoría de los casos sin el reconocimiento que merecían. Estas cincuenta reseñas son solo una pequeñísima muestra de las miles de ingenieras, diseñadoras, programadoras, artistas e inventoras que desde hace siglo y medio están consiguiendo hacernos la vida mucho más fácil (¡y mucho más entretenida!). El equipo de RETRO RetroParla PARLA ASOCIACION DE AFICIONADOS A LA RETROINFORMATICA DE PARLA Ada Lovelace (Matemática y programadora) Augusta Ada King, condesa de Lovelace, nació en Londres en 1815. Única hija legítima del poeta Lord Byron y de Anne Isabella Milbanke, fue su madre quien la educó de forma tan esmerada como exigente tras la separación del matrimonio, inculcándole su amor por las matemáticas.
    [Show full text]
  • Mujeres Emprendedoras
    MUJERES EMPRENDEDORAS Índice 1. INFANTIL……………………………………………………………………………....3 pág a. Sofía Benjumea…………………………………………………………….3-4 pág b. Beatriz Montera…………………………………………………………….5-6 pág c. Elena García Armand……………………………………………………...6-7 pág d. Elsa Punset…………………………………………………………….….7-10 pág e. Rosa Mª Jové Montanyola……………………………………………...10-11 pág 2. INFORMÁTICA Y PROGRAMACIÓN……………………………………………...12 pág a. Hedy Lamarr………………………………………………………….…..12-13 pág b. Ada Lovelace………………………………………………………………....13 pág c. Ashley Qualls……………………………………………………….…….13-14 pág d. Valeria Castro…………………………………………………………….......14 pág 3. MARKETING Y PUBLICIDAD…………………………………………………….....15 pág a. Helen Resor…………………………………………………………………...15 pág 4. REALIZACIÓN………………………………..……………………………………….16 pág a. Alice Guy………………………………………………………………………16 pág 5. SANIDAD...…………………………………………………………………………….17 pág a. Fatu Kekula…………...…………………………………………………….17 pág b. Linda Diane……...……………………………………………………...17-18 pág c. Margarita Salas……………………...…………………………………....18-19 pág d. María Blasco……………………………………………………………....19-20 pág e. Pilar Mateo Herrero…………………………………………………….20-21 pág f. Rita Levi Montalcini……………………………………………………….21-22 pág g. Rosalyn Sussman………………………………………………………...…..23 pág 6. DISEÑO……………………………………………………………………..………....23 pág a. Coco Chanel…………………………………………………………………..23 pág b. Zaha Hadid…………………………………………………………..….23-24 pág c. Ray-Bernice Alexandra Kaiser Eames……………………...………….24 pág d. Elsie Macgill…………………………………………………………………...24 pág e. Julia Morgan…………………………………………………………………..25 pág f. Charlotte Perriand…………………………………………………………....25
    [Show full text]
  • Eastern Progress
    Championing Going home for the forgotten Coal the holidays B6 art of on CAMPUS beekeeping Campus plant, B1 speaker show both sides of industry A5 Eastern Kentucky University THE EASTERN PROGRESS www.easternprogress.comternprogress.com © 2011 Richmond, KY Student publication of Eastern Kentucky University since 19219222 14 pages,pages, TThursday,hursday, NovemNovemberber 17, 20120111 Veterans remembered, commemorated NATIONAL ROLL CALL LED BY FACULTY, STUDENTS KICKS OFF VETERANS DAY CELEBRATION STAFF REPORT [email protected] Last Friday Eastern took part in a Veteran’s Day ceremony echoed simultaneously at schools in all 50 states. Th e National Roll Call, started by Brett Morris, Eastern’s associate director of veteran’s aff airs, was picked up by 183 other colleges across the coun- try. At Eastern, the ceremony began at 6 a.m. with a reading of the names of all 6,313 casualties of Oper- ation Enduring Freedom and Operation Iraqi Freedom. Th e EKU VETS: reading of the names conclud- See related ed with remarks from Presi- dent Doug Whitlock, Lt. Gen. story on A3 Robert Yerks, Student Body President Rachel Mollozzi and Rep. Ben Chandler. “Th ere was a lot of VIPS,” said Jared Smith, 30, police studies major from Somerset. “Th at really SETH LITTRELL/PROGRESS and SUBMITTED BY DEBBIE VESCIO shows the caliber of event it was.” (Above, counter clockwise) Students examine names written on flags to thank and Th e ceremony also featured a nationwide min- memorialize soldiers. ( Top corner left) Col. Brett Morris is inducted as a member of ute of silence, a 21 gun salute from a VFW rifl e the new veteran fraternity.
    [Show full text]
  • Writers Room
    We are just now at The Jazz Singer in video games. We are starting to figure out that there are things we can do beyond the conventions of cinema and there are ways to tell stories that help the gameplay along and not just ape the experience of film or television. — Gary whitta The , Whether we re following Mario as he leaps through pipes to rescue an abducted princess or sculpting the , . saga of Commander Shepard in the midst of a universe-spanning war, most video games have stories to tell ven Ms. Pac-Man – a game about a the current state of video game storytelling to on. The undead threat serves as the back- Writers Room hockey puck that eats pellets – pro- the era when silent movies turned into talkies. drop for the human drama. Telltale sacrifices vides fiction for its characters, showing “We are just now at The Jazz Singer in video action sequences, effectively reimagining Revealing the Art and Science of Game Writing us how Ms. Pac-Man and Pac-Man fall in love. games,” he says. “We are starting to figure the adventure genre as an interactive drama. Some video game stories are expressed out that there are things we can do beyond You don’t need to be holding the controller by Andrew Reiner through simple pantomimed animations. Some the conventions of cinema and there are to appreciate this emotional story. are told entirely through text. Others unfold like ways to tell stories that help the gameplay To better understand how game writers motion pictures with voice actors, orchestrated along and not just ape the experience of film practice their craft and break down the scores, and dramatic cinematography.
    [Show full text]
  • Ludic Dysnarrativa: How Can Fictional Inconsistency in Games Be Reduced? by Rory Keir Summerley
    Ludic Dysnarrativa: How Can Fictional Inconsistency In Games Be Reduced? by Rory Keir Summerley A Thesis submitted in partial fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) at the University of the Arts London In Collaboration with Falmouth University December 2017 Abstract The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. While they operate very differently to most single-player games in terms of their fiction, multiplayer games still provide useful clarifications and principles for reducing fictional inconsistencies in all games.
    [Show full text]
  • Uncharted 3: Drake's Deception
    Wiki Guide PDF Uncharted 3: Drake's Deception Walkthrough Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 Chapter 11 Chapter 12 Chapter 13 Chapter 14 Chapter 15 Chapter 16 Chapter 17 Chapter 18 Chapter 19 Chapter 20 Chapter 21 Chapter 22 Treasures 100 Treasures in 30 Minutes Chapter 1 Treasures Antique Boxing Medallion Brass Vesta Case Chapter 2 Treasures Emerald and Diamond Ring Antique Coin Purse Antique Colombian Soup Ladel Pottery Chimu Vessel Ancient Chupicuaro Figure Shamanistic Jaguar Head Antique Colombian Table Knife Chapter 3 Treasures Dog-Shaped Incan Whistle Silver Chimu Pendant Seventeenth Century Coin Chapter 4 Treasures Diamond-Studded Horse Brooch Coral Cameo Brooch Victorian Locket and Chain Silver Roses Bracelet Strange Relic Fierce Lion Bangle Pearl, Diamond and Ruby Brooch Chapter 5 Treasures Victorian Copper Penny Victorian Gold Sovereign Silver Hunter Pocket Watch Art Nouveau Flask Chapter 6 Treasures Antique Wax Seal Stamp Gold Inlay Cameo Bangle Diamond and Pearl Bracelet Louis XVI Louis d'or Coin Emerald Cameo Brooch Art Nouveau Belt Buckle Ruby and Diamond Ring Silver Rococo Teapot Miniature Portrait Pendant Chapter 7 Treasures Gold and Pearl Stick Pin Chapter 8 Treasures Silver Sassinid Coin Ancient Metal Elephant Crusader Coin Enamel Copper Vessel Marble Double Eye Idol Medieval Lead Horseman Byzantine Reliquary Cross Chapter 9 Treasures King Bohemond III Coin Crusader Fleur-de-lis Antique Cuff Bracelet Chapter 10 Treasures Antique Cloak Clasp Silver Jambiya
    [Show full text]
  • Uncharted 2: Among Thieves Breaks Away and Flees with 10 Awards During the 13Th Annual Interactive Achievement Awards
    Contact: Debby Chen / Wendy Zaas Geri Gordon Miller Rogers & Cowan Academy of Interactive Arts and 310-854-8168 / 310-854-8148 Sciences [email protected] 818-876-0826 x202 [email protected] [email protected] UNCHARTED 2: AMONG THIEVES BREAKS AWAY AND FLEES WITH 10 AWARDS DURING THE 13TH ANNUAL INTERACTIVE ACHIEVEMENT AWARDS LAS VEGAS – February 18, 2010 – Escaping with10 outstanding awards, Uncharted 2: Among Thieves (Sony Computer Entertainment) ran over the competition at the 13th Annual Interactive Achievement Awards®. Hosted by stand-up comedian and video game enthusiast Jay Mohr at the Red Rock Resort in Las Vegas, the evening brought together renowned leaders from the gaming industry to recognize their outstanding achievements and contributions to the space. The 13th Annual Interactive Achievement Awards honored successful game designer and Activision co-founder, David Crane with the AIAS’ first Pioneer Award. Entertainment Software Association (ESA) founder, Douglas Lowenstein was honored with the Lifetime Achievement Award. Gaming legend behind successful titles, Crash Bandicoot and Spyro the Dragon, Mark Cerny, was inducted into the Hall of Fame, one of the organization’s highest honors. “The interactive world continues to grow and move forward every day. While we have seen tremendous advances in the community, I believe this is only the beginning,” said Joseph Olin, president, AIAS. “With the help of the tremendously talented men and women here tonight, we will continue to create games that inspire each other to continue pushing the envelope.” These peer-based awards recognize the outstanding products, talented individuals and development teams that have contributed to the advancement of the multi-billion dollar worldwide entertainment software industry.
    [Show full text]
  • Nominations 9 MARCH 2017 ** STRICTLY EMBARGOED UNTIL 09
    Nominations 9 MARCH 2017 ** STRICTLY EMBARGOED UNTIL 09:30 THURSDAY 9 MARCH 2017 ** ARTISTIC ACHIEVEMENT ABZÛ Developm ent Team - Giant Squid/505 Gam es DISHONORED 2 Developm ent Team - Arkane Studios/Bethesda Softworks INSIDE Developm ent Team - Playdead/Playdead THE LAST GUARDIAN Developm ent Team - SIE Japan Studio, genDesign/Sony Interactive Entertainment Europe UNCHARTED 4 Developm ent Team - Naughty Dog LLC/Sony Interactive Entertainment Europe UNRAVEL Developm ent Team - Coldwood Interactive/Electronic Arts AUDIO ACHIEVEMENT BATTLEFIELD 1 Developm ent Team – DICE/Electronic Arts DOOM Developm ent Team – id Software/Bethesda Softworks INSIDE Martin Stig Andersen – Playdead/Playdead THE LAST GUARDIAN Developm ent Team - SIE Japan Studio, genDesign/Sony Interactive Entertainment Europe REZ INFINITE Tetsuya Mizuguchi, Takako Ishida, Noboru Mutoh - Enhance Gam es, Monstars Inc., Resonair/Enhance Gam es UNCHARTED 4 Developm ent Team – Naughty Dog LLC/Sony Interactive Entertainment Europs BEST GAME FIREWATCH Developm ent Team – Cam po Santo Productions/Cam p Santo Productions, Panic Inc. INSIDE Developm ent Team – Playdead/Playdead OVERWATCH Developm ent Team – Blizzard Entertainm ent/Blizzard Entertainment STARDEW VALLEY Eric Barone – ConcernedApe/Chucklefish TITANFALL 2 Developm ent Team – Respawn Entertainm ent/Electronic Arts UNCHARTED 4 Developm ent Team – Naughty Dog LLC/Sony Interactive Entertainment Europe BRITISH GAME BATMAN: ARKHAM VR Developm ent Team – Rocksteady Studios/WB Gam es FORZA HORIZON 3 Developm ent Team – Playground Gam es/Microsoft Studios NO MAN’S SKY Developm ent Team - Hello Gam es/Hello Gam es, Sony Interactive Entertainment Europe OVERCOOKED Developm ent Team – Ghost Town Gam es/Team 17 Digital Ltd PLANET COASTER Developm ent Team – Frontier Developments/Frontier Developments VIRGINIA Developm ent Team – Variable State/505 Gam es DEBUT GAME FIREWATCH Developm ent Team – Cam po Santo Productions/Cam po Santo Productions, Panic Inc.
    [Show full text]
  • Aiming at the English Language Proficiency Objectives of the National Core Curriculum for Basic Education Through Video Games
    Aiming at the English Language Proficiency Objectives of the National Core Curriculum for Basic Education through Video Games Markus Lukkarinen Pro Gradu Thesis University of Oulu Faculty of Humanities English Philology Spring 2013 Table of Contents 1. Introduction .............................................................................................................. 1 2. Theoretical background ............................................................................................ 3 2.1. Video games ...................................................................................................... 3 2.2. Video game genres ............................................................................................ 5 2.3. Video games and Learning................................................................................ 8 2.3.1. Experience and Learning............................................................................ 9 2.3.2. Social Identity and Learning .................................................................... 11 2.3.3. Collaborative Game-play and Language Learning .................................. 12 2.4. Second Language Acquisition......................................................................... 13 2.5. Extramural English and language learning ..................................................... 15 2.5.1. Language Learning in Everyday Contexts ............................................... 15 2.5.2. Previous research on extramural English and language learning............. 16 3. English
    [Show full text]