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Montreal Before Ubisoft Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 130-132 http://loading.gamestudies.ca The Montreal Indie Game Development Scene… Before Ubisoft Jason Della Rocca Execution Labs The year 2012 marked the 15th anniversary of Ubisoft’s Montreal studio. Established in 1997, it has come a long way from being a young team of rookies working on Playmobile games, to a 2200+ staff powerhouse pumping out massive hits like Assassin’s Creed and Far Cry. I can still recall some very preliminary conversations with Ubisoft execs asking for my thoughts on whether Montreal would be a good place to set up shop. Many credit Ubisoft for getting the Montreal game development scene rolling, in part because they were the first major global player to set up in the city, and they heralded in the era of positive government intervention (i.e. the multimedia labour tax credits regime). And, in many ways they served this pivotal role of accelerating the clustering of big game studios in Montreal; EA, Eidos, Warner Brothers, Funcom, and THQ all followed on the successes of Ubisoft. However, it is easy to forget that a game industry largely made up of independent studios already existed in Montreal (and neighboring Quebec City), that there was already momentum building before Ubisoft arrived. There was already groundwork and history in place – for games specifically, but also more broadly in terms of graphics and simulation (think Discreet, Softimage, CAE, Kaydara, etc.), and creativity (think Cirque du Soleil, NFB, etc). The fact that Montreal was not a blank slate is an important detail that escapes most economists and politicians who are trying to recreate similar clustering effects in their own city or country. -
Ubisoft Opens New Office in Mexico
UBISOFT EXPANDS TO MEXICO, ANNOUNCES ELECTRONIC GAMES SHOW LINEUP Opens New Office to Strengthen Video Game Business in High-Growth Region Paris, FRANCE – October 25, 2006 – Today Ubisoft, one of the world’s largest video game publishers, announced the opening of a new business office in Mexico City, Mexico. The new office opens with a core team that will focus on establishing business relationships to help increase Ubisoft’s market share in Mexico. Etienne-Charles Nobert, Ubisoft’s Latin American area manager, will spearhead operations in the new location and will report to Olivier Ernst, general manager of Ubisoft operations in Canada and Latin America. Ubisoft will be present at the Electronic Games Show (EGS) at the World Trade Center in Mexico City from October 27 through 29. With over 30,000 people expected to attend, EGS is the most important games event in Latin America. Ubisoft will present some of this year’s most anticipated titles on its booth: • Red Steel ™ (first-person action, presented on the Wii™): The only original first-person game built from the ground up for Wii launch. • Rayman: Raving Rabbids ™ (action-adventure, presented on the Wii) Rayman® is back to fight crazed bunnies in this legendary series that has sold 17 million copies worldwide. • Tom Clancy’s Splinter Cell Double Agent™ (spy action, presented on the Wii): An amazing new installment in this series that has already sold 14 million units worldwide. • Open Season ™ (kids action-adventure, presented on the PlayStation®2 computer entertainment system): The video game adaptation of Sony Pictures Animation’s eagerly awaited first CGI movie. -
Analyzing Space Dimensions in Video Games
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts. -
Final Fantasy Tactics E Listamos Os Dez Melhores Jogos Da Série
ÍNDICE A nova fantasia Final Fantasy nos trouxe emoções, aventura e ação por décadas. E a Square Enix nos traz essa experiência mais uma vez (com um toque extra de ação) com Final Fantasy Type-0 HD para PS4 e Xbox One. E nós não apenas mergulhamos nesse mais novo título, mas também trazemos nossas expectativas para Final Fantasy XV, revisitamos Final Fantasy Tactics e listamos os dez melhores jogos da série. Fique por dentro também de Dying Light, Battlefield Hardline e muito mais! – Rafael Neves PERFIL Moogle 04 BLAST FROM THE PAST DIRETOR GERAL / PROJETO GRÁFICO Final Fantasy Tactics Sérgio Estrella (PS/PSP) 08 DIRETOR EDITORIAL Rafael Neves PRÉVIA DIRETORES DE PAUTAS João Pedro Meireles Final Fantasy Type-0 HD Gabriel Vlatkovic (PS4/XBO) Ítalo Chianca 13 Alberto Canen DIRETOR DE REVISÃO ANÁLISE Alberto Canen Dying Light DIRETOR DE (PC/PS4/XBO) DIAGRAMAÇÃO 25 Ricardo Ronda FUTURE BLAST REDAÇÃO Cássio B. Carmo Gabriel Minossi Final Fantasy XV Ítalo Chianca (PS4/XBO) 31 Manoel Siqueira Silva Leandro Rizzardi Pedro Vicente MOBILE BLAST Robson Júnior Heroes of Might and REVISÃO Magic III e Skyward Alberto Canen 39 Leonardo Nazareth Pedro Gusmão Vitor Tibério TOP 10 DIAGRAMAÇÃO Melhores jogos Aline Miki de Final Fantasy Gabriel Leles 44 Guilherme Kennio Leandro Fernandes ANALÓGICO Letícia Fernandes Quando games CAPA Felipe Araujo ultrapassam a tela ONLINE gameblast.com.br 2 ÍNDICE Capas cortadas Artes que quase estamparam esta edição FAÇA SUA ASSINATURA E receba todas as edições em seu computador, smartphone ou tablet com antecedência, além de brindes, GRÁTIS promoções e edições bônus! DA REVISTA ASSINAR! GAMEBLAST! gameblast.com.br 3 PERFIL por Pedro Vicente Revisão: Alberto Canen Diagramação: Guilherme Kennio MOOGLE Pode ser difícil acreditar estando atento apenas aos dias atuais, mas Final Fantasy já foi uma série genial. -
Development of a Windows Device Driver for the Nintendo Wii Remote Entwicklung Eines Windows Treibers Für Die Nintendo Wii Remote
Development of a Windows Device Driver for the Nintendo Wii Remote Entwicklung eines Windows Treibers für die Nintendo Wii Remote Julian Löhr School of Informatics SRH Hochschule Heidelberg Heidelberg, Germany [email protected] Abstract—This paper is about the development of a device The Wii Remote uses Bluetooth for its wireless driver for the Nintendo Wii Remote on Windows PC’s. communication and is thereby connectable with a pc[1]. Windows does recognize the Wii Remote as a game controller, Keywords—Windows driver development, Wii Remote, human but as shown in Fig. 1 no inputs are exposed. Therefore it is not interface device, game controller, Bluetooth usable without any third party support. There are various programs to enable the Wii Remote to be used within video I. INTRODUCTION games, but all of them just map the inputs to keyboard keys[2]. Many PC games do support game controllers. The So this is useful for some single-player games, but does not Nintendo Wii Remote is a wireless controller for the Nintendo support analog input[2]. Additionally if multiple controllers are Wii console and the Nintendo Wii U console. It features needed, e.g. for local multiplayer games like FIFA, this several buttons, acceleration sensors and an infrared sensor. solution is not sufficient enough[2]. Furthermore it is possible to expand the controller via an additional port with various attachments. Those attachments So the objective is to develop a device driver to enable it as are, i.e. the Nunchuk, a controller with additional buttons and a native game controller. -
Ubisoft Studios
CREATIVITY AT THE CORE UBISOFT STUDIOS With the second largest in-house development staff in the world, Ubisoft employs around 8 000 team members dedicated to video games development in 29 studios around the world. Ubisoft attracts the best and brightest from all continents because talent, creativity & innovation are at its core. UBISOFT WORLDWIDE STUDIOS OPENING/ACQUISITION TIMELINE Ubisoft Paris, France – Opened in 1992 Ubisoft Bucharest, Romania – Opened in 1992 Ubisoft Montpellier, France – Opened in 1994 Ubisoft Annecy, France – Opened in 1996 Ubisoft Shanghai, China – Opened in 1996 Ubisoft Montreal, Canada – Opened in 1997 Ubisoft Barcelona, Spain – Opened in 1998 Ubisoft Milan, Italy – Opened in 1998 Red Storm Entertainment, NC, USA – Acquired in 2000 Blue Byte, Germany – Acquired in 2001 Ubisoft Quebec, Canada – Opened in 2005 Ubisoft Sofia, Bulgaria – Opened in 2006 Reflections, United Kingdom – Acquired in 2006 Ubisoft Osaka, Japan – Acquired in 2008 Ubisoft Chengdu, China – Opened in 2008 Ubisoft Singapore – Opened in 2008 Ubisoft Pune, India – Acquired in 2008 Ubisoft Kiev, Ukraine – Opened in 2008 Massive, Sweden – Acquired in 2008 Ubisoft Toronto, Canada – Opened in 2009 Nadeo, France – Acquired in 2009 Ubisoft San Francisco, USA – Opened in 2009 Owlient, France – Acquired in 2011 RedLynx, Finland – Acquired in 2011 Ubisoft Abu Dhabi, U.A.E – Opened in 2011 Future Games of London, UK – Acquired in 2013 Ubisoft Halifax, Canada – Acquired in 2015 Ivory Tower, France – Acquired in 2015 Ubisoft Philippines – Opened in 2016 UBISOFT PaRIS Established in 1992, Ubisoft’s pioneer in-house studio is responsible for the creation of some of the most iconic Ubisoft brands such as the blockbuster franchise Rayman® as well as the worldwide Just Dance® phenomenon that has sold over 55 million copies. -
Multiprocessing Contents
Multiprocessing Contents 1 Multiprocessing 1 1.1 Pre-history .............................................. 1 1.2 Key topics ............................................... 1 1.2.1 Processor symmetry ...................................... 1 1.2.2 Instruction and data streams ................................. 1 1.2.3 Processor coupling ...................................... 2 1.2.4 Multiprocessor Communication Architecture ......................... 2 1.3 Flynn’s taxonomy ........................................... 2 1.3.1 SISD multiprocessing ..................................... 2 1.3.2 SIMD multiprocessing .................................... 2 1.3.3 MISD multiprocessing .................................... 3 1.3.4 MIMD multiprocessing .................................... 3 1.4 See also ................................................ 3 1.5 References ............................................... 3 2 Computer multitasking 5 2.1 Multiprogramming .......................................... 5 2.2 Cooperative multitasking ....................................... 6 2.3 Preemptive multitasking ....................................... 6 2.4 Real time ............................................... 7 2.5 Multithreading ............................................ 7 2.6 Memory protection .......................................... 7 2.7 Memory swapping .......................................... 7 2.8 Programming ............................................. 7 2.9 See also ................................................ 8 2.10 References ............................................. -
Release Notes
DRIVER VERSION: 27.20.100.8935 DATE: November 6, 2020 IMPROVEMENTS: • Performance improvements when using Chrome YouTube Media Playback. Get a front row pass to gaming deals, contests, betas, and more with Intel Software Gaming Access. *2 Are you still experiencing an error preventing the driver update? Look here for why and a solution. KEY ISSUES FIXED: • Crysis Remastered may crash to desktop while loading to gameplay. • Minor graphic anomalies seen on PGA tour 2K21*, Doom Eternal* (Vulkan), World of Warcraft: Shadowlands*(DX12). • Intermittent crash or hang seen in Red Dead Redemption 2* (Vulkan), Civilization 6: Gathering Storm* (DX12) benchmark, Serious Sam 4: Planet Badass* (DX12), Forza Horizon 4* on Iris Xe Graphics. This document provides information about Intel Graphics Driver for: • 11th Generation Intel® Core™ Processors with Intel® Iris® Xe Graphics (Tiger Lake) • 10th Generation Intel® Core™ processors with Intel Iris Plus graphics (Ice Lake) • 10th Generation Intel® Core™ processors with Intel UHD Graphics (Comet Lake) • 9th Generation Intel® Core™ processors, related Pentium®/Celeron® processors, and Intel Xeon® processors, with Intel UHD Graphics 630 • 8th Generation Intel® Core™ processors, related Pentium/ Celeron processors, and Intel Xeon processors, with Intel Iris Plus Graphics 655 and Intel UHD Graphics 610, 620, 630, P630. • 7th Generation Intel® Core™ processors, related Pentium/ Celeron processors, and Intel Xeon processors, with Intel Iris Plus Graphics 640, 650 and Intel HD Graphics 610, 615, 620, 630, P630. • 6th Generation Intel® Core™, Intel Core M, and related Pentium processors, with Intel Iris Graphics 540, Intel Iris Graphics 550, Intel Iris Pro Graphics 580, and Intel HD Graphics 510, 515, 520, 530. -
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. -
Zalman ZM-M190 19 Inch Trimon 2D/3D LCD Monitor
1 3D Game We would like to explain what kinds of games supporting 3D and what you should do before you play 3D games. And here are some comments on our 3D monitor. 「I did not know how exciting it was until I played PC games in 3D. But once I played PC Games in 3D, I defi- nitely know the difference between 2D and 3D. And I would never ever satisfied with 2D Games now」 「When I play shooting games, the bullet seems like to come through the monitor. So the 3D gives me some tense and the tense make me exciting」 For example, you can play these very famous PC games in 3D!! You can find out what kind of games make you crazy and what you should do before playing 3D games in [3D Game List] and [How to enjoy 3D game] as below. 2 3D Game List Age of Empires 3 Half-Life 2 - Episode 2 Age of Empires 3 - Asian Dynasties Half-Life 2 - Portal Age of Empires III - The War Chiefs Half-Life 2 - Team Fortress 2 Age of Mythology Harry Potter and the Order of the Phoenix Age of Mythology - Titans Heroes of Might and Magic 5 Assault Heroes Loki Bee Movie the Game Lord of the Rings Battle for Middle Earth I Beowulf Lord of the Rings Battle for Middle Earth II BioShock Madden 2008 Blazing Angels 2 - Secret missions of WWII Maelstrom Call of Duty 4 Meet the Robinsons Call of Juarez Medieval 2 - Total War Civilization 4 Mage Night - Apocalypse Command and Conquer 3 - Tiberiam Wars Medal of Honor Pacific Assault Crysis Monster Jam CSI: Hard Evidence MotoGP URT 3 Dead Reefs NBA Live 07 Driver Parallel Lines NBA Live 08 Empire Earth 3 Need for Speed Carbon F.E.A.R. -
Jason Graves
JASON GRAVES AWARDS & NOMINATIONS SXSW GAMING AWARD NOMINATION (201 4) TO MB RAIDER Excellence in Musical Sco re HOLLYWOOD MUSIC IN MEDIA DEAD SPACE 2 NOMINATION (2011) Best Original Score for Video Game BRITISH ACADEMY AWARD (2008) DEAD SPACE Best Original Music BRITISH ACADEMY AWARD USE OF AUDIO DEAD SPACE AIAS OUTSTANDING ACHIEVMENT IN AUDIO DEAD SPACE (2008) AIAS OUTSTANDING ACHIEVMENT IN MUSIC DEAD SPACE COMPOSITION FINALIST (2008) GAME DEVELOPERS CHOICE AWAR D DEAD SPACE Audio of the Year G.A.NG. AUDIO OF THE YEAR (2008) DEAD SPACE G.A.N.G. SOUND DESIGN OF THE YEAR (2008) DEAD SPACE G.A.N.G. MUSIC OF THE YEAR DEAD SPACE BSO SPIRIT AWARD NOMINEE (2006) DEAD SPACE Best Videogame Score G.A.N.G INSTRUMENTAL OF THE YEAR BLAZING ANGELS 2 FINALIST (2006) G.A.N.G. SOUNDTRAC K OF THE YEAR DEAD HEAD FRED FINALIST (2006) G.A.N.G BEST HANDHELD AUDIO FINALIST DEAD HEAD FRED (2006) G.A.N.G. RECOGNITION AWARD (2006) DEAD HEAD FRED G.A. N.G. BEST HANDHELD AUDIO FINALIST TRANSFORMERS (2006) G.A.N.G. BEST INSTRUMENTAL OF THE YEAR STAR TREK: LEGACY FINALIST (2005) G.A.N.G. BEST ARRANGMENT OF SCORE JAWS FINALIST (2005) The Gorfaine/ Schwartz Agency, Inc. (818) 260-8500 1 JASON GRAVES AIAS OUTSTANDING ACHIEVMENT IN MUSIC RISE OF THE KASAI COMPOSITION FINALIST (2004) G.A.N.G. MUSIC OF THE YEAR FINALIST KING ARTHUR (2004) G.A.N.G. BEST CHORA L PERFORMANCE KING ARTHUR FINALIST (2004) G.AN.G. SOUNDTRACK OF THE YEAR THE HOBBIT WINNER (2003) G.AN.G. -
Reward: +3.1 Objective: Find Optimal Action in Each State to Maximize the Sum of Rewards
Smart Bots for Better Games: Reinforcement Learning in Production Olivier Delalleau Data Scientist @ Ubisoft La Forge Objective Share practical lessons from using RL-based bots in video game production Agenda 1. RL & games 2. Learning from pixels 3. Learning from game state 4. Learning from simulation 5. Epilogue 1.Reinforcement learning & games 2.Learning from pixels 3.Learning from game state 4.Learning from simulation 5.Epilogue [image source] [image sources: #1 #2 #3 #4 #5] Potential application #1: player-facing AI Blade & Soul (2016) Starcraft II (AlphaStar, 2019) Black & White (2001) Dota 2 [image sources: #1 #2 #3 #4] (OpenAI Five, 2018) Potential application #2: testing assistant Open World (Far Cry: New Dawn, 2019) Live multiplayer (Tom Clancy’s Rainbow Six Siege, 2015-…) [image sources: #1 #2] In this talk: prototypes @Ubisoft Goal: player-facing AI Goal: testing assistant What is reinforcement learning? state: enemy_visible=1 enemy_aimed=1 What is reinforcement learning? new state: enemy_visible=0 enemy_aimed=0 reward: +3.1 Objective: Find optimal action in each state to maximize the sum of rewards Q-values: Q(state, action) = sum of future rewards when taking an action in a given state action: ”fire” Taking the optimal action = taking the action with maximum Q-value Search/Planning vs RL Offline + … Runtime Q(푠0, 푎0) = 0.8 … Q(푠0, 푎1) = 0.7 [scientist icon by Vincent Le Moign] In a nutshell: why reinforcement learning? Automated AI generation from reward alone “If you can play, you can learn” It’s not magic (…) [icons from pngimg.com] 1.Reinforcement learning & games 2.Learning from pixels 3.Learning from game state 4.Learning from simulation 5.Epilogue [image source] Deep Q-Network (DQN) in action Human-level control through Deep Reinforcement Learning (Mnih et al.