2K and Gearbox Software Announce Borderlands®: the Pre-Sequel™
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2K and Bethesda Softworks Release Legendary Bundles February 11
2K and Bethesda Softworks Release Legendary Bundles February 11, 2014 8:00 AM ET The Elder Scrolls® V: Skyrim and BioShock® Infinite; Borderlands® 2 and Dishonored™ bundles deliver supreme quality at an unprecedented price NEW YORK--(BUSINESS WIRE)--Feb. 11, 2014-- 2K and Bethesda Softworks® today announced that four of the most critically-acclaimed video games of their generation – The Elder Scrolls® V: Skyrim, BioShock® Infinite, Borderlands® 2, and Dishonored™ – are now available in two all-new bundles* for $29.99 each in North America on the Xbox 360 games and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Windows PC. ● The Elder Scrolls V: Skyrim & BioShock Infinite Bundle combines two blockbusters from world-renowned developers Bethesda Game Studios and Irrational Games. ● The Borderlands 2 & Dishonored Bundle combines Gearbox Software’s fan favorite shooter-looter with Arkane Studio’s first- person action breakout hit. Critics agree that Skyrim, BioShock Infinite, Borderlands 2, and Dishonored are four of the most celebrated and influential games of all time. 2K and Bethesda Softworks(R) today announced that four of the most critically- ● Skyrim garnered more than 50 perfect review acclaimed video games of their generation - The Elder Scrolls(R) V: Skyrim, scores and more than 200 awards on its way BioShock(R) Infinite, Borderlands(R) 2, and Dishonored(TM) - are now available to a 94 overall rating**, earning praise from in two all-new bundles* for $29.99 each in North America on the Xbox 360 some of the industry’s most influential and games and entertainment system from Microsoft, PlayStation(R)3 computer respected critics. -
Embracer Group Acquires Easy Trigger
Press release Karlstad, Sweden, 5 August 2021 Embracer Group acquires Easy Trigger Embracer Group AB (“Embracer”) through its wholly owned subsidiary Coffee Stain Studios AB ("Coffee Stain"), have entered into an agreement to acquire 100 percent of the shares in Easy Trigger AB ("Easy Trigger"), the studio behind the critically acclaimed title Huntdown. “We have worked with Easy Trigger for a couple of years already on the Huntdown game and are impressed with talent within the studio. We will continue to work closely with the team and are excited welcome them into the Embracer family”, says Anton Westbergh, Co-founder and CEO Coffee Stain. Background and rationale Easy Trigger is a development studio founded in 2016, with headquarters located in Trollhättan, Sweden. The studio consists of 5 employees that have collaborated with Coffee Stain on the development and release of the critically acclaimed indie title Huntdown. Easy Trigger is led by co-founder and CEO Tommy Gustafsson, and co- founder and lead programmer Andreas Renberg. The company was wholly owned by the two co-founders who will remain in their current roles post-transaction. Through the acquisition, Coffee Stain onboards a talented team that will boost the development of 1st party IP within the group. Going forward, Easy Trigger will collaborate with Coffee Stain to continue working on the Huntdown IP as well as creating new original indie titles. “We look forward to continuing our partnership with Coffee Stain and further leverage the knowledge and experience within the entire Embracer Group, to accelerate growth within Easy Trigger and continue to make great games” says Tommy Gustafsson, Co-founder and CEO Easy Trigger. -
A FUTURISTIC PORTABLE DIY LAPTOP What We Stand For
The Android APK • SEGA Gaming on your ODROID • Linux Gaming Year One Issue #9 Sep 2014 ODROIDMagazineMagazine BUILD YOUR OWN WALL-E THE LOVABLE PIXAR ROBOT COMES TO LIFE WITH AN ODROID-U3 • BASH BASICS • FREEDOMOTIC 3D PRINT AN • WEATHER FORECAST ODROID-POWERED • 10-NODE U3 CLUSTER • ODROID-SHOW GARDENING SYSTEM 3DPONICS PLUS: A FUTURISTIC PORTABLE DIY LAPTOP What we stand for. We strive to symbolize the edge technology, future, youth, humanity, and engineering. Our philosophy is based on Developers. And our efforts to keep close relationships with developers around the world. For that, you can always count on having the quality and sophistication that is the hallmark of our products. Simple, modern and distinctive. So you can have the best to accomplish everything you can dream of. We are now shipping the ODROID U3 devices to EU countries! Come and visit our online store to shop! Address: Max-Pollin-Straße 1 85104 Pförring Germany Telephone & Fax phone : +49 (0) 8403 / 920-920 email : [email protected] Our ODROID products can be found at http://bit.ly/1tXPXwe EDITORIAL With the introduction of the ODROID-W and ODROID Weath- er Board, there have been several projects posted recently on the ODROID forums involving home automation, ambient lighting, and cool robotics. This month, we feature several of those projects, including predicting whether to go fishing this weekend, building a custom laptop case, taking care of your garden remotely, and building a faithful reproduction of everyone’s favorite robot, Wall-E! Hardkernel will be demonstrat- ing the new XU3 at ARM Techcon on Oc- tober 1st - 3rd, 2014 in San Jose, Califor- nia. -
Pdf (Accessed 2.10.14)
Notes 1 Introduction: Video Games and Storytelling 1. It must be noted that the term ‘Narratological’ is a rather loose application by the Ludologists and the implications of this are pointed out later in this chapter. 2. Roland Barthes states that the ‘infinity of the signifier refers not to some idea of the ineffable (the unnameable signified) but to that of a playing [ ...] theText is plural’. Source: Barthes, R., 1977. Image, Music, Text, in: Heath,S.(Tran.), Fontana Communications Series. Fontana, London. pp. 158–159. 3.In Gaming Globally: Production, Play, and Place (Huntemann and Aslinger, 2012),theeditors acknowledgethat ‘while gaming maybe global, gaming cultures and practices vary widely depending on the power and voice of var- ious stakeholders’ (p. 27). The paucity of games studies scholarship coming from some of the largest consumers of video games, such as South Korea, China and India, to name a few, is markedly noticeable. The lack of represen- tation of non-Western conceptions of play culture and storytelling traditions is similarly problematic. 4. Chapter 8 will engage with this issue in more detail. 5. ‘(W)reading’ is preferred over the more commonly used neologism ‘wread- ing’toemphasise the supplementarity of the reading and writingprocesses and also to differentiate it from earlier usage that might claim that the two processes are the same thing. 3 (W)Reading the Machinic Game-Narrative 6. For whichhe is criticisedby Hayles (see Chapter 2). 7. Landow respondstothis by rightly stating that Aarseth misreads his original comment where heclaims that ‘the reader whochooses among linksortakes advantage of Storyspace’s hypertext capabilities shares some of the power of theauthor’(Landow, p. -
Regent Assay's View of the Month
FEBRUARY 2021 TMT M&A MONTHLY BRIEFING After entering the Dutch market last month, Spanish Regent Assay’s View of the Month Cellnex announced on 3 February that it had reached The M&A market in the European TMT sector seems to have an agreement with Altice and Starlight Holdco to gained in momentum this month. The total number of acquire Hivory, a French telecommunications tower operator which manages 10,500 sites and mainly transactions increased from 194 in January to 216 in February, serves mobile operator SFR as anchor tenant. The its highest figure since July 2020, while the announced deal agreement represents an investment of $6.2 billion by value, which had dropped to a record low of $14bn in January, Cellnex, to be accompanied by a further $1 billion for bounced back to $30bn. The P/S ratio declined slightly to 2.3x the roll-out of up to 2,500 new sites. Cellnex Telecom but remained above 2x for the fourth month in a row, while the expects its backlog of contracted sales to increase by P/EBITDA figure jumped to 11.5x, which is above its 12-month about $16 billion to about $120billion following the deal. average. Cross-border activity accounted for a large number of transactions once again, particularly in the upper-end of the Sweden-based games developer, Embracer Group, market (see below). acquired Gearbox Entertainment, on 2 February, for $1.3bn. Following the acquisition, Gearbox, which is based in Texas (USA), will become Embracer’s seventh operating group and its second in North Number of TMT Transactions in Europe Deal value deals ($b) America alongside Saber Interactive. -
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Game Developer Index 2012 Swedish Games Industry’S Reports 2013 Table of Contents
GAME DEVELOPER INDEX 2012 SWEDISH GAMES INDUSTRY’S REPORTS 2013 TABLE OF CONTENTS EXECUTIVE SUMMARY 2 WORDLIST 3 PREFACE 4 TURNOVER AND PROFIT 5 NUMBER OF COMPANIES 7 NUMBER OF EMPLOYEES 7 GENDER DISTRIBUTION 7 TURNOVER PER COMPANY 7 EMPLOYEES PER COMPANY 8 BIGGEST PLAYERS 8 DISTRIBUTION PLATFORMS 8 OUTSOURCING/CONSULTING 9 SPECIALISED SUBCONTRACTORS 9 DLC 10 GAME DEVELOPER MAP 11 LOCATION OF COMPANIES 12 YEAR OF REGISTRY 12 GAME SALES 13 AVERAGE REVIEW SCORES 14 REVENUES OF FREE-TO-PLAY 15 EXAMPLE 15 CPM 16 eCPM 16 NEW SERVICES, NEW PIRACY TARGETS 16 VALUE CHAIN 17 DIGITAL MIDDLEMEN 18 OUTLOOK 18 SWEDISH AAA IN TOP SHAPE 19 CONSOLES 20 PUBISHERS 20 GLOBAL 20 CONCLUSION 22 METHODOLOGY 22 Cover: Mad Max (in development), Avalanche Studios 1 | Game Developer Index 2012 EXECUTIVE SUMMARY The Game Developer Index maps, reports and analyzes the Swedish game devel- opers’ annual operations and international trends by consolidating their respective annual company accounts. Swedish game development is an export industry and operates in a highly globalized market. In just a few decades the Swedish gaming industry has grown from a hobby for enthusiasts into a global industry with cultural and economic importance. The Game Developer Index 2012 compiles Swedish company accounts for the most recently reported fiscal year. The report highlights: • Swedish game developers’ turnover grew by 60 percent to 414 million euro in 2012. A 215% increase from 2010 to 2012. • Most game developer companies (~60 percent) are profitable and the industry reported a combined profit for the fourth consecutive year. • Job creation and employment is up by 30 percent. -
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Production Begins on Borderlands® Animated Short Film March 19
Production Begins on Borderlands® Animated Short Film March 19, 2013 8:00 AM ET 2K, Gearbox Software and Academy of Art University partner to provide unique career development and internship opportunities for next-generation of storytellers NEW YORK--(BUSINESS WIRE)--Mar. 19, 2013-- 2K, Gearbox Software and the Academy of Art University today announced Borderlands® Cooperative, an exciting partnership that will provide students of the university with once-in-a-lifetime career development opportunities. With the guidance of their professors, and resources from 2K and Gearbox, students across all disciplines will come together to create an original animated short film set in the popular Borderlands universe. The animated short will be available by the end of 2013. Borderlands 2, the most recent installment of the franchise developed by Gearbox, and published by 2K, has sold-in nearly six-million copies and won over 55 editorial awards since its release in September of 2012. “Academy of Art's mission is to prepare students for the jobs of the 21st century and this project with industry leaders at 2K and Gearbox is exactly the kind of real-world experience we strive to provide,” said Chris Armstrong, Director of School of Animation & VFX at Academy of Art University. “These students are aspiring game designers, programmers, writers and animators who will now graduate with hands-on experience and a product of work they can share with prospective employers, making them well- positioned to compete for and win the jobs of today's global economy." Panelists: From left, 2K's Scott Pytlik and Kelly Miller join Gearbox's Anthony In addition to valuable experience and Burch and Adam Fletcher in a panel discussion about Borderlands Cooperative, a networking opportunities, students involved in partnership with the Academy of Art University that will allow students to work Borderlands Cooperative have a chance to together to create an original animated short film set in the Borderlands video jump-start their careers with an internship at game universe. -
The 2K Botprize : Home Can Computers Play Like People?
11/14/12 botprize : home The 2K BotPrize : Home Can computers play like people? Computers are superbly fast and accurate at playing games, but can they be programmed to be more fun to play - to play like you and me? People like to play against opponents Hwohmo eare like themselves - opponents with personality, who can surprise, who sometimes make mistakRese,s yueltt don't blindly make the same mistakes over and over. The BotPrize competition challenges Teams programmers/researchers/hobbyists to create a bot for UT2004 (a first-persCoonm spheotoittioenr) Rthualet scan fool opponents into thinking it is another human player. The competition has beeDne vseploonpsmoerendt by 2K games since 2008, with up to $7000 prize money. It was created and is organised Pbyre Asssociate Professor Philip Hingston, of Edith Cowan University, in Perth, Western Australia. Publications FAQ In the competition, computer-controlled bots and human players (judges) meet in multiple rounds of combat, and the judges try to guess which opponents are human. To win th e prize, a bot has to be indistinguishable from a human player. Quiz The 2008 Competition Two Teams win the BotPrize! The 2009 Competition The 2010 Competition Here is a video piece about the result from DailyMotion: The 2011 Competition New! AI Game Research clearing house with news about new developments in AI Game Research. The BotPrize in 2012 joins in the Centenary Celebration of the Life and Work of Alan Turing. Visit the official site here. Video Game Bots Act Like Real Humans ► NewsyVideos 02:07 Video Game Bots Act Like Real Humans by NewsyVideos In a breakthrough result, after five years of striving from 14 different interSnoamtieo nhuaml taena-lmikes bfroot msit ensine countries, two teams have cracked the human-like play barrier! It's especiallsyq sliatetbisoftying that the prize has been won in the 2012 Alan Turing Centenary Year. -
The Role of Audio for Immersion in Computer Games
CAPTIVATING SOUND THE ROLE OF AUDIO FOR IMMERSION IN COMPUTER GAMES by Sander Huiberts Thesis submitted in fulfilment of the requirements for the degree of PhD at the Utrecht School of the Arts (HKU) Utrecht, The Netherlands and the University of Portsmouth Portsmouth, United Kingdom November 2010 Captivating Sound The role of audio for immersion in computer games © 2002‐2010 S.C. Huiberts Supervisor: Jan IJzermans Director of Studies: Tony Kalus Examiners: Dick Rijken, Dan Pinchbeck 2 Whilst registered as a candidate for the above degree, I have not been registered for any other research award. The results and conclusions embodied in this thesis are the work of the named candidate and have not been submitted for any other academic award. 3 Contents Abstract__________________________________________________________________________________________ 6 Preface___________________________________________________________________________________________ 7 1. Introduction __________________________________________________________________________________ 8 1.1 Motivation and background_____________________________________________________________ 8 1.2 Definition of research area and methodology _______________________________________ 11 Approach_________________________________________________________________________________ 11 Survey methods _________________________________________________________________________ 12 2. Game audio: the IEZA model ______________________________________________________________ 14 2.1 Understanding the structure -
Bioshock® Infinite: Burial at Sea – Episode Two Available for Download Starting Today
BioShock® Infinite: Burial at Sea – Episode Two Available for Download Starting Today March 25, 2014 8:00 AM ET Irrational Games delivers its final episode and concludes the story of BioShock Infinite and Burial at Sea NEW YORK--(BUSINESS WIRE)--Mar. 25, 2014-- 2K and Irrational Games announced today that BioShock® Infinite: Burial at Sea – Episode Two is downloadable* in all available territories** on the PlayStation®3 computer entertainment system, Xbox 360 games and entertainment system from Microsoft and Windows PC starting today. BioShock Infinite: Burial at Sea – Episode Two, developed from the ground up by Irrational Games, is the final content pack for the award-winning BioShock Infinite, and features Elizabeth in a film noir-style story that provides players with a different perspective on the BioShock universe. “I think the work the team did on this final chapter speaks for itself,” said Ken Levine, creative director of Irrational Games. “We built something that is larger in scope and length, and at the same time put the player in Elizabeth’s shoes. This required overhauling the experience to make the player see the world and approach problems as Elizabeth would: leveraging stealth, mechanical insight, new weapons and tactics. The inclusion of a separate 1998 Mode demands the player complete the experience without any lethal action. BioShock fans are going to plotz.” *BioShock Infinite is not included in this add-on content, but is required to play all of the included content. **BioShock Infinite: Burial at Sea – Episode Two will be available in Japan later this year. About BioShock Infinite From the creators of the highest-rated first-person shooter of all time***, BioShock, BioShock Infinite puts players in the shoes of U.S.