Unity3d Jobreport Week42
Total Page:16
File Type:pdf, Size:1020Kb

Load more
Recommended publications
-
Social Point Invites Gamers to Achieve Their Culinary Dreams with Tasty Town
Social Point Invites Gamers to Achieve Their Culinary Dreams with Tasty Town January 31, 2019 New free-to-play mobile title from Take-Two Interactive’s acclaimed studio now available on iOS and Android Devices NEW YORK--(BUSINESS WIRE)--Jan. 31, 2019-- Social Point, a leading mobile games developer and wholly-owned studio of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), today announced that their latest free-to-play offering, Tasty Town, is now available on iOS and Android devices. From the creators of the popular mobile titles Dragon City and Monster Legends, comes an all-new game that allows players to fulfill their culinary dreams of designing and managing their own restaurant. In Tasty Town, players will embark on an incredible journey - from farm to table – to build their gastronomic empire, including experiencing the joy of growing their own ingredients, hiring the best chefs, creating delectable dishes, creating and managing their own restaurant, and racing against the clock to serve meals with their food truck. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20190131005105/en/ “Tasty Town is the best all-in-one cooking game that lets you create a restaurant, decorate it to your taste, fill it with world-class chefs and have great fun doing it,” said Alexandre Besenval, Vice President of Product at Social Point. “Tasty Town builds on the game mechanics we have become so famous for in our top-grossing games Dragon City, Monster Legends and World Chef. The game also From the creators of the popular mobile titles Dragon City and Monster Legends, comes an all-new allows players to discover passionate chefs game that allows players to fulfill their culinary dreams of designing and managing their own and serve their loyal customers with a restaurant. -
Analisi Della Crescita Di Società Di Gaming Attraverso La Lettura Dei Bilanci
ANALISIANALISI DELLADELLA CRESCITACRESCITA DIDI SOCIETÀSOCIETÀ DI GAMINGGAMING ATTRAVERSOATTRAVERSO LALA LETTURALETTURA DEIDEI BILANCI TESI DI LAUREA DI GUGLIELMO CALAMIA PACINI TESI DI LAUREA DI GUGLIELMO CALAMIA PACINI MATRICOLAMATRICOLA 212111 212111 INTRODUZIONE L’oggetto della tesi di questo saggio è analizzare alcune delle più note aziende dell’industria dell’intrattenimento videoludico. Si partirà con delle breve esposizioni della loro storia, i pe- riodi di crescita più significativi e l’analisi dei titoli chiave del loro successo degli ultimi dieci anni dal 2011 al 2019; le so- cietà prese sono la EA Sports o Electronic Arts Inc., la Ubisoft Entertainment SA e la Nintendo Co. Ltd. Su ognuna di esse verrà analizzata, tramite la lettura dei loro documenti di bilancio, la loro evoluzione anche collegando a questi dati numerici le informazioni relativi all’immissione dei prodotti chiave nel mercato e le loro conseguenze nei pe- riodi successivi. Una volta esposte tutte le imprese, ci prodigheremo alla for- mulazione di ipotesi sul loro futuro. 3 DESCRIZIONE DEL MERCATO L’incredibile successo di questo mercato dell’intrattenimento è frutto di un continuo sviluppo tecnologico iniziato in America a partire dalla fine degli anni ’40 ma arrivando alla prima di- stribuzione globale di prodotti videoludici solo nel 1961. Fu tuttavia a metà degli anni ’60 (1966) che fu introdotto uno degli strumenti principali del successo videoludico nonché elemento chiave per molte imprese neo-entranti, l’introduzio- ne della prima console. Dall’introduzione di quel primo modello, molte altre imprese hanno tentato di ottenere il controllo del mercato delle console e a oggi solo tre imprese detengono il controllo: la Sony, con la PlayStation; la Microsoft con l’XboX e infine la Nintendo con i suoi GameBoy, Wii e più recentemente Nintendo Switch (tra l’altro la EA e Ubisoft distribuiscono i loro prodotti console pro- prio su PlayStation e XboX e Switch). -
2KSWIN PGA2K21 NSW Onlin
WICHTIGE GESUNDHEITSINFORMATIONEN: PHOTOSENSITIVE ANFÄLLE (ANFÄLLE DURCH LICHTEMPFINDLICHKEIT) Bei einer sehr kleinen Anzahl von Personen können bestimmte visuelle Einflüsse (beispielsweise aufflackernde Lichter oder visuelle Muster, wie sie in Videospielen vorkommen) zu photosensitiven Anfällen führen. Diese können auch bei Personen auftreten, in deren Krankheitsgeschichte keine Anzeichen für Epilepsie o. Ä. vorhanden sind, bei denen jedoch ein nicht diagnostizierter medizinischer Sachverhalt vorliegt, der diese so genannten „photosensitiven epileptischen Anfälle“ während der Nutzung von Videospielen hervorrufen kann. Zu den Symptomen gehören Schwindel, Veränderungen der Sehleistung, Zuckungen im Auge oder Gesicht, Zuckungen oder Schüttelbewegungen der Arme und Beine, Orientierungsverlust, Verwirrung oder vorübergehender Bewusstseinsverlust und Bewusstseinsverlust oder Schüttelkrämpfe, die zu Verletzungen durch Hinfallen oder das Stoßen gegen in der Nähe befindliche Gegenstände führen können. Falls beim Spielen ein derartiges Symptom auftritt, müssen Sie das Spiel sofort abbrechen und ärztliche Hilfe anfordern. Eltern sollten ihre Kinder beobachten und diese nach den oben genannten Symptomen fragen. Die Wahrscheinlichkeit, dass derartige Anfälle auftreten, ist bei Kindern und Teenagern größer als bei Erwachsenen. Die Gefahr kann durch vergrößerten Abstand zum Bildschirm, Verwenden eines kleineren Bildschirms, Spielen in einem gut beleuchteten Zimmer und Vermeiden des Spielens bei Müdigkeit verringert werden. Wenn Sie oder ein Familienmitglied -
Getting Past Pay to Win
Getting past Pay to Win Teut Weidemann Senior Online Game Supervisor Ubisoft Blue Byte Who am I: § Working on Games since the 80’ (yes I mean 1980) § Over 100 titles on C64, Amiga, Atari ST, PC, Consoles, Online … § Jobs: Graphic Artist, Programmer, Designer, Development Director, CEO of own studio for 10y, CTO § Rainbow Arts, Softgold, Lucasfilm Games, Apple, Microsoft, Wings Simulations, Psygnosis, Jowood, CDV, Ubisoft § Also teaching “games” at Universities § Most popular titles: Katakis, R-Type, Turrican, MUDS, Panzer Elite, Settlers Online Going Online f2p since 2008 TheSettlersOnline.com All free to play MMO’s Running in all internet browses Technology: Adobe Flash Ubisoft: “The Settlers Online is set to make more money in four years than the Settlers brand did on PC over nine years …” Pay to Win What is it? Scott Miller (Apogee/3d Realms): … you can buy coins (hence, pay-to-win) to reduce the number of mindless play-throughs that end in unavoidable failure. The Supercell games fall into the same category. Pay to win refers to games that are purposely designed to encourage monetary investment to propel the player to greater success. George Broussard (Apogee/3D Realms) When you see "pay to win" just realize it means many things: - pay to win - the dev is milking you of $ by putting up paywalls - the game design is incentivized to milk you of money. Pay to Win is imo, just a generic phrase to indicate paywalls now. It's been adopted by the masses, so that's how it is now. Unknown: Making the game suck unless I spend money. -
Social Point Invites Gamers to Relax and Challenge Their Brains with Word Life
Social Point Invites Gamers to Relax and Challenge Their Brains with Word Life May 9, 2019 New free-to-play crossword puzzle game from Take-Two Interactive’s acclaimed studio now available on iOS and Android Devices NEW YORK--(BUSINESS WIRE)--May 9, 2019-- Social Point, a leading mobile games developer and wholly-owned studio of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), today announced that their latest free-to-play offering, Word Life, is now available on iOS and Android devices. From the creators of the popular mobile titles Dragon City, Monster Legends andTasty Town, comes an all-new crossword puzzle game that invites players to discover the most stunning landscapes nature has to offer, while they sit back, relax, and play word puzzles on their phones. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20190509005024/en/ “Whether you are looking for a brief distraction, a fun challenge or a puzzle to sharpen your brain, Word Life has you covered,” said Horacio Martos, CEO at Social Point. “Word Life is the best real-time multiplayer game, where you can challenge your friends and compete to see who is the brightest. The game also allows you to play in 7 different languages, and it's an opportunity to learn new vocabulary while you have fun solving the crosswords.” Word Lifeplayers are encouraged to challenge themselves each day with thousands of levels and new modes to play, such as the Pyramid and Spider levels. Players can go the extra mile with daily puzzles, which allow them to collect fun stickers highlighting some of nature's most amazing animals, as well as great Social Point, a leading mobile games developer and wholly-owned studio of Take-Two Interactive in-game rewards. -
The Mobile Games Landscape in 2015 | Newzoo
© 2015 Newzoo NEWZOO TREND REPORT The Mobile Gaming Landscape 2015 And the power users who shaped it INCLUDES CONTRIBUTIONS FROM What I believe we’ve seen in mobile gaming in 2015 is the beginning of a broader trend toward convergence. As shown by the success of FOREWORD Bethesda’s Fallout Shelter on mobile in June 2015 and Fallout 4 on PC, PS4 and Xbox One, game companies are beginning to realize that consumers desire gaming content to fit the various contexts that form It has been another big year for mobile gaming. In fact, it has been the their lives. biggest year in the history of the industry so far. With the sector generating revenues of over $30 billion and King, arguably the biggest As a result, we’ll be seeing in 2016 onward a move player in the market, valued at $6 billion, it’s fair to say that mobile gaming has reached heights in 2015 that few of us would have expected away from defining games by their platform toward a decade ago. Unfortunately, what this means for the industry now and models that allow game content to be played and, in the future has been clouded by antagonistic models of thinking. Whether deliberately or otherwise, mobile gaming’s success has tended equally important, viewed everywhere. to be framed as a battle with console or PC. Sony’s announcement that PS4 Remote Play, which allows console When I unpacked the data from this report, a different picture emerged. owners to play content without carrying the product around, comes hot In contrast to the usual narratives about mobile versus console or PC on the tail of Microsoft allowing Xbox One titles to run on Windows. -
August 2016 FPF Mobile Apps Study
August 2016 FPF Mobile Apps Study 2 | P a g e I. INTRODUCTION With 68% of Americans owning smartphones1 and more than 2 million apps available in each of the major app store platforms today2, notice and transparency about how apps collect, use, protect, and share users’ personal data is critical for consumer trust . Although providing a privacy policy is only the first step in addressing the broad range of consumer privacy concerns, it is an essential tool in communicating with consumers and establishing organizational accountability. By publicly documenting its data practices, an organization can begin building consumer trust, and when a policy is linked from the app store, users can assess apps’ privacy practices before they download or purchase.3 Perhaps most importantly, a detailed privacy policy ensures that the FTC and State Attorneys General can hold apps accountable for the commitments they make to consumers. Since the first and second FPF Mobile App Studies in 2011 and 2012, apps have become even more embedded in consumers’ daily lives. Increasingly, the app ecosystem is expanding beyond traditional smartphone apps to incorporate apps that help users control a wide array of connected objects and services in their homes, offices, schools, doctors’ offices, and more. The market for apps shows no signs of stopping its prodigious growth, with worldwide mobile app downloads expected to exceed 268 billion by 2017. This study concludes that leading app developers have continued to heed consumers’ and regulators’ call for privacy policies, and increasingly have worked to make them available to users prior to purchase or download via links on the app platform listing page. -
THELIST LA County-Based; Ranked by 2013-2015 Revenue Growth
30 LOS ANGELES BUSINESS JOURNAL NOVEMBER 7, 2016 NEXT WEEK FASTEST GROWING PRIVATE COMPANIES The Largest Apparel Companies SPECIAL REPORT THE LIST L.A. County-based; ranked by 2013-2015 revenue growth in L.A. County Rank Company (Ranking in 2015) Percentage Revenue Employees Description Profile Top Executive THE PACESETTER: Berkley • name Growth • 2015 • L.A. County • year founded • name tops this year’s list of the • address in Revenue • 2014 • total • offices • title fastest growing private • website • 2013-2015 • 2013 (county/total) • phone companies headquartered (in millions) in L.A. County. The Carson Berkley 9,441% $11.4 15 two divisions: packaging design 2012 Eric S. Berkley company reported a 2725 E. El Presidio St. $4.5 25 and display manufacturing; 1/3 President 9,441 percent increase 1 Carson 90810 $0.1 represents brands and (310) 900-1772 in revenue from 2013 to goberkley.com manufacturers to mass retailers 2015. Berkley, named after Mobile Majority 4,588 5.5 42 data monetization for major 2011 Rob Emrich its owners, operates two 2 2041 Colorado Ave. 4.0 67 media companies, full stack 1/5 CEO divisions – one that designs Santa Monica 90404 0.1 mobile advertising platform (800) 882-5216 majority.co product packaging and manufactures displays, and Coronal Energy 4,316 30.0 25 develops, finances, and operates 2012 Jonathan Jaffrey, Chairman, CEO 150 E. Colorado Blvd., Suite 100 2.6 113 solar photovoltaic projects for 1/5 Ed Feo, President another that works with 3 Pasadena 91105 0.7 utilities, municipalities, and (855) 267-6625 brands and manufacturers coronalenergy.com corporations to sell products into mass Loot Crate 2,953 116.0 250 monthly themed mystery crates 2012 Chris Davis retailers. -
Ubisoft® Expands Its Creative Force with the Opening of Two New Studios
Ubisoft® Expands Its Creative Force With The Opening Of Two New Studios New Studios in Berlin and Bordeaux Focusing on AAA Game Development Paris – April 19, 2017 – Today, Ubisoft announced that it will increase its creative capacities in Europe with the upcoming openings of Ubisoft Bordeaux and Ubisoft Berlin. The two studios will assist in developing new AAA games for some of Ubisoft’s biggest franchises, and expect to add at least 100 new talents combined to Ubisoft’s creative workforce in their first year of operation. The new studios demonstrate Ubisoft’s commitment to developing enriching, immersive game worlds and world-class entertainment franchises. They will plug into Ubisoft’s cross- studio collaboration approach, in which Ubisoft studios from across the globe work together on AAA game development, with each studio providing distinct contributions based on their areas of expertise. With four established studios in France and two in Germany, Ubisoft already has a strong presence in the two countries’ videogame ecosystems. By opening these two new studios, Ubisoft is creating additional opportunities for local talent and adding to the expertise of its respective local teams. “We pride ourselves on attracting and retaining the best creative talent around the world, and on establishing video games as a viable career option and economic contributor in new locales,” said Christine Burgess-Quémard, Executive Director of Ubisoft’s worldwide studios. “Opening new studios in both France and Germany enables us to offer more opportunities to skilled graduates and industry veterans in those regions, who in turn will help our highly- skilled teams in development of some of our biggest franchises.” France was the location of Ubisoft’s first internal development studio, Ubisoft Paris, which is celebrating its 25th anniversary this year. -
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. -
REGISTRATION DOCUMENT 2016/2017 and Annual Financial Report
2017 REGISTRATION DOCUMENT INCLUDING THE ANNUAL FINANCIAL REPORT 2016/2017 CONTENTS 15OVERVIEW OF THE GROUP 3 CONSOLIDATED 1.1 Key figures 4 FINANCIAL STATEMENTS 1.2 History 5 AT 31 MARCH 2017 123 1.3 Shareholding structure 6 5.1 Consolidated income statement 124 1.4 The Group’s activities 7 5.2 Consolidated statement of comprehensive 1.5 Related-party transactions and material income 125 contracts 10 5.3 Consolidated statement of financial position 126 1.6 Risk factors and insurance policy 12 5.4 Change in consolidated shareholders’ equity 127 5.5 Consolidated statement of cash flows 128 5.6 Notes to the consolidated financial 2 CORPORATE SOCIAL statements 129 RESPONSIBILITY (CSR) 19 5.7 Statutory auditors’ report on the consolidated financial statements 173 Introduction: Chairman’s Commitment 20 2.1 The Group’s policy and commitments 21 2.2 Employee-related information 25 6 COMPANY FINANCIAL 2.3 Environmental information 31 STATEMENTS 2.4 Societal information 45 AT 31 MARCH 2017 175 2.5 Table of environmental indicators by site 50 6.1 Balance sheet 176 2.6 2020 targets 53 6.2 Income statement 177 2.7 Note on methodology for reporting environmental and employee-related 6.3 Cash flow statement 178 indicators 54 6.4 Financial results for the last five years 179 2.8 Cross-reference tables 57 6.5 Notes to the financial statements 180 2.9 Independent verifier’s report 6.6 Statutory auditors’ report on the financial on consolidated social, environmental statements 190 and societal information presented in the management report 61 7 INFORMATION 3 CORPORATE GOVERNANCE ON THE COMPANY AND INTERNAL CONTROL 65 AND THE CAPITAL 191 7.1 General information about the Company 192 3.1 Composition of administrative and management bodies 66 7.2 Memorandums and Articles of Association 192 3.2 Report of the Chairman of the Board 7.3 General information about the share capital 194 of Directors 77 7.4 Shareholding and stock market information 202 3.3 Statutory Auditors’ report, prepared in 7.5 Items liable to have an impact in the event accordance with Article L. -
Vgarchive : My Video Game Collection 2021
VGArchive : My Video Game Collection 2021 Nintendo Entertainment System 8 Eyes USA | L Thinking Rabbit 1988 Adventures in the Magic Kingdom SCN | L Capcom 1990 Astérix FRA | L New Frontier / Bit Managers 1993 Astyanax USA | L Jaleco 1989 Batman – The Video Game EEC | L Sunsoft 1989 The Battle of Olympus NOE | CiB Infinity 1988 Bionic Commando EEC | L Capcom 1988 Blades of Steel SCN | L Konami 1988 Blue Shadow UKV | L Natsume 1990 Bubble Bobble UKV | CiB Taito 1987 Castlevania USA | L Konami 1986 Castlevania II: Simon's Quest EEC | L Konami 1987 Castlevania III: Dracula's Curse FRA | L Konami 1989 Chip 'n Dale – Rescue Rangers NOE | L Capcom 1990 Darkwing Duck NOE | L Capcom 1992 Donkey Kong Classics FRA | L Nintendo 1988 • Donkey Kong (1981) • Donkey Kong Jr. (1982) Double Dragon USA | L Technōs Japan 1988 Double Dragon II: The Revenge USA | L Technōs Japan 1989 Double Dribble EEC | L Konami 1987 Dragon Warrior USA | L Chunsoft 1986 Faxanadu FRA | L Nihon Falcom / Hudson Soft 1987 Final Fantasy III (UNLICENSED REPRODUCTION) USA | CiB Square 1990 The Flintstones: The Rescue of Dino & Hoppy SCN | B Taito 1991 Ghost'n Goblins EEC | L Capcom / Micronics 1986 The Goonies II NOE | L Konami 1987 Gremlins 2: The New Batch – The Video Game ITA | L Sunsoft 1990 High Speed ESP | L Rare 1991 IronSword – Wizards & Warriors II USA | L Zippo Games 1989 Ivan ”Ironman” Stewart's Super Off Road EEC | L Leland / Rare 1990 Journey to Silius EEC | L Sunsoft / Tokai Engineering 1990 Kings of the Beach USA | L EA / Konami 1990 Kirby's Adventure USA | L HAL Laboratory 1993 The Legend of Zelda FRA | L Nintendo 1986 Little Nemo – The Dream Master SCN | L Capcom 1990 Mike Tyson's Punch-Out!! EEC | L Nintendo 1987 Mission: Impossible USA | L Konami 1990 Monster in My Pocket NOE | L Team Murata Keikaku 1992 Ninja Gaiden II: The Dark Sword of Chaos USA | L Tecmo 1990 Rescue: The Embassy Mission EEC | L Infogrames Europe / Kemco 1989 Rygar EEC | L Tecmo 1987 Shadow Warriors FRA | L Tecmo 1988 The Simpsons: Bart vs.