Ratchet and Clank Series in Order
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Sony Corporation Announces Signing of a Definitive Agreement for the Acquisition of Equity Interest in Insomniac Games, Inc
August 19, 2019 Sony Corporation Sony Corporation Announces Signing of a Definitive Agreement for the Acquisition of Equity Interest in Insomniac Games, Inc. by its Wholly-owned Subsidiary August 19, 2019 (Pacific Standard Time) – Sony Interactive Entertainment LLC (“SIE”), a wholly-owned subsidiary of Sony Corporation (“Sony”), today announced that SIE has entered into definitive agreements to acquire the entire equity interest in Insomniac Games, Inc. Completion of the acquisition is subject to regulatory approvals and certain other closing conditions. Financial terms of this transaction are not disclosed due to contractual commitments. For further details, please refer to the attached press release. This transaction is not anticipated to have a material impact on Sony's forecast for its consolidated financial results for the fiscal year ending March 31, 2020. SONY INTERACTIVE ENTERTAINMENT TO ACQUIRE INSOMNIAC GAMES, DEVELOPER OF PLAYSTATION®4 TOP-SELLING MARVEL’S SPIDER-MAN, RATCHET & CLANK ~Highly-acclaimed Game Creators to Join Sony Interactive Entertainment’s Worldwide Studios to Deliver Extraordinary Gaming Experiences~ SAN MATEO, Calif., August 19, 2019 - Sony Interactive Entertainment (“SIE”) announced today that SIE has entered into definitive agreements to acquire Insomniac Games, Inc. (“Insomniac Games”), a leading game developer and long-time partner of SIE, in its entirety. Insomniac Games is the developer of PlayStation®4’s (PS4™) top-selling Marvel’s Spider-Man and the hugely popular PlayStation® Ratchet & Clank franchise. Upon completion of the acquisition, Insomniac Games will join the global development operation of Sony Interactive Entertainment Worldwide Studios (“SIE WWS”). Insomniac Games is the 14th studio to join the SIE WWS family. -
Noroff University College Interactive Media Games Beak and Plunder
Noroff University College Interactive Media Games Beak and Plunder Project Report Ole-Kristian Johannesson Andreas Nordbø IMG3 Studio 3 Bachelor Project Supervisors: Joshua Griffin & Filipe Pais Study year: 2018/19 1 Declaration Noroff University College Academic year 2018-2019 2 Abstract During the span of this project we have created a game called Beak and Plunder, the purpose of this project was to develop a game for our studio 3 course at Noroff University college, while also learning more about the process of making a game. We also wanted to work on something new, that we have not tried before. The project has gone through planning, research and conceptualization phases that are elaborated in this report. Development has consisted of programming, design, testing and distribution phases. Beak and Plunder is a Action Adventure Platformer Game where you play as a fat drunk pirate cat and his sidekick a robot parrot from the future, together these two characters are tasked with saving the world from the future and the past being merged together into one. The final product is a playable game demo of the game that can be found at www.tiny.cc/bnpdemo Acknowledgements Jani Juhani Mattinen Joshua Griffin Filipe Pais Nicolay Celius Gilgamesh Rugsveen Noroff University College Academic year 2018-2019 3 Index Introduction 4 Literature Review / Inspirations & References 5 Ratchet and Clank: 5 Jak and Daxter: 6 Boxi: 6 Spyro: 7 Game Story / Detailed description of project 7 Summarized Game Features: 8 Defining The Audience 8 The Team 8 Andreas -
Finding Aid to the Insomniac Games Records, 1998-2005
Brian Sutton-Smith Library and Archives of Play Insomniac Games Records Finding Aid to the Insomniac Games Records, 1998-2005 Summary Information Title: Insomniac Games records Creator: Insomniac Games, Inc. (primary) ID: 119.6337 Date: 1998-2005 (inclusive) Extent: 2.1 linear feet Language: The materials in this collection are in English. Abstract: The Insomniac Games records are a compilation of game design documentation, including notes, descriptions, drawings, and more, for various games created by Insomniac Games. The materials are dated between 1998 and 2005. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donor has not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, he has given permission for The Strong to make copies in all media for museum, educational, and research purposes. Intellectual property rights for this collection are owned and controlled by Insomniac Games, Sony Interactive Entertainment, and Activision. Custodial History: The Insomniac Games records were donated to The Strong in November 2019 as a gift of John Fiorito, Insomniac Games. The papers were accessioned by The Strong under Object ID 119.6337 and were received from Fiorito in 2 boxes. Preferred citation for publication: Insomniac Games records, Brian Sutton-Smith Library and Archives of Play at The Strong Processed by: Julia Novakovic, February 2020 Controlled Access Terms Personal Names • Chew, Jacinda • Fiorito, John • Hastings, Alex • Hastings, Brian • Price, Ted Corporate Names • Activision (Firm) • Insomniac Games, Inc. -
23Rd Annual D.I.C.E. Awards Winners
UNDER EMBARGO UNTIL THURSDAY, FEB. 13, 2020, AT 9:45 PM PST (FRIDAY, FEB. 14 AT 12:45 AM EST) 23rd D.I.C.E. AWARDS HONORS VIDEO GAME INDUSTRY’S MOST OUTSTANDING ACHIEVEMENTS Irreverent Indie Favorite Untitled Goose Game Snatches Game of the Year LAS VEGAS – Feb. 13, 2020 – The votes are in and a fan-favorite independent game is ruling the roost at the 23rd D.I.C.E. (Design, Innovate, Communicate, Entertain) Awards, the annual gathering of the interactive entertainment industry. Hosted by The Academy of Interactive Arts & Sciences (AIAS), this year’s Game of the Year was awarded to Untitled Goose Game, a critically-acclaimed game from indie developer House House and publisher Panic, in which players take the reins of the titular goose to manipulate and torment the inhabitants of a proper little English village. The AIAS is the industry’s notable 30,000-member non-profit organization dedicated to the advancement and recognition of the interactive arts. Tonight, the Academy membership honored games in 23 award categories. Control led the evening with four awards, Game of the Year winner Untitled Goose Game had three wins, and Death Stranding nabbed two. Other top honorees include Sayonara Wild Hearts for Portable Game of the Year; Mortal Kombat 11 for Fighting Game of the Year; Pistol Whip for Immersive Game of the Year; FIFA 20 for Sports Game of the Year; The Outer Worlds for Role-Playing Game of the Year; and Disco Elysium for Outstanding Achievement in Story, among others. “The 23rdAnnual D.I.C.E. -
1 Before the U.S. COPYRIGHT OFFICE, LIBRARY of CONGRESS
Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the Matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Reply Comments of the Electronic Frontier Foundation 1. Commenter Information Mitchell Stoltz Kendra Albert Corynne McSherry (203) 424-0382 Kit Walsh [email protected] Electronic Frontier Foundation 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents over 25,000 dues-paying members, including consumers, hobbyists, artists, writers, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate incentives for creative work while facilitating innovation and broad access to information in the digital age. In filing these reply comments, EFF represents the interests of gaming communities, archivists, and researchers who seek to preserve the functionality of video games abandoned by their manufacturers. 2. Proposed Class Addressed Proposed Class 23: Abandoned Software—video games requiring server communication Literary works in the form of computer programs, where circumvention is undertaken for the purpose of restoring access to single-player or multiplayer video gaming on consoles, personal computers or personal handheld gaming devices when the developer and its agents have ceased to support such gaming. We propose an exemption to 17 U.S.C. § 1201(a)(1) for users who wish to modify lawfully acquired copies of computer programs for the purpose of continuing to play videogames that are no longer supported by the developer, and that require communication with a server. -
"Playstation®2 Ratchet & Clank™ Action Pack"(Pdf)
SONY COMPUTER ENTERTAINMENT TO RELEASE "PLAYSTATION®2 RATCHET & CLANK™ ACTION PACK" To Become Available on December 3rd at A Suggested Retail Price of 26,800 Yen Tokyo, November 18, 2002 – Sony Computer Entertainment Inc. (SCEI) announced today that it would release “PlayStation®2 Ratchet & Clank™ Action Pack” on December 3rd, 2002. This pack will contain a PlayStation 2 hardware and a PlayStation 2 software “Ratchet and Clank” and will be sold at a suggested retail price of 26,800 Yen (excluding tax). PlayStation 2 has been supported by a wide range of users, achieving a cumulative shipment of more than 11 million units in Japan and 45 million units worldwide. “Ratchet & Clank”, the standard of action games that represents the PlayStation 2 platform, will be released worldwide commemorating the 8th anniversary of PlayStation® since its first launch in Japan. In North America and Europe, it has already become a major hit title, with shipments reaching almost 1 million units in a week after release. In Japan, along with the “Action Pack”, the title will become available as a standalone product on December 3rd at a suggested retail price of 5,800 Yen (excluding tax). This spectacular action game illustrating the exciting and amusing adventures of the main character “Ratchet” and its partner “Clank”, is developed exclusively for PlayStation 2 by Insomniac Games, the creative team of the “Spyro the Dragon™” franchise, whose combined worldwide sales have reached more than 10 million units. This highly appealing “PlayStation 2 Ratchet & Clank Action Pack” comes in a blue box with pictures of unique characters and various action scenes shown on it, giving users a sense of excitement of the game. -
Liam Ferguson
Spider-Man PS4 Review By Liam Ferguson Marvel’s ‘Spider-Man’ for Playstation 4 is simply spectacular. Insomniac Games, the studio behind ‘Ratchet and Clank’ and ‘Sunset Overdrive,’ announced ‘Spider-Man’ at 2016’s Electronic Entertainment Expo and instantly sent fans of both the studio’s previous work and of the Spider-Man character into a frenzy of excitement, excitement that only gained more traction as the game approached its September 2018 release date. I can now wholeheartedly say that Insomniac (in association with Sony and Marvel Entertainment) managed to deliver on the hype and craft a satisfying, well thought out, emotional experience that leaves the player yearning for more. The game does away with the Spider-Man origin story fans of the character have seen a million times over to deliver a Peter Parker who has been wearing the mask of his vigilante counterpart for roughly eight years when the game picks up. The 16-hour-long campaign of the game focuses on the titular hero attempting to balance his life as Spider-Man, a beloved superhero, with that as Peter Parker, a man held down by student loans trying to repair broken relationships and keep a steady job. The story begins light-hearted and fun as one would expect of a Spider- Man narrative in today’s world. However, the game is not afraid to delve into dark, emotional territory which is something I will discuss later in the more *spoiler-filled* section of this review. For now, I will discuss where the game shines outside of the story and that is, naturally, in the intricate gameplay design present throughout. -
Ukázka Knihy Z Internetového Knihkupectví OBSAH ÚVODNÍ SLOVO TÉMA Šéfredaktora S Březnem Přišlo Konečně Jaro a S Ním I Konec Dlouhých Ted Price
BŘEZEN - DUBEN 2018 14 CENA: 49 KČ / 1,90 EUR AGE OF EMPIRES: DE SURVIVING MARS STAR WARS: BF II SUBNAUTICA SPIDER-MAN RECENZE | A WAY OUT | PAST CURE | OCTOGEDDON | U k á z k a k n i h y z i n t e r n e t o v é h o k n i h k u p e c t v í w w w . k o s m a s . c z , U I D : K O S 2 9 0 4 1 7 Nakladatelství pro mladé a neobjevené autory Vydáváme, propagujeme a podporujeme www.nakladatelstvi-monument.cz Ukázka knihy z internetového knihkupectví www.kosmas.cz OBSAH ÚVODNÍ SLOVO TÉMA Šéfredaktora S březnem přišlo konečně jaro a s ním i konec dlouhých Ted Price.............................................................................................3 ospalých zimních dnů a chladných nocí. Příliv energie se Far Cry 5..............................................................................................4 ale nekonal jen v rámci psychologického vnímání střídá- ní ročních období, ale konal se i na herní scéně. S áčko- vými tituly jako je Far Cry 5 RECENZE a God of War koneční víme, Pit People...........................................................................................5 že jsme se naplno ocitli v One Hour One Life...........................................................................6 roce 2018 a čekají nás vel- We Were Here Too............................................................................7 ké věci. Octogeddon.....................................................................................8 Fe...........................................................................................................9 -
Sony Computer Entertainment Unveils Relentless Lineup of Exclusive Software During E3 Media & Business Summit 2009
FOR IMMEDIATE RELEASE Contacts: Jennifer Clark – 650-655-5994 [email protected] Brian Keltner – 650-655-5944 [email protected] SONY COMPUTER ENTERTAINMENT UNVEILS RELENTLESS LINEUP OF EXCLUSIVE SOFTWARE DURING E3 MEDIA & BUSINESS SUMMIT 2009 First Party Development Studios and Publishing Partners Exhibit Dedication to High Production Values and Innovation across All PlayStation® Platforms ___________________________________________________________________________ Los Angeles, Calif., June 2, 2009 – Sony Computer Entertainment America Inc. (SCEA) today revealed an unrivaled line up of software for PLAYSTATION®3 (PS3™), PSP® (PlayStation®Portable), and PlayStation®Network during a press event to kick off the annual E3 Media & Business Summit 2009. In addition to revealing new content for over 25 highly anticipated first-party software titles that are only available on PlayStation® platforms, attendees caught a glimpse at never before seen the PS3 system titles ModNation™Racers and Gran Turismo 5; and Gran Turismo® for PSP for the portable gamer. An extensive demonstration of UNCHARTED 2: Among Thieves™ single player mode opened the show with an illustration of the high quality production values used for the game and demonstrated the power of the PS3 system. For the first time, the audience experienced an on-stage battle of 256 players in MAG, a feat never before accomplished on the home console. The hugely popular Greek mythology based title, God of War®III, closed the show with the most in-depth look at the title to date. “PlayStation’s software lineup this year is unparalleled with proven franchises like Gran Turismo 5, Ratchet & Clank Future: A Crack in Time, UNCHARTED 2: Among Thieves, and God of War III, as well as highly anticipated games like MAG and ModNation™Racers,” said Peter Dille, Senior Vice President of Marketing and PlayStation Network, SCEA. -
Insomniac Games
CULTURE CASE STUDY: Insomniac Games Transparency and Trust Turn Employees into Brand Advocates as a Small Company Grows Up Company Profile INDUSTRY Video Game Developer HEADQUARTERS Burbank, CA EMPLOYEES 207 WEBSITE www.insomniacgames.com About When Insomniac Games increased its headcount by 150% over a Headquartered in Burbank, California, 2-year period, leaders kept an open dialogue with employees to help Insomniac Games is a video game developer founded in 1994 by President and CEO keep them engaged with their work. Employees not only stuck around Ted Price. Most well-known for its Ratchet – they helped grow the team towards results that have been nothing & Clank and Spyro the Dragon titles, the company has sold more than 45 million short of “explosive.” console videogames worldwide. Insomniac Games is proud of its independent spirit–they believe all their games have soul, humor and heart. More than 200 artists, programmers, The Challenge designers and creative thinkers work at the For years, Insomniac Games was a small, company’s business results was manageable company’s two locations in Burbank, CA and Durham, NC. tight-knit group of around 50 employees, when Insomniac was that small. However, where the Founder and CEO, Ted Price, a two-year, 150% employee growth spurt was involved in everything from setting and expansion to a second office across production schedules to approving vacation the country made it challenging to ensure requests. everyone in the team was rowing in the same Sharing information with employees and direction and continued feeling personally demonstrating how their work impacted the invested in the organization. -
Jaume Mora Bao About Me Games Developed Or
JAUME MORABAO ABOUT ME Art Director & Creative Sixteen years creating experiences for world-class consumer brands and video games. +1 917 445 2223 My career has been shaped by a multidisciplinary education and the drive to become the [email protected] best professional I could be on every milestone that I hit. This has led me to gain expertise in a wide range of disciplines like art direction, design, illustration, animation, photography, www.additive.es and, recently, undertaking filmmaking. behance.net/jaumeav My ability to combine strategic thinking, creative concept, user experience and design with a deep understanding of visual language and technology allows me to carry any project from ideation to execution turning complex ideas into sophisticated and entertaining experiences. I’m always looking for a challenge that will allow me to develop my skills as a creative and push the standards and boundaries of any medium that I work in. I have always had a knack for teamwork. I thrive in building and nurturing teams and talent, being a pillar on which colleagues can rely upon and look up to for direction as well as keeping myself humbled and surrounded by people who can teach and challenge me allowing me to continue curbing my skills and knowledge day after day. GAMES DEVELOPED OR CURRENTLY IN DEVELOPMENT ·NeonDistrict DRIFTERS (Blindsquirrel (Blockade Games Games - in- indev), dev) Spider-Man· PS4Outernauts (Insomniac (Insomniac) Games/Marvel/SONY), ·Edge NeonDistrict of Nowhere, (Blockade Feral RitesGames) (Insomniac Games/Oculus· Spider-Man Rift), Ratchet Unlimited and Clank(Gameloft/Marvel) PS4 ·(Insomniac Spider-Man Games/SONY), PS4 (Insomniac/Marvel/SONY) Sunset Overdrive (Insomniac· Cars: Games/Microsoft), Fast as Lightning Outernauts (Gameloft/Disney) ·(Insomniac Edge of Nowhere, Games), FeralSpider-Man Rites (Insomniac/Oculus) Unlimited (Gameloft/Marvel),· Zombiewood Cars: (Gameloft)Fast as Lightning ·(Gameloft/Disney-Pixar), Ratchet and Clank PS4 (Insomniac/SONY)Zombiewood (Gameloft). -
Insomniac Physics
Insomniac Physics Eric Christensen GDC 2009 Overview • Go over the evolution of IG physics system • Shaders • Library Shaders • Custom event shaders Original Design Resistance: Fall of Man • Ported From PC to PS3 • PPU Heavy • SPU Processes Blocked • Two Jobs (Collision, Simulation) • Simulation Jobs too memory heavy dispatched to PPU version. • Expensive Original Design Resistance: Fall of Man Physics Update Gather Potentially Colliding Objects Original Design Resistance: Fall of Man Physics Update Cache Collision Geometry Original Design Resistance: Fall of Man Physics Update Run SPU Collision Jobs Original Design Resistance: Fall of Man Physics Update Sync Original Design Resistance: Fall of Man Physics Update Process Contact Constraints Original Design Resistance: Fall of Man Physics Update Create Simulation Pools Original Design Resistance: Fall of Man Physics Update Run SPU Simulation Jobs Original Design Resistance: Fall of Man Physics Update Run Simulations Too Big For SPU! Original Design Resistance: Fall of Man Physics Update Sync Original Design Resistance: Fall of Man Physics Update Process Results Original Design Resistance: Fall of Man Physics Update Call Events Original Design Resistance: Fall of Man Physics Update Update Joints Original Design Resistance: Fall of Man • Simulation Jobs Ran as Pools were generated. • PPU Simulation Jobs ran concurrently with the SPU Simulation Jobs • This was the ONLY asynchronous benefit! • Not much! Original Design Resistance: Fall of Man • Physics had the largest impact on frame rate •