Funcom N.V. Annual Report 2015
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Rise of the LEGO® Digital Creator
Rise of the LEGO® Digital Creator While you’ve always been able to build your own physical creations with a bucket of LEGO® bricks, the route to the same level of digital LEGO freedom for fans has taken a bit longer. The latest step in that effort sees the LEGO Group teaming up with Unity Technologies to create a system that doesn’t just allow anyone to make a LEGO video game, it teaches them the process. The Unity LEGO Microgame is the most recent microgame created by Unity with the purpose of getting people to design their own video game. But in this case, the interactive tutorial turns the act of creation into a sort of game in and of itself, allowing players to simply drag and drop LEGO bricks into a rendered scene and use them to populate their vision. Designers can even give their LEGO brick creations life with intelligent bricks that breath functionality into any model to which they’re attached. Users can even create LEGO models outside of the Unity platform using BrickLink Studio, and then simply drop them into their blossoming game. While this is just the beginning of this new Unity-powered toolset for LEGO fans, it’s destined to continue to grow. The biggest idea that could come to the Unity project is the potential ability for a fan to share their LEGO video game creations with one another and vote on which is the best, with an eye toward the LEGO Group officially adopting them and potentially releasing them with some of the profit going back to the creator. -
Dedehayir Makinen Determining Reverse Salient Types
Tampere University of Technology Author(s) Dedehayir, Ozgur; Mäkinen, Saku Title Determining reverse salient types and evolutionary dynamics of technology systems with performance disparities Citation Dedehayir, Ozgur; Mäkinen, Saku 2011. Determining reverse salient types and evolutionary dynamics of technology systems with performance disparities. Technology Analysis & Strategic Management vol. 23, num. 10, 1095-1114. Year 2011 DOI http://dx.doi.org/10.1080/09537325.2011.621308 Version Post-print URN http://URN.fi/URN:NBN:fi:tty-201311271475 Copyright This is an Author's Accepted Manuscript of an article published in Technology Analysis & Strategic Management, volume 23, issue 10, 01 Nov 2011. Copyright Taylor & Francis, available online at: http://www.tandfonline.com/10.1080/09537325.2011.621308. All material supplied via TUT DPub is protected by copyright and other intellectual property rights, and duplication or sale of all or part of any of the repository collections is not permitted, except that material may be duplicated by you for your research use or educational purposes in electronic or print form. You must obtain permission for any other use. Electronic or print copies may not be offered, whether for sale or otherwise to anyone who is not an authorized user. Determining reverse salient types and evolutionary dynamics of technology systems with performance disparities Ozgur Dedehayir∗ and Saku J. Mäkinen Department of Industrial Management, Tampere University of Technology, Tampere, Finland ∗ Corresponding author. Email: [email protected] ABSTRACT Technological system evolution is marked by the uneven evolution of constituent sub‐systems. Subsequently, system evolution is hampered by the resulting state of unevenness, or reverse salience, which results from the presence of the sub‐system that delivers the lowest level of performance with respect to other sub‐systems, namely, the reverse salient. -
Bits N' Bricks Season 2 Episode 27 Feature and Transcript
Roblox Meets Minecraft™ in China’s LEGO® Cube In many ways, LEGO Cube is the ultimate realization of what the LEGO Group is trying to achieve with its games. It delivers a fully explorable LEGO brick world where fans can explore, interact, and – perhaps most importantly – create. The only problem is that the mobile game is currently stuck in a sort of release limbo as it awaits approval from the Chinese government. The companies involved – The LEGO Group, Tencent, and NExT Studios – are weighing next steps, even as they continue to support the beta-locked title. At a minimum, the LEGO Group’s Sean McEvoy says that the company has learned a lot from creating the mobile-first title. “I think one thing that has really been evident to us as a team, and via our partnership with Tencent, is that there are tremendous learnings in terms of play experiences that could be broadly extensible worldwide to an audience of fans of LEGO play anywhere in the world,” he said. “Those learnings do not have to stay exclusive to Mainland China, they're extensible worldwide, and so even if the game stays within the borders of Mainland China, we really feel like there are global benefits to that experience in social creative play, and in bringing world class experiences of child safety, and structures for fair and transparent monetization.” LEGO Cube started out about six years ago as a loose idea to publish a game in China, developed by a Chinese developer for a Chinese market. That eventually led to the LEGO Group setting up shop in China and – after an extensive search that included speaking with 15 companies – partnering with Tencent and its developer NExT Studios to make a game. -
John Carmack Archive - Interviews
John Carmack Archive - Interviews http://www.team5150.com/~andrew/carmack August 2, 2008 Contents 1 John Carmack Interview5 2 John Carmack - The Boot Interview 12 2.1 Page 1............................... 13 2.2 Page 2............................... 14 2.3 Page 3............................... 16 2.4 Page 4............................... 18 2.5 Page 5............................... 21 2.6 Page 6............................... 22 2.7 Page 7............................... 24 2.8 Page 8............................... 25 3 John Carmack - The Boot Interview (Outtakes) 28 4 John Carmack (of id Software) interview 48 5 Interview with John Carmack 59 6 Carmack Q&A on Q3A changes 67 1 John Carmack Archive 2 Interviews 7 Carmack responds to FS Suggestions 70 8 Slashdot asks, John Carmack Answers 74 9 John Carmack Interview 86 9.1 The Man Behind the Phenomenon.............. 87 9.2 Carmack on Money....................... 89 9.3 Focus and Inspiration...................... 90 9.4 Epiphanies............................ 92 9.5 On Open Source......................... 94 9.6 More on Linux.......................... 95 9.7 Carmack the Student...................... 97 9.8 Quake and Simplicity...................... 98 9.9 The Next id Game........................ 100 9.10 On the Gaming Industry.................... 101 9.11 id is not a publisher....................... 103 9.12 The Trinity Thing........................ 105 9.13 Voxels and Curves........................ 106 9.14 Looking at the Competition.................. 108 9.15 Carmack’s Research...................... -
Tencent Games Strategy 2020
Tencent Games Strategy 2020 Asia Games Market Intelligence: Tencent Games Strategy Profile Tencent is a Chinese technology conglomerate founded in 1998. It is one of the top 10 public corporations globally, by market cap, and is one of the world’s largest venture capital and investment firms. Tencent’s success is at least partially attributable to WeChat and QQ, which are two of the largest social messaging platforms globally (despite being used primarily in China). It is also the largest gaming company in the world by revenue, having generated games revenue of $20.2 billion in 2019. Tencent Games was founded in 2003 – we at Niko Partners like to say that since we were founded in 2002, we have been analyzing the games market in China longer than Tencent has had a Games division. Tencent has solidified its position as the #1 games developer and publisher globally, primarily through success in its home market of China where it ranks as both the #1 mobile and PC game publisher by market share. The company has refined its internal development operations, marketing and publishing capabilities to successfully launch self-developed and licensed games in China. The company has also enhanced its portfolio of games, primarily through investments in more than 80 games companies globally. Part of this involves investment in global game development and publishing capabilities to further extend its presence outside China, focusing primarily on self-developed titles based on original or licensed IP. No new “wow” elements for the 2020 strategy: 1. Strengthen self-development capabilities in China and overseas 2. -
Hyperdistribution and the Future of Copyright Economics
Institutionen för studier av samhällsutveckling och kultur – ISAK LiU Norrköping Hyperdistribution and the future of copyright economics - A study of the contemporary Nordic Gaming industry Jimmy Rosén Masteruppsats från Mastersprogram i Kultur och mediagestaltning Linköpings universitet, LiU Norrköping, 601 74 NORRKÖPING ISAK-Instutionen för studier av samhällsutveckling och kultur LIU-ISAK/KSM-A- -09/02- -SE Handledare: Kosta Economou Nyckelord: Fairclough, Diskursanalys, Upplevelse, Ekonomi, Organisationsstudie, Norden, Spelindustrin, Hyperdistribution, Fildelning, Piratkopiering. Abstract Rosén, J. 2009. Hyperdistribution and the future of copyright economics A study of the contemporary Nordic Gaming industry. Master thesis. This interdisciplinary study shows that because of the changing demands from consumer caused by the growing influence of the internet and file-sharing the Nordic Gaming industry is going through an economic evolution. This result was derived by using qualitative questionnaires directed towards Gaming industry decision makers in the Nordic region combined with critical discourse analysis based on the methodology of Norman Fairclough, using theories of different characters to understand the field. In this thesis the case of the Nordic Gaming industry is used to assert that because of changing demands of consumers and an ever growing piracy movement, societies are evolving into transitional economies where it is increasingly harder to sell products consisting of pure information. Contents List of illustrations ................................................................................................................................... -
Roblox Hack Download
ROBLOX HACK DOWNLOAD Over the years, ROBLOX has used advertising to generate revenue for their company, which they generate through in-game purchases (microtransactions) or advertisements (which can be annoying for the players). In addition to this, they also generate revenue through selling virtual items (like the aforementioned Builders Club and ROBLOX Credit). The company has also released several games like their top grossing game "Build a Buddy". ROBLOX has been criticized for its lack of funding from advertisers as well as allowing other companies to make games on ROBLOX. The company has been criticized for their children friendly ads which are designed to be easily visible by children but are very inappropriate for them which is seen as a breach of the COPPA (Children's Online Privacy Protection Act) and their end user license agreement, although ROBLOX has since changed its policy. The company also uses an "Ads on the Web" program where they can serve certain types of ads depending upon a player's age and location. get free robux 2021 The 100Robux app has been designed for the people who are looking to make money and earn in-game currencies, such as Robux, through online ads and offers. This would be a way for gamers to make money off their skills by building up their game and having other users purchase in-game currency. free robux generator com roblox hack In April 2021, Roblox announced that it would be taking steps to address issues such as hate speech and violence. They issued a statement saying they would be working with the National Center for Missing and Exploited Children (NCMEC) to remove violent content. -
LEGO Minifigures Online*
LEGO® MINIFIGURES* ONLINE BRINGS CROSS-PLATFORM PLAY TO GAMING When Norwegian gaming giant Funcom began work on their new hit game LEGO® Minifigures Online* (LMO), they knew playability across Intel® architecture would be key. They also wanted fast load times, snappy graphics, and better battery life, but it was crucial that they achieved an exceptional playing experience no matter which platform gamers logged in from. The Funcom team engaged the help of Intel Software and Services group (SSG) to gain insights for key optimizations, and the result, to quote The LEGO® Movie, “Everything is awesome.” 1 Funcom managing director and chief LEGO® aficionados especially. LMO is an technology officer, Rui Casais, was online game for LEGO fans of all ages a key executive on the production that includes fun Minifigures and plenty team, working with every part of of exciting worlds to maneuver through. the technology, including all the With success battling pirates and other tools that allowed the developers, enemies, players can collect Minifigures artists, and designers to create their and improve their powers. compelling content. He said that early involvement with Intel was Funcom already had plenty of experience “While playing the instrumental in getting in the MMO arena with mainstream titles game, you don’t the technology right. such as Anarchy Online*, Age of Conan*, care which device “We have been working and The Secret World*. There were some with Intel for many years, bumps along the way, but Funcom is a the other person is cooperating at different recognized expert in online gaming and using. They just see levels, but with this game previously worked with children’s titles, that they are there, we saw the opportunity including for the Danish company, LEGO, they can play with to optimize even further,” in the past. -
Dedehayir Makinen Measuring Industry Clockspeed
Tampere University of Technology Author(s) Dedehayir, Ozgur; Mäkinen, Saku Title Measuring industry clockspeed in the systemic industry context Citation Dedehayir, Ozgur; Mäkinen, Saku 2011. Measuring industry clockspeed in the systemic industry context. Technovation vol. 31, num. 12, 627-637. Year 2011 DOI http://dx.doi.org/10.1016/j.technovation.2011.07.008 Version Post-print URN http://URN.fi/URN:NBN:fi:tty-201311261474 Copyright NOTICE: this is the author’s version of a work that was accepted for publication in Technovation. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Technovation, volume 31, issue 12 (December 2011), DOI 10.1016/j.technovation.2011.07.008 All material supplied via TUT DPub is protected by copyright and other intellectual property rights, and duplication or sale of all or part of any of the repository collections is not permitted, except that material may be duplicated by you for your research use or educational purposes in electronic or print form. You must obtain permission for any other use. Electronic or print copies may not be offered, whether for sale or otherwise to anyone who is not an authorized user. Measuring Industry Clockspeed in the Systemic Industry Context Ozgur Dedehayira, * and Saku J. Mäkinena a CITER, Center for Technology and Innovation Research, Department of Industrial Management, Tampere University of Technology, PO Box 541, FI 33101, Tampere, Finland * Corresponding author: Ozgur Dedehayir [email protected] tel: +358 44 586 8514 fax: +358 3 3115 2207 Abstract Industry clockspeed has been used in earlier literature to assess the rate of change of industries but this measure remains limited in its application in longitudinal analyses as well as in systemic industry contexts. -
LEGO Minifigures Online Covers the Period from Open Beta Launch to Commercial Launch in October 2014 and Six Months Succeeding That
2014 Second Quarter Presentation The Funcom Group Funcom N.V. and subsidiaries Disclaimer –forward looking statements This presentation contains forward-looking statements that involve risks and uncertainties. All statements other than statements of historical facts are forward-looking. You should not place undue reliance on these forward-looking statements for many reasons. These forward-looking statements reflect current views with respect to future events and are by their nature subject to significant risk and uncertainties because they relate to events and depend on circumstances that will occur in future. There are a number of factors that could cause actual results and developments to differ materially from those expressed or implied by these forward-looking statements. Although we believe that the expectations reflected in the forward-looking statements are reasonable, we cannot assure you that our future results, level of activity or performance will meet these expectations. Moreover, neither we nor any other person assumes responsibility for the accuracy and completeness of the forward-looking statements. Unless we are required by law to update these statements, we will not necessarily update any of these statements after the date of this presentation, either to conform them to actual results or to changes in our expectations. Private and confidential –intended solely for use by the recipient Agenda 1. Key highlights 2Q 2014 2. Key financials 3. Project status 1. Large scale MMO’s 2. MMO’s in development 4. Summary and Outlook -
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Annual Report 2019 - Funcom SE Page 2
Contents Letter from the CEO 3 About Funcom 4 Active game portfolio 7 The Dreamworld Technology® 12 Report of the Management Board 12 Corporate Governance 20 Responsibility Statement 27 Corporate Governance Declaration 28 Report of the Supervisory Board of Directors 29 Consolidated Financial Statements: Consolidated Statement of Comprehensive Income 33 Consolidated Statement of Financial Position 35 Consolidated Statement of Cash Flows 37 Consolidated Statement of Changes in Equity 38 Notes to the Consolidated Financial Statements 40 Company Financial Statements: Statement of Financial Position 99 Statement of Comprehensive Income 100 Notes to the Company Financial Statements 101 Other information: Other information 111 Auditor’s report 112 Annexes: Annex I: Remuneration Committee report for 2019 121 Annex II: Investor Relations Policy 124 Annex III: Financial Calendar for Funcom 2020 127 Annex IV: Contact Details 128 Annual Report 2019 - Funcom SE Page 2 Letter from the CEO “2019 is the year with most releases in Funcom’s history, with a total of 10 game and DLC releases spread around four hardware platforms, 23 online stores and global retail distribution. It’s also been a year where the games industry has been showing signs of shifts in business models and trends, with the Epic Game Store growing in popularity, several game subscriptions services changing the dynamics around game sales and in-game monetization models such as loot boxes being under pressure from legislators. Combined with the very large number of games being released into the market, this makes for a competitive situation that leads to games requiring more than ever unique competitive advantages, larger budgets or a dose of luck in order to become visible and succeed.