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Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Game Developer Power 50 the Binding November 2012 of Isaac
THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms. -
For Immediate Release the Academy of Interactive Arts & Sciences Announces Its 15Th Interactive Achievement Award Nominees
FOR IMMEDIATE RELEASE THE ACADEMY OF INTERACTIVE ARTS & SCIENCES ANNOUNCES ITS 15TH INTERACTIVE ACHIEVEMENT AWARD NOMINEES CALABASAS, Calif. – January 12, 2012 – The Academy of Interactive Arts & Sciences (AIAS) today announced the finalists for the 15th Annual Interactive Achievement Awards (IAAs). More than a hundred titles were played and evaluated by members of the Academy’s Peer Panels. These panels, one for each award category, are comprised of the game industry’s most experienced and talented men and women who are experts in their chosen fields. For 2012, the blockbuster game Uncharted 3: Drake’s Deception (Sony Computer Entertainment Company) leads the field with a total of twelve nominations. Showcasing the depth of great games introduced in the past year, several titles earned multiple nods for an IAA, including ten nominations for Portal 2 (Valve Corporation), nine nominations for L.A. Noire (Rockstar Games), and six nominations each for Batman: Arkham City (Warner Bros. Interactive Entertainment), Battlefield 3 (Electronic Arts) and The Elder Scrolls V: Skyrim (Bethesda Softworks). The awards ceremony will take place on Thursday, February 9th at the Red Rock Resort in Las Vegas during the 2012 D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit. They will be hosted by comedian, actor and proud game enthusiast, Jay Mohr. This year’s IAAs will be streamed live on GameSpot.com in its entirety at 7:30pm PT / 10:30pm ET. “These games exemplify the highest standard of excellence and quality, from the breathtaking cinematics, to the bold storytelling and the innovative technology. ” said Martin Rae, president, Academy of Interactive Arts & Sciences. -
Fortnite (2017) GCSE Media Studies – Set Product Fact Sheet Fortnite (2017)
GCSE Media Studies – Set Product Fact Sheet Fortnite (2017) GCSE Media Studies – Set Product Fact Sheet Fortnite (2017) Component 1: Exploring the Media PART 1: STARTING POINTS – Media industries Social and cultural contexts: Focus areas: Media industries The global videogame industry has been growing since the early days of Atari home entertainment Audiences in the 1980s. In recent years, the diversity of game genres and platforms on which they can be played PRODUCT CONTEXT has meant an explosion in the gaming industry. • Produced by Epic Games, the Fortnite Based on a 2015 economic forecast videogame franchise is a series of multiplayer free- sales are expected to reach $90 billion by 2020. to-play battleground games available on a number of platforms and devices. It was launched in July 2017 In 2014, it was calculated there were 1.8 billion • The franchise includes Fortnite: Battle Royale, gamers in the world - 25% of the global population. Fortnite: Save The World, and Fortnite: Creative This challenges the stereotype of gamers as young geeky men. In 2018 in the USA, 28% of gamers • Fortnite: Battle Royale is the most successful were under 18, but 23% were over 50 years old. free-to-play videogame ever, making $1.2 There was a 66/44% male/female gender split. billion in the first 10 months of release. Initially, players had to buy ‘battle passes’ to play, but in September 2018 the Battle The range of genres - from first-person- Royale version was offered for free. shooters to puzzles and learning tools - has • The Fortnite franchise had revenue varied the demographic for gamers. -
Media Terminology (AM) ACTION CODE
Media Terminology (A-M) FAN - An enthusiast or aficionado of a particular media form or product. ACTION CODE - Something that happens in the narrative that tells the audience that some action will follow FEATURE - In magazine terms, the main, or one of the main, stories in an edition. Features are generally located in the middle of the magazine, and cover more than one or two pages. ACTIVE AUDIENCE - Audiences who actively engage in selecting media products to consume and interpret their meanings. FRANCHISE - An entire series of, for example, a film including the original film and all those that follow. ANCHORAGE - The words that accompany an image (still or moving) give the meaning associated with that image. If GATEKEEPERS - The people responsible for deciding the most appropriate stories to appear in newspapers. the caption or voiceover is changed, then so may be the way in which the audience interprets the image. An image They may be the owner, editor or senior journalists. They will only let the stories most appropriate for the with an anchor is a closed text; the audience are given a preferred reading. A text without an anchor is an open text as ideology of the paper 'through the gate'. the audience can interpret it as they wish. GENRE: Media texts can be grouped into genres that all share similar conventions. Science fiction is a APPEAL - The way in which products attract and interest an audience e.g. through the use of stars, familiar genre genre, as are teenage magazines, etc. conventions etc. HOUSE STYLE - What makes the magazine recognisable to its readers every issue. -
E N Te Rta in M E N T: S O Ftw a Re
Equity Research L O S ANGELES | S A N FRANCISCO | NEW Y O R K | B O S T O N | SEATTLE | MINNEAPOLIS | M I L W A U K E E Entertainment: Software February 11, 2014 Michael Pachter Nick McKay Nick Citrin (213) 688-4474 (213) 688-4343 (213) 688-4495 [email protected] [email protected] [email protected] Post Hoc Ergo Propter Hoc; Why the Next Generation Will Be as Big as Ever Wedbush Securities does and seeks to do business with companies covered in its research reports. Thus, investors should be aware that the firm may have a conflict of interest that could affect the objectivity of this report. Investors Entertainment: Software should consider this report as only a single factor in making their investment decision. Please see page 172 of this report for analyst certification and important disclosure information . ACKNOWLEDGEMENT We thank our good friend, Junkwaffle, for the fabulous cover art and for demonstrating that there are many misperceptions about the past and the likelihood the past will repeat itself. We also thank the many viewers of Pach-Attack! at GameTrailers.com and our many Twitter followers for giving us many of the ideas discussed in this report. It is important to acknowledge the contribution from media sites Edge-Online, The Verge, Kotaku.com, Giant Bomb, VentureBeat.com, gamesindustry.biz, eurogamer.net and gamasutra.com for keeping us on our toes and always asking us to think about the industry in real time. Finally, we feel we must give a shout out to NeoGAF.com and its members, for challenging virtually everything we say as being wrong, and for making us re-think many positions over the years. -
Tim Sweeney Epic Games [email protected]
Tim Sweeney Epic Games [email protected] Background: Epic Games Background: Epic Games Independent game developer Located in Raleigh, North Carolina, USA Founded in 1991 Over 30 games released à Gears of War à Unreal series Leading supplier of Game Engines History: Unreal Engine Unreal Engine 1 1996‐1999 First modern game engine à Object‐oriented à Real‐time, visual toolset à Scripting language Last major software renderer à Software texture mapping à Colored lighting, shadowing à Volumetric lighting & fog à Pixel‐accurate culling 25 games shipped Unreal Engine 2 2000‐2005 PlayStation 2, Xbox, PC DirectX 7 graphics Single‐threaded 40 games shipped Unreal Engine 3 2006‐2012 PlayStation 3, Xbox 360, PC DirectX 9 graphics à Pixel shaders à Advanced lighting & shadowing Multithreading (6 threads) Advanced physics More visual tools à Game Scripting à Materials à Animation à Cinematics… 150 games in development Unreal Engine 3 Games Army of Two (Electronic Arts) Mass Effect (BioWare) Undertow (Chair Entertainment) BioShock (2K Games) Game Development: 2008 Gears of War 2: Project Overview Project Resources à 15 programmers à 45 artists à 2‐year schedule à $12M development budget Software Dependencies à 1 middleware game engine à ~20 middleware libraries à Platform libraries Gears of War 2: Software Dependencies GearsGears of of War War 2 2 GameplayGameplay Code Code ~250,000~250,000 lines lines C++, C++, script script code code UnrealUnreal Engine Engine 3 3 MiddlewareMiddleware Game Game Engine Engine ~2,000,000~2,000,000 -
THE END of the GPU ROADMAP Background: Epic Games Background: Epic Games
Tim Sweeney CEO, Founder Epic Games [email protected] THE END OF THE GPU ROADMAP Background: Epic Games Background: Epic Games . Independent game developer . Located in Raleigh, North Carolina, USA . Founded in 1991 . Over 30 games released Gears of War Unreal series . Unreal Engine 3 is used by 100’s of games History: Unreal Engine Unreal Engine 1 1996-1999 . First modern game engine Object-oriented Real-time, visual toolset Scripting language . Last major software renderer Software texture mapping Colored lighting, shadowing Volumetric lighting & fog Pixel-accurate culling . 25 games shipped Unreal Engine 2 2000-2005 . PlayStation 2, Xbox, PC . DirectX 7 graphics . Single-threaded . 40 games shipped Unreal Engine 3 2006-2012 . PlayStation 3, Xbox 360, PC . DirectX 9 graphics Pixel shaders Advanced lighting & shadowing . Multithreading (6 threads) . Advanced physics . More visual tools Game Scripting Materials Animation Cinematics… . 150 games in development Unreal Engine 3 Games Army of Two (Electronic Arts) Mass Effect (BioWare) Undertow (Chair Entertainment) BioShock (2K Games) Game Development: 2009 Gears of War 2: Project Overview . Project Resources 15 programmers 45 artists 2-year schedule $12M development budget . Software Dependencies 1 middleware game engine ~20 middleware libraries Platform libraries Gears of War 2: Software Dependencies Gears of War 2 Gameplay Code ~250,000 lines C++, script code Unreal Engine 3 Middleware Game Engine ~2,000,000 lines C++ code ZLib Speed FaceFX Bink DirectX OpenAL Data -
Fact Sheet – June 2009
Fact Sheet – June 2009 Xbox LIVE offers the most comprehensive gaming and entertainment service connected to your TV. Whether it’s transforming your TV into a virtual theater, your couch into a race car or your living room into a rock arena, Xbox LIVE puts a world of instant fun, friends and entertainment at your fingertips. WATCH … your favorite films and shows from the largest global TV and movie library on any console. Access thousands of movies and TV shows and manage your Netflix instant Queue to create a true movie theater experience in the comfort of your home, all on your Xbox 360 console through Xbox LIVE. • Zune video. Zune comes to Xbox LIVE to deliver instant‐on 1080p HD streaming video on your Xbox 360. It delivers the selection of a video megastore, in the highest possible clarity1 and with the convenience of cable. Watch the movies and TV shows you want, when you want them, with instant‐on 1080p video and 5.1 surround sound.1 You can even find your favorite film at the touch of a button using new, enhanced search functions. • Netflix. Watch movies instantly streamed from Netflix, and share in a party with up to seven friends with Netflix on Xbox LIVE. Recommend your favorite shows, update your instant Queue, see the avatars of you and your friends right on your TV, and share movie party night — all only on Xbox LIVE.2 • BSkyB. The Xbox LIVE commitment to providing the best global entertainment gains momentum with its newest partner, Sky. Now, for the first time, watch live or on‐demand TV from Sky, including Sky Sports, right on your Xbox 360. -
Rasmus Soeegaard Kaas
Rasmus Søegaard Kaas, stud.merc.aud., CBS, 2011 – Strategic Framing In The Video Games Industry Copenhagen Business School, cand.merc.aud., Institute for leadership, politics & philosophy, E65 – Strategic Leadership – Master Thesis STRATEGY FORECAST Next Generation Gatekeeping In The Video Games Industry Hand in date: 28.04.2011 Number of pages: 91 (excl. Front Page, Executive Summary & Appendices), Total: 100 pages Number of keystrokes: 159.541 + 28 figures á 800 = 181.941/182.000 Author: Rasmus Søegaard Kaas - Cpr.: XXXXXX-XXXX Tutor: Søren Dejgaard 1 Rasmus Søegaard Kaas, stud.merc.aud., CBS, 2011 – Strategic Framing In The Video Games Industry EXECUTIVE SUMMARY The objective of this thesis was to provide a strategic forecast of the video games industry hardware market, through the actions of the three gatekeepers, ultimately aiding 3rd party game developers and other stakeholders, in planning their strategies for the next hardware generation. Through a study of major historical industry events and consumer culture, the frame was set from where to research the current industry design. Thus a value chain study of relevant activities was conducted, ultimately exposing the strong linkage between gatekeepers and the developers of 3rd party complementary software. To get a picture of the perceived strengths and weaknesses of gatekeepers in the eyes of these 3rd party developers, an interview with umbrella company NOGAP was conducted, identifying Microsoft as the overall favorite. While Microsoft and Sony had historically followed the performance play strategy, Nintendo had during the last paradigm shift recaptured market leadership through a controlled migration. An analysis of industry profit potential saw a historical downward tendency, where especially the threat of disrupting technologies had a potential of changing the core industry. -
Accelerating U T a H ' S Digital M E D
A c c e l e r A t i n g u t A h ’ s D i g i t A l M e D i A Utah Cluster Acceleration Partnership Executive Summary Fall 2011 Accelerating Utah’s Digital Media Industry About This Report his report presents specific strategies designed to accelerate and support the growth and expansion of TUtah’s digital media industry and to fashion a well-trained workforce possessing the critical skills needed by this industry. These recommendations were generated by a number of dedicated leaders from within Utah’s digital media industry as well as by public, academic, and business leaders. Each of these participants has contributed his or her time, ex- pertise, and insight to this collaborative effort that sets the direction for the expansion and acceleration of this vital industry in Utah. This Cluster Acceleration Partnership has been authorized and sponsored by the Utah System of Higher Education, the Utah Department of Workforce Services, and the Utah Governor’s Office of Economic Development. Utah Valley University has led the project and served as the primary convener. The consulting team from Grow Utah Ventures, a nonprofit organization, served as the strategic facilitator and acceleration advisor on the project. For more information on this and other Cluster Acceleration Partnerships, please contact the Utah System of Higher Strategies to accelerate expansion of utah’s digital media Education. industry by focusing on technology and creativity. 2 Utah Digital Media cluster Acceleration strategy 3 Executive Summary he Utah Digital Media Cluster Acceleration Partnership Strategy defines a specific course of action to sustain Tand grow this vital industry cluster in the state of Utah. -
J.J. Abrams, 'Infinity Blade' Maker Join Forces for New Game 11 November 2015, Byderrik J
J.J. Abrams, 'Infinity Blade' maker join forces for new game 11 November 2015, byDerrik J. Lang his children were fans of Chair's games like the side- scroller "Shadow Complex" and sword fighting simulator "Infinity Blade," while the developers at Chair were admirers of Abrams' film and TV projects. With a release set for 2016, Mustard said they're now ready to start talking about the partnership out in the open. "When we build our games, we work very closely together as a team," said Mustard. "J.J. and all the other awesome people at Bad Robot quickly folded into that process. We all sat down with a blank slate and basically said, 'We can build anything. What do we want to build?' It went from there." For the team at Bad Robot, the opportunity meant diving deeper into interactive entertainment after In this Sept. 10, 2013 file photo, Donald Mustard, CEO releasing the quirky special effects app "Action of Epic Games, speaks on stage during the introduction Movie FX" and working with Valve on a new mode of the new iPhone 5s in Cupertino, Calif. The developers for the multiplayer shooter game "Team Fortress of the hit "Infinity Blade" mobile game series are joining 2." forces with J.J. Abrams and his Bad Robot production company for their next game. Chair Entertainment is "We really wanted to expand into this area of working with the "Star Wars: The Force Awakens" entertainment," Abrams said in a video posted filmmaker on the colorful new espionage game "Spyjinx." (AP Photo/Marcio Jose Sanchez, File) Wednesday by Chair.