Fastest Growing Industries: Digital Entertainment / Interactive Media
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Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
Data Analysis for Sector Recommendations
DISTRICT OF SQUAMISH DATA ANALYSIS FOR SECTOR RECOMMENDATIONS PREPARED FOR: FOREWORD The modern-day economy of Squamish has significantly evolved from a century ago when it was a southern railway terminus. Squamish was built on its foundation of logging and tourism stimulated by transportation and railway improvements, proximity to natural resources and regional markets, and the establishment of largescale, industrial manufacturing as well as deep-water break-bulk facilities. Squamish is on the cusp of monumental change and is well positioned to share in British Columbia’s (BC’s) leading economic and job growth for Canada. Squamish is leveraging its favorable geography, multitude of recreational assets and its quality of life amenities as part of its economic diversification strategy. Several emerging sectors have experienced firm and employment growth, including hospitality and tourism; knowledge-based industries and education; clean energy; high tech; media production; and light manufacturing. To build upon its current momentum, it is paramount that Squamish prioritize areas for economic growth with a strategic approach and efficient planning. This report focuses on target industries suited for driving community wealth and is the precursor to a more comprehensive action plan. This in turn, will provide insight to maximize the positive impact derived from these targeted industries. Economic Development Office, District of Squamish EXECUTIVE SUMMARY From 2017 to present, British Columbia has experienced Canada's highest economic and employment growth and lowest inflation. Gross Domestic Product in the province rose by 3.9% in 2017, up from 3.6% in 2016. Though natural resources, transportation/warehousing, construction, professional services, education and manufacturing are some of the largest job providers in B.C., the province has emerged as a leader in subsectors, at the intersection of traditional sectors and new technologies. -
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. -
WARHAMMER® 40,000®: DAWN of WAR® III ANNOUNCED. London, 3
WARHAMMER® 40,000®: DAWN OF WAR® III ANNOUNCED. London, 3 May 2016 – At long last, the sun rises on a new age of battle! Relic Entertainment and SEGA Europe Ltd. today announced Warhammer 40,000: Dawn of War III, the long-awaited third instalment of the critically-acclaimed real-time strategy franchise. The loyal are rewarded! Dawn of War III immerses players in the escalating brutality of galactic warfare, where they will lead elite hero units and colossal armies to victory, or oblivion. Powerful super-walkers will tower over the front lines as screen-shaking assaults blister the battlefield in an all-out, over-the-top spectacle worthy of the iconic Games Workshop® Warhammer 40,000 universe. Building on 12 years of explosive gameplay, Dawn of War III combines the epic scale of Dawn of War, with the customization and elite heroes of Dawn of War II. The result is a best-in-class edition giving players the rich strategic experience, stunning visuals, and catastrophic surprises that they’ve come to expect as Relic brings the franchise into the modern era. “This is the Dawn of War that fans have been waiting for,” said Stephen MacDonald, the title’s Executive Producer. “Our biggest units ever? Check. Giant orbital lasers? Check. Base-building, epic heroes, huge battles, it’s all in there. Get ready for the biggest Dawn of War yet. For the Emperor!” In an announcement trailer released on the official Dawn of War III YouTube Channel this morning, Relic revealed the devastating forces of Space Marines, Eldar, and Orks locked in battle, slipping ever deeper into the darkness of endless war. -
Annual Report & Accounts 2020
Sumo Group Annual Report & Accounts 2020 Sumo Report & Accounts Annual Group sumogroupplc.com Annual Report & Accounts 2020 We are one of the UK’s largest providers of end-to-end creative development and co-development services to the video games and entertainment industries. We make highly innovative games for the most prestigious publishers in the world, with an increasing number of titles based on original concepts developed by Sumo. Strategic Report Governance Financial Statements At a Glance 2 Introduction to Governance 45 Independent Auditor’s report 68 Chairman’s Statement 4 Corporate Governance 46 Consolidated Income Statement 76 Business Model 6 Board of Directors 50 Consolidated Statement of Our Businesses 14 Operating Board 52 Comprehensive Income 77 Our Markets 20 Audit and Risk Committee Report 54 Consolidated Balance Sheet 78 Our Strategy 22 Directors’ Remuneration Report 56 Consolidated Statement of Chief Executive’s review 23 Directors’ Report 64 Changes in Equity 79 Group Financial Review 29 Statement of Directors’ Consolidated Cash Flow Section 172 Statement 34 Responsibilities 66 Statement 80 Environmental, Social Notes to the Group Financial and Governance 38 Statements 81 Energy and Carbon Report 40 Parent Company Balance Sheet 114 Risks & Uncertainties 41 Parent Company Statement of Changes in Equity 115 Notes to the Parent Company Financial Statements 116 Financial Calendar and Company Information 119-120 Designed and printed by Perivan STRATEGICSTRATEGIC REPORTREPORT Highlights Our vision Achieving wonder together. Revenue £68.9m 2019: £49.0m +40.7% Gross profit Our mission £31.5m 2019: £23.9m Grow a sustainable business, providing security to our +31.5% people and shareholders, whilst delivering a first-class experience to our partners and players. -
Sony Computer Entertainment Inc. Introduces Playstation®4 (Ps4™)
FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4™) PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. Gamer Focused, Developer Inspired PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers. PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development. PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor. The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation. -
The Film and Television Industry Works
Opportunities for Growth and Competitive Advantage for BC’s Film and New Media Industries A Report to the BC Competition Council March 2006 A Message From the Chairs The Co-Chairs express their gratitude to Rick Griffiths and his team at PricewaterhouseCoopers for the accumulation of the data The Film and New Media Industry Advisory Committee underlying this report and its initial (IAC) is composed of ten members from the film, drafting. television, animation and interactive gaming industries in British Columbia. Four advisors from the service and educational sectors supporting these industries also provided assistance in the collection of data and Film and New Media Industry development of this report. IAC members met three Advisory Committee times to discuss the terms of reference and identify the key challenges and suggested recommendations. IAC Co-Chairs members also each conducted interviews with leading executives operating in the industry; a complete listing of Crawford Hawkins Directors Guild of Canada-BC the individuals interviewed can be found in Appendix A. The purpose of the interviews was to establish/confirm Rick Mischel BC’s current competitive position, future potential for Mainframe Entertainment growth, factors that will influence that growth, and steps that can be taken by industry and government to resolve competitive issues. Members These sectors share the same story as others in BC. Chris Bartleman Studio B Productions The initial creation by a pioneering few creates a foundation upon which to build. But the lack of risk Arthur Evrensel capital, senior talent and the limited size of the Canadian Heenan Blaikie market make it very hard to grow to a new sustainable Warren Carr level. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Inclusive Leadership Forum Event Summary and Resource Guide INTRODUCTION from VANCITY
2020 Inclusive Leadership Forum Event Summary and Resource Guide INTRODUCTION FROM VANCITY In this year’s Face of Leadership™ Inclusive Leadership Forum, we heard from inspirational speakers how a diverse talent pool leads to greater innovation; the importance of having an intersectional approach to diversity, equity and inclusion; and that it’s vital to make space for diverse voices, including Indigenous, Black and people of colour. When COVID-19 hit, the people already vulnerable or disadvantaged were the first and hardest hit. The pandemic didn’t create inequality but revealed in significant ways the widespread and systemic inequities that exist within our communities. And in the early weeks of the pandemic, employment losses among women were over twice as high as among men. However, it’s equally important to remember that the pandemic also showed us what is possible when we come together in common purpose to meet a shared challenge. Minerva’s Face of Leadership™ Scorecard and Gender Diversity Pledge unites us to advance women in leadership and share best practices to create inclusive workplace cultures. Vancity is proud to be with like-minded peers willing to support and hold one another accountable to ensure gender equity, as well as broader diversity, equity and inclusion in the workplace. Minerva BC is a charity that is dedicated to ABOUT advancing the leadership of women and girls. For two decades, we have helped women across British Columbia MINERVA expand their capacities through education, mentorship, and leadership training. We envision a world where all women and girls have the skills, opportunity, and confidence to lead. -
Playing Video Game Ecologies
PERFORMANCE OF THE REAL James Tregonning BALANCING ACT: PLAYING VIDEO GAME ECOLOGIES ABSTRACT This paper explores the modelling and performance of ecological systems within the video game medium. Drawing on games from both the survival and management genres (Don’t Starve and Block’hood, respec- tively), I show how video games can position players in simulated ecological systems, recontextualising sustainable behaviour within a framework of ludic advantage and disadvantage. That is, in order to win the game, players must play or perform in an ecologically friendly manner, working within and alongside systems that model parts of our real-world environments. I also explore the role of genre in orienting these games towards specifc perspectives on the environment, suggesting that each game informs our perspec- tive on the environment without necessarily invalidating or causing obsolescence in the other. Neither fully eco-friendly nor total eco-hazards, games such as Don’t Starve and Block’hood strive to increase awareness of environmental issues while also struggling with the limits of their own material form. Keywords: Don’t Starve; Block’hood; Video Games; Ecology; Game Mechanics INTRODUCTION player and virtual environment, with an implicit connection back to the relationship between the Over the last twenty years, the video game player and their real environment. For example, industry has become a sizable force on the media games in the survival genre such as Don’t Starve, landscape. While the global flm industry brought Subnautica, or ARK: Survival Evolved , ask the in $41 billion at the box ofce in 2018 (Hughes player to scrounge for food and shelter in the 2018), the video game industry raked in over wilderness, foregrounding our dependence on three times that amount, at nearly $135 billion the land and our place within wider ecosystems. -
SEGA SAMMY HOLDINGS INC. Name of Representative: Hajime Satomi, Chairman, President and Representative Director (CEO) (Code No
(Translation) January 25, 2013 Dear Sirs, Name of Company: SEGA SAMMY HOLDINGS INC. Name of Representative: Hajime Satomi, Chairman, President and Representative Director (CEO) (Code No. 6460, Tokyo Stock Exchange 1st Section) Further Inquiry: Seiji Shintani, Executive Officer General Manager of Group Executive Office and Group Communications Office (TEL: 03-6215-9955) Notice of SEGA’s Acquisition of Relic Entertainment and some IPs owned by THQ Inc. SEGA Corporation, a subsidiaries of SEGA SAMMY HOLDINGS INC. acquired all of shares of THQ Canada Inc. (Headquarters: Vancouver, Canada, “THQ Canada”) and some IPs owned by THQ Inc., a parent company of THQ Canada on January 24, 2013 in order to further reinforce PC game development capabilities in the U.S. and European regions. THQ Canada has developed million-seller franchise titles such as “Warhammer 40k Dawn of War” and “Company of Heroes” under the brand of Relic Entertainment Studio. For further information, please refer to SEGA’s press release. Attached material: Press Release of SEGA Corporation “Notice of SEGA’s Acquisition of Relic Entertainment and some IPs owned by THQ Inc.” - NEWS RELEASE - January 25, 2013 SEGA Corporation Notice of SEGA’s Acquisition of Relic Entertainment and some IPs owned by THQ Inc. SEGA Corporation (Headquarters: Tokyo, President, Representative Director, and Chief Operating Officer: Naoya Tsurumi, “SEGA”) acquired all of shares of THQ Canada Inc. (Headquarters: Vancouver, Canada, “THQ Canada”) and some IPs owned by THQ Inc., a parent company of THQ Canada on January 24, 2013 in order to further reinforce PC game development capabilities in the U.S. and European regions. -
Real Canadian Gamer Essential Facts2020 2 Real Canadian Gamer Essential Facts 2020 Methodology
Real Canadian Gamer Essential Facts2020 TABLE OF CONTENTS Message from the President and CEO ...........................................................................................................................3 Methodology .......................................................................................................................................................................................4 Real Canadian Gamer .................................................................................................................................................................5 Gaming During the Pandemic ...............................................................................................................................................8 Why Canadians Play ....................................................................................................................................................................10 What Canadians Play ..................................................................................................................................................................12 Where Canadians Play ...............................................................................................................................................................16 What Canadians Play by Region .......................................................................................................................................18 How Canadians Play ....................................................................................................................................................................20