Showing posts with label Industry. Show all posts
Showing posts with label Industry. Show all posts

Thursday, September 28, 2006

Quazal Joins The Unreal Engine 3 Integrated Partners Program

Montreal, Quebec – September 27th, 2006 – Quazal is today proud to announce that they’ve joined Epic Games’ Integrated Partners Program for Unreal Engine 3. Rendez-Vous and Spark! have been fully integrated into Unreal Engine 3 and is now available for licensing directly from Quazal.

Epic Games has established the Integrated Partners Program (IPP) for the purposes of having a formal business relationship with selected companies making cross-platform technologies which integrate with, and are complementary to, Unreal Engine 3. Under the IPP program Epic provides continuous Unreal Engine 3 source code access and full technical support to IPP members. Companies who join the IPP agree to provide a high level of technical support for UE3 licensees through Epic’s established support channels, keep their implementations up-to-date with the latest UE3 versions, and work with Epic on potential promotional and co-marketing efforts. The IPP program will make it easier for Unreal Engine 3 licensees to incorporate 3rd party middleware solutions from IPP vendors into their games.

“We’re very excited to have integrated our Rendez-Vous and Spark! technology into Unreal Engine 3,” said Mike Drummelsmith, Developer Relations Manager of Quazal. “Having Spark! on Unreal Engine 3 will allow for a very rapid deployment of a robust online game lobby, while the full Rendez-Vous API will be available for developers looking at more customized solutions. This should really help developers deploy their online games quickly, with advanced features.”

“We’re pleased to welcome Quazal to the Integrated Partners Program.” said Mark Rein, Vice President, Epic Games, Inc. “It is great that Rendez-Vous and Spark! will be available to Unreal Engine 3 licensees in a form that is fully integrated with Unreal Engine 3 and with full support for that integration provided by Quazal.”, comments Mark Rein, Vice President, Epic Games.

Tuesday, September 19, 2006

Game Developers Conference Cements Role as World's Largest Game Industry-Only Event

SAN FRANCISCO – September. 18, 2006 - The CMP Game Group, organizers of the Game Developers Conference (GDC), announced today that they are more than doubling their show floor to accommodate the game industry market need for a single, one-stop shop event. The Game Developers Conference will take place March 5-9, 2007 at the Moscone Convention Center in San Francisco.

With E3 moving to a 5,000 person media-centric event, GDC has been elevated to the world's largest trade event dedicated to the game industry, with attendees numbering more than 12,500 including more than 1,000 members of the working press.
2007 will be the first year of GDC's long-term relocation to San Francisco, after its high growth trajectory necessitated the move to accommodate the expanding attendee base. When GDC was last in San Francisco in 2005, the show occupied the three floors of Moscone West. For GDC 07, the organizers reserved both Moscone West and Moscone North. With the Moscone West show floor virtually sold out, the organizers have now additionally secured the keynote hall in Moscone South in order to convert Moscone North into a second dedicated show floor. This will allow the GDC to accommodate the voluminous requests coming in for exhibition space and to include fresh exhibitor opportunities, such as the all-new Game Demo Theater.

"As GDC enters its 20th year, it emerges as the event with the largest gravitational pull of any other game industry-only event," said Jamil Moledina, executive director of the GDC. "While it remains our primary goal to serve the game development community and ensure that the session-based half of GDC remains unchanged, we also believe it is time to dramatically upgrade the range of expo opportunities.
The result of our expansion is that GDC becomes the natural choice for all companies in the game industry ecosystem to exhibit and conduct business."

The traditional business of GDC has centered on the creation of development deals for publishing games, an environment fostered through a mix of industry-defining conference sessions, a broad constellation of targeted networking receptions and the Game Connection matchmaking system. In recent years, however, the event has grown far beyond its developer core, with a show floor, networking and visibility options that enable companies to build buzz for their products, connect with the right buyers, build international exposure and form strategic partnerships.

The new show floor is built around a core of existing GDC expo suites and a networking lounge, surrounded by publishers, developers, outsourcers, middleware providers, peripheral companies, component companies, mobile game companies, casual game companies, serious game companies, online game companies, licensed IP holders, and international consortia. These groups complement the existing GDC exhibitors of platform companies, tool providers, and technology providers. Vendors on the new floor have a choice between booth space, expo suites and meeting rooms, while publishers and developers have the chance to demonstrate upcoming games in the brand new Game Demo Theater.

"The GDC is always working on answering developers' needs and requests. Once again, we have proof of that," remarked Julien Merceron, Worldwide CTO of Eidos Interactive. "Most challenges for developing next-gen games come from building extremely efficient pipelines using cutting-edge programming techniques on more complex architectures. More expo space will allow the GDC to cover more diverse technologies, accommodate larger booths - which facilitate better evaluation conditions - and provide progressive companies that are working on the fringe of our industry with a showcase for their products."

"With these changes, we're getting to see even more of the latest technologies, the ones that will fuel the next generation of video games, without standing in line and without deafening music - that's what makes the GDC Expo floor special,"
noted David Perry, CEO, GameConsultants.com

GDC has historically provided, and will continue to provide, dedicated networking and reception events for developers, publishers, serious game companies, mobile companies, and East-West collaboration. GDC is adding a casual/independent reception, as well as a dedicated Independent Games Conference to augment the Independent Games Festival (IGF), the oldest and most prestigious game innovation laboratory, that also takes place at GDC. Both the IGF and the Game Developers Choice Awards, the most widely respected peer-based game industry awards event, provide new visibility opportunities for companies not endemic to the game industry.

For more information about the Game Developers Conference, please visit www.gdconf.com.

Saturday, September 16, 2006

Ubisoft’s Talented and Creative Developers Earn Five Prestigious Awards

MONTREAL, Canada – September 15, 2006 – Today, Ubisoft, one of the world’s largest video game publishers, announced that its Montreal development studio received five awards at the first annual Canadian Awards for the Electronic and Animated Arts (CAEAA) held in Vancouver on September 14. Competing against many of Canada’s best studios, Ubisoft Montreal was the most awarded game development studio of the CAEAA.

Entering the award ceremony with 18 nominations, Ubisoft Montreal took home awards for Best Graphics, Best Innovation in Gaming and Best Character Design for Peter Jackson’s King Kong: The Official Game of the Movie on the Xbox 360 video game and entertainment system from Microsoft, as well as Best Console Game for Prince of Persia The Two Thrones. Far Cry Instincts received an award for Best Motion Graphics.

"The evening was a huge success," said Yannis Mallat, chief executive officer of Ubisoft’s Montreal studio. "The first edition of the Canadian Awards for the Electronic and Animated Arts is a step forward for the entire Canadian video game industry. The five awards we bring back with us to Montreal are the true recognition of the incredible talent of our creative teams. Once again, Ubisoft Montreal is sending a message to the whole industry: our goal is to be the best studio in the world and we’re on our way there."

Friday, September 15, 2006

4th Phase Of Gamexpert To Launch At Hong Kong Trade Fair

Pinpoint Consumer Electronics is to officially launch Phase 4 of its specialist gaming brand Gamexpert at the Autumn Edition of the Hong Kong Electronics Fair this year.

Phase 4 of Gamexpert, which is being billed as ‘outstanding products to change your year’, will consist of 10 exciting new SKU’s for the DS/DS Lite, XBox 360, PSP and PS2 and have been designed for gamers by gamers to incorporate unique selling points for retailers looking to maximise sales opportunities in their stores. The latest additions to Gamexpert’s rapidly expanding portfolio demonstrate the brands ability to continuously produce innovative products in timely response to changing consumer demand.

Stuart Perriam, Business Development Director for Pinpoint and Head of Product Development for the Gamexpert brand will be at the Hong Kong Electronics Fair at the Convention Centre in Hall 2, Booth 2A10, from October 13th – 16th to discuss both Phase 4 and existing Gamexpert products with retailers.

Stuart will also be available to discuss direct import and private label requirements with customers. Interested parties are advised to book an appointment with Stuart prior to the show if they would like to discuss either of these services provided by Pinpoint.

Highlights from the new Phase 4 include the following:

PSP Hi-Fi (MSRP £199.99)
One of the undisputed leading products from Gamexpert Phase 4 is the PSP Hi-Fi, a top-of-the-range stereo and docking centre for the PSP that is setting new standards in performance. The PSP Hi-Fi enables you to listen to the music stored on your PSP with High Fidelity sound reproduction, directing the audio through a powerful 23 Watt RMS stereo amplifier-speaker. Development of the Hi-Fi has been driven by the fact that music can now be downloaded straight onto the PSP via its Wi-Fi function. Now you can easily switch use of the PSP from a gaming console to a music centre in a matter of seconds, docking it at the top of the Hi-Fi and simultaneously charging it with no further connections needed. The Hi-Fi incorporates a down facing sub-woofer for maximum bass extension and a two-way stereo speaker system at the front, which combine to offer an amazing audio experience from your PSP. MP3 and iPod users can also connect to the PSP Hi-Fi via it’s auxiliary input. The Hi-Fi comes complete with a Remote Control for added convenience and its sleek glossy piano black finish makes it ideal for any modern home.

XBox 360 Cooler King (MSRP £29.99)
Gamexpert’s Cooler King is an advanced 3-in-1 solution for improving the overall performance of your XBox 360, from the play-time to the picture and sound quality.

The Cooler King incorporates an internal fan cooling system, which reduces the operating temperature of the console helping to prolong gaming sessions in the event of overheating. The Cooler King also enables you to connect up to 4 media players/additional controllers at the same time including MP3 players, digital cameras and additional wired controllers through a USB hub multi-tap facility enabling you to for example, simultaneously view photos and play music through the XBox 360. Finally, you can connect VGA, Component and S-VHS cables for playing games with high definition picture quality, and offers an optical output for digital surround sound.

The Cooler King is easy to install, simply plugging into the back of the console and comes supplied with a composite scart lead for connection to standard definition TV.

DSL Sound System (MSRP £19.99)
Enhance the audio and MP3 capability of the DS Lite with this lightweight detachable speaker. The DS Lite slots onto the compact DSL Sound System, and can be easily transported and left in place to improve your enjoyment through amplified sound quality. With a stylised design that doesn’t impose on the DS Lite, the Sound System is discreet and looks like part of the unit itself. It is available in either black or white. The product can either be powered by the original DS Lite power supply or by the rechargeable Li-ion battery included.

DS/DSL Stylus & Protector Kit (MSRP £ 7.99)
This handy 5-in-1 kit provides all the hard-to-replace essentials you need for both the DS and the DS Lite. It includes a protective carrying case made from EVA material with a black nylon wrap, a screen protector, two styli for the DS Lite, 3 styli for the DS and a special bonus thumb-stylus for use with either hand-held. The carrying case has a storage facility for games and styli. Replace easy to lose parts and protect your hand-held all in one go with this must-have DS/DSL kit.

Gamexpert Phase 4 products will be available to retailers from mid-October, with pre orders being accepted now. Contact Michelle Redfern on the details to place your order today.

Wednesday, September 13, 2006

The Ground Breaking Video Games Live Hits UK Shores

For anyone who’s ever picked up a games console, the event you’ve been waiting for has finally arrived. VIDEO GAMES LIVE, brought to you by AEG Live, is the first ever concert to celebrate music from the biggest video games of all time from ‘Mario’ to ‘Final Fantasy’. Having sold out to a massive 11,000 crowd on its debut performance in the US last year – making it the largest video game concert in the world - VIDEO GAMES LIVE will now navigate its way successfully through to the next level when it hits UK shores on November 25th at London’s Hammersmith Apollo.

Share the intensity and thrill of the gaming world’s most powerful compositions, as a live orchestra and choir recreate the best video game music on a spectacular stage. The show combines exclusive video footage and music arrangements, synchronized lighting, solo performers, electronic percussionists, cinema surround sound and interactive segments to create an explosive entertainment experience. With music from the retro days of ‘Pong’ to the fast paced action of ‘Halo’, VIDEO GAMES LIVE will transport you into the heart of the gaming world. There will also be spectacular prizes, first time playable games and the opportunity to meet Britain’s top game designers and composers.

“Video games and their music have evolved into our culture,” said Phil Harrison, President, Worldwide Studios, Sony Computer Entertainment. †“This event helps to celebrate video games as the significant global art-form they have become, as well as receiving the artistic respect they deserve.”

Celebrate the music from the games you love when Video Games Live comes to London this November.

First UK date: 25 November – Hammersmith Apollo, London

Tickets are £25 and go on sale on 7 September at 9am and are available from the 24-Hour hotline: 0870 405 0448 or online @ http://www.aeglive.co.uk

Video Games Live features music and exclusive synchronized video from popular franchises such as† Mario, Zelda, Halo, Metal Gear Solid, Warcraft, Myst, Final Fantasy, Castlevania, Kingdom Hearts, Medal of Honor, Sonic, Tron, God of War, Tomb Raider, Advent Rising, Headhunter, Beyond Good & Evil, Splinter Cell, Ghost Recon, Rainbow Six, EverQuest II and a special retro Classic Arcade Medley featuring over 20 games from Pong to Donkey Kong including such classics as Dragon's Lair, Tetris, Frogger, Gauntlet, Duck Hunt, Rastan, Space Invaders, and Outrun!

Survey: Casual Computer Games as TV Replacement?

SEATTLE, Washington – September 13, 2006 — PopCap Games, the leading developer and publisher of casual games, today unveiled the results of the largest survey of players of “casual” computer/videogames ever conducted. Among the many surprising findings of the survey, which involved more than 2,100 respondents from among PopCap’s customer base, were the answers given to questions about when, where and why consumers turn to these family-friendly, non-violent puzzle, word and simple action games. At the highest level, the survey found that: more casual game players view the playing of such games as an important leisure time activity than TV, reading, or spending time with family and friends; 88% of respondents derive stress relief from playing; over half play casual games on a daily basis; 71% are 40 or older and fully 47% are 50 or older.

The survey, which reflects the responses of 2,191 purchasers of at least one PopCap game, was conducted in August, 2006 by leading market research firm Information Solutions Group and carries a confidence interval of +/- 1.9%, significantly better than the industry average. As the leading developer and publisher of casual games in the world, PopCap’s website attracts more than 5.5 million unique visitors per month, and its games (including Bejeweled®, Bookworm®, Chuzzle™ and Zuma®) have been played by hundreds of millions of consumers since the company’s founding six years ago.

“We’ve never set out to make a ‘healthy’ game or a ‘game for women’ – we simply try to make high quality, broadly appealing, FUN games for everyone,” said Jason Kapalka, co-founder and Chief Creative Officer of PopCap. “We know from the many emails and letters we receive that some portion of our customers derives health benefits from the games, and that many view playing our games as a major source of fun in their lives, but these survey results are surprising even to us!”

Among the most interesting findings of the survey were responses to questions regarding the location, duration and reasons for playing casual computer games, defined for survey purposes as “puzzle, word, simple action/arcade and other family-friendly, non-violent games which can be played on computers and mobile devices.” Survey findings included:

Motives For Playing: 88% of players indicated they experienced stress relief from playing casual games and 74% cited mental exercise as a benefit; when asked to choose the most important reasons for playing, 41% picked “stress relief/relaxation,” more than twice the number (19%) who chose “entertainment”; 27% said the games provided distraction from chronic pain and/or fatigue, and fully 8% said they derived actual relief from chronic pain and/or fatigue.

Dr. Carl Arinoldo, a Stony Brook NY-based psychologist of 25 years and an author and expert on stress management who has played casual games and advocates them as a source of both stress relief and cognitive exercise, was not surprised by the survey results. “Casual word and puzzle computer games, such as ‘Bookworm’ and ‘Bejeweled’ can actually develop new cellular brain connections thereby helping to keep the healthy brain active and vital,” he stated. “And by seriously attending to the word and puzzle games, people can control stress by cognitively ‘blocking out’ the negative stresses of the day and ultimately train themselves to do this more reflexively. Unlike traditional videogames that tend to over-stimulate while they engage our minds, casual games have a calming effect while still providing an acceptable level of distraction and entertainment.”

Leisure Time Priorities: When asked to identify “important” leisure time activities from among more than a dozen common such activities listed, more survey respondents picked “playing casual computer games” (75%) than any other choice, including “reading a book, newspaper or magazine” (73%), “spending time with friends or family” (70%), “watching television or movies” (69%) or “listening to music or the radio” (57%).

Player Makeup: 76% of players are female; 71% are 40 or older and 47% are 50 or older; 46% are college graduates with 14% holding a master’s or PhD; 53% have an annual household income of $50,000 or more; 67% are married and 53% have at least one child. (Fully one quarter of survey respondents hail from outside North America.)

Gameplay Habits: Asked to name their favorite genres of casual games, survey respondents selected puzzle (85%), word (62%), arcade (61%) and card games (51%) as their top choices; asked when they play casual games, respondents chose weekday evenings (51%), “late at night before going to bed” (47%) and weekends (35%) as the most common times they play – with 11% stating they play during work hours. Dr. Arinoldo noted that the sizable portion of survey subjects who identified weekday evenings as a time when they play (as opposed the smaller number who play on weekends) may correlate with higher stress levels experienced during the work week.

Inveterate Players: 77% of respondents stated they have been playing casual games for at least three years and 49% indicated they have been playing for five or more years; fully 21% said they’ve been playing for 10 or more years, essentially since casual games first appeared on the Web. More than half (57%) of all respondents say they play casual games on a daily basis, and 90% said they play twice or more per week. On the same note, over half of the respondents (52%) stated that they play casual games for at least five hours per week, and 29% said they play for 10 or more hours each week.

Segmentation By Gender: Interestingly, while the overall audience for casual games is predominantly female, the percentage of women under 40 who play casual games (26%) is significantly smaller than men under 40 (36%). Further, of those men who do play casual games, their history of playing such games is generally much longer than their female counterparts’ – 61% of men said they have been playing casual games for 5 years or more, while only 46% of women said they’d been playing that long. However, female casual gamers are making up for lost time by playing more frequently and for longer periods of time: 60% of all female casual gamers say they play on a daily basis, compared to 44% of men, and 29% of women casual gamers say they play for 10 or more hours per week compared to 22% of men. Women also play for longer stretches, with 43% saying their casual games sessions typically last an hour or more, compared to 31% of men. “Women tend to be more in touch with their feelings and more introspective than men, generally speaking, so it’s logical that when they’re feeling stressed women would seek out some sort of remedy such as playing casual computer games,” said Dr. Arinoldo.

The reasons for playing casual games also varied between men and women: when asked to choose the most important reasons for playing, 44% of women included “stress relief” among their choices, compared to 33% of men. In addition 17% of women chose “entertainment” as a reason for playing compared to 24% of men. Finally, the types of casual games enjoyed by each gender were significantly different: while men chose more game genres and identified simple sports, war, role-playing and other simulations between 14% and 18% of the time, women cited those genres only 1% to 9% of the time (including 1% of women choosing “war/combat” games, compared to 18% of men). Women named “puzzle” (87%), “word games” (66%) “arcade” (60%) and “card games” (53%) as their top genres, compared to 79%, 47%, 62% and 45% of men choosing those respective genres.

Master Creating Licenses SpeedTree RT for LEGEND: Hand of God

COLUMBIA, SC – SpeedTree RT will help power the outdoor scenes of LEGEND: Hand of God, a role-playing game under development by Master Creating that will be published in 2007 by Anaconda.

“Especially in an RPG like LEGEND: Hand of God, with its various and large outdoor environments, SpeedTree is a huge timesaver,” said Jan Beuck, Creative Director for Master Creating. “With SpeedTree, vegetation’s not a problem – all trees one can think of are already created and render fast, thanks to the unique way the leaves are displayed.”In the fantasy-based title, players will control a young hero in a fight against evil. The game includes numerous battles and a cinematic combat system that enables a variety of fighting methods.

Although both Master Creating and Anaconda are based in Germany, the international team of developers includes international top talent like Art Director Andreas Adamek who previously worked on movies like Harry Potter and the Goblet of Fire.

The title has already received praise from reviewers, including German games magazine PC Games. “It's addicting like Diablo while combat looks as great as Prince of Persia,” reads that magazine’s review.

SpeedTreeRT, winner of the 2005 Front Line Award for middleware, delivers highly realistic trees and plants, with adjustable wind effects, user-configurable and seamless LOD transitions, and an included library of more than 1,000 tree, plant and marine models representing 200 species. SpeedTreeRT includes SpeedTreeCAD, a Windows application used to create and edit animated trees in real-time.

More information is available at http://www.speedtree.com/.Interactive Data Visualization, Inc. (IDV), develops software products with a focus on real-time three dimensional applications for the game development, visual simulation, engineering visualization, and animation industries. IDV, a privately held corporation, was founded in 1999 in Columbia, South Carolina. For more information about IDV, visit http://www.idvinc.com/.

Tuesday, September 12, 2006

Meridian4 Kicks it Old School Once Again and Signs a Deal with Big Toe Software!

Montreal, Canada. September 12, 2006 – Game publisher Meridian4 is pleased to announce the signing of a Worldwide publishing agreement with developers Big Toe Software for their Arcade/Shooter; Dark Matter.

“Our motivation to make Dark Matter is rooted in those fun and engaging arcade experiences from days of old with our modern day special sauce”, says BigToe developer Vincent Mysliwiec.

“We were very impressed with Dark Matter the first time we played it. It’s a perfect mix of old school style and modern day technology.” said Steve Milburn, Director at Meridian4, “Dark Matter will have you remembering all of those quarters you ‘invested’ at the arcade.”

Dark Matter is a remake of the classic arcade game Asteroids. In 1980, Asteroids was one of the most commercially successful games and helped to establish videogames as a lasting entertainment media. For a generation of video game addicts, Asteroids will always mean simple graphics, stressful and addictive gameplay, and dreams of high-scoring glory.

Dark Matter uses today’s technology and visually stunning graphics to recreate the excitement and frantic gameplay of the arcade classic. Blast a galaxy full of enemies and asteroids to oblivion in this intense space shooting game.

  • Campaign mode - 30 different intergalactic missions!

  • Challenge Mode - Survive an endless enemy offensive and achieve a high score on the Top Gun leader board!

  • Fend off asteroids and enemy ships with powerful weapon upgrades!

  • Score Achievement Medals for outstanding gameplay!

  • Supports Xbox360 controller while in-game!


  • Dark Matter will soon be available online and in retail stores. Meridian4 is currently seeking distribution and publishing partners in Europe and Asia to place the product worldwide. For more information about Dark Matter go to www.meridian4.com.