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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Ubisoft brings online middleware dev Quazal into its brotherhood]]></title><link>http://www.joystiq.com/2010/11/04/ubisoft-brings-online-middleware-dev-quazal-into-its-brotherhood/</link><guid isPermaLink="true">http://www.joystiq.com/2010/11/04/ubisoft-brings-online-middleware-dev-quazal-into-its-brotherhood/</guid><comments>http://www.joystiq.com/2010/11/04/ubisoft-brings-online-middleware-dev-quazal-into-its-brotherhood/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/11/04/ubisoft-brings-online-middleware-dev-quazal-into-its-brotherhood/"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/ac-bros-110410-530w.jpg" /></a></div>
On a bit of a <a href="http://www.joystiq.com/2010/11/03/ubisoft-quebec-adds-longtail-studio/">spending spree</a> this week, Ubisoft today added Montreal-based Quazal Technologies to the family. Creator of multiplayer middleware and services, Quazal has <a href="http://www.joystiq.com/2009/03/22/quazal-inks-middleware-deal-with-ubisoft-petz-deathmatch-now-po/">worked with</a> Ubisoft for a number of years, and its products power components in a range of the publisher's titles, including this month's <em>Assassin's Creed: Brotherhood,</em> <a href="http://www.joystiq.com/game/tom-clancys-splinter-cell-chaos-theory">the</a> <a href="http://www.joystiq.com/game/tom-clancys-splinter-cell-double-agent">last</a> <a href="http://www.joystiq.com/game/tom-clancys-splinter-cell-conviction">three</a> <em>Splinter Cell</em> games and <a href="http://www.joystiq.com/game/far-cry-2"><em>Far Cry 2</em></a>.<br />
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"We're happy to be able to continue to express our creative vision via the projects we'll be working on with Ubisoft," Quazal co-founder Martin Lavoie said in a press announcement. Ubisoft has plenty to be happy about, too. While no representative stood up and said as much, executives were no doubt preparing to bathe in a fresh pool of licensing loot. Quazel tech is <a href="http://www.quazal.com/index.php?option=com_content&amp;view=article&amp;id=95&amp;Itemid=137&amp;lang=en">all up in</a> <a href="http://www.quazal.com/index.php?option=com_content&amp;view=article&amp;id=145&amp;Itemid=143&amp;lang=en"><em>plenty</em></a> of other companies' games, after all.<p><a href="http://www.joystiq.com/2010/11/04/ubisoft-brings-online-middleware-dev-quazal-into-its-brotherhood/" rel="bookmark">Continue reading <em>Ubisoft brings online middleware dev Quazal into its brotherhood</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/11/04/ubisoft-brings-online-middleware-dev-quazal-into-its-brotherhood/">Ubisoft brings online middleware dev Quazal into its brotherhood</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 04 Nov 2010 22:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/11/04/ubisoft-brings-online-middleware-dev-quazal-into-its-brotherhood/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19703756/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/11/04/ubisoft-brings-online-middleware-dev-quazal-into-its-brotherhood/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>acquisition</category><category>Assassins-Creed-Brotherhood</category><category>Assassins-Creed-Multiplayer</category><category>Canada</category><category>microsoft</category><category>middleware</category><category>Montreal</category><category>mulitplayer</category><category>Net-Z</category><category>online</category><category>pc</category><category>playstation</category><category>ps3</category><category>Quazal</category><category>Quazal-Technologies</category><category>Rendez-Vous</category><category>Ubisoft</category><category>xbox</category><dc:creator><![CDATA[James Ransom-Wiley]]></dc:creator><pubDate>Thu, 04 Nov 2010 22:15:00 EST</pubDate></item><item><title><![CDATA[PlayStation Move requires 1-2 MB of system memory]]></title><link>http://www.joystiq.com/2010/03/11/playstation-move-requires-1-2-mb-of-system-memory/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/11/playstation-move-requires-1-2-mb-of-system-memory/</guid><comments>http://www.joystiq.com/2010/03/11/playstation-move-requires-1-2-mb-of-system-memory/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/07/playstation.eye.2.071609-580px.jpg" /></div>
Sony's GDC panel "Introducing the PlayStation Motion Controller was exactly that: An introduction to the newly named <a href="http://www.joystiq.com/tag/playstation-move">Move</a> peripheral. David Coombes, Kirk Bender and Anton Mikhailov showcased a number of impressive tech demos, many of which demonstrated the Move's incredible precision and low latency. One of the most impressive demos showcased full body tracking using an on-screen body puppet, not unlike one of <a href="http://www.joystiq.com/2010/03/09/microsoft-bringing-the-full-lineup-of-natal-titles-to-e3/">Project Natal</a>'s tech demos.<br />
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Body tracking is made possible by combining the Move and PS3's head tracking capability. According to the presentation, the PS3 can also <a href="http://www.joystiq.com/2009/09/10/sony-shows-off-ps3-facial-recognition-tech/">detect faces</a>, going so far as to identify individuals through face contour and feature detection. The software will be able to recognize gender, age, smiles and when eyes open and close.<br />
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Coombes explained that all the calculations necessary to handle image processing are done by the Cell CPU, which apparently excels at the doing floating point calculations. The raw data can be processed incredibly quickly by the PS3, taking "under a frame" to translate to a game experience. And while Mikhailov didn't reveal how much of the CPU's overall power the Move controller requires, he did reveal that the memory demands are truly "<a href="http://www.joystiq.com/2010/03/11/sony-scott-rohde-interview-on-playstation-move/#continued">insignificant</a>" -- 1-2 MB of system memory.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/11/playstation-move-requires-1-2-mb-of-system-memory/">PlayStation Move requires 1-2 MB of system memory</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 11 Mar 2010 20:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/11/playstation-move-requires-1-2-mb-of-system-memory/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19395736/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/11/playstation-move-requires-1-2-mb-of-system-memory/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ailive</category><category>gdc-2010</category><category>livemove-2</category><category>middleware</category><category>move</category><category>playstation-move</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Thu, 11 Mar 2010 20:30:00 EST</pubDate></item><item><title><![CDATA[Sony's free PhyreEngine expands to PSP]]></title><link>http://www.joystiq.com/2010/03/09/sony-phyreengine-expands-to-psp/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/09/sony-phyreengine-expands-to-psp/</guid><comments>http://www.joystiq.com/2010/03/09/sony-phyreengine-expands-to-psp/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="0" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/psp-stocker.jpg" alt="" /></div>
In what's becoming a GDC tradition, Sony today announced an update concerning the <a href="http://www.joystiq.com/tag/phyreengine">PhyreEngine</a>, a free, cross-platform middleware tool offered to developers interested in creating PS3 games. First introduced in 2008, the PhyreEngine has since been utilized in games like <a href="http://www.joystiq.com/tag/critter-crunch"><em>Critter Crunch</em></a>, <a href="http://www.joystiq.com/tag/shatter"><em>Shatter</em></a> and <a href="http://www.joystiq.com/tag/flower"><em>Flower</em></a>. Today, SCEA has announced the expansion of PhyreEngine compatibility to the PSP.<br />
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"We're very happy to see the continued popularity of PhyreEngine with the global game developer community," SCEI senior VP of technology Teiji Yutaka said. "PhyreEngine for PSP was developed in response to requests from the game developer community, and we hope that the release of the PSP version demonstrates our commitment and support for game developers on all our platforms." The engine will be demoed at <a href="http://www.joystiq.com/tag/gdc-2010">GDC</a> this week.<br />
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The PS3 version of PhyreEngine has been praised by studios like <a href="http://www.joystiq.com/2009/11/20/critter-crunch-dev-praises-sonys-support-of-indie-games/">Capybara</a> and <a href="http://playstation.joystiq.com/2009/07/22/shatter-developer-talks-up-benefits-of-phyreengine/">Sidhe</a>. Perhaps the PSP iteration will be met with an equal amount of enthusiasm and help bolster the portable development community.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/09/sony-phyreengine-expands-to-psp/">Sony's free PhyreEngine expands to PSP</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 09 Mar 2010 11:46:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/09/sony-phyreengine-expands-to-psp/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19389651/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/09/sony-phyreengine-expands-to-psp/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>gdc</category><category>gdc-2010</category><category>middleware</category><category>phyreengine</category><category>scea</category><category>sony</category><category>Sony-Computer-Entertainment-America</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Tue, 09 Mar 2010 11:46:00 EST</pubDate></item><item><title><![CDATA[PSP load times cut in half with File Majik Pro software]]></title><link>http://www.joystiq.com/2010/03/01/psp-load-times-cut-in-half-with-file-majik-pro-software/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/01/psp-load-times-cut-in-half-with-file-majik-pro-software/</guid><comments>http://www.joystiq.com/2010/03/01/psp-load-times-cut-in-half-with-file-majik-pro-software/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.cri-mw.co.jp/newsrelease/2010/2nt4hm000000vmfd.html"><img vspace="0" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/pspumdoptimstic.jpg" alt="" /></a></div>
Perhaps the most significant complaint against early PSP games was about lengthy load times. Modern PSP games have largely alleviated this problem, sometimes with the help of a middleware solution from CRI called "File Majik Pro." If that sounds familiar, its because the same tech was made available for PS3 developers <a href="http://www.joystiq.com/2008/06/25/file-majik-pro-middleware-promises-to-cut-ps3-load-times-for-fre/">two years ago</a>.<br />
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The tech allows developers to better compress files, and rearranges data in the most efficient way possible. It also offers the ability to install data onto the Memory Stick, for quicker loads on UMD-based games. Already, major PSP games have taken advantage of the tech, including <em>Persona 3 Portable</em>, <em>Soulcalibur: Broken Destiny</em>, and <em>Valkyria Chronicles 2</em>.<br />
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So, how will players be able to identify PSP games that take advantage of this technology? One way is to look for the "<a href="http://www.cri-mw.com/company/whats.html">Criware</a>" logo on the box. It's likely you've seen their logo load before a game -- and now you know what they do.<br />
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[Via <a href="http://www.siliconera.com/2010/02/28/cri-middleware-shortens-psp-load-times/">Siliconera</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/01/psp-load-times-cut-in-half-with-file-majik-pro-software/">PSP load times cut in half with File Majik Pro software</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 01 Mar 2010 18:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.cri-mw.co.jp/newsrelease/2010/2nt4hm000000vmfd.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/01/psp-load-times-cut-in-half-with-file-majik-pro-software/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19378614/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/01/psp-load-times-cut-in-half-with-file-majik-pro-software/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>criware</category><category>file-majik-pro</category><category>load-times</category><category>middleware</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Mon, 01 Mar 2010 18:15:00 EST</pubDate></item><item><title><![CDATA[Square Enix explains The Last Remnant's technical shortcomings]]></title><link>http://www.joystiq.com/2010/02/17/square-enix-explains-the-last-remnants-technical-shortcomings/</link><guid isPermaLink="true">http://www.joystiq.com/2010/02/17/square-enix-explains-the-last-remnants-technical-shortcomings/</guid><comments>http://www.joystiq.com/2010/02/17/square-enix-explains-the-last-remnants-technical-shortcomings/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.gamasutra.com/view/feature/4281/the_art_of_technical_.php"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/02/lastremnant580eng.jpg" /></a></div>
<a href="http://www.joystiq.com/tag/the-last-remnant"><em>The Last Remnant</em></a> represented a major experiment for Square Enix. Not only was it one of the company's first Xbox 360 games, it utilized the Unreal Engine, a first for the Japanese publisher. Unfortunately, the experiment wasn't quite successful, with <a href="http://www.metacritic.com/games/platforms/xbox360/lastremnant">critics</a> calling it "a technical mess." Thankfully, the company isn't simply ignoring its mistakes, with Square Enix's new chief technology officer explaining how the misuse of the Unreal Engine led to such disappointing results. "One of the traps with middleware (like Unreal) is that some game teams believe that, because they got this middleware, maybe they need less programmers on their team, or maybe they don't need that many skilled programmers," Julien Merceron told <a href="http://www.gamasutra.com/view/feature/4281/the_art_of_technical_.php">Gamasutra</a>.<br />
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By relying too much on middleware, teams face precarious situations when issues arise that can't be solved internally. "You don't have anyone that is able to solve the problem on your team," Merceron explained. In the case of <em>The Last Remnant</em>, the "problem" happened to be a wildly inconsistent framerate.<br />
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Merceron isn't advising against using middleware, noting "it won't be possible anymore to work without middleware because of time, talent, and cost reasons." Hopefully, under the new guidance of Merceron, Square Enix won't repeat the same mistakes it made with <em>The Last Remnant</em>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/02/17/square-enix-explains-the-last-remnants-technical-shortcomings/">Square Enix explains The Last Remnant's technical shortcomings</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Feb 2010 23:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamasutra.com/view/feature/4281/the_art_of_technical_.php>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/17/square-enix-explains-the-last-remnants-technical-shortcomings/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19362232/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/17/square-enix-explains-the-last-remnants-technical-shortcomings/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Microsoft</category><category>middleware</category><category>square-enix</category><category>square-enix-europe</category><category>the-last-remnant</category><category>unreal-engine</category><category>Xbox-360</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Wed, 17 Feb 2010 23:15:00 EST</pubDate></item><item><title><![CDATA[Havok announces discount program for indie devs]]></title><link>http://www.joystiq.com/2009/12/07/havok-announces-discount-program-for-indie-devs/</link><guid isPermaLink="true">http://www.joystiq.com/2009/12/07/havok-announces-discount-program-for-indie-devs/</guid><comments>http://www.joystiq.com/2009/12/07/havok-announces-discount-program-for-indie-devs/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20091206005012&amp;newsLang=en"><img hspace="0" vspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/havoklogoblack580.jpg" /></a></div>
<a href="http://www.joystiq.com/tag/havok">Havok</a>, developer and distributor of the powerful middleware engine of the same name, <a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20091206005012&amp;newsLang=en">recently announced a new, altruistic initiative</a> that should fill indie devs with <em>gallons</em> of holiday cheer. The aptly named Independent Developer Program offers the engine's entire software suite (Havok Physics, Havok AI, Havok Cloth, etc.) to developers at a "flexible and affordable" rate. Rather than licensing the tools directly, these developers sign up for an annual agreement with Havok, which allows them to prototype the tools, picking and choosing which ones they want to leverage for the creation of their latest opus.<br />
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The <a href="http://www.joystiq.com/2009/11/18/krome-studios-lays-off-undisclosed-number-of-staff/">recently downsized Krome Studios</a> is the first outfit to benefit from the program. We <em>really</em> hope Sony Santa Monica is the next team to utilize the software, if only so we can make the following joke: "Sony tried Havok, and let slip the <em>God of War</em>." We're not certain it qualifies as "independent," unfortunately. <em>Shucks</em>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/12/07/havok-announces-discount-program-for-indie-devs/">Havok announces discount program for indie devs</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 07 Dec 2009 18:20:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20091206005012&amp;newsLang=en>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/12/07/havok-announces-discount-program-for-indie-devs/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19268114/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/12/07/havok-announces-discount-program-for-indie-devs/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>deal</category><category>havok</category><category>indie</category><category>krome-studios</category><category>middleware</category><category>offer</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Mon, 07 Dec 2009 18:20:00 EST</pubDate></item><item><title><![CDATA[Ready at Dawn's game engine to 'support all console systems']]></title><link>http://www.joystiq.com/2009/10/13/ready-at-dawns-game-engine-to-support-all-console-systems/</link><guid isPermaLink="true">http://www.joystiq.com/2009/10/13/ready-at-dawns-game-engine-to-support-all-console-systems/</guid><comments>http://www.joystiq.com/2009/10/13/ready-at-dawns-game-engine-to-support-all-console-systems/#comments</comments><description><![CDATA[<div align="center">
<div style="text-align: center;"><img border="0" vspace="0" hspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/readyatdawnlogo050209580.jpg" /><br />
<div align="left">Yesterday's <a href="http://www.joystiq.com/2009/10/12/ready-at-dawn-releasing-self-titled-middleware-engine/">announcement</a> that <a href="http://www.joystiq.com/tag/daxter"><em>Daxter</em></a>, <a href="http://www.joystiq.com/tag/god-of-war-chains-of-olympus"><em>God of War: Chains of Olympus</em></a> and Wii <a href="http://www.joystiq.com/tag/okami-wii"><em>Okami</em></a> developer <a href="http://www.joystiq.com/tag/ready-at-dawn">Ready at Dawn</a> would be releasing its own game engine was missing something. Specifically: Mention of Nintendo Wii as a supported platform. We found the omission a little odd, considering the studio has done Wii development, so we contacted RAD president Didier Malenfant to find out more.<br /><br />"We plan on our newly announced platform to support all console systems," Malenfant told us. OK, that was easy. When asked about the fresh job posting on his company's site seeking "a few additions to our engine team in order to add support for an unannounced console platform," though, he remarked that his previous statement was "about all I can say for now," but that "we will have more engine news soon." We're sure it will be ... <em>rad</em>.<br /><br /></div>
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</div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/10/13/ready-at-dawns-game-engine-to-support-all-console-systems/">Ready at Dawn's game engine to 'support all console systems'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 13 Oct 2009 21:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/10/13/ready-at-dawns-game-engine-to-support-all-console-systems/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19194526/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/10/13/ready-at-dawns-game-engine-to-support-all-console-systems/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Microsoft</category><category>middleware</category><category>Nintendo</category><category>rad-engine</category><category>ready-at-dawn</category><category>ready-at-dawn-engine</category><category>Wii</category><category>Xbox-360</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Tue, 13 Oct 2009 21:30:00 EST</pubDate></item><item><title><![CDATA[Ready at Dawn releasing self-titled middleware engine]]></title><link>http://www.joystiq.com/2009/10/12/ready-at-dawn-releasing-self-titled-middleware-engine/</link><guid isPermaLink="true">http://www.joystiq.com/2009/10/12/ready-at-dawn-releasing-self-titled-middleware-engine/</guid><comments>http://www.joystiq.com/2009/10/12/ready-at-dawn-releasing-self-titled-middleware-engine/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20091012005373&amp;newsLang=en"><img vspace="0" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/readyatdawnlogo050209580.jpg" alt="" /></a></div>
Fact: <a href="http://www.joystiq.com/tag/ready-at-dawn">Ready at Dawn</a> has never made a bad game. Sure, the company's repertoire, which includes <em><a href="http://www.joystiq.com/tag/daxter">Daxter</a> </em>and <a href="http://www.joystiq.com/tag/god-of-war-chains-of-olympus"><em>God of War: Chains of Olympus</em></a> for PSP and <a href="http://www.joystiq.com/tag/okami"><em>Okami</em></a> for Wii, is limited. Still, <em>look</em> at those games. Not exactly the worst developer to take a cue from, right? Soon, developers large and small will be able to do just that when <a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20091012005373&amp;newsLang=en">Ready at Dawn releases its own game development platform</a> for the Xbox 360, PS3 and PSP, appropriately titled the Ready at Dawn Engine. (How delightfully narcissistic!)<br /> <br /> The new engine will attempt to set itself apart from competing middleware services by offering a one-stop shop for cross-platform game development, merging its "proprietary code-base with the top providers of 3D content editing, audio, user interface and asset management systems." We suggest checking out <a href="http://www.gamasutra.com/php-bin/news_index.php?story=25583">Gamasutra's recent interview</a> with Dawn co-founder Didier Malenfant to learn about the <em>brazenness</em> required to inspire a company, with three games under its belt, to make its own game-crafting engine.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/10/12/ready-at-dawn-releasing-self-titled-middleware-engine/">Ready at Dawn releasing self-titled middleware engine</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 12 Oct 2009 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20091012005373&amp;newsLang=en>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/10/12/ready-at-dawn-releasing-self-titled-middleware-engine/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19192708/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/10/12/ready-at-dawn-releasing-self-titled-middleware-engine/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>didier-malenfant</category><category>engine</category><category>Microsoft</category><category>middleware</category><category>ready-at-dawn</category><category>ready-at-dawn-engine</category><category>Xbox-360</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Mon, 12 Oct 2009 11:00:00 EST</pubDate></item><item><title><![CDATA[TimeShift dev taps Havok for 'several' upcoming games]]></title><link>http://www.joystiq.com/2009/04/29/timeshift-dev-taps-havok-for-several-upcoming-games/</link><guid isPermaLink="true">http://www.joystiq.com/2009/04/29/timeshift-dev-taps-havok-for-several-upcoming-games/</guid><comments>http://www.joystiq.com/2009/04/29/timeshift-dev-taps-havok-for-several-upcoming-games/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.marketwatch.com/news/story/havok-destruction-explodes-saber-interactives/story.aspx?guid=%7BB75B950E-45A3-4D28-A1D7-714C1CFB38C8%7D&amp;dist=msr_7"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/timeshift_top_havok_jd.jpg" alt="" /></a></div>
Developer Saber Interactive has been keeping to itself since its time-bending shooter, <em><a href="http://www.joystiq.com/tag/timeshift">TimeShift</a></em>, first bored critics in 2007. Employees have been spending their hours competing in weekly dance-offs doing the <a href="http://www.youtube.com/watch?v=xWXoFAaZ11M">Time Warp</a>, a heated competition that'll likely be put on hold now that the company has a new game to work on. Make that games -- plural -- as middleware firm <a href="http://www.joystiq.com/tag/havok">Havok</a> announced that its Havok Destruction tech is now in the hands of the company for use in "several" upcoming games.<br /><br />While no games have been announced, Saber Interactive teases that Havok Destruction will help bring "a new scale and complexity to the fully destructible city" in its next title, including the ability to punch holes through walls. In addition, the developer notes that the software allowed it to realize "large-scale destruction sequences" and reduce costs, with the outfit's budget for interactive assets dropping by 40 percent or more as a result of the Havok license. Exploding barrels, is there anything you <em>can't</em> do?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/04/29/timeshift-dev-taps-havok-for-several-upcoming-games/">TimeShift dev taps Havok for 'several' upcoming games</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 29 Apr 2009 08:35:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.marketwatch.com/news/story/havok-destruction-explodes-saber-interactives/story.aspx?guid=%7BB75B950E-45A3-4D28-A1D7-714C1CFB38C8%7D&amp;dist=msr_7>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/29/timeshift-dev-taps-havok-for-several-upcoming-games/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1531489/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/29/timeshift-dev-taps-havok-for-several-upcoming-games/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>havok</category><category>havok-destruction</category><category>middleware</category><category>saber-interactive</category><category>saberinteractive</category><category>timeshift</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Wed, 29 Apr 2009 08:35:00 EST</pubDate></item><item><title><![CDATA[GDC09: Havok gets smart, announces Havok AI]]></title><link>http://www.joystiq.com/2009/03/24/gdc09-havok-gets-smart-announces-havok-ai/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/24/gdc09-havok-gets-smart-announces-havok-ai/</guid><comments>http://www.joystiq.com/2009/03/24/gdc09-havok-gets-smart-announces-havok-ai/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.businesswire.com/portal/site/google/?ndmViewId=news_view&amp;newsId=20090323005482&amp;newsLang=en"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/havok_bar_big_jd.jpg" /></a><br /></div>
<a href="http://www.joystiq.com/tag/havok">Havok</a> is exploding like a red barrel into the world of artificial intelligence. With ragdoll grace, the middleware company announced its new Havok AI SDK during <a href="http://www.joystiq.com/tag/gdc-2009/">GDC 2009</a>, promising "unique solutions" to various AI pathfinding issues faced by today's game developers. <br /><br />Like the folks at <a href="http://www.1up.com/do/newsStory?cId=3173377">1UP</a>, we're not exactly sure what this means for gamers, though the new software is supposed to be fully compatible with Havok's other products and tools, such as Havok Physics. Perhaps now enemy patrols will get the good sense not to seek shelter behind things that go kablooey when bullets begin to fly.<br /><br />[Thanks David B.]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/24/gdc09-havok-gets-smart-announces-havok-ai/">GDC09: Havok gets smart, announces Havok AI</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 24 Mar 2009 09:07:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.businesswire.com/portal/site/google/?ndmViewId=news_view&amp;newsId=20090323005482&amp;newsLang=en>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/24/gdc09-havok-gets-smart-announces-havok-ai/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1496653/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/24/gdc09-havok-gets-smart-announces-havok-ai/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ai</category><category>artificial-intelligence</category><category>artificialintelligence</category><category>gdc-2009</category><category>havok</category><category>havok-ai</category><category>middleware</category><category>physics</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Tue, 24 Mar 2009 09:07:00 EST</pubDate></item><item><title><![CDATA[Quazal inks middleware deal with Ubisoft, Petz deathmatch now possible]]></title><link>http://www.joystiq.com/2009/03/22/quazal-inks-middleware-deal-with-ubisoft-petz-deathmatch-now-po/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/22/quazal-inks-middleware-deal-with-ubisoft-petz-deathmatch-now-po/</guid><comments>http://www.joystiq.com/2009/03/22/quazal-inks-middleware-deal-with-ubisoft-petz-deathmatch-now-po/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.quazal.com/en/resources/160-quazal-ubisoft-enterprise"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/petz_horse_wgun.jpg" alt="" /></a><br /></div>
Have you ever heard of Quazal? You know, the "leading supplier of multiplayer middleware solutions for the entertainment industry," known most recently for working with Atari on the upcoming <a href="http://www.joystiq.com/tag/ghostbusters"><em>Ghostbusters</em></a> game and likely better known for their work with Harmonix on the <a href="http://www.joystiq.com/tag/rock-band"><em>Rock Band</em></a> franchise? Oh you have? Good! So you might already know that the company has just signed a deal with <a href="http://www.joystiq.com/tag/ubisoft">Ubisoft</a> for use of its Rendez-Vous, Net-Z and Spark! middleware products, promising also to provide long-term consulting and support. You didn't know that? Yeah, neither did we.<br /><br />But in a press release issued by Quazal, we found out all about the contract inked this past week to deliver "cutting-edge multiplayer experiences" by licensing the middleware to Ubisoft. Christine Burgess-Qu&eacute;mard, executive director of worldwide studios at Ubisoft notes in the release, "By securing this Enterprise deal, Ubisoft is positioning itself to be at the forefront of the next generation of online enabled titles." Though we'd like to point out that the <a href="http://www.joystiq.com/2005/11/22/joystiqs-massive-xbox-360-launch-weekend-blowout-the/">"next-gen" started in 2005</a>, we'll go right ahead and assume she means the <em>real</em> <a href="http://www.joystiq.com/2009/01/23/ubisoft-preparing-for-next-console-cycle-probably-coming-by-2/">next-gen coming in 2012</a>. 'Til then, we'll have to hold fast hope that the perpetually deathmatch-less <em>Petz</em> franchise receives the long overdue multiplayer mode we've been waiting for.<br /><br />[Via <a href="http://www.gamesindustry.biz/articles/ubisoft-licences-multiplayer-middleware">GamesIndustry.biz</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/22/quazal-inks-middleware-deal-with-ubisoft-petz-deathmatch-now-po/">Quazal inks middleware deal with Ubisoft, Petz deathmatch now possible</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 22 Mar 2009 13:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.quazal.com/en/resources/160-quazal-ubisoft-enterprise>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/22/quazal-inks-middleware-deal-with-ubisoft-petz-deathmatch-now-po/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1494990/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/22/quazal-inks-middleware-deal-with-ubisoft-petz-deathmatch-now-po/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>atari</category><category>christine-burgess-quemard</category><category>enterprise-deal</category><category>gamesindustry.biz</category><category>ghostbusters</category><category>harmonix</category><category>middleware</category><category>net-z</category><category>next-gen</category><category>petz</category><category>quazal</category><category>rendezvous</category><category>rock-band</category><category>spark</category><category>ubisoft</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Sun, 22 Mar 2009 13:15:00 EST</pubDate></item><item><title><![CDATA[Nvidia provides free physics tools for PS3 developers]]></title><link>http://www.joystiq.com/2009/03/17/nvidia-provides-free-physics-tools-for-ps3-developers/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/17/nvidia-provides-free-physics-tools-for-ps3-developers/</guid><comments>http://www.joystiq.com/2009/03/17/nvidia-provides-free-physics-tools-for-ps3-developers/#comments</comments><description><![CDATA[<div align="center"><a href="http://news.prnewswire.com/ViewContent.aspx?ACCT=109&amp;STORY=/www/story/03-17-2009/0004989814&amp;EDATE="><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/580_nvidia_physx_official_logo.jpg" /></a></div>
Sony Computer Entertainment Inc and Nvidia have <a href="http://news.prnewswire.com/ViewContent.aspx?ACCT=109&amp;STORY=/www/story/03-17-2009/0004989814&amp;EDATE=">inked a deal</a> to bring PhysX SDKs to registered PS3 developers free of charge. The partnership gives PS3 devs the binary version of the PhysX kit, which includes a full-featured application programming interface and physics engine.<br /><br />And just like fellow middleware <a href="http://www.joystiq.com/2008/02/23/havok-offers-pc-game-devs-havok-complete-for-free/">Havok</a>, Nvidia PhysX is also free for PC developers. Most games developed with PhysX have been PC titles (<em>Empire Earth III</em>), but PS3 support seems to be growing. In the past, PhysX was used in 2006's <a href="http://www.joystiq.com/2006/11/21/metareview-mobile-suit-gundam-crossfire/"><em>Mobile Suit Gundam: Crossfire</em></a>. Not the best game out there, but future titles that will harness PhysX in some way, such as the upcoming PS3-exclusive <a href="http://www.joystiq.com/tag/heavy-rain"><em>Heavy Rain</em></a>, show much more promise.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/17/nvidia-provides-free-physics-tools-for-ps3-developers/">Nvidia provides free physics tools for PS3 developers</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 17 Mar 2009 19:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://news.prnewswire.com/ViewContent.aspx?ACCT=109&amp;STORY=/www/story/03-17-2009/0004989814&amp;EDATE=>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/17/nvidia-provides-free-physics-tools-for-ps3-developers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1490446/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/17/nvidia-provides-free-physics-tools-for-ps3-developers/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>middleware</category><category>nvidia</category><category>physx</category><category>scei</category><category>sdk</category><category>sony</category><category>tools</category><dc:creator><![CDATA[Majed Athab]]></dc:creator><pubDate>Tue, 17 Mar 2009 19:30:00 EST</pubDate></item><item><title><![CDATA[Terminal Reality ain't afraid of licensing no middleware]]></title><link>http://www.joystiq.com/2009/02/18/terminal-reality-aint-afraid-of-licensing-no-middleware/</link><guid isPermaLink="true">http://www.joystiq.com/2009/02/18/terminal-reality-aint-afraid-of-licensing-no-middleware/</guid><comments>http://www.joystiq.com/2009/02/18/terminal-reality-aint-afraid-of-licensing-no-middleware/#comments</comments><description><![CDATA[<div align="center"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/infernalengine580.jpg" alt="" /><br /></div>
The developers behind the upcoming PS3 and Xbox 360 versions of <a href="http://www.joystiq.com/2009/02/06/look-directly-into-this-new-ghostbusters-trailer/"><em>Ghostbusters: The Video Game</em></a> have informed us that the engine driving the game, the Infernal Engine, is open for third-party licensing. In fact, Terminal Reality will be meeting behind closed doors to discuss licensing its tech with several folks at the DICE Conference, which is going on right now in Red Rock, Nevada.<br /><br />Terminal Reality says its engine is compatible with all next-gen platforms, including PC, and can take "full advantage of next generation hardware while scaling easily to all systems." It features "an advanced physics solution, powerful particle system, and rendering features that provide ultra-realistic environments and characters." In layman's terms, the Infernal Engine can<em> make stuff.</em><br /><br />The image above was crafted using the engine, and will serve as one of the items Terminal Reality uses to market its middleware product. So, developers, if you're looking for something that can help you create dudes with glowing eyes, old rifles, and a taste for tacky jewelry, who you gonna call?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/02/18/terminal-reality-aint-afraid-of-licensing-no-middleware/">Terminal Reality ain't afraid of licensing no middleware</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 18 Feb 2009 17:16:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/02/18/terminal-reality-aint-afraid-of-licensing-no-middleware/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1464245/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/02/18/terminal-reality-aint-afraid-of-licensing-no-middleware/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dice-conference</category><category>ghostbusters</category><category>infernal-engine</category><category>middleware</category><category>pc</category><category>terminal-reality</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Wed, 18 Feb 2009 17:16:00 EST</pubDate></item><item><title><![CDATA[Wii pair getting Vicious, Engine that is]]></title><link>http://www.joystiq.com/2009/02/11/wii-pair-getting-vicious-engine-that-is/</link><guid isPermaLink="true">http://www.joystiq.com/2009/02/11/wii-pair-getting-vicious-engine-that-is/</guid><comments>http://www.joystiq.com/2009/02/11/wii-pair-getting-vicious-engine-that-is/#comments</comments><description><![CDATA[<div align="center"><img hspace="0" border="1" vspace="4" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/cv_smack_jd_top.jpg" /><br /></div>
Smack Down Productions is doing its part to fill bargain bins with punny titles like <em>Build-A-Bear: A Friend Fur All Seasons</em> and <em>Koh Lanta</em>, a party game based on the French flavor of <em>Survivor</em>. Now the French developer is working on a pair of unspecified titles for the Wii, each based on "high-profile licenses" and built using Vicious Cycle's self-titled <a href="http://www.joystiq.com/tag/viciousengine/">Vicious Engine</a>. <br /><br />High-profile or not, middleware doesn't make the game. No other details on either project are known, though with titles like disturbingly-named <em>Fatal Furries</em> to the developer's credit we can hardly wait to see what <a href="http://smackdownproductions.com">Smack Down</a> has in store. Hardly.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/02/11/wii-pair-getting-vicious-engine-that-is/">Wii pair getting Vicious, Engine that is</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 11 Feb 2009 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.verticalwire.com/releases/1187-vicious-cycle-software-partners-with-smack-down-productions-for-fourth-time>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/02/11/wii-pair-getting-vicious-engine-that-is/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1457670/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/02/11/wii-pair-getting-vicious-engine-that-is/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>middleware</category><category>vicious-cycle</category><category>vicious-engine</category><category>viciouscycle</category><category>viciousengine</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Wed, 11 Feb 2009 22:00:00 EST</pubDate></item><item><title><![CDATA[MGS inks 'perpetual' license for Havok tech]]></title><link>http://www.joystiq.com/2008/08/06/mgs-inks-perpetual-license-for-havok-tech/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/06/mgs-inks-perpetual-license-for-havok-tech/</guid><comments>http://www.joystiq.com/2008/08/06/mgs-inks-perpetual-license-for-havok-tech/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.edge-online.com/news/havok-unleashed-microsoft"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/08/havok_mgs_bar.jpg" alt="" /></a><br /></div>
It's not the size of your explosion that matters, but rather how many random objects you can send flying about in realistic fashion. <a href="http://www.joystiq.com/tag/microsoft-game-studios">Microsoft Game Studios</a> today announced a new "perpetual licensing agreement" with the physics connoisseurs at <a href="http://www.joystiq.com/tag/havok">Havok</a>, opening up the middleware outfit's suite of current and future tech to MGS and its development partners. <em>Perpetual</em>, you say? Sounds like someone is over their puppy love and is ready for a real commitment.<br /><br />Havok's reputation for overturning tables in dramatic fashion is well known. A number of Microsoft's titles, both internally developed and published, utilize the technology already, giving us reason to believe that whatever Microsoft Game Studios has up its sleeves next, it's sure to have exploding barrels aplenty.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/08/06/mgs-inks-perpetual-license-for-havok-tech/">MGS inks 'perpetual' license for Havok tech</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 06 Aug 2008 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.edge-online.com/news/havok-unleashed-microsoft>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/06/mgs-inks-perpetual-license-for-havok-tech/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1277052/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/06/mgs-inks-perpetual-license-for-havok-tech/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>havok</category><category>microsoft</category><category>microsoft-game-studios</category><category>middleware</category><category>physics</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Wed, 06 Aug 2008 22:00:00 EST</pubDate></item><item><title><![CDATA[Unreal Engine 4 geared for next-gen consoles]]></title><link>http://www.joystiq.com/2008/07/24/unreal-engine-4-geared-for-next-gen-consoles/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/24/unreal-engine-4-geared-for-next-gen-consoles/</guid><comments>http://www.joystiq.com/2008/07/24/unreal-engine-4-geared-for-next-gen-consoles/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.gamasutra.com/php-bin/news_index.php?story=19562"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/ue4.funny.490.jpg" alt="" /></a></div>
Despite the fact that <a href="http://www.joystiq.com/tag/unreal-engine-3">Unreal Engine 3</a> has been licensed by, oh, <em>everyone </em>for building their current-gen games, results have been <a href="http://www.joystiq.com/tag/bioshock">hit</a> or <a href="http://www.joystiq.com/tag/turning-point">miss</a>. While developers continue to get to grips with the current iteration of the technology, its creator, Epic Games, is already at work building the next version to <strike>stump them</strike> make their lives easier<em> </em>...<em> in the future</em>.<br /><br />In news sure to <a href="http://www.joystiq.com/2007/07/19/silicon-knights-sues-epic-over-unreal-engine-3-inadequacies/">make Dennis Dyack happy</a>, Epic's president, Mike Capps, revealed at Microsoft's Gamefest technology conference that the successors to the current crop of consoles (even Wii?) are its target platforms for Unreal Engine 4. "We've got Unreal [Engine] 4 in production right now," Capps told the gathering of developers, adding, "it's going to be in the next console generation ... our rough guess is 2012 to 2018." So, there you have it. Xbox 720 in 2012. We <em>kid</em>. We aren't kidding when we say that we hope developers other than Epic and a handful of others get a sound grasp on UE3 before then.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/07/24/unreal-engine-4-geared-for-next-gen-consoles/">Unreal Engine 4 geared for next-gen consoles</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 24 Jul 2008 16:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamasutra.com/php-bin/news_index.php?story=19562>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/07/24/unreal-engine-4-geared-for-next-gen-consoles/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1266248/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/07/24/unreal-engine-4-geared-for-next-gen-consoles/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>epic-games</category><category>middleware</category><category>unreal-engine</category><category>unreal-engine-4</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Thu, 24 Jul 2008 16:15:00 EST</pubDate></item><item><title><![CDATA[Ignition selects Unreal Engine 3 for 'groundbreaking' FPS]]></title><link>http://www.joystiq.com/2008/07/07/ignition-selects-unreal-engine-3-for-groundbreaking-fps/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/07/ignition-selects-unreal-engine-3-for-groundbreaking-fps/</guid><comments>http://www.joystiq.com/2008/07/07/ignition-selects-unreal-engine-3-for-groundbreaking-fps/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.gamesindustry.biz/articles/unreal-engine-3-licensed-by-ignition-entertainment-for-a--groundbreaking--new-fps"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/fresh_exciting_ignition.jpg" /></a><br /></div>
Yet another company has climbed on board the <a href="http://www.joystiq.com/tag/UnrealEngine/">Unreal Engine 3</a> bandwagon, as UK-headquartered <a href="http://www.joystiq.com/tag/ignition-entertainment">Ignition Entertainment</a> dropped word that it has licensed Epic's popular tech to help fuel what the company calls a "groundbreaking" new FPS.<br /><br />In development at Ignition's Florida studio, nothing is yet known of the project beyond that it will be based on an original, as-yet-undisclosed IP. Well, that's not entirely true, as the company does note that the game will be both "exciting" and "fresh," giving us hope that at long last someone will bring together two of our most fond loves, letting us shoot bad guys and raid the salad bar from the comfort of our living room.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/07/07/ignition-selects-unreal-engine-3-for-groundbreaking-fps/">Ignition selects Unreal Engine 3 for 'groundbreaking' FPS</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 07 Jul 2008 13:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamesindustry.biz/articles/unreal-engine-3-licensed-by-ignition-entertainment-for-a--groundbreaking--new-fps>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/07/07/ignition-selects-unreal-engine-3-for-groundbreaking-fps/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1247493/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/07/07/ignition-selects-unreal-engine-3-for-groundbreaking-fps/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>epic</category><category>ignition</category><category>ignition-entertainment</category><category>middleware</category><category>unreal-engine</category><category>unreal-engine-3</category><category>unrealengine</category><category>unrealengine3</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Mon, 07 Jul 2008 13:30:00 EST</pubDate></item><item><title><![CDATA[Europa Universalis dev offers up game engine for free]]></title><link>http://www.joystiq.com/2008/04/26/europa-universalis-dev-offers-up-game-engine-for-free/</link><guid isPermaLink="true">http://www.joystiq.com/2008/04/26/europa-universalis-dev-offers-up-game-engine-for-free/</guid><comments>http://www.joystiq.com/2008/04/26/europa-universalis-dev-offers-up-game-engine-for-free/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/strategy/" rel="tag">Strategy</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.developmag.com/news/29705/Paradox-releases-free-engine-for-making-digital-distributed-titles"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/eu2_map_pic.jpg" alt="" /></a><br /></div>
There's only one thing better than getting something for nothing. However, since it's unlikely that someone is going to deliver us a life-size <a href="http://en.wikipedia.org/wiki/Toblerone">Toblerone</a>, we'll settle for Paradox Interactive's news that the Swedish game company is <a href="http://www.gamersgate.com/engine/">releasing its game engine</a> into the wild as a free download over <a href="http://www.gamersgate.com/">GamersGate</a>.<br /><br />Codenamed "Europa," the engine was the same used to develop games in Paradox's<em> Hearts of Iron</em> series and <em>Europa Universalis II </em>(pictured). According to Paradox, the company plans to set "a few minimum criteria" for the engine's use, and games created using the technology will be made available for sale over the GamersGate download service -- meaning that for those indie devs looking for a 'cheap as free' solution to make their hard-core PC strategy game dreams a reality, this could be <em>it</em>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/04/26/europa-universalis-dev-offers-up-game-engine-for-free/">Europa Universalis dev offers up game engine for free</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 26 Apr 2008 22:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.developmag.com/news/29705/Paradox-releases-free-engine-for-making-digital-distributed-titles>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/04/26/europa-universalis-dev-offers-up-game-engine-for-free/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1178572/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/04/26/europa-universalis-dev-offers-up-game-engine-for-free/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>engine</category><category>europa</category><category>europa-universalis</category><category>europauniversalis</category><category>hearts-of-iron</category><category>heartsofiron</category><category>indie</category><category>middleware</category><category>paradox</category><category>paradox-interactive</category><category>paradoxinteractive</category><category>PC</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Sat, 26 Apr 2008 22:30:00 EST</pubDate></item><item><title><![CDATA[High Voltage provides middleware for Wii devs [update]]]></title><link>http://www.joystiq.com/2008/04/22/high-voltage-provides-middleware-for-wii-devs/</link><guid isPermaLink="true">http://www.joystiq.com/2008/04/22/high-voltage-provides-middleware-for-wii-devs/</guid><comments>http://www.joystiq.com/2008/04/22/high-voltage-provides-middleware-for-wii-devs/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a></p><div align="left"><a href="http://www.gamedaily.com/articles/news/high-voltage-announces-quantum3-engine-for-wii/?biz=1"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/planeteers_teamwork_sm.jpg" alt="" /></a>Remember that engine that High Voltage made for the Wii? The one with <a href="http://www.joystiq.com/2008/04/18/introducing-a-mature-fps-in-high-voltages-the-conduit/">the nice water effects</a>? Well, it looks like that engine, Quantum3, is now available to developers working with the Wii. This new middleware should hopefully help developers create some amazing experiences on the console.<br /></div>
<br />"Most Wii games don't even look as good as the later day PS2 titles and that's a real slap in the face to consumers," says High Voltage CEO Kerry Ganofsky. "We believe that third-party developers need to step up to the plate and deliver. The Wii platform is capable of a lot more than what consumers have seen so far. We're hoping to raise a new bar." No word on any upcoming games using Quantum3 yet, but we can't wait to see the next project that does.<br /><br /><font color="red">Update:</font> Removed previous image as some found it to be toeing the line a bit. Sorry about that, folks!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/04/22/high-voltage-provides-middleware-for-wii-devs/">High Voltage provides middleware for Wii devs [update]</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 22 Apr 2008 13:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamedaily.com/articles/news/high-voltage-announces-quantum3-engine-for-wii/?biz=1>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/04/22/high-voltage-provides-middleware-for-wii-devs/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1174396/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/04/22/high-voltage-provides-middleware-for-wii-devs/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>high-voltage</category><category>middleware</category><category>quantum3</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Tue, 22 Apr 2008 13:30:00 EST</pubDate></item><item><title><![CDATA[Intel buys up Offset Software, Project Offset still 'going strong']]></title><link>http://www.joystiq.com/2008/02/25/intel-buys-up-offset-software-project-offset-still-going-stron/</link><guid isPermaLink="true">http://www.joystiq.com/2008/02/25/intel-buys-up-offset-software-project-offset-still-going-stron/</guid><comments>http://www.joystiq.com/2008/02/25/intel-buys-up-offset-software-project-offset-still-going-stron/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.projectoffset.com/news.php"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/02/project_offset_intel.jpg" alt="" /></a><br /></div>
Sam McGrath, technical guru and one of three founders Offset Software, has announced that the company has been purchased by technology giant Intel. The notice came in the form a short post on the <a href="http://www.projectoffset.com/news.php"><em>Project Offset </em>website</a>, with McGrath adding that the now mythical project is still "going strong" and that the team is "excited about things to come." <br /><br />Honestly there are two ways to take this, either as PR rhetoric, or a sign that the tech demo that wowed us <a href="http://www.joystiq.com/2005/08/11/project-offset-demo-stuns-wows/">way back in 2005</a> could finally be getting its game legs. We'd like to believe the latter, but most of us here stopped believing in miracles a long time ago. But it begs the question as to what Intel has up its sleeves -- why would it pick up such a small developer if Offset Software's game engine technology didn't somehow fit into Intel's master plan? Whether it's interested in pushing <a href="http://www.joystiq.com/tag/projectoffset/"><em>Project Offset</em></a> ahead or is just wanting to field the company's impressive middleware technology, it will be very interesting to see what comes out of this latest game industry acquisition in the months to come.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/02/25/intel-buys-up-offset-software-project-offset-still-going-stron/">Intel buys up Offset Software, Project Offset still 'going strong'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 25 Feb 2008 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.projectoffset.com/news.php>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/25/intel-buys-up-offset-software-project-offset-still-going-stron/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1123704/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/25/intel-buys-up-offset-software-project-offset-still-going-stron/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>acquisition</category><category>intel</category><category>middleware</category><category>offset-software</category><category>offsetsoftware</category><category>PC</category><category>project-offset</category><category>projectoffset</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Mon, 25 Feb 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[New Sega tool automates 3D lip-syncing]]></title><link>http://www.joystiq.com/2007/12/12/new-sega-tool-automates-3d-lip-syncing/</link><guid isPermaLink="true">http://www.joystiq.com/2007/12/12/new-sega-tool-automates-3d-lip-syncing/</guid><comments>http://www.joystiq.com/2007/12/12/new-sega-tool-automates-3d-lip-syncing/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/hacks/" rel="tag">Hacks</a>, <a href="http://www.joystiq.com/category/simulations/" rel="tag">Simulations</a></p><a href="http://www.tradingmarkets.com/.site/news/Stock+News/904668/"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2007/12/ventril.jpg" alt="" /></a>Nothing takes away from a good, in-game voice acting performance than lip-syncing that looks like it came from a <a href="http://www.youtube.com/watch?v=JW3TUjDAo3k">badly dubbed kung fu movie</a>. But what developer wants to go through the painstaking process of modeling every minute mouth movement? That's where <a href="http://www.joystiq.com/tag/sega">Sega</a> comes in, with a <a href="http://www.tradingmarkets.com/.site/news/Stock+News/904668/">new software tool</a> that analyzes a voice sample and automatically matches a characters facial movements to the spoken words. The tool can even reportedly detect "happiness, anger, surprise and sadness" in the voice and change the character's facial expression accordingly.<br /><br />Of course, Sega's lip-syncing solution <a href="http://www.3dlinks.com/links.cfm?categoryid=1&amp;subcategoryid=71&amp;CFID=926078&amp;CFTOKEN=53339139">isn't the only one</a> out there, but this new tool reportedly "increased efficiency nearly 100-fold" in internal tests. That leaves plenty of time for more important things, like selling your body on the street to pay the tool's 207,900 yen ($1,862) asking price. That might be chump change for the big guys, but bedroom programmers should work on their come hither smile.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/12/12/new-sega-tool-automates-3d-lip-syncing/">New Sega tool automates 3D lip-syncing</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 12 Dec 2007 15:54:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.tradingmarkets.com/.site/news/Stock+News/904668/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/12/12/new-sega-tool-automates-3d-lip-syncing/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1061286/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/12/12/new-sega-tool-automates-3d-lip-syncing/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>developer</category><category>development</category><category>lip-synch</category><category>middleware</category><category>sega</category><category>software</category><category>tool</category><dc:creator><![CDATA[Kyle Orland]]></dc:creator><pubDate>Wed, 12 Dec 2007 15:54:00 EST</pubDate></item><item><title><![CDATA[AI middleware makes its way to Wii]]></title><link>http://www.joystiq.com/2007/12/04/ai-middleware-makes-its-way-to-wii/</link><guid isPermaLink="true">http://www.joystiq.com/2007/12/04/ai-middleware-makes-its-way-to-wii/</guid><comments>http://www.joystiq.com/2007/12/04/ai-middleware-makes-its-way-to-wii/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a></p><a href="http://www.kynogon.com/PressReleases/PR_Wii_071204.html"><img vspace="4" hspace="4" border="0" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2007/12/nice_hand_wiimote_sm.jpg"  alt="" /></a>Knyogon, the company who brought AI tech Kynapse to the industry, has announced that its middleware is now available to Wii developers. It was used in the Xbox 360 game <em>Crackdown</em> and is also being implemented into the upcoming <em>Fable 2</em>. But, as far as Wii developers using the middleware, details are less clear. Knyogon's press release states that 2 developers are utilizing the Wii version fo the middleware as of now, but fails to go into any kind of specifics beyond that. <br /><br />Pierre Pontevia, Kynogon CEO, comments that "Wii is a remarkable success and we are proud to offer Kynapse to Wii game developers. The unique capabilities of Wii allow developers to produce creative forms of gameplay that require innovative AI. Kynapse has been selected by a very significant number of industry leaders for the development of AAA titles." He goes on further to add that "With Kynapse, we feel Wii developers have another critical tool in their hands that helps them unleash the real magic of the Wii system."<br /><br />[Via <a href="http://www.joystiq.com/2007/12/04/popular-ai-tech-throws-support-behind-wii/">Joystiq</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/12/04/ai-middleware-makes-its-way-to-wii/">AI middleware makes its way to Wii</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 04 Dec 2007 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.kynogon.com/PressReleases/PR_Wii_071204.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/12/04/ai-middleware-makes-its-way-to-wii/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1054658/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/12/04/ai-middleware-makes-its-way-to-wii/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ai</category><category>knyogon</category><category>kynapse</category><category>middleware</category><category>npc</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Tue, 04 Dec 2007 17:00:00 EST</pubDate></item><item><title><![CDATA[Popular AI tech throws support behind Wii]]></title><link>http://www.joystiq.com/2007/12/04/popular-ai-tech-throws-support-behind-wii/</link><guid isPermaLink="true">http://www.joystiq.com/2007/12/04/popular-ai-tech-throws-support-behind-wii/</guid><comments>http://www.joystiq.com/2007/12/04/popular-ai-tech-throws-support-behind-wii/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/wii/" rel="tag">Nintendo Wii</a></p><div align="center"><a href="http://www.kynogon.com/PressReleases/PR_Wii_071204.html"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2007/12/ai_film_kynapse.jpg" alt="" /></a><br /></div>
Realism is <em>not </em>the Wii's domain. We've come to terms with this, so much so that our psychiatrist has begun to offer us half-rates for her trouble. Even so, any efforts to help the little console along the path of next-gen righteousness are welcomed. An update today from the AI middleware sleuths at <a href="http://www.kynogon.com/">Kynogon</a> is certainly that, as the company has announced support for the Wii, offering their popular AI tech Kynapse to Wii game developers in order to help keep their NPCs from running around all willy-nilly.<br /><br />Kynapse is already used in a number of other titles, both currently available and in production for a variety of platforms, including <a href="http://www.joystiq.com/tag/Crackdown/"><em>Crackdown</em></a>, <a href="http://www.joystiq.com/tag/AloneInTheDark/"><em>Alone in the Dark</em></a>, and the upcoming sequel to <a href="http://www.joystiq.com/tag/Fable2/"><em>Fable</em></a>, and while no Wii developers have come forward and announced titles they expect to take advantage of the AI solution, Kynogon notes that Kynapse has already been tapped by two different studios for use in upcoming Wii projects. Who knows, maybe someday soon we can quit visiting the shrink altogether.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/12/04/popular-ai-tech-throws-support-behind-wii/">Popular AI tech throws support behind Wii</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 04 Dec 2007 11:56:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.kynogon.com/PressReleases/PR_Wii_071204.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/12/04/popular-ai-tech-throws-support-behind-wii/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1054401/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/12/04/popular-ai-tech-throws-support-behind-wii/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ai</category><category>artificial intelligence</category><category>artificial-intelligence</category><category>ArtificialIntelligence</category><category>game development</category><category>game-development</category><category>GameDevelopment</category><category>kynapse</category><category>kynogon</category><category>middleware</category><category>wii</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Tue, 04 Dec 2007 11:56:00 EST</pubDate></item><item><title><![CDATA[Crytek shows CrysisENGINE2, innocent trees shot]]></title><link>http://www.joystiq.com/2007/03/08/crytek-shows-crysisengine2-innocent-trees-shot/</link><guid isPermaLink="true">http://www.joystiq.com/2007/03/08/crytek-shows-crysisengine2-innocent-trees-shot/</guid><comments>http://www.joystiq.com/2007/03/08/crytek-shows-crysisengine2-innocent-trees-shot/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a>, <a href="http://www.joystiq.com/category/galleries/" rel="tag">Galleries</a></p><a href="http://www.crytek.com/news/story.php?id=1502&amp;p=0&amp;n=news&amp;t=14"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/crytek_booth_art.jpg" /></a><br />Crytek occupies a medium-sized booth space at this year's GDC show floor. The company, showing its CryENGINE2 to developers, announced that <a href="http://www.joystiq.com/2007/03/07/crytek-engine-licensed-to-avatar-reality-inc-for-online-virtua/">it found its first customer</a> in Avatar Reality, Inc. Hoping to land more interest, the company is hosting a series of rotating presentations about its level editor, sound system, character animation, engine, and other features.<br /><br />Harald Seeley, Development Director for Crytek briefly spoke with us about the engine and its outlook, saying that it's at alpha now for the PC, and they'll ship the SDK to AVI in four to six weeks. Seeley said that Crytek is working to bring CryENGINE2 to the PS3 and Xbox 360, but those plans don't mean that Crysis will be released on those platforms.<br /><br />Modders and indie designers should look for a PC version of the development environment bundled with Crysis. Seeley said that the consumer tools offer nearly all of the features of the fully licensed engine, and that modders may be able to work out terms to release commercial software created with the free editor.<br /><br />Seeley thinks that the commercial version of CryENGINE2 will lead other middleware engines because it was developed for DirectX 10 instead of being prettied up from an older version of the API. He said, "This will become the standard. ... [Gamers] won't be willing to settle for titanium trees any longer. If it looks breakable, if it looks like you should be able to pick it up, [you will.]"<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/crytek-gdc-booth/">Crytek GDC booth</a></strong></p><a href="http://www.joystiq.com/photos/crytek-gdc-booth/#178214"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/crw_5325_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/crytek-gdc-booth/#178213"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/crw_5321_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/crytek-gdc-booth/#178210"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/crw_5309_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/crytek-gdc-booth/#178209"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/crw_5317_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/crytek-gdc-booth/#178208"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/crw_5313_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/03/08/crytek-shows-crysisengine2-innocent-trees-shot/">Crytek shows CrysisENGINE2, innocent trees shot</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 08 Mar 2007 05:28:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.crytek.com/news/story.php?id=1502&amp;p=0&amp;n=news&amp;t=14>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/08/crytek-shows-crysisengine2-innocent-trees-shot/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/847936/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/08/crytek-shows-crysisengine2-innocent-trees-shot/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cryengine</category><category>cryengine2</category><category>crysis</category><category>crytek</category><category>DirectX</category><category>engine</category><category>GDC</category><category>GDC07</category><category>Harald Seeley</category><category>HaraldSeeley</category><category>middleware</category><category>PC</category><category>PS3</category><category>Xbox-360</category><dc:creator><![CDATA[Zack Stern]]></dc:creator><pubDate>Thu, 08 Mar 2007 05:28:00 EST</pubDate></item><item><title><![CDATA[Citizen Zero canceled, Micro Forté working on spy MMO]]></title><link>http://www.joystiq.com/2007/03/01/citizen-zero-canceled-micro-forte-working-on-spy-mmo/</link><guid isPermaLink="true">http://www.joystiq.com/2007/03/01/citizen-zero-canceled-micro-forte-working-on-spy-mmo/</guid><comments>http://www.joystiq.com/2007/03/01/citizen-zero-canceled-micro-forte-working-on-spy-mmo/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/mmo/" rel="tag">MMO</a></p><em><a href="http://www.firingsquad.com/news/newsarticle.asp?searchid=14516"><img vspace="4" hspace="4" border="0" align="right" alt="breaking the news..." src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/bigworldcitizero.jpg" /></a>Citizen Zero</em> has been canceled. After nearly seven crippled years in development, Micro Fort&eacute; has dragged the gimpy MMO out back and put a bullet in the poor thing -- for the better. We haven't heard a peep outta <em>Citizen Zero</em> since 2004, when Micro Fort&eacute; revised the storyline from the initial framework proposed in 2000. <em>Citizen Zero</em> was to be a showcase for the company's middleware BigWorld Technology, which is now being used in upcoming MMO <em>Stargate Worlds</em>.<br /><br />Micro Fort&eacute; has apparently shifted focused to a spy MMO. It's unclear if this is the same <a target="_blank" href="http://www.joystiq.com/2007/02/08/bond-inspired-spy-mmo-next-from-soe-codenamed-vista/">project that was revealed</a> by Sony executive Yair Landau during his D.I.C.E. keynote. According to Landau, SOE's Seattle studio is the primary developer, but perhaps SOE has licensed BigWorld for the game. We'll keep you posted.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/03/01/citizen-zero-canceled-micro-forte-working-on-spy-mmo/">Citizen Zero canceled, Micro Forté working on spy MMO</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 01 Mar 2007 13:23:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.firingsquad.com/news/newsarticle.asp?searchid=14516>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/01/citizen-zero-canceled-micro-forte-working-on-spy-mmo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/843512/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/01/citizen-zero-canceled-micro-forte-working-on-spy-mmo/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>BigWorld</category><category>CitizenZero</category><category>MicroFortÃ©</category><category>middleware</category><category>MMORPG</category><category>PC</category><dc:creator><![CDATA[James Ransom-Wiley]]></dc:creator><pubDate>Thu, 01 Mar 2007 13:23:00 EST</pubDate></item><item><title><![CDATA[Activision buys DemonWare, claims Irish paper]]></title><link>http://www.joystiq.com/2007/02/20/activision-buys-demonware-claims-irish-paper/</link><guid isPermaLink="true">http://www.joystiq.com/2007/02/20/activision-buys-demonware-claims-irish-paper/</guid><comments>http://www.joystiq.com/2007/02/20/activision-buys-demonware-claims-irish-paper/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><a href="http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=4760&amp;Itemid=2"><img vspace="4" hspace="4" border="0" align="right" alt="demonware" src="http://www.blogcdn.com/www.joystiq.com/media/2007/02/demonwarelogo01.jpg" /></a>Dublin's <em>Sunday Independent</em> reports that Activision has dropped &euro;15 million (about $19.75m) for DemonWare, maker of the popular network middleware technology. DemonWare's two primary products are its State Engine and Matchmaking+, used to power the multiplayer component of Activision's <em>Call of Duty 3</em> -- as well as THQ's <em>Saint's Row </em>and Ubisoft's <em>Rainbow Six Vegas</em>. Since its creation in 2003, DemonWare, which is headquartered in Dublin, has emerged as a leading outsource option for publishers' networking needs. As online multiplayer grows into an industry standard, DemonWare technology could prove to be a valuable asset to Activision .<br /><br />DemonWare has yet to comment on the alleged acquisition.<br /><br /><a href="http://www.unison.ie/business/stories.php3?ca=80&amp;si=1778864" target="_blank">Source</a> (registration required)<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/02/20/activision-buys-demonware-claims-irish-paper/">Activision buys DemonWare, claims Irish paper</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 20 Feb 2007 00:29:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=4760&amp;Itemid=2>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/02/20/activision-buys-demonware-claims-irish-paper/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/800597/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/02/20/activision-buys-demonware-claims-irish-paper/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Activision</category><category>DemonWare</category><category>Dublin</category><category>Ireland</category><category>Middleware</category><category>Network</category><category>Networking</category><category>PC</category><category>PS3</category><category>Xbox-360</category><dc:creator><![CDATA[James Ransom-Wiley]]></dc:creator><pubDate>Tue, 20 Feb 2007 00:29:00 EST</pubDate></item><item><title><![CDATA[Crytek pitching CryENGINE 2 at GDC]]></title><link>http://www.joystiq.com/2007/02/19/crytek-pitching-cryengine-2-at-gdc/</link><guid isPermaLink="true">http://www.joystiq.com/2007/02/19/crytek-pitching-cryengine-2-at-gdc/</guid><comments>http://www.joystiq.com/2007/02/19/crytek-pitching-cryengine-2-at-gdc/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><a href="http://www.gamasutra.com/php-bin/news_index.php?story=12813"><img vspace="4" hspace="4" border="0" align="right" alt="it's magic!" src="http://www.blogcdn.com/www.joystiq.com/media/2007/02/rabbitinhat.jpg" /></a>Crytek is putting the finishing touches on its grand sales pitch, preparing the first public demonstration of its CryENGINE 2 middleware. To be held at Booth 848 on the GDC show floor, the demonstration will provide hands-on time for the curious passer-by and, more importantly, for developers interesting in licensing the custom technology. The full set of tricks will be on display, including "what you see is what you play" Sandbox2 editing (trust us, it's like 'night and day'), interactive vegetation pumped in real-time from the asset creation pipeline -- and (just maybe) a rabbit outta the hat. We'll be sure to bring a smoke detector and check for mirrors behind those monitors...<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/02/19/crytek-pitching-cryengine-2-at-gdc/">Crytek pitching CryENGINE 2 at GDC</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 19 Feb 2007 18:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamasutra.com/php-bin/news_index.php?story=12813>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/02/19/crytek-pitching-cryengine-2-at-gdc/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/800758/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/02/19/crytek-pitching-cryengine-2-at-gdc/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>CryENGINE</category><category>CryEngine2</category><category>Crytek</category><category>GDC</category><category>GDC07</category><category>Middleware</category><category>PC</category><dc:creator><![CDATA[James Ransom-Wiley]]></dc:creator><pubDate>Mon, 19 Feb 2007 18:15:00 EST</pubDate></item><item><title><![CDATA[Square Enix licenses Unreal Engine 3]]></title><link>http://www.joystiq.com/2007/01/25/square-enix-licenses-unreal-engine-3/</link><guid isPermaLink="true">http://www.joystiq.com/2007/01/25/square-enix-licenses-unreal-engine-3/</guid><comments>http://www.joystiq.com/2007/01/25/square-enix-licenses-unreal-engine-3/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><a href="http://news.teamxbox.com/xbox/12625/Square-Enix-Licenses-Epic-Games-Unreal-Engine-3/"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/www.joystiq.com/media/2007/01/final_fantasy_xiii_425.jpg" alt="" /></a><br />With more money and time being spent on creating detailed art assets for modern games, it's no longer surprising to see even Japanese developers licensing engines and toolsets from the likes of Epic Games. Square Enix have <a href="http://news.teamxbox.com/xbox/12625/Square-Enix-Licenses-Epic-Games-Unreal-Engine-3/">announced</a> that they have entered into an agreement with the <em>Unreal Engine 3</em> and<em> Gears of War</em> developer, gaining a complete middleware platform for use in their upcoming games. <br /><br />General manager of R&amp;D at Square Enix, Taku Murata, explains that the deal will speed up the creation process and allow developers to spend less time working on the nitty-gritty of technology. "The complexity of next-generation game systems featuring HD graphics and multi-core parallel processing poses a number of technological challenges to our game development. However, we can expedite our game development process significantly while allowing extra time and resources to be spent on game design and mechanics by establishing an effective technology platform."<br /><br />Hopefully, Square Enix's <em>Unreal 3</em> projects will fare better than Namco's aborted Xbox 360 attempt, <em>Frame City Killer</em>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/01/25/square-enix-licenses-unreal-engine-3/">Square Enix licenses Unreal Engine 3</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 25 Jan 2007 09:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://news.teamxbox.com/xbox/12625/Square-Enix-Licenses-Epic-Games-Unreal-Engine-3/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/01/25/square-enix-licenses-unreal-engine-3/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/742285/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/01/25/square-enix-licenses-unreal-engine-3/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Epic Games</category><category>EpicGames</category><category>Final Fantasy</category><category>FinalFantasy</category><category>Gears of War</category><category>GearsOfWar</category><category>Middleware</category><category>PC</category><category>PS3</category><category>Square Enix</category><category>SquareEnix</category><category>Unreal 3</category><category>Unreal Engine</category><category>Unreal3</category><category>UnrealEngine</category><category>Xbox-360</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Thu, 25 Jan 2007 09:30:00 EST</pubDate></item></channel></rss>
