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Narrative games studio begins next chapter with key hires of Steve Kniebihly, Ronald De Feijter and Charu Desodt.
13th December 2017. London, UK.
Interior Night, the recently formed studio dedicated to creating innovative and accessible narrative games, today announces the addition of 3 new senior staff:
- Steve Kniebihly joins as Cinematic Director, with a track record that spans high profile titles like ‘Heavy Rain’, ‘Beyond - Two Souls’, ‘The Witcher 3 – Blood and Wine’ and most recently ‘Planet of the Apes – New Frontier’.
- Ronald De Feijter joins as Technical Director, from Sony where he led gameplay on ‘Eye Pet’, ‘Wonderbook; Book of Spells’ and PlayStation ‘VR Worlds’.
- Charu Desodt joins as Production Director. An experienced producer of social and AR games including Sony’s ‘SingStar’ and ‘Wonderbook: Book of Spells’, Charu was also a 2014 Breakthrough Brit winner.
Founder and Creative Director Caroline Marchal said, “I’m delighted to have Steve, Ronald and Charu join the team. In addition to being super nice and amazing to work with, they are experts in narrative and social games. They are the right people to help Interior Night fulfil its ambition.”
Interior Night is developing narrative games aimed at a mature TV audience – people who love shows like Breaking Bad or Fargo but who are not necessarily gamers. The studio aims to craft broad experiences where people forget about the mechanics to focus on the characters and the story for maximum emotional impact.
For more information visit:
Alison Beasley, Lincoln Beasley PR. M: +44 (0) 7966 449130 E: firstname.lastname@example.org
Coming to Nottingham in January 2018
23 November 2017. Announced in early November All Your Bass: The Videogame Music Festival is a new videogame music and audio festival coming to Nottingham on January 19th & 20th 2018.
The festival features outstanding headline acts:
- Legendary Japanese Videogame composer Masaya Matsuura,
- Heartbeat of the 80s home computer scene Rob Hubbard
- A live performance of Dear Ester by the Liverpool Philharmonic accompanied by on-screen play through by Thomas McMullenan followed with Q&As with BAFTA-winning composer Jessica Curry.
In addition we’re delighted to announce a number of further additions to our programme:
- Alistair Lindsay, Head of Audio at Sony, will share the audio past and future of the playstation classic WipEout.
- Taking inspiration from the sounds of classic videogame hardware systems virtuoso pianist Yshani Perinpanayagam will explore ideas of game and play at the piano
- A performance of Monument Valley’s music
- A live composer commentary on Donkey Kong and Snake Pass from David Wise
- A fireside chat with David Housden and Mike Bithell as they discuss their award-winning collaborations on Thomas was Alone & Volume.
- The exciting Retro Hour podcast and Blake Troise will celebrate modern chip-tunes and one-bit audio
- Graeme Norgate speaking about his experiencing composing Goldeneye 64 and Free Radical
- Chris Abbott shares his experiences launching ‘Project Hubbard’ through Kickstarter
- Sheridans’ Law on hand to answer all your licensing questions
- A live performances of innovative composition Climb! from composer Maria Kallionpaa and the University of Nottingham’s Mixed Reality Lab.
Tickets are £80 (two-day) and £45 (one-day) and are available at www.thenva.com/allyourbass.
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Elite: Dangerous Available Now
Frontier Developments launches Elite: Dangerous and announces £10,000 race to Elite contest
Cambridge, UK. 16 December 2014. Frontier Developments plc (AIM: FDEV) today launched Elite: Dangerous, the fourth game in the groundbreaking, genre-defining Elite series.
Elite: Dangerous is the fourth in the Elite series of games, following on from the seminal 1984 Elite, developed by David Braben and Ian Bell, 1993’s Frontier: Elite 2, and 1995’s Frontier: First Encounters.
Elite: Dangerous was crowdfunded via Kickstarter and Frontier Developments’ own website, beginning in November 2012. Throughout 2014, backers have had access to the game’s Alpha, Beta and Gamma stages.
The first part of Elite: Dangerous’ ongoing, unfolding story begins today with the Empire in disarray. The Emperor is sick and a bitter fight for succession has already begun, the Federation has a weak President and some frontier States are looking to leave it. Players are free to throw themselves into the story wholeheartedly, participate a little, or not at all. How players choose to respond will directly affect the outcome of the current events, and the unfolding story beyond.
Elite: Dangerous is available now at elitedangerous.com/store for £39.99 ($59.99, €49.99).
Race to Elite
Since 1984, players have aspired to be called Elite. In 1984 only the greatest combat pilots were known by the prestigious title.
Today in Elite: Dangerous, Elite status is awarded as recognition for total mastery in combat, trading or exploration, with the best of the best aspiring to become Elite in all three.
For most, the journey to Elite will be a long one. For some, it will become a race.
Frontier Developments is offering a £1,000 cash prize to the first player who attains Elite status for each of combat, trading and exploration, and a further £10,000 prize for the first player to attain the coveted Triple Elite status for total mastery of all three. Players choosing to claim one of the £1,000 cash prizes will make them ineligible for the ‘triple’ prize, though one player could get more than one of the £1,000 prizes.
For further details and rules of the competition, visit the Elite: Dangerous forum thread on the competition here
About Elite: Dangerous
Take control of your own starship in a cutthroat galaxy. In the year 3300, across the vast expanse of an epic, full-scale recreation of our Milky Way, interstellar rivalries flare as galactic superpowers fight proxy wars.
Some may know you as an ally; others will call you a pirate, a bounty hunter, a smuggler, an explorer, an assassin, a hero... Fly alone or with friends, fight for a cause or go it alone; your actions change the galaxy around you in an ever unfolding story.
Start with a small starship and a few credits, and do whatever it takes to get the skill, knowledge, wealth and power to stand among the ranks of the Elite.
400 Billion Star Systems. Infinite Freedom. Blaze Your Own Trail.
About Frontier Developments
Frontier Developments plc is a leading independent game developer, founded in 1994 by David Braben, co-author of the seminal ‘Elite’ game from 1984, and co-founder of the Raspberry Pi Foundation. Based in Cambridge, UK and Halifax, Nova Scotia, Canada, Frontier uses its proprietary ‘Cobra’ game development technology to create innovative games across consoles, computers, smartphones and tablets.
Elite: Dangerous, to be released on PC and Mac, was crowd-funded via a successful Kickstarter campaign and Frontier’s own website. Previous Frontier titles include RollerCoaster Tycoon 3, Thrillville, LostWinds, Kinectimals, Disneyland Adventures and Zoo Tycoon. The studio recently released Tales From Deep Space with Amazon Game Studios, and announced Screamride for Microsoft’s Xbox One. Frontier is currently working on other original titles, both self-published and with publishing partners.
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The 15th Annual Game Developers Choice Awards (GDCA), the peer-awarded highest honors in video game development, has revealed its first two Special Award winners for this year - honoring Veteran Brenda Romero With Ambassador Award, Elite Co-Creator David Braben With Pioneer Award
The Ambassador Award, honoring someone who is helping video games "advance to a better place" through advocacy or action, is going to game designer and academic Brenda Romero, who has been a key figure in video games throughout more than 3 decades of standout game design, teaching, and advocacy. The Pioneer Award, honoring breakthrough tech and game design milestones, is being awarded to David Braben, the co-creator of seminal 3D space exploration title Elite - now in resurgence with Elite: Dangerous - and co-founder of the Foundation for the popular 'hobbyist computer revival' Raspberry Pi device.
Pioneer Award winner David Braben co-developed the seminal 'open world' 3D space trading game Elite with Ian Bell while at university in the early 1980s. The best-selling, startlingly expansive title had revolutionary 3D graphics and let the player make all kinds of intriguing moral decisions as they flew the known universe. Elite saw a number of sequels, including the crowdfunded, currently much buzzed-about Elite: Dangerous, and went on to be a big influence on games in the genre it helped create - from Wing Commander to No Man's Sky and beyond.
In addition to his work on Elite and his more than 30 years as a game developer - latterly at his major UK studio Frontier Developments - Braben was also involved in the genesis of the Raspberry Pi, a 'hobbyist computer' which enables people of all ages to explore computing, and to program in languages like Scratch and Python. Braben helped to found the Raspberry Pi Foundation and guide the program through to mass production - with more than 4 million of the devices now manufactured.
Elite: Dangerous also picked up the Audience Award for Best Game.
Isle of Wight, UK. 21st May 2015. Carmageddon: Reincarnation, the driving sensation where pedestrians (and cows) equal points and your opponents are a bunch of crazies in a twisted mix of automotive killing machines - it’s the antidote to racing games and it’s out now on Steam!
So what have we done to update the game that was not only one of the most controversial titles of its day, but also the most innovative and technically advanced of its generation? Well, controversy is pretty hard to whip up these days but we are still proudly offering you the chance to turn PEDESTRIANS into POINTS (which continues to get certain sections of society hot under the collar) using your car or a whole host of hilarious ped pulping POWERUPS! And we continue to be boldly innovative and technically bloody clever – our CAR CRUSHING CODE continues to be the envy of anything else out there. Plus it’s all more HILARIOUS than ever!
All this means that what you get is a Carmageddon fit for the 21st Century, tuned for today’s fun-seeking bloodthirsty adrenaline junkie game fans…
Watch the trailer here: https://www.youtube.com/watch?v=Bo42NWQrIOM
What's in the game?
Play an adrenaline pumping bunch of game modes against the new improved AI opponents, or online against the rest of the Carmafan masses! Progress your Career through the Carma ranks or have a MultiPlayer romp in a Car Crusher, Fox 'n' Hounds (always been Stainless MP game session favourite!), Death Race or Checkpoint Stampede event, frenetic fun filled with Carmageddon’s trademark over-the-top violence, crazy PowerUps and non-stop laughs…
And relive all the mangling mayhem with a fabulously updated Action Replay System, with multiple cameras and replay options – it’ll mean you never miss a pile-up again! Get those movies online and brag about your ped culling achievements. And there will be plenty of THOSE too – oh yes… Achievements, Challenges and Collectibles to hunt down, that’ll keep the whole family entertained for hour upon happy blood and oil-splattered hour.
The game features:
· Single Player Career mode
· Freeplay mode
· Online & Offline Multiplayer mode
· CarMODgeddon mods mode
The Car Is The Star! Carmageddon: Reincarnation features a wide and varied range of cool, crazy, custom killing machines, each with its own highly distinctive “character”. Carmageddon cars are specifically built for the job in hand – wrecking opponents and killing peds! Carmageddon basically invented the whole concept of videogame physics and real-time damaging of cars and scenery, so it’s obviously our responsibility to bring this technology BANG up-to-date with a brand new state of the art car damage (and repair) system. Crush, bend, twist, and completely mangle your opponents’ and your own car – smash parts off, or split it in two; the original game was all about wrecking motors and pummelling pedestrians, and we’ll be taking this to a whole new level! Of course Power, Armour, and Offensive upgrades make a return, along with new customising options, allowing you to personalise the killing capabilities of your preferred rides.
Once again, the game features a varied mix of adult pedestrians of all ages, shapes, persuasions and species (Carmageddon is an equal opportunities Ped Slaughterfest). Joining them are some new faces – including the Stainless dev team and some guest appearances by the generous Kickstarter Backers who pledged their way into a VIP role in the game!
A host of old favourites make a comeback, along with some all-new faces. Only ever seen before as low resolution mug shots, now you get to see them from head to toe (well, head to knees in the case of Screwie) in full HD 3D glory – usually as they smash through their windscreen and hurtle past (or INTO) yours!
The new environments are amalgamations of the best bits from the numerous chunks of landscape that we all loved to tear around in Carmageddon. “Bleak City”, “Dusty Trails”, “MagNuChem” and "Snowy" levels all return in updated forms, with their memorable landmark features such as the Loop ’de’ Loop, acid pits and Football Stadium. Everything is reassuringly surreal; hell, we’ve even managed to incorporate a giant food mixer into a level!
PowerUps are back (well, they couldn’t not appear in a game bearing the name Carmageddon, could they!) and this time they’re even funnier, surrealier, hurtier, and messier than ever! Lots of the classic PUps (as we call them) return in super-enhanced form, such as Repulsificators, Kangaroos & Solid Granites. Then we have all new PUps like "Pelvic Thrust" and a variety under the heading “Tossers”! Combine PUps to create hilarious combo results like “Groovin’ Helium Filled Peds”, or “Peds without legs at the Temporary Rapture"!
And much more!
· Leaderboards. Challenge yourself to reach the top of the leaderboard using skill or brute force!
· Achievements. A suitably warped array of mad Feats and Exploits will garner you the rewards that every gamer dreams of.
· Challenges: Do the most stupid things, collect meaningless trinkets and waste hours of your life in the pursuit of ultimately pointless goals!
· Smelly Bushes: We’ve hidden a variety of these especially fragrant Easter Eggs throughout the game to keep you busy and entertained!
· CarMODgeddon: The whole game is MODdable for your MODding pleasure!
Oh, and P.S… The Pope who condemned Carmageddon back in 1997 was Greg Pope, Member of Parliament for Hyndburn, Lancs (1992 to 2010). Cheers for the priceless front page headline, Mr. Pope!
Media Inquiries: Alison Beasley, Lincoln Beasley PR. E: Alison@lincolnbeasley.co.uk M: +44 (0) 7966 449 130
Press kit: http://www.carmageddon.com/presskit/
In 1997, a videogame was released that caused establishment scandal and media hysteria around the world. Banned in some countries, censored in others, and even condemned by a Pope, overnight it became the poster child for everything that’s wrong in society… and therefore right in a videogame.
The game was CARMAGEDDON. For a generation of gamers coming to the end of a decade of 2D, wireframe, and corridor combat, it was an awesome introduction to the concept of the “real” 3D open world, do-whatever-the-feck-you-like, chuck-out-the-rulebook-and-just-BE-STUPID gameplay. And in doing so it also introduced the gaming world to the whole concept of realistic physics and real-time dynamic damage. What’s more, it was the FUNNIEST GAME EVER.
About Stainless Games Stainless was founded in 1994 by Patrick Buckland, a veteran of the games industry going back to the Jurassic period of 1982, and Neil Barnden, who used to have hair like a mammoth. A team of 8 worked on the original Carmageddon at Stainless, and 5 are still with the company today, although a couple of them are now kept manacled in a small, padded room in the cellar.
Stainless Games now employs well over fifty mad, dedicated people of assorted gender, height and width. They can all be found dangling precariously from a small chalky rock just off the South Coast of England.
Jet Set Radio, Streets of Rage, Golden Axe, Phantasy Star and Shinobi among first available prints
Amsterdam, The Netherlands. 14 May 2015 - Cook & Becker asked some of the hottest artists working in entertainment and video games today to draw and create a print of their favorite classic SEGA games. The idea was to create a series of beautiful prints under direction of SEGA that would capture the heart of these classic brands, their aesthetic and what they meant for people playing them and growing up with them.
Maarten Brands from gallery Cook & Becker: "We're committed to the visual culture of video games and new digital art. The last couple of years we've worked successfully with top game developers, artists and publishers to release fantastic editions of concept art and designs of some of the best and artistically interesting video games.
If you go back further in history though, there is less high-resolution material available or images have not been archived etc. So we decided to work with the original rights holders and artists working in games and entertainment today - people who grew up with these classics - to make new prints that would capture the feeling of those games. A sort of tribute art but officially licensed and made in conjunction and with direction of the rights holders and people on the original teams if they were still there."
Many great artists participated and started working on concepts. Today the first 5 designs from 5 different artists are unveiled and made available to purchase worldwide. Among them artworks by known sci-fi and fantasy illustrator Kilian Eng, Marvel and game concept artist Gerald Parel and artist Julien Renoult, who was Sunset Overdrive's Lead Concept Artist among others.
The artists created the prints under art direction of Cook & Becker and SEGA working from the original assets. The images are made under official license. They are fine art Certified Art Giclees, available in a limited-edition of 200 each. They are large poster sizes of 24 x 36" or 60 x 90 cm that will fit any standard frame.
The first 25 of each will retail for €99 / $99 / £75 after which the price goes up.
In summer 2015 a second set for other games by other artists will be released. Cook & Becker warmly invites any artist that want to participate to contact them via their website.
BACKGROUND ON THE ARTWORKS AND ARTISTS
Phantasy Star by Kilian Eng
Digital artist Kilian Eng (https://www.candb.com/en/biography/4/kilian-eng.html ) is well-known for his retro scifi and surreal landscapes. His prints and posters are in high-demand with collectors. He was worked on images and covers for many Marvel, Disney and HBO brands.
Kilian Eng says about his Phantasy Star print: "When I learned about this project I thought it would be fantastic to get the opportunity to work on Phantasy Star. I remember several older SEGA games fondly, but Phantasy Star was my first pick. It was really fun digging into the Phantasy Star universe again after so many years since I last played it. It’s a really good game with a lot of nostalgic value for me."
Golden Axe by Gerald Parel
Gerald Parel is an extremely talented artist. He works freelance and is part of top concept art and design studio Sixmorevodka. He is maybe best known for his Marvel comic book cover art.
"When I was a teenager, I was very much into Conan and all things barbarian. So when around that time I played Golden Axe, even only for a few hours, it left a precious mark in my memory. It was THE barbarian game in my book. Then decades later, I noticed Mastodon's (Metal Band) riff man was playing on a Gibson called "Golden Axe" and it brought back so many good memories! The choice to pick Golden Axe was then obvious when I started working with Cook & Becker."
Streets of Rage by Julien Renoult
Julien Renoult (https://www.candb.com/en/artist/25/julien-renoult.html) is one of the best concept/character artists working in the industry. Recently he was the lead concept artist on Insomniac's sumptuous looking Sunset Overdrive and worked on Nike's: The Last Game ad for the Brazilian World Cup as well as the 2012 BBC's London Olympics promo animation. He currently works on a project at MMO game maker Trion Worlds.
Jet Set Radio by Roman van der Haven
Roman van der Haven (https://www.candb.com/en/biography/10/roman-van-der-haven.html) is a visual storyteller and 3D character artist both active in the art market and in the creative industry with past clients such as Nintendo and Guerrilla Games. He has created ads, toys and prints.
"Jet Set Radio is maybe my most favorite game and to be able to make a new piece under SEGA's flag was one of my dreams come true. Jet Set Radio is such a rich world, full of character. We decided to go with the current design, a clear and iconic image of Beat running for the cops. I had to be respectful to the source material but also to add my own, unique style to it. Working with SEGA's creatives on the composition and style was an interesting and fun experience."
Shinobi by Emmanuel Malin
French artist Emmanuel Malin is a designer in the creative industry that also creates art. His almost analogue looking digital paintings often have a lot of Asian influences and Shinobi played a part in that.
"I remember when the first Shinobi was out on Master System, I was so frustrated because I didn’t have the console, and as a kid, I was totally fascinated by Ninjas. The mix of martial arts, swords, shurikens, and the great outfits were a winner for me ! After a long wait, I finally got my hands on The Revenge of Shinobi on the Megadrive, which remains one of my greatest videogame memories; I am still playing it on 3DS when the need for old-school platformer kicks in. I was thrilled to have this opportunity to paint a tribute to the game, with an emphasis on demons and dark magic."
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