Archive for August 14th, 2008

Discarded Online, Free MMO Beat-em-up Launches

Thursday, August 14th, 2008
Multiplayer straight from your browser, collect equipment and kill the baddies.


Aug 11th, 2008
– Discarded Online is now in open beta at http://discarded.gamedozer.com . Discarded is a mix of beat-em-up, RPG, and card game where the action is king rather than the grind. Both during beta and after launch Discarded Online will be free to play. After beta, players will be able to purchase in game equipment, clothing, and items to aid them, but such purchases will not be required.

Leveling in the game has taken a unique approach, with players able to change their stats at the start of each game. Items in the game temporarily use stats you assign, so while one mission may be best suited for hard power slugging, the next may have you focusing on defense and abilities. Form a team of up to 4 players from all over the world and go on a huge number of missions with variable level of difficulty, equip dozens of items, dozens of different clothing accessories, and of course slay a multitude of beasts.

Discarded is a child-safe game with only animated violence and no blood, gore, or questionable content. While we do our best to limit chat based threats, we do note that parental supervision of children is advised. The game is completely free and does not even require a download, so get playing today at http://discarded.gamedozer.com or www.discardedonline.com.

ABOUT GAME DOZER
Game Dozer is a premium multiplayer flash game developer focused on high quality multiplayer games. Their previous and still successful title, Battalion, is still available (and still free) at www.gamedozer.com/battalion/. Other single player games are available from the main website at www.gamedozer.com. So come on by and find out how great flash gaming can be!

Midway to Cancel Project in Austin Studio, Optimize Product Development Resources

Thursday, August 14th, 2008

Studio Will Remain Open To Host Central Outsourcing Group and Two Unnamed Prototype Projects

CHICAGO — August 11, 2008 —Midway Games Inc. (NYSE: MWY) today announced that it has canceled an as-yet-unannounced project in production in its Austin, TX, facility, and as a result Midway will have a reduction in force of a portion of the affected development team. The studio will remain open and will continue to operate both the Company’s Central Outsourcing Group as well as two teams that are working on unnamed prototype projects intended to expand Midway’s portfolio of new intellectual property.

This decision will allow Midway to maximize its development resources and apply manpower and capital to projects with the highest chances of success. The workforce reduction will affect approximately 90 of the 130 people currently employed in the studio. For further details on the reduction and the financial impact, please reference the report filed today on Form 8-K with the Securities and Exchange Commission.

Matt Booty, interim CEO and president of Midway Games Inc. commented, “While this was a very difficult decision, we feel it was the right thing to do for the future of Midway. We view every game as an investment that must meet certain standards for quality, scheduling, and profitability. Midway remains committed to producing the highest quality entertainment, as evidenced by our strong holiday line-up which includes TNA iMPACT!, Blitz: The League II, and Mortal Kombat vs. DC Universe starring a team of MK characters and some of the most recognizable DC Comics personalities such as Batman, The Joker, and Superman.”

Reallusion’s iClone 3.0

Thursday, August 14th, 2008
Reallusion’s iClone 3.0TM Hits “Start” Button for Next Generation of Aspiring Game Developers

Avatar Actor Puppeteering Introduces Aspiring Game Developers to Previz Powerhouse with Reallusion’s “Play-to-Create” Dual-Engine Animation Software.


SAN JOSE, CA, August 12, 2008
— Reallusion, Inc., a pioneer in advancing 3D animation and facial imaging technology, today announced the launch of iClone 3.0 PRO, the latest release of their popular and critically acclaimed animated filmmaking software, ready to prepare the next generation of game developers with real-time cinematic design tools that teach the foundational elements of game design.

iClone 3.0 PRO is a multi-faceted learning environment for aspiring gamers and instructors with a robust platform that enables comprehensive education across the videogame development curriculum.

• Students learn how to create and texture characters teaching them
valuable skills in texture editing and virtual costume design that combine the iClone 3.0 PRO dual-engine production environment with core Adobe® Photoshop® skills allowing students to have hands-on training with real-time results.

• Facial animation is a common element in the increasingly cinematic
performances leading today’s videogame market. Reallusion’s iClone 3.0 PRO 3D actors are already rigged for facial animation and allow users to bring them to life with automatic lip-synch learning facial animation and the ability to keep actors from entering the uncanny valley.

• The IK/FK actor motion creation inside iClone 3.0 PRO allows users to
learn the industry standard method of animation creation in an environment that gives focus to animation with multiple 3D actor models ready to aid in the learning process.

• Introduction to programming with the iClone 3.0 PRO XML scripting
language lets users apply their learned animation knowledge to programming to achieve competency in the basics of object relationship and motion triggering.

• From Camera direction to lighting a scene and creating mood with rich
atmosphere, students gain knowledge in real-time level building aesthetics.

• Adding the ability to import any 3D model, motion or actor from 3DS Max,
Character Studio, Maya, SketchUp or the Google 3D Warehouse; iClone introduces a total platform for game design introduction.

iClone 3.0 PRO is the entry-point for educators to teach the many concepts of building a game, before the students actually build a game. The end-result is a cinematic project that represents the vision of the game and teaches expert previsualization enabling students to compete for such careers as a Cinematic Designer or Previz Artist, each with an ever increasing demand within videogame and filmmaking industries.

“Using a major application for pre-visualization is like using a sledgehammer to crack a nut. The answer to this problem is software like iClone, with real-time engines based on the same graphics technology familiar to game players.”
– Alan Marques, Instructor, London Film Academy and Member, Visual Effects
Society (Credits include “GoldenEye”/Werner Herzog’s “Invincible”)

iClone 3.0 PRO sets the new standard for dynamic directing in real-time filmmaking. A dual-engine environment separates Directing and Editing into two modes allowing users to wear different hats during their production.

In Editing Mode, users set the stage with 3D actors, record or import voices for automatic lip-sync and facial animation, select and edit props, add rich scenery and atmosphere with special FX, select and edit actor motion with IK/FK, and frame their shots with multiple fixed and animated cameras. All Editing Mode elements are controlled with precision across the non-linear Timeline Tracks.

In Director Mode, control is redefined with the blend of videogame interaction and live vehicle and avatar puppeteering recording. Actors come to life with assignable personas to determine the type of puppet motion performance they will portray when the cameras roll. As the scene action plays users puppet their actors through the scene with videogame-like keyboard movement, mouse-look or with a gamepad for the ultimate Play-to-Create experience.


KEY FEATURES:

• Two Production Modes: Editor Mode and Director Mode. Use Editor Mode to
Create your scene and define your actors and Director Mode to command how your Actors and iProps move (just like playing a videogame) Further, use the Editor Mode to do fine-tune editing and export your footage.
• Right-Click Menu System: Each type of object has its own list of actions
and tools, just right-click to bring up the object menu and your options for editing & interactivity are there. The Right-click system keeps you from having to search everywhere around the user interface for the right tool.
• DramaScript: An action script that allows users to define custom
interactivity. DramaScript is data used to associate a hotkey and right-click menu operation to control live actor movement, movement on the terrain, how your sit on a chair, or drive a car, even ignite an explosion, etc.
• Tab Track Editing: Record what you play, and rerecord what you don’t
like. You will find the yellow highlighted action segments when you tab or reverse tab the playbar. The segments in the play bar correspond to the active selected object or actor. Tab Track Editing helps you to easily jump to a motion editing point, delete old or record new motion and do it all from the main play bar.
• Multi-Actor Timeline Editing for Pro users: Forget Ctrl+F7, now you can
easily drag and drop your actor into the scene and every actor has its own set of timeline tracks for control. iClone 3 actors now have so much more to say with the new Multi-Actor dialog system, in other words now everyone can talk to each other or simultaneously.
• Content Creation Pipeline: Plug-in for 3DS Character Studio to generate
character motions. Zbrush to generate normal maps with the iClone 3 actor templates allow you to create actors with wrinkles or better body definition and muscle tone.
• Pre-Viz: Storyboarding inside iClone puts stories in motion, producing
more than stills to convey the imagination of the storyteller. The combined flexibility and efficiency with compatibility with industry standard 3D development tools allow iClone to be a killer app inside any studio.
• Import Models & Motion: iClone can import models and motion from 3D
Studio Max, Character Studio, Zbrush, Poser, DAZ Studio, Google SketchUp and 3D Warehouse, or popular model libraries like TurboSquid and Renderosity. Supporting file formats for import include: 3DS, OBJ, SKP and BVH.

To accommodate the application needs and budget requirements of a broad range of users, Reallusion offers three editions of iClone 3.0—all are Windows® XP and Vista™ compatible:

+ iClone 3.0 Experience (EX) is the free edition of iClone, which
+ includes
the full PRO features for 30 days and unlimited features of iClone Standard with no expiration. iClone 3.0 EX contains everything necessary to learn the rich features of the PRO edition, but output is watermarked with the iClone logo and limited to 320×240 size ratio.

+ iClone 3.0 Standard is your tool for creating simple, fun and
entertaining 3D animations, complete with such features as, multi-actor editing which allows you to drag and drop your actor right into a scene, simplified sequence editing, enhanced motion editing, 3D object manipulation, multi-camera manipulation, enhanced lighting, multiple production modes, and more, all complete with HD-sized video and Flash video output to multiple platforms.

+ iClone 3.0 PRO is the ultimate edition of iClone, intended for those
+ who
are serious about productivity and quality output. Its exclusive features include advanced timeline editors to fine tune all movie elements with precise timing, speed, parameter change and loop control. iClone 3 actors can converse with the multiple actor facial animation and lip-synch tracks for sophisticated dialog management. The actor motion-building system layers poses with motion clips, and provides smooth blending results for fluid actor animation. The more advanced DramaScript capability combines export animation segments with a set of directions to build custom interactive 3D content.

PRICING and AVAILABILITY

Download versions and box editions of iClone 3.0 will be available from the Reallusion Online Store at www.reallusion.com in August and September, respectively, with prices starting at $79.95 for the Standard edition.
Availability at leading retailers worldwide will follow. Business site licenses, with prices based on volume requirements, and educational discounts are available directly from www.reallusion.com. Free trials and upgrades are also available at the Reallusion website. To sample some of the work created using iClone, visit: www.reallusion.tv

Reallusion’s iClone 3.0

Thursday, August 14th, 2008
Reallusion’s iClone 3.0TM Hits “Start” Button for Next Generation of Aspiring Game Developers

Avatar Actor Puppeteering Introduces Aspiring Game Developers to Previz Powerhouse with Reallusion’s “Play-to-Create” Dual-Engine Animation Software.


SAN JOSE, CA, August 12, 2008
— Reallusion, Inc., a pioneer in advancing 3D animation and facial imaging technology, today announced the launch of iClone 3.0 PRO, the latest release of their popular and critically acclaimed animated filmmaking software, ready to prepare the next generation of game developers with real-time cinematic design tools that teach the foundational elements of game design.

iClone 3.0 PRO is a multi-faceted learning environment for aspiring gamers and instructors with a robust platform that enables comprehensive education across the videogame development curriculum.

• Students learn how to create and texture characters teaching them
valuable skills in texture editing and virtual costume design that combine the iClone 3.0 PRO dual-engine production environment with core Adobe® Photoshop® skills allowing students to have hands-on training with real-time results.

• Facial animation is a common element in the increasingly cinematic
performances leading today’s videogame market. Reallusion’s iClone 3.0 PRO 3D actors are already rigged for facial animation and allow users to bring them to life with automatic lip-synch learning facial animation and the ability to keep actors from entering the uncanny valley.

• The IK/FK actor motion creation inside iClone 3.0 PRO allows users to
learn the industry standard method of animation creation in an environment that gives focus to animation with multiple 3D actor models ready to aid in the learning process.

• Introduction to programming with the iClone 3.0 PRO XML scripting
language lets users apply their learned animation knowledge to programming to achieve competency in the basics of object relationship and motion triggering.

• From Camera direction to lighting a scene and creating mood with rich
atmosphere, students gain knowledge in real-time level building aesthetics.

• Adding the ability to import any 3D model, motion or actor from 3DS Max,
Character Studio, Maya, SketchUp or the Google 3D Warehouse; iClone introduces a total platform for game design introduction.

iClone 3.0 PRO is the entry-point for educators to teach the many concepts of building a game, before the students actually build a game. The end-result is a cinematic project that represents the vision of the game and teaches expert previsualization enabling students to compete for such careers as a Cinematic Designer or Previz Artist, each with an ever increasing demand within videogame and filmmaking industries.

“Using a major application for pre-visualization is like using a sledgehammer to crack a nut. The answer to this problem is software like iClone, with real-time engines based on the same graphics technology familiar to game players.”
– Alan Marques, Instructor, London Film Academy and Member, Visual Effects
Society (Credits include “GoldenEye”/Werner Herzog’s “Invincible”)

iClone 3.0 PRO sets the new standard for dynamic directing in real-time filmmaking. A dual-engine environment separates Directing and Editing into two modes allowing users to wear different hats during their production.

In Editing Mode, users set the stage with 3D actors, record or import voices for automatic lip-sync and facial animation, select and edit props, add rich scenery and atmosphere with special FX, select and edit actor motion with IK/FK, and frame their shots with multiple fixed and animated cameras. All Editing Mode elements are controlled with precision across the non-linear Timeline Tracks.

In Director Mode, control is redefined with the blend of videogame interaction and live vehicle and avatar puppeteering recording. Actors come to life with assignable personas to determine the type of puppet motion performance they will portray when the cameras roll. As the scene action plays users puppet their actors through the scene with videogame-like keyboard movement, mouse-look or with a gamepad for the ultimate Play-to-Create experience.


KEY FEATURES:

• Two Production Modes: Editor Mode and Director Mode. Use Editor Mode to
Create your scene and define your actors and Director Mode to command how your Actors and iProps move (just like playing a videogame) Further, use the Editor Mode to do fine-tune editing and export your footage.
• Right-Click Menu System: Each type of object has its own list of actions
and tools, just right-click to bring up the object menu and your options for editing & interactivity are there. The Right-click system keeps you from having to search everywhere around the user interface for the right tool.
• DramaScript: An action script that allows users to define custom
interactivity. DramaScript is data used to associate a hotkey and right-click menu operation to control live actor movement, movement on the terrain, how your sit on a chair, or drive a car, even ignite an explosion, etc.
• Tab Track Editing: Record what you play, and rerecord what you don’t
like. You will find the yellow highlighted action segments when you tab or reverse tab the playbar. The segments in the play bar correspond to the active selected object or actor. Tab Track Editing helps you to easily jump to a motion editing point, delete old or record new motion and do it all from the main play bar.
• Multi-Actor Timeline Editing for Pro users: Forget Ctrl+F7, now you can
easily drag and drop your actor into the scene and every actor has its own set of timeline tracks for control. iClone 3 actors now have so much more to say with the new Multi-Actor dialog system, in other words now everyone can talk to each other or simultaneously.
• Content Creation Pipeline: Plug-in for 3DS Character Studio to generate
character motions. Zbrush to generate normal maps with the iClone 3 actor templates allow you to create actors with wrinkles or better body definition and muscle tone.
• Pre-Viz: Storyboarding inside iClone puts stories in motion, producing
more than stills to convey the imagination of the storyteller. The combined flexibility and efficiency with compatibility with industry standard 3D development tools allow iClone to be a killer app inside any studio.
• Import Models & Motion: iClone can import models and motion from 3D
Studio Max, Character Studio, Zbrush, Poser, DAZ Studio, Google SketchUp and 3D Warehouse, or popular model libraries like TurboSquid and Renderosity. Supporting file formats for import include: 3DS, OBJ, SKP and BVH.

To accommodate the application needs and budget requirements of a broad range of users, Reallusion offers three editions of iClone 3.0—all are Windows® XP and Vista™ compatible:

+ iClone 3.0 Experience (EX) is the free edition of iClone, which
+ includes
the full PRO features for 30 days and unlimited features of iClone Standard with no expiration. iClone 3.0 EX contains everything necessary to learn the rich features of the PRO edition, but output is watermarked with the iClone logo and limited to 320×240 size ratio.

+ iClone 3.0 Standard is your tool for creating simple, fun and
entertaining 3D animations, complete with such features as, multi-actor editing which allows you to drag and drop your actor right into a scene, simplified sequence editing, enhanced motion editing, 3D object manipulation, multi-camera manipulation, enhanced lighting, multiple production modes, and more, all complete with HD-sized video and Flash video output to multiple platforms.

+ iClone 3.0 PRO is the ultimate edition of iClone, intended for those
+ who
are serious about productivity and quality output. Its exclusive features include advanced timeline editors to fine tune all movie elements with precise timing, speed, parameter change and loop control. iClone 3 actors can converse with the multiple actor facial animation and lip-synch tracks for sophisticated dialog management. The actor motion-building system layers poses with motion clips, and provides smooth blending results for fluid actor animation. The more advanced DramaScript capability combines export animation segments with a set of directions to build custom interactive 3D content.

PRICING and AVAILABILITY

Download versions and box editions of iClone 3.0 will be available from the Reallusion Online Store at www.reallusion.com in August and September, respectively, with prices starting at $79.95 for the Standard edition.
Availability at leading retailers worldwide will follow. Business site licenses, with prices based on volume requirements, and educational discounts are available directly from www.reallusion.com. Free trials and upgrades are also available at the Reallusion website. To sample some of the work created using iClone, visit: www.reallusion.tv

AnimfxNZ conference details

Thursday, August 14th, 2008

First Speakers For Digital Entertainment, Digital Effects, Animation and Games Conference Announced

LOS ANGELES, Calif. and WELLINGTON, New Zealand – August 11, 2008 – AnimfxNZ, the world’s leading conference for digital animation, effects, animation and games today announced the theme for this year’s conference. “Where Creative Convergence Begins,” represents the conference’s goal of bringing together leaders from the four major creative digital mediums to share ideas and further the creation of digital entertainment. AnimfxNZ will take place November 14-16th, in Wellington New Zealand and present a line-up of keynotes and panels that feature the brightest minds in digital media today.

“The goals of AnimfxNZ are to further the exchange of creative ideas and to provide a platform for digital entertainment‘s greatest minds to share their views on the state and future of the industry as well as the technologies influencing the craft,” said Jos Ruffell, Chairman of the New Zealand Games, Animation and Visual Effects Trust (NZGAV), the organizing body behind AnimfxNZ. “AnimfxNZ will present a program that is relevant and inspiring to digital content creators from each of the four major disciplines as they look for new ways to create digital content that pushes the boundaries of what is possible and immerse an ever demanding audience, worldwide.”

“We’re extraordinarily pleased to come back as one of the partners of AnimfxNZ,” said Eric Roth, Executive Director of the Visual Effects Society (VES). “With AnimfxNZ, New Zealand is once again showing how it’s leading the way in all things digital. Expanding beyond film and animation into the fields of games and all forms of digital entertainment means that all forward thinking companies will want to see and hear what AnimfxNZ has to offer.” Roth added.

The first announced speakers for AnimfxNZ 2008 include Barrie Osborne, Carolyn Soper, Howard Postley, Jeff Okun and Habib Zargarpour.

About The Speakers
Barrie M. Osborne is currently overseeing post production of The Laundry Warrior, and recently produced The Water Horse, and The Lord of the Rings: Return Of The King. He has won awards including the 2004 Academy Award and the British Academy of Film and Television Award for Best Picture. In addition to his work on The Lord of the Rings trilogy, Mr. Osborne Executive Produced the worldwide box office blockbuster and groundbreaking special effects award winner The Matrix.

Carolyn Soper is vice president of production for Walt Disney Animation Studios, and is responsible for overseeing the production of Disney’s films, shorts and special projects. Her credits include Bolt, Meet the Robinsons, Chicken Little, Rapunzel, Glago’s Guest and Dinosaur.

Howard J. Postley, COO of 3ality Digital, is a serial entrepreneur and a member of the iMagic founding team. He is an experienced executive focused on building businesses who brings strong leadership and demonstrated skills in business management, technology management and product development with an emphasis on strategic business and technology planning. 3ality Digital, the only full service studio dedicated to high-quality live-action 3D production, has brought together top people in 3D and digital production to create a unique environment that is purpose built for uncompromising quality, from acquisition through exhibition. Postley has won many awards, and has an Emmy for technical excellence.

Jeff Okun is supervising the visual effects work on The Day The Earth Stood Still where he is creating invisible visual effects for the film. Okun is known for creating ‘organic’ and invisible effects, as well as spectacular ‘tent-pole’ visual effects that blend seamlessly into the storytelling aspect of the project. His credits include Blood Diamond, The Last Samurai, Stargate, Sphere, Red Planet, Deep Blue Sea, Die Hard 2: Die Harder and The Last Starfighter. Okin also serves as the Chair of the Visual Effects Society Awards Committee.

Habib Zargarpour currently serves as a visual effects supervisor and senior art director at EALA collaborating on a new next-gen game project with Doug Church and Steven Spielberg. Zargarpour is responsible for the visual aspects of the project including production design and the overall look. With over 12 years of experience in the visual effects industry working on both games and film, Zargarpour has been nominated for two Academy Awards in visual effects, for his work on Twister and The Perfect Storm while at ILM. His other projects include the pod race sequence in Star Wars Episode I, Star Trek First Contact, Spawn, and Signs.

About the VES

VES is a professional, honorary society, dedicated to advancing the arts, sciences, and applications of visual effects and to upholding the highest uniform standards and procedures for the visual effects profession.

VES is the entertainment industry’s only official organization representing the extended community of visual effects practitioners including supervisors, artists, producers, technology developers, educators and studio executives. Its 1,800 global members contribute to all areas of entertainment from film, television and commercials to music videos, games and new media. VES strives to enrich and educate its members and the entertainment community at large through many domestic and international events, screenings and programs. Visual effects professionals constitute a vital creative force in content creation and are literally shaping the future of entertainment

About AnimfxNZ

AnimfxNZ was founded in 2006, to provide a global platform for the creative content community to exchange ideas across the various disciplines of digital media. Since its inception, the conference has presented leading speakers on the topics of animation, digital entertainment, digital effects and games, and has served as the crossroads of collaboration for creative media convergence. The 2008 conference is organized under the theme, “Where Creative Convergence Begins,” and is focused on the current and future states of creative digital content creation, worldwide.

AnimfxNZ conference details

Thursday, August 14th, 2008

First Speakers For Digital Entertainment, Digital Effects, Animation and Games Conference Announced

LOS ANGELES, Calif. and WELLINGTON, New Zealand – August 11, 2008 – AnimfxNZ, the world’s leading conference for digital animation, effects, animation and games today announced the theme for this year’s conference. “Where Creative Convergence Begins,” represents the conference’s goal of bringing together leaders from the four major creative digital mediums to share ideas and further the creation of digital entertainment. AnimfxNZ will take place November 14-16th, in Wellington New Zealand and present a line-up of keynotes and panels that feature the brightest minds in digital media today.

“The goals of AnimfxNZ are to further the exchange of creative ideas and to provide a platform for digital entertainment‘s greatest minds to share their views on the state and future of the industry as well as the technologies influencing the craft,” said Jos Ruffell, Chairman of the New Zealand Games, Animation and Visual Effects Trust (NZGAV), the organizing body behind AnimfxNZ. “AnimfxNZ will present a program that is relevant and inspiring to digital content creators from each of the four major disciplines as they look for new ways to create digital content that pushes the boundaries of what is possible and immerse an ever demanding audience, worldwide.”

“We’re extraordinarily pleased to come back as one of the partners of AnimfxNZ,” said Eric Roth, Executive Director of the Visual Effects Society (VES). “With AnimfxNZ, New Zealand is once again showing how it’s leading the way in all things digital. Expanding beyond film and animation into the fields of games and all forms of digital entertainment means that all forward thinking companies will want to see and hear what AnimfxNZ has to offer.” Roth added.

The first announced speakers for AnimfxNZ 2008 include Barrie Osborne, Carolyn Soper, Howard Postley, Jeff Okun and Habib Zargarpour.

About The Speakers
Barrie M. Osborne is currently overseeing post production of The Laundry Warrior, and recently produced The Water Horse, and The Lord of the Rings: Return Of The King. He has won awards including the 2004 Academy Award and the British Academy of Film and Television Award for Best Picture. In addition to his work on The Lord of the Rings trilogy, Mr. Osborne Executive Produced the worldwide box office blockbuster and groundbreaking special effects award winner The Matrix.

Carolyn Soper is vice president of production for Walt Disney Animation Studios, and is responsible for overseeing the production of Disney’s films, shorts and special projects. Her credits include Bolt, Meet the Robinsons, Chicken Little, Rapunzel, Glago’s Guest and Dinosaur.

Howard J. Postley, COO of 3ality Digital, is a serial entrepreneur and a member of the iMagic founding team. He is an experienced executive focused on building businesses who brings strong leadership and demonstrated skills in business management, technology management and product development with an emphasis on strategic business and technology planning. 3ality Digital, the only full service studio dedicated to high-quality live-action 3D production, has brought together top people in 3D and digital production to create a unique environment that is purpose built for uncompromising quality, from acquisition through exhibition. Postley has won many awards, and has an Emmy for technical excellence.

Jeff Okun is supervising the visual effects work on The Day The Earth Stood Still where he is creating invisible visual effects for the film. Okun is known for creating ‘organic’ and invisible effects, as well as spectacular ‘tent-pole’ visual effects that blend seamlessly into the storytelling aspect of the project. His credits include Blood Diamond, The Last Samurai, Stargate, Sphere, Red Planet, Deep Blue Sea, Die Hard 2: Die Harder and The Last Starfighter. Okin also serves as the Chair of the Visual Effects Society Awards Committee.

Habib Zargarpour currently serves as a visual effects supervisor and senior art director at EALA collaborating on a new next-gen game project with Doug Church and Steven Spielberg. Zargarpour is responsible for the visual aspects of the project including production design and the overall look. With over 12 years of experience in the visual effects industry working on both games and film, Zargarpour has been nominated for two Academy Awards in visual effects, for his work on Twister and The Perfect Storm while at ILM. His other projects include the pod race sequence in Star Wars Episode I, Star Trek First Contact, Spawn, and Signs.

About the VES

VES is a professional, honorary society, dedicated to advancing the arts, sciences, and applications of visual effects and to upholding the highest uniform standards and procedures for the visual effects profession.

VES is the entertainment industry’s only official organization representing the extended community of visual effects practitioners including supervisors, artists, producers, technology developers, educators and studio executives. Its 1,800 global members contribute to all areas of entertainment from film, television and commercials to music videos, games and new media. VES strives to enrich and educate its members and the entertainment community at large through many domestic and international events, screenings and programs. Visual effects professionals constitute a vital creative force in content creation and are literally shaping the future of entertainment

About AnimfxNZ

AnimfxNZ was founded in 2006, to provide a global platform for the creative content community to exchange ideas across the various disciplines of digital media. Since its inception, the conference has presented leading speakers on the topics of animation, digital entertainment, digital effects and games, and has served as the crossroads of collaboration for creative media convergence. The 2008 conference is organized under the theme, “Where Creative Convergence Begins,” and is focused on the current and future states of creative digital content creation, worldwide.

Smugglers 4

Thursday, August 14th, 2008
Smugglers 4: A New Space-Trading Game for Windows

Niels Bauer Games has released Smugglers 4, a turn-based science fiction space trading game for Windows. Before starting the Smugglers 4 adventure, you choose to be a greedy trader, an ambitious bounty hunter, a ruthless pirate, or other denizen of space. You have complete control over your life, from managing the actions of your crew, to boarding enemy ships and taking over their fleets, and using these captured ships to conquer entire star systems.

The flaw with most space trading games is the painfully long time that players must wait while they fly to a distant star system or planet, with much of the game’s fun being sucked into the vacuum of space during the seemingly endless flight. Smugglers 4, by contrast, is a turn-based game, and it takes only seconds to arrive at a destination on the other side of the galaxy.

Smugglers 4 is fun to play, and fun to replay. Players’ decisions directly affect life on your ship, in your star system, and across the galaxy. Each time you start a new game, you’ll enjoy a completely different experience, with new challenges, and different results. Smugglers 4 simply cannot get old because it is completely different each time you play.

You can earn money through trading, pirating, or by fulfilling missions. And as you grow in your career, you earn awards and medals. With financial and personal growth come the additional resources and skills to buy new ships and upgrade your equipment. Smugglers 4’s open-ended gameplay offers virtually limitless opportunities, and your actions will ultimately have an impact on a galactic scale.

There are 24 star systems with 75 planets. The professionally crafted planet art adds to the enjoyment of the game. There are four different factions, with different ship designs and different uniforms. There is a wide range of ships, each with unique weaponry and defense systems.

Smugglers 4’s enhanced non-linear war and campaign system provides new ways to influence your battles. The program’s unique text engine provides an enormous variety of story lines and mission descriptions, and more than 10,000 different descriptions of your battles and outcomes. Smugglers 4 is family friendly, and is fun for children, adults, and seniors. Smugglers 4 may also be enjoyed by the visually impaired. Using the program’s special mode and a standard third-party screen reader, Smugglers 4 can be enjoyed by people who cannot see the screens well enough to use the standard mouse or keyboard controls.

Smugglers 4 runs under Windows XP and Vista, costs $29.95(US), and may be purchased securely online from http://www.nielsbauergames.com/. You can download a free trial version from the same web site. The program comes with a 14-day money back guarantee.

Smugglers 4

Thursday, August 14th, 2008
Smugglers 4: A New Space-Trading Game for Windows

Niels Bauer Games has released Smugglers 4, a turn-based science fiction space trading game for Windows. Before starting the Smugglers 4 adventure, you choose to be a greedy trader, an ambitious bounty hunter, a ruthless pirate, or other denizen of space. You have complete control over your life, from managing the actions of your crew, to boarding enemy ships and taking over their fleets, and using these captured ships to conquer entire star systems.

The flaw with most space trading games is the painfully long time that players must wait while they fly to a distant star system or planet, with much of the game’s fun being sucked into the vacuum of space during the seemingly endless flight. Smugglers 4, by contrast, is a turn-based game, and it takes only seconds to arrive at a destination on the other side of the galaxy.

Smugglers 4 is fun to play, and fun to replay. Players’ decisions directly affect life on your ship, in your star system, and across the galaxy. Each time you start a new game, you’ll enjoy a completely different experience, with new challenges, and different results. Smugglers 4 simply cannot get old because it is completely different each time you play.

You can earn money through trading, pirating, or by fulfilling missions. And as you grow in your career, you earn awards and medals. With financial and personal growth come the additional resources and skills to buy new ships and upgrade your equipment. Smugglers 4’s open-ended gameplay offers virtually limitless opportunities, and your actions will ultimately have an impact on a galactic scale.

There are 24 star systems with 75 planets. The professionally crafted planet art adds to the enjoyment of the game. There are four different factions, with different ship designs and different uniforms. There is a wide range of ships, each with unique weaponry and defense systems.

Smugglers 4’s enhanced non-linear war and campaign system provides new ways to influence your battles. The program’s unique text engine provides an enormous variety of story lines and mission descriptions, and more than 10,000 different descriptions of your battles and outcomes. Smugglers 4 is family friendly, and is fun for children, adults, and seniors. Smugglers 4 may also be enjoyed by the visually impaired. Using the program’s special mode and a standard third-party screen reader, Smugglers 4 can be enjoyed by people who cannot see the screens well enough to use the standard mouse or keyboard controls.

Smugglers 4 runs under Windows XP and Vista, costs $29.95(US), and may be purchased securely online from http://www.nielsbauergames.com/. You can download a free trial version from the same web site. The program comes with a 14-day money back guarantee.

Sproing Announces First Details Behind The Technology Driving Deep Silver’s Cursed Mountain for Wii

Thursday, August 14th, 2008
VIENNA, Austria – August 11, 2008 – Sproing Interactive Media GmbH, Vienna, today announced that is currently developing the Wii™ Survival Horror game Cursed Mountain for, and together with, Deep Silver. The player takes on the role of a fearless mountaineer as he climbs into the Himalayas on a quest to find his lost brother. As he ascends the mountain, he encounters an ancient curse: the souls of the people who died in that region are stuck in limbo, caught in the Shadow World. Deep Silver announced the first details of the upcoming Wii hit title Cursed Mountain on July 31st.

“Aside from the challenge to develop an innovative title with spectacular levels and new controls, the focus in Cursed Mountain is the overwhelming environment of the Himalayas,” said Harald Riegler, CEO of Sproing. “It is really important to us that the player experiences nature’s powers as realistically as possible, and that the game’s viewing distance allows the player to see the monumental landscapes at all times. We are also going to great lengths to make the dead souls look as convincing as possible in order to deliver the level of immersion necessary for really effective and believable survival horror.”

To deliver on these goals, the Sproing team relies on its proprietary “Athena” game engine, which is rendering the Himalayas on Wii at a quality never seen before. The engine highlights of “Athena” include amongst others, HDR-Rendering, shader simulations developed especially for Wii in order to display ice, heat and water (realistic reflections and refractions), an ultra-fast particle system for amazing snow storms, soft particles for realistic fog and smoke, depth of field, motion blur, dynamic soft shadows, spherical harmonics lighting, as well as a high performance level-of-detail and streaming system in order to provide long viewing distance of the entire surrounding. In order to create an exciting atmosphere when battling the ghosts, the game employs a number of custom-created special effects such as the shader simulations as well as a newly developed post-processing framework. “Our engine technology really takes the Wii hardware to its limits and Wii gamers can really look forward to a heart-stopping, and breath-taking world that comes alive with this title,” said Gerhard Seiler, Technical Director of Sproing.

Cursed Mountain will be released worldwide for Wii in 2009. More information is available at: http://cursedmountain.deepsilver.com

Sproing Announces First Details Behind The Technology Driving Deep Silver’s Cursed Mountain for Wii

Thursday, August 14th, 2008
VIENNA, Austria – August 11, 2008 – Sproing Interactive Media GmbH, Vienna, today announced that is currently developing the Wii™ Survival Horror game Cursed Mountain for, and together with, Deep Silver. The player takes on the role of a fearless mountaineer as he climbs into the Himalayas on a quest to find his lost brother. As he ascends the mountain, he encounters an ancient curse: the souls of the people who died in that region are stuck in limbo, caught in the Shadow World. Deep Silver announced the first details of the upcoming Wii hit title Cursed Mountain on July 31st.

“Aside from the challenge to develop an innovative title with spectacular levels and new controls, the focus in Cursed Mountain is the overwhelming environment of the Himalayas,” said Harald Riegler, CEO of Sproing. “It is really important to us that the player experiences nature’s powers as realistically as possible, and that the game’s viewing distance allows the player to see the monumental landscapes at all times. We are also going to great lengths to make the dead souls look as convincing as possible in order to deliver the level of immersion necessary for really effective and believable survival horror.”

To deliver on these goals, the Sproing team relies on its proprietary “Athena” game engine, which is rendering the Himalayas on Wii at a quality never seen before. The engine highlights of “Athena” include amongst others, HDR-Rendering, shader simulations developed especially for Wii in order to display ice, heat and water (realistic reflections and refractions), an ultra-fast particle system for amazing snow storms, soft particles for realistic fog and smoke, depth of field, motion blur, dynamic soft shadows, spherical harmonics lighting, as well as a high performance level-of-detail and streaming system in order to provide long viewing distance of the entire surrounding. In order to create an exciting atmosphere when battling the ghosts, the game employs a number of custom-created special effects such as the shader simulations as well as a newly developed post-processing framework. “Our engine technology really takes the Wii hardware to its limits and Wii gamers can really look forward to a heart-stopping, and breath-taking world that comes alive with this title,” said Gerhard Seiler, Technical Director of Sproing.

Cursed Mountain will be released worldwide for Wii in 2009. More information is available at: http://cursedmountain.deepsilver.com