Spectrum: Interactive Media & Online Developer News 18 March 2002
Reported, written and edited by David Duberman
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Today's Headlines (details below)
--AK Peters to Update "Real-Time Rendering" --LithTech Introduces Triton System
--redeyeinteractive.com Launches Developers' Graveyard --Propellerheads Updates Reason
IN THE INFOGROOVE
--CG Artist Navone in Live Chat
--Credo Updates MeGa MoCap
--Side Effects Releases Houdini 5
--New Swift 3D Plug-ins Render 3D to Toon Boom Vector Format --@Last Software Updates SketchUp
THE DIALS & LEVERS OF POWER
--Convergence: Call for Papers on New Media EduTech
--Creative Technology Acquires 3Dlabs
GAMES PEOPLE PLAY
--LucasArts Releases Jedi Starfighter for PS2 --Activision Announces GC Magic And Mayhem, GBA Stuart Little 2 --Sims Vacation Expansion Pack Set to Ship --Hot Shots Golf 3 Tees Up on PS2
--gmax Surpasses 125,000 Registered Users
--AIAS Announces Achievement Awards
--Sega's Naka to Receive IGDA Lifetime Achievement Award
AK Peters to Update "Real-Time Rendering"
AK Peters will publish the second edition of the book "Real-Time Rendering" by Tomas Akenine-Möller and Eric Haines. A draft of the second edition will be on display at the Game Developers Conference. Parts of the new book still covered under non-disclosure agreements (about 10 pages) will not appear until publication, in June. Like the first edition, the second is aimed squarely at developers and students, presenting the underlying algorithms and theory of interactive computer graphics.
The second edition of "Real-Time Rendering" comes three years after the release of the first. In that time computer graphics hardware has evolved at a rapid rate: it is more than 10 times faster (outstripping Moore's Law) and the functionality has increased significantly in a wide range of areas.
Reflecting these changes, this second edition is almost 900 pages long, over 70% more than the 512 pages of the first edition. The number of references has more than doubled, to over 800 articles and books. To increase usability, each reference now lists which pages it is referenced on.
Graphics accelerators have begun to offer more elaborate surface primitives beyond polygons. To address this area, one new chapter of the second edition discusses curved surfaces in depth, covering spline curves and surfaces, subdivision surfaces, N-patches, and other representations. With the advent of vertex and pixel shaders, which allow the graphics accelerator itself to be programmed, more accurate modeling of the interaction between light and materials is now possible. A new chapter is dedicated to the theory and practice of these new techniques, discussing colorimetry, BRDFs, shading languages, reflections, shadows, radiosity, and ray tracing.
The second edition also includes new chapters on non-photorealistic and image-based rendering algorithms. All first-edition chapters have been revised and updated. For example, the chapter on graphics hardware now includes case studies of the new Xbox and Kyro architectures. As with the first edition, this new book is a blend of solid theory and practical advice, useful for students, professionals, and hobbyists alike.
LithTech Introduces Triton System
LithTech, Inc., a developer of licensable game technologies and tools, last week introduced its Triton system. Triton is the power behind TRON 2.0, the science fiction game in development that chronicles the adventures of computer programmer Jet Bradley. The LithTech Triton System is a visual effects-heavy derivative of LithTech's Jupiter system, the foundation for the sequel to hit title No One Lives Forever.
Triton expands Jupiter's current functionality to include such features as a third-person camera perspective and a vehicle physics system used to create the Light Cycle races in TRON 2.0. Developers can make use of defensive weapons that include blocking capabilities with shields. In addition, Triton provides developers with the option of utilizing a drag-and-drop inventory system, as well as special effects such as geometry outlining.
redeyeinteractive.com Launches Developers' Graveyard
RedEye Interactive, Inc. last week launched its online service for new media program developers, artists and companies. The concept, based on a model similar to online auctions, allows new media creative developers and authors to post their programs at redeyeinteractive.com on consignment.
The site will harbor programs and components (i.e. Java, ASP, PHP, GUIs, sound clips, 3D models, etc.) that new media professionals can use to develop their own projects.
When an artist or programmer uploads a particular component, it is housed and protected by redeyeinteractive.com, only to be purchased under the artist's or programmer's defined conditions and desired price. The artist receives compensation directly from RedEye while the component remains in a secure database for future resale.
Often, programs are built and only utilized for one project. The RedEye solution allows developers to extend the life of components and programs they create in a 24/7 virtual display case and store.
Solution-seekers can search the database for components based on criteria like functionality, development environment, budget and other project-related requirements.
The Redeye Interactive web site has been built using the WebDNA scripting language. It utilizes e-commerce/database software from Smith Micro Incorporated (smithmicro.com).
Propellerheads Updates Reason
Coming in Q2 '02 from Propellerhead Software, the Swedish company behind products such as Reason, Recycle! and ReBirth, is Reason 2.0, an upgrade to its flagship music software.
Reason, for both Windows and Mac platforms, emulates a rack of electronic synthesizers, samplers, drum machines, FX's and sequencers.
New features in Reason 2.0 include:
Malström Graintable Synthesizer: combines granular synthesis with wavetable synthesis. Graintables are flexible, expressive sound sources that enable manipulation by moving through a sound by controlling the movement with real-time controllers, velocity, modulators and finding new possibilities by controlling the spectral harmonics of the Graintable.
To that comes the filter and crunch sections. Malström's two filters both have five different modes including 12dB/oct low pass, band-pass, subtractive and additive comb-filters and an AM mode. A shared filter envelope is also included which can control either or both of the filter sections at the same time.
As an integral part of the second filter, the Shaper adds another dimension to Malström. It basically shapes the input signal with either a sine wave, noise or can transform the sound using saturation, digital distortion or bit-reduction. Furthermore, the oscillators can be routed in many different ways to the two filter sections, providing many sound manipulation options.
Malström also feature two modulators/LFO's with a variety of available curves. Used in one-shot mode these can be used to generate interesting attacks or envelopes and can also be used as tempo sync'ed LFO's.
Most dynamic sound-generating parameters can be controlled using CV and Gate controls from the Matrix sequencer or other Reason devices. Malström provides audio inserts between oscillators and filters with the added benefit of being able to use both filters as stand-alone devices.
NN-XT Advanced Sampler: A new sampler, the NN-XT features automatic pitch detection and mapping of samples, graphical zone editing, loop editing, layering plus zone velocity switching, and crossfading.
Each selected zone (or zones, if multiple are selected) can furthermore be programmed individually using the synthesis facilities. These include filter with six different modes, two LFO's, two envelopes, micro tuning capabilities and routing to any of the 16 audio outputs.
Alternatively, by randomly alternating between zones whenever the same key is played repeatedly, the NN-XT makes sure the same sample is never triggered twice in a row. The graphical editing display can be folded in or out depending on whether advanced editing is required. Macro controls on the front panel ease editing of common parameters and patch adjustment.
Enhanced sequencer features: In Reason 2.0, the main sequencer breaks free from the rack and can expand fully across the screen or be resized and moved, even to a second monitor. New tools also make this already flexible sequencer, even more flexible. These include Zoom, Line and Eraser tools making day to day work straight forward in an uncluttered environment.
Also, check out the Reason Song Archive, an online community where Reason users can publish songs for others to download. Users can share songs but also receive feedback from their peers. Propellerheads have created a very active online community and discourse amongst their users. The Reason Song Archive joins the ReBirth archive, which has been active for a couple of years. Since 1997, over 6,000 ReBirth songs have been posted and shared within the Propellerheads' community.
IN THE INFOGROOVE
CG Artist Navone Featured in Live Chat
Inside Computer Graphics is hosting a live chat at (http://www.insidecg.com) with Victor Navone, a popular computer animator and artist. His animation, "Alien Song," got the attention of Pixar Animation Studios, where he is now employed as an animator. His most recent work can be found in "Monsters, Inc."
The Live Chat event will be held March 19 at 7:00PM PST.
Credo Updates MeGa MoCap
Credo Interactive has released a new version of its motion capture CD, MeGa MoCap V2. The product offers a motion capture library of 500 animations in formats such as Maya, 3D Studio Max and Lightwave as well as others.
Originally created by the Pepper's Ghost mocap studio in the UK, MeGa MoCap V2 has been expanded and enhanced by Credo to ensure compatibility with the primary applications in the 3D animation industry.
Side Effects Releases Houdini 5
New from Side Effects Software are Houdini 5 and Houdini Select. Houdini 5 is the newest version of the company's 3D animation and visual effects software.
Houdini Select provides a subset of tools at $1,999. In conjunction with the launch, Side Effects announced a free non-commercial, four-month license of Houdini Select to be offered to individuals attending the launch events. The company will host Houdini launch events in Los Angeles, San Francisco, New York and London featuring guest presenters from effects studios Digital Domain and Rhythm & Hues. To register for these events, visit http://www.sidefx.com.
Some of the new features in Houdini 5 are:
* Immersive Procedural Technology - (PR gobbledygook about "powerful procedural backbone" and "intuitive new immersive interface")
* New Modeler - handles and brushes for painting, combing and deforming, plus NURBS, Bézier, and game-inspired polygonal tools, plus integrated new texture editor
* Character Animation Tools - skeleton-building interface with bone-chain split, mirror and copy features, plus new inverse kinematics (IK) and bone joint manipulation tools
Houdini Select features the identical modeling, animation, texturing, shading and Mantra rendering tools as the full version of Houdini. The full version of Houdini additionally includes POPs (particle operators), CHOPs (channel operators), COPs (compositing operators), character tools and output to alternate render packages like RenderMan and mental ray.
New Swift 3D Plug-ins Render 3D to Toon Boom Vector Format
New from Electric Rain, Inc. is a special edition of its Swift 3D plug-in line, which includes Swift 3D MAX and Swift 3D LW. The new edition offers an additional rendering format allowing users of Discreet 3ds max and NewTek LightWave 3D to export their scenes to a format that imports natively into USAnimation.
@Last Software Updates SketchUp
@Last Software's new SketchUp 2.0 is designed for creating, viewing, modifying, and communicating 3D ideas "quickly and easily," reportedly combining the spontaneity of pencil sketching with the speed and flexibility of today's digital media.
Feature enhancements in SketchUp 2.0 include:
Integration - new features provide better integration throughout the entire design process: 2D Hidden-Line Vector output lets users bring drawings into 2D CAD or illustration software. New printing options allow drawings of any scale or size to be printed using a standard printer. Image Objects allow users to draw over scanned sketch drawings, and to incorporate aerial and site photographs in designs.
Design Exploration - In-Place Component Editing lets architects visualize changes in one building element dynamically throughout an entire project.
Updated material exploration tools provide immediate feedback. Auto-Folding Geometry lets users explore complex forms. Other new features include Interactive Scale Tool, Linear and Radial Array Capabilities, Mirroring and Object Grouping.
THE DIALS & LEVERS OF POWER
Convergence: Call for Papers on New Media EduTech
The Summer 2003 issue of Convergence (vol. 9, no. 2) will be devoted to the theme of New Media Technologies for Learning. Copy deadline for refereed research articles is 15 October 2002.
What new opportunities for learning can be facilitated with new media technologies? This will be the subject of a special issue of the journal Convergence, guest-edited by Amy Bruckman.
Both theoretical and empirical submissions are welcome. Case studies of system designs should include careful evaluation data (qualitative and/or quantitative). Issues of interest include:
Design: How are new learning technologies designed? How is learner-centered design different from user-centered design? How does one match the affordances of new technologies to sound pedagogy and learner needs? How does one support the evolution of a complete socio-technical system, understanding the complex inter-relations of technology, people, and social practices?
Big-picture thinking and the curriculum: New technologies can make new content salient and appropriable. But what if this new subject matter is not in the curriculum? When should we design for the immediate needs of teachers and students, and when should we see the bigger picture and design technologies that open up new areas of knowledge? Is the design process different for these two approaches?
Current and future technologies: In the technologies we chose, when should we work within the constraints of available resources in today's schools and when should we design for the future? When are the practical constraints of today's schools best viewed as a key focus of research and when are they better viewed as a temporary distraction to ignore?
Pedagogy: What pedagogies can form the basis of good design of new learning technologies? Are there synergies to be found between particular technologies and pedagogies? Can the design and evaluation of new learning technologies uncover fundamental new insights into learning and pedagogy?
Students as designers of new media: In many cases, we may chose to see students themselves as designers of new media. The process of creating new media can itself be a key component of the learning environment. How is this accomplished? What can be learned through the process of creating new media?
How does one learn to be a creator of new media forms, and how can we scaffold that process?
Evaluation: How are new learning technologies evaluated? What quantitative and qualitative methods are appropriate research tools? At what stages of the design and evaluation cycle are the various tools best used? How do we strike an appropriate balance between methodological rigor and time wasted proving the obvious?
Assessment: How should we assess student learning? What forms of assessment are appropriate and how can new technologies support assessment practices?
Scalability & sustainability: Many learning sciences and technology research project are a great success in small trials with large amounts of researcher support. But in fact, with a high enough teacher/student ratio, it's easy to make any learning environment a success. What happens when the researchers leave? How do we design educational innovations that are viable under realistic conditions? Is scalability an issue to raise when an innovation has been tested and is ready for broader dissemination, or is it necessary to make scalability a basic design objective from the start? How do we design scalable systems? Are million-dollar projects with large research and support teams necessary to explore issues of scalable and sustainable educational innovation?
Creative Technology Acquires 3Dlabs
But can they beat Nvidia? Ever-ambitious Creative Technology Ltd. says it will acquire 3Dlabs Inc., Ltd. for a combination of US$1.20 per share in cash and US$2.40 per share in Creative stock for each share of 3Dlabs.
Completion of the transaction is subject to customary closing conditions, including approval by 3Dlabs' shareholder vote and regulatory and governmental approvals. Following completion of the transaction, 3Dlabs will become a wholly owned subsidiary of Creative.
"We have had a tremendous track record of choosing winning graphics technologies and partners over the years, and helping build them into #1 market share positions. We've helped those companies become very successful in the process," crowed Sim Wong Hoo, chairman and CEO of Creative. "As we have analyzed 3Dlabs' product lines and ... technology roadmap, we believe that their development of a scalable architecture and general purpose programmability will provide a significant competitive advantage in the graphics space."
Sim continued, "As power gamers' insatiable demand for higher performance graphics capabilities grows, we see great opportunities to expand 3Dlabs' leadership in the ultra high-end professional markets into our higher volume PC consumer desktop markets. The technological breakthroughs that 3Dlabs has achieved to date, most specifically in the design of their upcoming chipsets including the startling achievement of the world's first single chip TeraOps [trillion operations per second] visual processor with general purpose programmability, coupled with the strong market we see for high performance graphics accelerators, provide a tremendous growth opportunity for our company."
GAMES PEOPLE PLAY
LucasArts Releases Jedi Starfighter for PS2
The Star Wars Starfighter flight-action game series returns with the power of the Force in Star Wars Jedi Starfighter from LucasArts Entertainment.
The sequel, with an enhanced 3D game engine, features the new Jedi starfighter from the upcoming motion picture Star Wars: Episode II Attack of the Clones. The game also marks the first-ever availability of Force powers in a Star Wars flight action title. Jedi Starfighter presents 15 one- and two-player cooperative story-based missions set amidst a variety of new worlds and environments from Attack of the Clones. In addition to the Jedi starfighter, players can battle in three other original craft: the Havoc, Zoomer and Freefall. Missions take place over land and in space, with players skirmishing against more than 40 starships and capital-class vessels - including some enemy craft from the upcoming Star Wars film.
As a Jedi pilot, the player will have a variety of unique Force powers at his fingertips throughout various points in the game. Force lightning saps the power systems of enemy ships and renders pilots unconscious. Force shield creates an energy barrier that deflects laser blasts. Force reflex simulates exaggerated reflexes and perception of the Jedi Knight pilot by putting the world in slow motion while the Jedi starship retains normal turning and shooting abilities. Force shock wave produces a powerful energy surge, which radiates multi-directionally.
The game follows the dramatic exploits of two unlikely heroes--Jedi Master Adi Gallia and alien pirate Nym--who forge an alliance to fight the nefarious Captain Cavik Toth, his Sabaoth Squadron, and the evil Trade Federation. The game's narrative is original, though it intersects with key events from Attack of the Clones, including the climactic battle. In the game Adi's mission is to foil a plot that could spell certain doom for the Jedi. Nym, the skillful Havoc pilot from Star Wars Starfighter, fights to reclaim the home planet from which the Trade Federation so cruelly drove him.
Jedi Starfighter introduces players to the two main characters and their starships through a mini-training campaign. In one-player mode, players will fly as Adi Gallia and Nym. Adi Gallia, a well-respected and very skillful Jedi Master, pilots the Jedi starfighter. Nym, a former pirate who has become a powerful rebel leader, flies the Havoc, which has been upgraded from the original game with three new weapons: cruise missiles, cluster missiles, and proximity mines.
Two-player cooperative mode features additional supporting characters and ships. Reti, a crafty Toydarian, pilots the Zoomer, which is equipped with laser cannons and a chain gun. Jinkins, Nym's resourceful right-hand man, flies the Freefall, outfitted with laser cannons and drone fighters.
Activision Announces GC Magic And Mayhem, GBA Stuart Little 2
Coming this spring from Activision is Lost Kingdoms, a real-time action RPG for GameCube developed by Japanese software firm FromSoftware. In the game, the player takes control of heroine Princess Katia on a quest to rid the land of a deadly menace intent on engulfing the five Kingdoms of Argwyll.
During the adventure, the player must find and gather the cards that hold the power to unleash incredible creatures into battle, fighting off the endless hordes of monsters that stand in their way.
Players explore over two dozen 3D worlds as they uncover the mystery that threatens to destroy the Five Kingdoms of Argwyll. Along the way, gamers will have the opportunity to collect over 100 unique Guardian Cards that can be used to release powerful creature allies such as fighting skeletons, ravaging wolves and fire breathing dragons. Each creature has its own special attack moves, which increase in range and power as Katia gains experience.
In addition to the single-player story mode, players can take on friends in two- player versus mode, and pit their guardian creature card collection against one another in a battle to the finish.
Also, on July 19 (same day as the movie), Activision will release Stuart Little 2 for Game Boy Advance. As Stuart, players run, dodge, drive, skateboard, jump and fly in a platform adventure game. The title follows the storyline from the film and challenges players to solve the disappearances of Stuart's new best friend, Margalo, and Mrs. Little's wedding ring. Activities include competing in racing levels, taking on challenging foes, piloting a plane and riding helium balloons through 10 levels. The game also allows players to go head to head as either Stuart or Margalo via the Game Boy Advance Game Link Cable in racing action.
Sims Vacation Expansion Pack Set to Ship
Coming next week from Electronic Arts is The Sims Vacation Expansion Pack (PC Windows), the newest add-on disk to the hit PC game of 2000 & 2001, The Sims. Vacation Island boasts a snowy alpine setting, a beach resort and boardwalk and a forest campground. Available activities include beach volleyball, snowboarding, fishing, and hunting for hidden treasure. The pack also offers a wacky resort staff, new social interactions, and over 125 new objects.
Hot Shots Golf 3 Tees Up on PS2
Sony Computer Entertainment America Inc. last week released Hot Shots Golf 3 for PlayStation2. Produced by Sony Computer Entertainment Inc. and developed by Clap Hanz, the title features wacky caddies and characters, new features and game modes as well as six courses from around the globe.
Other features include detailed ball animations, tree-lined fairways, chest-deep bunkers and manicured greens along with realistic weather and seasonal affects and dynamic replays. Also, 15 unique playable characters and seven caddies accompany the player throughout the game, each character with its own animations and personality.
Gameplay is enhanced by a variety of new swing meters that reflect difficult lies and a multi-dimensional grid system for putting. Five different play modes, including Match Play, Stroke Play, Versus (VS) Mode, Nine Hole/Par Three course, plus National Tournament Mode, allow players to compete in numerous golf challenges. Players can win rewards and "Hot Shot Points" for good performance. The points can then be used to upgrade golf gear including clubs and balls, and also to purchase additional features such as the ability to control the weather or release special "environmental capsules."
gmax Surpasses 125,000 Registered Users
Autodesk division Discreet announced last week that in five months of availability, more than 125,000 users have registered copies of its gmax consumer game-design and content-editing software. gmax lets game enthusiasts create and customize all types of content in supporting titles, thereby enhancing and extending their enjoyment of that game.
Microsoft announced that following the release of its gmax game pack for Flight Simulator 2002 Professional Edition last fall, it will soon release a gmax game pack for its Train Simulator software on its Web site. In addition, the next release of its Combat Flight Simulator series will include an integrated gmax game pack to be released later this year.
Recent new gmax-ready games that have just begun shipping include: * Electronic Art's Command & Conquer Renegade from Westwood Studios is in stores now, and its gmax game pack will be available for download at the Official Renegade Site later in March.
* Australian game developer Auran has announced the immediate availability of a gmax-game pack for its brand new railroad simulation game, TRAINZ, distributed by Strategy
The consumer version of gmax is based on its professional 3D animation software, 3ds max 4. Game developers utilize the gmax dev developer's edition as a base game design technology during production, customizing it to the requirements of a real-time 3D engine. Developers can optionally convert their customizations into a publicly releasable gmax game pack, extensions to gmax that allow export of animated content such as models and characters into the corresponding game title. The gmax consumer software application is available for free download at http://www.discreet.com/.
AIAS Announces Achievement Awards
The Academy of Interactive Arts and Sciences (AIAS) recently announced the recipients of its 5th annual Interactive Achievement Awards. Halo: Combat Evolved (Xbox), developed by Bungie, garnered four awards, including Game of the Year.
Computer Game of the Year honors went to Black & White, developed by Lionhead Studios. Halo received the award for Console Game of the Year.
The Academy presented Interactive Achievement Awards in 29 craft, console, computer and online categories. The Academy also honored Will Wright, creator of SimCity and The Sims and co-founder of Maxis, inducting him into the Academy Hall of Fame. In keeping with Academy tradition, John Carmack, last year's Hall of Fame inductee and founder and technical director of id Software, returned to make the presentation.
Fifth Annual Interactive Achievement Awards - Recipients
I. CRAFT AWARDS
* Outstanding Achievement in Art Direction: ICO (PlayStation 2), Sony Computer Entertainment Inc./Sony Computer Entertainment America * Outstanding Achievement in Animation: Oddworld: Munch's Oddysee (Xbox), Oddworld Inhabitants/Microsoft
* Outstanding Achievement in Sound Design: Metal Gear Solid 2 (PlayStation 2), Konami/Konami
* Outstanding Achievement in Musical Composition: Tropico (PC), Pop Top Software/God Games
* Outstanding Achievement in Game Design: Grand Theft Auto III (PlayStation 2), DMA Design/Rockstar Games
* Outstanding Achievement in Visual Engineering: Halo: Combat Evolved (Xbox), Bungie/Microsoft
* Outstanding Achievement in Game Play Engineering: Grand Theft Auto III (PlayStation 2 ), DMA Design/Rockstar Games * Outstanding Achievement in Character or Story Development: ICO (PlayStation 2), Sony Computer Entertainment Inc./Sony Computer Entertainment America
* Action/Adventure Game of the Year : Halo: Combat Evolved (Xbox) * Bungie/Microsoft
* Children's Title of the Year: Mario Party 3 (Nintendo 64), Hudson Soft Co. Ltd./Nintendo of America
* Fighting Game of the Year : Dead or Alive 3 (Xbox), Tecmo/Tecmo * Hand-Held Game of the Year: Advance Wars (GameBoy Advance), Nintendo Co.
Ltd./ Nintendo of America
* Role Playing Game of the Year: Baldur's Gate: Dark Alliance (PlayStation 2), Snow Blind Studios/ Black Isle Studios * Racing Game of the Year: Gran Turismo 3 (PlayStation 2), Sony Computer Entertainment Inc./ Sony Computer Entertainment America * Sports Game of the Year: Tony Hawk's Pro Skater 3 (PlayStation 2), Neversoft Entertainment/Activision
* Innovation in Console Gaming: Pikmin (Gamecube), Nintendo Co.
Ltd./Nintendo of America
* Console Game of the Year: Halo: Combat Evolved (Xbox), Bungie/Microsoft
* Online Gameplay of the Year: Return to Castle Wolfenstein, id Software/Activision
* Massive Multiplayer/Persistent World Game of the Year: Dark Age of Camelot, Mythic Entertainment/ Mythic Entertainment
IV. PERSONAL COMPUTER
* Action/Adventure Game of the Year: Return to Castle Wolfenstein, id Software/Activision
* Children's Title of the Year: Backyard Basketball, Humongous Entertainment/Infogrames
* Educational Title of the Year: Where in the World is Carmen San Diego?
Treasures of Knowledge, Learning Company/Learning Company * Role Playing Game of the Year : Baldur's Gate II: Throne of Bhaal, BioWare Corp./Interplay
* Simulation Game of the Year : Microsoft Flight Simulator 2002, Microsoft/ Microsoft
* Sports Game of the YearFIFA 2002: EA Canada/Electronic Arts * Strategy Game of the Year : Sid Meier's Civilization III, Firaxis Games/Infogrames
* Innovation in Computer Gaming: Black & White, Lionhead Studios/Electronic Arts
* Computer Game of the Year: Black & White, Lionhead Studios/Electronic Arts
V. GAME OF THE YEAR
* Game of the Year: Halo: Combat Evolved (Xbox), Bungie/Microsoft
Sega's Naka to Receive IGDA Lifetime Achievement Award
The International Game Developers Association (IGDA) will recognize Yuji Naka, president and CEO of Sega's Sonicteam, LTD. for the work he has produced during his career. Naka will receive the Lifetime Achievement Award during the Game Developers Choice Awards ceremony on March 21 at the Game Developers Conference in San Jose, Calif.
In a career spanning nearly two decades, Naka is best known as the creator of video game industry icon and longtime Sega mascot, Sonic The Hedgehog.
During his tenure at Sega, Naka has headed the development of the popular "Sonic The Hedgehog" franchise, which has sold over 20 million copies worldwide. Under his management, Sonicteam has since created other hit titles, including "Nights" for Sega Saturn, "Samba de Amigo" for the arcade and Dreamcast, "Phantasy Star Online," an online console RPG for Sega Dreamcast, and most recently "Sonic Adventure 2 Battle" for Nintendo GameCube.
Prior to his work on the Sonicteam, Naka led development on "F16 Fighting Falcon," "Phantasy Star," "Ghouls Ghost" and others. His contributions to interactive entertainment have been in the simulator, RPG and action/adventure genres and across multiple gaming platforms.
Spectrum is an independent news service published every Monday for the interactive media professional community by Motion Blur Media. Spectrum covers the tools and technologies used to create interactive multimedia applications and infrastructure for business, education, and entertainment; and the interactive media industry scene. We love to receive interactive media and online development tools and CD-ROMs for review.
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