Digital effects are here to stay but in the ever changing world of technology in entertainment there are still some artists who hold on dearly to the old ways. Such is the case with visual effects artist Jim Davidson, who founded Fantamation studios, a company he runs with himself as soul proprietor. Fantamation recreates the stop motion puppets of yesteryear in fanatical detail. His recent projects include an exacting replica of the original King Kong Puppet from the 1933 classic as well as the stop motion miniature of Luke Skywalker and his TaunTaun riding steed from Empire Strikes Back. Davidson builds these pieces from the ground up doing painstaking research into the materials used to make the originals. The final pieces are working stop motion puppets with metal moving armatures. His clients include directors Peter Jackson and Guillermo del Toro.
a link to his website can be found below
http://fantamationstudio.com/Fantamation_Studios/Homepage.html 
Thursday, March 14, 2013
The Unseen VFX of Scary Movie 3
In the age of digital filmmaking so much gets left discarded. The great expense of film processing and printing unnecessary rolls of celluloid are long gone. So its hard to understand why in 2003, the producers and director of a popular film franchise would be so casual about what they shot, what they planned to shoot and what they would ultimately discard. Such was the case with Scary Movie 3, the third film in the Scream- spoof megafranchise. A good deal of what was planned and what was thought up on the fly was very coldly discarded to the trim bin (or where ever digital edits go). SM3 was shot on film, the digital camera craze hadn't taken over yet but in spite of that many complex sequences were planned, or filmed but never used. The ultimate directive on the film was if it wasn't funny, it goes. It's understandable. After all, it's a comedy. You have to make people laugh. But so much of the SM series' basic structure relies on spoofing current trends and pop culture memes which change as the wind blows, not very conducive to the rigid schedules of most Hollywood productions. Several popular films including the highly anticipated sequel to The Matrix, Matrix Reloaded, had just reached the mega-plexes and the producers wanted to cash in on that newly minted comedy gold. They stopped production mid through the principal photography and drove the entire crew to a theatre in Vancouver to see the film so they could recreate many of the sequences in a comedic context. Most of the crew (and the whole world for that matter) couldn't make heads or tails of it. An extensive riff on the Agent Smith army vs Neo character was shot but also discarded. The Hulk (with Eric Bana) had also opened and they wanted to cash in on that potential goldmine of humor, going as far to paint up comedy actor Kevin Hart in green to test it's comedic potential. A large Hulk-suit was built and tested. That idea fell flat as well. The most extreme cut of all came when Academy Award winning make-up effects house ADI spent months designing and developing sophisticated alien suits (to spoof the creatures in the hit film Signs) but ultimately they did not make the final cut (footage of them appeared on the DVD, however). Not much remained of the extensive Matrix sequel spoof sequences except George Carlin's amusing cameo as the Architect. And nearly nothing remain from the planned Hulk gags which were deemed too complex to shoot on the film's modest budget. In what may be little consolation to the crew of technicians who labored for months on the film's excised segments, It was a huge box office hit and one of the most successful in the series. It remains a lesson, a cautionary tale for those who dream of making films. Dont get attached too much to the things you create. Especially when someone else is writing the check.
you can see some additional photos here
http://www.facebook.com/media/set/?set=a.420892478000906.1073741880.394337563989731&type=1
Wednesday, March 13, 2013
Great article on Canadian film tax subsudies
Check out this new article and video over at VFX soldier regarding pairing down film subsidies. Saskatchewan Premier Brad Wall proposes ending the program.
Will this put US companies on level playing ground with their much more economically competitive Canadian counterparts? That remains to be seen
check out the article here
http://vfxsoldier.wordpress.com/2013/03/12/canadian-premier-explains-why-film-subsidies-are-a-losing-strategy/
Tuesday, March 12, 2013
Robot Chicken vfx archive
I recently posted some new pictures from my CoolVFX facebook page tribute to Robot Chicken. Robot Chicken is one of the few shows that utilizes traditional puppet animation and digital technology such as composites and photography.
Enjoy these amazing behind the scenes pictures. Ill have some interviews with several of the key artists and writers on the show in the next few weeks.http://www.facebook.com/media/set/?set=a.411734532250034.95410.394337563989731&type=1
Enjoy these amazing behind the scenes pictures. Ill have some interviews with several of the key artists and writers on the show in the next few weeks.http://www.facebook.com/media/set/?set=a.411734532250034.95410.394337563989731&type=1
Technology in Video Game Entertainment (part 2)
 Applications of form outside light entertainment
As computers began to evolve into more complex systems for
entertainment, software engineers and developers began to see the applications
of computers and consoles beyond mere entertainment applications. Graphically
these tools seem well suited for simulation and training. 
Perhaps the most well known is Microsoft Flight Simulator which depicted a realistic approximation
of the plane flying experience right down to the detail of instrumentation and
weather conditions. This program represented a shift in the more conventional
thinking of computer gaming as escapism and entertainment and introduced the
notion that complex simulations of real world situations could be replicated on
the computer (and by association console play as well). Flight simulator was
created by former Hughes aircraft designer and software designer Bruce  Artwick. While working for Digital Computer Labs
he honed his skills as a talented software programmer. Ultimately, he formed
the computer software development company SubLOGIC after discovering that
several user were interested in his ideas of computerized simulations that he
had published in several technical magazines(6). In January 1979 the first
iteration of Flight Simulator was released on the Apple II. It was an instant
success and was one of entertainment programs for the IBM PC. In 1982 it was
the top software seller for apple.(6)
Real –life
simulations became the next logical step of digital enetrtainment evolution.
The earliest and to this day most popular off shoot of the real world
simulation is the Sim series. These unusual computer games which included
SimCity and the Sims allowed the player to build cities and characters in
controller environments where random variables would be introduced. Peter
Molenuex’s Populus was another game that offer user the chance to interactive
control their environment by acting “as God” overseeing a planet and alerting
conditions so its digital charges can survive and thrive. These early games set
up the memes that would become mainstay in the simulation software market on
both consoles and personal computers.
Second Life (PC)
Another
interesting on line real life simulator is the game Second Life  In the
simulation players adopt/ create an Avatar and walk through a simulated
computer world interacting with other users from around the world.  The game allowed players to “purchase” items
within the virtual world. It became an incredibly popular because of its
virtual open world, ease of use and it’s avatar creation system. Second Life
also developed such social components as job interviews, dates, real estate purchases
and other simulated interactions. It’s approx $72 dollars a year so a
subscription fee. As of January 2010, Second life had about 18 million
subscribers.(13)
Emergence of video games as social interactive media
 on a global scale.
The personal computer became the first tool that in which
 users began to interface directly with other players through servers. This
 connectivity began to open up creative outlets for software designers to
 develop games specifically for players who wanted to engage other players from
 anywhere in the world.
But in the early 80’s computers were very cost prohibitive
 making the application for mass usage as a recreational tool limited. After
 the success and emergence of Atari and the many early generation consoles
 systems such as Colecovision and Mattel’s Intellivision, the video game
 industry began to become oversaturated with product and inferior third party
 software.  These cartridge based game
 system were extremely popular until the sudden video game industry crash in
 1982.
Colecovision video game system
Colecovision video game system
As the
 consoles began to evolve and as the technology became more advanced, hardware
 designers began experimenting with on-line play mechanics, which was working
 so successfully with PC gamers. The first hardware developer to introduce an
 internal modem into their system was SEGA Corporation with their Dreamcast
 system. Introduced in 1999, the Dreamcast came on the heels of the failure of
 the company’s Sega Saturn system, a game console that competed directly with
 the sales juggernaut of Sony’s Playstation 1 console. Dreamcast came out of
 the gate very strong with very good overall sales, powerful graphics and
 strong third party software support with such award winning games as Soul
 Calibur and NFL 2k. Early experimentations in creating an on line virtual world
 were mixed. As is often the case with new technology, the public is often
 reluctant to deviate from their choices in standard forms of traditional
 console play. That coupled with the fact that the Dreamcast did not include a hard
 drive rendering saving large files or storing games impossible except to
 smaller memory cards contributed to its failure. Still the Dreamcast had a
 graphic superiority to the other current systems the Nintendo 64 and the
 Playstation 1.(8)
Sega's Dreamcast system and controller
Sega's Dreamcast system and controller
However,
 Sega continued to experiment with the on line functionality of it’s system.
 Sega introduced Phantasy Star On-line in 2000 (it would eventually be ported
 to Microsoft windows) an attempt to compete with PC’s on line interactive game
 success with various role –playing and fantasy games.
Sega’s
 sonic team worked on an on-line interactive game based on their Sega Genesis
 system’s proprietary on-line system game Phantasy Star. An early type of role-playing
 game in which characters explore different planets and interact with other
 gamers on the server. 
Phantasy
 Star On-line co-opted much of what players would later see in the virtual
 worlds of World of Warcraft and Everquest, fusing it with Squaresoft's anime
 like characters of Final Fantasy VII  .
 Character system systems such as turn based combat was integrated. It spawned
 two more sequels but it was eventually discontinued with the death of the
 Dreamcast system.
Final Fantasy on The Playstation 1
Final Fantasy on The Playstation 1
Dreamcast eventually failed and Sega ceased all production on the console in North America in 2001. However because of the versatile nature of the system’s window’s based architecture support of the system continued in Europe and Japan well into 2004. (9)It was the last console SEGA would produce. They would ultimately concentrate on software development. But the advancement in console on line play was significant and ultimately the two “last men standing” would be the Playstation 2 and Microsoft’s new entry into the console wars, the X-Box. Microsoft had a very different approach to the console wars. Its general disposition in the market would be to push this new unit not as a standard video game console. In spite of it’s sudden demise, the Dreamcast was considered a revolutionary system because of it experimentation with on line gaming. Because of these early experimentations in on line connectivity other companies could examine the technology and make advancements in the science to make it more accessible and affordable. Because of Dreamcast's window based operating system it was easy to program for and fans of the unit began to develop software independently as well as creating what is known as “Homebrew” software, games created by fans and distributed independently through mail order or the internet. This offshoot of the general consumer market has become extremely popular with classic game players and vintage video game collectors.
Sony followed
 up their most successful system the Playstation, with the Playstation 2 in
 October 2000. This would kick off the sixth generation of home video consoles
 and would mark the first time that a major entertainment company would be integrating
 modern DVD playback technology in a system. This was a revolutionary move as
 it was the first system ever to have video playback capabilities. User could
 use it as a functioning DVD player (the highest digital resolution playback
 system at the time) as well as a high-end video playback machine. The
 Playstation 2 also offered another innovation to the game players used to
 having to mothball their previous systems cache of cartridges and discs:
 backwards compatibility. The PS2 has a chip base installed in it’s internal
 motherboard that allowed the system to play the previous playstations game .
 This increased the popularity of the unit. To this day it is still Sony’s
 largest selling unit. Sony also solidified the systems popularity by securing
 exclusivity rights to certain franchises poplar amount gamers such as the
 Metal Gear series, a popular hold over from the Playstation 1 that has become
 one of the most popular video game franchises in history. One of the secrets’s
 to the Playstation success was its versatility and to its commitment to third
 party software companies which drove sales.
  Video
 game structures were shifting away from the simple platforming and arcade
 reflex shoot em ups to serious movie –like narrative forms. Characters would
 be created that would have back-stories, personalities.  In camera angles would have cinematic
 qualities. Take for example Playstation’s first Resident Evil game. This
 series was developed by Capcom video game corp. (known in Japan as Biohazard).
 Several cut scenes in the video game narrative show close ups, camera pans, tracking
 shots and other techniques that are typically associated with feature films.
 Eventually Microsoft would enter the console market. In 2000 they introduced
 the Microsoft Xbox to much fan fare and industry scrutiny. The Xbox introduced
 several innovative components to its console, which would become industry
 mainstays. The first being it included an internal hard drive. This add on
 would be crucial to the industry’s evolution into the on-line generation. It
 also allowed gamers to download games purchased from the companies on line
 stores. Ultimately Microsoft’s Xbox system would introduce on line gaming into
 their system. But Microsoft improved upon the ideas set up by Sega in
 introducing XBOX live, an integrated on-line system that functioned as social
 integration point from their user base as well as an on line market place. The
 improvements that Microsoft made where based primarily on the notion that in
 order for an integrated on line system to work, it had to be working in
 conjunction with a proprietary on board interface which allowed the user easy
 access to the system’s functionality. (12)
Xbox Live
 dashboard interface became the most popular networking application for the
 modern console generation. As of Feb 2012, Xbox live had approximately 25 million
 subscribers.(17)
 The dashboard interface has been described by many of the on line gamers as
 extremely easy to use and organize data which does account for much of its
 popularity. Most technology seems to be driven out of necessity and convieince
 and this does reflect on Microsoft’s consistently updating the dashboard
 interface to address the needs of the subscribers.
XBLA (as
 Live is more commonly referred to) is especially popular with teenage and pre
 teen game players. What made this particular console stand out with many
 gamers was the XBLA interface’s ability to perform a function called “Cross
 chatting” 
This
 enables on line players to talk to each other through their headsets while
 playing different games.
After a
 year of Microsoft’s best selling console having the lion share of the console
 sales, Sony released the playstation 3. A slightly higher priced console
 coming in at around 499 dollars, The PS3 had several technical specifics that
 made it a more powerful system than it’s competitor. For one the PS3 came with
 built in Wi-Fi, a feature not included in the Xbox 360. Microsoft owners had
 to purchase a separate LAN-line adapter if the wanted to play without an
 Ethernet cable attached to their router. Also the operating system on the PS3
 included a web browser, effectively making it console PC and giving users
 access to the internet directly on their TV, third and most important it came
 equipped with a blu-ray player and HDI out put making it the only true 1080i
 high resolution system on the market at the time of it’s launch.
The Wifi
 and the free On line service certainly made the Playstation competitive in a
 environment that was mostly dominated by Nintendo’s very trendy wireless
 system which was much weaker in terms of it’s technical specifications but was
 very affordable and Microsoft’s machine which had a year head start at
 building a user base. (10)
                                                          Nintendo Wii System
Playstation
 3 upon its release immediately began to market itself as an “all-in one” media
 system. High definition was just beginning to enter the home consumer market
 with high definition plasma screens becoming more affordable . Sony began
 pushing it’s high definition Blu-Ray disc system, which came, built into every
 PS3 system. This would account (at least initially) for the high cost of the
 system itself. It was at a hundred dollars more than it’s closet competitor,
 The Xbox system countered with a separate add on HD player. Ultimately a high
 definition format war would break out between the two mediums (Similar to the
 VHS/ Beta brawl that happened in the early 80’s at the height of those formats
 popularity). Eventually blu-ray would win out and HD format through in the
 towel. Since Sony owns the rights to the Blu-Ray format, Microsoft would be
 forced to pay a royalty to Sony for its use of its proprietary disc drive.
 Instead Microsoft continued to nurture its relationship with third party software
 and game developers such as Epic studios (with their popular on line shooter
 Gears of war) and Bungie (Up until recently the developer of the Halo
 series).   It was Microsoft’s exclusivity with Bungie,
 the developer of Halo that helped the Xbox leap to prominence. (11) 
                                                                 Halo 4 (Xbox 360)
Due to
 it’s commitment to third party game developers, the ease of the system’s architecture
 and the affordable price, the Microsoft Xbox 360 seems to be to system of
 choice for hard core gamers and hobbyist as well as Indie game developers. Conversely,
 the most successful console in terms of sales in the current generation’s line
 up is the Nintendo Wii. A system that has bypass the now standard on line
 interface that is common place with it’s higher priced brethren. Nintendo’s
 follow up to it’s moderately successful Gamecube console, the Wii’s marketing
 push focused on its unique control system and family oriented game play. The
 idea here was to push for and draw in family audience or players who might
 normally not be attracted or interested in video games as a pastime or
 recreation.  Nintendo’s marketing strategy
 paid of in big dividends.(10)
 As of early 2012, the Nintendo Wii still outsells both the Ps3 and the
 Microsoft Xbox but it’s overall sales are sliding due to the obsolescence of
 the hardware.  Serious gamers are
 gravitating more towards the interactive components of the Microsoft and Sony
 systems interface. Most of The High selling software console and PC games have
 a function of on line social interaction 
Nintendo’s
 Wii system would eventually see a sales drop with gamers turning to much more
 mature fare. That coupled with the system’s lack of hi-definition capabilities
 and a lack-luster on line interface made it difficult to the system to compete
 with the heavy duty under the hood firepower of Xbox and Ps3. Nintendo
 continued to push it’s wireless motion control system as the selling point and
 when it announced the follow up to the Wii, titled the Wii-U they made it
 clear that the system would still be a family oriented machine (17). According to 5th Cel CEO
 Jeremiah Slaczka, the Wii U would be a competitive powerhouse.  “It’s definitely more powerful than Xbox 360
 and Playstation 3. It’s kind of frustrating to see rumors and speculation of
 people going back and forth saying it’s weaker or more powerful. It’s
 definitely more powerful”.  Despite
 Slaczka’s enthusiasm for the system, Nintendo is still behind the times in
 terms of hardware as it’s new unit still uses an internal flash drive memory
 as opposed to the more popular standard onboard hard drive.
Console
 sales today are completely driven by the social interactive component that
 each system offers. In North American the Xbox 360 system leads in sales and
 many believe this is primarily due to the XBLA system’s easy to navigate user
 system and it’s preinstalled base. Most players I asked said they liked the
 easy to navigate menus on Xbox’s operating system. They can locate friends
 that are on line with more ease than on the Ps3 and the Live on line store has
 more of a variety of games. These consiles have
 set up an enviroment where communities can be formed within small or large
 social groups. The XBLA dashboard allows user to locate friends and informs
 them each time they log into the system. This represents a major shift in the
 gaming experience. It’s not simply about just playing the game but also
 interacting directly with friends and rivals on the system. Bragging rights on
 these consoles comes in the form of a “rewards” sytem. On the XBLA it is
 called “Achievements” for which you  are
 awarded points for accomplishing difficult goals 
Call Of Duty: Black Ops (xbox360)
Call Of Duty: Black Ops (xbox360)
Another
 aspect of console’s strong sales is dependant on the versatility of the
 systems themselves. The current generation of systems has set a standard for
 the future of overall sales by adding hard drives to the console’s interior.
 This enables the user to download large amounts of data such as graphically
 heavy high definition games in full resolution. Through the systems operating
 systems, users can access both XBLA (Xbox Live) and PSN (Playstation network)
 and their respective on-line stores on what is known as Dashboard interfaces.
 A point system was established with Microsoft users who can acquire points by
 purchasing them on cards that could be purchased in stores or on-line through
 the dashboard.
The immersive entertainment applications on these newer systems do not end there. Many media distribution companies have become actively involved in the console industry. Both Netflix and Hulu have deals with Sony and Xbox to include their movie streaming applications embedded into the operating systems on the unit (However in the case of Xbox, you are required to purchase the gold system for 60 dollars a year) According to tech journalist Daniel Terdiman, the Xbox Live interface is based on what are called “blades”, which are pages of information stacked on top of each which maximize the number of choices Xbox Live players have and the directions in which they can go.(12) Players can access lists of games to play or choose to watch a movie through Netflix or Hulu or they can go into a section to buy add-ons for games. Microsoft has recently updated their dashboard and eliminated the blades era and created a more advanced interface with windows that spread out on the screen and stretch off into the distance, allowing users to shuttle through them, left to right or right to left.(12)
The immersive entertainment applications on these newer systems do not end there. Many media distribution companies have become actively involved in the console industry. Both Netflix and Hulu have deals with Sony and Xbox to include their movie streaming applications embedded into the operating systems on the unit (However in the case of Xbox, you are required to purchase the gold system for 60 dollars a year) According to tech journalist Daniel Terdiman, the Xbox Live interface is based on what are called “blades”, which are pages of information stacked on top of each which maximize the number of choices Xbox Live players have and the directions in which they can go.(12) Players can access lists of games to play or choose to watch a movie through Netflix or Hulu or they can go into a section to buy add-ons for games. Microsoft has recently updated their dashboard and eliminated the blades era and created a more advanced interface with windows that spread out on the screen and stretch off into the distance, allowing users to shuttle through them, left to right or right to left.(12)
Console gaming as realistic narrative or combat
 simulation
The
 earliest models for the realistic first person shooting emerged when ID
 software   created DOOM in 1992.
 Developed by John Carmack and his team at ID, Mike Abrash, john Romero and
 Dave Taylor, Doom was an offshoot development project of the Castle
 wolfenstein prequel, Spear of Destiny and heavily influenced by the visual
 style of the James Cameron film Aliens. 
 Doom became one of the most popular and most played videogames of all
 time and was the visual template for hundreds of games that would follow, from
 Halo to Call of Duty.
It was revolutionary
 for several reasons. First, it was one of the earliest games that allowed
 network multi-player activity. This innovation alone makes this game
 significant, as this would ultimately become the model for all competitive
 games (3)  Doom also set up a visual precedence in terms
 of it’s visual game engine using what was later known as “the first person”
 perspective shooter. (14)
As the
 gaming industry was emerging from the industry crash of 1983 and the
 revitalization of it after the release of the NES/ Superfamicom system we
 began to see major developments and advances in the hardware gamers were
 playing on. Major advancements in the development of software was also driving
 the industry in new directions. Gone were the days of flat 2D sprites and
 pixels. Video game developers were using high-end software packages such as Softimage
 and Maya to create realistic three-dimensional NURBs model characters. (14)
Ultimately
 the first person shooter would become the staple of interactive entertainment
 structure in terms of software output. Other games came quickly on the heels
 of Doom’s POV graphics engine such as Quake, Crysis and Golden eye on the N64,
 which introduced an interesting solution to a non internet multi-player
 experience by having the screen split in 4 different camera angles
 representing the point of view of four separate players.
Doom (PC)
Doom (PC)
The most popular
 of the team based shooter of the current generation is Halo. Created
 exclusively by Bungie corp. for the Microsoft system, Halo puts the user in
 the role of Master Chief, a kind of outer space super marine who leads a group
 of fellow soldiers against the dreaded covenant army. Recently Bungie has
 turned over the reigns of development to 343 industries for Halo 4 (11), which has created even more on-line
 content and interactive multi-player games to the property.
More
 recently console gamers have shifted their allegiance from Halo’s science
 fiction environment to the more realistic combat simulation of the Call of
 Duty series. The “Black ops” off shoot is now the new gold standard for all on
 line console shooters. The latest iteration of the series “Call of Duty: Black
 ops II” was a big first day seller. As of November 11, 2011 it is estimated
 that the Call of Duty series has sold over 100 million copies. (16)
The Call of
 Duty series is a first person shooter that involves several player modes
 including single player mission modes and multiplayer on line survival
 scenarios. The creator, Activision games, has been in the video game
 development industry for years, best known for producing many successful games
 for the Atari 2600 unit such as Pitfall, Kaboom and River Raid. The main focus
 of the game is the player moving through several different combat scenarios.
 The game uses several different graphic engines including idTech3, The
 Treyarch NGL and IW 5.0. The game has incredibly realistic graphics and
 physics as well as an extremely robust and popular on-line multi-player user interface,
 which became very popular with young gamers.
According
 to one unnamed clerk at a GameStop software store, Call of Duty Black ops
 outsells Halo approx 4 to 1 by his estimates. He describes the differential in
 sales numbers simply because Call of Duty is a more socially engaging game,
 more people play it therefore there are more people that the user can engage.
Most on
 line gaming in the current system iterations involves a player using a headset
 that is hooked up directly into the controller and wirelessly transmitted into
 the system itself, essentially linking the audio directly to anyone who is
 playing 
The game in
 any given “room”. Players on both the XBLA system and PS3 have the ability to
 switch off this function. Although Microsoft and Sony police their own on line
 communities for abuses, one of the main complaints of these on-line gaming
 experiences seems to be abusive and aggressive behavior
 The Future of Interactive active
 and social entertainment: Following the Trends
Consoles and personal computers continue to be the main
 distribution for interactive digital gaming. However, new technology motivated
 by revanue potential and the need to innovate and capture interesting changes
 in game play have motivated engineers and designers to experiment in new
 delivery systems for the medium.
An interesting new example of this experimentation is the
 Ouya, a new digital gaming system developed by industry veteran producer Julie
 Urham and designer Yves Behar. The Ouya is interesting for several reasons.
 First it is extremely compact, smaller than even the Gamecube (It’s roughly
 the size of a Rubik’s cube). Secondly, it has no internal hard drive but
 carries an on board 8 GB of Flash RAM. But most importantly it’s one of the
 first mass produced console that is created with open architecture, which
 enables hobbyists and programmers to modify the system and software without
 voiding their warranties. This opens up the system to “Homebrew” fans who can
 make their own independent games and share them with fellow gamers. (18)
Ultimately this will drive the future of gaming. In this journalist’s
 opinion, all technology is driven by necessity and convenience and the gaming
 industry is strongly driven by both. But one thing is certain; the future of
 gaming will have a strong social interactive component to not only the games but
 also the hardware it’s played on.
Ouya system
Ouya system
References/ Footnotes
1)   Blake Snow, “Why console
 gaming is dying” CNN.com/2012 Nov 9th
2)   Jermemy Hsu, “For The US
 Military, Gaming gets serious” Livescience.com August 2010
3)   Doom,
 http//en.wikipedia.com/wiki/doom
4)   Macedonia, Michael “Games,
 Simulation and military Dilemma 2010 essay
5)   Matt Miller,  “Mists of Pandoria, no Longer Undisputed
 Champion” Game Informer Dec 2012
6)   Bruce Artwick is still
 flying, Flight simulator history Feb 2001,http://fshistory.simflight.com 
7)   Interview, Jeremiah
 Slackka,”Checking the Industry’s Pulse” Game Informer August 2012
8)   Marty Goldberg “Before videogames-what
 happened before the Big Bang?” Retrogamer #108, sept 2012
9)   The Lemelson center, Ralph
 Baer: recovering the history of the video games
10)        Consolidated financial highlights, Nintendo
 2007 p8 retrieved 2012
11)       Halo4 Master chief’s new
 foe Game Informer Magazine August 2012 p49
12)        Daniel Terdiman “Microsoft unveils new Xbox
 experience” CNET.com, October 8th 2008
13)        Cracked.com”second life: just the facts.
 Cracked.com
14)       Journey to the Heart of
 Doom, Retro Gamer issue 108
15)       Retrogaming, “Coregaming””
 Issue 108 August 2012 p40
18)       Kotaku.com “The Mastermind
 behind the Ouya console is answering your best questions, 7.19.2012
Additional reference
material
Kent, Steven L.
(2000). The First Quarter: A 25-year history of video games. BWD Press. ISBN 0-9704755-0-0.
Consolidated financial highlights Nintendo 2007 p8
Retro Gamer Magazine August- September 2012
www.cracked.com
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