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Trymedia Systems' ActiveMARK allows the creators of digital goods to generate revenue by converting illegal file-sharing into income. Games and software distributed over CD/DVD, the Web, P2P networks and E-mail are protected by this monetization and distribution solution. In early 2001 ActiveMARK enabled an independent recording artist to generate the first direct revenues in any peer-to-peer environment (Napster) ­ and Trymedia has continued to innovate, offering both a technology platform and distribution solution to its partners. Founded in 1999 by former hackers, Trymedia is headquartered in San Francisco and maintains offices in Europe. For more information about ActiveMARK or Trymedia, visit www.trymedia.com.

 


Images From GDC 2003
 
 





Latest News -- Live From GDC:
Gamespy Announces Strategic Partnership with Vivendi Universal Games [03.08.03]
Bionatics Launches NatFX 1.8 Tree Modeling Solution [03.08.03]
Havok 2 Launches At GDC [03.08.03]
New Kit Brings Java Games To The GBA [03.08.03]
NDL Announces Gamebryo Graphics Toolkit [03.08.03]
Softimage Releases Tools For PS2 Developers [03.08.03]
Intrinsic Launches Alchemy 3 [03.07.03]
Nokia's N-Gage To Launch This Fall [03.07.03]
NXN Launches AlienBrain Engineer [03.07.03]
Alias|Wavefront Announces Bonus Game Pack 3 For Maya [03.07.03]
Metroid Prime Takes Top Honors At Game Developers Choice Awards [03.07.03]
Independent Games Festival Winners Announced [03.07.03]
Aladdin Announces Game Licensing Mangement System [03.06.03]
Curious Labs Enters Into Several Strategic Partnerships [03.06.03]
Poser to be Made Available on Mac OS X [03.06.03]
Nokia and Metroworks Offer Series 60 Support for Codewarrior [03.06.03]
RenderWare Unveils New Product Portfolio [03.06.03]
Real Networks Announces $100k Downloadable Game Development Contest [03.06.03]
Nvidia Unveils New GeForce GPUs [03.06.03]
ATI Introduces Three New Graphics Products at Game Developers Conference [03.06.03]
Microsoft Withdraws From OpenGL ARB [03.06.03]
ATI Announces Technology Development Deal with Nintendo [03.06.03]
Eidos Reports Six Month Results, Shows Improved Performance [03.06.03]
Activision's Stock Buy-Back Now Valued At $350 Million [03.06.03]
Virtools Releases Virtools Dev 2.5, Announces AI Pack [03.06.03]
3Dlabs and ATI Announce Joint RenderMonkey Initiative [03.05.03]
Ritual, GOD Founders Launch Skylab Entertainment In Austin [03.05.03]
Electronic Arts Calls It Quits With EA.com Subsidiary [03.04.03]
Activision Nabs Molyneux's Upcoming Movies Title [03.04.03]
Mophun Mobile Game Engine Lands In New Sony Ericsson Phones [03.04.03]
 
[More News...]

 

34 Ways to Put Emotions Into Games by Brad Kane [03.08.03] At "34 Ways to Put Emotions Into Games," one of the closing sessions of GDC 2003, screenwriter and producer David Freeman discussed the key role that emotion plays in any entertainment experience, interactive or otherwise. At the heart of his talk was an explanation of the thirty-four-pronged classification scheme that he uses to identify the various techniques for endowing a game with emotion - what he calls "emotioneering".

Postcard From GDC 2003: Interview With Weta's Jon Labrie by Daniel Sanchez-Crespo [03.08.03] Coming off of a seven-year stint as Weta Digital's CTO during the production of The Lord Of The Rings film trilogy, Jon Labrie just formed a company in New Zealand to make massively-multiplayer games for mobile devices. We pulled Labrie aside after his keynote at the GDC and talked to him about his experience on the LOTR, and his plans in the game industry.

Postcard From GDC 2003: Visual Arts Keynote By Bill Kroyer by Jennifer Olsen [03.08.03] Rhythm & Hues Studios' Bill Kroyer, veteran animator who worked on the 1982 cyber paean Tron as well as recent films like Scooby Doo and Cats & Dogs, delivered the Visual Arts keynote address Friday afternoon. He discussed dimensionality in animating characters and shared his set of secrets for success for the audience.

Postcard From GDC 2003: Working With A New Publisher by Everard Strong [03.08.03] When working with a publisher for the first time, or working with a new publisher, there are a number of problems that can arise. This roundtable, moderated by Ray Muzyka of Bioware, touched on ways to keep the relationship between publisher and developer on the right track.

Postcard From GDC 2003: The 12 Principles of Traditional Animation, Applied to 3D by Brad Kane [03.08.03] In the early 1930s, Walt Disney and company codified their work process into the "12 Principles of Animation." This morning, Disney's Isaac Kerlow argued that the principles now need to be adapted for 3D.

Postcard From GDC 2003: Programming Keynote Delivered By Fred Brooks by Daniel Sanchez-Crespo [03.08.03] As a software development veteran and the author of the seminal book, The Mythical Man-Month, Fred Brooks is legendary in software development circles. Today he spoke to a packed hall of game programmers, lending insights about software organization processes.

GDC 2003: Designing Original Games Based On Licensed Properties by Chris Charla [03.08.03] Despite their generally bad reputation, licenses are here to stay. In this article, Charla explains some of the disadvantages and advantages of using licensed properties, and how to evaluate a potential license and licensor to determine if it's something you want to work on. He also goes over some rules for successfully designing licensed games, the potential pitfalls of licensed development, and some of the opportunities to turn a license to your advantage.

Postcard From GDC 2003: Experimental Gameplay Workshop by Alex Dunne [03.07.03] What happens when 18 game developers hole up in a converted barn for four days and create games based on the same game engine? The Experimental Gameplay Workshop answered that question, demonstrating over a dozen different games that all used human shadows as the game input mode.

Postcard From GDC 2003: FilmGame - Adapting The Lord of the Rings by Brad Kane [03.07.03] Neil Young, executive producer of Electronic Arts' forthcoming The Return of the King, speaks about adapting films into games. His central point: that adaptations, rather than being the embarrassing derivatives that they often turn out to be, have the potential to be the pinnacle of a given entertainment property.

Postcard From GDC 2003: Crack Character Creation: The Mad Pufferfish Panel by Brad Kane [03.07.03] The concept: four industry artists design different versions of the same character, for use in a make-believe game, and then present their creations at a GDC panel, along with some thoughts about the process. And so was created Cuddly the Mad Pufferfish.

Postcard From GDC 2003: Academic Summit by Daniel Sanchez-Crespo [03.07.03] The second annual Academic summit, an event working to establish relationships between academics and the games development industry, focused on specific problems related to working the relationship between the game industry and academia. Here's a wrap-up of the discussions that concern the developer and academic communities, and interesting case studies that were presented.

GDC 2003: Porting a PS2centric Game to the Xbox: A Case Study of State of Emergency by Peter Brace and Jonathan Dobson [03.07.03] State of Emergency (SOE) was developed as a PS2 game; the underlying rendering and animation technology consists of over 5000 lines of hand written vector unit assembly code. The biggest hurdle to overcome was the fact the entire game was built around code that was hand-tuned to derive the maximum performance from the PS2 architecture. This article describes the challenges that were encountered when porting SOE from the PlayStation 2 to the Xbox. This article shows that the approach taken was to develop a very specialized Xbox rendering engine that was optimized to perform extremely well in areas of the engine that had relied on the high-performance of specific PS2 hardware. In particular, the code that previously had utilized the vector unit processors.

Postcard from GDC Mobile: Mobile Challenges Mean Opportunities by Olga Zundel [03.07.03] At the first-ever GDC Mobile, handset manufacturers, wireless carriers, and operators sat down with game developers and publishers to discuss the business opportunities and challenges. Here are some of the themes that stood out at the event.

GDC 2003: Building an AI Sensory System: Examining The Design of Thief: The Dark Project by Tom Leonard [03.07.03] This paper describes an approach to designing and implementing a high-fidelity sensory system for a stealth-oriented first-person AI system. The techniques described are derived from experience constructing the AI for Thief: The Dark Project, as well as familiarity with the code of Half-Life. The paper also examines the more stringent sensory requirements of a stealth game design and explores the sensory system built for Thief.

GDC 2003: The Seven Secrets of Voice-Over Production by Chris Borders and Matt Case [03.07.03] This article focuses on the latest Hollywood production methods being adopted by game producers to create better voice-over assets. From getting the right start by ensuring that you have a well-polished script (because paring the world's best actor with a poorly written script leaves you with nothing more than bad entertainment), to securing the ideal actors at below-market rates, dealing with the unions without dealing with the unions, directing professional actors to capture your characters' personalities, all the way through to systematically managing the dialogue files.

Postcard from GDC 2003: Convergence -Feature Film and Games by Brad Kane [03.06.03] EA producer Bob Nicoll spoke at length about the growing similarities between traditional film production and cinematic game production with particular emphasis on the effect that the rapid progress in game technology has had on the cinematic feel of games and how it bodes for the future.

Postcard from GDC 2003: Gordon Walton's "10 Reasons You Don't Want to Make a Massively Multiplayer Game" by Jennifer Olsen [03.06.03] Gordon Walton, executive producer of The Sims Online and former VP of online services for Ultima Online presented 10 caveats for creating MMOGs to a standing room crowd of game developers.

GDC 2003: How to Build a Better Cutscene by Adam Schnitzer [03.06.03] There are some very beautiful cutscenes out there...and there are lots of bad ones. Some suffer from confusing or unnecessary cuts, hyperactive camera work, violations of basic rules of screen direction, and shots that don't effectively express story points. Learn how you can avoid these pitfalls.

GDC 2003: Neverwinter Nights Client/Server Postmortem by Scott Greig, et al [03.06.03] Neverwinter Nights (NWN) was supposed to be the best multiplayer Dungeons and Dragons (D&D) role-playing game (RPG) ever made. Not only were we going to tell a story of our own creation, but we were going to enable others to tell their stories, on their own servers. It sounded pretty cool to us -- then we realized that we had the task of making it! This article addresses the design for user-created content, design limitations imposed by the multiplayer focus of the game, the staffing requirements required to fulfill this vision, developing the game for multiple platforms simultaneously, and reputation systems.

GDC 2003: Art Management For Artists by Doug Oglesby [03.06.03] What is a "lead artist"? How is a lead artist different from a production artist? Lead artists are less "artists who manage" than "managers who are in charge of artists". A lead artist is, first and foremost, a manager. Are you stepping into this role? Here's a head-up on what it entails.

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