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Held
in mid-December at Montreal’s chic Sofitel Hotel, located at the foot
of Montreal’s most famous landmark, Parc Mont Royal, Autodesk’s
Backstage Pass event promised a behind the scenes look at Autodesk’s
media and entertainment business and the future developments of their
product line, which includes 3D animation tools used across the games
industry such as 3ds Max, Maya and Motionbuilder, as well as editing
and effects tools such as Toxik and Lustre, used in the film industry.
An Introduction to Autodesk’s Media and Entertainment Business
Opening
with an address from Marc Petit, the Vice President of Autodesk’s Media
and Entertainment division, Petit outlined “The Autodesk Vision.”
Under
a heading titled “Ideas visualised, Stories realised,” Petit said “When
they want to create a story based on ideas, people turn to our
technologies. Autodesk makes stories real.”
Going
into detail on Autodesk’s history in the media and entertainment
business, Petit revealed that 9 months after acquisition, Maya had had
its strongest quarter ever, part of Autodesk’s overall growth, with
revenue at year end increasing from $160 million to $172.3 million from
2006 to 2007, even when only the media and entertainment business was
considered. A 15% combined growth was projected across the next couple
of years.
Marc Petit
The session was handed over to Maurice
Patel, the Head of Marketing in the Media and Entertainment division,
who continued to drive the point that Autodesk consider themselves as
facilitating the creation of “stories” within the film, television,
games, and even the design visualisation industries, touting the
research and development of their tools and their industry partnerships
with the likes of Dell, Intel and Nvidia as part of their success,
though in particular stressing Autodesk’s customer service.
Discussing
customer successes, Patel quoted Mark Rein as saying “We use the
Autodesk software to help us build and animate our models, and to help
us achieve the high level of fidelity for next generation consoles.”
Which brought Patel neatly to outlining the current state of the games
industry and Autodesk’s place in it.
Autodesk and the Games Industry
Using
numbers from PricewaterhouseCoopers Global Entertainment and Media
Outlook 2006-2010, Patel estimated the growth rate of the market at
over 11% a year, specifically noting key market drivers as the recent
launch of the next-generation consoles, widespread uptake of broadband,
more and more older gamers and the increase of the mobile gaming market.
Describing
Autodesk’s importance to the HD capable next-generation consoles, Patel
stressed the need for efficient tools to control costs, with game
development costs spiralling, but it was the discussion of Autodesk’s
tools for mobile games that was the most interesting, with Autodesk’s
Location Based Services being integrated into games such as TikGames
Jewel Chaser Mobile. Patel also stated that Autodesk’s 3D development
software was already optimized for mobile games production, in
anticipation for the increased adoption of mobile handsets with
3D-enabled hardware.
Autodesk’s 3D Roadmap
Michel Besner
After
coverage of the design visualisation and film industries, the agenda
moved on to Autodesk’s 3D Roadmap, led by Michel Besner, the Senior
Director of Product Management of the Media and Entertainment division.
Besner went into detail on the concepts behind the development of
Autodesk’s signature 3D tools (3DS Max, Maya and MotionBuilder) and in
particular the file standard, FBX, that connects them.
“Before
when there was competition between Max and Maya, the only thing people
could think about was competing at the feature level,” Besner
commented, “but now we are able to look at our customers and ask, ‘what
do we have to do for their needs?’ And because of that we have
concentrated on interoperability with FBX, to make each of our products
a better, more useful product for our customers.”
Besner
used the PS3 as an example of the need to pass data between Autodesk
products easily. “When we think about ramping up to using the PS3 to
its full potential, well, in two or three years when developers are,
the amount of data that will be pushed will be absolutely insane.”
Along these lines, Besner went on to describe the increase in
complexity in data sets using the Unreal Tournament character models as
a metaphor, and argued that in future, data sets will be shared between
the film and games industries due to the increase in power of consoles.
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Or is it a case of heres your exchange format, buy both products? Thats listening to the share holders not the customers.