Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [16]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
The Parable of Feudal Japan
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Rockstar San Diego
Gameplay Programmer
 
EEDAR
Business Analyst
 
Rockstar San Diego
Tools Programmer
 
Irrational Games
Systems Designer
 
CCP - North America
Sr. Tech Artist
 
CCP - North America
Lead Character Artist
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  High Voltage To License Terminal Reality's Infernal Engine
by Christian Nutt [PC, Console/PC]
1 comments
Share on Twitter
Share on Facebook RSS
 
 
August 12, 2009
 
High Voltage To License Terminal Reality's Infernal Engine

This February, Texas-based Terminal Reality announced that it would be licensing its engine tech -- which can be used to develop Wii, PSP, PlayStation 3, Xbox 360, and PC titles -- out to third parties.

Today, the company has announced a partnership with Illinois-based High Voltage Software, which has been granted a lifetime license for the title. It will be used for the studio's PlayStation 3 and Xbox 360 development. This augments its internal Quantum 3 engine tech, most recently seen in Sega-published Wii shooter The Conduit.

Gamasutra spoke with Joe Kreiner, Terminal Reality's VP of sales and marketing, and Kerry J. Ganofsky, CEO and founder of High Voltage, about this move.

Ganofsky describes why the studio was drawn to the Infernal Engine, highlighting its "robust" physics package and cross-platform functionality. He also says its focus on the PlayStation 3 as a "first-class, if not primary" platform is impressive.

"We are tremendously excited to take our talented teams to other current generation consoles [besides Wii] utilizing the Infernal Engine," says Ganofsky.

A lifetime license to an engine is unusual. Kreiner says High Voltage will use the engine "whenever it makes sense to do so," and that the license covers all supported platforms.

Says Kreiner, "This not only allows them the security of having access to the technology, but also allows them to invest their engineering resources long term without fear of having to switch to another engine technology."

On the other hand, adds Kreiner, "Our typical licensee is a per-title, per-platform fee structure, with what I like to call 'developer friendly' terms. We want to cater to our customer's needs, so we're open to non-standard licenses like this one with High Voltage Software."

Since the announcement, Terminal Reality has added Streamline Studios, Namco Bandai, and now High Voltage Software (plus many smaller studios) as licensees. "In total, we have a dozen companies using Infernal Engine currently," he says, and promises more announcements coming.

Kreiner also provides an update on his earlier promise that the Ghostbusters codebase will be delivered to Infernal licensees. "We're currently in the process of rolling out the Ghostbusters code and assets to our licensees," he says. "We're hoping to do this with all future Terminal Reality releases -– including Rapstar, our upcoming title with 4MM. Rapstar is as different from Ghostbusters as you can get."

For more details on Infernal Engine, you can read Gamasutra's March interview with Kreiner.
 
   
 
Comments

Joseph Young
profile image
I assume the lifetime licensing includes annual maintenance? Working with this type of licensing scheme definitely sounds unique compared with traditional per title and per sku licenses.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.