Command & Conquer (often abbreviated as C&C or CnC) is a video game franchise, mostly of the real-time strategy style as well as a first-person shooter game based on the former. The Command & Conquer series was initially developed by Westwood Studios between 1995 and 2003, with development being taken over by Electronic Arts with the liquidation of Westwood Studios in 2003.
The first installment of the series was released worldwide on August 31, 1995 and was simply named Command & Conquer. It was based on Westwood Studios' earlier strategy game Dune 2. The series was originally marketed to an Anglophone audience, though many of the games have been translated into other languages including German, French, Spanish, Korean, and Chinese. The series is primarily developed for personal computers running Microsoft Windows, although some titles have been ported to various video game consoles and the Apple Macintosh. The later games of the series starting with Tiberium Wars have also been developed in parallel for Xbox 360. Another spin-off game, Command & Conquer: Red Alert 3, was developed for PC/Mac, Xbox 360, and PlayStation 3.
In 1999, American game marketer and developer Electronic Arts purchased Westwood Studios. Westwood was eventually closed down in 2003 and absorbed into EA Los Angeles which has become the current development center for the ongoing Command and Conquer series. Some of the original Westwood developer team remained at EA Los Angeles, but most left to form Petroglyph Games.
As of July 2010, the Command & Conquer franchise consists of eleven games and eight expansion packs with sales of more than 30 million units worldwide and EA has confirmed that a new game is in the earliest stages of development.
Common gameplay elements
The Command & Conquer games belong to the real-time strategy genre, with the exception of the first person shooter Command & Conquer: Renegade. A staple of the series is the parallel campaigns of various different factions to one central storyline. Games in the series also offered multiplayer game options, via LAN and modem connection. All games in the series have also offered online play.
All Command & Conquer real-time strategy games except Command & Conquer: Generals and its expansions have featured the "side bar" for navigation and control as opposed to many other similar games where the control bar is located on the bottom of the screen.
Command & Conquer gameplay typically requires the player to construct a base and acquire resources, in order to fund the ongoing production of various types of forces with which to assault and conquer the opponent's base. All available structures of the faction chosen by the player are constructed on-site at so-called "construction yard" - which typically begin as large-sized vehicles capable of deploying themselves into the aforementioned construction yards. When a construction yard has finished building a new structure, the player can select a spot near to a preexisting structure in order to place it, where the prefabricated building will then rapidly unfold in a distinctive manner.
In all games in the series except Command & Conquer: Generals and its expansion, Zero Hour, funds are acquired by specialized "harvester" units which bring their cargo (Tiberium for the Tiberian series of games or Ore or the more valuable gems for the Red Alert series) to a "refinery" structure. This in turn will convert the raw material into usable resources, expressed as credits. The raw materials themselves require storage space in the form of refineries and, in the case of excess, "storage silo" structures.
All factions have structures and units with similar functions at their disposal. However, they are adjusted to fit each faction's theme and have somewhat varying properties. Units can be classified into infantry, vehicles, and aircraft, each with their own subdivisions (note: in the Red Alert series there is also naval craft available). Unit effectiveness against opponents follows the rock-paper-scissors principle found in most real-time strategy games.
Virtually every type of structure in the series acts as a tech tree node, and additional units, structures and faction-specific abilities will become available as new structures are built and placed. Access to advanced units and abilities may be temporarily blocked if the required structures are destroyed or if they are not being provided with adequate power by the supporting "power plant" structures.
Multiplayer
Each Command & Conquer game has included the ability to play multiplayer games against other humans. Each box of Command & Conquer contains two CD copies of the game, immediately making multiplayer gaming possible with a single purchase of the game. Westwood Studios advertised this on the packaging with the slogan "A second copy, so you and your friend can destroy each other." This resulted in Command & Conquer becoming the first RTS game title to feature competitive online play, and this is considered the most pertinent outside factor in the success of Command & Conquer.[3] All games in the series up to Command & Conquer: Red Alert 2 also featured two CDs that could be used for this reason. However, later games did not.
Command & Conquer: Red Alert 3 was noted for being the first RTS game to enable the campaigns to be played cooperatively online; others had only supported single player campaigns. However, it was only possible to connect to other computers through EA's servers and not with LAN play.
Games produced by Westwood use the proprietary Westwood Online system to facilitate multiplayer games over the internet; Renegade also supported Gamespy. Games under EA's development continued to use Gamespy, but dropped support for Westwood Online in favor of using EA's own servers.
Wednesday, April 21, 2010
Friday, April 16, 2010
Warcraft: Orcs & Humans (Game)
Warcraft: Orcs & Humans is a real-time strategy game (RTS), developed by Blizzard Entertainment and published by Blizzard and Interplay Entertainment. The MS-DOS version was released in November 1994 and the Macintosh version in late 1996. Sales were fairly high, reviewers were mostly impressed, and the game won three awards and was a finalist for three others. The sequel, Warcraft II: Tides of Darkness, became the main rival to Westwood Studios' Command & Conquer series, and this competition fostered an RTS boom in the mid to late 1990s.
Although Warcraft: Orcs & Humans was not the first RTS title to offer multiplayer games, Blizzard's game persuaded a wider audience that multiplayer facilities were essential for future RTS titles. The game introduced innovations in mission design and gameplay elements, which were adopted by other RTS developers.
Blizzards's main emphases in these games were on skillful management of relatively small forces and on development of characterization and storyline within and between games played in the same universe.
Gameplay
Warcraft: Orcs & Humans is a real time strategy game (RTS), that is, the contenders play at the same time and continuously, so that players have to move quickly. One player represents the Human inhabitants of Azeroth, and the other controls the invading Orcs. Each side tries to destroy the other by collecting resources and creating an army. In addition both sides have to ward off dangers from wild monsters, but sometimes can use some monsters as troops. The game plays in a medieval setting with fantasy elements. Both sides have melee units and ranged units, and also spellcasters.
Modes
Warcraft: Orcs & Humans's gameplay expanded the Dune II "build base, build army, destroy enemy" paradigm to include other modes of game play. These included several new mission types, such as conquering rebels of the player's race; rescuing and rebuilding besieged towns; rescuing friendly forces from an enemy camp and then destroying the main enemy base; and limited-forces missions, in which neither side could make further units, and making efficient use of one's platoon was a key strategy element. In one mission, the gamer had to kill the Orc chief's daughter.
Blizzard's game allowing two gamers to compete in multiplayer contests by modem or local networks, and enables gamers with the MS-DOS and Macintosh version to play each other. Multiplayer and AI skirmishes that are not part of campaigns were supported by a random map generator. The game also allowed spawn installations to be made.
Economy and power
Warcraft requires players to collect resources, and to produce buildings and units in order to defeat an opponent in combat. Non-combatant builders deliver the resources to the Town Center from mines, from which gold is dug, and forests, where wood is chopped. As both are limited resources which become exhausted during the game, gamers must collect them efficiently, and must also retain forests as defensive walls in the early game when combat forces are small.
The lower-level buildings for Humans and Orcs have the same functions, but different graphics. The Town Hall stores resources and produces units that collect resources and construct buildings. Each Farm provides food for up to four units, and additional units cannot be produced until enough Farms are built. The Barracks produces all non-magical combat units, including melee, ranged, mounted, and siege units. However all except the most basic also need assistance from other buildings, some of which can also upgrade units.
Each side can construct two types of magical buildings, each of which produces one type of spellcaster and researches more advanced spells for that type. These advanced buildings can be constructed only with assistance from other buildings. The Human Cleric and Orc Necrolyte can both defend themselves by magic and also see distant parts of the territory for short periods. The Cleric's other spells are protective, healing the injured and making himself invisible, while the Necrolyte raises skeletons as troops and can make other units temporarily invulnerable, at the cost of severely damaging them when the spell dissipates. The Human Conjurer and Orc Warlock have energy blasts, wider-range destruction spells and the ability to summon small, venomous monsters. The Conjurer can summon a water elemental, while the Warlock can summon a demonic melee unit.
User interface
Orcs (red) attack a Human town and its defenders (blue). The flaming building is close to collapse, and the burnt ground to its left is the remains of a razed building. The numbers across the top are the gamer's reserves of lumber and gold. The unit marked with a light green box is currently selected, and its details appear in the lower left panel. The upper left panel is the mini-map, which shows all the territory fought over, mostly not yet discovered by the gamer, and enables the gamer to select a part of the territory to view.
The main screen has three areas: the largest, to the right, is the part of the territory on which the gamer is currently operating; the top left is the minimap; and, if a building or unit(s) is selected, the bottom left shows their status and any upgrades and the actions that can be performed. The status details include a building's or unit's health, including its progress if being constructed, and any upgrades the object has completed. The Menu control, at the very bottom on the left, provides access to save game, load game and other menu functions.
Initially most of the main map and minimap are blacked out, but the visible area expands as the gamer's units explore the map. The mini-map shows a summary of the whole territory, with blue dots for the gamer's buildings and units and red dots for enemy ones. The gamer can click in the main map or the minimap to scroll the main map around the territory.
All functions can be invoked by the mouse. Keys can also invoke the game setup, some of the menu options and some gameplay functions including scrolling and pausing the game. Gamers can select single units by clicking, and groups of up to four by shift-clicking or bandboxing. To move units, gamers can shift the mouse to select units on the main map, move to the unit menu to select an action, and then back to the main map to specify the target area; but shortcut keys can eliminate the middle mouse action in this cycle.
Storyline
The Orcs originated from another world, Draenor, where the majority were bloodthirsty warriors driven by strife. However, their Warlocks remained aloof, devoted their time to the research of magic. The Warlocks noticed a rift between the dimensions and, after many years, opened a small portal to another world. One Warlock explored and found a region, whose Human inhabitants called it "Azeroth", from which the Warlock returned with strange plants as evidence of his discovery.
The Orcs enlarged the portal until they could transport seven warriors, who massacred a Human village. The platoon brought back samples of good food and fine workmanship, and a report that the Humans were defenseless. The Orcs' raiding parties grew larger and bolder, until they assaulted Azeroth's principal castle. However, the Humans had been training warriors of their own, especially the mounted, heavily-armed Knights. These, assisted by Human Sorcerors, gradually forced the Orcs to retreat through the portal, which the Humans had not discovered.
For the next fifteen years, one faction of Orcs demanded that the portal be closed. However a chief of exceptional cunning realized that the Humans, although out-numbered, had prevailed through the use of superior tactics, organization, and by magic. He united the clans, imposed discipline on their army and sought new magics from the Warlocks and Necromancers. Their combined forces were ready to overthrow the Humans.
Although Warcraft: Orcs & Humans was not the first RTS title to offer multiplayer games, Blizzard's game persuaded a wider audience that multiplayer facilities were essential for future RTS titles. The game introduced innovations in mission design and gameplay elements, which were adopted by other RTS developers.
Blizzards's main emphases in these games were on skillful management of relatively small forces and on development of characterization and storyline within and between games played in the same universe.
Gameplay
Warcraft: Orcs & Humans is a real time strategy game (RTS), that is, the contenders play at the same time and continuously, so that players have to move quickly. One player represents the Human inhabitants of Azeroth, and the other controls the invading Orcs. Each side tries to destroy the other by collecting resources and creating an army. In addition both sides have to ward off dangers from wild monsters, but sometimes can use some monsters as troops. The game plays in a medieval setting with fantasy elements. Both sides have melee units and ranged units, and also spellcasters.
Modes
Warcraft: Orcs & Humans's gameplay expanded the Dune II "build base, build army, destroy enemy" paradigm to include other modes of game play. These included several new mission types, such as conquering rebels of the player's race; rescuing and rebuilding besieged towns; rescuing friendly forces from an enemy camp and then destroying the main enemy base; and limited-forces missions, in which neither side could make further units, and making efficient use of one's platoon was a key strategy element. In one mission, the gamer had to kill the Orc chief's daughter.
Blizzard's game allowing two gamers to compete in multiplayer contests by modem or local networks, and enables gamers with the MS-DOS and Macintosh version to play each other. Multiplayer and AI skirmishes that are not part of campaigns were supported by a random map generator. The game also allowed spawn installations to be made.
Economy and power
Warcraft requires players to collect resources, and to produce buildings and units in order to defeat an opponent in combat. Non-combatant builders deliver the resources to the Town Center from mines, from which gold is dug, and forests, where wood is chopped. As both are limited resources which become exhausted during the game, gamers must collect them efficiently, and must also retain forests as defensive walls in the early game when combat forces are small.
The lower-level buildings for Humans and Orcs have the same functions, but different graphics. The Town Hall stores resources and produces units that collect resources and construct buildings. Each Farm provides food for up to four units, and additional units cannot be produced until enough Farms are built. The Barracks produces all non-magical combat units, including melee, ranged, mounted, and siege units. However all except the most basic also need assistance from other buildings, some of which can also upgrade units.
Each side can construct two types of magical buildings, each of which produces one type of spellcaster and researches more advanced spells for that type. These advanced buildings can be constructed only with assistance from other buildings. The Human Cleric and Orc Necrolyte can both defend themselves by magic and also see distant parts of the territory for short periods. The Cleric's other spells are protective, healing the injured and making himself invisible, while the Necrolyte raises skeletons as troops and can make other units temporarily invulnerable, at the cost of severely damaging them when the spell dissipates. The Human Conjurer and Orc Warlock have energy blasts, wider-range destruction spells and the ability to summon small, venomous monsters. The Conjurer can summon a water elemental, while the Warlock can summon a demonic melee unit.
User interface
Orcs (red) attack a Human town and its defenders (blue). The flaming building is close to collapse, and the burnt ground to its left is the remains of a razed building. The numbers across the top are the gamer's reserves of lumber and gold. The unit marked with a light green box is currently selected, and its details appear in the lower left panel. The upper left panel is the mini-map, which shows all the territory fought over, mostly not yet discovered by the gamer, and enables the gamer to select a part of the territory to view.
The main screen has three areas: the largest, to the right, is the part of the territory on which the gamer is currently operating; the top left is the minimap; and, if a building or unit(s) is selected, the bottom left shows their status and any upgrades and the actions that can be performed. The status details include a building's or unit's health, including its progress if being constructed, and any upgrades the object has completed. The Menu control, at the very bottom on the left, provides access to save game, load game and other menu functions.
Initially most of the main map and minimap are blacked out, but the visible area expands as the gamer's units explore the map. The mini-map shows a summary of the whole territory, with blue dots for the gamer's buildings and units and red dots for enemy ones. The gamer can click in the main map or the minimap to scroll the main map around the territory.
All functions can be invoked by the mouse. Keys can also invoke the game setup, some of the menu options and some gameplay functions including scrolling and pausing the game. Gamers can select single units by clicking, and groups of up to four by shift-clicking or bandboxing. To move units, gamers can shift the mouse to select units on the main map, move to the unit menu to select an action, and then back to the main map to specify the target area; but shortcut keys can eliminate the middle mouse action in this cycle.
Storyline
The Orcs originated from another world, Draenor, where the majority were bloodthirsty warriors driven by strife. However, their Warlocks remained aloof, devoted their time to the research of magic. The Warlocks noticed a rift between the dimensions and, after many years, opened a small portal to another world. One Warlock explored and found a region, whose Human inhabitants called it "Azeroth", from which the Warlock returned with strange plants as evidence of his discovery.
The Orcs enlarged the portal until they could transport seven warriors, who massacred a Human village. The platoon brought back samples of good food and fine workmanship, and a report that the Humans were defenseless. The Orcs' raiding parties grew larger and bolder, until they assaulted Azeroth's principal castle. However, the Humans had been training warriors of their own, especially the mounted, heavily-armed Knights. These, assisted by Human Sorcerors, gradually forced the Orcs to retreat through the portal, which the Humans had not discovered.
For the next fifteen years, one faction of Orcs demanded that the portal be closed. However a chief of exceptional cunning realized that the Humans, although out-numbered, had prevailed through the use of superior tactics, organization, and by magic. He united the clans, imposed discipline on their army and sought new magics from the Warlocks and Necromancers. Their combined forces were ready to overthrow the Humans.
Saturday, April 10, 2010
Lara Croft (Figure)
Lara Croft is a fictional character and the protagonist of the Square Enix (previously Eidos Interactive) video game series Tomb Raider. She is presented as a beautiful, intelligent, and athletic archaeologist-adventurer who ventures into ancient, hazardous tombs and ruins around the world. Created by Toby Gard during his employment at British developer Core Design, the character first appeared in the 1996 video game Tomb Raider. Other appearances include video game sequels, printed adaptations, a series of animated short films, feature films (portrayed by Angelina Jolie), and merchandise related to the series. Official promotion of the character includes a brand of apparel and accessories, action figures, and model portrayals. Lara Croft has also been licensed for third-party promotion, including television and print advertisements, music-related appearances, and as a spokesmodel.
Core Design handled initial development of the character and the series. Inspired by pop artist Neneh Cherry and comic book character Tank Girl, Gard designed Lara Croft to counter stereotypical female characters. The company modified the character for subsequent titles, which included graphical improvements and gameplay additions. American developer Crystal Dynamics took over the series after poor reception to the 2003 sequel Tomb Raider: The Angel of Darkness. The new developer rebooted the character along with the video game series. Crystal Dynamics focused on making the character more believable, and altered her physical proportions and capabilities to interact with game environments. Lara Croft has been voiced by four actresses in the video game series: Shelley Blond, Judith Gibbins, Jonell Elliott and Keeley Hawes.
Critics consider Lara Croft a significant game character in popular culture. She holds two Guinness World Records, has a strong fan following, and is among the first video game characters to be successfully adapted to film. The character's debut was well-received by the video game industry, but her popularity slowly declined until the series' reboot in 2006. While the rebooted games were generally well-received, Lara Croft's redesign was met with mixed responses. Lara Croft is also considered a sex symbol, one of the earliest in the industry to achieve widespread attention. The character's influence in the industry has been a point of contention among critics; viewpoints range from a positive agent of change in video games to a negative role model for young girls.
Description
Lara Croft is depicted as an athletic woman; she has brown eyes and hair, frequently kept in a plait or ponytail. The character's classic costume is a turquoise sleeveless tank top, light brown shorts, calf-high boots, and long white socks. Accessories include fingerless gloves, a backpack, a utility belt with holsters on either side, and two pistols. The video game sequels introduced new outfits designed for different environments, such as underwater and cold weather. In the later games, Lara Croft wears a crop top, camouflage pants and black or light brown shirts. When exploring, she often carries two pistols, but has used other weaponry throughout the series. Lara Croft is fluent in several languages. Game manuals describe the character as the Wimbledon, London-borne daughter of the fictional Lord Henshingly Croft. She was raised as an aristocrat and betrothed to the fictitious Earl of Farringdon. Lara Croft attended the Scottish boarding school Gordonstoun and Swiss finishing school. A plane crash left the character stranded in the Himalayas for two weeks; the experience spurred her to shun her former life and seek other adventures around the world. Lara Croft wrote books and other published works based on her exploits as a mercenary, big-game hunter, and master thief. The story was later changed to include her mother in the plane crash. While searching for shelter against the elements, Lara Croft witnesses her mother vanish after tampering with an ancient sword. Her father disappears in search of his wife.
Core Design handled initial development of the character and the series. Inspired by pop artist Neneh Cherry and comic book character Tank Girl, Gard designed Lara Croft to counter stereotypical female characters. The company modified the character for subsequent titles, which included graphical improvements and gameplay additions. American developer Crystal Dynamics took over the series after poor reception to the 2003 sequel Tomb Raider: The Angel of Darkness. The new developer rebooted the character along with the video game series. Crystal Dynamics focused on making the character more believable, and altered her physical proportions and capabilities to interact with game environments. Lara Croft has been voiced by four actresses in the video game series: Shelley Blond, Judith Gibbins, Jonell Elliott and Keeley Hawes.
Critics consider Lara Croft a significant game character in popular culture. She holds two Guinness World Records, has a strong fan following, and is among the first video game characters to be successfully adapted to film. The character's debut was well-received by the video game industry, but her popularity slowly declined until the series' reboot in 2006. While the rebooted games were generally well-received, Lara Croft's redesign was met with mixed responses. Lara Croft is also considered a sex symbol, one of the earliest in the industry to achieve widespread attention. The character's influence in the industry has been a point of contention among critics; viewpoints range from a positive agent of change in video games to a negative role model for young girls.
Description
Lara Croft is depicted as an athletic woman; she has brown eyes and hair, frequently kept in a plait or ponytail. The character's classic costume is a turquoise sleeveless tank top, light brown shorts, calf-high boots, and long white socks. Accessories include fingerless gloves, a backpack, a utility belt with holsters on either side, and two pistols. The video game sequels introduced new outfits designed for different environments, such as underwater and cold weather. In the later games, Lara Croft wears a crop top, camouflage pants and black or light brown shirts. When exploring, she often carries two pistols, but has used other weaponry throughout the series. Lara Croft is fluent in several languages. Game manuals describe the character as the Wimbledon, London-borne daughter of the fictional Lord Henshingly Croft. She was raised as an aristocrat and betrothed to the fictitious Earl of Farringdon. Lara Croft attended the Scottish boarding school Gordonstoun and Swiss finishing school. A plane crash left the character stranded in the Himalayas for two weeks; the experience spurred her to shun her former life and seek other adventures around the world. Lara Croft wrote books and other published works based on her exploits as a mercenary, big-game hunter, and master thief. The story was later changed to include her mother in the plane crash. While searching for shelter against the elements, Lara Croft witnesses her mother vanish after tampering with an ancient sword. Her father disappears in search of his wife.
Monday, April 5, 2010
Toby Gard (Figure)
Toby Gard is an English computer game character designer and consultant, notably creating female British archaeologist Lara Croft. Lara Croft was awarded a Guinness World Record recognizing her as the "most successful human video game heroine."
History
Originally employed at Core Design, he designed the original Tomb Raider video game in 1995 along with the character Lara Croft. His work on the game included building and animating most of the game's characters (including Lara), animating the in-game cutscenes, storyboarding the FMV's, and managing the level designers. Core gave Gard creative control over the game, although it was clear they wanted to market Lara's sex appeal, even asking Gard to implement a nude code into the game which he refused to do. His vision for Lara was "a female character who was a heroine, you know, cool, collected, in control, that sort of thing" and that "it was never the intention to create some kind of 'page 3' girl to star in Tomb Raider".
Gard left Core Design in 1997. With Tomb Raider already an established hit, Core was no longer giving Gard the creative freedom he originally had. In the end he was given the choice of making a Tomb Raider port for the Nintendo 64, or working on Core's vision for Tomb Raider II. Neither option appealed to him, so he left the company.
In late 1997, he formed the company Confounding Factor along with co-developer Paul Douglas, who had worked with Gard on Tomb Raider. Galleon was announced soon after, and released nearly 7 years later on Microsoft's Xbox in 2004.
After Galleon, Gard was hired by Eidos (publisher and copyright holder of the Tomb Raider series) to work with Crystal Dynamics on a reboot of the Tomb Raider franchise, beginning with Tomb Raider: Legend. While initially hired as a creative consultant, his work became "hands on" during the production and eventually included Lara's visual redesign, overseeing character design and creation, co-writing the story, designing and implementing parts of the character movement system, and directing the cinematics.
The next game in the series, Tomb Raider: Anniversary, was a re-imagining of the original Tomb Raider. It was co-developed by Crystal Dynamics and Buzz Monkey Software. Gard's role on Anniversary was limited to "story consultant", while also adding his voice to the audio commentary included in the game.
For Tomb Raider: Underworld, Gard's work included co-writing the story, directing the cinematics, voice direction, motion capture direction (along with camera setup and managing the animators and lighters), and directing the European TV advert for the game. Gard and Eric Lindstrom received a nomination for "Best Writing in a Video Game" by the WGA for their work on Underworld.
In January 2009, Toby Gard revealed that he is leading a design group on an unannounced project. Soonafter, however, he left the design group for this project and is now working as a computer game consultant at Focal Point Games LLC.
History
Originally employed at Core Design, he designed the original Tomb Raider video game in 1995 along with the character Lara Croft. His work on the game included building and animating most of the game's characters (including Lara), animating the in-game cutscenes, storyboarding the FMV's, and managing the level designers. Core gave Gard creative control over the game, although it was clear they wanted to market Lara's sex appeal, even asking Gard to implement a nude code into the game which he refused to do. His vision for Lara was "a female character who was a heroine, you know, cool, collected, in control, that sort of thing" and that "it was never the intention to create some kind of 'page 3' girl to star in Tomb Raider".
Gard left Core Design in 1997. With Tomb Raider already an established hit, Core was no longer giving Gard the creative freedom he originally had. In the end he was given the choice of making a Tomb Raider port for the Nintendo 64, or working on Core's vision for Tomb Raider II. Neither option appealed to him, so he left the company.
In late 1997, he formed the company Confounding Factor along with co-developer Paul Douglas, who had worked with Gard on Tomb Raider. Galleon was announced soon after, and released nearly 7 years later on Microsoft's Xbox in 2004.
After Galleon, Gard was hired by Eidos (publisher and copyright holder of the Tomb Raider series) to work with Crystal Dynamics on a reboot of the Tomb Raider franchise, beginning with Tomb Raider: Legend. While initially hired as a creative consultant, his work became "hands on" during the production and eventually included Lara's visual redesign, overseeing character design and creation, co-writing the story, designing and implementing parts of the character movement system, and directing the cinematics.
The next game in the series, Tomb Raider: Anniversary, was a re-imagining of the original Tomb Raider. It was co-developed by Crystal Dynamics and Buzz Monkey Software. Gard's role on Anniversary was limited to "story consultant", while also adding his voice to the audio commentary included in the game.
For Tomb Raider: Underworld, Gard's work included co-writing the story, directing the cinematics, voice direction, motion capture direction (along with camera setup and managing the animators and lighters), and directing the European TV advert for the game. Gard and Eric Lindstrom received a nomination for "Best Writing in a Video Game" by the WGA for their work on Underworld.
In January 2009, Toby Gard revealed that he is leading a design group on an unannounced project. Soonafter, however, he left the design group for this project and is now working as a computer game consultant at Focal Point Games LLC.
Sunday, April 4, 2010
Ian Livingstone (Figure)
Ian Livingstone OBE (born December 1949 in Prestbury, Cheshire, England) is an English fantasy author and entrepreneur. He is a co-writer of the first Fighting Fantasy gamebook, The Warlock of Firetop Mountain, and co-founder of Games Workshop.
Early life
Livingstone attended Altrincham Grammar School for Boys, and left armed with (he claims) only one A level in Geography. He has retained his close links with the school on numerous occasions including to donate money for a refurbishment of the ICT suite, and also to give a speech and present awards to the GCSE graduates of 1998.
Career
Games Workshop
Livingstone co-founded Games Workshop in early 1975 with flatmates John Peake and Steve Jackson, and began distributing Dungeons & Dragons and other TSR products later that year.
Under the direction of Livingstone and Jackson, Games Workshop expanded from being a bedroom mail order company to a successful gaming manufacturer and retail chain. In June 1977, partially to advertise the opening of the first Games Workshop store, Livingstone and Jackson launched the gaming magazine White Dwarf, which Livingstone edited for the first 74 issues.
They opened a number of Games Workshop stores and then Ian and Steve together with Bryan Ansell founded Citadel Miniatures in Newark to make miniatures for games.
Ian Livingstone has been the host of the executive level GameHorizon conference for the last 3 years.
Fighting Fantasy
In 1981 Jackson and Livingstone co-wrote the first book in the Fighting Fantasy series, but following an instruction from publishers Penguin to write more books "as quickly as possible", the pair wrote subsequent books separately. The series has sold over 14 million copies to date, with Livingstone's Deathtrap Dungeon selling over 300,000 copies in the United Kingdom alone.
Videogame industry
In the mid 1980s Livingstone did some design work for video game publisher Domark, and in 1993 he returned to the company, this time as a major investor and board member. In 1995 Domark was acquired by the video technology company Eidos plc, which had floated on the London Stock Exchange in 1990, and formed the major part of the newly created Eidos Interactive. In 2005 Eidos was taken over by SCi and Livingstone was then the only former board member to be retained, taking on the role of product acquisition director. He contributed to the Tomb Raider project entitled Tomb Raider: Anniversary (an enhanced version of the original Tomb Raider game), which was released in 2007. In 2009, Japanese video-game company Square Enix completed a buyout of Eidos Interactive and Ian was promoted to Life President of Eidos.
Skills Champion
In 2010 Livingstone was asked to act as the Skills Champion by Ed Vaizey, tasked with producing a report reviewing the UK video games industry. The report is due in 2011 and will be a, "complete bottom up review of the whole education system relating to games."
Awards
In 2002, Livingstone won the Gift of the Academy in the BAFTA Interactive Entertainment Awards for outstanding contribution to the community.
Livingstone was awarded an Order of the British Empire, for "Services to the Computer Games Industry" in the New Years Honours List 2006.
Early life
Livingstone attended Altrincham Grammar School for Boys, and left armed with (he claims) only one A level in Geography. He has retained his close links with the school on numerous occasions including to donate money for a refurbishment of the ICT suite, and also to give a speech and present awards to the GCSE graduates of 1998.
Career
Games Workshop
Livingstone co-founded Games Workshop in early 1975 with flatmates John Peake and Steve Jackson, and began distributing Dungeons & Dragons and other TSR products later that year.
Under the direction of Livingstone and Jackson, Games Workshop expanded from being a bedroom mail order company to a successful gaming manufacturer and retail chain. In June 1977, partially to advertise the opening of the first Games Workshop store, Livingstone and Jackson launched the gaming magazine White Dwarf, which Livingstone edited for the first 74 issues.
They opened a number of Games Workshop stores and then Ian and Steve together with Bryan Ansell founded Citadel Miniatures in Newark to make miniatures for games.
Ian Livingstone has been the host of the executive level GameHorizon conference for the last 3 years.
Fighting Fantasy
In 1981 Jackson and Livingstone co-wrote the first book in the Fighting Fantasy series, but following an instruction from publishers Penguin to write more books "as quickly as possible", the pair wrote subsequent books separately. The series has sold over 14 million copies to date, with Livingstone's Deathtrap Dungeon selling over 300,000 copies in the United Kingdom alone.
Videogame industry
In the mid 1980s Livingstone did some design work for video game publisher Domark, and in 1993 he returned to the company, this time as a major investor and board member. In 1995 Domark was acquired by the video technology company Eidos plc, which had floated on the London Stock Exchange in 1990, and formed the major part of the newly created Eidos Interactive. In 2005 Eidos was taken over by SCi and Livingstone was then the only former board member to be retained, taking on the role of product acquisition director. He contributed to the Tomb Raider project entitled Tomb Raider: Anniversary (an enhanced version of the original Tomb Raider game), which was released in 2007. In 2009, Japanese video-game company Square Enix completed a buyout of Eidos Interactive and Ian was promoted to Life President of Eidos.
Skills Champion
In 2010 Livingstone was asked to act as the Skills Champion by Ed Vaizey, tasked with producing a report reviewing the UK video games industry. The report is due in 2011 and will be a, "complete bottom up review of the whole education system relating to games."
Awards
In 2002, Livingstone won the Gift of the Academy in the BAFTA Interactive Entertainment Awards for outstanding contribution to the community.
Livingstone was awarded an Order of the British Empire, for "Services to the Computer Games Industry" in the New Years Honours List 2006.