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Swiss Game Design Studie 2009. - GameCulture.ch

Swiss Game Design Studie 2009. - GameCulture.ch

Swiss Game Design Studie 2009. - GameCulture.ch

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<strong>Swiss</strong> <strong>Game</strong> <strong>Design</strong> Study 2009 46<br />

San Francisco<br />

swiss IT s<strong>ch</strong>ool 2001 - 2004<br />

We recently raised 5 millions USD from AGF private equity, as a series A.<br />

In less than two years we’ve grown to over 6 million monthly unique visitors and over<br />

200 million monthly page views.<br />

Our goal is to provide gamers with an unmat<strong>ch</strong>ed suite of tools designed to meet their<br />

every need. Curse is a centralized hub for everything MMO - a starting point that<br />

empowers gamers in a way no other service can.<br />

Curse thrives on innovation. By embracing the concepts and applications of Web 2.0,<br />

Curse stands in a unique position to succeed as a valuable service for gamers. By<br />

implementing these applications in an inventive, intuitive and well-designed way, Curse<br />

becomes not only a resource, but an utter necessity for anyone interested in online<br />

gaming.<br />

Boris Vidal-Madjar<br />

Lead Engineer at DarkWorks (XboX 360) in Paris.<br />

Franzose mit S<strong>ch</strong>weizer Pass.<br />

„I began in the industry of the video game in 1990 in Micromania (biggest fren<strong>ch</strong> video<br />

games retailer). I have first been salesman then occasional person in <strong>ch</strong>arge of shops.<br />

After a return to the studies to complete my level in programming and my military<br />

service, I returned in this industry of the side of the creation. Entered at Coktel Vision<br />

(VU <strong>Game</strong>s) in 1995 to take <strong>ch</strong>arge of the first portages on 3D consoles (3DO, PSOne,<br />

Sega Saturn), I next took responsibilities in the team of te<strong>ch</strong>nical development and R&D.<br />

In 2000, I went to Delphine Software International, there also to do a portage of their PC<br />

title, Darkstone, on PSOne, I next worked on pre-productions on PC and PS2, including<br />

a full tool <strong>ch</strong>ain implementation. After the society closing at the end of 2002, we<br />

attempted the adventure, with a colleague of DSI, of a personal project in video games<br />

and innovative peripheral creation (still ahead of its time), unfortunately unsuccessfull.<br />

At the end of 2003 I went to Darkworks to take <strong>ch</strong>arge of the Xbox version of the game<br />

Coldfear. I'm still there today and I take care of the Xbox 360 version of a 'AAA' title<br />

currently in production.“<br />

http://www.linkedin.com/pub/2/348/971<br />

Ru Weerasuriya<br />

Co-Founder & Vice President, Creative Development<br />

Ready At Dawn Studios<br />

Worked on World of Warcraft and for Daxter (Sony). Lives in California since 1996.<br />

Citizen of Sri Lanka, grew up in Switzerland.<br />

Ru has over 11 years of experience in the entertainment industry and, before cofounding<br />

Ready At Dawn Studios®, served as a Senior Artist with industry-renowned<br />

developer Blizzard Entertainment.<br />

Initially working on Starcraft: Brood War, Ru then contributed to the blockbuster<br />

Warcraft III: Reign of Chaos and its equally acclaimed expansion, Warcraft III: The<br />

Frozen Throne, his distinctive visual style influencing the direction of both game and<br />

cinematic art. As Concept, Storyboard Artist and Matte Painter, he led the Cinematic art<br />

direction for Warcraft III, Starcraft: Ghost and World of Warcraft, and helped the<br />

Blizzard Film Department win numerous awards and accolades over the years. His<br />

work has been published in several books and magazines, including The Art of<br />

ZHDK <strong>Game</strong>Lab, 31.05.2009

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