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Digit 2005-04 - Clevernotions.com

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news<br />

Macromedia to<br />

boost Flash video<br />

Akamai and Macromedia are teaming to<br />

give end users a quick, secure way to speed<br />

the delivery of Flash video to desktops. The<br />

<strong>com</strong>panies have announced the immediate<br />

availability of Akamai Streaming for use<br />

with Macromedia Flash. Executives say the<br />

service will eliminate the need to deploy<br />

video on-demand applications across<br />

multiple browsers and platforms because<br />

users will be able to instantly view video<br />

using Flash Player. Content providers<br />

upload media such as movies to Akamai's<br />

EdgePlatform, where it is stored and<br />

delivered on demand. Pricing depends<br />

on use.<br />

Tabbies Awards<br />

to hail magazines<br />

English-language business-to-business<br />

magazines worldwide have been invited to<br />

enter the <strong>2005</strong> Tabbie awards – the second<br />

annual editorial and design awards for the<br />

global event. Past winners included Forbes<br />

and Tobacco Reporter.<br />

Categories in the Tabbies’ design division<br />

include best front cover, best use of digital<br />

imagery; best front cover illustration; best<br />

use of a photographic front cover; best front<br />

cover of a special issue; best opening page<br />

or spread; and best-designed table of<br />

contents. Deadline is March 23, <strong>2005</strong>.<br />

Judges in 20<strong>04</strong> included Jeremy Leslie,<br />

creative director at John Brown Citrus<br />

Publishing, and editors from leading<br />

trade publications.<br />

Tabbies, www.tabpi.org<br />

Smackdown<br />

art winner<br />

Over 56,000 creative<br />

professionals visited<br />

www.studiosmack<br />

down.<strong>com</strong> last<br />

month to determine<br />

the out<strong>com</strong>e of<br />

Aquent’s unique<br />

online design<br />

<strong>com</strong>petition, Studio<br />

Smackdown. The<br />

contest pitted five<br />

graphic designers<br />

against each other<br />

to wrestle for art<br />

dominance. Toni<br />

Greaves won.<br />

Moonfish<br />

set to Wade<br />

Moonfish, one of<br />

the top 20 UK digital<br />

marketing agencies<br />

with clients such as<br />

Intel, has promoted<br />

Chris Wade (below)<br />

to the position of<br />

head of technical<br />

services. Chris will<br />

oversee all aspects<br />

of Moonfish’s<br />

technical offering<br />

as well as managing<br />

the <strong>com</strong>pany’s<br />

technical team.<br />

www.moonfish.<strong>com</strong><br />

“I quit – this<br />

place stinks”<br />

A survey of over 250<br />

advertising agencies<br />

have revealed a list<br />

of unusual reasons<br />

as to why staff quit.<br />

Some responses<br />

included: the fact<br />

the job wasn’t as<br />

glamorous as the<br />

staffer thought; the<br />

building being too<br />

smelly; and being<br />

paid too much. One<br />

person admitted he<br />

simply couldn’t get<br />

up in the morning.<br />

WipEout designer<br />

on mobile gaming<br />

W<br />

ith the release of the PSP looming,<br />

<strong>com</strong>panies have been pushing to<br />

finish games in time for its release.<br />

We recently had a chance to talk with Colin<br />

Berry, designer for WipEout Pure on the PSP.<br />

<strong>Digit</strong> How different is it to design a game<br />

on a PSP <strong>com</strong>pared to PS2?<br />

Colin Berry With WipEout Pure, we<br />

have not had to adjust too much from the<br />

point of view of short bursts of gameplay.<br />

If people want to load-up WipEout Pure<br />

and play for only 5 or 10 minutes then there<br />

is always going to be something there for<br />

them to play. One aspect of design we<br />

had to address with the PSP was that it<br />

has a few less buttons than a PS2 controller.<br />

So, from a design perspective we had to<br />

be clever in working out what controls<br />

we wanted and how to map them to<br />

the available buttons. We haven’t been<br />

prevented from putting anything into the<br />

game… and we have actually benefited<br />

from the PSP and made use of its features<br />

such as Wi-Fi, which has enabled us to<br />

[offer] downloadable content.<br />

<strong>Digit</strong> Do you have to make <strong>com</strong>promises<br />

to graphics to extend battery life?<br />

Colin Berry The number of polygons you’re<br />

pushing doesn’t directly affect the battery<br />

life. The battery life is affected by the clock<br />

frequency of the CPU and GPU. However,<br />

reducing these wasn’t really an option,<br />

as it would slow the framerate down.<br />

<strong>Digit</strong> How difficult is it to develop on the<br />

PSP <strong>com</strong>pared to the PS2?<br />

Colin Berry A lot easier. The PS2 is a<br />

challenge and returns dividends when used<br />

correctly, but it does take a while to master.<br />

The PSP is far easier and <strong>com</strong>es with<br />

excellent libraries.<br />

<strong>Digit</strong> What about development time?<br />

Colin Berry Initially, for WipEout Pure we<br />

thought we would have a smaller team than<br />

we did for WipEout Fusion, but in the end<br />

the team size for Pure has grown to about<br />

the same as it was for Fusion, although its<br />

only been in the second half of the project<br />

that the size of the team has doubled to end<br />

up just over 20. A smaller machine doesn’t<br />

mean a smaller game, so all the content still<br />

needs to be created. I guess if people are<br />

simply porting an old PS2 game over then<br />

they may well have a smaller team size than<br />

they would for a PS2 game. However, we are<br />

not doing a port, the whole game is new.<br />

Time wise WipEout Pure has taken a little<br />

over a year.<br />

<strong>Digit</strong> What are some of the inspirations<br />

behind WipEout on PSP<br />

Colin Berry For the most part the<br />

inspiration came from the previous versions<br />

of WipEout and the reactions both positive<br />

and negative to various iterations, and the<br />

desire to produce the best version of the<br />

series to date. A little inspiration was taken<br />

from F-Zero on the GameCube, the original<br />

Mario Kart on the Super NES and probably<br />

on a subconscious level several other racing<br />

titles. However the main inspiration has<br />

always been the previous WipEout games<br />

and WipEout 2097 in particular.

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