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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.