Exhibit 8: New Frontiers In Gaming – 4

At the moment the Digital Hub in Dublin is hosting ‘Exhibit 8: New Frontiers in Gaming’ an exhibition that explores the creative and innovative potential of digital technology and features commercial games products and experiments coming from the worlds of research and art.

The idea behind this exhibition is to look at recent developments in hardware and interfaces which pose new challenges and offer new opportunities to game designers and developers.

Exhibit8 is open to the public and is free of charge.

Time: Monday-Friday, 9.30am-5.30pm
Date: 5th May – 3rd June 2005
Venue: The Digital Exchange, Crane Street, The Digital Hub, Dublin 8

For further information visit: www.thedigitalhub.com/experience
Phone: 01-4806200

Exhibit 8: New Frontiers In Gaming – 3

At the moment the Digital Hub in Dublin is hosting ‘Exhibit 8: New Frontiers in Gaming’ an exhibition that explores the creative and innovative potential of digital technology and features commercial games products and experiments coming from the worlds of research and art.

The idea behind this exhibition is to look at recent developments in hardware and interfaces which pose new challenges and offer new opportunities to game designers and developers.

Exhibit8 is open to the public and is free of charge.

Time: Monday-Friday, 9.30am-5.30pm
Date: 5th May – 3rd June 2005
Venue: The Digital Exchange, Crane Street, The Digital Hub, Dublin 8

For further information visit: www.thedigitalhub.com/experience
Phone: 01-4806200

Exhibit 8: New Frontiers In Gaming – 2

At the moment the Digital Hub in Dublin is hosting ‘Exhibit 8: New Frontiers in Gaming’ an exhibition that explores the creative and innovative potential of digital technology and features commercial games products and experiments coming from the worlds of research and art.

The idea behind this exhibition is to look at recent developments in hardware and interfaces which pose new challenges and offer new opportunities to game designers and developers.

Exhibit8 is open to the public and is free of charge.

Time: Monday-Friday, 9.30am-5.30pm
Date: 5th May – 3rd June 2005
Venue: The Digital Exchange, Crane Street, The Digital Hub, Dublin 8

For further information visit: www.thedigitalhub.com/experience
Phone: 01-4806200

Exhibit 8: New Frontiers In Gaming

At the moment the Digital Hub in Dublin is hosting ‘Exhibit 8: New Frontiers in Gaming’ an exhibition that explores the creative and innovative potential of digital technology and features commercial games products and experiments coming from the worlds of research and art.

The idea behind this exhibition is to look at recent developments in hardware and interfaces which pose new challenges and offer new opportunities to game designers and developers.

Exhibit8 is open to the public and is free of charge.

Time: Monday-Friday, 9.30am-5.30pm
Date: 5th May – 3rd June 2005
Venue: The Digital Exchange, Crane Street, The Digital Hub, Dublin 8

For further information visit: www.thedigitalhub.com/experience
Phone: 01-4806200

Talk Digital: Learning Through Gaming – 2

A public seminar chaired by Ian Campbell; Editor, Silicon Republic

Panel: Ann Fitzgibbon; TCD Centre for Research in IT in
Education (CRITE)
Tony Kelly; Irish Games Developers Association (IGDA)
Stephen Heppell; Learn3K, National College of Ireland

Time: 4pm-5.30pm
Date: Wednesday 18th May 2005
Venue:
The Learning Studio,
10-13 Thomas St,
The Digital Hub,
Dublin 8

Admission is free and open to the public
To register for this event please visit:
www.thedigitalhub.com/experience
Talk Digital is part of ‘Experience The Digital Hub’

Talk Digital: Learning Through Gaming

A public seminar chaired by Ian Campbell; Editor, Silicon Republic

Panel: Ann Fitzgibbon; TCD Centre for Research in IT in
Education (CRITE)
Tony Kelly; Irish Games Developers Association (IGDA)
Stephen Heppell; Learn3K, National College of Ireland

Time: 4pm-5.30pm
Date: Wednesday 18th May 2005
Venue:
The Learning Studio,
10-13 Thomas St,
The Digital Hub,
Dublin 8

Admission is free and open to the public
To register for this event please visit:
www.thedigitalhub.com/experience
Talk Digital is part of ‘Experience The Digital Hub’

Talk Digital On Mobile Games – 2

Irish wireless games developers face twin challenges from large publishers and cheaply produced games emerging from Asia, a talk digital seminar on mobile gaming business models was told. The publishers control many of the licences that are crucial for a wireless game to stand out and sell in a crowded market.

“Bigger publishers are moving into the market and licencing branded games, making if more difficult for small games developers to get a foothold in the business,” Michael Rogers, Creative Director of Selatra, told an audience at the Digital Hub on 11th May 2005. Electronic Arts is among the large publishers showing increased interest in the wireless games market, which is expected to be worth $4bn in 2006. The company has plans to set up a wireless studio.

Irish developers have to keep a tight reign on production costs and develop for proven mass markets. A top five selling game in Europe can expect to make €500,000 after deductions such as royalty payments. However, as in the PC and console games markets, only the top 10 percent of wireless games make money and they must subsidise the bottom 90% of titles.

“Margins are tight because publishers aren’t paying much to develop games,” said Will Golby, Managing Director of TKO Software. “We have to develop for the mass market. We won’t invest in a 3G game yet because it’s not the mass market.”

Rogers, of Selatra, had similar concerns over 3D wireless games. “3D is a risk because of higher development costs and the small number of handsets that are 3D enabled.”

The number of potential outlets for wireless games is booming, but as with games titles themselves, only premium outlets are likely to make a return.

“The market in Europe is fragmented,” said Rogers. “Hundreds of operators or portals are selling games. But it is hard to get into the big sellers, such as Vodafone Live, which accounts for 40% of the European wireless games market.

“In the early days of the industry, you could just send out an unknown game for download and it had a chance of success. Today it is hard to have a successful game unless you have a strong licence or marketing strategy, e.g. a movie tie-in or a branded game.”

Recognised brands that are suited to the small screen of a mobile phone make for premium titles, argued Golby. Tetris is the world’s best selling wireless game, with over 12 million downloads. Developer Jambat paid $170 million to Hawaiian based company Blue Lava for a 15 year use of the licence.

Author’s Bio: Anthony Cawley is a full time researcher working at the Centre for Society, Technology and Media (STeM) at Dublin City University.

Talk Digital On Mobile Games

Irish wireless games developers face twin challenges from large publishers and cheaply produced games emerging from Asia, a talk digital seminar on mobile gaming business models was told. The publishers control many of the licences that are crucial for a wireless game to stand out and sell in a crowded market.

“Bigger publishers are moving into the market and licencing branded games, making if more difficult for small games developers to get a foothold in the business,” Michael Rogers, Creative Director of Selatra, told an audience at the Digital Hub on 11th May 2005. Electronic Arts is among the large publishers showing increased interest in the wireless games market, which is expected to be worth $4bn in 2006. The company has plans to set up a wireless studio.

Irish developers have to keep a tight reign on production costs and develop for proven mass markets. A top five selling game in Europe can expect to make €500,000 after deductions such as royalty payments. However, as in the PC and console games markets, only the top 10 percent of wireless games make money and they must subsidise the bottom 90% of titles.

“Margins are tight because publishers aren’t paying much to develop games,” said Will Golby, Managing Director of TKO Software. “We have to develop for the mass market. We won’t invest in a 3G game yet because it’s not the mass market.”

Rogers, of Selatra, had similar concerns over 3D wireless games. “3D is a risk because of higher development costs and the small number of handsets that are 3D enabled.”

The number of potential outlets for wireless games is booming, but as with games titles themselves, only premium outlets are likely to make a return.

“The market in Europe is fragmented,” said Rogers. “Hundreds of operators or portals are selling games. But it is hard to get into the big sellers, such as Vodafone Live, which accounts for 40% of the European wireless games market.

“In the early days of the industry, you could just send out an unknown game for download and it had a chance of success. Today it is hard to have a successful game unless you have a strong licence or marketing strategy, e.g. a movie tie-in or a branded game.”

Recognised brands that are suited to the small screen of a mobile phone make for premium titles, argued Golby. Tetris is the world’s best selling wireless game, with over 12 million downloads. Developer Jambat paid $170 million to Hawaiian based company Blue Lava for a 15 year use of the licence.

Author’s Bio: Anthony Cawley is a full time researcher working at the Centre for Society, Technology and Media (STeM) at Dublin City University.

Lifemode Signs With Digimation – 2

Lifemode Signs Distribution Agreement with Digimation and Announces New Educational License

May 12th 2005 – Lifemode Interactive, developers of leading facial animation technology, today announced a major agreement with Digimation, a leading distributor in the 3D industry, to distribute LIFESTUDIO:HEAD® in the United States. This is Lifemode’s thirteenth major worldwide reseller signing in a year and will bring the company’s facial animation technology to a large number of new users.

Digimation is renowned as a leading developer and distributor of premier 3D tools and content in the US and throughout the world and they are excited to be able to offer LifeStudio:HEAD to their customers.

Lifemode Interactive also announced that it is launching a new educational license which is a fully-functional version of LIFESTUDIO:HEAD for students, teachers, lecturers and institutions. The educational license has flexible terms and is available as an annual license or can be renewed on an ongoing basis. Lifemode recognizes the importance of the educational sector and placing its technology in the hands of new users.

LIFESTUDIO:HEAD is intended for games, multimedia products, animated movies, broadcast graphics, business presentations, education and training programs and an assortment of character-based web projects. The software contains an impressive set of features supported by the original Macro-Muscles technology. These include easy modeling, realistic texturing, automated lip-synch and many other powerful facial animation features. A free demo of the software is available at http://www.lifemi.com/?id=download

LIFESTUDIO:HEAD® 2.6 is available in three versions: Editor Package, Artist Package, and a full Pro Package and available for shipment from Digimation. For price inquiries, please contact: Tel: +1 504 468-3372, email: sales@digimation.com, or visit www.digimation.com.

The Lifemode team will be attending the 2005 E3 conference and encourages those interested in character and facial animation to view a demo and speak to company representatives. Please contact Natalie Polikarpova Natalie@lifemi.com for more information.

About Digimation:
Now in its thirteenth year, Digimation is the world’s leading developer and publisher of plug-ins and software which compliment today’s leading 3D applications. Digimation also publishes the world’s largest library of premier 3D digital content and provides custom content solutions to customers in entertainment, advertising, visual simulation, computer-based training and corporate communications. Digimation’s 3D solutions are used to create stunning digital effects for films, television programs, advertisements, games and multimedia titles.
Contact Details: www.digimation.com. Tel: +1 (504) 468-7898; Fax: +1 (504) 468-5494

About Lifemode Interactive:
Lifemode Interactive is a privately owned and independent software company incorporated in 2001 and located in Belmont, California, which specializes in the development of game-related technologies, high-end software tools and SDKs for game developers, 3D art studios and web designers. The company employs a team of twenty skilled artists, programmers and game design specialists. Lifemode has appointed thirteen worldwide distributors for its software products. Recent projects include Russia’s best strategy game of 2003 JoWood/Nival, Interactive’s “Silent Storm” and FireFly Studios’ “Stronghold 2” released in April 2005 and published by 2K Games, a publishing label of Take2 Interactive.
Contact details: www.lifemi.com
Tel: +7 (095) 236 59 67; Fax: +7 (095) 959 74 46
Press: Alexandra Selezneva selezneva@lifemi.com
Marketing and Sales: Natalie Polikarpova Natalie@lifemi.com

Nephin Games – 2

Nephin Games
Alan Duggan
00353 91 704896
http://www.nephingames.com
Nephin Games is the developer of ‘WKN Kickboxing for mobile’, which also features back-end database applications for customer relationship marketing. Nephin provide engaging community based gaming entertainment to players that also captures critical marketing data from end-users for customer relationship marketing purposes.

Nephin Games has been developing a compelling marketing communications channel, accessible to personal cell phone users, which enables brand champions to powerfully promote films, television programming, and consumer goods – while at the same time capturing vital consumer data and forming loyal customer relationships – through the use of captivating cell phone games and Internet technology.

End customers who download Nephin Games tailored games onto their cell phones join a brand-championed community that yields targeted, personal interactive communications on a highly cost-effective basis

In close cooperation with device manufacturers such as Nokia, SonyEricsson, Motorola and Siemens, as well as network operators like Vodafone, O2, Orange and T-Mobile, Nephin Games develops cutting-edge technology for multinational brands and their consumers.

Lifemode Signs With Digimation

Lifemode Signs Distribution Agreement with Digimation and Announces New Educational License

May 12th 2005 – Lifemode Interactive, developers of leading facial animation technology, today announced a major agreement with Digimation, a leading distributor in the 3D industry, to distribute LIFESTUDIO:HEAD® in the United States. This is Lifemode’s thirteenth major worldwide reseller signing in a year and will bring the company’s facial animation technology to a large number of new users.

Digimation is renowned as a leading developer and distributor of premier 3D tools and content in the US and throughout the world and they are excited to be able to offer LifeStudio:HEAD to their customers.

Lifemode Interactive also announced that it is launching a new educational license which is a fully-functional version of LIFESTUDIO:HEAD for students, teachers, lecturers and institutions. The educational license has flexible terms and is available as an annual license or can be renewed on an ongoing basis. Lifemode recognizes the importance of the educational sector and placing its technology in the hands of new users.

LIFESTUDIO:HEAD is intended for games, multimedia products, animated movies, broadcast graphics, business presentations, education and training programs and an assortment of character-based web projects. The software contains an impressive set of features supported by the original Macro-Muscles technology. These include easy modeling, realistic texturing, automated lip-synch and many other powerful facial animation features. A free demo of the software is available at http://www.lifemi.com/?id=download

LIFESTUDIO:HEAD® 2.6 is available in three versions: Editor Package, Artist Package, and a full Pro Package and available for shipment from Digimation. For price inquiries, please contact: Tel: +1 504 468-3372, email: sales@digimation.com, or visit www.digimation.com.

The Lifemode team will be attending the 2005 E3 conference and encourages those interested in character and facial animation to view a demo and speak to company representatives. Please contact Natalie Polikarpova Natalie@lifemi.com for more information.

About Digimation:
Now in its thirteenth year, Digimation is the world’s leading developer and publisher of plug-ins and software which compliment today’s leading 3D applications. Digimation also publishes the world’s largest library of premier 3D digital content and provides custom content solutions to customers in entertainment, advertising, visual simulation, computer-based training and corporate communications. Digimation’s 3D solutions are used to create stunning digital effects for films, television programs, advertisements, games and multimedia titles.
Contact Details: www.digimation.com. Tel: +1 (504) 468-7898; Fax: +1 (504) 468-5494

About Lifemode Interactive:
Lifemode Interactive is a privately owned and independent software company incorporated in 2001 and located in Belmont, California, which specializes in the development of game-related technologies, high-end software tools and SDKs for game developers, 3D art studios and web designers. The company employs a team of twenty skilled artists, programmers and game design specialists. Lifemode has appointed thirteen worldwide distributors for its software products. Recent projects include Russia’s best strategy game of 2003 JoWood/Nival, Interactive’s “Silent Storm” and FireFly Studios’ “Stronghold 2” released in April 2005 and published by 2K Games, a publishing label of Take2 Interactive.
Contact details: www.lifemi.com
Tel: +7 (095) 236 59 67; Fax: +7 (095) 959 74 46
Press: Alexandra Selezneva selezneva@lifemi.com
Marketing and Sales: Natalie Polikarpova Natalie@lifemi.com

Dublin’S New Flame – 2

Mark Greenshields, CEO of DC Studios, leans back in his chair, framed by a cacophony of digital sound at San Francisco’s GDC 2005, and talks business. “There’s too much ego and bullshit in our industry. DC Studios deliver, we do what we say. If that suits you, come and talk to us and we’ll listen, but if it’s all hot air and fluff, go somewhere else.” A hard front? Perhaps, but it’s an ethos which has propelled DC from a small Glaswegian development studio in 1999 into an expanding and continuously profitable international in 2005. Fiercely independent and committed to his staff and work, Greenshields is the real deal. He talks the talk and what’s more he’s about to walk the walk in Ireland.

“Who the hell are DC,” some readers might ask. “Aren’t they comic book publishers?” A reasonable question. The company has flown beneath the radar since inception, eschewing hype in favour of getting the job done on time and within budget. The studio’s resume speaks for itself – over 40 titles as a third party developer for publishers as diverse as Konami, THQ, Ubisoft, Majesco, Disney, ABC and Mobilescope. Their development covers every current hardware platform – PC, PS2, GBA, Nintendo DS, Sony PSP – including mobile phone handsets. Titles include Bratz dancing games (Ubisoft), Tour de France Centenary Edition (Konami), Fear Factor: Unleashed (Arush Publishing) and the freshly launched Rayman DS. With offices in Montreal, Canada, and Glasgow and Bristol in the UK, DS Studios straddle
the Atlantic with John Wayne finesse.

image2

DC Studios Dublin is set to open its doors in April 2005. Their proposed 50-person studio, probably in the vicinity of the Digital Hub (“we can’t be too far away from the Guinness factory!”), will use technology derived from Montreal but won’t act in support for any of the other studios. It will be DC’s leading European operation. What brought Greenshields to our fair isle? “In recent years, Montreal has ceased to be a low cost resource and it’s tough finding senior talented staff because Ubisoft are expanding rapidly there. Plus Canada is a high tax country. We were exploring avenues of expansion and I had heard about Ireland’s lower tax system from meetings with the IDA at ECTS. Secondly, we wanted more of a European presence. We have a studio in Glasgow which has been expanded but focuses on cellphone work. Also, there are no development studios of our ilk in Dublin so that’ll give us an element of distinction.”

To understand Mark Greenshields is to understand DC Studios: the man has been developing since he was a boy in Scotland. Aged 15 – the early years of home gaming – he was writing games in Basic like Bomber, packaging and selling them to local computer shops. His company Digicom consisted of a single employee: him. His office? A bedroom. A company called Interference Publications got wind of his skills, asked if he could write books, and two months later a manuscript on code and games for the Commodore 64 arrived on their desk. The book was published in 1981, followed by another the next year. Greenshields then became a freelance programmer, writing 35 games for the Commodore 64, IBM, BBC Micro and other platforms. “I’m probably best known for a shoot-em-up called Hades Nebula. One of my best reviewed titles was a puzzle game called Split Personality which I wrote in 1986.”

image4

After a stint working for French based pay-TV producer Canal+, where he helped run the company’s multimedia division, Greenshields moved back to Glasgow in November 1999 to found DC Studios. Having “been through the mill a bit” his reputation was favourable – he was known as the guy who made things happen. DC’s initial auspices were GameBoy games but soon they landed a Nintendo 64 contract, initially sub-contracting work and building a 14-strong team within a few months. Greenshields continues: “We wanted to have a studio elsewhere, preferably on the other side of the Atlantic since all our clients were U.S. based. Plus, I’m not a lover of rain!” By September 2000 DC Studios had expanded to Montreal where Ubisoft, the other major developer in town, weren’t exactly the powerhouse they are today. Talent was reasonably easy to acquire, and the cost of salaries and premises were low. “Not any more,” he smiles.

In industry circles, DC has become known as a studio that develops plenty of titles for girls, probably due to 20% of their Montreal staff being female – an unusual trend in such a male-dominated industry – but their forte is far-reaching. Design-focused yet building their own technology, the company also creates hardware devices like the C64 D2TV, a console that features 30 of the Commodore 64’s better known titles. Today, DC Montreal consists of 60 staff. Although plans are afoot to increase their team to 75, the rest of the company’s expansion is set aside for Dublin. Will Ireland’s growing industry reputation, especially as a middleware country, play to their advantages? Greenshields isn’t so sure. “We just try to concentrate on our own strengths. Of course, Dublin has a reputation as a cool place to visit and we’ll use that to our advantage.”

When it comes to recruitment and the strength of Irish talent, Greenshields is under no illusions. “I know there’s a lot of talent, not just within Ireland but indigenous Irish in the UK and US who would love to come back if the jobs were there. There’s no point in having tax benefits if we can’t hire local talent and there are many Irish programmers in the UK who, given the right opportunity, would jump across the water. Initially, we’re recruiting experienced seniors but I believe in having strong alliances with local colleges in Ireland. At the end of the day our future employees are going to come from there. It’s cheaper for us because they haven’t got 20 years experience and it’s good for them because they are thrust into working environments straight away. The other benefit is that college R&D and research can be directly applied to commercial environments.

“While I also intend to work with graduates and undergraduates from Irish colleges on joint projects, it’s important to point out that our Dublin studios won’t be a factory. It doesn’t make commercial sense in either Dublin or the UK – where the costs, salaries and premises are high – to be a cheapskate. This will be high value stuff. Although we have yet to officially announce Dublin’s opening, a lot of Irish people are applying to us and we’ve already selected a number of senior Irish staff.” In total, 36 recruits are already lined up for the studio, as is a major project for the PS2, Xbox, PC and possibly Sony’s PSP. If anyone is interested, Greenshields is still seeking experienced console programmers and artists. Short-term sales and marketing will be conducted from Montreal but in a year’s time the company may need someone to handle business development. Ever-cautious, Mark says it’s wise to be “careful with those [marketing] guys because a lot of them talk it up but can’t deliver. We want good quality people who are willing to put their balls on the line.”

The final legalities are underway to launch DC Dublin and the prospects for our indigenous development industry are promising. DC Studios are one of the world’s few developers that are 100% independent, privately held, and profitable since the day they started. From all accounts, their staff are content, well paid and don’t work 80 hours a week. What’s more, their CEO, while warm-hearted and blessed with an infectious dry wit, does not suffer fools or time-wasters lightly and has refused to succumb to industry pitfalls of shoddy work or unprofessional standards. “I can’t wait to get started in Ireland,” he grins, before taking off for another round of GDC meetings. “Dublin isn’t a development hub… yet. Maybe we’ll be the ones to change that.”

Dublin’S New Flame

Mark Greenshields, CEO of DC Studios, leans back in his chair, framed by a cacophony of digital sound at San Francisco’s GDC 2005, and talks business. “There’s too much ego and bullshit in our industry. DC Studios deliver, we do what we say. If that suits you, come and talk to us and we’ll listen, but if it’s all hot air and fluff, go somewhere else.” A hard front? Perhaps, but it’s an ethos which has propelled DC from a small Glaswegian development studio in 1999 into an expanding and continuously profitable international in 2005. Fiercely independent and committed to his staff and work, Greenshields is the real deal. He talks the talk and what’s more he’s about to walk the walk in Ireland.

“Who the hell are DC,” some readers might ask. “Aren’t they comic book publishers?” A reasonable question. The company has flown beneath the radar since inception, eschewing hype in favour of getting the job done on time and within budget. The studio’s resume speaks for itself – over 40 titles as a third party developer for publishers as diverse as Konami, THQ, Ubisoft, Majesco, Disney, ABC and Mobilescope. Their development covers every current hardware platform – PC, PS2, GBA, Nintendo DS, Sony PSP – including mobile phone handsets. Titles include Bratz dancing games (Ubisoft), Tour de France Centenary Edition (Konami), Fear Factor: Unleashed (Arush Publishing) and the freshly launched Rayman DS. With offices in Montreal, Canada, and Glasgow and Bristol in the UK, DS Studios straddle
the Atlantic with John Wayne finesse.

image2

DC Studios Dublin is set to open its doors in April 2005. Their proposed 50-person studio, probably in the vicinity of the Digital Hub (“we can’t be too far away from the Guinness factory!”), will use technology derived from Montreal but won’t act in support for any of the other studios. It will be DC’s leading European operation. What brought Greenshields to our fair isle? “In recent years, Montreal has ceased to be a low cost resource and it’s tough finding senior talented staff because Ubisoft are expanding rapidly there. Plus Canada is a high tax country. We were exploring avenues of expansion and I had heard about Ireland’s lower tax system from meetings with the IDA at ECTS. Secondly, we wanted more of a European presence. We have a studio in Glasgow which has been expanded but focuses on cellphone work. Also, there are no development studios of our ilk in Dublin so that’ll give us an element of distinction.”

To understand Mark Greenshields is to understand DC Studios: the man has been developing since he was a boy in Scotland. Aged 15 – the early years of home gaming – he was writing games in Basic like Bomber, packaging and selling them to local computer shops. His company Digicom consisted of a single employee: him. His office? A bedroom. A company called Interference Publications got wind of his skills, asked if he could write books, and two months later a manuscript on code and games for the Commodore 64 arrived on their desk. The book was published in 1981, followed by another the next year. Greenshields then became a freelance programmer, writing 35 games for the Commodore 64, IBM, BBC Micro and other platforms. “I’m probably best known for a shoot-em-up called Hades Nebula. One of my best reviewed titles was a puzzle game called Split Personality which I wrote in 1986.”

image4

After a stint working for French based pay-TV producer Canal+, where he helped run the company’s multimedia division, Greenshields moved back to Glasgow in November 1999 to found DC Studios. Having “been through the mill a bit” his reputation was favourable – he was known as the guy who made things happen. DC’s initial auspices were GameBoy games but soon they landed a Nintendo 64 contract, initially sub-contracting work and building a 14-strong team within a few months. Greenshields continues: “We wanted to have a studio elsewhere, preferably on the other side of the Atlantic since all our clients were U.S. based. Plus, I’m not a lover of rain!” By September 2000 DC Studios had expanded to Montreal where Ubisoft, the other major developer in town, weren’t exactly the powerhouse they are today. Talent was reasonably easy to acquire, and the cost of salaries and premises were low. “Not any more,” he smiles.

In industry circles, DC has become known as a studio that develops plenty of titles for girls, probably due to 20% of their Montreal staff being female – an unusual trend in such a male-dominated industry – but their forte is far-reaching. Design-focused yet building their own technology, the company also creates hardware devices like the C64 D2TV, a console that features 30 of the Commodore 64’s better known titles. Today, DC Montreal consists of 60 staff. Although plans are afoot to increase their team to 75, the rest of the company’s expansion is set aside for Dublin. Will Ireland’s growing industry reputation, especially as a middleware country, play to their advantages? Greenshields isn’t so sure. “We just try to concentrate on our own strengths. Of course, Dublin has a reputation as a cool place to visit and we’ll use that to our advantage.”

When it comes to recruitment and the strength of Irish talent, Greenshields is under no illusions. “I know there’s a lot of talent, not just within Ireland but indigenous Irish in the UK and US who would love to come back if the jobs were there. There’s no point in having tax benefits if we can’t hire local talent and there are many Irish programmers in the UK who, given the right opportunity, would jump across the water. Initially, we’re recruiting experienced seniors but I believe in having strong alliances with local colleges in Ireland. At the end of the day our future employees are going to come from there. It’s cheaper for us because they haven’t got 20 years experience and it’s good for them because they are thrust into working environments straight away. The other benefit is that college R&D and research can be directly applied to commercial environments.

“While I also intend to work with graduates and undergraduates from Irish colleges on joint projects, it’s important to point out that our Dublin studios won’t be a factory. It doesn’t make commercial sense in either Dublin or the UK – where the costs, salaries and premises are high – to be a cheapskate. This will be high value stuff. Although we have yet to officially announce Dublin’s opening, a lot of Irish people are applying to us and we’ve already selected a number of senior Irish staff.” In total, 36 recruits are already lined up for the studio, as is a major project for the PS2, Xbox, PC and possibly Sony’s PSP. If anyone is interested, Greenshields is still seeking experienced console programmers and artists. Short-term sales and marketing will be conducted from Montreal but in a year’s time the company may need someone to handle business development. Ever-cautious, Mark says it’s wise to be “careful with those [marketing] guys because a lot of them talk it up but can’t deliver. We want good quality people who are willing to put their balls on the line.”

The final legalities are underway to launch DC Dublin and the prospects for our indigenous development industry are promising. DC Studios are one of the world’s few developers that are 100% independent, privately held, and profitable since the day they started. From all accounts, their staff are content, well paid and don’t work 80 hours a week. What’s more, their CEO, while warm-hearted and blessed with an infectious dry wit, does not suffer fools or time-wasters lightly and has refused to succumb to industry pitfalls of shoddy work or unprofessional standards. “I can’t wait to get started in Ireland,” he grins, before taking off for another round of GDC meetings. “Dublin isn’t a development hub… yet. Maybe we’ll be the ones to change that.”

Uu Launch Summer School For 14-16 Year Olds – 2

The University of Ulster has launched a one week introduction to computers course for 14-16 year olds to be run over the summer. The course (‘summer school’) appears to have some games related curricular activities, though the exact content is as of yet unknown. Below follows the official press release:

Computing Summer School
University of Ulster: Magee Campus
Are you 14 – 16 years old?

Do you want to find out more about:
Computer Games?
The Internet?
How Computer Programs Work?
The Latest Computer Applications?
How Electronic Systems Work?

The School of Computing & Intelligent Systems at the Magee Campus of the
University is offering a one-week summer school. This will be of benefit to students/pupils who are considering a career in computing/engineering/ computer games but will also be appropriate to young people with a general interest in computing, electronics or multimedia.

Dates 4 – 8 July 2005
Times 9:30 – 4:30

If you want a great introduction to IT then telephone Michelle on 028 7137 5382 for further details and a booking form.

Fee
1st Child £50
2nd Child £25
Additional Children £10 each
50% concessionary rate for UU staff and families on benefits

Cando Interactive

CanDo Interactive develop interactive 3D content for the web.
CanDo have a long history of creating innovative online rich media content, for the purposes of marketing.

Our core development revolves around creating interactive 3D online marketing solutions.

Previous projects include marketing games for companies like Sony Pictures ( the new Triple X 2 movie ), and an SUV training game for the US government.

Contact Details:
Mal Duffin
02890 923308
Belfast

Fitchsounds

– Full orchestral soundtracks can be created with the latest sample libraries, or recorded using professional Irish musicians.
– MIDI translations can be produced from your audio files, reducing the space required by your soundtrack.
– Ambient backgrounds ideal for film, documentary and games can be designed to picture or video.

Contact Details:
20, St.Anthony’s Villas, Laytown Co.Meath
www.fitchsounds.com
fitch@fitchsounds.com

Uu Launch Summer School For 14-16 Year Olds

The University of Ulster has launched a one week introduction to computers course for 14-16 year olds to be run over the summer. The course (‘summer school’) appears to have some games related curricular activities, though the exact content is as of yet unknown. Below follows the official press release:

Computing Summer School
University of Ulster: Magee Campus
Are you 14 – 16 years old?

Do you want to find out more about:
Computer Games?
The Internet?
How Computer Programs Work?
The Latest Computer Applications?
How Electronic Systems Work?

The School of Computing & Intelligent Systems at the Magee Campus of the
University is offering a one-week summer school. This will be of benefit to students/pupils who are considering a career in computing/engineering/ computer games but will also be appropriate to young people with a general interest in computing, electronics or multimedia.

Dates 4 – 8 July 2005
Times 9:30 – 4:30

If you want a great introduction to IT then telephone Michelle on 028 7137 5382 for further details and a booking form.

Fee
1st Child £50
2nd Child £25
Additional Children £10 each
50% concessionary rate for UU staff and families on benefits

Bsc. In Computer Games Development Carlow It

This is a four year degree which started for the first time in September 2004.

Computer Games in year one introduces students to different types of games and gets them to analyse their structure. Programming (C++) is a subject in all years and games engineering is studied in year two and three. There is a visual stream which offers 3D graphics and audio in year one, two, and three and AI in year four.

Applied Physics, Human Computer Interaction, Online Gaming Technologies and practical projects keep the students busy. In year three students go on a six month work placement. In year four a module called Programming for Games Devices will give students a taste of mobile and other gaming platforms.

COURSE OVERVIEW:

Year 1: Computer Games, Computer Graphics, Applied Mathematics, Programming, Computer Architecture.

Year 2: Programming and Operating Systems, 3D Graphics and Audio I, Data Structures & Algorithms, Games Engineering I, Applied Physics I, Human Computer Interaction.

Year 3: 3D Graphics and Audio II, Games Engineering II, Network Programming, Applied Physics II, Animation, Project I, Industrial Placement (6 months).

Year 4: Programming for Games Devices, On-line Gaming Technologies, Real World Modelling and Simulation, Artificial Intelligence for Games, Project II.

ENTRY REQUIREMENTS:

Leaving Certificate: 2 subjects at Higher Level grade C or better. 4 subjects at Ordinary Level grade D or better. Subjects must include: Mathematics at Ordinary Level grade B3 or better and English or Irish at Ordinary level grade D3 or better.

ESSENTIALS:

COURSE CODE: CW131
COURSE PLACES: 30
€ GRANTS AVAILABLE
NFQ LEVEL 8

Address: Institute of Technology, Carlow, Kilkenny Road, Carlow.
Contact person: Joseph Kehoe, Acting Head of Department of Computing.
Tel: 059-917 0435
Further information:
www.itcarlow.ie