News Stories

Killzone 3 Won’t “Alienate” Non-3D, Non-Move Gamers

Killzone 3 may be one of Sony’s flagship titles to demonstrate its 3D gaming technology and the use of the Move, but developer Guerrilla doesn’t want to shut core gamers out, either.

Sony has its hands in quite a few buckets at the moment, pushing the envelope in several directions. On the one hand, it has PlayStation Move, a technology that it would like to prove can work well in “hardcore” games as well as “casual” minigame collections. On the other it has 3D gaming, which – when combined with the expensive TVs and glasses necessary to make it work – has some gamers dubious that it will be anything truly new.

Guerrilla Games’ Killzone 3 is, in many ways, Sony’s highest-profile title designed to prove that both of these new technologies can work for gamers. Speaking with 1UP, however, Guerrilla’s managing director Herman Hulst said that the developer didn’t want to make gamers who weren’t going to be using Move or 3D feel unwelcome.

“3D is a great feature, but it’s an option to the game,” said Hulst. “I don’t want people who don’t have 3D to have a suboptimal experience … The same with Move. These things are options.” That didn’t mean he wasn’t positive on the experience, of course. “They’re great options. I think they’re here to stay. Just like we moved from mono sound to stereo sound. You wouldn’t want to go back after awhile. But you don’t force people to buy another transistor radio … [we] have to listen to the audience in that regard.”

“[We] don’t want to alienate the core audience.”

Wise words, perhaps. Even if playing the game in 3D does “pull you into the action,” mandating a $1000~ purchase for a full game experience doesn’t seem like a wise idea.

Killzone 3 is of course the sequel to 2009’s Killzone 2, which was one of the most highly-anticipated PS3 games of all time until it came out and everybody stopped caring like, a month later.

See the full story here: http://www.escapistmagazine.com/news/view/106124-Killzone-3-Wont-Alienate-Non-3D-Non-Move-Gamers

University of Digital Technology to Spread its 3D Wings

Blu-ray, 3D and international Internet publishing are all in the curriculum at a new school, the University of Digital Technology.

With classes available online or at the school’s state-of-the-art facilities in Spokane, students seeking a real-life, working environment in the changing digital world where Blu-ray discs, 3D for games and films as well as related news publishing and marketing.

Blue Star Technologies is providing roughly half of its downtown “new tech” center facilities to the University of Digital Technology, which will provide live time training for the next generation of digital creators for entertainment, media, science and the new arts.

UDT is only for elite students willing to work hard for their future, as the four-story historical building has only 55 dorm rooms.

Classes are centered on the highly profitable Digital Development field and include advanced platforms, navigation in the BR and 3D worlds, and the physics of Blu-ray mastering and menu design for advanced BR media, and mastering movies to Blu-ray discs.

Included is marketing of the discs you created, and publishing effective websites and other tools to promote yourselves independently and with mass media, should you decide not to work within a studio conglomerate.Additional classes include operation of real BR and 3D manufacturing lines from running the delicate machines to quality control to film studio standards.

In conjunction with Hollywood Today Newsmagazine (one million hits per day), whose members of the 60-strong crew has either run or been top-staffers at most of the successful online publications, UDT will offer a full line of journalism, online publishing, Google maximization, marketing, promotion, sales and international business dealings in the digital field.

Students will see their stories published on a regular basis, often with No. 1 Google News ranking, with headlines viewed by 54 million readers an hour. They will have a chance to build a portfolio of articles in a major publication, and under the tutelage of editors who have worked for New York Times, L.A. Times, Rolling Stone, MTV, E!, Variety, San Francisco Chronicle, Boston Globe, Variety and Hollywood Reporter.

see the full story here: http://www.hollywoodtoday.net/2010/12/13/university-of-digital-technology-to-spread-its-3d-wings/

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Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

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