Posts filed under 'Video Game'
Semper International assists Second company into SL
The PIA/GATF build was a fun one for us. We learned quite a lot in its development from a flow standpoint. How to make it work well for people as they enter through the use of the roof top football game. Getting our hands around building a site with an association that services the graphic industry was a critical accomplishment.
All and all we are happy with this build and look forward to other small projects. Our focus is still on growing our own talentpool of people skilled in developing in SL and deploying them to the various large SL development firms, however, these side projects assist us in our understanding and also the development of our SL talent. I suppose you can look at it as a testing process for our dev team.
Brian Regan
President
Semper International
Printing Industries of America, Inc.
Graphic Arts Technical Foundation
200 Deer Run Road
Sewickley, PA 15143
Phone: 412/741-6860
Fax: 412/741-2311
Web site: http://www.gain.net/
News Release
For Immediate Release
Contact: Tony Vinski
412/259-1805
tvinski@piagatf.org
PIA/GATF Announces the Grand Opening of its
New Virtual Building in Second Life
Pittsburgh, PA, September 10, 2007— PIA/GATF has entered the virtual world and is showing printers how they can benefit by doing the same. During Graph Expo in Chicago, IL September 9–12, PIA/GATF will introduce printers to its new virtual building within the realm of Second Life. Printers will be able to explore the PIA/GATF building and discover the opportunities available to them without having to make any commitments or financial investment.
Second Life is an Internet-based virtual world launched in 2003, developed by Linden Research, Inc., which gained international attention via mainstream news media in late 2006 and early 2007. Within it, printers are able to hold meetings, train employees, interview job applicants, promote themselves to hundreds of thousands of potential customers, and even sell virtual products and services for real money in the Second Life marketplace, which generates over $1 Million per month. The possibilities are endless.
PIA/GATF is still exploring all of the possibilities that this new world has to offer the printing industry. The world of Second Life is still being defined. As it develops, PIA/GATF is taking a leadership role for its membership by offering hands-on access to its building, development assistance, and general information and guidance.
Those interested in learning more about this emerging technology and how their business can become involved are invited to visit the PIA/GATF booth at Graph Expo on September 12 at 2:00 p.m. for a 15 minute walk-through demonstration of the new PIA/GATF virtual building, including a virtual store, meeting space, and even a field goal kicking game on the roof. Our building was created by Semper International LLC. Semper International is the first staffing company to open a Second Life employment office and is currently assisting companies in many ways as it pertains to Second Life. PIA/GATF is working with Semper International LLC to offer assistance to member printers interested in pursuing their own virtual business.
###
About PIA/GATF: PIA/GATF is the world’s largest graphic arts trade association representing an industry with more than 1.2 million employees. It serves the interests of more than 12,000 member companies. PIA/GATF, along with its affiliates, delivers products and services that enhance the growth, efficiency and profitability of its members and the industry through advocacy, education, research and technical information.
Add comment September 10, 2007
Common myths about the video game industry.
Common myths about the video game industry.
By Tuan Pham (Contributing writer)
Whenever we chat with our friends in the game industry, there are a few common gripes that always appear. No matter if a development group is large or small, major issues always crop up. This isn’t just talking about lack of pizza or Chinese during Crunch Time; these are pretty serious.
1) Only young male teenagers or college students are into video gaming.
According to the Entertainment Software Association (ESA), the average gamer is 33 years old and has been playing games for nearly 12 years. In fact, 38 percent of all gamers are female.
In fact, serious gaming, a genre in the whole video game industry, is dedicated to using video games as a solution in the fields of health care, education, training and public policy. This wildly deviates from the myth of all gamers are single males who hang out at the local GameStop or Best Buy.
2) Being in the video game industry is just like printing money. There’s a lot of it out there and everyone involved gets rich.
While video game sales are reaching record highs ($7.4 billion in 2006), not everyone is successful. With the release of every blockbuster, such as World of Warcraft, Halo and Grand Theft Auto, there are at least hundreds of titles that end up collecting dust on the store shelves.
3) Only games that are successful are violent bloodbaths.
In 2005, only 15 percent of all game sales were rated M for Mature by the Entertainment Software Rating Board, or ESRB. While action games do dominate the market to a degree, there are legions of puzzle, childrens’, sports and casual games that are stocked on today’s shelves.
4) Only established franchises or massively multiplayer online role playing games are successful in today’s market.
While franchises such as Madden, Halo and Grand Theft Auto and MMORPGs such as World of Warcraft and Lord of the Rings Online dominate the headlines, there are other titles who have done well in the market. Take a look at http://en.wikipedia.org/wiki/List_of_best-selling_video_games for a list of titles which sold more than 1 million copies. There’s a few that might be very suprising.
Last year, the eighth best selling game in the U.S. was Brain Age, a brain training game for the Nintendo DS. It sold even more copies in Japan. This brain-teasing serious game forces a person to take three educational tests each day to lessen mind fatigue over time. The follow-up, which has already shipped in Japan, will be released shortly in the U.S.
5) Staffing video game companies is cakewalk.
The pool of applicants for video game companies is extremely high right now. Schools are starting to tailor create game design degrees and people in the current generation have grown up with video gaming. However, there is a massive need for established project managers who have worked in high-stress, deadline-based environments as well as raw talent to think of the new games of tomorrow.
While degrees in game design or graphic design are valuable, one of the most important things to have is a solid portfolio of work when applying to game developer. Also, a major plus is experience in the software field in general.
As we chat with our contacts in the field, most of them do not have a game design degree. Some hold a degree in Computer Science, some in Liberal Arts, some that don’t even have college training. But, they are successful in their career.
Breaking into the industry has its challenges. Most, if not all, are surmountable.
Add comment August 17, 2007







