Crunch Time (expression)
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Crunch Time (expression)
In the video game industry, crunch is compulsory overtime during the development of a game. Crunch is common in the industry and can lead to work weeks of 65–80 hours for extended periods of time, often uncompensated. It is often used as a way to cut the costs of game development, a labour-intensive endeavour. However, it leads to negative health impacts for game developers and a decrease in the quality of their work, as well as driving people out of the industry permanently. Critics of crunch note how it has become normalized within the gaming industry, to deleterious effects for all involved. A lack of unionization on the part of game developers has often been suggested as the reason crunch exists, and organizations such as Game Workers Unite aim to fight against crunch by forcing studios to honour developers' labor rights. Description Crunch time vs. crunch culture "Crunch time" is the point at which the team is thought to be failing to achieve milestones needed to ...
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Video Game Industry
The video game industry encompasses the development, marketing, and monetization of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide. The video game industry has grown from niches to mainstream. , video games generated annually in global sales. In the US, it earned about in 2007, in 2008, and 2010, according to the ESA annual report. Research from Ampere Analysis indicated three points: the sector has consistently grown since at least 2015 and expanded 26% from 2019 to 2021, to a record ; the global games and services market is forecast to shrink 1.2% annually to in 2022; the industry is not recession-proof. The industry has influenced the advance of personal computers with sound cards, graphics cards and 3D graphic accelerators, CPUs, and co-processors like PhysX. Sound cards, for example, were originally developed for games and then improved for the music industry. Industry overview Size In 2017 in the United Stat ...
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Future Plc
Future plc is an international multimedia company established in the United Kingdom in 1985. The company has over 220 brands that span magazines, newsletters, websites, and events in fields such as video games, technology, films, music, photography, home, and knowledge. Zillah Byng-Thorne has been CEO since 2014. The company is listed on the London Stock Exchange and is a constituent of the FTSE 250 Index. History 1985–2012 The company was founded as Future Publishing in Somerton, Somerset, England, in 1985 by Chris Anderson with the sole magazine ''Amstrad Action''. An early innovation was the inclusion of free software on magazine covers; they were the first company to do so. It acquired GP Publications so establishing Future US in 1994. From 1995 to 1997, the company published ''Arcane'', a magazine which largely focused on tabletop games. Anderson sold Future to Pearson plc for £52.7m in 1994, but bought it back in 1998, with Future chief executive Greg Ingham and ...
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Next Generation Magazine
''Next Generation'' was a video game magazine that was published by Imagine Media (now Future US). It was affiliated to and shared editorial with the UK's ''Edge'' magazine. ''Next Generation'' ran from January 1995 until January 2002. It was published by Jonathan Simpson-Bint and edited by Neil West. Other editors included Chris Charla, Tom Russo, and Blake Fischer. ''Next Generation'' initially covered the 32-bit consoles including 3DO, Atari Jaguar, and the then-still unreleased Sony PlayStation and Sega Saturn. Unlike competitors ''GamePro'' and ''Electronic Gaming Monthly'', the magazine was directed towards a different readership by focusing on the industry itself rather than individual games. Publication history The magazine was first published by GP Publications up until May 1995 when the publisher rebranded as Imagine Media. In September 1999, ''Next Generation'' was redesigned, its cover name shortened to simply ''NextGen''. This would start what was known as "Lifec ...
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Imagine Publishing
Imagine Publishing was a UK-based magazine publisher, which published a number of video games, computing, creative and lifestyle magazines. It was founded on 14 May 2005 with private funds by Damian Butt, Steven Boyd and Mark Kendrick, all were former directors of Paragon Publishing, and launched with a core set of six gaming and creative computing titles in the first 6 months of trading. It was taken over by Future plc on 21 October 2016. In October 2005, it had acquired the only retro games magazine Retro Gamer, after its original publisher, Live Publishing went bankrupt. Early in 2006, it further acquired the rights to publish a considerable number of titles including gamesTM, Play, PowerStation, X360, Digital Photographer and iCreate, from the old Paragon Publishing stable of magazines when owner Highbury House Communications went into liquidation, following Future Publishing's withdrawal of its offer to buy the company, due to threats of a monopoly-investigation by the ...
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Retro Gamer
''Retro Gamer'' is a British magazine, published worldwide, covering retro video games. It was the first commercial magazine to be devoted entirely to the subject. Launched in January 2004 as a quarterly publication, ''Retro Gamer'' soon became a monthly. In 2005, a general decline in gaming and computer magazine readership led to the closure of its publishers, Live Publishing, and the rights to the magazine were later purchased by Imagine Publishing. It was taken over by Future plc on 21 October 2016, following Future's acquisition of Imagine Publishing. History The first 18 issues of the magazine came with a coverdisk. It usually contained freeware remakes of retro video games and emulators, but also videos and free commercial PC software such as ''The Games Factory'' and '' The Elder Scrolls: Arena''. Some issues had themed CDs containing the entire back catalogue of a publisher such as Durell, Llamasoft and Gremlin Graphics. On 27 September 2005, the magazine's original p ...
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Art Data Interactive
Art Data Interactive was an American video game developer and publisher founded in 1993, associated with its port of ''DOOM'' for the 3DO, which was met with negative reception. The company became inactive by 1997, and defunct as a business in 1999. History Initial ventures (1993-94) Art Data Interactive was founded by CEO Randy Scott in 1993, and incorporated on 14 November 1994. Scott had acted as Vice President of Sales at ABC International, a distributor of video games, and raised capital for his own development company. According to Rebecca Heineman, Scott raised most of his initial funding of $100,000 from friends and members of his local church. The headquarters of the company were established in Simi Valley. Art Data Interactive's first venture was to assist in funding for the production of the 1994 game ''Rise of the Robots'', earning distribution and promotional rights to the 1995 3DO port of the game. Because Art Data Interactive secured distribution rights for cop ...
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List Of Doom Ports
The present article is a list of known platforms to which ''Doom'' has been confirmed to be ported. ''Doom'' is one of the most widely ported video games. Since the original MS-DOS version, it has been released officially for a number of operating systems, video game consoles, handheld game consoles, and other devices. Some of the ports are replications of the DOS version, while others differ considerably, including modifications to the level designs, monsters and game engine, with some ports offering content not included in the original DOS version. Official ports Personal computers NeXTSTEP This was the version that the MS-DOS product emerged from, since, at the time, id Software was using a NeXTcube for its graphic-engine development. This version is sluggish on anything below an 040 NeXTstation/cube (though it runs smoother with a higher amount of memory), and is missing sound, which was added on the PC side. With NeXT-Step based on i486 architecture, it ran smoothly under al ...
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Rebecca Heineman
Rebecca Ann Heineman is an American video game designer and programmer. Heineman was a founding member of video game companies Interplay Productions, Logicware, Contraband Entertainment, and Olde Sküül. She has been chief executive officer for Olde Sküül since 2013. Early life Rebecca Ann Heineman (born William Salvador Heineman) was born and raised in Whittier, California. When she was young, she could not afford to purchase games for her Atari 2600, so she taught herself how to copy cartridges and built herself a sizable pirated video game collection. Eventually, she became discontented with just copying games and reverse-engineered the console's code to understand how the games were made. In 1980, Heineman and a friend traveled to Los Angeles to compete in a regional branch of a national ''Space Invaders'' championship. Although she did not expect to fall under the top 100 contestants, she won the competition. Later that year, she also won the championship in New Yor ...
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Tod Frye
Tod R. Frye (born 1955) is an American computer programmer once employed by Atari, Inc., and is most notable for being charged with the home adaptation of '' Pac-Man'' for the Atari 2600 video computer system, which, while reputedly the top selling title for that system, is popularly claimed to have been a factor in both Atari Inc.'s downfall and the video game crash of 1983. Following the collapse of Atari he worked at video game and computer game companies such as 3DO and Pronto Games. In 2015 he was working as Senior Embedded Software Engineer for the SunPower Corporation, where he worked in the field of IoT, developing hardware and software systems for monitoring solar power systems. His work extended from 'edge' devices, collecting and transmitting device telemetry, to cloud hosted Big Data systems for storing, analyzing, and reporting device data. Leaving Sunpower in late 2016, Tod joined Bonsai AI, which was developing an artificial intelligence platform, focusing prim ...
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Pac-Man (Atari 2600 Video Game)
''Pac-Man'' is a 1982 maze video game developed and published by Atari, Inc. under official license by Namco, and an adaptation of the 1980 hit arcade game of the same name. The player controls the title character, who attempts to consume all of the wafers while avoiding four ghosts that pursue him. Eating flashing wafers at the corners of the screen will cause the ghosts to turn temporarily blue and flee, allowing Pac-Man to eat them for bonus points. (Once eaten, a ghost was reduced to a mobile pair of eyes, which had to return to the center of the maze to be restored.) The game was programmed by Tod Frye, taking six months to complete. Anticipating high sales, Atari produced over 1 million copies for its launch and held a "National Pac-Man Day" on April 3, 1982, to help promote its release. It stands as the best-selling Atari 2600 game of all time, selling over copies, and was the all-time best-selling video game up until then. Despite its commercial success, ''Pac-Man'' wa ...
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Atari, Inc
Atari, Inc. was an American video game developer and home computer company founded in 1972 by Nolan Bushnell and Ted Dabney. Atari was a key player in the formation of the video arcade and video game industry. Based primarily around the Sunnyvale, California, area in the center of Silicon Valley, the company was initially formed to develop arcade games, launching with ''Pong'' in 1972. As computer technology matured with low-cost integrated circuits, Atari ventured into the consumer market, first with dedicated home video game console, home versions of ''Pong'' and other arcade successes around 1975, and into programmable consoles using game cartridges with the Atari Video Computer System (Atari VCS or later branded as the Atari 2600) in 1977. To bring the Atari VCS to market, Bushnell sold Atari to Warner Communications in 1976. In 1978, Warner brought in Ray Kassar to help run the company, but over the next few years, gave Kassar more of a leadership role in the company. Bushn ...
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