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Defiant Development
Defiant Development Pty Ltd was an Australian independent video game developer based in Brisbane. It was formed in May 2010 by Morgan Jaffit and Dan Treble, veterans of Pandemic Studios, in the aftermath of the closures of several larger video game studios in the country. Defiant primarily developed mobile games until 2013, when it moved to larger projects with '' Hand of Fate''. The game was released in 2015 following a successful Kickstarter campaign and an early access phase, and it was followed by a sequel, ''Hand of Fate 2'', in 2017. Defiant avoided " crunch" and Jaffit was outspoken about his opposition to the practice, as well as his support for a trade union. In July 2019, the studio was wound down due to what Jaffit called a "risky" business model and failure to adapt to changing market conditions. The studio ceased game development, thereby cancelling ''The World in My Attic'', and planned to further support its existing games. History Background and early years ...
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Privately Held Company
A privately held company (or simply a private company) is a company whose shares and related rights or obligations are not offered for public subscription or publicly negotiated in the respective listed markets, but rather the company's stock is offered, owned, traded, exchanged privately, or Over-the-counter (finance), over-the-counter. In the case of a closed corporation, there are a relatively small number of shareholders or company members. Related terms are closely-held corporation, unquoted company, and unlisted company. Though less visible than their public company, publicly traded counterparts, private companies have major importance in the world's economy. In 2008, the 441 list of largest private non-governmental companies by revenue, largest private companies in the United States accounted for ($1.8 trillion) in revenues and employed 6.2 million people, according to ''Forbes''. In 2005, using a substantially smaller pool size (22.7%) for comparison, the 339 companies on ...
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Australian Dollar
The Australian dollar (sign: $; code: AUD) is the currency of Australia, including its external territories: Christmas Island, Cocos (Keeling) Islands, and Norfolk Island. It is officially used as currency by three independent Pacific Island states: Kiribati, Nauru, and Tuvalu. It is legal tender in Australia.''Reserve Bank Act 1959'', s.36(1)
an
''Currency Act 1965'', s.16
Within Australia, it is almost always abbreviated with the ($), with A$ or AU$ sometimes used to distinguish it from other

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Ben 10
''Ben 10'' is an American media franchise created by Man of Action Studios, produced by Cartoon Network Studios and owned by Warner Bros. Discovery. The series centers on a boy named Ben Tennyson who acquires the Omnitrix, an alien device resembling a wristwatch, which contains DNA of different alien species. Using the Omnitrix, Ben can transform into powerful aliens with various abilities. The Omnitrix initially contains ten aliens, although later on Ben obtains more species by adding their DNA. The ''Ben 10'' franchise has received widespread critical acclaim, winning 3 Emmy Awards. It consists primarily of 5 television series and 4 films, the latter of which aired between August 2007 and March 2012. Spanning over 16 years, it is Cartoon Network's longest-running franchise to date. There is also a ''Ben 10'' toy line manufactured by Bandai for the first four shows and Playmates Toys for the reboot. Worldwide, the franchise has grossed over in retail sales. On February 17, 2 ...
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Digital Collectible Card Game
A digital collectible card game (DCCG) or online collectible card game (OCCG) is a computer or video game that emulates collectible card games (CCG) and is typically played online or occasionally as a standalone video game. Many DCCGs are types of digital tabletop games and follow traditional card game-style rules, while some DCCGs use alternatives for cards and gameboards, such as icons, dice and avatars. Originally, DCCGs started out as replications of a CCG's physical counterpart, but many DCCGs have foregone a physical version and exclusively release as a video game, such as with ''Hearthstone''. Gameplay These games manage all the rules of a CCG, such as tracking the avatar's health, removing damaged creatures from the board, and shuffling decks when necessary. The games are managed on servers to maintain the player's library and any purchases of booster packs and additional cards through either in-game or real-world money. Some games, like ''Chaotic'', ''Bella Sara'', and ''M ...
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Full-time Equivalent
Full-time equivalent (FTE), or whole time equivalent (WTE), is a unit that indicates the workload of an employee, employed person (or student) in a way that makes workloads or class loads comparable across various contexts. FTE is often used to measure a worker's or student's involvement in a project, or to track cost reductions in an organization. An FTE of 1.0 is equivalent to a full-time worker or student, while an FTE of 0.5 signals half of a full work or school load. United States According to the Federal government of the United States, FTE is defined by the Government Accountability Office (GAO) as the number of total hours worked divided by the maximum number of compensable hours in a full-time schedule as defined by law. For example, if the normal schedule for a quarter is defined as 411.25 hours ([35 hours per week * (52 weeks per year – 5 weeks' regulatory vacation)] / 4), then someone working 100 hours during that quarter represents 100/411.25 = 0.24 FTE. Two employ ...
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Screen Australia
Screen Australia is the Australian Federal Government's key funding body for the Australian screen production industry, created under the ''Screen Australia Act 2008''. From 1 July 2008 Screen Australia took over the functions of its predecessor agencies the Australian Film Commission (AFC), the Film Finance Corporation Australia (FFC) and Film Australia Limited. Screen Australia supports the development, production, promotion and distribution of Australian narrative and documentary screen content. History The Commonwealth ''Screen Australia Act 2008'' provides detailed information about the specific functions and powers of Screen Australia. Under this act, from 1 July 2008 the Australian Film Commission, the Film Finance Corporation Australia and Film Australia Limited were merged into one body, to be known as Screen Australia. New Zealand television and film executive Ruth Harley was appointed the inaugural chief executive officer, handing over to Graeme Mason at the end o ...
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Work-for-hire
A work made for hire (work for hire or WFH), in copyright law in the United States, is a work that is subject to copyright and is created by employees as part of their job or some limited types of works for which all parties agree in writing to the WFH designation. ''Work for hire'' is a statutorily defined term () and so a work for hire is not created merely because parties to an agreement state that the work is a work for hire. It is an exception to the general rule that the person who actually creates a work is the legally-recognized author of that work. In the United States and certain other copyright jurisdictions, if a work is "made for hire," the employer, not the employee, is considered the legal author. In some countries, this is known as corporate authorship. The entity serving as an employer may be a corporation or other legal entity, an organization, or an individual. Author accreditation in the US Accreditation has no impact on work for hire in the US. The actual creat ...
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Video Game Publisher
A video game publisher is a company that publishes video games that have been developed either internally by the publisher or externally by a video game developer. They often finance the development, sometimes by paying a video game developer (the publisher calls this ''external development'') and sometimes by paying an internal staff of developers called a ''studio''. The large video game publishers also distribute the games they publish, while some smaller publishers instead hire distribution companies (or larger video game publishers) to distribute the games they publish. Other functions usually performed by the publisher include deciding on and paying for any licenses used by the game; paying for localization; layout, printing, and possibly the writing of the user manual; and the creation of graphic design elements such as the box design. Some large publishers with vertical structure also own publishing subsidiaries (labels). Large publishers may also attempt to boost effic ...
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Dungeon Crawl
A dungeon crawl is a type of scenario in fantasy role-playing games in which heroes navigate a labyrinth environment (a "dungeon"), battling various monsters, avoiding traps, solving puzzles, and looting any treasure they may find. Video games and board games which predominantly feature dungeon crawl elements are considered to be a genre. Board games Dungeon crawling in board games dates to 1975 when Gary Gygax introduced '' Solo Dungeon Adventures''. That year also saw the release of ''Dungeon!''. Over the years, many games build on that concept. One of the most acclaimed board games of the late 2010s, ''Gloomhaven'', is a dungeon crawler. Video games The first computer-based dungeon crawl was '' pedit5'', developed in 1975 by Rusty Rutherford on the PLATO interactive education system based in Urbana, Illinois. Although this game was quickly deleted from the system, several more like it appeared, including '' dnd'' and '' Moria''. Computer games and series from the 1980s, s ...
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Endless Runner
Endless runner or infinite runner is a subgenre of platform game in which the player character runs for an infinite amount of time while avoiding obstacles. The player's objective is to reach a high score by surviving for as long as possible. The method by which the game level or environment appears to continuously spawn before the player is an example of procedural generation. The genre exploded on mobile platforms following the success of ''Temple Run'', with ''Jetpack Joyride'' and '' Canabalt'' being other popular examples. Its popularity is attributed to its simple gameplay that works well on touchscreen devices. Concepts Endless runners can be side-scrolling, as in the genre's early titles, top-down, or 3D, but the player is placed in a neverending level in which the character automatically moves forward. The player's only form of control is to have the character dodge obstacles, either by moving them out of the way or using a specific button. Some form of points, currenc ...
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Qualcomm
Qualcomm () is an American multinational corporation headquartered in San Diego, California, and incorporated in Delaware. It creates semiconductors, software, and services related to wireless technology. It owns patents critical to the 5G, 4G, CDMA2000, TD-SCDMA and WCDMA mobile communications standards. Qualcomm was established in 1985 by Irwin M. Jacobs and six other co-founders. Its early research into CDMA wireless cell phone technology was funded by selling a two-way mobile digital satellite communications system known as Omnitracs. After a heated debate in the wireless industry, the 2G standard was adopted with Qualcomm's CDMA patents incorporated. Afterwards there was a series of legal disputes about pricing for licensing patents required by the standard. Over the years, Qualcomm has expanded into selling semiconductor products in a predominantly fabless manufacturing model. It also developed semiconductor components or software for vehicles, watches, laptops, wi- ...
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Augmented Reality Game
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is largely synonymous with mixed reality. There is also overlap ...
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