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Intelligent Games
Intelligent Games Ltd was a British video game developer based in London. The company was established in 1988 as The Intelligent Games Co. by Matthew Stibbe, who was studying at Pembroke College, Oxford, Pembroke College in Oxford. Following his graduation and the releases of ''Nam 1965–1975'' and ''Imperium (1990 video game), Imperium'', Stibbe relocated to London in 1992, where he incorporated Intelligent Games in 1993. He hired ''Imperium'' producer Kevin Shrapnell as director of development, who aimed for the company to develop "hit-driven, brand-led" games, among them a series of PGA Tour games (initiated by Steve Cuss) and a tie-in to the film ''Waterworld''. The latter attracted Westwood Studios, which worked with Intelligent Games on ''Dune 2000'' (a remake of ''Dune II'') and expansions for ''Command & Conquer: Red Alert''. Relocating multiple times within London, Intelligent Games grew to 65 employees by 1999. That year, Westwood was unsuccessful in acquiring Intell ...
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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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Vietnam War
The Vietnam War (also known by #Names, other names) was a conflict in Vietnam, Laos, and Cambodia from 1 November 1955 to the fall of Saigon on 30 April 1975. It was the second of the Indochina Wars and was officially fought between North Vietnam and South Vietnam. The north was supported by the Soviet Union, China, and other communist states, while the south was United States in the Vietnam War, supported by the United States and other anti-communism, anti-communist Free World Military Forces, allies. The war is widely considered to be a Cold War-era proxy war. It lasted almost 20 years, with direct U.S. involvement ending in 1973. The conflict also spilled over into neighboring states, exacerbating the Laotian Civil War and the Cambodian Civil War, which ended with all three countries becoming communist states by 1975. After the French 1954 Geneva Conference, military withdrawal from Indochina in 1954 – following their defeat in the First Indochina War – the Viet Minh to ...
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Three-Sixty Pacific
Three-Sixty Pacific is an American video game publisher and developer. Founded in the late 1980s by avid wargamers and military history enthusiasts, they were acquired by IntraCorp Entertainment Inc. in 1994. Games They have developed the most popular naval game ever (according to MobyGames) called ''Harpoon'' (1989) (a masterpiece based on Larry Bond's tabletop wargame that was inducted into Computer Gaming 150 Best Games of All Time and is still regarded today as the best naval simulation ever produced), Harpoon 2 (1992), and Harpoon 3. They also made the ever popular Theatre of War (1992), which is considered one of the first multiplayer RTS games of all time. They developed a World War II naval strategy game called "Victory at Sea" (1993) which was a Mac (only?) computer game. They published the game Dark Castle in 1987 and Armor Alley in 1990, both for the Macintosh computer. Other games published: Thud Ridge: American Aces In 'Nam (1987/88), Das Boot (1992), Blue M ...
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Maxis
Maxis is an American video game developer and a Division (business), division of Electronic Arts (EA). The studio was founded in 1987 by Will Wright (game designer), Will Wright and Jeff Braun, and acquired by Electronic Arts, EA in 1997. Maxis is best known for its simulation games, including ''The Sims'', ''Spore (2008 video game), Spore'' and ''SimCity''. In the late 2010s, Maxis suffered from a series of studio closures and layoffs. This included the shutdown of Maxis Emeryville in 2015, EA Salt Lake in 2017, and a wave of layoffs at Redwood Shores in 2018. With the remainder of Maxis reorganised under EA Mobile, and EA opening new studios under the label from 2019, some commentators have suggested that only the brand name from the original studio survives. History Independent studio (1987-1997) Maxis was founded in 1987 by Will Wright (game designer), Will Wright and Jeff Braun to help publish ''SimCity (1989 video game), SimCity'' on home computers. Before then, t ...
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Canon Inc
is a Japanese multinational corporation headquartered in Ōta, Tokyo, Japan, specializing in optical, imaging, and industrial products, such as lenses, cameras, medical equipment, scanners, printers, and semiconductor manufacturing equipment.Corporate Profile
" ''Canon''. Retrieved on 13 January 2009.
Canon has a primary listing on the and is a constituent of the Core30 and index. It has a secondary ...
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Adobe PageMaker
Adobe PageMaker (formerly Aldus) is a discontinued desktop publishing computer program introduced in 1985 by the Aldus Corporation on the Apple Macintosh. The combination of the Macintosh's graphical user interface, PageMaker publishing software, and the Apple LaserWriter laser printer marked the beginning of the desktop publishing revolution. Ported to PCs running Windows 1.0 in 1987, PageMaker helped to popularize both the Macintosh platform and the Windows environment. A key component that led to PageMaker's success was its native support for Adobe Systems' PostScript page description language. After Adobe purchased the majority of Aldus's assets (including FreeHand, PressWise, PageMaker, etc.) in 1994 and subsequently phased out the Aldus name, version 6 was released. The program remained a major force in the high-end DTP market through the early 1990s, but new features were slow in coming. By the mid-1990s, it faced increasing competition from QuarkXPress on the Mac, and t ...
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Limited Company
In a limited company, the liability of members or subscribers of the company is limited to what they have invested or guaranteed to the company. Limited companies may be limited by Share (finance), shares or by guarantee. In a company limited by shares, the liability of members is limited to the unpaid value of shares. In a company limited by guarantee, the liability of owners is limited to such amount as the owners may undertake to contribute to the assets of the company, in the event of being wound up. The former may be further divided in public companies (public limited company, public limited companies) and private companies (private limited company, private limited companies). Who may become a member of a private limited company is restricted by law and by the company's rules. In contrast, anyone may buy shares in a public limited company. Limited companies can be found in most countries, although the detailed rules governing them vary widely. It is also common for a distinct ...
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Future Publishing
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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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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Video Game Producer
A video game producer is the top person in charge of overseeing development of a video game. History The earliest documented use of the term ''producer'' in games was by Trip Hawkins, who established the position when he founded Electronic Arts in 1982. Hawkins said in 1983: Sierra On-Line's 1982 computer game ''Time Zone'' may be the first to list credits for "Producer" and "Executive Producer". As of late 1983 Electronic Arts had five producers: A product marketer and two others from Hawkins' former employer Apple ("good at working with engineering people"), one former IBM salesman and executive recruiter, and one product marketer from Automated Simulations; it popularized the use of the title in the industry. Hawkins' vision—influenced by his relationship with Jerry Moss—was that producers would manage artists and repertoire in the same way as in the music business, and Hawkins brought in record producers from A&M Records to help train those first producers. Activisio ...
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Video Game Artist
Game art design is a subset of game development involving the process of creating the artistic aspects for video games. Video game art design begins in the pre-production phase of creating a video game. Video game artists are visual artists involved from the conception of the game who make rough sketches of the characters, setting, objects, etc. Bates 2004, p. 171 Bethke 2003, p. 45-49 These starting concept designs can also be created by the game designers before the game is moved into actualization. Sometimes, these concept designs are called "programmer art". After the rough sketches are completed and the game is ready to be moved forward, those artists or more artists are brought in to develop graphic designs based on the sketches. The art design of a game can involve anywhere from two people and up. Small gaming companies tend to not have as many artists on the team, meaning that their artist must be skilled in several types of art development, whereas the larger the compan ...
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Video Game Programmer
A game programmer is a software engineer, programmer, or computer scientist who primarily develops codebases for video games or related software, such as game development tools. Game programming has many specialized disciplines, all of which fall under the umbrella term of "game programmer". A game programmer should not be confused with a game designer, who works on game design. History In the early days of video games (from the early 1970s to mid-1980s), a game programmer also took on the job of a designer and artist. This was generally because the abilities of early computers were so limited that having specialized personnel for each function was unnecessary. Game concepts were generally light and games were only meant to be played for a few minutes at a time, but more importantly, art content and variations in gameplay were constrained by computers' limited power. Later, as specialized arcade hardware and home systems became more powerful, game developers could develop d ...
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