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  • A New Release From Bight Games Plus Upcoming Events and Association News

19th January 2010

A New Release From Bight Games Plus Upcoming Events and Association News

Bight GamesCharlottetownBight Games are announcing the immediate availability of Fleeced! – Shear Terror on the App Store for iPhone and iPod Touch. Early previews have been overwhelmingly positive and Pocketgamer.co.uk has included Fleeced! on their list of the 10 most anticipated games of 2010.

The somewhat bizarre premise of feuding Pseudo-Peruvian brothers, llama shearing and canons make for a truly unique tailor-made experience for the iPhone. Bight CEO Stuart Duncan says “There were times when even we thought, is this too weird? Will people get the sense of humour? I think it’s fair to say that given the great response we’ve been getting that people really love the game.”

To support the launch of Fleeced! two of Bight’s other popular games, Puzzlings and Kill All Bugs will be available for free during the launch window. Fleeced! Shear Terror is available for $3.99 USD from today.

Emily Carr University

VancouverEmily Carr University of Art + Design and DigiBC present Disney Stories and Games – Making Technological Innovation a Reality, a public lecture by Newton Lee and Krystina Madej.

NUS Hollywood Lab co-founder, Newton Lee will speak on the process of creating some of his most successful projects, from his work as a software engineer at Media Station, which was contracted by Disney to develop their fist CD-ROM games in the early 1990s, to his work as a technical architect and senior producer at Disney for many successful online projects. He will also present the work he’s undertaken to develop a sustainable research environment where academia and business can collaborate: his work with ACM’s online Computers in Entertainment Magazine, the Hollywood Lab, the Institute for Education, Research and Scholarships, and other new technology initiatives.

Adjunct professor at SFU SIAT, Krystina Madej, will introduce Lee and speak on Disney’s innovative use of story in new media since the early 1900s. Lee and Madej are currently collaborating on a book that presents Disney stories in new media. This event is free and is open to the general public.

digital albertaCalgary – A reminder that Digital Alberta and Telefilm Canada are presenting Financing Your Digital Vision on January 26th, at a cost of only $150.00 (+GST) per person. One of the highlights of this session will be the Entrepreneur Panel including industry experts Ken Bautista, Seek Your Own Proof; Michael Sikorsky, Robots and Pencils; Trevor Doerkson, MoboVivo; and Ron Thiele, XPAN Interactive, who will also present on Bootstrapping. Also recently confirmed as presenters are: Luke Azevedo, Calgary Economic Development; Earl Hong Tai, Telefilm Canada; Henry Kutarna, Alberta Deal Generator.

Alliance-numeriqueMontreal – Pierre Proulx, CEO of Alliance Digital, has announced the appointment of Ms. Sylvianne Pilon  as Director of Alliance Game, the position which was left vacant by the departure of Alain Lachapelle. Ms. Pilon will be responsible for developing new strategies for Alliance Game, to lead the industry through marketing activities and networking, along with the organization and management of the International Game Summit Montreal ( MIGS).

During the announcement, Pierre Proulx said he was “pleased to have the broad expertise and network of contacts Ms. Pilon has in the gaming industry and in a broader context also for interactive entertainment. Her doctoral thesis on the genesis and development of game clusters in Montreal, Los Angeles and Lyon according to an analysis in economic geography and anthropology, along with her experience as co-founder and president of Alliance America, a firm specializing in business relationships and trade missions between Quebec and Chile, are just some examples of her achievements. In addition, her work with the SIJM09 team as Deputy Director of Alliance Gaming and Head of Business only confirms that Ms. Pilon is a powerful addition to the permanent team.”

For her part, Ms. Pilon welcomes the new challenges. “My achievements and my great desire to work for and with the Quebec video game industry, will allow me to confront these challenges headlong and thus provide outstanding service to our members.”

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19th January 2010

Certified Scrum Product Owner Training in Vancouver Feb 11 – 12

 



Certified Scrum Product Owner Training

Scrum increases the emphasis on assessing and driving business value through close collaboration with the delivery team. The Scrum Product Owner establishes the interaction between the business and the delivery team that is so essential to increasing productivity within an Agile organization. Product Owners who assume this crucial role have the ability to guide the team and the process to gain the full benefit of Agile delivery.

When: February 11th – 12th, 9:00 a.m – 5:00 p.m.
Where: Vancouver, BC
Cost:

$960 Early Bird

Also, 5th Seat Free!

When registering 5 or more, registration for 5th student is

free

The Certified Scrum Product Owner course is interactive and highly experiential. Participants gain practical tools and techniques for engaging with software delivery teams. The training includes the following:

  • Scrum Overview
  • Roles and responsibilities
  • The product backlog
  • User Stories
  • Estimation and prioritization
  • Acceptance criteria
  • Working with teams
  • Scaling
  • Release planning and tracking
  • External relationships
  • Metrics and reporting

Who should attend:

Product management, product owners, project managers, business analysts, ScrumMasters, Executive management, stakeholders.

Note: This course provides a Scrum Product Owner certification through the Scrum Alliance.

PMI Credits: This course can be claimed for 14 PDUs with the PMI institute.

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19th January 2010

Enter The Cerberus Network in Mass Effect 2

Bioware CorpEdmontonBioware has revealed ‘The Cerberus Network’, an in-game portal in Mass Effect 2 that will keep fans engaged with the rich and dynamic Mass Effect universe through downloadable content (DLC) and news. ‘The Cerberus Network’ is activated exclusively by original purchasers of Mass Effect 2 through a single-use unlock code that comes included in retail and digital versions of the game worldwide. ‘The Cerberus Network’ is a conduit for players to receive bonus content as well as daily messages and news on upcoming releases for Mass Effect 2 for no extra charge. For players who do not buy the game new, ‘The Cerberus Network’ can be unlocked through a one-time, in-game purchase of a new activation code, which will then be tied to a specific EA Online account and is non-transferable. Mass Effect 2 Collector Armour

Mass Effect 2 is the first blockbuster video game release of 2010, having recently been named as one of the “Most Anticipated Games of the Year” by the New York Times, IGN and Wired. The title finished in second place in our own Canadian Video Game Awards, one percentage point behind Dead Rising 2 for Most Anticipated 2010 Title.

“The Cerberus Network augments and extends the rich universe of Mass Effect 2,” said Dr. Ray Muzyka, co-founder, BioWare and Group General Manager of the RPG/MMO Group of EA. “We’re thrilled to be able to reward loyal BioWare and Mass Effect fans with ongoing, high quality content and provide a direct channel for our players to dive deeper into the intriguing lore of Mass Effect.”

Players who access ‘The Cerberus Network’ will receive the first DLC pack on January 26th (launch day in North America) featuring new missions and in-game items. Included in this pack is a mission that introduces Zaeed, a rugged and deadly gun-for-hire who is recruited to join Commander Shepard’s mission to save mankind.

After launch, BioWare will release another DLC pack for Mass Effect 2 that introduces the Hammerhead, a new vehicle in the Mass Effect universe. This agile hover tank features improved handling on rough terrain and maneuvers deftly in combat — a necessity for players traveling across harsh planetary environments throughout the galaxy. In addition to this new vehicle, BioWare will release new missions and unique in-game items, including Cerberus Assault Armor which boost shields, health and heavy weapon ammo and the M-22 Eviscerator Shotgun.

The Mass Effect trilogy is an epic science fiction adventure set in a vast universe filled with dangerous alien life and mysterious, uncharted planets. In Mass Effect 2, players will step into the role of the heroic Commander Shepard, commanding a crew of the most dangerous operatives from across the galaxy on a mission so challenging that it’s potentially suicidal. Featuring intense shooter action, a rich futuristic storyline, stunning space exploration and emotionally engaging characters, the game delivers an unparalleled cinematic experience.

Mass Effect 2 is scheduled for release on the Xbox 360® videogame and entertainment system and PC on January 26, 2010 in North America and has been rated ‘M’ for Mature by the ESRB.

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19th January 2010

Meanwhile, on the other side of the century: A Drupal House’s Adventures in Social Media

by 80elements.com

What began as intermittent tweets and a few flickr images has been transformed into a nearly full time job. Social media today is seen as essential for business. The Business To Client broadcast model is dead, many maintain, and conversations between users on forums and facebook pages are becoming the norm. One-way brick and mortar business is simply not enough.  As overheard in a recent social media course, “for many people today, if you don’t exist online, then you don’t exist in real life.” A pretty big statement to make, no doubt, but there is a definite basis for this.

A year ago, a twitter account, a facebook group, and a flickr page were in use by 80elements to increase social media presence – all were set up, but keeping each active was not viable due to a deficit of time to devote to active creation. A solid message is difficult to maintain without this consistency, and so the 80E social media image was blurry.  Today, 80E blogs, vlogs, facebooks, tweets, and updates linkedin along with a real aim towards consistency in time and identity. This shift has created a full time commitment towards social media and has brought the entire team into the mix, affecting each of us in different ways. As a business, especially in web and iPhone app development, if we aren’t active online, we do not exist. Social media time is thus allotted into the production and promotion schedules. So far, so good, but time will identify the true long-term return on investment.

As one can quickly learn from blogs and google searches, the reasons for a business to move into social media are both numerous and necessary. Each business will soon be aiming towards creating online identity through Facebook, twitter, LinkedIn, google profiles, Youtube, blogging and all sorts of other new social sites coming and going. The data and content to pull it off can be staggering. To top it off, it can be very easy to have your content become part of the blur of data that passes us by online. “Every minute, 20 hours of video is uploaded to YouTube.” That is a HUGE amount of data to contend with, and equal to the very viral J*zz In My Pants by The Lonely Island being uploaded 480 times per minute or 28800 times per hour. A unique branding strategy is necessary to keep people interested, and keep your brand visible and searchable online.

Where does all this data go after it’s no longer viral/live? Thankfully for search, it stays online. Like your status updates on Facebook, your data is not deleted from the system – it is merely backed up.  In 50 years, if YouTube continued to receive the same upload levels as current (doubtful as it will of course fluctuate), then J*zz In My Pants could be stored 12 614 400 000 separate times. A twitter update, or an occupation field on LinkedIn, are not that data heavy – if twitter were to have similar data creation rates, in 50 years, this would be equivalent to  4 054 628 571 541 200 tweets of 140 characters. All of it stored, backed up and, in the end, no longer owned by the creator/user.

Personally, if I am approached to work with a person or business, I first look online. If I find little/nothing, it can be a definite hindrance to moving forward. Questions may spring to mind: “why are they not online? What are they hiding? Should I be concerned about this?” and I find it more difficult to make a decision. Indeed, many employers do this with potential employees as well (LinkedIn, Facebook). Which identity is more valid? After finding more information online, my opinion of my real life experience can most definitely be changed. Research and reassess after all, and this comes into play with all identities. In 10 years, the line between online and offline identities will be much less defined, let alone half a century from now.

As social networks expand, our personal data is pulled out further and further from its source.  If you wanted to remove your presence from the internet today, could you? How about in 50 years, when Facebook has shut down (or not) and all that data is still on its servers, owned by someone other than yourself. Remember Friendster, the old ICQ and sixdegrees.com? They’ll remember you. A demand exists for those who want to get out of the game. A successful social media suicide app, designed by developer mobblr_, would delete your online presence but has now been banned by Facebook. Terms of use violation, Facebook asserts. Attempted data loss, definitely.

As a company, this may not be a big issue, but as a private individual, this may be the start of a change in how we interact.

“In 2006, AOL voluntarily released the search data of 650,000 of its users over a three-month period — some 20 million Web queries in total. Although the AOL user name had been changed to a random ID number, one could analyze all the searches done by a single user and deduce who the person was. Understandably, the online community was outraged, and AOL acted swiftly, removing the data and issuing apologetic press releases.” For users, its too little, too late.

Read more

Where will social media be in 50 years? This is a big question and one that requires an answer and major goals to be set. If this is not brought up in the present, then the future design and architecture of our online (read: new reality) world will be out of the hands of those it affects most: the users. These users are people, governments, businesses, and even religions (yes, the Vatican has a Facebook Page).  When/if privacy concerns overwhelm the system, a big shift will occur once again.

In the end, I of course do not have an answer for how or what will happen, but I do assert that if it is not the public that steps forward to maintain its rights to information and to identity, then it will be out of the public’s hands. If I am not in control of my identity, then someone else will be. If online and offline identities are blurred, where will I end up? Where will I exist in the world?

“Web 3.0” will necessitate a rebellion.

by Ryan at 80elements.com

ryan@eightyelements.com

Feed – twitter.com/80elements

Vlog – youtube.com/ryan80Elements

FB – facebook.com/ryan80e

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