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Showing posts with label Ubisoft. Show all posts
Showing posts with label Ubisoft. Show all posts

Saturday, May 22, 2010

Gaming Giant Ubisoft Forsees a 50% Marketshare For 3D By 2012!!

You read that right! Yves Guillemot, CEO of Ubisoft, spoke the company line during a conference call this week and said that he expects 15-20% of gaming titles will adopt 3D in 2011 and 50% in 2012!

Personally I believe he is bang on. With Sony's Playstation going 3D (looks like KILLZONE 3 will be S3D!), Nintendo coming out with their "no 3D glasses required" 3DS by March 2011 (more info here) and NVIDIA excelling with their 3D Vision technology for the PC, we are witnessing a 3D gaming renaissance.

I can't get enough of it really. I run NVIDIA's setup here in my office and it rocks! Every new title seems to better the previous one as developers master new techniques and start to envision in 3D what will happen on screen for gamers. You have got to try it!!

Wednesday, November 18, 2009

Avatar Charity Auction + Game Developer Diary 3!

Michael here. The third game Developer Diary from Ubisoft - this one focusing on the choice between playing as an RDA soldier or a Na'Vi - is online below.

Also check out this Avatar charity auction. Items up for bid include tickets to the Los Angeles premiere on Dec. 16 with VIP and after party access, a chance to meet James Cameron and access to the Dec. 15 crew screening, and much more.

Monday, November 16, 2009

AVATAR THE GAME Demo Launched!! Then Taken Down!

Jim here. Well it was bound to happen. When the world found out about the free demo of Ubisoft's AVATAR THE GAME - many, many people bookmarked www.cokezero.de to grab a copy. Myself included.

I have yet to hear whether anyone was successful in downloading it as most were complaining of 15-20 hour durations to get the file! And then Coke Zero pulled the rug out. Pulled the file and the site is now saying it will be available tomorrow.

Hmmm. I think I saw this one coming. I hope they are tapping into many more servers tomorrow! I will be there.

As soon as I get a copy I will be posting a review!! ...ok give me a hour to play with it... :-)
Stereoscopic 3D of course...

Friday, October 16, 2009

Exclusive: AVATAR'S XBOX 360 Box Art Released!

Jim here. Ubisoft just got the final version of the XBOX 360 box art approved by Fox literally minutes ago. As promised, here is the exclusive image!! Keep it on MarketSaw for all things 3D!

Click for the high resolution version...

Do you see changes from the original sneak peak we had? Let us know!

Monday, October 05, 2009

Pascal Blanche, Art Director of "AVATAR: THE GAME" Interview!

Hi, Michael here with an interview with Pascal Blanché, Art Director of Ubisoft's James Cameron's AVATAR: THE GAME.

Pascal is a legend among artists, and as such his art direction makes me incredibly stoked to spend many an evening exploring Pandora, taking in the raw beauty of the environments between the tense battles. The amount of talent that has been poured into creating this game is incredible - there has never been a movie-based game that has benefited from such unprecedented levels of cooperation and respect between gamemaker and filmmaker. And in full-blown stereoscopic 3D to boot. Pascal lent his amazing talent to expand Pandora beyond what you will see in the movie, and I for one am eagerly anticipating spending plenty of time there:

Michael: When did you start working at Ubisoft? What was your first project there?

Pascal Blanché: I started with Ubisoft eight years ago. My first assignment was as a Character Designer/ Modeler for Myst IV Revelation. Since then, I’ve worked in the cinematics department for other games such as Rainbow Six and Assassins Creed, and then as Art Director for Naruto Rise of the Ninja. It’s been a long road, but it brought me to where I am now; Art Director on James Cameron’s Avatar: The Game.

Michael: When did you begin work on the Avatar games? Did you work on the presentation that got Ubisoft the job of making the game?

Pascal Blanché: I started with the project in September of 2007, shortly after it was officially launched by Cameron. I was in on the ground floor and was involved in the development of the prototype which we pitched to Lightstorm a few months later.

Michael: How was working on Avatar different from working on any other video game project you have worked on?

Pascal Blanché: I’ve worked before on original IP, game sequels, and even cartoons/manga adaptations. Avatar was my first movie-license title. The big change for me was how Lightstorm wanted us to work on their franchise. Most of the time, in other licensed games, you have to respect strict character sheets, and follow to the letter every aspect of the license. There is usually not that much room for creativity. On Avatar, I was given the chance to use all of Cameron’s universe (which includes the volumes of material that didn’t make it into the movie) and, with the team, add new elements to it.
 
Michael: Please describe your responsibilities as Art Director for the Avatar game. How much of your job was supervising other artists, versus creating your own designs? How many artists/designers did you supervise? Also, which artistic tools did you use to create your designs? (Maya, Photoshop, chalk on paper, all of the above?)

Pascal Blanché: There were around 40 artists on the project: level artists, character modelers, texture artists, FX artists, etc.... I worked closely with three very talented concept designers who filled-in all the blanks we had in designing the elements to be found in the game world. I was here more to supervise, and to make sure that we were following Lightstorm's basic philosophy when they created Pandora. So I was basically giving them guidance on pointed elements from the movie design. We created all sorts of new weapons, new armor, and new plants that were submitted to Cameron's team for approval. I was personally designing props as simple as roots and rocks, but with specific shapes needed to create the mood I was looking for in each of the game's many levels. Some of my designs (armor for example) made it into the final game, but not all! As for the tools we used: Photoshop, Painter, Zbrush and 3dsMax… a real mix of all at the same time ;).

Michael: Were you a James Cameron fan? If so, did that make you more excited for your job as art director on Avatar?

Pascal Blanché: Me? A Cameron fan? Without a doubt.... But more than just his movies, I share the same passion for sci-fi and fantasy. I remember making puppets after watching Dark Crystal when I was kid, and I had all the Ray Harryhausen films at home. I'm from the geek culture. I think that Dune is the best book ever written, that Frazetta, Moebius and Corben are living Gods, and I listen to the Planet of the Apes soundtracks on loop (the original version, of course). So when I found out that the game I was going to help develop was based on the next Cameron movie, I signed-on without a second’s hesitation.

Michael: Were you familiar with Avatar before learning that Ubisoft might be working on the games?

Pascal Blanché: I have a story for this one. I bought an art book, maybe two or three years before starting on the project: Worlds by Allec Gillis with a foreword by... James Cameron himself. In the book, he refers to Wayne Barlowe’s Expedition, a book I also had in my collection (I buy a lot of art books, I guess). When I was offered the job on Avatar, it was almost like I already knew where Cameron was going with Pandora…; it was intense.

Michael: What was it like meeting with James Cameron for the first time? What was your creative working relationship like? Did he often show you his own drawings? Any interesting anecdotes from meeting with Cameron? With Landau or other top guys?

Pascal Blanché: Well, he is Cameron you know. I tried my best to not act like a fan boy, and concentrated on any hint or morsel of advice he would give us. He was really on the same creative level with us, and after a while, I found myself (almost) forgetting who I was talking to. We would always take the time to prepare our meetings, to be sure that we were not wasting any time we had with him. I was amazed that when it came to the creative aspects of Pandora, he had all the time in the world for us (excuse the pun :-)). Because we had access to all the Lightstorm assets from day one, Pandora was common ground, and our questions were more about how far we could go with the weapon designs, the plants, the gear, etc.... So most of the time we were discussing those specific aspects while playing the game, and he was always extremely interested in the direction we had taken on various concepts. His inputs were really important to us, but he always reminded us that we were the game designers, and he was the film guy. He never insinuated that any ideas that he was throwing out there had to make it into the game. All said, he’s a really nice guy, and a man driven by the creative process.

Michael: Did you do any design work that you believe may end up in potential sequels to Avatar? I have read that Cameron has given Ubisoft tremendous creative freedom to come up with new ideas for Pandora, but that he had to reign in some designs / ideas because he didn't want them to contract ideas he had for sequels. Did you and Cameron discuss what you and the Ubi design team were allowed or not allowed to do, based on Cameron's ideas for sequels?

Pascal Blanché: We had ultimate freedom. Any potential for a sequel never appeared on our radar, so it definitely wasn’t a creative limitation.

Michael: Tell me about all the various sets and offices you visited. Specifically, what brought you down to Lightstorm, to the Howard Hughes hangar (perf-cap stage), and to Weta?

Pascal Blanché: I went several times to the hangar and Lightstorm’s offices in LA. Sometimes it was for meetings with Cameron, to show him a new concept in the game, sometimes it was to meet his team and talk about animations, props or environments. Jon Landau was also around, here in Montreal and in LA, to show us the latest scenes they had just wrapped for the movie. It was like being teased on the total experience once every few weeks! We went to Weta once, and it was like... being at the Lucas Ranch 30 years ago. Jim was super busy, shooting on this amazing set (some of the link room chamber you probably saw in the trailer). Jon gave us a tour of the set. It was surreal. There were one hundred tech, cam, and light guys, costumes, and people everywhere on the gargantuan set. Cameron was at the center of it all, asking for an adjustment or two before continuing the shot. We joined up with him in a room where we presented a new early version of the game, and he just lit up with design ideas, or ways to convey our game using his world. I think he was really having fun and our half-hour meeting stretched easily into an hour. The amassing crowd on the set was waiting for him to return so they could finish the shot. Totally crazy!

Michael: What is your favorite design or designs that you created for the game? What is your favorite Pandoran creature/plant?

Pascal Blanché: One particular character in the game, one of our Na'vi (sorry, his name is still Top Secret :-)), has great charisma. One of my character modelers, David Giraud, came up with the look, and the performance from the actor who voiced the role was second to none. He definitely fits into the Avatar universe! My favorite creature is the Thanator (the big, black panther-like beast from the trailer). It is fast, deadly, and pretty intelligent. What I love most is that Cameron hired one of the best in the business, Wayne Barlowe, for his bestiary look and feel. The guy is brilliant. He has this uniquely surreal aspect in his paintings: a cross between Dali, Bosch and H.R Giger that gives that unworldly feeling that you get when you watch the creature move.

Michael: Did any of your designs make it into the film? If so, which one(s)?

Pascal Blanché: Some elements of one of our Na'vi armor designs made it into the film, yes, but I can’t say more. Because of some pretty specific gameplay needs, Lightstorm provided us is with new, original vehicle designs, just for the game. When they saw how the vehicles played in the game, they thought it was cool and decided to suck them back into the movie.

Michael: What has been the most fun and exciting aspect of working on the Avatar game?

Pascal Blanché: Taking hundreds of movie concepts and making a world out of them. In the game, there are a multitude of varied and different environments. All of those environments draw upon Lightstorm designs, but we were allowed to extend them outside of the movie framework. So any time in the movie you fly over a unique or interesting place, in the game, you’ll be able to land on it and explore. Working on Pandora’s most beautiful sites and bringing them to life was a great experience. I love games where you can explore a new world on your own..., and our game is full of those moments when you stop fighting for your life for an instant to take some time and look around..., watching the sun arch over the Pandoran sky. Oh yea, I forgot to mention that the environmental lighting is dynamic, so you can go out in the wild and experience it during the day or night ( that is... if you survive long enough :-)). We added subtle visual cues to slightly change your perspective depending on who you decide to fight for. From the human point of view, Pandora is a very dangerous place. As a Na'vi , it is your home, your playground even! It's like being scuba-diver on one side (playing as a human), and the dolphin he’s looking at on the other (playing as a Na’vi). We changed the hues to make the world look darker and more ominous when you play as a human, and more saturated and colorful as a Na'vi.

Michael: What should gamers look forward to in the game?

Pascal Blanché: Avatar the game is huge. There is, for starters, two separate experiences: as an RDA Trooper or as an Avatar (fighting for the Na’vi). Two ways of playing…. One has more like a third person action/shooter, while the other is more of a hack and slash, melee-based gameplay style. A big part of the strategy in the game is finding a clever way to combine your skills and gear choices, something your survival will depend upon. Humans rely on long range weaponry and technology; the Na'vi on brutal force and nature. The player will have a choice to follow one path or another at a pivotal juncture in the game, and evolve from there. The game world is open within each map and can be played any way you choose. It definitely isn’t a corridor shooter or a linear brawler. You can decide which challenges you decide to take on, and action is always just around the corner. The more your experience grows, the greater your choice of skills and weaponry will be. Did I mention that you can drive vehicles and ride Pandora’s beasts? … and the multiplayer game modes? I guess we’ve got enough for a whole other interview!

Michael: I have read that Ubisoft has created its own CG animation studio, and that this studio has contributed final shots for the movie. Is this true? If so, did you do design work for those shots?

Pascal Blanché: What you’re referring to is Ubisoft’s Digital Arts (UDA) and Hybrid, our animation shop. UDA and Hybrid (the guys behind the effects of 300, Sin City and Final Destination 4) have been working together on a few projects. They’ve been working on effects for the film, yes, and they also came to our production floor to give us some hints on stereoscopy camera techniques.

Michael: How, if at all, did working on a stereoscopic 3D game based on a stereoscopic 3D film affect your job as art director? Did it complicate things? If so, how?

Pascal Blanché: I had two specific guidelines I had to consider, the first of which was to follow the movie’s stereoscopic 3D philosophy and try to recreate it within the game. I watched closely at how Cameron handled the cameras in his preview shots to give the sense of depth, and how I could translate that into the game with subtle moves of the camera that still follows the action and mimics an over-the-shoulder feel. The results were terrific. The camera moves drive you more into the game's space (when viewed in stereoscopic 3D) and give you the impression that you are physically behind your character in the game. The second aspect to consider was in the composition. It is one thing to stage composition in a single frame, another story when the player can actually look anywhere he wants to. I came up with basic rules for the level artists to make sure we always have nice foreground/background effects, and comfortable sense of depth while guiding the player visually. I think they did a terrific job on all of the different environments we developed. Some levels will give you a sense of height and verticality, while others will make you feel the expanse of an open plain.

Michael: After Avatar, what is your next project?

Pascal Blanché: For the immediate future…, LOTS of vacation. I’ve got to catch up on all of the sleep I lost during the project! I’ve seen what’s coming through the pipeline here at Ubisoft Montreal, and it looks like I’ll have a couple of tough decisions to make (plenty of interesting projects :-)). But in the meantime… vacation.

A huge thanks to Pascal for answering these questions!

left: 'mermaid' by Pascal Blanché

Visit Pascal's personal website (with more examples of his work) here: http://www.3dluvr.com/pascalb

And check out this awesome RabbitHoles 3D Motion Hologram of one of Pascal's personal pictures below (skip to 3:00):

AVATAR THE GAME: Box Art Revealed!

**SAME DAY UPDATE: Ubisoft has requested that I pull the image of the game box art as it has NOT been confirmed as final. I am complying with their request. Ubisoft assures us we will get the finalized version ASAP.

Jim here. Looks like we have our first glimpse at the AVATAR game box art from Ubisoft! And it looks awesome. Love how the back of the Na'vi looks here - muscular and athletic and NOT backing down.

We need more movie promotion materials like this :-)

Thanks to WhatYouHadSaid for the the screencap! And what do you think of 6 legged Direhorses? :-)


Thursday, September 24, 2009

Avatar The Game Demo Video from Tokyo Game Show!

Michael here. Check out this gameplay video of Avatar: The Game from Tokyo Game Show:



Click here to watch it in HD

Also, IGN has some very positive impressions of the demo:

An excerpt:

Where Avatar sets itself apart from the pack (aside from the stereoscopic 3D visuals) is in its depth and scope, both leaps and bounds ahead of what most licensed movie games offer. Tons of side quests are up for grabs, a full leveling and skill unlocking system is included, and there's even a little mini-game that plays out a bit like Risk. I played for about a half of an hour spread across two stages and I didn't even get to scratch the surface on any of these features, let alone complete a quest or two.

The levels here are huge. So big, in fact, that teleporters have been included to make the trek across the stages manageable. Activate a couple and you'll be able to quickly zip from one end of a map to the other. This feature is more important than you might initially think. There are roughly 16 stages and enough side quests that you'll want to backtrack and replay levels to do everything.


I can't wait to get my hands on a demo of this game. I'll let you all know as soon as I find out when it will be available.

Thursday, September 17, 2009

New Avatar Game Featurette Online!

Michael here. Check out this spiffy new featurette on Ubisoft's Avatar game:



There are some beautiful visuals here. And I love how they are going all-out in terms of promoting Avatar as a world that is to be experienced. Expect to get lost in Pandora well before the movie opens.

Friday, September 04, 2009

New Avatar Game Pics from Official Playstation Magazine

**UPDATE: Sep 7 - Jim here. Got an update from one of my trusted sources about the top left photo of the trailer - MINI-SPOILER: "Unless Ubisoft has invented a new unit, the structure in the upper left pix is a remote link module. The operating range for avatars with link tanks at Hellsgate is limited. For avatars to function farther away, the remote module is airlifted to an appropriate location, and the humans operate them locally. The module is sealed, with its own life support systems, so they can work without masks. I don't know what is stored underneath the module."

Interesting! Super update - love to know what these various pieces of equipment do in the movie. Seems there is a slight breach in the hull integrity of that particular link module though... :-)

Michael here. Avatar Movie Zone has some scans from the October issue of the Official Playstation Magazine that show some great stuff - especially this top pic. What do you think we are seeing here? I have an idea, but I want to read what you all think.

I've also heard from a trusted source that what we have seen so far is early work, and that the final game will be stunning. Given that the consensus from those lucky enough to get in to the private demoes at E3 was so positive even with an early version of the game, I am very optimistic that the final product will be a true AAA game that will stand shoulder-to-shoulder with Ubi's flagship IP's such as the Prince of Persia, Assassins Creed, and Splinter Cell games.

And the option to play it in 3D will bring it over the top. The game will be a great way to live in Pandora once you leave the theater, and to explore parts of the world not shown in the movie. There may even be content in the game that will be used in Avatar sequels.

Click on over to AMZ for the rest of the pics and some fun quotes from Cameron about the game.

Wednesday, July 08, 2009

Avatar Game Site Updated!

Michael here. The official site for Ubisoft's Avatar game just underwent a big update. There is a cool new flash-based design for the site as well as a new interview with John Landau and the game's executive producer Patrick Naud, a discussion forum for the game, links to download very high resolution versions of three of the previously released screenshots, a news and developer blog, and a link to the official movie site which is "coming soon".


Also of note is that Ubisoft has three separate teams working on Avatar. One is responsible for the PS3 and Xbox 360 versions, another for the Nintendo Wii version, and the last for the Nintendo DS version. The interview also reveals that the Wii version will support the balance board.

I love the converging effect that happens when you mouse over the text on this site - I think that's a great tease about the revolutionary 3D aspect of the game.

Thanks to MarketSaw reader combi for the heads up!

Thursday, June 18, 2009

New AVATAR In Game Screen Caps!!

**ANOTHER SAME DAY UPDATE: Jim here - Yet another trusted source says the smaller aircraft is a Scorpion and the chopper landing in the rainforest is a Samson - which are featured heavily in the final cut!

**SAME DAY UPDATE:
Jim here again with confirmed names for these beasts and more info from a trusted AVATAR source.

Here is what he/she said:
"The 'panther' is a Thanator
, which was called a 'manticore' in the scriptment. The tan/orange animals being shot from the air are 'Sturmbeasts', which the Na'vi hunt like buffalo. The scriptment's 'titanothere' is in the movie too, but with a new name. Since I haven't seen an image of it online yet, I can't talk about it. The comment about everything being brightly lit is only partially correct. While there are some scenes in the movie like this, much of the action take place in dimly-lit rainforests, and at night."

Be sure to keep clicking to MarketSaw no matter what AVATAR related material emerges on the Interwebs - 'cause we have the sources to explain what is going on in them. Again, no real spoilers here - just damn interesting info! :-) Some more surprises in store for us I am sure...

Jim here. Wow - some great new shots from the Ubisoft authored AVATAR game that everyone is buzzing over. These photos come from news.com.au and reveal quite a bit about the creature design on Pandora. Have a look!

Click to enlarge.

I have a good idea what we are seeing - but perhaps someone else would like to chime in on what you think we are seeing here? You guys wanted more photos on the flora - here they are! How true they are to the movie is anyone's guess, but I see no reason to deviate much when it comes to these designs. The only real differences between the movie and the game is that they take place at different points in time (no movie spoilers as far as plot - but introduces everyone to the alien ecosystem) and of course the graphics will be FAR superior in the movie.

Looks like stunning gameplay! Can't wait to see this in action. Thoughts?

Tuesday, June 09, 2009

Another E3 Vid: John Landau and Ubisoft Producer Talk "Avatar"

Hi, Michael here with another video from E3, this one from the Associated Press:



Highlights:

-John Landau explains the level of divergence between the game and movie, saying that the plot of the game takes place a full two years before we ever arrive at Pandora in the movie.

-Landau calls the game "a great tease to the movie." He mentions how they want to educate people about the world of Pandora before the movie opens, as there "is so much there." Letting audiences step in the theater with some ground knowledge will help the movie "take them on a transportive story."

-Executive Producer of the Avatar Game Patrick Naud describes the insane levels of security within Ubisoft's Montreal offices, including what he calls "the bunker."

-Landau: "My Star Wars comparison is simply that they created a whole universe. I don't have the hubris to suggest that we will have the same success. But why do people turn to entertainment? They turn to it to escape the world we live in today. I think what Jim has done is created a world that people will want to escape to. Both in the video game, in the movie, in the toys, and elsewhere. And that's the similarity between Star Wars and Avatar."

Friday, June 05, 2009

Cameron Announces "Pandorapedia" + Confirms Movie Footage this Summer?

Michael here.  Thanks to reader Ronnick for pointing me to the following Gametrailers.com video, which contains two slices of interview with James Cameron.

The first piece of the interview starts at the 16:00 mark, and the second piece starts at 19:07


One interesting piece of news from this interview is the announcement that Ubisoft came up with an idea of a "Pandorapedia" which Cameron describes as "a way of educating the people about the world and all the life in it - just as a kind of entry to the game."

Incidentally, be sure to keep checking www.pandorapedia.com.  It currently redirects to foxmovies.com, but add it to your list of websites to keep an eye on.

At the end of the interview, the GTTV guy asks, hopefully, "I guess this summer we'll see some footage of this...."

Cameron says, "there you go!"

The interviewer continues, "and some footage of the film as well?", to which Cameron chuckles and says, "Alright, yeah."

He then says something that I can't quite make out.  Anyone?

Thursday, June 04, 2009

Drew from HitFix Experiences the Avatar Game Demo!

Michael here.  Drew ("Moriarty" of AICN fame) from HitFix has been on the hype train for James Cameron's "next project" longer than just about anyone else.  He was one of the first people in the internet movie community to really "get" just how revolutionary and huge a pop culture event James Cameron's return to feature filmmaking would be - on par with Star Wars or Lord of the Rings, if not even bigger. His enthusiasm has been contagious.

So I am very pleased that he is the only "movie writer" who has managed to get in to one of the demo showings of Ubisoft's Avatar game.


A small excerpt:

You. Are. Not. Ready.

And here's why. In simple language. Because James Cameron is trying harder. Harder than he's ever tried before. Harder than anyone else is trying now. He's just reaching further, and I'm wired to applaud that, and to root for him to do what he's trying to do... expand the language of film itself, to add new tools to the toolbox as we're making these tpes of movies in the future. The ambition of what he's building, the full-world realization of this longtime dream of his... it's sort of overwhelming when you first take it in. I understand why it took him a long time to get his head around how to make it real. You can write that a film takes place on a planet where there are floating mountains going by. But to convincingly create a planet where there are floating mountains, where you make that idea seem a natural part of the natural order... that's huge.


Read the rest at HitFix here!

Wednesday, June 03, 2009

Avatar Game Demo Impressions + John Landau Interview

Michael here.  The Avatar game demo at Ubisoft's booth is the hottest ticket at E3 this year.  It's behind closed doors, invitation-only, and the security, as per everything Avatar related, is super tight.  According to Entertainment Weekly, "Purses, satchels and picture-taking cell phones had to be checked."

This high level of precaution might also have something to do with the fact that, as reported by IGN, "concept art was hanging from the wall, showing off a few alien plants and animals. More art was scrolling on the massive 103 inch television being used to demo the game."  Damn, I wish I could have been there.

Another surprise has been that John Landau has been personally on hand at each demo session to talk about the game.  And he even brought along his Titanic oscar!

Check out a video interview that Midnight Update did with Landau below.  The Landau portion of the video starts at the 10 minute mark:



The game seems to be great.  The third person perspective was a great choice, and I love how the story is separate from the film's storyline while at the same time introducing new ideas that impressed Cameron so much he is considering them for sequels. Ubisoft has invested a huge amount of time, money, and R&D into creating the best possible gaming experience.  And it seems that the impressions so far are filled with excitement for what Cameron and Ubisoft have created.

Read below for multiple in-depth impressions of the game:









Finally, here is a peek at the some of the gameplay and features from the game, as posted to the game's recently launched official Facebook page.  Become a fan here!

• Immerse yourself in James Cameron’s world.
Peer deep into the heart of Pandora and see James Cameron’s universe, from your own perspective.

• Engage in a massive conflict between two worlds.
Fight for you cause; RDA or Na’vi. Customize more than 60 RDA and Na’vi weapons, combined. Choose your skills: 20 for each clan. Drive all of the vehicles and ride the animals. Expand the battleground in online multiplayer.

• Develop your character and acquire new skills
Create your very own character and acquire skills as you progress through the game.

Read the impressions articles for much more detail on the game.  There's some great stuff there!

Monday, June 01, 2009

Avatar Game Screenshots! Awesome!

Edit: replaced the pics with full resolution HD versions from IGN

Click the pics to see them in 720p!

And that night shot...it's the most exciting thing I've seen from Avatar yet, and it's not even a shot from the movie itself.  It looks like concept art to me, but the other three pics look amazingly detailed as well - so I cant be sure.  If it is artwork, then I'm guessing it was created by Ubisoft's team, but it could be from the film team too.  In either case, I'm already trying to pick my jaw up off the floor.


Michael here.  Wow.  I'm so pumped right now. 

Watch Ubisoft Press Conference (Conference Now Over)!

Michael here.

Live streams:




Live Updates:

-Host just STRONGLY hinted that Cameron will be showing up.

-Yves Guillemot just announced that Ubisoft will be working with Steven Spielberg on Tintin games.

-Ubisoft is developing over 100 shots for Avatar with its new VFX studio!

-Cameron speaking now!

-Cameron says there will be 1000 ft tall trees.  Na'vi will be 10 feet tall, striped like tigers.

-Cameron says that game will have its own characters, vehicles, weapons, and settings.  Will also embellish on Na'vi culture and technology.

-Ubisoft started work 2 and a half years ago.

-WETA created assets for the game that will not be in the movie, just as Ubi created assets for the movie that won't be in the game.

-Player can choose either human or Na'vi perspective.  Moral theme in the game - who the "bad guy" is depends on who you play as.

-Cameron suggested that the game be 3D.  Ubi was a bit hesitant at first, but ended up showing Cameron a demo that blew him away.

-The game will be demoed over the next few days at Ubisoft's booth!

-Cameron leaves stage.  No footage or stills from game, yet.

-At beginning of conference, one of the Ubi guys implied that the game would be unveiled officially tomorrow.  I wonder if he means that the playable demo will be unveiled tomorrow - I think there's still a  chance we will see a clip from the game later in the conference.  We'll see!

-Ubi showing off Red Steel 2 and other non-Avatar games.

-Still showing off other games, all with trailers.  I wonder why they chose not to show footage from the Avatar game?  Maybe a surprise reveal at the end of the conference?  Although I would suspect they would have wanted Cameron to introduce the clip.

Conference still going on!

Conference is over.  Next stop: game demo on show floor tomorrow!

Friday, May 29, 2009

Watch Ubisoft's E3 Press Conference Live - Will Avatar Game be Revealed?

UPDATE: Michael here.  Reader Adam Loncar pointed me to an Ubisoft press release promising "special guests that are certain to thrill attendees and web viewers."  It would certainly be awesome if Cameron showed up to help show off the Avatar game.  More as I get it!

Michael here.  Ubisoft is holding their E3 press conference on Monday at 5:00 PM, PST, and you can watch it as it happens via Ubisoft's official live stream.
Will the Avatar game be shown? MCV is reporting that it will be unveiled at E3.  The site reportedly spoke to Ubisoft's European Executive Director Alain Corre, who told them that “People will be dreaming about Avatar after seeing it at E3. People will have never witnessed anything like it before. This is an investment in technology we will be able to put into our future products.”

Referring to 3D technology, Corre said “This is a brand new visual approach to gaming and movies.  Hopefully, it will capture everyone’s attention. We know not all the gamers will be able to own that technology. But we’ll be able to get it to many of them. This 3D aspect will one day become must-have."

So far MCV seems to be the only source reporting that Ubisoft will be revealing their 3D technology - and the Avatar game - at E3.  I am unfamiliar with the site, so I cannot personally vouch for their credibility.  However, I do think there is a solid chance that we will see something from the game at the press conference.  

Stay tuned to MarketSaw for more on Ubisoft's E3 plans as we learn more!


Friday, May 08, 2009

"James Cameron's Avatar" - How "Avatar" Will Be Marketed

Hi everyone, Michael here with a bit of theorizing about what Fox has planned for the marketing of Avatar.  The www.jamescameronsavatar.com (and .net, .org etc) sites are all registered to Fox.   Right now they redirect to temporary pages filled with ads, but my bet is that these sites will soon serve as the gateway for what will be a crossplatform AVATAR experience.  The Ubisoft game, Mattel toys with their extra online content, film, books, and more will all be accessible from this portal.

It certainly seems as though Avatar is being branded as "James Cameron's Avatar". The titles of 3 of the 5 books announced so far begin with "James Cameron's Avatar."  The Ubisoft game has officially been titled "James Cameron's Avatar", and the IMAX release is referenced on the IMAX web site as "James Cameron's Avatar: An IMAX 3D Experience."

Branding Avatar in this manner is a smart decision.  Not only does it let audiences know that James Cameron is the creative mind behind the world of Avatar, but this common brand also gives the impression that Avatar is an engrossing, holistic experience that spans multiple creative mediums.  In other words, Avatar isn't just the movie: it is all of these different experiences.

Keep your eyes on www.jamescameronsavatar.com for updates!  It can't be too far away now.

Tuesday, June 03, 2008

Guillemot: Ubisoft Branching Into Animation and CGI - 3D Specialists??

Cross the T's and dot the I's on this one! Ubisoft's CEO, Yves Guillemot recently spoke with GamesIndustry.biz and dropped some major TNT on not just the gaming industry, but film making as well! Here are the areas dealing with 3D and hold onto your hats:

Q: One of the most interesting announcements at Ubidays was the confirmation that Ubisoft is working on 3D, or stereoscopic, videogames. You're partnering with James Cameron for Avatar – are you sharing technology and assets for that?

Yves Guillemot: Yes, there are synergies between the two. What we are doing with Cameron is sharing what he's doing in his movies to actually create games that will use as many elements as possible. We are sharing all the assets and we're sharing what 3D will actually brings to the market. We are really going in the same direction.

Q: Are you looking to bring 3D capabilities to more games than just Avatar?

Yves Guillemot: The deal is to build a 3D experience on top of the normal experience. Avatar will have both.

Q: How is it going to work on a practical level – are you going to ship stereoscopic glasses with the finished game?

Yves Guillemot: It's with glasses on a specific TV. I've seen it, it's amazing.

Q: So it's not something that is going to work on a normal TV?

Yves Guillemot: No. It doesn't work on normal TVs. It means we will see an evolution on the TV. They are already in Best Buy in the US. You can already buy these TVs.

Q: That must be expensive to develop. Do you see Ubisoft making further use of the technology in the future?

Yves Guillemot: Well, it's not that expensive. But it's new, it's a new approach. It's not any more expensive than all the things we have to go through when we change over to new console machines or when we adopt new ways to animate our characters. It's another good technology that will be good to master but it's not going to be extremely expensive. We have to make the games in such a way that they have to be 2D and 3D so the experience will be good either way.

Q: There aren't many other publishers, if any, talking about working on 3D games publically. Are you aware that you're being watched by the rest of the industry and do you feel a responsibility to pioneer this technology going forward?

Yves Guillemot: Anything that is good for the industry is of interest for us. What we see is that because 3D is really bringing in a level of immersion that is very interesting, we think it is very important to test it and see how we can give an even better experience to our consumers. We don't know if other companies will follow us, what we know is that because Avatar [the movie] will be in 3D, being able to give consumers the same experience in the game will be very interesting for those coming out of the movie and experiencing the game on a 3D TV.

Q: Is there a connection between this 3D technology and what's going on right now at your CGI studio?

Yves Guillemot: There is a connection, automatically, because that's the way the movie industry is going.

Q: So what are your ambitions with the CGI studio?

Yves Guillemot: Our goal is to create a studio that will be very high quality, our goal is to try to get to the level of quality of Peter Jackson's Weta studio. We have been working to train people, to recruit highly talented people and we are in test mode at the moment. We are going to make sure that we get to the level of Weta. We have a long way to go but in getting to that level will help us to actually be one of the studios where everybody has to go.

We don't need to be always making the movie but what we have to do is make sure that what's necessary for our games is done close to us so we can reuse assets. Or we can have a specific relationship with a director who is going to do 3D imaging in such a way that we can also use them in our games. That is how we will improve the quality of our games, by giving our consumers a lot more than what we can give them today. Because if you have a USD 150 million budget instead of USD 20 million, USD 50 million of that can be used in creating better backgrounds, better animation, more defined characters and storylines. All those elements will improve dramatically the experience that consumers will have. This will be especially necessary with the next generation of consoles. It is important for this generation, but for the next generation when we will have machines that are a lot more powerful it will be a necessity.

Q: At the Edinburgh Festival last year you spoke of Ubisoft getting further into movie production and now you're establishing a CGI studio. So is this very much part of the evolution of Ubisoft, to produce movies rather than licensing out brands and IP?

Yves Guillemot: The goal is to produce the images, the animations, to work on defining scenarios, because that's what we need in our games. For the rest, we will start by working with external companies that are interested and know this business, but we will make sure that movies are coming out at the same time as our games, as our books and other ancillary products. We are not going into the movie industry because we want to become a distributor, we are going into the movie industry because we think the game can benefit a lot from that.

Q: With 3D advancements, CGI movie production and the recent acquisition of the Tom Clancy brand, is it right to assume Ubisoft is now a multimedia entertainment company, rather than 'just' a videogames company? You're looking to produce games and spin off into books, TV shows, movies and more?

Yves Guillemot: The goal is to really make sure we give more to our customers. When our customers spend GBP 20 or GBP 30 on a videogame they want to know the characters better. A book is a great place for that, but also a movie too. The player's emotion's are different in a book, compared to a movie or a videogame. A movie can set up a story for the player in a game. It's the combination of all these experiences that will give us the opportunity to give the player more emotions and leave the player feeling that they have experienced so much more.

What's also extremely interesting is that to create the games we need the talent, and this talent is in the movie industry. These kind of skills are in the movie industry because when they do animation – things like 3D modelling, clothing animation – they can really show what they can do in movies because they have no limit to the number of animations. Having that talent close to our games business will allow us to improve the quality of our games. But that talent is not available for the games industry normally. If we can create animation that will be used in the movie industry we will be able to use it in such a way that it will be used in a game as well.

All of this makes perfect sense and falls nicely into comments James Cameron has made alluding to unified movie and game projects. SHARING ASSETS. Brilliant. If you have spent a lot of time and dollars creating a specific CGI effect, why reinvent it for the associated video game? Reuse it. Reuse a lot of it! And as I have said before - get the public in on it too creating backgrounds and useable objects in both movies and games like they already do in creating player built levels or "modding". Why not?

Can you see how the future is changing here? Ubisoft is leading the way here with some very key partners including Cameron. There is a gap widening here between the innovators and the status quo - its exciting to watch! Ubisoft could be the go-to 3D specialists in the near future. They are learning the ropes from the man at the pinnacle of the 3D show right now, Cameron and crew.

Read the full interview at GamesIndustry.biz!

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