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July. 30th, 2003 21:442003: realtime 3D for EGE
Apr. 19th, 2002 14:31Nightmare Creatures 3 : a unique video game !
June. 10th, 2000 02:23Nightmare Creatures 2 : Crowley's back!
May 15th, 2000 02:42What is a milestone?
Sept. 10th, 1998 02:41Commando
Dec. 12th, 1997 22:04Mars Special Ops Handbook

2003: realtime 3D for EGE

July. 30th, 2003 21:44 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/905 — updated on Nov. 20th, 2018 09:18 exists for 22 years & 3 months ago - .

In-fusio created the business of the downloadable apps on mobile phones back in 2001 with the ExEn technology: it embedded a very compact Java VM from Shlumberger plus a thin native API to provide maximum performances. This was before J2ME even existed. EXeN was deployed on more than 200 mobile phone models and brands.

In 2003, with the emergence of the first smartphones, I was in charge of creating a realtime 3D engine API and native code to embed into the EGE, the successor of ExEn.

TBC.

A preview of EGE/3D on LG7100 handset

This was the first time the engine ran on an actual handset: this was on Thursday January 29th 2004 à 09:32am.

Magazine SVM de novembre 2003

Jouez mobile technologies engagées : Après des débuts timides, le jeu vidéo sur mobile est en plein boom : “En un an, nous sommes passés de 0 à plus de 200 000 jeux téléchargés par mois”, s’enthousiasme Anne-Laure Descleves, responsable communication chez Gameloft, un éditeur de jeux sur portables. Même son de cloche chez In-Fusio, le pionnier du secteur, qui affirme compter un nouveau joueur toutes les cinq secondes. Un succès dû à la multiplication des téléphones Java. On désigne ainsi les appareils capables d’exécuter des applications programmées avec J2ME (Java 2 Micro Editionl. une version allégée du célèbre langage de Sun Microsystems. Cette techno change tout car elle permet de concevoir des jeux dignes d’une console de poche, ne pesant pas plus de 150 Ko et téléchargeables en moins de deux minutes sur les réseaux GPRS. Ainsi. Gameloft propose, dans son catalogue, qui compte une trentaine de titres, des adaptations de jeux pour consoles et PC comme Splinter Cell, Prince of Persia ou Rayman 3. Si les jeux sur mobiles se doivent d’être simples et faciles d’accès, des applications plus évoluées sont déjà disponibles. Sur Splinter Cell, par exemple, il existe des modes experts qui permettent de pratiquer l’infiltration plutôt que le tir. Et sur le jeu de course automobile IF Racing, le dernier titre d’In- Fusio, on peut courir contre son “ghost”, une voiture fantôme indiquant l’ancienne position du joueur, et l’envoyer à un ami pour qu’il puisse comparer ses performances. La prochaine étape sera le passage à la troisième dimension. Mais avant d’en arriver là, il faut que les API (interfaces pour la programmation d’application) de jeux Java pour mobiles, baptisées MIDP (Mobile Information Device Profile), évoluent suffisamment et que les constructeurs se mettent d’accord sur un standard. “Pour l’instant, chacun y va de son implémentation propriétaire”, se plaint Yann Mondon, le directeur de la communication d’In-Fusio. Voilà pourquoi cette société met en avant sa technologie ExEn, une machine Java optimisée pour le jeu, dont la prochaine mouture, prévue pour la fin de l’année, proposera un moteur 3D dédié, des fonctions sonores et multi-joueurs avancées ainsi que des animations Flash. Si Alcatel, Panasonic, Siemens, Sagem, Philips et Trium ont intégré ExEn sur leurs appareils, d’autres constructeurs comme Nokia ou Motorola y sont rétifs. Mais, à terme, tout ce petit monde devrait utiliser les mêmes technos et la 3D se généralisera. Quant aux jeux multijoueurs, ils s’apprêtent à débarquer : Gameloft met la dernière touche à une nouvelle version de Splinter Cell qui permet de jouer à plusieurs en mode coopératif. Elle sera disponible à Noël sur la N-Gage de Nokia, un hybride de téléphone et de console de jeu, dotée d’une connexion Bluetooth. A.M.

Gameloft, l’éditeur de jeux sur mobiles, prépare une version 3D du jeu XIII. inspiré de la célèbre bande dessinée, pour la fin de l’année.




Nightmare Creatures 3 : a unique video game !

Apr. 19th, 2002 14:31 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/7 — updated on Nov. 12th, 2018 20:06 exists for 23 years & 6 months ago - .

Want to play the best action/adventure game ever ? Have a look at Nightmare Creatures 3, the game we were creating!

Here is the team posing for the last time, having to stop the project at Kalisto:

Have a look at the 2 months of hard work we put in this 2001 ECTS demo — this is the Xbox version:

Some of the characters you would have met during the adventure:

Press coverage




Nightmare Creatures 2 : Crowley's back!

June. 10th, 2000 02:23 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/237 — updated on Nov. 12th, 2018 20:47 exists for 25 years & 4 months ago - .

NC2 is a video game developped from early 1998 to year 2000 with a team composed of experienced people, most of them coming from the previous opus team: Nightmare Creature 1.

NC2 is an action­/­beat’em up game designed and developped at Kalisto Entertainment in France for Universal / Konami and released on Sony PlayStation and Sega Dreamcast consoles.

The title is nicely sustained by Rob Zombie's action songs.

Featuring Adam Crownley, the Scientist who wants to take over the world. Will Wallace defeat the Great Bad finally?




What is a milestone?

May 15th, 2000 02:42 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/286 — updated on Nov. 13th, 2018 01:08 exists for 25 years & 5 months ago - Photo: Stéphane de Luca.

You certainly are a player; and possibly are one out of the 2 million people around the world who's alrea y played NC2… But did you ask yourself what it has cost to the team in term of efforts ? Hard work, days and nights for your own fun! That's entertainment.

I let you look at some milestones moments: Joking is always something we used to decrease the stress leve cumulated over the days before the release of the milestone…

The result of such an effort is the CD set in a jewel box unroll the story and enjoy the game...




Commando

Sept. 10th, 1998 02:41 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/239 — updated on Nov. 13th, 2018 02:46 exists for 27 years & 2 months ago - .

Commando is the video game I developped from October 1997 to September 1998 with a very small team.

The project started with the development of a prototype of the game that we developped in only 3 months.

Commando is a military action game designed and developped at Virtual Studio in France for Namco Japan on Sony PlayStation.
I started the project for some weeks when Pavlos Germidis joined me for what I believe was a great adventure.
In addition to driving the project, as always I did the 3D engine, tools and game programming while Pavlos Germidis brought the artwork design and the story pitch; he also did—by his own—the nice CGI which introduces the game.
Pips did the 3d realtime modelling and texture design based on Pavlos’ bio designs.

Many trips to Japan was required in order to aggree on the right game design and technical features to be developped, and—obviously—all the financials terms. The contract was signed in Tokio at the Namco building.

You can see me below, with the white shirt and Namco's CEO and its team:

You can see Pavlos on the right and me during the commando project:




Mars Special Ops Handbook

Dec. 12th, 1997 22:04 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/338 — updated on Nov. 16th, 2018 18:52 exists for 27 years & 10 months ago - .

Below is the Handbook we wrote for describing the game prototype and to introduce it to Namco staff.

Acknowledgments

This is the late war information report from our best commando staff. All material is classified, and disclosed to authorised people only.
Keep in mind that all this information was gathered at the price of S.G.B best staff life.

Approaching Mars

The module is dropped by the space vessel and will bounce on the surface.





Landing on Mars

Right after having being landed on Mars, you will pop from the lander module, ready to erase the enemy base.

Facing the bipod

Enemy uses high powerful bipods. One word: “keep cool…”
This enemy is not very fast though but beware, he can crash you in a snap!
You may decide to avoid it. Just run straight away or find and use a jetpack, you will then jump over it.
Alternatively you can use your weapon to neutralize it. If you do so without destroying it, you will be able to drive it!

Use you HUD to target it and shoot.

Once neutralised, run toward it and… jump on it!

You can control it and use its weapons.

Going through the rift

To pass through the rift… you have to jump on the platforms.

Don’t fall into the rift or you’re dead!

Triggering the checkpoint

You can trigger checkpoints in jumping through them.

Once done, if you were dead you will resume your mission at the latest triggered checkpoint!

Passing the laser wall

A giant laser wall blocks the way; it's no use to try to pass thru.
Rather, neutralise the bipod and take it.

Its heavy shield shall let you pass thru the lasers with no damage for you.
But if the bipod has been destroyed before, you will have to look around for a jetpack. We believe it may be of valuable help at this point.

Meeting Jack

Their brand new cybernetic warrior…

…is very impressive.

To defeat it, kill right you see, do not engage any combat!

Getting to the astroport

Approaching the space port…

…destroy these speedy vessels.

Clear’em all!

Stealing a spacebike

Hey, look at this nice spacebike!

Steal it, man…

Oh, shit! These two guys have seen me and started a chase…

The end-level Boss

Unfortunately, we have not much information about those massive gear; our last reporter was dawned killed before reaching it.

It's your job to analyse it and get rid of it
Good luck, Sir!




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