 |
|
 |

|
|  |
 |
|
 |
 |
| Newest Visionary Quotes |  |  | John Logue, Instructor and Animation Director for the Oregon3D: Center for Visualization Technologies |  |  | Brom Mahbod, Vice President, e-Services Platform Division, Oracle Corporation |  |  | American McGee, Creative Director for The Mauretania Import Export Co |  |  | David Perry, President, Shiny Entertainment Inc. |  |  | Bob Picciano, Director, Database Technology, IBM Canada Laboratory |  |  | Markus Rex, Vice President of Research & Development, SuSE Linux |  |  | Hector Ruiz, President and CEO, AMD |  |  | Mark Shearer, Vice President eServer Products, IBM Systems Group |  |  | Terence Stephen, Executive Editor, Hardware Mag Malaysia |  |  | Jimmy Tang, Editor-in-Chief, Hardware Zone |  |  | Richard Therrien, Vice President of Creative Development at Strategy First Inc. |  |  | Brian Valentine, Senior Vice President of Windows Division for Microsoft | | Complete Visionary List |  |  | Software Visionaries |  |  | Hardware Visionaries |  |  | Media Visionaries |  |  | Industry Analyst Visionaries |  |  | Academic Visionaries |  |  | General Technology Visionaries | | Newest 64-bit Articles |  |  | Network Magazine |  |  | Network World | | Complete Publication List |  |  | Technology Publications |  |  | Business Publications | 
|
 |
 |
 |
|
Studio 64 David Perry President, Shiny Entertainment Inc.
 |
"During the 1990s, the video game industry took a massive step into new territory when we went from 2-D images to 3-D to greatly improve the worlds we create for gamers to explore. This step caused all companies to rethink their strategies, their game designs, development tools and their hardware. Since then, we have been feeling safe and comfortable as we know there's no 4-D to worry about.
By working closely with Hollywood on our last game, Enter The Matrix, we know that the next major step in gaming will be in finding a way for game worlds to feel so real and convincing that you begin to really care about the world and its inhabitants. In the movies, when a key character dies, good writers, directors and actors can have you in tears. For a video game, it's a much more difficult proposition. If the actor looks like a mannequin, if the writer is merely a video game designer, and there is no director, you end up with a flat experience.
So what will help make the difference? It's going to take hardware that delivers living, breathing characters and worlds that can be truly explored, not just visited. Thankfully, AMD has taken great strides with its 64-bit technology to give game designers the power under the hood to try to achieve these goals. When you buy a new processor, you should expect a lot from it, and games are one of the ways to really see and hear the difference."
|
|
|
 |
|