Amy Hennig Joins Electronic Arts

For the past few years, Amy Hennig has become one of the most celebrated game directors out there, driving the Uncharted trilogy to new heights. Now, she’s found a new home, just weeks after departing the series’ developer, Naughty Dog.

Hennig has signed on with EA’s internal developer Visceral Games, and will work on the company’s new unnamed Star Wars project. She will serve as a creative director on the team.

Steve Papoutsis, vice president and general manager of Visceral, expressed his joy in signing on Hennig with the team. “Amy has long been recognized as one of our industry’s top visionaries, and is coming off an amazing run as the Writer and Creative Director of the Uncharted franchise. But her contributions go beyond the games she helped create at Naughty Dog and at Crystal Dynamics, where we worked together many years ago. As both a colleague and friend, I’ve always admired her approach to creative development – focusing on nailing down the soul of a game first, and then making sure the writing, the gameplay, the design and the art comes together to form a unified, interactive experience for the player.  This fits in perfectly with what we’re trying to do here at Visceral and Amy’s going to help us continue in our pursuit to make the most thrilling, immersive games in the world,” said Papoutsis.

We congratulate Hennig on the hire and are eager to see what she does with the Star Wars project.

Source: EA

Ridley Scott To Produce ‘Halo’ Project

As if Steven Spielberg working on a Halo series wasn’t enough for Microsoft, another big name has just signed on for a different project in the sci-fi universe.

Ridley Scott, the director of Gladiator and Alien, has signed on as an executive producer for a new Halo digital feature. Sergio Mimica-Gezzan (Battlestar Galactica, Heroes) will serve as the project’s director.

There’s no word yet as to how Scott’s Halo piece will tie in with Spielberg’s, if at all, but with a new chapter in the series due for release sometime in the next year, there’s plenty of possibilities as to where it can go.

Expect more information on the project during the Electronic Entertainment Expo at E3 in a few months.

Source: Business Insider

Amazon Game Studios Signs Top Talent

With the new Fire TV device, Amazon is wasting no time in lining up top game design talent for it.

In addition to purchasing Killer Instinct developer Double Helix Games a couple of months back, Amazon Game Studios has also hired the designer of Portal, Kim Swift, and Far Cry 2 creative director Clint Hocking to work on new projects for the company.

Amazon Game Studios already has a roster of experienced game production personnel, including talent from Microsoft, EA, Activision, Zynga, SCEA, Ubisoft, Nintendo, Blizzard, Naughty Dog, Konami, Square Enix, Capcom, Bungie, Sega, Popcap Games, Apple and more. This is huge news, on top of the other publishers that are on board for the device, including Electronic Arts, 2K, Ubisoft and Sega, among others.

No word yet on what Swift or Hocking are working on, but more details should be revealed in the months ahead. One thing is clear, though: Amazon seems pretty serious about making games.

Source: TechCrunch

Blizzard Says Death Is Very Popular

Business continues to boom for Blizzard and its PC game expansions.

The just-released Diablo III expansion Reaper of Souls has cleared some big numbers in its first week of release. It’s managed to sell 2.7 million copies since March 25.

In addition, the studio explained that players have managed to stop Death in the game over 1.5 million times, and views from the Diablo III game have exceeded 2.4 million on the users’ streaming Twitch channels.

Those are impressive numbers, though the original Diablo III sold over 3.5 million copies in the first 24 hours of its release.

Source: MCV UK

Instagram Ad Campaigns Get Pricey

Instagram is ready to advertise with the big companies.

Following a test run with ten different advertisers last year, the site, owned by Facebook, has begun pitching new Instagram ads with CPM’s that could run a pretty steep price – anywhere from six to seven digits, depending on both reach and frequency.

One executive with the company stated that a month-long purchase could run as high as $500,000, while another stated that a similar period of time could run double that at $1 million. Another chimed in that the rates could go anywhere between $350,000 to $1 million, although no range has been permanently set just yet.

CPM’s with the program will be based on factors such as targeting (including age and gender perimeters), as well as reach and frequency.

Instagram didn’t make any official statements on pricing, although several companies are already interested, including Taco Bell, who has begun to use Instagram to showcase its new breakfast menu.

Source: AdAge

Navigating Global Payments For Games

As the gaming industry expands globally, getting paid for your game or virtual goods becomes a vastly more important issue. The preferred payment methods and payment infrastructure vary wildly from country to country, not to mention the legal requirements. If your game is a hit in the U.S., making money from it in another country requires more than just getting a good translation — you’ve got to have a strategy for financial transactions in that country.

This is where a number of firms step in to provide an array of services. One of the key players in the gaming industry is Live Gamer, whose mission is (as they style it) “to stretch the boundaries of what’s possible and profitable in the ever-evolving economy for digital goods, content and services on a global basis.” Live Gamer delivers a broad set of e-commerce solutions to clients across industries including games, media and entertainment and finance and technology, all around the world.

Recently Live Gamer announced its partnership with Wargaming to handle microtransactions and payments for World of Tanks in Japan and Southeast Asia. The [a]list daily caught up with Andrew Schneider, president of Live Gamer, to talk about the company’s role in the global game industry.

Live Gamer has more than 120 enterprise clients transacting in more than 180 countries, but they handle both large and small customers. “We work with both large and small companies,” said Schneider. “We’ve worked with 2K Games, TakeTwo, EA, Facebook is a customer. We do work with large customers but also with independent developers who are just starting out and need a very robust tool set because they want to get into global self-publishing. Rumble Entertainment is a good example.”

Live Gamer president Andrew Schneider

Wargaming turned to Live Gamer in part because of the company’s expertise in Japan, which is a complex market for financial transactions. “Japan is a highly regulated market,” said Schneider. “They have specific compliance obligations around virtual currency and stored value systems. They’ve made some interesting distinctions around who’s made virtual currency and who’s selling virtual currency. Live Gamer has made its mark on solving tough problems and being aggressive on opening new markets for its customer base. We acquired a company in 2009 that was providing billing and payment services to Korea and Japan, so we’ve been focused on that market for a while.”

Along with its payment services, Live Gamer also offers GamerDNA. “GamerDNA has been the second largest advertising network in games, news and information services, according to comsvore. It reaches over 50 million 18-34 core gamers. As a stand-alone advertising business, it reaches a true gamer demographic, which is valuable to game companies and endemic advertisers, but also to other companies that have a hard time reaching core gamers,” Schneider explained. “For Live Gamer, it’s proven as a way to help our game e-commerce clients also have a way to acquire customers, to reach the right customers, advertise, promote and draw in the right type of player to their games. A full end-to-end proposition really does start with acquisition of players, , engagement, conversion from free to pay, then optimization and retention. Those are the main drivers of a developer’s free-to-play business, and we try to map our offering to those key drivers.”

While the issues around global financial transactions are complex, Schneider finds it comes down to some simple things for game publishers. “It sounds pretty basic, but when a publisher or developer is looking to drive their revenue model they have to look at whether they have a great game and an acquisition model. Those are fundamental,” said Schneider. “When it comes to global payments, it’s a simple rule: Allow people to pay in the method that is most convenient and familiar to them. A lot of game developers and publishers may take a U.S.-centric point of view because they might be located here, and it is the largest game market. But the U.S. market is 95 percent credit cards and PayPal.”

Schenider continued, “You can get away in the U.S. with that strategy, but as soon as you get into Europe, as soon as you go to Latin America, or Korea or Japan or Southeast Asia or Easter Europe or Turkey or MENA (Middle East/North Africa), you really need to be informed on what players are paying with, make sure you’re balancing your conversion rate goals with your anti-fraud and risk mitigation goals, and then you worry about your margin optimization. Not all payment methods cost the same amount of money — mobile payment methods, for instance, are usually more expensive than a bank transfer method. That’s a lot to cover, but those are the fundamentals of how to optimize your global payments business. Having trusted partners who know how to do this is ultimately why we’re here.”

Cats React To YouTube

 

Facebook Oculus Rift Spoof Footage