Adobe Celebrates The ‘New Creatives’

Adobe just passed the 1 million subscriber mark for its Adobe Creative Cloud and is celebrating with this new TV spot. The video has a series of artists whose work is projected across their faces done to the song Default by Django Django.

Source: AdWeek

 

‘Bayonetta’ Meeting A Bloody Fate

The studio that did Witchblade, Hellsing and Afro Samurai is doing a Bayonetta anime! Check out the first trailer for Bayonetta: Bloody Fate, encompassing all the over the top violence and silly sexuality for which Bayonetta is known.

Lego ‘League of Legends’

The ongoing League of Legends championship is one of the hottest things in gaming right now as evidenced by its massive viewer numbers of streaming sites. In case you missed some of the action, here’s some of the highlights . . . done in Lego!

Nintendo’s Hiroshi Yamauchi Passes Away

Hiroshi Yamauchi, the former president of Nintendo who led the company to profit with a change in direction, passed away at the age of 85 yesterday of pneumonia.

Nintendo wasn’t always the Nintendo of today. At one point, they were a playing card company, making the rounds in 1949 when a young president named Hiroshi Yamauchi led the way.

Over the years, the company found a new direction, primarily in the 1980’s when, with the guidance of Yamauchi, it led a rise in home video game popularity with the Nintendo Entertainment system. Since that time, Nintendo’s business has been on the rise with new systems and games, though Yamauchi quietly retired in 2002.

“Hiroshi Yamauchi transformed a run-of the-mill trading card company into an entertainment empire in video games,” said Ian Livingstone, co-founder of Games Workshop and former chairman of publisher Eidos. “He understood the social value of play, and economic potential of electronic gaming. Most importantly he steered Nintendo on its own course and was unconcerned by the actions of his competitors. He was a true visionary.”

Source: BBC

SOE On Developing Online Audiences

These days, no one can really be “right” when it comes to online arguments, as there’s always someone out there trying to prove that their statement is the strongest – even if it’s not always factual.

Linda Carlson, director of global community relations for Sony Online Entertainment, explained that the process for online audience growth is “an area of study,” where players of their games act more like occupants, interacting members of the virtual world that the company creates, including Planetside 2 and DC Universe Online, both of which are coming to PlayStation 4.

Carlson spoke at GDC Europe about the matter, stating, “When I first started playing in 1999, it was the most extraordinarily, overtly sexist environment ever,” she says when we meet after her talk. “That’s one of the reasons I started playing as a male dwarf. I made a female wood-elf, and it was, ‘Hey baby, nice rack!’ So I made a female human – not as attractive – and it was still just people wanting to cyber. I finally went for a male dwarf, because nobody wants to touch that.”

“I’d been a strong supporting member of the community… I was one of those veterans that liked to help out, though I typically avoided forums as much as I could. They were really a cesspool at that time, and I didn’t feel comfortable posting there – they’re moderated much more carefully now.”

“It’s all a matter of perspective. The size of the problem changes depending on who you are, so you have to take all of these views seriously, even if you can’t change something [back].”

More information on the process can be found at the link below.

Source: GamesIndustry International

Science Cracks Viral Marketing

Viral marketing is a fascinating process, though not one that every company can easily master. There’s so much that goes into spreading word-of-mouth about something, and doing it reliably and cost-effectively isn’t exactly a science.That may be changing, though, based on new research.

Three military scientists from the West Point Network Science Center at the US Military Academy in West Point – Paulo Shakarian, Sean Eyre and Damon Paulo, may have found a way to find the “seed groups” to help make viral marketing more of a viable process, so that the message in mind can be spread across an entire network with ease.

Their method is based around the idea that certain individuals could catch onto a message if friends are already receiving it, which they feel is a critical breakthrough in the process. From there, it’s repeated with even more friends to see who raises the most attention when spreading the message, but pruning those who have the greatest excess.

When no one is left in the network that has a greater amount than the threshold is left, the “seed group” is then nailed down, with a message sent to every member to begin spreading the message.

Said Shakarian, “We present a method guaranteed to find a set of nodes that causes the entire population to activate – but is not necessarily of minimal size.”

It’ will be interesting to see how this process is commercialized in the future. Marketers would certainly pay to know how to get solid viral marketing results with minimal cost and effort.

Source: Technology Review

Apple Raises Download Limit

With iOS 7 successfully launching across the board for Apple devices, the company has tweaked its ability to download applications “over-the-air”, or through regular 3G/4G connection without Wi-Fi. One key category of apps likely to benefit is, of course, games. This won’t help Infinity Blade 3, which clocks in at 1.47 GB, but many games will fall under the new 100 MB limit.

Apple confirmed today that you can download apps through the store that are no greater than 100 MB to your device without the need to connect it to a computer or Wi-Fi network. Anything above that, however, will still require the connection.

This is a significant raise from the company’s previous limit of 50 MB, and you can expect some app makers to move past their data loading limits with new applications and programs in the months ahead as a result.

Source: GigaOm

‘GTA V’ Map Harbors Secrets

Normally, when a new game comes out, players scour it for miles on end, hoping to find “Easter eggs” that give them special collectibles or abilities otherwise not available in the game. This was certainly the case with Grand Theft Auto V when it released earlier this week, though Rockstar Games had different “Easter eggs” in mind this time around.

With the Collector’s Edition of the game, you’ll find a complete unrollable map for Los Santos and its neighboring Blaine County. However, the real treat is turning off the lights and turning off a UV light. Once you do this, you’ll expose secrets and notes embedded within the map, including circled locations and messages.

One message in particular reads: “Lago Zan Cudo. Great ocean, highway north, through north chumash, 0.5 miles pas Raton Canyon. When guard rain ends, follow the dirt road down the docks. Bring $500,000 cash. Xxxxx.”

Some other messages indicate that Los Santos could be home to strange alien activity, including a picture of an alien with the words “They’re here!” underneath.

Grand Theft Auto V is available now for Xbox 360 and PlayStation 3.

Source: PSFK

Smartphone Usage Evolves

When someone usually purchases a smartphone, it’s generally based around the idea that they want to keep in good touch with family and loved ones. However, a new study from the Pew Research Center indicates that users are making these devices work for them in other ways.

The full report released by the team this week indicates that while a whopping 81 percent of people generally use smart phones to keep in touch via text message, other features are almost as highly used. These include 60 percent of users who look things up on the Internet; 52 percent sending or receiving email; 50 percent downloading new apps to their device and 49 percent using their device to seek out directions and recommendations, based on locations.

The figures have increase over the past few years in a number of ways. Back in 2010, texting sat at around 65 percent, but has since risen to 81. Meanwhile, apps showed a tremendous increase, going from 22 percent in 2010 to 50 percent in just three’ years time.

Source: TheNextWeb