Feb 2014 - Do you need help developing your game? - Tim Johnson
We are now actively offering our collective expertise to help develop your game. We are experts in Android/iOS/PC/Console development, custom engine, tools, and technology development, backend services, as well as existing engines including UnrealEngine3, UnrealEngine4, and Unity. We offer on and off-site consulting. We specialize in engineering, but can supply production, art, sound and visual effects , engineering, production, art, sound and effects talent.
If you would like to know more, please contact us via the address on our Contact Page.
May 21rd, 2007
The May 2007 issue of PLAY Magazine calls the Xbox 360 version of Monster Madness "drop-dead gorgeous" and "a wonderfully modernized throwback filled with cool gameplay twists"!. Pick up the issue today to read a very flattering review of our game!
May 20th, 2007
The June 2007 issue of Game Informer says the Xbox 360 version of Monster Madness "has sleeper hit written all over it", so go get yourself copy of this Game Informer to read a nice review!
August 8th, 2006
Here's an interview that Jeremy gave to GameSpot, detailing some of the features that are going into the game.
August 7th, 2006
CellFactor: Revolution was announced at QuakeCon 2006, and now we have the first gameplay trailer for your enjoyment:
http://www.artificialstudios.com/media/CF_Revolution_Trailer.wmv (285 MB)
May 27th, 2006
A new high-definition trailer of Monster Madness is now available here @ IGN PS3.
May 27th, 2006
During E3 2006, Artificial Studios did two interviews with IGN Gamespy LiveWire about Monster Madness and CellFactor, which are available Part1 and Part2.
May 27th, 2006
Wired's June 2006 issue has a full-page preview of CellFactor on page 72, the text of which you can also view on the Wired website.
March 27th, 2006
After only 2 months of development time, CellFactor: Combat Training was unveiled at the 2006 Game Developer's Conference! CellFactor is a PhysX-powered First Person Shooter developed by Artificial Studios and Immersion Games. In LAN play at the GDC, some of the incredible capabilities of PhysX were shown as the player characters manipulated thousands of physical objects in real-time to crush their enemies!
Here are some news items from around the web describing CellFactor's new style of gameplay:
"By far the most impressive of the demos, this game is pretty far out in development, but the physics work in it is very impressive. This first person shooter has a fully interactive world that of course has some unique weapons to demonstrate the power of a separate physics processor. Every interaction you see with the environment is being done in real time on the PhysX PPU and I played the game a bit myself during the demonstration period and it is a lot of fun. The idea that users won’t be able to hide behind a pile of crates since you can blow the crates up is just one example of what makes me so interested in this kind of technology. This is a title that will require a PPU to function, as is pretty obvious once you watch the demo. "
"The PhysX permits developers to build out the full physics of many more objects in a game. The demo showed off a level of a next generation first-person shooter game, called Cell Factor, as enhanced by the developers to take advantage of the PhysX's prowess at, well, physics.
The question I left the demo asking myself was 'What is it that makes an action game look like a game, and an action movie look like a movie?' I realized, it's not just the main characters, or the main action sequences, but the fine background details that make the real world real. In many games, that there is any dynamic detail in the background is remarkable.
At the time Half-Life 2 came out, the ability to pick up a few small trash objects, and throw them, seemed worthy of note.
This is so much bigger than that.
In many games, smoke simply slides along laterally, not filling spaces or otherwise behaving like we know smoke does in real life.
PhysX adds details even to the way smoke billows out from an explosion---in this case, twisting and curving like a liquid, filling volumetric space as it flows. Wherever an object disrupts its flow path, the smoke flows around it in every direction, even up walls. And with the PhysX, dust and smoke particles can apply some force to objects; In the demo, when the avatar fired a gun at a wall near where several objects were arrayed, bits of exploding concrete pillar pushed one of the objects, a cylinder, away from the site of the blast.
In one scene during the demo, a truck which had been hit with some sort of rocket weapon was blown into (approximately) fourteen kajillion pieces. According to Ageia, each fragment of every destructible object remains persistently as a discrete object for the remainder of the level. A destroyed object doesn't disappear or fade away; All its constituent parts each become separate objects that the graphics board needs to keep track of, with rules of physics to follow. You could see why the test system's dual-SLi graphics board system was even having trouble keeping up a decent framerate with the sheer number of objects it needed to render in one outdoor scene. That part of the game was object rich.
The Ageia folks also showed off how they model the behavior and destructability of cloth:
The building in this level was decorated with a large, draping flag, designed to look as if it were made of a rough-hewn fabric. As my avatar fired his rifle at this flag, bullets tore jagged holes in the fabric---discrete holes, one for each gun blast. Then, the character threw a larger object at the flag, a metal canister, which tore a wide vertical stripe of fabric from the top of the flag downwards. It also tore away adjoining bits of cloth that had been weakened by gunshots. The flag was left in tatters."
"Cell Factor. Not scripted or animated. Crazy real-time physics."
"In Cellfactor, entire environments are interactive and destructible, with collisions on a massive scale and genuine surface reactions enabling unbelievable gameplay.
Game Experience: You duck to avoid the explosion, but can you escape the flying debris?"
"The Cell Factor demo showed an impressive amount of interactivity within the enviroment as our character shot up crates into lots of different pieces, each of which stayed persistent in the level as opposed to just disappearing. The player in the Cell Factor demo has psi powers as well and we were able to see the character use that power to pick up individual pieces of those shattered crates. Of course you can also take the easy route and use a grenade to blow a pile of objects up and that was also demonstrated in the demo. Each object had its own mass as well; some objects could be moved easily, while others took more effort to move.
Even cooler were the fluid effects in the game. No longer will you just see a texture of blood sprayed on the wall as you shoot an enemy. In the Cell Factor demo we saw a head blow up with globules of blood flowing out from the body where the head used to be. Ouch.
One thing we had never seen before in a real-time game was the cloth physics in the demo. One part of the base had a huge cloth banner that not only could be shot through but torn as well in a realistic fashion. AGEIA showed off some movies that had more cloth physics effects like seeing cloth move on a frictionless surface versus one with a lot of friction as well as how the cloth animation moved while on a character in the game.
The Cell Factor demo was very cool to see and we look forward to going to AGEIA's booth later today to actually play the game with the physics enhancements against other players."
"The folks at AGEIA indeed showed off a LAN version of Cell Factor at their GDC booth as promised. The first-person shooter showcases the effects of the hardware physics chip and we got to see lots of new content that was not in the official press conference on Tuesday, including working vehicles in the environment that ran over objects realistically and a Capture the Flag mode that with the physics engine allows the flag carrier to use the flag as a weapon to stab objects and enemies. It's still up in the air when and if Cell Factor will be released (they are still searching for a publisher)."
"Interested conference goers were able to get their hands on a playable Cell Factor multiplayer shooter demo in the Ageia booth. Developed by Artificial Studios, the Cell Factor demo featured a multilevel fuel station map filled with boxes, pipes, cloth, shipping containers, and a handful of vehicles. Players could use "psi" powers, Star Wars Force-like effects, to toss around objects and even each other.
Ageia plans to bundle the demo with its PhysX cards with a full collection of mod tools to let players explore and modify the code behind the physics. "
Additional details are on the CellFactor website. New media will be released soon!
March 20th, 2006
If you want to meet the development leads from Artificial Studios at GDC 2006, and play the latest & greatest game content we've developed, give us a call at 352.256.913 from March 22-24 or drop by the AGEIA booth at ES 146. We'll see you there!
December 13th, 2005
Now on the SVN repository, Reality Engine v15 adds supports the Ageia PhysX hardware, including rigid body collisions onto static triangle meshes. With this you can begin to effectively prototype your games on the hardware, and you'll find some remarkable performance benefits in doing so. More features are on their way, such as fluids interacting with rigid bodies; as Ageia continues to develop their PhysX drivers and SDK, we'll keep Reality Engine up-to-date with the latest functionality.
Additional details are on the developer forum.
September 14th, 2005
Artificial Studios and Immersion Software & Graphics have released the Monster Madness Alpha Demo to publishers and press.
Interested parties can e-mail email@example.com to request a copy of the Alpha Demo for PC platform.
September 6th, 2005
Artificial Studios and Immersion Software & Graphics announce they have completed the Alpha phase of their jointly-developed title Monster Madness, a 4-player cooperative online-enabled action game for the PC and Xbox 360. The Alpha build is a feature-complete version of the game, demonstrating Monster Madness' non-stop action, utilizing Ageia's PhysX technology.
To commemorate this stage of development, we've released a video of the Alpha Demo's gameplay, available here: http://www.monster-madness.com/MonsterMadness_MQ.avi (199 mb, DivX codec). A new batch of screenshots and concept art is also available at monster-madness.com.
Artificial Studios is seeking a publisher for Monster Madness; interested parties can e-mail firstname.lastname@example.org to request more information and a copy of the Alpha Demo (PC).
June 17th, 2005
Artificial Studios announced today that in conjunction with Immersion Software & Graphics, they would be developing Monster Madness, a 4-player cooperative online-enabled action game for the PC and Xbox 360.
“Zack, Carrie, Andy, and Jennifer were all looking forward to a party when Zack's parents left town for vacation. Unfortunately, some uninvited guests soon arrived...”
4-Player Cooperative Online Action
Mix local & online players as you try to survive the Monster's invasion. Each player character has unique items and affects how the story plays out.
3D Top-Down Shooting
Aim in any direction, including up and down. Hordes of Monsters attack you from all sides, but you can also utilize quick dodge-moves to avoid them!
Customize Your Weapons
Acquire Weapon Parts by defeating enemies and exploring your environments, and then use these parts to Build more powerful weapons and Upgrade the ones that you have. Carry these customized Weapons between games, and find rare Weapon Parts at the greater difficulty levels to build the Ultimate Weapons!
Find abandoned Vehicles, outfit them with deadly weapons, and ride in them to overpower your foot-bound foes.
Save the Town
Fight your way through 5 unique environments, such as "Suburban Nightmare", "High School Hell", and "The Shopping Maul", each with deranged Boss Monsters. Take back your turf from these evil fiends (and maybe impress your girlfiend while you're at it)!
Monster Madness is designed specifically for the Ageia NovodeX Physics platform, including use of the PhysX PPU. Interact with the environments physics to give yourself an advantage, such as creating barrides or throwing large objects.
Running on the Reality Engine, Monster Madness takes full advantage of the most advanced Shader Model 3.0 capabilities, including High Dynamic Range Rendering and fully dynamically lit & shadowed worlds.
Monster Madness is slated to be complete in Q1 2006. No publisher has yet been signed, for all inquiries or more information, please contact Artificial Studios.
May 12th, 2005 - As you might have read on websites like Gamasutra, Epic Games has purchased ownership of the Reality Engine IP. Now I'll explain what this means to existing licensees and outstanding licensing deals: they will remain unaffected, as we worked hard to ensure. The forum will stay alive, tutorials will continue to be written, and bug fix updates will continue to be released to the licensed developers. You'll still be able to take your games to market with renewable licensing, and I and other Reality Engine programmers will be here supporting you to doing so.
If you look at the Eval Kit, the bulk of it was written by the remaining programmers at Artificial Studios; we know what we're doing and will continue to work to ensure that your Reality Engine products are successful. Bear in mind that like every other provision in the licensing contract, the renewable and multi-title aspects of licenses are valid: you can still use Reality Engine for as many products and platforms as you see fit. I must note however that any developers who are as-yet unsigned must sign ASAP, or you will lose your chance to license Reality Engine, please e-mail email@example.com to acquire your license.
Though we will shortly close the book on signing licenses, I look forward to seeing the pool of Reality Engine developers continue their work with the technology and bring their titles to market, starting with the impressive titles that will be on display at this E3.
February 27th, 2005 - Artificial Studios will be at the 2005 Electronic Entertainment Expo on May 17th-20th, along with some cutting-edge Reality Engine title demos. Please e-mail firstname.lastname@example.org if you'd like to meet with us there!
April 7th, 2005
A set of Metronome screenshots running on Reality Engine is located at the Reality Media page, more on Team Tarser's website.
Team Tarsier and GamePort AB announced today that their newly developed prototype Metronome is on it's way to E3.
“A next-gen adventure game where sound is your weapon.”
Venture into the city of Metronome, a sprawling mass of haphazardly built houses and makeshift machinery where the outlandish inhabitants are carrying out their chores day and night.
A city where the life of every citizen is dictated by the Corporation, a single bureaucratic entity that owns all the land, the entire infrastructure and all the industries.
Filled with a strange desire to work, nobody seems to find time to pause and question the actual purpose of the city.
Explore winding alleys, skewed rooftops and crowded apartment buildings as you search for proof of the Corporations secret agenda. Listen out for sounds to record that will help you manipulate your surroundings and your enemies, as you slowly uncover a mystery that reaches out from the borders of the game and into reality itself.
Record and store any sound you can hear. Different sounds have different properties making them valuable for a wide variety of tasks.
Use recorded sounds in various ways
Fight enemies by using loud and destructive sounds.
Manipulate and soothe characters by using melodious and seductive sounds.
Fool enemies by clever usage of the right sounds at the right time.
Sound based problem solving
Record and replace the sounds of objects in the world to make them behave differently,
combine recorded sounds to create new functionality and fuse them into items.
Make some noise
Can't find the specific sound you need? Create it yourself! Shove a bookcase down some stairs,
throw a rock through a window or simply annoy someone enough to make them shout at you and then record the result.
By merging collected sounds and various ingredients, ideas can be created.
Ideas that can be used to inspire and control citizens.
Cinematic soundtrack integration
Our music system allows unprecedented control over the presentation and style of the gameworld.
Subtly let the footsteps of a shady character you are following coincide with the sneaky beat of the music,
have him stop and look over his shoulder exactly as the music pauses.”
Metronome is powered by Artificial Studios' Reality Engine.
Team Tarsier at E3
Metronome will be shown at E3 for publishers and selected media, to schedule a meeting please contact Mattias Nygren at email@example.com.
For more information about Metronome and Team Tarsier please contact Andreas Johnsson at firstname.lastname@example.org.
March 8th, 2005 -
The game industry has been quick to realize the power of the NovodeX SDK, with leading publishers such as Atari, SEGA, and Ubisoft offering support. NovodeX also provides plug-in interfaces for major 3D tools vendors, enabling animators to view their work in a familiar environment. Major game developers are also on board with NovodeX, such as Artificial Studios, Big Huge Games and Epic Games, who recently incorporated NovodeX into their acclaimed Unreal Engine 3.0.
Full press release at:
February 26th, 2005 - Artificial Studios will be at the 2005 Game Developers Conference March 9th-11th. While there, we're interested in meeting with Reality Engine's current & potential licensees, technology & middleware partners, and any other interested parties. Please e-mail email@example.com to make arrangements.
Los Angeles, Calif. - February 22nd, 2005 - Artificial Studios Inc today announced their collaboration with NovodeX AG, creators of the industry acclaimed NovodeX Physics SDK, to bring groundbreaking physics to Artificial Studio's Reality Engine.
The move further strengthens Reality Engine's toolset for next-generation PC and console games and simulations, featuring a DirectX9+ graphics engine with real-time precomputed radiance transfer lighting, soft shadowing, HDR rendering, and a standardized shader-driven architecture supporting a wide range of cutting-edge effects. Reality's development pipeline boasts .NET and C# scripting integration, networked level editing, free-form scene construction with no BSP/Portal limitations, What You See Is What You Get (WYSIWYG) interactive scene construction and physics editing, no compile times, and Max/Maya/XSI support.
Reality Engine's physics integration will include physics editing inside of Reality Builder, supporting creation of destructible physics representations for models and characters; constraint editing; vehicle building; complex simulation of water and other fluids; soft-body effects such as cloth, and interactive physics simulation and tweaking all in real-time.
"We're thrilled to have secured NovodeX Physics for Reality" explains Tim Johnson, Technical Director. "We considered many options in our search for a powerful physics engine for the next generation of games, but none impressed us
in performance and capabilities as much as NovodeX. We believe this collaboration will allow Reality's developers to take the realism in their games to an entirely new level."
February 1st, 2005 - We're proud to announce the launch of our new site, dedicated to Reality Engine and its growing clients.
We believe this site and the associated developer center will provide an invaluable resource for our licensees and marks a key milestone in our growth within the game middleware and tools industry.
Switzerland based NovodeX AG is a privately held corporation specializing in game physics middleware. Founded in 2001 as a spin-off of the Swiss Federal Institute of Technology, its cutting edge technologies have injected physics into several game engines and industrial applications. For more information, visit the company's web site at http://www.novodex.com
About Artificial Studios:
Artificial Studios is a game and middleware studio dedicated to advancing the state of professional game development technology. Artificial Studio's flagship product is Reality Engine, a total solution for AAA games using next-generation DirectX9-powered graphics, dynamic physics, and high performance networking with a number of licensed titles already in development. Artificial Studios are simultaneously in development of an innovative, large-scale game for the PC and upcoming high-end consoles featuring these capabilities. For more information about Artificial Studios and Reality Engine visit http://www.artificialstudios.com or e-mail firstname.lastname@example.org
January 28th, 2005 -
Within weeks of working with Reality, U-235 have released their first in-game media.
Quote from U-235 Studios Website:
"We have posted our first publically released screen shots. These screen shots are real time in-game screen shots and are not artificially rendered in any way. This is one of the beach areas in our game. Note that Retribution will include a large variation over 12 locations in design and style. Unlike a lot of modern games, each storyline mission area will be very different, some examples include: beach hideout, marine corps camp, drug lords compound, navy base, miami port area."
Los Angeles, Calif. - January 17th, 2005 - Artificial Studios Inc today announced the launch of a new developer evaluation kit and public media for their Reality Engine™ platform. Reality Engine is a competitively priced complete development suite for next-generation PC and Xbox 2 games.
In addition to cutting-edge graphical capabilities, Reality Engine features a standardized shader-driven architecture, advanced physics middleware, network level editing, .NET 2.0 and C# scripting integration, a streamlined "What you see is what you get" (WYSIWYG) artistic production pipeline, and full support for Microsoft's new XNA technologies.
Reality Engine's Developer Evaluation Kit includes a complete First-Person Shooter demonstration game written in C#, integrating seamless indoor and outdoor areas, multiple weapons, vehicles, day and night cycles, weather effects, rigid-body and rag doll physics, networked game play, and practical use of advanced rendering techniques including Pre-Computed Radiance Transfer (PRT), and HDR Lighting.
"We're filling a hole in the market." explains Tim Johnson, Technical Director, "The bar for excellence in games continues to rise, increasing development time and pushing down profit margins, yet too many developers spend years reinventing the wheel. Game developers needs a standardized platform like other successful industries, but the selection thus far has been poor. Most affordable game engines are based on previous-generation technology and cumbersome tools, while the cutting-edge solutions price themselves out of the budget for many studios.
With our strategy of competitive pricing and our ground-up focus on leveraging supporting technologies such as XNA, we believe Reality meets both the technological and economic needs of developers for the next generation of game titles"
"Key to our strategy is providing support through the entire development process, growing our technology with our clients' needs, enabling them to focus on the fun stuff: making great games!"
About Artificial Studios
Artificial Studios is a game and middleware studio dedicated to advancing the state of professional game development solutions. Artificial Studio's flagship product is Reality Engine, a total solution for games using next-generation DirectX9-powered graphics, dynamic physics, and high performance networking with a number of licensed titles already in development. Artificial Studios are simultaneously in development of an innovative, large-scale game for the PC and upcoming high-end consoles featuring these capabilities.
For more information about Artificial Studios and Reality Engine visit http://www.artificialstudios.com or e-mail email@example.com.