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Recent Media Coverage

 

 

 

- Wits & Wagers Developer Q&A, May 5, 2008 by Ryan Geddes

On Wednesday, Microsoft will release Hidden Path Entertainment's new party game Wits & Wagers for download on Xbox Live Arcade.  We recently talked to Pobst, Hidden Path's CEO, about Wits & Wagers, Xbox Live Arcade's allure  for startup developers and the economic statistics of large Asian countries.
 

- 360 Sync Interviews members of Hidden Path Entertainment with a Wits & Wagers preview, March 17, 2008 interview by Devin "DaKing240" Kofsky

At GDC, I was able to interview Hidden Path Entertainment for some upcoming games. However, we had to hold this video… until today! So, let us present the exclusive footage of Wits and Wagers!

 

- Official Xbox Magazine Reviews Hidden Path Entertainment's Wits & Wagers video game in their April 2008 issue review by Paul Curthoys

Official Xbox Magazine (OXM) calls Wits & Wagers "a genius quiz-show game that ranks right up there with classics like You Don't Know Jack."   One of only five Xbox LIVE Arcade games to win OXM's coveted Editor's Choice award, Wits & Wagers stands out from the crowd, and "The resulting social dynamic is absolutely a blast."

"The best part of this trivia game is that you can be a total knucklehead and still mop the floor with your smartypants friends.  Wits & Wagers is far less about knowing the age of our planet or the year Braille was invented (or other numerical facts), and far more about how well you bet."

"Wits & Wagers lets up to six players connect over Live from any combo of 360s and couches (for example, three players from one house and 360, two from another, one from a third), or four players can gather around a single console.  This flexibility allows Wits & Wagers to do exactly what a good party game should - let you laugh your ass off and have fun with friends.  Good job XBLA, - more like this please."

The Verdict on Xbox LIVE Arcade: 9.0, Editors' Choice

 

- CEO Jeff Pobst & CTO Michael Austin Interviewed about the XNA Culture Demo

Jeff: Culture evolved from the very first XNA demo shown at GDC in 2006. In fact, the new Culture demo (that you can download today) was actually completed by our team in August of 2006. Microsoft originally approached us in February of 2006 to help them show off the XNA technology at GDC - four weeks later. We quickly designed and developed the flower demo that was shown at the conference and then a couple months later, Microsoft asked us to take around 10 weeks and upgrade the original demo to the one you can now download with three trial game modes.

Frank Savage on the internal Microsoft XNA team recently modified the underlying technology in the game to work with the current XNA framework rather than the version of XNA that we used in 2006, but otherwise the demo is very similar to the one we originally delivered. There are a few upgrades and adjustments we look forward to addressing as we hope to spend more time on it again and make it a more complete experience in the future.

Michael: XNA is very easy to work with. I'd never worked with C# before we started the demo (I've been a C++ guy). After how easy it was to use and seeing the level of support MS provides in its framework, we use it internally for most of our tools now.

 

- Video Interview on Culture Demo and Defense Grid: The Awakening:

Fresh off the press, Microsoft announced today that some games were being delivered on the Xbox Live Arcade, and some games were using the new XNA technology for the communuty. So how lucky were we to snag an interview for 2 games that appeared on both press releases! Hidden Path entertainment tells us about Defense Grid: The Awakening, and Culture! Enjoy!

 

Culture Screenshot

- Culture Demo Previews & Screens:

 

- Microsoft Announces Two Hidden Path Entertainment products available on Xbox 360

    - Defense Grid: The Awakening (coming this summer for Xbox LIVE Arcade)

    - Culture (XNA Game Studio 2.0 demo available for free download for a limited time)

  • Xbox LIVE members have been using a large portion of those Microsoft Points in Xbox LIVE Arcade, which is the premier destination for digitally distributed, high-definition original and classic games. With over 116 games to choose from on Xbox LIVE Arcade, everyone’s invited to get instantly immersed in the fun. Xbox LIVE Arcade is also home to the world’s most innovative independent developers, with more than 25 independent studios serving as the creative fuel behind the original games that represent more than a quarter of the Xbox LIVE Arcade library. The following titles represent a sample of games launching on Xbox LIVE Arcade in the near future from the world’s leading independent developers: ...
  • “Defense Grid: The Awakening” (Hidden Path Entertainment LLC). “Defense Grid: The Awakening” is the definitive tower defense game experience designed specifically for Xbox LIVE Arcade and launches this summer.
  • Inviting Everyone to Share Their Own Games With Millions

    Demonstrating a look into the future potential of community-created games on Xbox 360, Chris Satchell, general manager and chief XNA architect at Microsoft, announced that seven games created using XNA Game Studio 2.0 would be available immediately for Xbox 360 owners to download from Xbox LIVE Marketplace: ...

  • “Culture.” Created by independent game development company Hidden Path Entertainment from the United States, “Culture” contains challenging games and puzzles based on beautiful flowers.
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    - CEO Jeff Pobst moderates "The State of the Interactive Industry: The Power of Play" a panel produced by enterpriseSeattle at the World Cyber Games Finals.  The Panel included Microsoft Game Studios VP Shane Kim, Warner Brothers Interactive VP Samantha Ryan, PopCap games cofounder John Vechey, Flowplay CEO Derrick Morton, and Chris Mefford CEO of Community Attributes.

    "In 2006, U.S. consumers spent $9.1 billion on video games, said panel member Jeff Pobst, chief executive of Bellevue game maker Hidden Path Entertainment LLC, citing a Price Waterhouse study. In five years, that figure will grow 35 percent, to $12.5 billion."

    "- Seattle has the nation's fourth highest concentration of programmers and engineers and third highest concentration of multimedia artists and animators, behind San Francisco and Los Angeles.

    "It's easily one of the top places to recruit and bring people in for game development,'' said moderator Jeff Pobst, chief executive of Hidden Path Entertainment."

    • Video Game Industry Boosts Local Economy, Q13 Fox Seattle, October 5, 2007 by Susan West

    It's no simple task creating video games. Jeff Pobst, the CEO and founder of Hidden Path Entertainment in Bellevue says, "A video game product you might play at home might take three years and hundreds of people to actually make."

     

    - Art Director Dave McCoy and CEO Jeff Pobst present talks on Art & Production at the World Cyber Games Educational Track.

     

    - CTO Michael Austin and Design Director Mark Terrano contribute to the CoDe Magazine Cover Story on developers using XNA and discuss the making of Hidden Path Entertainment's 2006 demo for Microsoft: 'Culture.

    "Michael Austin, Chief Technology Officer of Hidden Path Entertainment, echoes Fristrom’s comments. Most C++ developers are simply not interested in looking at managed languages, but it seems that trying C# is loving it. Austin explains, “We used C++ on most of our development projects in the past. We used C# to develop the Culture technical demo (Figure 2) for Microsoft at last year’s Game Developer Conference. Culture is, on one hand, a casual game with flowers, butterflies, and easy controls, and on the other hand a high performance next-generation Xbox 360 title. Once I used C# to develop a procedural flower modeling tool, I was hooked - now we use C# for almost all of our tools and prototype games.”

    Figure 2: The Culture technical demo was developed by Hidden Path Entertainment for Microsoft and GDC 2006 using an early release of XNA.


     

    - CEO Jeff Pobst participates on a panel at Gamefest "How to Engage the Community Without Enraging Them" a panel moderated by Larry Hryb, Xbox Live's 'Major Nelson'.  The Panel also included David Weller, XNA Community Manager; Elizabeth Loverso, Director of Product Development, Red Storm Entertainment; and Robert Bowling, Community Manager at Infinity Ward.

    "Empowering the community is also important, according to Pobst. "What's more important is that people who are part of the community want to have a relationship with other people in the community... they want that prestige or status among other people. The more that you allow them to do themselves, the happier they are."
     

     

    - CEO Jeff Pobst moderates a panel on Console (& PC) Online Services and Strategies for the 2007 Online Game Developer's Conference in Seattle with Todd Northcutt, Director GameSpy Technology, GameSpy/IGN, JJ Richards, General Manager Xbox Live and Games for Windows Live, Microsoft, and Michael Shorrock, Director of Third Party Relations, Sony Computer Entertainment of America.:

    "As a series of points, Richards stated “I can have chat in my games, now that it’s a proper keyboard.” The moderator, Jeff Pobst of Hidden Path Entertainment interjected, “Are those buttons available for gameplay?”

    Richards confirmed that they would be. “All of the sudden, I can have a controller with mini-buttons, if I want,” said Pobst. “It’ll be very interesting to see how developers take advantage of that innovation,” commented Microsoft’s Richards."

    “It’s an open system, so publishers may have, [for example,] an Activision pavilion. They may have a variety of games in there...”

    The moderator inquired if pavilions must be purchased or leased by publishers. “What we’re creating is a very flexible model for developers and publishers,” Shorrock responded. “We’re open to proposals, how you might like to proceed.” Some publishers, he said, might want their pavilions to be free. “Some people might want to charge. Our business model is flexible enough to allow for either way.”
     

    He said that releasing DLC six weeks after the retail launch is the optimal time-frame, giving gamers a chance to exhaust the retail versions, building demand and expectation, but cashing in on market excitement.

    “If you try to release DLC six months after the retail launch, you’ll only be targeting the tail end of demand, instead of the peaks,” he said.

     


     

    - CTO Michael Austin and Design Director Mark Terrano speak at Career Discovery 1: Careers in the Game Industry:

    Michael Austin at Career Discovery 2007, Bellevue, WA

    "The Career Discovery Series focuses on middle and high school students... led by industry experts all throughout the day-long event."

     

     

    - Design Director Mark Terrano's 2006 Project Horseshoe Keynote:

    "There were short punchy keynotes by Mark Terrano, Nicole Lazzaro, and Raph Koster, after which we coalesced our overall agenda, set by the group in an innovative bottom-up fashion. It is notable to me that the keynotes were as insightful as you’d expect and would have been worthy of strong applause anywhere."

     

     

    - Design Director Mark Terrano's 2006 Game Writers Conference Keynote:

    Mark Terrano at Game Writer's Conference 2006, Austin, TX

    "Terrano's keynote was peppered with big-picture ideas and humor..."

    "Games can connect with their audiences in very personal ways, with players building their own very personal stories about their characters - almost like they're children or pets.  Game stories are not necessarily about other characters or elaborate plots, they're stories about real people and the actions they took to outwit their opponents."

    "Terrano is convinced that we can do better, improving the combination of writing and gameplay into a powerful experience. He says, "Our form of entertainment goes deep - all the way back to childhood play. In games, we can make anything happen. People can get things from games they can't get from other media." 

    "The presentation itself took the form of a fast paced and humorous PowerPoint presentation. Terrano is a relatively unassuming looking man. Bespectacled and not too tall, he probably looks exactly like what you think of when you think the words “Game Designer”. Despite his unassuming look, Terrano has a fast, energetic and engaging way of speaking"

    "The presentation concluded with a lovely analogy between video games and medieval cathedrals. These structures were created by craftsmen willing to work long hours because they were caught up in a vision and wanted to help create something great and lasting, something that might have a chance of changing the world. Mark Terrano believes that games can change the world and maybe more. As he puts it “We can make anything happen”. "

     

     

    - Microsoft shows 'Culture  at Leipzig:

    "XNA can create other types of game too though, it said, including one, called Culture, which involves circling weeds on a spherical planet using other flowers."

     

     

    - CEO Jeff Pobst comments at the WSA's 13th Annual Investment Forum:

    • From WSA's Investment Forum, SeattleTimes.com, May 25th, 2006 by Brier Dudley

    'Networked gaming is inspiring developers, according to Jeff Pobst, a former Xbox developer relations manager now running Hidden Path Entertainment in Bellevue. "It gets really interesting and exciting when you start designing the content knowing how it's going to be distributed and making that distribution part of the content,'' he said.'

     

     

    - 'Culture at GDC 2006:

    'Culture in Microsoft's Booth at Game Developer's Conference 2006, San Jose, CA

    "The demo showed a small spherical planetoid covered with 15,000 flowers swaying in the wind, along with butterflies, realistic physics, and a dynamic world. It turned out that the demo was actually running on two machines, one a PC and the other an Xbox 360. He explained that Microsoft commissioned an outside developer to make a demo quickly using XNA tools, and the developer was able to port the code from one system to the other in a day. In fact, Satchell said it would have taken less than a day had the tools not been in alpha at the time with many undocumented functions."

    • TriXie on the Scene at GDC 2006, Xbox.com, March 22nd, 2006 by TriXie

    "Over at the XNA Framework kiosk, I saw a cool example of this with a game called Culture from Hidden Path Entertainment. No, you can't play it anywhere yet … I was told they "just got it working in time for GDC." Anyway, it's a 3-D simulation of cellular automata. It was written entirely in C# using a pre-release version of XNA Framework. Uh, yeah.

    Here's my version: It's a game where you have a planet covered entirely in grass. You shoot seeds at the planet and flowers grow. You try to cover the entire planet with flora—especially red flowers. As your garden grows, butterflies flutter around, including MSN butterflies, which I thought was a cute touch. It sounds simple, but it looks amazing. I couldn't quite wrap my head around the strategy re: seed dispersal, but it looked really pretty."

     

     
    Copyright © 2008 Hidden Path Entertainment, Inc.