Tantalus games
We'd also move further up the value chain and gamers would see a lot more Australian developed and owned titles. Is it easy or hard to find people to work in games development in Australia? TC: It's very hard at the moment. With so many Australian companies doing so well, there's a skills shortage the likes of which we have never before seen.
I think it will improve, though, as more graduates start to enter the industry. Things will get better rather than worse. TC: We're meeting again with the Government in the next couple of months. We'll see how that session goes before determining the next steps. That looks unlikely to happen.
So for now it's really an education campaign, trying to ensure that the broader community has all the information they need to form an opinion on this issue. What lessons can other Australian game developers like Tantalus learn from this? How negative an impact on the development of the Aussie industry do you think this had, and how can we avoid it? TC: Well the silver lining from the Auran situation was that everyone moved quickly into new jobs at different game companies.
That's a real reflection of the overall health of the industry in Australia. The Fury experience shows that it's really difficult to successfully commercialise a new IP. For anyone that may have doubted it, Fury proves just how tough it is out there. Wear consistent with age and use. Paris, FR. View Options.
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During this time, Tantalus was known as Tantalus Entertainment, but reverted to Tantalus Interactive after it became independent when separating from Perfect in Private investment then allowed the business to develop its in-house title 7th Gear to the point it was able to secure a contract from Acclaim to use the game engine for a "kart" style game with the South Park license.
The company changed its name to Tantalus Media in following a hostile buy out from then CEO Tom Crago who then immediately sold a share to private equity company Netus. Using a unique procedure, it was able to render 3D mesh on the handheld system. Released to critical acclaim, it showed the power of a system at it peak, while raising the bar for racing games on hand-held systems.
In addition to licensed video games, the developer released two original titles, Trickstar and Black Market Bowling. In , Tantalus' had two prominent original IP titles that did not managed to attract publisher interest. Metal Shell was developed into a playable demo, originally a vehicle shoot-'em-up on the PlayStation 2 in , the feature making it popular was deformable terrain as vehicles and shells exploded.
In , new concepts and a short promotional video were developed in-house by the art team, shown at E3 that year it was promoted as a Battlefield -type game, set in the future. However, the promotional video was seen by players of the Toronto-based games producer Longbow Digital Arts 'Treadmarks' tank combat and racing game, and several issues were flagged up, leading to graphical comparisons drawn in a side-by-side fashion; they were incredibly alike, in one case down to exact sprite design.
Tom Crago was contacted directly on the issue and denied any infer of 'copying' or trying to copy Treadmarks, despite Tantalus holding all of the Treadmarks source material. Archived video footage of both titles can be found and compared on YouTube. Anaka was first pitched as a jump n' run title for the Game Boy Advance in , while only a document existed featuring loose details.
In an animation feature short was made with the help of Act3animation as part of a pilot for television. Players could control the character indirectly by touching the screen where they wanted them to go.
It was a mix between a jump n' run and a traditional adventure game. The developer's best performing title was the girl's horse riding simulator Pony Friends for the Nintendo DS, which sold more than 1 million copies, making it the largest-selling single-format game developed in Australia.
Previous work on the Sony PlayStation developing the title Mary-Kate and Ashley Winners Circle Acclaim the "massive world" technology developed by Andrew Bailey for Winners Circle was largely wasted on a branded title and an aging system and Equestriad Midas had given the studio the background experience and tools to develop the title. Shortly after completion of Cars Race-o-Rama in , the Brisbane studio started work on the company's first digitally distributed title, Drift Street International , for the Nintendo DSi.
During the last half of , due to a shift in the games industry in Australia, Tantalus Media closed its Brisbane office, while also making much of the staff in the Melbourne office redundant. During the first half of the company was reduced to a staff of under 18, at a time when many Australian development studios were closing.
During this time Tantalus Media dabbled in some touch-gaming development and largely returned to its former self- a studio dedicated to porting on Nintendo platforms. Listen to this article Thanks for reporting this video! For faster navigation, this Iframe is preloading the Wikiwand page for Tantalus Media. Our magic isn't perfect You can help our automatic cover photo selection by reporting an unsuitable photo.
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