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December
7th, 2004- Critical
Mass Interactive announces Air Attack 2's release. Read about
it here. |
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December
2nd, 2004
- Critical Mass Interactive
tells about their experiences contributing artwork to Ultima
Online: Samurai Empire. Read about it here. |
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December
2nd, 2004
- Critical Mass Interactive
continues to work on the Sword of Dracula game. In addition,
Sword of Dracula is coming to trade paperback. Read about it
here. |
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November
16th, 2004 - Critical
Mass Interactive gives an in-depth look at our cell phone game
review service. Check it out here. |
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October
18th and 19th, 2004 - Critical
Mass Interactive visited the Serious
Games Summit in Washington D.C. to discuss opportunities
in gaming with government entities. |
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October
14th, 2004 - Billy went up to
ACC to speak with Bill Louden's Video Game Certificate "Video
Game Industry" class at ACC. |
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October
8th, 2004 - We hit Florida
and Full
Sail Real World Animation for the Fall meeting of the
Game Design and Development Degree Program Advisory Board.
We also
were in a fantastic panel discussion with some of Full Sail's
other distinguished guests for a few hours and answered many
questions from the inimitable Dustin Clingman and then from
students themselves. Full Sail ROCKS!
And oh
yeah, don't even ASK Liam about Galaga... :) |
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October
7th, 2004 - We visited Full
Sail Real World Animation for the Fall meeting of the Computer
Animation Degree Program Advisory Board. |
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September
27th, 2004 - Postponed due to
Hurricane Jeanne... We will be meeting at Full
Sail Real World Animation for the Fall meeting of the Computer
Animation Degree Program Advisory Board. We meet twice a year
to go over the curriculum with teachers and supervisors as well
as to get a look at the improvements of the school. |
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September
20th, 2004 - Critical Mass
Interactive delivered the gold master of the United States
Air Force flight simulator kiosk game, USAF: Air Dominance,
to the Air Force. This game was built for recruitment and
will be played from kiosks on the USAF's tours across the
United States. |
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September
9th and 10th, 2004 - This year's
Austin
Game Conference was held on September 9-10, 2004. Critical
Mass Interactive was there and met with clients, as well as
gave a talk. The session was entitled: “Customer
Service – In House or Outsourced?” We were
very happy to talk to and with everyone that came to the discussion.
Thanks for participating!
The
Austin Game Conference is dedicated to meeting the needs of
professionals focused on next generation game development
in multiplayer internet-based games and mobile games. Over
70 visionaries and veterans will provide detailed insight
to attendees. |
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September
8th, 2004, 2004 - We spoke
at the How
to Break Into the Game Industry Conference and Resume Workshop
on Saturday, September 8, 2004, 8:30am to 3:00pm at the MCC
Building in North Austin.
This event
is the fifth in a national event series designed for students
and professionals (artists, programmers writers, musicians
and designers) looking to get into the game industry. |
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August
26, 2004, 2004 - Billy has
joined the Production SIG at the IGDA. Check out the link
and if you're a producer in the industry, and a member of
the IGDA, please join us!
The Production
SIG is dedicated to refining and formalizing a structured
approach to game production, one that outlines proven practices
for development teams taking on interactive projects. Instead
of reinventing the wheel, inexperienced and veteran development
teams can both benefit from a toolbox of production strategies
drawn from the experience of industry leaders. |
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August
26, 2004, 2004 - Our Predator
game has been reviewed on wireless.ign.com!!
Check it out!
This is a game that we helped Indiagames with by helping tweak
gameplay and making comments during production. If you'd like
to know how we can help improve your game, please contact us
at (512) 219-1600. |
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August
25, 2004+ - Billy's been spotted
on GameSpy with his old high school buddies, Harvey Smith and
Steve Powers! Check out the link.
The picture's about halfway down the page. |
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August
4, 2004 - Billy participated
in the Austin
Community College's Video Game Certificate Program's Open
House at their Highland campus. There was standing room only
for the meeting and discussion afterwards lasted until after
10pm. It was great meeting everyone that wants to get into video
games. We welcome you all! |
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August
3, 2004 - We have just completed
work on Ultima
Online: Samurai Empire! When we can show images from the
work, we will post them here. The team hit the early milestone
mark, so all the artists involved with the project got an early
completion bonus!! Congratulations, guys! |
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August,
2004 - Work has commenced on
a final set of animations for a casino game company. Unfortunately,
we are not yet allowed to announce the name of the game. It
is a game/movie license that should be really
interesting to see in a casino when it's all done! When we get
approval, we'll post it here! |
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July,
2004 - We began work on a number
of cell phone titles that we are not yet allowed to announce.
When we get approval, we'll post it here! (UPDATE 8/26/04:
One of the titles is Predator! It just got its first review
today.) |
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June
16, 2004 - We began work on Ultima
Online: Samurai Empire!! We are to provide deliverables
for the interiors and exteriors of buildings as well as items
for the players to interact with. Images to come! |
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June
6, 2004 - Billy accepted a position
as the Production Coordinator for the Austin
Community College's Video Game Certificate Program. He is
responsible for the general curriculum, helping choose textbooks,
teachers, and creation of the syllabi for the production classes.
He is joined in parallel tracks by Programming Coordinator Tony
Bratton from Digital Anvil, Art Coordinator Damon Waldrip from
Sony Online
Entertainment; and Design Coordinator Harvey Smith who is
currently independent. |
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June
5, 2004 - We completed design
feedback on the cell version of The
Day After Tomorrow for Indiagames. |
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June
2, 2004 - Added a new JOBS section!
This is where we are keeping our contractor job openings. Take
a look
and send in your resume if you are interested in them. |
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June,
2004 - Work has begun on a
flight simulator for the United States Air Force. This is
a game (featuring three unique missions) that allows everyone
to get an idea as to what it is like to pilot different types
of vehicles from the USAF. Ultimately, the game will be played
from kiosks on the USAF's tours across the United States. |
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May
17, 2004 - Look for an interview
on News
8 Austin tonight! Billy spoke about the ACC Video Game courses
that are being created right now. Word is that it will be on
between 6pm and 8pm TONIGHT! |
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May
17, 2004 - We just got back
from E3 and it was a blast! Bigger and better than ever with
no holds barred. For everyone we saw there, we want to say
thanks for the great times! There were a number of companies
that want to start working with us, and we're very excited
to get them off to a great start. And others that want to
continue their relationships, so we're very happy about that.
Return business really is the best validation that you're
doing good work!
If there's
anything that you need for your projects (or projects that
you need done) for the mad push for Christmas this year, we
would be glad to help you out. With our expanded list of services,
we can handle just about anything you throw at us. |
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May
11-14, 2004 - We will be out
at E3
in LA showing off our technology, product, and service demos.
We are really looking forward to this after the great reception
we received at GDC this year. Please call Billy at (512) 423-2819
to schedule an appointment or to meet up with the CMI crew out
in LA!! |
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April
29, 2004 - Here's an update on some of the wireless
work we've been doing 'behind the scenes' for the last few
months... We provide artwork redos for cell games as well
as professional game review and feedback to developers so
you are getting playability feedback before the game ships
or even goes to a carrier for their playability feedback.
We have provided this service so far to a number of games,
starting with Air Attack II, which you can see the results
of on the right column of this page.
The other
games we are working with are still in production and therefore
under wraps. I can say, however, that one is a licensed sports
title (soccer), one is an action game with tons of cool features
and unlockable levels, one is a movie license (UPDATE
8/17/04: The
Day After Tomorrow), and one is an action game that appeals
to girls and the younger set. We are also working on another
that is heavily story driven and comes at gaming from some
pretty interesting angles that we can't give away at this
point.
We are
proud to provide this service to the wireless community and
look forward to showing off more of our successes just as
soon as we are allowed to bring them out in the open! |
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April
28, 2004 - Critical Mass Interactive have started work
for another local Massively Multiplayer Online Game group to
provide audio work for their E3 demo. When we can release the
details of the deal, we'll post it all here. (UPDATE
5/25/04) The work was for NCsoft
on their game, Tabula
Rasa. |
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April
26, 2004 - We have begun work on a set of animations
for a Casino Game company's upcoming game. Details to be announced
here when the game is made public. |
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April
26, 2004 - Work has commenced on creating wearables
for a well known Massively Multiplayer Online Game company here
in Austin. Details are under wraps, but when we can make it
public, we'll release them here. (UPDATE 8/20/04)
The work was for Sony Online
Entertainment for a project that is still under wraps. |
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April
23, 2004 - Billy took a trip to Winter Park, FL to
speak to the students at Full
Sail. Here's an excerpt from the press release: "Videogame
developer Billy Cain, Vice President of Critical Mass Interactive,
will be the featured guest for the latest Artist Series event
being held at Full Sail’s main campus on Friday, April
23rd. Produced by Full Sail’s School of Game Design &
Development, this event is a chance for students to interact
with a veteran game industry executive. The Artist Series will
begin at 7:00pm." Check out the full press release here. |
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March
23-26, 2004 - We were at GDC
demoing our latest projects, one of which is SWORD
OF DRACULA. You can read the original CMI press release
for SWORD OF DRACULA here.
We've been very fortunate that the gaming press has caught
hold of the coolness of the license.
It was
great seeing all of our friends and colleagues at the GDC
this year. We even got to stay an extra day on Saturday, where
we spent almost the entire day fishing on a reservoir in Santa
Cruz. It was beautiful and Grant and Billy actually managed
to catch a couple of rainbow
trout!! (Pictured are Manuel Navarro and Billy, along
with a suspiciously large fish!)
We look
forward to seeing everyone next year in San Francisco! |
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March
6, 2004 - Billy attended and donated to Travis County
CASA's CASAblanca
gala at the Four Seasons here in beautiful Austin,
Texas. It is a wonderful program that helps kids get through
the legal system with a single person to help them have a 'home
base.' Check Travis
County CASA's website for more information on how you can
get involved. |
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February
13, 2004 - We joined Bob McGoldrick, the Technical
Certification Coordinator at the High Technology Institute of
ACC, at his Video Games Advisory Board meeting. It is our goal
to help shape the curriculum the best we can. An esteemed panel
of industry advisors convened and we are very proud to have
taken part in this event. Look for more info
on this as it becomes available. |
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February
6, 2004 - We've completed two new projects this month.
However, it's not likely we're going to be able to make them
public for a good while. In the meantime, here's as much detail
as we can give on them...
Project
One was to create around 300 in-game assets for a technical
game demo to show the 'look and feel' of the finished product.
Assets included character creation, animation, rigging, and
texturing, tile creation for multiple seasons and multiple
terrain types (they had to seamlessly tile with one another),
low poly trees, rocks, grass, bushes, flowers, architectural
elements, and many other miscellaneous items. Work was done
in a short timeframe, as this work was to be used to form
the basis of our second Project with the same company.
Project
Two was to take the same in-game assets for the demo
and create a full screen cinematic, showing off features expected
of the completed game. We completed the two minute, fifty
second full screen animation that mocks up gameplay for an
upcoming game. The work included: animating four human characters,
two bipedal enemies and a boss, camera manipulation, level
creation, skywarp creation, interface, rendering, texturing,
special effects, and doing all of the post-production work
(including adding sound effects, music, text pages, additional
interface work, and putting all the individual pieces together
into a cohesive whole).
We're
working with a high-profile license now and are preparing
a game demo for GDC '04. We'll be sure to let you all know
more as we get closer to GDC in March!! |
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January,
2004 - We started two new projects this month! More info when they
are done in February...
We've
started negotiations for a licensed game... More info as it
becomes available... |
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Looking for news from 2007? Click here! |
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Looking
for news from 2006? Click here! |
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Looking
for news from 2005? Click here! |
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Looking
for news from 2003? Click here! |
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PRESS RELEASES!! |
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Critical
Mass Interactive Smartens up Development with Alienbrain® |
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Critical
Mass Interactive Partners with periMind to Create Air Attack
Sequel |
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IDW
Publishing To Collect Sword Of Dracula - It’s Dracula
As You’ve Never Seen Him |
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Critical
Mass Interactive Contributes Art for 'Ultima Online: Samurai
Empire' Massively Multiplayer Online RPG Expansion
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Critical
Mass Interactive Completes `USAF: Air Dominance' Military Action
Flight Simulator |
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Critical
Mass Interactive has acquired the interactive game rights to
SWORD OF DRACULA |
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Full
Sail Welcomes Game Developer Billy Cain |
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Critical Mass Completes Wearables for Electronic Arts' Ultima
X: Odyssey |
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"SpongeBob
SquarePants Revenge of the Flying Dutchman'' for PlayStation®2
Wins ``Favorite Video Game'' Award at the 2003 Nickelodeon Kids'
Choice Awards |
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Most
Popular All-Ages Program On Nickelodeon Arrives On PlayStation®2
For First Time |
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NEWS UPDATES!! |
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December
7, 2004 |
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December
2, 2004 |
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December
2, 2004 |
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November
16, 2004 |
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October
18 and 19, 2004 |
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October
14, 2004 |
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October
8, 2004 |
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October
7, 2004 |
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September
27, 2004 |
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September
20, 2004 |
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September
9 and 10, 2004 |
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September
8, 2004 |
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August
26, 2004 |
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August
25, 2004 |
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August
4, 2004 |
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August
3, 2004 |
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August,
2004 |
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July,
2004 |
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June
16, 2004 |
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June
6, 2004 |
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June
5, 2004 |
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June
2, 2004 |
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May
17, 2004 |
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May
11-14, 2004 |
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April
29, 2004 |
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April
28, 2004 |
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April
26, 2004 |
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April
23, 2004 |
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March
23-26, 2004 |
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March
6, 2004 |
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February
13, 2004 |
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February
6, 2004 |
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January,
2004 |
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"CMI
analyzed our situation, presented a solution plan and executed
it on budget. I highly recommend their services."
- David Shockley of International Biophysics Corporation |
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