WHAT DID WE DO IN 2004?
  We try to keep busy with the local community as well as the game world. When there's news, this is where we put it!
   
  December 7th, 2004- Critical Mass Interactive announces Air Attack 2's release. Read about it here.
  December 2nd, 2004 - Critical Mass Interactive tells about their experiences contributing artwork to Ultima Online: Samurai Empire. Read about it here.
  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.
  November 16th, 2004 - Critical Mass Interactive gives an in-depth look at our cell phone game review service. Check it out here.
  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.
  October 14th, 2004 - Billy went up to ACC to speak with Bill Louden's Video Game Certificate "Video Game Industry" class at ACC.
 

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... :)

  October 7th, 2004 - We visited Full Sail Real World Animation for the Fall meeting of the Computer Animation Degree Program Advisory Board.
  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.
 

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.

 

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.

 

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.

 

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.

  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.
  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.
  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!
  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!
  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!
  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.)
  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!
  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.
  June 5, 2004 - We completed design feedback on the cell version of The Day After Tomorrow for Indiagames.
  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.
 

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.

  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!
 

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.

  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!!
 

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!

  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.
  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.
  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.
  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.
 

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!

  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.
  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.
 

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!!

 

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...

  Looking for news from 2007? Click here!
  Looking for news from 2006? Click here!
  Looking for news from 2005? Click here!
  Looking for news from 2003? Click here!
   
 
   
 
   
  PRESS RELEASES!!  
  Critical Mass Interactive Smartens up Development with Alienbrain®  
 

Critical Mass Interactive Partners with periMind to Create Air Attack Sequel

 
  IDW Publishing To Collect Sword Of Dracula - It’s Dracula As You’ve Never Seen Him  
  Critical Mass Interactive Contributes Art for 'Ultima Online: Samurai Empire' Massively Multiplayer Online RPG Expansion
 
  Critical Mass Interactive Completes `USAF: Air Dominance' Military Action Flight Simulator  
  Critical Mass Interactive has acquired the interactive game rights to SWORD OF DRACULA  
  Full Sail Welcomes Game Developer Billy Cain  
  Critical Mass Completes Wearables for Electronic Arts' Ultima X: Odyssey  
  "SpongeBob SquarePants Revenge of the Flying Dutchman'' for PlayStation®2 Wins ``Favorite Video Game'' Award at the 2003 Nickelodeon Kids' Choice Awards  
  Most Popular All-Ages Program On Nickelodeon Arrives On PlayStation®2 For First Time  
     
 

NEWS UPDATES!!

 
  December 7, 2004  
  December 2, 2004  
  December 2, 2004  
  November 16, 2004  
  October 18 and 19, 2004  
  October 14, 2004  
  October 8, 2004  
  October 7, 2004  
  September 27, 2004  
  September 20, 2004  
  September 9 and 10, 2004  
  September 8, 2004  
  August 26, 2004  
  August 25, 2004  
  August 4, 2004  
  August 3, 2004  
  August, 2004  
  July, 2004  
  June 16, 2004  
  June 6, 2004  
  June 5, 2004  
  June 2, 2004  
  May 17, 2004  
  May 11-14, 2004  
  April 29, 2004  
  April 28, 2004  
  April 26, 2004  
  April 23, 2004  
  March 23-26, 2004  
  March 6, 2004  
  February 13, 2004  
  February 6, 2004  
  January, 2004  
     
   
     
 
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