Update;
3) Kris Lang, Video Game Tech Director/Principal Programmer (former Client Technical Director from Sony Online Entertainment, 5 years) https://www.linkedin.com/in/endotel/
Two Relic console programmers working on "Unannounced Project" and a senior game designer (since 2011 space marine);
4) Will Brown, Senior Generalist Programmer at Relic Entertainment (joined Relic mid-2017) https://www.linkedin.com/in/will-brown-1b2a30a/
5) YoungWook Yang (former Relic programmer, 2009-2012), now Lead Gameplay Engineer at Blizzard Entertainment
Unannounced Project
(Gameplay prototyping, tools, in-game script and network; C++)
6) Brock Robin, Senior Designer at Relic Entertainment (2007-present) https://www.linkedin.com/in/brock-robin-149a6a3/
Working on "Unannounced Project" since 2011 (when Alex Peters was running Relic)
- Unannounced Project
- (2011) - Warhammer 40,000: Space Marine (PC, Xbox 360, PS3)
- (2011) - Warhammer 40,000: Dawn of War II: Retribution (PC)
- (2010) - Warhammer 40,000: Dawn of War II: Chaos Rising (PC)
- (2009) - Warhammer 40,000: Dawn of War II (PC)
Space Marine
Space Marine was my first multi-platform project. I helped the core design team finish up and refine unit behavior in the Havok Behavior tool.
I am a systems designer at Relic Entertainment currently working on an unannounced project. I am passionate about developing core and progression systems as well as the content to flesh them out.
Specialties:
Systems / Core Design
Progression
Animation systems
Havok Behavior Tool
Documentation
This soon to be Relican will join our Age of Empires IV or unannounced project team. As our UI Programmer, here’s what you will be doing...
Working with artists and designers to build out interfaces
Researching and developing new game UI systems and infrastructure
Building tools and pipelines to support UI content creators
Developing, setting and enforcing best practices for screen creation, layout, behavior and styles
Honestly after Relic left their skeleton crew to deal with CoH2, and how they dealt with DoW3, whatever these guys make will surely come out better than anything Relic will make in the future, I'm sure of it.
"New Relic" leaders cognitive dissonance and their big ego will always distort and protect them from facing "South Park" reality;
"New Relic" is ruled by soft-skinned leaders so rather than admit to their mistakes and get on a learning curve. They prefer lying to themselves and that eliminates any accountability of their actions.
As I have said in previous posts, there are two kinds of leadership. Those that are on a learning curve (require a thick skin) and those that don't want to face their mirror. If all fails, they will just deflect blame away from themselves. Yes, I think "New Relic" is playing Sega with all their smooth-talking BS. Sega should start hiring more international-minded Relic studio leaders that don't suffer from Vancouver/Canada fanboyism.
I suppose we should offer to make a forum for them.
I'm still on the fence about this game tho, not quite sure what to make of it after seeing the gameplay footage. It looks like and even more simplistic version of COH1 but with robots.
Good idea. Some more competition to CoH2/"New Relic" is a good thing.
Sega has a new "Searchlight program" that could potentially publish games like Iron Harvest.
They recently made a growing partnership with Two Point Studios, with ex-Bullfrog, ex-Lionhead staff.
Alex Peters, former Relic GM is also ex-Bullfrog (lead programmer Dungeon Keeper) and now Sega Vice President. https://www.linkedin.com/in/alexpeters99/
John Clark: We released a game called Motorsport Manager with Playsport Games and they're a very talented startup—industry experts, great developers, just wanting to bring a vision and develop this franchise and develop this community.
Same with Two Point—a group of veterans which are starting up, ex-Bullfrog, ex-Lionhead. They have their vision, they have a vision which aligns with [the] principles we’ve got in franchise building and developing community and delivering really strong, valuable experiences.
What was the process behind signing Two Point? Did they approach you, did you scout them out? How does that conversation start?
A bit of both, really. So we have our A&R (artists and repertoire) guys, we’re constantly coming to shows such as [E3] and others where we’re always talking to developers, to people who know developers, and to channel partners who say “these guys over here, they’re doing something really, really cool.” We just keep talking to people and telling them what is driving us at Sega and we do end up finding some really, really cool opportunities.
And we’re looking to do more of that. We’ve started our relationship with Playsport Games and we’ve released a game and we want to work on more and build a franchise together with them. We hope to get to the stage with Two Point where we’ll launch a fantastic gaming experience and we’re really excited—we’re not saying what it looks like at this stage, but we think that that’s going to be the start of something big to come.
It's obvious the leadership behind Iron Harvest respect CoH fans more than "New Relic".
If only this small indie studio had the same resources and support from Sega as Relic, Kingart Games could do great things in the future.
#2 - The Venue
Community member Ed80hertz is supplying us all with an incredible venue free of charge, a place to rival the best studios in the world. But with a key difference: the opportunity to plan for months in advance to ensure the best possible settings for the players and an awesome production for the fans.
Additional Info on 80hertz;
Willy Mason - Restless Fugitive Live with his band.
Recorded as seen @ 80 HERTZ in the 'Jefferson' live room.
George Atkins founded 80 Hertz Studios in Manchester in 2005.
He has since built a client base both locally and throughout the UK and amassed a large CV as a producer and engineer respectively. His career so far has seen him working with major label artists like Lily Allen, Wiley and The Twang but also innovative indie signings like Paul Thomas Saunders, Patterns, Stealing Sheep and Vessels.
We’re located in The Sharp Project, a hive of productivity where digital tech and media start-ups rub shoulders with major TV and advertising productions. 10 mins by tram from the city centre’s hotels, shops and restaurants. Free secure car parking, café bar, showers, alongside 80 Hertz’s own kitchen, you’ll certainly be comfortable as you work!
Relic news TBA
It looks like Sega or MS are gearing up to buy a new Vancouver studio for their mobile games IPs run by former CoH1 vet; http://www.smokingguninc.com/
Big Relic news below - BC government sources confirm growing Sega investments in Vancouver 2018/2019; Please note most current Relic jobs are from 2017 not 2018, another strong hint Sega is buying new Vancouver studio soon
Source Twitter;
On our trade and investment mission to Japan, @GeorgeChowMLA and I
stopped by the international headquarters of @SEGA - the owner of Vancouver’s
@relicgames which is creating 50 new jobs in BC this year. Great to see Japanese investment and B.C. talent coming together #BCTECH
“With some of the world’s largest tech and IT companies, Japan’s growing investment in B.C. is a show of confidence in our tech sector and economy,” said Ralston. “Our research infrastructure, deep talent pool and culturally diverse population are a magnet for tech investment.”
“Solidifying our relationships with Japanese government agencies and tech companies is an important part of our growth strategy in this sector,” said Chow. “We look forward to continuing discussions with many of our valued tech stakeholders at the BC Tech Summit in Vancouver next May.”
Premier Horgan also gave a keynote speech promoting B.C. at a gathering of over 150 community, government and business leaders in technology, natural resources, agrifoods, tourism and international education.
Quick Facts:
- Japan is B.C.’s third-largest trading partner with $3.7 billion in goods exports in 2016.
- B.C.’s total exports to Japan, which are primarily commodities, are more than double that of the second-ranked Canadian province.
- In 2016, B.C. exported $985 million in copper and $969 million in metallurgical coal to Japan.
- B.C. is a leading supplier of wood products to Japan. In 2016, B.C. exported $726 million in lumber.
- B.C.’s ICT companies employ over 20,000 people and generate more than $9.5 billion in annual revenues.
- In 2016, B.C.’s interactive gaming sector comprised more than 150 companies, employing nearly 6,000 people full time.
- The Province established its trade and investment representative office in Tokyo, Japan in 2007.
It's called Company of Heroes, not Company of War Criminals.
+1
And please, no "Company of Victims" (PC/victimhood culture) rewriting history. Just no.
Band of Brothers, still the highest rated TV show on; http://www.imdb.com/chart/toptv/
As long Relic continue to follow this immersive storytelling/narrative from BoB/CoH1 (soldier perspective) they will do fine with low risk of failing.
But don't let the mask of "civility" from PC culture fool you and their false hope of more "inclusive WW2 games". They don't care about "intellectual diversity" while masquerading as defenders of "diversity". In reality, the road to hell is paved with good intentions.
One of my biggest CoH3 concern is Relic pandering to third-wave feminism/PC culture which will instantly alienate many WW2 fans;
This isn't a blow to feminism, but a part of history. This would be like a man watching a woman give birth and upon seeing her triumphantly and yet fondly cuddle her newborn baby demand recognition for his small but intrinsic role in the event that created that moment.
Complaining about what men did in the heroic moments of World War II, as per "Saving Private Ryan" or remaining full of righteous indignation about the suffering men endured as per "Dunkirk" (save for the glorious dog fights Tom Hardy's character wins repeatedly) seems not only ignorant but ungrateful -- which is more poisonous to the movement, nay, to history?
Feminists want it both ways: They want to be recognized regardless of sex, but pout when they're not recognized because of their sex, even at the risk of depicting history wrongly -- even at the risk of belittling the sacrifice and heroism of their male counterparts and aggrandizing themselves for roles which they did not participate. Instead of sniveling about maleness, perhaps feminists should commit to telling the world what women did during World War II. Or at the very least, get the story right: That's why they can complain in English, not German.
Video below about PC culture messing with the 40K community after they messed up the "Magic of the Gathering" community;
The reality of life is not for the soft-skinned and the faint-hearted people.
The right to free speech means nothing without the right to offend.
So please "New Relic", don't make the fatal mistake and think this tolerance propaganda is going to sell a lot of games.
PC "Disclaimer"
I'm not against diversity within entertainment where it actually makes sense.
It's all about context.
A good example is the new Star Trek Discovery TV series. Diversity within that universe makes sense and the characterization/story is believable. Diversity in Star Wars Rogue One was alright too.
Just like World War I got a sequel, Battlefield 1 is getting a followup later this year. The game is Battlefield V. It was previously known as Battlefield 2 internally at EA. Battlefield V will return the series to World War II in a main entry for the first time since 2009’s Battlefield 1943, GamesBeat has learned from sources familiar with EA’s plans. These sources wish to remain anonymous.
Battlefield I is a huge success for EA. It sold faster than Battlefield 4, and it has surpassed 25 million players as of December. Fans were excited to return to a historical setting after years of modern military shooters from both Battlefield and competitors such as Call of Duty. Publisher Activision also showed that the appetite for the second World War is still high with its release of Call of Duty: WWII last year. That is the best-selling Call of Duty since the franchise peaked with Black Ops II in 2012.
This is an entirely new Battlefield game and not a remaster of the 2005 Battlefield 2. EA will reveal it soon, and it will launch it before the end of this calendar year.
EA and Battlefield developer DICE decided on this strategy several years ago. They knew they wanted to get away from the modern and near-future settings for a while, but it also didn’t want to burn the WWII setting right away. This led the studio to start with WWI knowing that it could always still go to WWII with the next game if Battlefield 1 didn’t work out. Of course, that wasn’t the case — Battlefield I finished 2016 as the No. 2 best-selling game in the United States, according to the industry-tracking firm The NPD Group.
While EA is going with World War II, some fans may remember a recent rumor from December that DICE is working on Battlefield: Bad Company 3 that takes place around the Vietnam War. That rumor isn’t accurate. If EA is considering a sequel to its console-focused Bad Company spinoff series, it likely won’t happen soon. That said, DICE is listening to fans of Bad Company, and it is keeping a potential sequel in its back pocket in case it needs to make another strategic shift in the future.
After all, I’m not sure a new Battlefield 3 set during World War III would make sense.
Relic Job description - Paul Goad; (no mention of AoE)
https://uk.linkedin.com/jobs/view/producer-at-sega-601379508
*SNIP*
As an integral part of our franchise and studio, you will manage your team’s day to day development activity, challenges and successes.
*SNIP*
Encourage an open, honest and positive team environment; create a team culture that constructively gives and receives feedback, has fun, and makes the studio a better place!
*SNIP*
Experience working in a PC or console studio
Appreciate the interest and speculation - but it's too early for us to comment on anything just yet That being said, as I am talking to you now, we are certainly not planning to move away from COH as a franchise. Also, don't forget that a good portion of the studio is also already hard at work on AOE IV!
Relic news TBA
It looks like Sega or MS are gearing up to buy a new Vancouver studio for their mobile games IPs run by former CoH1 vet; http://www.smokingguninc.com/
Relic's current finance director (Curtis Terry) was the COO (second in-studio command) of http://www.smokingguninc.com from 2009-2012. Curtis Terry, Cofounder of Relic as Chief Financial Officer (1998-2004) and THQ director of finance 2004-2006.
Then Relic gets acquired by Sega Corporation in 2012 and he leaves smokinggun. https://www.linkedin.com/in/curtisterry/
Other personnel who will be working with the Smoking Gun team include Crispin Hands (Company of Heroes audio director) and Duane Pye (the game's script writer). Smoking Gun's Web site states that the team worked together for a total of seven years, including on the historical real-time strategy Company of Heroes title, and that "Over time, they realised that they shared a vision of what games could be; with Smoking Gun they have come together to build that dream."
If this prediction is true, they will move to new Relic office in 2019 (has plenty of room for a second studio beyond just Relic). My seal of approval;
TL;DR
The main point of Relic updating its engine is that consoles need very specific code written for them. So maybe this is an indicator of testing the console arena. PC Games are slow because the author has no idea what hardware you have. So they write to generic libraries OpenGL, DirectX, OpenAL, etc. Consoles run very well because they know exactly what hardware you are running. The code can be optimized down to the hardware register level increasing speed 2x or 3x over generic PC libraries. Throw a Playstation into the mix and it gets even harder because the CPU structure is completely different and there are specific cases where you can pipeline multiple commands simultaneously. Console require a much deeper understanding of the hardware.
Thanks for the info Rosbone and Tric.
FYI;
The engine used for Relic's Spacemarine console game was the Vigil Engine which is now owned by THQ Nordic (former Nordic Games).
https://steamcommunity.com/app/324680/discussions/0/490125737459924224/
MegalomaniacNG (Reinhard Pollice) 12 Nov, 2015 @ 3:44pm
Originally posted by Dolt Gorbles: While we're on the subject did you guys get the name of the IC engine?
It's a bit of a missing gap in Relic's technical history (inbetween Essence and whatevertheyused for Homeworld) that's been bugging me for years
(some people incorrectly - I think - label it as the Phoenix engine but that's the codename for the Space Marine engine, IIRC) Reinhard Pollice; So the Relic RTS engine was written for Impossible Creatures. It shares a lot of core code with the Homeworld engine. Relatively close relatives of the IC engine are Dawn of War and The Outfit. More far away is Company of Heroes, Company of Heroes Online and very far away is Company of Heroes 2.
Actually the Space Marine engine is not a Relic engine. At its core its the Vigil Game Engine that was created by Vigil Games for Darksiders and Warhammer Dark Millenium Online (Relic was Co-Developer on that). Guess who owns the Vigil Game Engine?
Bonstead: Getting the game to run on PlayStation 3. [Laughs]
Bennett: I guess…the trouble with that was that we only have six guys, and we primarily developed on the 360. You can hit play in our editor and then start playing the game as if you were playing the PC SKU, but this mean that sometimes the PS3 SKU takes a backseat, but it’s probably only two to four weeks behind.
Bonstead: Our goal is to keep all versions of the game at perfect parity, but it’s tougher for us to develop on. We started with a PC engine on DS I, and then ported that to Xbox and then ported it to PS3, so we learned a lot there. We kind of had to figure our how to develop for multiple systems as we went along, but I think we got pretty close to keeping the game equal across all systems.
Bennett: One other thing was that even though our PC engine was working throughout development, it wasn’t designed to be released to the public, so when it came to doing the PC version we had to put in about six months of work to bring that up to par.
Bonstead: That’s why the PC version came out so late. THQ said, "Hey, you guys have an engine that works on PC, why don’t we put out a PC version?" We were like, "It works for us!" There is a lot of robustness and video-card testing and proper keyboard and mouse control design that you have to work out when you do a PC game.
Bennett: None of our user interface was built with mouse and keyboard in mind, so we had to go back and completely redo that.
John Johnson (now creative director/CEO) and the former CoH1 vets are one of the reasons Relic got to work on the AoE IP (including mobile). There is a lot of higher-ups and Relic vets interconnected with this studio Smoking Gun. So stay tuned for upcoming news from Sega/MS.
Good producers are what Nick Fury is to the Avengers.