Gameware Acquires Mobile 3D Technology Developer

by Jay Cochran
January 7, 2004
Cambridge, UK - January 7th 2004 Gameware Development Ltd., the Cambridge-based computer and video game developer today announced that the company has acquired SceneMachines Ltd., a premium provider of powerful 3D engines and animation technologies for wireless and pocket PC.

SceneMachines now becomes a wholly-owned subsidiary of Gameware Development, based at Gameware's Cambridge offices, focusing on core technology development of “InfiniteScene”, their high-performance real-time 3D display and animation Software Development Kit (SDK).

SceneMachines was formed in early 2002 with a mission to develop and deliver a new class of products that would dramatically change content on personal devices. General Manager, David Hothersall and U.S. Operations Manager Nancy Stolfo-Corti will be retained in their current positions and will focus on developing strategic alliances to exploit SceneMachines technology across multiple markets, including point of sale, engineering, web applications and medicine as well as games and other entertainment applications.

Infinite Scene allows device manufacturers and game developers to bring advanced console quality 3D games and other rich 3D content to a wide range of mobile devices with limited processing power and memory requirements. Advanced features include support for alpha masking, perspective and linear texture mapping, blur, particle systems, true Z-Buffering, real time and presorted scene culling. 3D animation features include Mesh morphing, Skeleton bone hierarchy, blended vertex assignments and skinning. Creation tools include a plugin for 3dSMax that automatically exports meshes, textures, materials and animation data to the Infinite Scene format. Other tools provided convert content from applications such as Alia, OBJ, MTL and VRML.

Scenemachines has been focused upon opportunities in the mobile space since its inception and can now provide Gameware with technology, contacts and expertise in this area, with a mobile version of Creatures high on the priority list.

Jeremy Cooke, CEO of Gameware, commented: “Our business model is to maintain low fixed costs and overheads, thereby enabling us to more profitably exploit the technology and IP that we control. Whilst our Creature Labs division will continue to focus upon games, the SceneMachines division will focus upon building our existing high profile license and trade partner base within the mobile industry, assisted by our global brands. SceneMachines takes us closer to our vision for simultaneous cross-platform, non-violent game applications.”



About Gameware Development Ltd.
The core team at Gameware Development has emerged from award winning Creature Labs Ltd. and is focused upon exploiting the assets and IP that it now controls. Gameware’s Creature Labs division claim world leadership in respect to the creation of artificial life technologies for entertainment applications and interactive audience technologies and has recently supplied core technology for CBBC’s forthcoming “Bamzooki” gameshow. Twenty-six episodes featuring Gameware’s ZOOK creation system will be broadcast in the UK from March 2004.

As well as creating the hugely successful "Creatures" franchise, Creature Labs' development back catalogue includes the best selling "James Pond" series, core technology for the “R2D2” Robotic toy from Hasbro and conversions of the classics "Ms. Pac Man", "Dig Dug" and "Silent Hill 2".

The Creative core of the Cambridge, UK-based company has been building the Creature Labs brand and IP for over 6 years. Gameware is focused upon next generation cross-platform technologies on PC, console and mobiles and has a significant edge with respect to the proprietary SceneMachines 3D mobile technologies that it now controls.



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