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Cross-Platform Development
  with the INFERNAL ENGINE
                                   ®




 Joe Kreiner, VP of Engine Licensing
          Terminal Reality
Who is Terminal Reality?
Formed by our lead technologist and CEO Mark Randel in 1994.

    INFERNAL ENGINE is Mark’s 7th commercial game engine.
     - His first was MS Flight Simulator.


                                               Mark is Edge Magazine’s #21
                                               hottest game developer for
                                               2009.
                                               - Ahead of industry luminaries
                                               Will Wright, Peter Molyneux,
                                               and Sid Meier.


    Terminal Reality is 100 employees with 3 teams.
     - 2 development teams
     - 1 engine licensing teams
Who is Terminal Reality?
                              Diverse history with
                              more than thirty titles…




On every major platform, in
almost every genre…
For the last FIFTEEN YEARS.
INFERNAL ENGINE: a complete solution.

INFERNAL ENGINE includes:
– Advanced rendering, VELOCITY® physics,
  industry-leading lighting features, WYSIWYG
  editor, DANTE® scripting, TRIfecta® particle
  system, animation, and sound engine.
– Onsite support from the experts at Terminal Reality
  • Email/forum/wiki
  • Source Code
– Wide-ranging middleware support that includes…
Supported Middleware
Advanced Rendering

•   Indoor/outdoor global illumination with real-time soft shadows
•   Directional radiosity lightmaps and cubic environment
         lighting probes
•   Per-Pixel lighting
•   Split-screen rendering support
•   Portal visibility
•   Relief mapping
•   Programmable material system
        allows for maximum artist creativity
        via graphical node-based editor
•   Background streaming geometry and textures
•   Global water effects
•   Fully integrated next-gen TRIfecta® particle system
VELOCITY® Physics Engine




• Advanced collision system maintains thousands of simulating objects
  on next-gen hardware
• Advanced Dynamic Destruction for scenery & environmental objects
• 6th-generation vehicle driving dynamics
   – TRI expertise in driving games
• Ultra-real human body physics with anatomical joint constraints and
  simulated muscles/tendons
• Advanced hair and cloth simulation for actors
True Cross-Platform Capability



• INFERNAL ENGINE takes full advantage of all next-
  generation hardware (PLAYSTATION®3, Microsoft®
  Xbox 360™, PC)
   – Designed for multiple CPUs/SPUs, fully multi-threaded
   – Architecture that's designed for tomorrow
• Scalable for Wii®, PS2, PSP®
   – All platforms in a single integrated editor
• Scalable materials and dynamic lighting
• In-editor emulation of all platforms
• Configurable, platform-specific texture settings
Advanced Content Creation
                     Pipeline



•   Driven by Terminal Reality’s long term production experience
•   Maximized throughput and efficiency for today’s large-scale projects
•   WYSIWYG editor allows immediate play testing of changes without re-compiling
•   Integrated, flexible support for Subversion/Perforce/SourceSafe makes asset
    management easy
•   Multiple developers can work on the same level simultaneously
•   Lightmapping farm system distributes work of lengthy offline processes
•   Supports assets created in both 3ds Max® and Maya® via custom plug-ins
•   Integrated performance-tracking system with evaluation tools
•   Memory-tracking system for quick debugging of leaks and overwrites
•   Localization support for game text and audio/video for multiple languages
INFERNAL ENGINE Licensees
Ghostbusters: The Videogame
Coming June 16th!
Thank you…
Contacts:




                 Enginesales@terminalreality.com




  Licensing_support@terminalreality.com


                                   www.InfernalEngine.com

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The Infernal Engine March2009 Pub

  • 1. Cross-Platform Development with the INFERNAL ENGINE ® Joe Kreiner, VP of Engine Licensing Terminal Reality
  • 2. Who is Terminal Reality? Formed by our lead technologist and CEO Mark Randel in 1994. INFERNAL ENGINE is Mark’s 7th commercial game engine. - His first was MS Flight Simulator. Mark is Edge Magazine’s #21 hottest game developer for 2009. - Ahead of industry luminaries Will Wright, Peter Molyneux, and Sid Meier. Terminal Reality is 100 employees with 3 teams. - 2 development teams - 1 engine licensing teams
  • 3. Who is Terminal Reality? Diverse history with more than thirty titles… On every major platform, in almost every genre… For the last FIFTEEN YEARS.
  • 4. INFERNAL ENGINE: a complete solution. INFERNAL ENGINE includes: – Advanced rendering, VELOCITY® physics, industry-leading lighting features, WYSIWYG editor, DANTE® scripting, TRIfecta® particle system, animation, and sound engine. – Onsite support from the experts at Terminal Reality • Email/forum/wiki • Source Code – Wide-ranging middleware support that includes…
  • 6. Advanced Rendering • Indoor/outdoor global illumination with real-time soft shadows • Directional radiosity lightmaps and cubic environment lighting probes • Per-Pixel lighting • Split-screen rendering support • Portal visibility • Relief mapping • Programmable material system allows for maximum artist creativity via graphical node-based editor • Background streaming geometry and textures • Global water effects • Fully integrated next-gen TRIfecta® particle system
  • 7. VELOCITY® Physics Engine • Advanced collision system maintains thousands of simulating objects on next-gen hardware • Advanced Dynamic Destruction for scenery & environmental objects • 6th-generation vehicle driving dynamics – TRI expertise in driving games • Ultra-real human body physics with anatomical joint constraints and simulated muscles/tendons • Advanced hair and cloth simulation for actors
  • 8.
  • 9. True Cross-Platform Capability • INFERNAL ENGINE takes full advantage of all next- generation hardware (PLAYSTATION®3, Microsoft® Xbox 360™, PC) – Designed for multiple CPUs/SPUs, fully multi-threaded – Architecture that's designed for tomorrow • Scalable for Wii®, PS2, PSP® – All platforms in a single integrated editor • Scalable materials and dynamic lighting • In-editor emulation of all platforms • Configurable, platform-specific texture settings
  • 10. Advanced Content Creation Pipeline • Driven by Terminal Reality’s long term production experience • Maximized throughput and efficiency for today’s large-scale projects • WYSIWYG editor allows immediate play testing of changes without re-compiling • Integrated, flexible support for Subversion/Perforce/SourceSafe makes asset management easy • Multiple developers can work on the same level simultaneously • Lightmapping farm system distributes work of lengthy offline processes • Supports assets created in both 3ds Max® and Maya® via custom plug-ins • Integrated performance-tracking system with evaluation tools • Memory-tracking system for quick debugging of leaks and overwrites • Localization support for game text and audio/video for multiple languages
  • 13. Thank you… Contacts: Enginesales@terminalreality.com Licensing_support@terminalreality.com www.InfernalEngine.com