Difference between revisions of "Futurescape Productions"

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==Company==
 
==Company==
Co-founded by former [[Electronic Arts]] technical director [[Kevin McGrath]] and programmer [[Kenneth Hurley]] in October 1992{{ref|http://web.archive.org/web/20210509222319/https://opencorporates.com/companies/us_ca/C1825862}}, FutureScape Productions served as a third-party game developer for publishers such as [[Sega]], [[Electronic Arts]], [[Crystal Dynamics]]{{ref|https://web.archive.org/web/20210509222952/http://www.drawrick.com/videogamegraphics2D3D.html}}, and [[Accolade]]. The company consisted of about 9 people, including four artists, three programmers, one business manager, and a CEO.{{ref|https://www.linkedin.com/in/klhurley/details/experience/}} According to Hurley, his (and likely most of FutureScape's games) were coded in [[wikipedia:C (programming language)|C]], [[wikipedia:C++|C++]], and [[wikipedia:Assembly language|assembly language]]. Importantly, the company was located just a few minutes' drive from [[Sega of America]]'s headquarters, allowing quick and local access to the company's resources.
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Co-founded by former [[Electronic Arts]] technical director [[Kevin McGrath]]{{ref|https://www.linkedin.com/in/kmcgrath/details/experience/}} and programmer [[Kenneth Hurley]] in October 1992{{ref|http://web.archive.org/web/20210509222319/https://opencorporates.com/companies/us_ca/C1825862}}, FutureScape Productions served as a third-party game developer for publishers such as [[Sega]], [[Electronic Arts]], [[Crystal Dynamics]]{{ref|https://web.archive.org/web/20210509222952/http://www.drawrick.com/videogamegraphics2D3D.html}}, and [[Accolade]]. The company consisted of about 9 people, including four artists, three programmers, one business manager, and a CEO{{ref|https://www.linkedin.com/in/klhurley/details/experience/}}, with up to four additional contracted employees.{{ref|https://www.linkedin.com/in/kmcgrath/details/experience/}} According to Hurley, his (and likely most of FutureScape's games) were coded in [[wikipedia:C (programming language)|C]], [[wikipedia:C++|C++]], and [[wikipedia:Assembly language|assembly language]]. Importantly, the company was located just a few minutes' drive from [[Sega of America]]'s headquarters, allowing quick and local access to the company's resources.
  
 
Sometime in 1994{{ref|https://www.linkedin.com/in/kmcgrath/}} (either that February{{ref|https://www.linkedin.com/in/rick-lucey-336a9720/details/experience/}} or August{{ref|https://www.linkedin.com/in/klhurley/details/experience/}}), {{PAGENAME}} appears to have gone out of business.
 
Sometime in 1994{{ref|https://www.linkedin.com/in/kmcgrath/}} (either that February{{ref|https://www.linkedin.com/in/rick-lucey-336a9720/details/experience/}} or August{{ref|https://www.linkedin.com/in/klhurley/details/experience/}}), {{PAGENAME}} appears to have gone out of business.

Revision as of 07:29, 14 April 2024


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Futurescape Productions was an American video game developer most known for providing software for dedicated peripherals, such as the unreleased Sega VR game Nuclear Rush.

Company

Co-founded by former Electronic Arts technical director Kevin McGrath[4] and programmer Kenneth Hurley in October 1992[1], FutureScape Productions served as a third-party game developer for publishers such as Sega, Electronic Arts, Crystal Dynamics[3], and Accolade. The company consisted of about 9 people, including four artists, three programmers, one business manager, and a CEO[5], with up to four additional contracted employees.[4] According to Hurley, his (and likely most of FutureScape's games) were coded in C, C++, and assembly language. Importantly, the company was located just a few minutes' drive from Sega of America's headquarters, allowing quick and local access to the company's resources.

Sometime in 1994[2] (either that February[6] or August[5]), Futurescape Productions appears to have gone out of business.

Softography

Mega Drive

Mega-CD

References