Codex Gamicus
Explore
Main Page
Discuss
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Forums
Company Index
Character Index
Hardware Index
In-Game Index
Ratings Index
Video Game Index
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Fandom's centric source of video game knowledge
42,423
pages
Explore
Main Page
Discuss
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Forums
Company Index
Character Index
Hardware Index
In-Game Index
Ratings Index
Video Game Index
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
Editing
Paradigm Entertainment
(section)
Back to page
Edit
VisualEditor
View history
Talk (0)
Edit Page
Paradigm Entertainment
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==History== Paradigm Simulation was founded in 1990 as a company based in [[Addison, Texas]]. It initially focused on creating commercial products for graphics developers, including military training simulations for pilots and ship captains and a lengthy client list that included the [[United States Department of Defense]], [[The Walt Disney Company]], [[NASA]], [[Lockheed Martin]], [[Boeing]], and [[McDonnell Douglas]].<ref name="paraent">{{cite journal | title=Paradigm Entertains | date=January 1997 | issue=92 | page=p. 103 | journal=[[Nintendo Power]] | publisher=Nintendo of America}}</ref><ref>{{cite journal | journal=[[Electronic Gaming Monthly]] | title=Special Features: Pilotwings 64 | page=p. 63 | issue=86 | date=September 1996 | publisher=[[Ziff Davis]]}}</ref><ref name="fusion64">{{cite web | date=May 16, 1996 | title=Paradigm Simulation announces 3D game development system for Nintendo 64; Nintendo selects Paradigm Simulation to provide turnkey solution for Nintendo 64 game developers. | url=http://www.allbusiness.com/technology/software-services-applications-software-makers/7231259-1.html | publisher=[[AllBusiness.com]] | accessdate=2010-01-27}}</ref> Paradigm acted as a proponent of [[3D computer graphics]] and [[virtual reality]] in the mid-1990s with its applications including the [[IRIS GL]]-based VisionWorks and the [[OpenGL Performer|Performer]]-based Vega, which were used on [[Silicon Graphics]] workstations.<ref name="Presagis">{{cite web | title=Multigen-Paradigm Celebrating 25th Anniversary | date=December 1, 2005 | url=http://www.presagis.com/about_us/press_room/releases/multigen_paradigm_celebrating_25th_anniversary/ | publisher=[[Presagis]] | accessdate=2010-02-12}}</ref> Project sales for the company were $7 million in 1995, up from $3.5 million in 1994.<ref>{{cite web | author=van Bakel, Rogier | date=August 1995 | title=Getting Real: VR Grows Up | url=http://www.wired.com/wired/archive/3.08/scans.html?pg=3 | work=Condé Nast Publications | accessdate=2010-01-29}}</ref> During that time, the company frequented the annual [[Consumer Electronics Show]], [[SIGGRAPH]], and [[Electronic Entertainment Expo]] (E3) conferences with its 3D technological demonstrations.<ref>{{cite web | author=Coy Peter; Hof, Robert D. | date=September 4, 1995 | title=3-D Computing | url=http://www.businessweek.com/archives/1995/b34401.arc.htm | publisher=[[Bloomberg BusinessWeek|BusinessWeek]] | accessdate=2010-01-27}}</ref><ref>{{cite web | title=CINEMATRIX: News & Events | url=http://www.cinematrix.com/news.html | publisher=Cinematrix | accessdate=2010-01-27}}</ref><ref>{{cite journal | journal=CyberEdge Journal | title=Spatial Sound at SIGGRAPH: Is it 3D? | author=Martens, William | date=September/October 1995 | url=http://www.cyberedge.com/info_r_a+p03-IsIt3D.html | publisher=CyberEdge Information Systems}}</ref><ref>{{cite web | author=Dunn, Ashley | date=May 22, 1996 | title=Next Generation Gaming Visions | url=http://partners.nytimes.com/library/cyber/surf/0522e3-games.html | publisher=The New York Times | accessdate=2010-01-26}}</ref> [[Nintendo]] reportedly contacted Paradigm in 1994 after it co-developed a realistic flight simulator called "Hornet" with the entertainment company Magic Edge Inc.<ref>{{cite news | newspaper=[[American City Business Journals|Dallas Business Journal]] | author=Siemplenski, Janel | date=November 4, 1994 | title=War's technology brings realism to the arcade. | url=http://www.accessmylibrary.com/article-1G1-16453674/war-technology-brings-realism.html | publisher=[[American City Business Journals]]}}</ref><ref>{{cite journal | journal=Real Time Graphics | title=Magic Edge & Paradigm Simulation To Develop New Game System | date=July 1994 | volume=3 | page=11 | publisher=Computer Graphics Systems Development Corp}}</ref> Through connections to Silicon Graphics, designers of the [[Nintendo 64]], Paradigm worked for nine months starting that same year on a technology base for its own Nintendo 64 software.<ref name="carless">{{cite web | author=Carless, Simon | date=July 26, 2006 | title=Q&A: Paradigm Entertainment On Stuntman, Pilot Wings | url=http://www.gamasutra.com/php-bin/news_index.php/news_product_index.php?story=10220 | publisher=[[Gamasutra]] | accessdate=2009-11-21}}</ref> At E3 in May 1995, engineers from Paradigm aided Nintendo in polishing a demo of the Nintendo 64 shown for developers and distributors in a whisper suite.<ref>{{cite web | author=Shepard, Steve | year=1996 | title=MIPS: Nintendo 64-Milestones | url=http://steveshepard.com/blog/2006/07/09/the-making-of-project-reality/ | archiveurl=http://web.archive.org/web/20020204044638/www.mips.com/coolApps/s3p8.html | archivedate=2002-01-23 | publisher=[[MIPS Technologies]] | accessdate=2010-01-28}}</ref> Paradigm partnered with Nintendo the following month to begin development on ''[[Pilotwings 64]]'', one of the first games available for the new console worldwide.<ref name="carless"/> The game was a success for the company, accounting for half of its revenues by the beginning of 1997 and had sold over one million copies worldwide by February 1998.<ref>{{cite web | author=IGN staff | date=January 22, 1997 | title=Paradigm Considers Publishing | url=http://ign64.ign.com/articles/060/060498p1.html | publisher=IGN | accessdate=2010-01-24}}</ref><ref name="sales">{{cite web | author=IGN Staff | date=February 4, 1998 | title=Paradigm's Side of the Story | url=http://ign64.ign.com/articles/061/061767p1.html | publisher=IGN | accessdate=2009-11-21}}</ref> In May 1996, one month prior to the console's Japanese launch, Paradigm released a turnkey development bundle titled "Fusion 64".<ref name="fusion64"/><ref>{{cite web | date=August 29, 1994 | title=Is Nintendo a Street Fighter Now? | url=http://www.businessweek.com/archives/1994/b338744.arc.htm | publisher=BusinessWeek | accessdate=2010-01-27}}</ref><ref>{{cite journal | journal=[[Next Generation Magazine]] | publisher=[[Imagine Publishing]] | date=August 1996 | title=10 reasons why Nintendo 64 will kick Sony's and Sega's ass (& reasons why it won't) | issue=20 | page=p. 41}}</ref> In March 1997, the entertainment wing was spun off to concentrate solely on video game production.<ref>{{cite web | author=IGN staff | date=April 22, 1997 | title=Paradigm Entertainment Goes Independent | url=http://ign64.ign.com/articles/060/060687p1.html | publisher=IGN | accessdate=2010-01-25}}</ref><ref name="skies">{{cite web | author=Jonric | date=August 5, 1998 | title=Skies Interview | url=http://rpgvaultarchive.ign.com/features/interviews/skies.shtml | publisher=IGN | accessdate=2010-02-11}}</ref> The simulation division completed a merger with Multigen Inc. in October 1998 and was acquired by Computer Associates International Inc. in 2000.<ref>{{cite web | date=October 6, 1998 | title=Article: PR Newswire Southwest Summary, Tuesday, October 6, to 1:00 EDT. | url=http://www.highbeam.com/doc/1G1-53063161.html | publisher=PR Newswire | accessdate=2010-01-27}}</ref><ref>{{cite web | author=Jones, K.C. | date=January 6, 2006 | title=CA Moves Ahead With Acquisition, Resale Plans | url= http://www.informationweek.com/news/global-cio/showArticle.jhtml?articleID=175802843 | publisher=[[Information Week]] | accessdate=2010-01-25}}</ref> Multigen-Paradigm is now part of [[Presagis]].<ref name="Presagis"/> In the early years as an independent studio, Paradigm Entertainment had a short, three-game partnership with the Japanese publisher [[Video System]].<ref>{{cite web | author=IGN staff | date=January 15, 1997 | title=Paradigm Announces Partnership with Video System | url=http://ign64.ign.com/articles/060/060485p1.html | publisher=IGN | accessdate=2010-01-29}}</ref> The partnership ended with a lawsuit by the Texas-based developer against Video System regarding the latter's supposed breach of contract in the development and publishing of the flight simulator ''Harrier 2001''.<ref name="harrier">{{cite web | author=IGN staff | date=December 8, 1999 | title=Harrier Goes to Court | url=http://ign64.ign.com/articles/073/073015p1.html | publisher=IGN | accessdate=2010-01-29}}</ref><ref>{{cite web | title=Loislaw Federal District Court Opinions PARADIGM ENTERTAINMENT v. VIDEO SYSTEM CO., (N.D.Tex. 2000) | date=March 3, 2000 | url=http://www.loislaw.com/ogpc/login.htp?WSRet=12&dockey=10955756@FDCR&OLDURL=/gpc/index.htp&OLDREFURL=http%3A//news.google.com/archivesearch%3Fq%3DPARADIGM%2Bgatchel%26scoring%3Da%26sa%3DN%26sugg%3Dd%26as_ldate%3D2000/01%26as_hdate%3D2000/12%26lnav%3Dhist0 | publisher=[[Wolters Kluwer]] | accessdate=2010-02-06}}</ref> At the start of 1999, Paradigm announced another 3D rendering and development tool called "VisKit", which was intended for use in creating next-generation console games being ported to multiple systems.<ref>{{cite journal | journal=[[Dr. Dobb's Journal]] | publisher=[[United Business Media|CMP Technology]] | title=New Products: Paradigm Announces VisKit | url=http://www.drdobbs.com/cpp/184403600 | date=January 1, 1999 | accessdate=2010-02-13}}</ref><ref>{{cite web | author=IGN staff | date=June 29, 2000 | title=Infogrames Purchases Paradigm | url=http://xbox.ign.com/articles/081/081562p1.html | publisher=IGN | accessdate=2010-02-13}}</ref> On June 29, 2000, Paradigm Entertainment was acquired by [[Atari]] and its parent company [[Infogrames Entertainment, SA]] for $19.5 million or up to 700,000 Infogrames shares.<ref>{{cite web | date=June 29, 2000 | title=INFOGRAMES ENTERTAINMENT ACQUIRES PARADIGM ENTERTAINMENT | url=http://corporate.atari.com/uk/download/pr/corporate/event_paradigm_290600.pdf | publisher=[[Atari]] | accessdate=2009-11-21}}</ref><ref>{{cite web | author=Jordan, Jon | date=April 11, 2007 | title=The Euro Vision: 'Bye-Bye Bruno' | url=http://www.gamasutra.com/view/news/13471/The_Euro_Vision_ByeBye_Bruno.php | publisher=Gamasutra | accessdate=2010-02-12}}</ref> Paradigm began developing games for [[History of video game consoles (sixth generation)|sixth-generation]] consoles ([[PlayStation 2]], [[GameCube]], [[Xbox]], and [[Dreamcast]]) after its final Nintendo 64 release ''[[Duck Dodgers Starring Daffy Duck]]''. Works released during this time include an enhanced remake of the classic arcade game ''[[Spy Hunter]]'', [[motocross]] racing games, and games based on the ''[[Terminator (franchise)|Terminator]]'' and ''[[Mission: Impossible]]'' multimedia franchises. Following the stock market downturn, and in the light of poor game sales, Atari began to divest of its internal development studios in an effort to financially restructure. In spite of not having produced a profitable game in over six years, and a steady exodus of talent, Paradigm was sold in May 2006 to [[THQ]].<ref>{{cite web | author=Carless, Simon | date=May 10, 2006 | title=E3: Atari, Infogrames Sell Stuntman, Timeshift, Games.com, Paradigm | url=http://www.gamasutra.com/php-bin/news_index.php?story=9252 | publisher=Gamasutra | accessdate=2009-11-21}}</ref> Although Paradigm's release ''[[Stuntman: Ignition]]'' and THQ's ''[[Juiced 2: Hot Import Nights]]'' were the parent company's top sellers in their release quarter, THQ reported overall financial losses of $16.3 million during the first half of its 2007 fiscal year.<ref>{{cite web | date=November 2, 2007 | title=THQ in the red in 2Q | url=http://losangeles.bizjournals.com/losangeles/stories/2007/10/29/daily31.html | publisher=[[Los Angeles Business Journal]] | accessdate=2010-01-29}}</ref> "While we have shipped more than 1 million units worldwide on each of these titles, this is significantly below our internal forecast", stated THQ's CEO Brian Farrell. "In both cases we did not receive our required game play mechanic and overall product quality targets. Quality matters and we missed the mark."<ref>{{cite web | date=October 23, 2007 | title=THQ Poor Financials And Unreal Engine "Challenges" |url=http://news.spong.com/article/14093/THQ-Poor-Financials-And-Unreal-Engine-Challenges | publisher=Spong | accessdate=2010-02-12}}</ref> On November 3, 2008, the company officially ceased operations.<ref name="closure"/><ref>{{cite web | author=Sinclair, Brendan | date=November 4, 2008 | title=THQ shutters five studios, trims two | url=http://uk.gamespot.com/news/6200527.html | publisher=[[GameSpot]] | accessdate=2009-11-21}}</ref> Paradigm's general manager Dave Gatchel went on to serve the same position at THQ's studio in Montreal.<ref>{{cite web | author=MacMedan, Julie | date=December 3, 2009 | title=THQ Announces New Development Studio in Montreal | url=http://online.wsj.com/article/PR-CO-20091203-907182.html?mod=wsjcrmain | publisher=The Wall Street Journal | accessdate=2010-01-29}}</ref>
Summary:
Please note that all contributions to the Codex Gamicus are considered to be released under the CC BY-SA 3.0
Cancel
Editing help
(opens in new window)
Follow on IG
TikTok
Join Fan Lab