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	<title>Cohort Studios Blog</title>
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	<link>http://www.cohortstudios.com/blog</link>
	<description>Articles, Job Announcements, News and Tutorials</description>
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			<item>
		<title>What we&#8217;ve been up to!</title>
		<link>http://www.cohortstudios.com/blog/theshootreveal/</link>
		<comments>http://www.cohortstudios.com/blog/theshootreveal/#comments</comments>
		<pubDate>Fri, 19 Mar 2010 17:02:47 +0000</pubDate>
		<dc:creator>Lol</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[The Shoot]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Playstation Move]]></category>

		<guid isPermaLink="false">http://www.cohortstudios.com/blog/?p=62</guid>
		<description><![CDATA[We’ve recently returned from this year’s Game Developers Conference in San Francisco, where our secret project was finally unveiled. We’re proud to reveal that we’ve been working in close co-operation with SCEE’s Liverpool studio on a title for Sony’s PlayStation Move motion controller. That game is called The Shoot.

The levels in The Shoot that we [...]]]></description>
			<content:encoded><![CDATA[<p>We’ve recently returned from this year’s Game Developers Conference in San Francisco, where our secret project was finally unveiled. We’re proud to reveal that we’ve been working in close co-operation with SCEE’s Liverpool studio on a title for Sony’s PlayStation Move motion controller. That game is called The Shoot.</p>
<p style="text-align: center;"><a href="http://www.cohortstudios.com/blog/wp-content/uploads/2010/03/001-Col-D4.jpg"><img class="aligncenter size-large wp-image-63" title="The Shoot" src="http://www.cohortstudios.com/blog/wp-content/uploads/2010/03/001-Col-D4-1024x576.jpg" alt="The Shoot Screenshot" width="512" height="288" /></a></p>
<blockquote><p><em>The levels in The Shoot that we played at Sony&#8217;s GDC event involved moving through a subway station, then fighting cyborgs on top of a moving subway car. Later levels saw us taking down a giant bank-robbing robot, a boss battle that used the &#8220;shoot from the hip&#8221; mechanic. Basically, the player is required to keep the Move controller at their side, pointed off screen, then perform a fast draw in time with an onscreen indicator&#8230; </em></p>
<p><em>&#8230;As far as console light games go, The Shoot was a success.</em></p>
<p><a href="http://kotaku.com/5490622/playstation-moves-the-shoot-has-a-major-twist">http://kotaku.com/5490622/playstation-moves-the-shoot-has-a-major-twist</a></p></blockquote>
<p>The Shoot is running on Praetorian Tech™, our self-developed engine for the PlayStation 3 and we’ve also integrated Havok Destruction to make sure the action is suitably hectic and filled with all manner of flying debris. See The Shoot in action below:</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="288" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/JhZp3qo7xM4&amp;hl=en_GB&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="288" src="http://www.youtube.com/v/JhZp3qo7xM4&amp;hl=en_GB&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>Does 3DTV provide Opportunities for Game Developers?</title>
		<link>http://www.cohortstudios.com/blog/does-3dtv-provide-opportunities-for-game-developers/</link>
		<comments>http://www.cohortstudios.com/blog/does-3dtv-provide-opportunities-for-game-developers/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 16:27:56 +0000</pubDate>
		<dc:creator>Lol</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[3d gaming]]></category>
		<category><![CDATA[motion control]]></category>
		<category><![CDATA[opinion]]></category>

		<guid isPermaLink="false">http://www.cohortstudios.com/blog/?p=59</guid>
		<description><![CDATA[Peter Walsh – Cohort Studios
New 3DTV hardware will be available for purchase through 2010 driven  by the success of cinema releases like Avatar. Sky TV is launching the  world’s first 3D television station in April which will drive adoption  further.  It seems certain that with all sections of industry getting  [...]]]></description>
			<content:encoded><![CDATA[<p>Peter Walsh – Cohort Studios</p>
<p>New 3DTV hardware will be available for purchase through 2010 driven  by the success of cinema releases like Avatar. Sky TV is launching the  world’s first 3D television station in April which will drive adoption  further.  It seems certain that with all sections of industry getting  ready to rally behind 3DTV it is something game developers will have  start putting in their sights.</p>
<p>Game developers are uniquely poised to develop content to take  advantage of 3DTV.  Filmmakers, sports broadcasters, animation studios,  and just about anyone else involved in TV need to make significant  investments replacing their infrastructure of cameras, editing  equipment, and so on to handle 3D data.  Game developers on the other  hand already have all that information readily available.  In fact we  spend a great deal of time trying to make 3D worlds display well on a 2D  screen.  To make games work with 3D TV we already have the depth  information available – we just need the means to convey that data to  the new TVs.  Therefore our barriers to entry are very low – 3DTV  therefore is a great opportunity for the video games industry.</p>
<p>2010 also looks to be hotting up to be the year of the great motion  controller battle.  While Nintendo’s Wii has been entrenched in the  market for some time, Sony and Microsoft have recently made specific  announcements about their offerings.  Sony pushed back its new  controller to an autumn 2010 launch, and Microsoft’s Steve Ballmer  promised at CES that Natal would be ready for  the holidays.  The question many are wondering is how will 3D TV  interact with motion controller technology for games?</p>
<p>With varying degrees of “depth” projected by different TVs (and  similar TVs of different sizes) it will be technically difficult to  match up user perceptions of space with what the motion control hardware  can capture.  If this challenge can be overcome it could produce a new  style of augmented reality.  Otherwise it could be confusing if users  cannot understand why they can’t accurately touch 3D objects. In time  these limitations will be overcome.</p>
<p>Here at Cohort Studios, we think the new developments in controller  technology and 3D TV have positive implications for the future.  On  there own, each provides a great leap forward for increasing game  immersion – but together they can change the playing field. Work needs  to be done to make the glasses less intrusive and harder wearing, and to  standardise the output of 3D TVs so game developers have a predictable  platform to work with.  Overall we like what we see.</p>
<p>What does the future hold?  With new 3DTV technology being heavily  backed and all three console manufacturers now putting significant  resources into motion based games in 2010 then more convergence between  devices is certain. With its low costs to create 3DTV content compared  to the broadcasting industry, game developers need to be early adopters  of the technology so they can get a head start developing the next  generations of 3D capable games.</p>
<p>Quotes from this article can be found on Tech Radar&#8217;s <a href="http://www.techradar.com/news/gaming/3d-gaming-everything-you-need-to-know-668629">3D gaming piece</a>.</p>
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		<title>Cohort joins Havok&#8217;s Independent Developer Program</title>
		<link>http://www.cohortstudios.com/blog/cohort-joins-havoks-independent-developer-program/</link>
		<comments>http://www.cohortstudios.com/blog/cohort-joins-havoks-independent-developer-program/#comments</comments>
		<pubDate>Fri, 05 Feb 2010 14:15:45 +0000</pubDate>
		<dc:creator>Lol</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[havok]]></category>
		<category><![CDATA[press]]></category>
		<category><![CDATA[Press Release]]></category>

		<guid isPermaLink="false">http://www.cohortstudios.com/blog/?p=55</guid>
		<description><![CDATA[Scotland’s Highly Ambitious Cohort Studios Joins Havok’s Independent Developer Program
 
San Francisco, CA (February 4, 2010) – Havok™ today announced that it has signed Cohort Studios into its Independent Developer Program.  Cohort will have access to the company’s full suite of cutting-edge, award-winning products and technologies including Havok Animation™, Havok AI™, Havok Behavior™, Havok Cloth™, [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Scotland’s Highly Ambitious Cohort Studios Joins Havok’s Independent Developer Program</strong></p>
<p><em> </em></p>
<p>San Francisco, CA (February 4, 2010) – Havok™ today announced that it has signed Cohort Studios into its Independent Developer Program.  Cohort will have access to the company’s full suite of cutting-edge, award-winning products and technologies including Havok Animation™, Havok AI™, Havok Behavior™, Havok Cloth™, Havok Destruction™, and Havok Physics™.</p>
<p>&#8220;A key part of Cohort&#8217;s business strategy revolves around the concept of &#8216;Partners in Development&#8217; &#8211; working together with other key players in the games industry to help manage cost and risk&#8221;, said Lol Scragg, CEO of Cohort Studios.  &#8220;With this in mind, we&#8217;re extremely excited to have joined Havok&#8217;s Independent Developer Program.  By gaining access to Havok&#8217;s entire suite of technologies, we&#8217;ll be able to turn around concept demos and prototypes in much shorter timescales, at less financial risk, and expand our cross-platform expertise in the process.&#8221;</p>
<p>The Independent Developer Program enables independent game studios around the globe to execute their creative visions using Havok’s premium, developer-preferred middleware technology.  The Program helps studios minimise the overall risk and high cost associated with internal creation of the tools and technologies required to power today’s sophisticated video and PC games.</p>
<p>Bruce McNeish, Cohort Studios’ CTO adds, &#8220;Our in-house engine, Praetorian Tech™, has been designed from the ground up for extensibility and easy integration with middleware.  Havok’s program allows us full access to the company’s many fantastic technologies, and, in tandem with Praetorian, means we now have a very broad creative palette to draw from.  With the Havok agreement, we can integrate cutting-edge technology into our prototypes at an early stage.  This will give our teams more freedom to concentrate on the implementation of unique gameplay and internal technologies to differentiate us in the market, while giving publishers a far better idea of how the final product will play, mitigating risk all round.&#8221;</p>
<p>“We are absolutely thrilled to be working with the highly-motivated and creative team at Cohort,” said David O’Meara, Managing Director of Havok.  “Cohort’s focus on gameplay innovation and scalable production practices, when combined with Havok’s technologies and support system, will make a real difference to the gamer’s experience.”</p>
<p>Havok&#8217;s modular suite of tools puts power in the hands of creators, empowering them to reach new standards of believability and interactivity in video games.  Havok’s products include access to a powerful and flexible set of art tools tailored to work within a studio’s particular production pipeline and assistance from the most experienced support team in the middleware industry.  All of Havok’s software tools are fully multithreaded and cross-platform optimised.</p>
<p>Havok’s Web site (<a href="http://www.havok.com/">www.Havok.com</a>) offers downloadable versions of Havok’s Animation, Behavior, and Physics software.</p>
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		<title>10 Years on?</title>
		<link>http://www.cohortstudios.com/blog/10-years-on/</link>
		<comments>http://www.cohortstudios.com/blog/10-years-on/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 16:05:49 +0000</pubDate>
		<dc:creator>Bruce</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[apple console]]></category>
		<category><![CDATA[cloud gaming]]></category>
		<category><![CDATA[digital distribution]]></category>
		<category><![CDATA[motion control]]></category>
		<category><![CDATA[opinion]]></category>

		<guid isPermaLink="false">http://www.cohortstudios.com/blog/?p=49</guid>
		<description><![CDATA[The push from Sony and Microsoft into the motion space could have  significant influence over their next generation of hardware.  The  motion controller will inevitably provide a more accessible control  mechanism, as it has with the Wii, and will help push more innovations  in game design that have not really [...]]]></description>
			<content:encoded><![CDATA[<p>The push from Sony and Microsoft into the motion space could have  significant influence over their next generation of hardware.  The  motion controller will inevitably provide a more accessible control  mechanism, as it has with the Wii, and will help push more innovations  in game design that have not really been possible with the aging joypad  control method.  However, I don’t think much focus has been given to the  additional benefits we will get via camera interfaces.  Technologies  such as facial and speech recognition will not only be used to determine  the emotion of the player and for issuing commands, but will also be  enhanced to accurately map who is in the room.  This will open up the  possibility of the console becoming “one of the family”; something that  has been demonstrated via the original Milo Natal demo.</p>
<p>Going back to the next generation of hardware, both MS and Sony  obviously know what Nintendo did this generation, namely take the  GameCube, improve the specs, add connectivity, motion control and  rebrand it as the Wii.  Given the potential innovation their new  peripherals give, I believe that MS and Sony will follow suit and simply  increase the clock speeds, memory resources and the number of CPU cores in a logical fashion, but keep the same  basic architecture. These will be more upgraded 360s and PS3s rather  than entirely new machines.  This would help reduce the R&amp;D costs  associated with the development of a new console and help, Sony in  particular, claw back some investment made in the current generation’s  technologies by re-utilising it.  This would be welcomed by third-party  publishers, middleware providers and developers who would not need to  invest heavily to transition to the new platforms but rather simply  expand upon existing systems.</p>
<p>Talking of Nintendo, its future, on the other hand, is harder to  envisage.  Nintendo has openly decided to not go head-to-head with Sony  and Microsoft and instead focus on making their products appeal as a  ‘toy’.  This has worked very well for them, first with the DS and then  with the Wii.  Both products faced some harsh criticism for being a  ‘gimmick’ when initially announced and no-one, probably not even  Nintendo, could have predicted how successful they would be.  It will be  interesting to see what they do next.  The sales of the Wii seem to  have peaked and are declining, which isn’t hard to believe given the  size of its installed userbase; which I am sure Nintendo will want to  captialise on for their next home console.  However, the question of  what will make current Wii owners upgrade to a new console is a hard one  to answer.  A recently released report has shown that the Wii is the  least used home console.  This leaves Nintendo with a tough challenge in  answering the “I hardly use my Wii, in fact I haven’t used it that much  at all.  Why would I purchase a Wii 2 when I have not gotten value for  money from my Wii?”</p>
<p>So, the ‘big three’ will be looking at developing another console  within the next 2-3 years.  What about newcomers trying to muscle in on  the action?  2009 saw the rise of so called ‘Cloud gaming companies’,  with OnLive and Gaikai being the most prominent.  The fundamental  premise for their approach is that you will not need a powerful console  as all the processing power within one of their server farms.  This  leads to the consumer spending substantially less on a piece of hardware  for their home as it has dramatically less work to do.  Sure the  concept is a very good one, from a consumer point of view.  However, the  main issue regarding this approach is latency; i.e. how quickly will  the players’ screens show the effect of their inputs.  There has been  much debate via online forums on this point both for and against its  validity.  The latency figures have been released that are <strong>VERY</strong> low, which I can only assume pertains  to the time that the server takes to process any received inputs from  their clients.  When you add in the latency of sending the player  commands to the server farm and, more detrimentally, the time it will  take to compress then send the updated image back to the client will it  be possible to maintain a high quality level.  Does this mean that there  will need to be a server farm somewhat local to the clients?  If so,  what does this mean for online gaming?  I guess that client inputs could  be sent to multiple server farms with each online sending the results  to locally connected clients? What does this mean for gaming resolutions  or framerates?  If there is one thing that core gamers hate it is  inconsistent framerate and low resolutions.  Will it be able to maintain  HD resolutions, i.e. 720P 30FPS title, not to mention 1080P 60FPS?   There is still a lot of scepticism and questioning surrounding the  validity of ‘Cloud Gaming’ but if they get it working to an acceptable  level and sort out the business model then it could spell trouble from  the traditional console manufacturers.</p>
<p>There will no doubt be other newcomers in the next decade; will  Apple look at combining its App Store and Apple TV setup to develop a  home console?  If there is any company that has the finances to back an  entry into the home gaming market it is certainly Apple.  The iPhone has  been a phenomenal success, has allowed Apple the time to develop its  App Store, and has also given a large number of developers experience of  developing for their platform using the now mature SDK.   This platform could easily be used as the basis of a home-based  console, so I would be more surprised if they did NOT  develop some kind of overt home gaming hardware.</p>
<p>From one type of up-and-coming digital distribution to another that  is more established.  It seems today that everybody is building their  own App Store to help get straight to the consumer, cut out retail and  retain a larger piece of the revenue pie. This includes Apple, Sony,  Microsoft, Nintendo, Blackberry, Nokia, Intel, Valve’s Steam platform  and I dare say a few more.  What does this actually mean for the future  of the retail business?  To answer this, we have to look at where the  future of gaming will lie.  It looks like there is a polarisation in the  size of products available both in terms of cost to the consumer and in  their respective development budgets.  You can pick up smaller, cheaper  to develop titles from the App Stores at an impulse buy price.  As  these titles have been cheaper to produce they do not need to sell as  many titles to break even.  Moreover, an independent developer could  make a tidy profit going down the bite sized gaming route due to the  lower risk and quicker turn around of product.  On the other hand, the  hardware manufacturers will always be looking to show off their consoles  and will therefore commission titles that try and push the hardware to  the limit.  Outside of the first party published titles, there are  several titles published across platform by third parties that are  pushing for ’cinematic’ experiences. These high-asset, high-budget  titles generally result in a longer, more expensive development cycle,  with the end product relying on a large amount of data.  Given the  generally prohibitively large downloads that would be required to  distribute such games, boxed product on high-density media is not going  to be going away any time soon.  Having said that, there are an  increasing number of people that are opting to purchase titles and  hardware via online stores or supermarkets, at a price lower than what  the High Street can offer; so the question should not be about whether  we need retail but rather; “do we still need the high street?”   Traditional High Street retail is going to face an increasingly  difficult time in the coming decade. They will have to rethink their  strategies or face bankruptcy.</p>
<p>Bruce McNeish, CTO, Cohort Studios</p>
<p>Quotes from this article can be found in a recent <a href="http://www.techradar.com/news/gaming/gaming-in-2020-what-the-next-decade-holds-667099">Tech Radar</a> story.</p>
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		<title>Crunch!</title>
		<link>http://www.cohortstudios.com/blog/crunch/</link>
		<comments>http://www.cohortstudios.com/blog/crunch/#comments</comments>
		<pubDate>Fri, 22 Jan 2010 11:08:45 +0000</pubDate>
		<dc:creator>Lol</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.cohortstudios.com/blog/?p=44</guid>
		<description><![CDATA[We were recently asked by Develop to comment on &#8216;crunch&#8217; time in the industry, an issue that is back in the news following comments involving Rockstar San Diego.
Cohort CEO, Lol Scragg responded:
Crunch is still an unfortunate necessity in this industry, as much as we try and avoid it. Even with great planning, strong project management [...]]]></description>
			<content:encoded><![CDATA[<p>We were recently asked by Develop to comment on &#8216;crunch&#8217; time in the industry, an issue that is back in the news following comments involving Rockstar San Diego.</p>
<p>Cohort CEO, Lol Scragg responded:</p>
<blockquote><p>Crunch is still an unfortunate necessity in this industry, as much as we try and avoid it. Even with great planning, strong project management and a dedicated team, there will always be situations where overtime is unavoidable.</p>
<p>However, exploring and developing methods of minimising the need for crunch periods should be a priority for any studio management team. Ultimately, crunch periods fatigue the staff and there’s a genuine risk of increasing the overall project workload due to that fatigue causing mistakes and errors.</p>
<p>At Cohort, we try and avoid crunch as much as possible. Sure, we have a few late nights on the run up to milestones, but if at all possible, we ensure these are few and far between. The degree of lateness in those late nights is key too &#8211; push for overtime into the small hours and that counter-productive fatigue becomes a real risk.</p>
<p>In our four years working on various projects, we have probably asked (note: asked, not demanded) our team work a couple of weekends in total and we have never asked anyone to do any all-nighters. Even when we do work late, we generally won’t allow working beyond 10pm.</p>
<p>Our company IS our team and alienating or fatiguing members and departments does no long-term good. Most publishers will appreciate a stand being taken here, and will understand that whilst extra hours here and there are fine, asking a team to do days in excess of 12 hours on a constant medium-to-long-term basis adds little (and potentially removes plenty) from the final product for the customer.</p>
<p>With publishers, having a good, well-experienced producer is huge advantage. As persuasive as a developer’s arguments can be, having someone client-side who understands the impacts client-requested changes or additions will have on timelines and milestone deadlines is invaluable to minimising the need for heavy crunches. We need more producers that are focused on working *with* developers rather than steam-rolling them into a corner where crunch is the only solution.
</p></blockquote>
<p>You can read the full article over at <a href="http://www.develop-online.net/features/758/Develop-Jury-The-dangers-of-crunch">Develop</a>.</p>
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		<title>Cohort Studios: Investors In People</title>
		<link>http://www.cohortstudios.com/blog/cohort-studios-investors-in-people/</link>
		<comments>http://www.cohortstudios.com/blog/cohort-studios-investors-in-people/#comments</comments>
		<pubDate>Fri, 22 Jan 2010 10:56:49 +0000</pubDate>
		<dc:creator>Lol</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[iip general staff]]></category>

		<guid isPermaLink="false">http://www.cohortstudios.com/blog/?p=39</guid>
		<description><![CDATA[just a quick update.
Firstly at the end of November 2009, we are proud to say that we were recognised as Investors In People here in the UK. Achieving the recognition shows us that the business improvements we are making are truly centred around our biggest asset &#8211; our staff!
From the IIP Scotland website:
Investors in People [...]]]></description>
			<content:encoded><![CDATA[<p>just a quick update.</p>
<p>Firstly at the end of November 2009, we are proud to say that we were recognised as <a href="http://www.investorsinpeople.co.uk">Investors In People</a> here in the UK. Achieving the recognition shows us that the business improvements we are making are truly centred around our biggest asset &#8211; our staff!</p>
<p>From the <a href="http://www.iipscotland.co.uk/benefits-of-iip/">IIP Scotland</a> website:</p>
<blockquote><p>Investors in People is a proven business improvement framework that can significantly improve financial performance, profitability, productivity and increase employee involvement and focus. Independent research has proved this and our clients, from the smallest to the largest, also agree.</p></blockquote>
<p>Emma Purvey, HR Manager here at Cohort adds;</p>
<blockquote><p>&#8220;The efforts the studio put into gaining this award were centred around focusing as a team on our strategies for further developing our people, our culture and effective management practices.</p>
<p>The award recognises the strength of our internal CREATE core values and how we are continuing to utilise them to align the goals of the company with a team centric approach for successful product development&#8221;</p></blockquote>
<p>We are proud to be the first gaming company in Scotland to be recognised as an Investor In People.</p>
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		<title>Have a Beastly Good Time with Buzz!™ Junior: Monster Rumble</title>
		<link>http://www.cohortstudios.com/blog/have-a-beastly-good-time-with-buzz%e2%84%a2-junior-monster-rumble/</link>
		<comments>http://www.cohortstudios.com/blog/have-a-beastly-good-time-with-buzz%e2%84%a2-junior-monster-rumble/#comments</comments>
		<pubDate>Mon, 07 Sep 2009 16:30:47 +0000</pubDate>
		<dc:creator>Lol</dc:creator>
				<category><![CDATA[Press Release]]></category>

		<guid isPermaLink="false">http://www.cohortstudios.com/blog/?p=31</guid>
		<description><![CDATA[5 fiendishly fun mini-games available on PlayStation Store now
Dundee &#8211; Monday 7th September 2009:  Get your fingers on the buzzers and prepare to cause chaos in Monster Rumble, the third addition to the riotously fun Buzz!™ Junior collection, now available on PlayStation 3. Launching on Playstation Store at £3.99 parents and their little terrors can [...]]]></description>
			<content:encoded><![CDATA[<p><strong>5 fiendishly fun mini-games available on PlayStation Store now</strong></p>
<p><strong>Dundee &#8211; Monday 7th September 2009</strong>:  Get your fingers on the buzzers and prepare to cause chaos in Monster Rumble, the third addition to the riotously fun Buzz!™ Junior collection, now available on PlayStation 3. Launching on Playstation Store at £3.99 parents and their little terrors can run riot in the weird and wonderful Monster Mansion to find out which of the colourful and crazy creatures is number one through a series of 5 fiendish mini-games for up to four players.<br />
<br />
Developed by Dundee-based Cohort Studios, this re-release of the well-received PlayStation 2 original can be enjoyed by everyone, even those without official Buzz!™ controllers thanks to intuitive DualShock support. With beautifully rendered cartoon visuals and a great sense of humour, younger players will enjoy the fun aesthetics and hilarious mini-games on offer, while a range of difficulty settings make this challenging for parents.<br />
<br />
Buzz!™ Junior: Monster Rumble is the second title to be created using the developer’s internal Praetorian™ technology, which is also being used on other internal projects. Bruce McNeish, CTO at Cohort Studios explains: &#8220;<em>Having our own internal framework and technology provides us with many benefits. We can both turn around projects quickly as well as develop proposal demo&#8217;s with the minimum of fuss. Having complete control over our internal framework also gives us great flexibility when we are looking at middleware solutions which allow us to concentrate on creating fun content.</em>&#8221;<br />
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CEO at Cohort Studios Lol Scragg said: “<em>We are pleased with the ongoing success of the Buzz!™ Junior series and are grateful that Sony continue to create games for an often overlooked younger audience. We feel that many kid’s games are falling into that ‘casual’ and therefore overly-simplistic pigeon hole. But while Monster Rumble is aimed at the three-plus market, it can still provide children with a decent challenge and hours of fun in equal measure, something many kids games fail to deliver. With kids skilfully picking up games at an increasingly early age, we have to warn parents that they might be outclassed by their young ones on this one. You have been warned.</em>”<br />
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Buzz!™ Junior: Monster Rumble Key Features and information<br />
- Multiplayer madness for up to four players<br />
- Buzz!™ Buzzer or DualShock controller support<br />
- Unlockable trophies<br />
- Fully customisable characters<br />
- PEGI 3+ Rating</p>
<p>-ends-</p>
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		<title>We have joined TIGA!</title>
		<link>http://www.cohortstudios.com/blog/we-have-joined-tiga/</link>
		<comments>http://www.cohortstudios.com/blog/we-have-joined-tiga/#comments</comments>
		<pubDate>Fri, 31 Jul 2009 09:13:00 +0000</pubDate>
		<dc:creator>Lol</dc:creator>
				<category><![CDATA[Press Release]]></category>
		<category><![CDATA[press]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[tiga]]></category>

		<guid isPermaLink="false">http://www.cohortstudios.com/blog/?p=25</guid>
		<description><![CDATA[ 
 
July 31, 2009
Cohort Studios Join TIGA


TIGA, the trade association representing the UK’s games industry, today announced Cohort Studios as its newest member. 
Founded in Dundee in 2006 by Lol Scragg CEO, Darran Thomas CCO and Bruce McNeish CTO, Cohort Studios has enjoyed continued success and measured expansion over the last three years and [...]]]></description>
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<h2>July 31, 2009</h2>
<h1 style="text-align: left;">Cohort Studios Join TIGA<br />
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<p class="MsoNormal">TIGA, the trade association representing the UK’s games industry,<strong> </strong>today announced Cohort Studios as its newest member.<span> </span></p>
<p class="MsoNormal">Founded in Dundee in 2006 by Lol Scragg CEO, Darran Thomas CCO and Bruce McNeish CTO, Cohort Studios has enjoyed continued success and measured expansion over the last three years and is now Scotland’s third largest game developer.</p>
<p class="MsoNormal">Cohort Studios specialise in experiences that appeal to a wide audience and that are accessible to players of different skill levels. To date the studio has worked on titles for PS3, PSP, PC, <span> </span>PS2 and PSN including Buzz!™ Junior: RoboJam, Buzz!™ Junior: Ace Racers, Buzz!<a name="OLE_LINK10">™</a> Junior: Dino Den, as well as Journeys Through Sound, an advergame project released on PC to support the relaunch of the Audi TT motor vehicle.</p>
<p class="MsoNormal" style="margin-bottom: 0.0001pt;">Lol Scragg CEO stated: “The companies’ success is largely due to a unique company culture and ethos, which promotes strong teamwork, professionalism, creativity and positivity.<span> </span>Another key element is our business strategy ‘Partners in Development’ where we look to partner and collaborate with other companies and studios rather than staff up internally, which increases overheads and depersonalises the company culture”.</p>
<p class="MsoNormal" style="margin-bottom: 0.0001pt;">
<p class="MsoNormal" style="margin-bottom: 0.0001pt;">On joining TIGA Scragg stated: “We have always felt that TIGA’s agenda makes complete sense for the industry, however recent achievements in terms of Government lobbying and TIGA’s efforts to engage Holyrood have convinced us that now is the right time for us to join.”</p>
<p class="MsoNormal" style="margin-bottom: 0.0001pt;">
<p class="MsoNormal" style="margin-bottom: 0.0001pt;">Richard Wilson, CEO TIGA, stated: “Cohort Studios is an exciting company with a fresh approach to issues such as skills shortages and education, something which is also very much at the heart of the TIGA agenda. We will be working closely with Cohort Studios to achieve key objectives for the gaming industry both in Scotland and throughout the UK.”</p>
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<p class="MsoNormal" style="text-align: center;" align="center"><span>Ends</span></p>
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		<title>Still Recruiting</title>
		<link>http://www.cohortstudios.com/blog/still-recruiting/</link>
		<comments>http://www.cohortstudios.com/blog/still-recruiting/#comments</comments>
		<pubDate>Fri, 10 Jul 2009 14:51:19 +0000</pubDate>
		<dc:creator>Lol</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.cohortstudios.com/blog/?p=23</guid>
		<description><![CDATA[We have just ordered more desks, chairs and PC&#8217;s to cover the recruitment needs we still have. If you are a good 3D Artist, we want to hear from you. We can offer some great benefits and the opportunity to work on a fantastic game for one of the major publishers in the world. We [...]]]></description>
			<content:encoded><![CDATA[<p>We have just ordered more desks, chairs and PC&#8217;s to cover the recruitment needs we still have. If you are a good 3D Artist, we want to hear from you. We can offer some great benefits and the opportunity to work on a fantastic game for one of the major publishers in the world. We can&#8217;t talk specifics at the moment, but watch this space&#8230;</p>
<p>For more information and how to apply, take a look at our <a href="http://www.cohortstudios.com/jobs">jobs page</a>.</p>
]]></content:encoded>
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		<title>Buzz!™ Junior: RoboJam</title>
		<link>http://www.cohortstudios.com/blog/buzz-junior-robojam/</link>
		<comments>http://www.cohortstudios.com/blog/buzz-junior-robojam/#comments</comments>
		<pubDate>Mon, 25 May 2009 10:27:39 +0000</pubDate>
		<dc:creator>Lol</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.cohortstudios.com/blog/?p=20</guid>
		<description><![CDATA[Buzz!™ Junior: Robo Jam was released on Friday 15th May and is available for download on the Playstation Store. A quick look around the web for feedback shows that some of the PS3 trophy collectors are quite keen on it as they believe the trophies to be quite easy to collect &#8211; given that it [...]]]></description>
			<content:encoded><![CDATA[<p>Buzz!™ Junior: Robo Jam was released on Friday 15th May and is available for download on the Playstation Store. A quick look around the web for feedback shows that some of the PS3 trophy collectors are quite keen on it as they believe the trophies to be quite easy to collect &#8211; given that it is a title aimed for children, this sort of makes sense.</p>
<p>Give it a go and let us know your thoughts!</p>
]]></content:encoded>
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