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Transcript of GTA IV
- Marketing & exchange RAGE, short for Rockstar Advanced Game Engine, is a custom-developed visual engine that excels at rendering elaborate animations, particularly cloth texture. This and Euphoria game engine were used in the production of the game. Euphoria uses procedural animation to control the way the player moves, enabling character movements to be more realistic. The Euphoria engine also enables NPCs to react in a realistic way to the player's actions. Furthermore, the game also uses middleware from Image Metrics to facilitate intricate facial expressions and ease the process of incorporating lip-synching. Foliage in the game is produced through Speed Tree. Production Work on Grand Theft Auto IV began in November 2004, it took over 1000 people and more than three and a half years to complete, with a total cost estimated at approximately $100 million, making it the most expensive game ever developed. GTA IV is more realistic and much more detailed than previous GTA games, this is partly because of the transition to new consoles which offer high-definition graphics and possess new and improved capabilities. To achieve a realistic environment, research teams were sent to New York to gather information on the terrain and even things such as traffic patterns. Distribution Marketing & exchange As the release date approached, Rockstar Games and Take-Two marketed the game heavily through various forms, including television ads, Internet video, billboards, viral marketing, and a redesigned website. Technological Capabilities
Microsoft Xbox 360 6 million units sold during its first week on the market, generating over $400 million in revenue.
631,000 copies sold in the first 24 hours that it went on sale in the UK.
Sold in packages with game consoles as well as seperately.
Development in the games industry The computer and video game industries have grown from niche markets to mainstream markets, they took in about $9.5 billion in the US in 2007, and 11.7 billion in 2008. As regards the in game music, the developers contacted over 2,000 people in order to obtain recording and publishing rights.