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TimeGate Licenses Vision Engine For MMO Project

Independent developer TimeGate Studios has licensed Trinigy's Vision Engine for use in its forthcoming massively multiplayer project, based on an internal, still-unrevealed, intellectual property.

Chris Remo, Blogger

November 12, 2009

1 Min Read

Independent developer TimeGate Studios has licensed Trinigy's Vision Engine for use in its forthcoming massively multiplayer project, based on an internal, still-unrevealed, intellectual property. The MMO was first publicly mentioned in 2006, but the Sugar Land, Texas-based studio shared no details about the game's mechanics, setting, or plot -- and that tight-lipped policy hasn't changed since. Today's release characterizes the game only as a "next-generation," "ground-breaking MMO." When initially announced, TimeGate said it would be using Emergent's Gamebryo suite of development tools for rendering, metrics, and server architecture. The company had previously used Gamebryo in its Kohan series of PC real-time strategy titles. The tech change may reflect some degree of reevaluation or redevelopment of the game. Trinigy is based in Germany and Texas. Its existing list of Vision Engine licensees includes several MMOs, and a majority of its other projects are PC-based, although there are several console titles as well. TimeGate has given no explicit indication of its target platforms, but it said its licensing agreement applies not only to the current MMO but future MMOs and console games as well. Most recently, the company recently shipped the multiplayer shooter Section 8 for PC and Xbox 360. "The Vision Engine is a great fit for our ground-breaking MMO project due to its remarkable flexibility," said TimeGate CEO Adel Chaveleh. "The Vision Engine consistently stands out in terms of MMO-optimized performance, and we are amazed at how quickly we are integrating our concepts in-game."

About the Author(s)

Chris Remo

Blogger

Chris Remo is Gamasutra's Editor at Large. He was a founding editor of gaming culture site Idle Thumbs, and prior to joining the Gamasutra team he served as Editor in Chief of hardcore-oriented consumer gaming site Shacknews.

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