I just read this on the Max list:
http://www.cycling74.com/pipermail/maxmsp/2007-November/038995.html
Apparently, Pd is part of the EA game Spore. Makes sense, since Mark
Danks, Gem creator and UCSD alum, is pretty high up at EA.
.hc
All information should be free. - the hacker ethic
Pretty awesome! Thanks for sharing. I love the tip about good-natured demeanor being a key to professional connection building. I think that tip should be emphasized more around here sometimes!
~Kyle
On Nov 9, 2007 1:20 PM, Hans-Christoph Steiner hans@eds.org wrote:
I just read this on the Max list:
http://www.cycling74.com/pipermail/maxmsp/2007-November/038995.html
Apparently, Pd is part of the EA game Spore. Makes sense, since Mark Danks, Gem creator and UCSD alum, is pretty high up at EA.
.hc
All information should be free. - the hacker ethic
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
This makes me happy because as you know I've been tirelessly advocating the use of Pd in games.
Aaron McLeran: quote: "As far as I can tell though, it's the only team in the industry doing anything like it."
Not quite. Recently been talking to the developers of a popular game audio engine about incorporating Pd (or a Pd like fork with real-time graph reconfiguration) for procedural game audio, so it can be used in all games. Hopefully we'll see more of this, and eventually I can get some of my work on game audio into the mainstream.
Very true about maintaining a good natured and enthusiastic attitude in your work Kyle. Some people are naturally good at steadily promoting their ideas and themselves while still doing original hard work. Eno is certainly one of them. He's championed proc/algo compostion for who knows how many years. In a way it's the culmination of everything he's been waiting for, a game like Spore is the only vehicle that can realise the full potential of those ideas, because a recording can never capture a procedural composition.
It is still a bit frustrating for me though, because although games developers are ready to embrace procedural score generation they are not yet ready to deal with the general case of procedural audio, in fact I experienced quite a bit of resistance to and lack of understanding about the idea. I was so puzzled by this I interviewed and discussed with many developers to understand the obstacles and wrote about it in some detail.
http://www.obiwannabe.co.uk/html/papers/proc-audio/proc-audio.html
Many people actually said they thought it couldn't be done. "We don't have enough CPU cycles" etc... old school thinking. We have entire cores that can be devoted to sound now. The presentation I gave at Fraunhofer was designed to be proof that it works. Think it was very well received and made a few people wonder seriously about where game audio should be going now.
(If anyone wants a copy of that proof, a 100MB file, please drop me an email)
The fundamental problem is no longer computational/technical, but about training content producers and toolchain development. As I said two years ago, it's slow painful baby steps to drag the business away from a love of the inflexible data model (samples) and towards a coherent system that integrates the physics engine with sound (where it belongs). Anyway, this revelation re Spore and Pd is certainly very encouraging news.
a.
On Fri, 9 Nov 2007 13:28:52 -0600 "Kyle Klipowicz" kyleklip@gmail.com wrote:
Pretty awesome! Thanks for sharing. I love the tip about good-natured demeanor being a key to professional connection building. I think that tip should be emphasized more around here sometimes!
~Kyle
On Nov 9, 2007 1:20 PM, Hans-Christoph Steiner hans@eds.org wrote:
I just read this on the Max list:
http://www.cycling74.com/pipermail/maxmsp/2007-November/038995.html
Apparently, Pd is part of the EA game Spore. Makes sense, since Mark Danks, Gem creator and UCSD alum, is pretty high up at EA.
.hc
All information should be free. - the hacker ethic
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
--
---- -----
http://perhapsidid.wordpress.com http://myspace.com/kyleklipowicz
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On Saturday 10 November 2007 11:32:08 Andy Farnell wrote:
It is still a bit frustrating for me though, because although games developers are ready to embrace procedural score generation they are not yet ready to deal with the general case of procedural audio,
They're not even that ready to embrace procedural graphics, so I am not that surprised that they are reluctant about procedural audio.
On Sat, 10 Nov 2007 02:24:44 +0100 Cyrille.Damez@laposte.net wrote:
On Saturday 10 November 2007 11:32:08 Andy Farnell wrote:
It is still a bit frustrating for me though, because although games developers are ready to embrace procedural score generation they are not yet ready to deal with the general case of procedural audio,
They're not even that ready to embrace procedural graphics, so I am not that surprised that they are reluctant about procedural audio.
You think so? I'm not a graphics guy and rather ignorant of the whole field, but when I used to build Unreal levels we had basic procedural textures for flames and water, even in 1997. I thought the whole procedural texture thing was a done deal and mainstream technology now.
Or when you say "graphics" do you mean something else. I'm having a hard time imagining any kind of use for procedural geometry other than for liquids and gasses (fire and water again) because non-living solids tend not to change their topology. The exception would be trees and plants built using the L-system type bifurcation I guess.
On Saturday 10 November 2007 15:45:52 Andy Farnell wrote:
You think so? I'm not a graphics guy and rather ignorant of the whole field, but when I used to build Unreal levels we had basic procedural textures for flames and water, even in 1997. I thought the whole procedural texture thing was a done deal and mainstream technology now.
I was too lapidary in my previous email. Some procedural graphics are used in some games, but I guess I am kind of frustrated that there isn't more widespread use of procedural techniques in computer games than a couple techniques invented in the 80s. Change is coming though, but it is not coming fast enough to my taste ;)
Or when you say "graphics" do you mean something else.
I mean textures and more. Even procedural textures are not limited to 3D noise functions à la Perlin (like sound synthesis isn't just substractive synthesis).
I'm having a hard time imagining any kind of use for procedural geometry other than for liquids and gasses (fire and water again) because non-living solids tend not to change their topology.
You can also use procedural geometry to generate landscape or cities for example. The advantages of procedural techniques aren't limited to topology issues. The ever increasing size of assets (geometry, textures, etc.) in computer games is becoming very difficult to manage (during development, for distribution, and most of all when playing because of bandwith problems). Procedural techniques offer an elegant solution to these issues.
The exception would be trees and plants built using the L-system type bifurcation I guess.
Or you can use biological models rather than grammar rules (although I admit that it rather overkill for computer games).
On Sat, 10 Nov 2007 20:30:07 +0100 Cyrille.Damez@laposte.net wrote:
Some procedural graphics are used in some games.
Have you seen .the.product ?
There's is no better example than the work of Farbrausch Group imho ( .the.product, .kkrieger, .debris). Their first person shooter occupies 97kB without a single bitmap texture, mesh or sampled sound. It's entirely procedural, a true synthetic world with everything generated at runtime as needed. I think some of this demoscene crew then went on to work on Spore.
but I guess I am kind of frustrated that there isn't more widespread use of procedural techniques in computer games than a couple techniques invented in the 80s. Change is coming though, but it is not coming fast enough to my taste ;)
You and me both in our respective fields. The video game business has become really quite conservative, but these things move in cycles.
The advantages of procedural techniques aren't limited to topology issues. The ever increasing size of assets (geometry, textures, etc.) in computer games is becoming very difficult to manage (during development, for distribution, and most of all when playing because of bandwith problems). Procedural techniques offer an elegant solution to these issues.
Exactly. I've mentioned this on numerous occasions in talks and papers. Sound is particularly relevant because it has a high order polynomial (potentially worst case factorial) growth for asset/world size. Procedural audio solves this nicely ;) Another advantage in terms of development is automatic generation of content, freeing the sound designer up to do what their real (human) talents are best at, focussing on key sounds to hand craft.
On Sat, Nov 10, 2007 at 02:45:52PM +0000, Andy Farnell wrote:
Or when you say "graphics" do you mean something else. I'm having a hard time imagining any kind of use for procedural geometry other than for liquids and gasses (fire and water again) because non-living solids tend not to change their topology. The exception would be trees and plants built using the L-system type bifurcation I guess.
There's a talk I've given at a couple of conferences on using procedural algorithms in games, and when I get to the genetic algorithms bit I always show this video, which pretty much single-handedly convinces the entire class of the validity of what I'm saying:
http://www.genarts.com/karl/evolved-virtual-creatures.html
1994! It still gives me goose bumps.
Best,
Chris.
Good lord Chris, those are very impressive. My first thought wasn't how cool they would look skinned in a game, but how powerful this is to the field of robotics. Build your real robots as models in this gravity/friction environment and use GAs to converge on behaviour (that you could never have time to train IRL) then pop the results back into your real bot.
I love it when the narrator says:
"Perhaps it is mean to move the goal away just as it arrives"
You bet matey, that things gonna bite your ass when it evolves teeth.
On Mon, 12 Nov 2007 01:03:58 -0500 Chris McCormick chris@mccormick.cx wrote:
On Sat, Nov 10, 2007 at 02:45:52PM +0000, Andy Farnell wrote:
Or when you say "graphics" do you mean something else. I'm having a hard time imagining any kind of use for procedural geometry other than for liquids and gasses (fire and water again) because non-living solids tend not to change their topology. The exception would be trees and plants built using the L-system type bifurcation I guess.
There's a talk I've given at a couple of conferences on using procedural algorithms in games, and when I get to the genetic algorithms bit I always show this video, which pretty much single-handedly convinces the entire class of the validity of what I'm saying:
http://www.genarts.com/karl/evolved-virtual-creatures.html
1994! It still gives me goose bumps.
Best,
Chris.
On Mon, Nov 12, 2007 at 08:15:20PM +0000, Andy Farnell wrote:
Good lord Chris, those are very impressive. My first thought wasn't how cool they would look skinned in a game, but how powerful this is to the field of robotics. Build your real robots as models in this gravity/friction environment and use GAs to converge on behaviour (that you could never have time to train IRL) then pop the results back into your real bot.
There was a Robot Soccer exhibition not long ago at the local university here, and one of the exciting things I picked up from that was that the little robot dogs they used in the competition were often trained to walk in exactly the way you describe.
For a long time I've been meaning to code up a nice little 3d/physics/GA environment with PyODE and PyOpenGL to try those kind of experiments and replicate Karl Sims' work. Maybe one day I'll find the time!
If we wanted to connect this back to Pd, we could train 3d GAs to dance in time to Pd made music. :)
Best,
Chris.
On Mon, 12 Nov 2007 06:55:04 -0500 Chris McCormick chris@mccormick.cx wrote:
There was a Robot Soccer exhibition not long ago at the local university here, and one of the exciting things I picked up from that was that the little robot dogs they used in the competition were often trained to walk in exactly the way you describe.
Wow, robot dog football? Now that's entertainment! Wouldn't they just keep taking the ball back to the goalie? ;)
For a long time I've been meaning to code up a nice little 3d/physics/GA environment with PyODE and PyOpenGL to try those kind of experiments and replicate Karl Sims' work. Maybe one day I'll find the time!
If we wanted to connect this back to Pd, we could train 3d GAs to dance in time to Pd made music. :)
Sounds cool, I bet Chun and Oli are already onto that :)
a.
ola tot*s,...
here 'u have nu traxx! of free muzik made with pd....enjoy :P
daax! dolça cà ustika
http://pitchvolley.com/nvisible.taz/audio.html http://pitchvolley.com/nvisible.taz/audio.html
escolta *////*entzute//ascolta//écoute/ /escoita//escucha//musik hören//listen >> http://pitchvolley.com/nvisible.taz/audio/daax%21.m3u http://pitchvolley.com/nvisible.taz/audio/daax%21.m3u
salut x! http://costellam.net :.. :: :: : :.. . . :.: :: :: : : : :: : : . . . .
nvisible.taz is somewhere.. never knows in which url is and for how long, but it doesn't means that is not existing
nvisible.taz is the temporary and autonomous site of daax!
+info >>> http://pitchvolley.com/nvisible.taz/ http://pitchvolley.com/nvisible.taz/ ++ http://costellam.net http://costellam.net/
..... ... if u look 4 daax! myspace....u're missing ur time
:. : .: : :: : :: . : : :: : . . . :. : .: : :: : :: . : : :: : . . . nvisible.taz és a algun lloc.. mai se sap a quina url i per a quant de temps, però això no significa que no existeixi
nvisible.taz és la pà gina temporal i autònoma de daax!
+info >>> http://pitchvolley.com/nvisible.taz/ http://pitchvolley.com/nvisible.taz/ ++ http://costellam.net
I love this!
On 11/13/07, xm freequencies@straddle3.net wrote:
ola tot*s,...
here 'u have nu traxx! of free muzik made with pd....enjoy :P
daax! dolça càustika
http://pitchvolley.com/nvisible.taz/audio.html http://pitchvolley.com/nvisible.taz/audio.html
escolta *////*entzute//ascolta//écoute/ /escoita//escucha//musik hören//listen >> http://pitchvolley.com/nvisible.taz/audio/daax%21.m3u http://pitchvolley.com/nvisible.taz/audio/daax%21.m3u
salut x! http://costellam.net :.. :: :: : :.. . . :.: :: :: : : : :: : : . . . .
nvisible.taz is somewhere.. never knows in which url is and for how long, but it doesn't means that is not existing
nvisible.taz is the temporary and autonomous site of daax!
+info >>> http://pitchvolley.com/nvisible.taz/ <http://pitchvolley.com/nvisible.taz/
++ http://costellam.net http://costellam.net/
..... ... if u look 4 daax! myspace....u're missing ur time
:. : .: : :: : :: . : : :: : . . . :. : .: : :: : :: . : : :: : . . . nvisible.taz és a algun lloc.. mai se sap a quina url i per a quant de temps, però això no significa que no existeixi
nvisible.taz és la pàgina temporal i autònoma de daax!
+info >>> http://pitchvolley.com/nvisible.taz/ <http://pitchvolley.com/nvisible.taz/
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Thanks for posting. Great to see this collection of Pd related music keeps growing.
A few are a bit strong/industrial for my tastes, but some tracks are nice music for programming or writing to because they have an "energising" sort of effect.
All is real-time and live versions, so in a live session u can listen to all the details in a same way
The difference between highly structured/sequenced and live/tweaked sound always shows imho. When you are playing with the parameters live something personal and organic comes through, even when they are quirks and "mistakes" it adds something positive.
work is made with several kinds of samples and different audio synthesis processes.. Several probably has the copirighted restrictions but i use them in a different way: using the sample to transform it, cut it, and change it to make another kind of structure in sound
Nothing there remotely qualifies as "sampled" work imo. When you do this kind of extreme, total transformation far beyond recognition, then it becomes something new - as a matter of mathematics and signal processing, not in any weak "legal" sense. Concepts such as "fair use" and "copyright" are no longer even relevant, because the result depends so much on the transformation chain that the input is insignificant. Since any input could probably be replaced by some simple mixture of noise and sine waves (approximating the sample) it hardly seems worth mentioning the nature of the sources, unless the subversive process is somehow part of the artistic agenda.
Sampling, in the 80s/90s sense was a means to *use* other cultural reference points, leaving them intact as recognisable components in a new context. Your intentions with this kind of processing are the precise opposite are they not?
Does that make any sense or am I babbling?
On Tue, 13 Nov 2007 16:56:24 +0100 xm freequencies@straddle3.net wrote:
ola tot*s,...
here 'u have nu traxx! of free muzik made with pd....enjoy :P
daax! dolça càustika
http://pitchvolley.com/nvisible.taz/audio.html http://pitchvolley.com/nvisible.taz/audio.html
escolta *////*entzute//ascolta//écoute/ /escoita//escucha//musik hören//listen >> http://pitchvolley.com/nvisible.taz/audio/daax%21.m3u http://pitchvolley.com/nvisible.taz/audio/daax%21.m3u
salut x! http://costellam.net :.. :: :: : :.. . . :.: :: :: : : : :: : : . . . .
nvisible.taz is somewhere.. never knows in which url is and for how long, but it doesn't means that is not existing
nvisible.taz is the temporary and autonomous site of daax!
+info >>> http://pitchvolley.com/nvisible.taz/ http://pitchvolley.com/nvisible.taz/ ++ http://costellam.net http://costellam.net/
..... ... if u look 4 daax! myspace....u're missing ur time
:. : .: : :: : :: . : : :: : . . . :. : .: : :: : :: . : : :: : . . . nvisible.taz és a algun lloc.. mai se sap a quina url i per a quant de temps, però això no significa que no existeixi
nvisible.taz és la pàgina temporal i autònoma de daax!
+info >>> http://pitchvolley.com/nvisible.taz/ http://pitchvolley.com/nvisible.taz/ ++ http://costellam.net
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
On Sat, Nov 10, 2007 at 02:45:52PM +0000, Andy Farnell wrote:
Or when you say "graphics" do you mean something else. I'm having a hard time imagining any kind of use for procedural geometry other than for liquids and gasses (fire and water again) because non-living solids tend not to change their topology. The exception would be trees and plants built using the L-system type bifurcation I guess.
"The" Ken Perlin also does a great talk on procedural animation. I think he gave it at SIGGRAPH a couple of years back. Google "Ken Perlin Procedural Animation" for details.
Best,
Chris.
Mark is now really high up in Sony's PS3 division.
On Nov 9, 2007 1:20 PM, Hans-Christoph Steiner hans@eds.org wrote:
I just read this on the Max list:
http://www.cycling74.com/pipermail/maxmsp/2007-November/038995.html
Apparently, Pd is part of the EA game Spore. Makes sense, since Mark Danks, Gem creator and UCSD alum, is pretty high up at EA.
.hc
All information should be free. - the hacker ethic
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
I'm not certain that I would say that about me... :-)
But yes, since the cat is out of the bag, Spore uses Pd _very_ heavily. I worked with the audio team to get it moved into the game engine when I was at EA. The fact that Pd has the gui as a seperate app makes it fairly easy to get going. It just runs headless in the engine.
And yes, it does run just fine on a PS3 :-)
Mark Danks Senior Manager SCEA
"chris clepper" cgclepper@gmail.com Sent by: pd-list-bounces@iem.at 11/09/2007 11:32 AM
To "Hans-Christoph Steiner" hans@eds.org cc pd list pd-list@iem.kug.ac.at Subject Re: [PD] Pd in video game Spore
Mark is now really high up in Sony's PS3 division.
On Nov 9, 2007 1:20 PM, Hans-Christoph Steiner hans@eds.org wrote:
I just read this on the Max list:
http://www.cycling74.com/pipermail/maxmsp/2007-November/038995.html
Apparently, Pd is part of the EA game Spore. Makes sense, since Mark Danks, Gem creator and UCSD alum, is pretty high up at EA.
.hc
All information should be free. - the hacker ethic
PD-list@iem.at mailing list UNSUBSCRIBE and account-management ->
http://lists.puredata.info/listinfo/pd-list
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Today I am a very happy man. Thankyou.
On Sun, 11 Nov 2007 14:59:00 -0800 Mark_Danks@PlayStation.Sony.Com wrote:
I'm not certain that I would say that about me... :-)
But yes, since the cat is out of the bag, Spore uses Pd _very_ heavily. I worked with the audio team to get it moved into the game engine when I was at EA. The fact that Pd has the gui as a seperate app makes it fairly easy to get going. It just runs headless in the engine.
And yes, it does run just fine on a PS3 :-)
Mark Danks Senior Manager SCEA
"chris clepper" cgclepper@gmail.com Sent by: pd-list-bounces@iem.at 11/09/2007 11:32 AM
To "Hans-Christoph Steiner" hans@eds.org cc pd list pd-list@iem.kug.ac.at Subject Re: [PD] Pd in video game Spore
Mark is now really high up in Sony's PS3 division.
On Nov 9, 2007 1:20 PM, Hans-Christoph Steiner hans@eds.org wrote:
I just read this on the Max list:
http://www.cycling74.com/pipermail/maxmsp/2007-November/038995.html
Apparently, Pd is part of the EA game Spore. Makes sense, since Mark Danks, Gem creator and UCSD alum, is pretty high up at EA.
.hc
All information should be free. - the hacker ethic
PD-list@iem.at mailing list UNSUBSCRIBE and account-management ->
http://lists.puredata.info/listinfo/pd-list
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
This is really impressive in many ways. Out of curiosity, how is the
licensing handled? Congratulations, Spore is one of the few games I
have been eagerly anticipating, I cannot wait to get my hands on it :)
On Nov 11, 2007, at 5:59 PM, Mark_Danks@PlayStation.Sony.Com wrote:
I'm not certain that I would say that about me... :-)
But yes, since the cat is out of the bag, Spore uses Pd _very_
heavily. I worked with the audio team to get it moved into the game
engine when I was at EA. The fact that Pd has the gui as a seperate
app makes it fairly easy to get going. It just runs headless in the
engine.And yes, it does run just fine on a PS3 :-)
Mark Danks Senior Manager SCEA
"chris clepper" cgclepper@gmail.com Sent by: pd-list-bounces@iem.at 11/09/2007 11:32 AM
To "Hans-Christoph Steiner" hans@eds.org cc pd list pd-list@iem.kug.ac.at Subject Re: [PD] Pd in video game Spore
Mark is now really high up in Sony's PS3 division.
On Nov 9, 2007 1:20 PM, Hans-Christoph Steiner hans@eds.org wrote:
I just read this on the Max list:
http://www.cycling74.com/pipermail/maxmsp/2007-November/038995.html
Apparently, Pd is part of the EA game Spore. Makes sense, since
Mark
Danks, Gem creator and UCSD alum, is pretty high up at EA.
.hc
All information should be free. - the hacker ethic
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd from Miller is BSD-licensed, so they can do anything they want
with it as long as they post the copyright, basically. Pd code is
also included in Max/MSP, hence the mention of Miller on the splash
page.
.hc
On Nov 12, 2007, at 10:27 AM, vade wrote:
This is really impressive in many ways. Out of curiosity, how is
the licensing handled? Congratulations, Spore is one of the few
games I have been eagerly anticipating, I cannot wait to get my
hands on it :)On Nov 11, 2007, at 5:59 PM, Mark_Danks@PlayStation.Sony.Com wrote:
I'm not certain that I would say that about me... :-)
But yes, since the cat is out of the bag, Spore uses Pd _very_
heavily. I worked with the audio team to get it moved into the
game engine when I was at EA. The fact that Pd has the gui as a
seperate app makes it fairly easy to get going. It just runs
headless in the engine.And yes, it does run just fine on a PS3 :-)
Mark Danks Senior Manager SCEA
"chris clepper" cgclepper@gmail.com Sent by: pd-list-bounces@iem.at 11/09/2007 11:32 AM
To "Hans-Christoph Steiner" hans@eds.org cc pd list pd-list@iem.kug.ac.at Subject Re: [PD] Pd in video game Spore
Mark is now really high up in Sony's PS3 division.
On Nov 9, 2007 1:20 PM, Hans-Christoph Steiner hans@eds.org wrote:
I just read this on the Max list:
http://www.cycling74.com/pipermail/maxmsp/2007-November/038995.html
Apparently, Pd is part of the EA game Spore. Makes sense, since
Mark
Danks, Gem creator and UCSD alum, is pretty high up at EA.
.hc
All information should be free. - the hacker ethic
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/
listinfo/pd-list
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/ listinfo/pd-list
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"Free software means you control what your computer does. Non-free
software means someone else controls that, and to some extent
controls you." - Richard M. Stallman
On Fri, 9 Nov 2007, Hans-Christoph Steiner wrote:
I just read this on the Max list: http://www.cycling74.com/pipermail/maxmsp/2007-November/038995.html Apparently, Pd is part of the EA game Spore. Makes sense, since Mark Danks, Gem creator and UCSD alum, is pretty high up at EA.
btw, he left EA nearly a year ago.
_ _ __ ___ _____ ________ _____________ _____________________ ... | Mathieu Bouchard - tél:+1.514.383.3801, Montréal QC Canada