Paradigm Entertainment

{{short description|American video game development company}}

{{Use mdy dates|date=September 2024}}

{{Infobox company

| name = Paradigm Entertainment Inc.

| logo = Paradigm entertainment logo.jpg

| type = Subsidiary

| fate = Dissolved

| predecessor = Paradigm Simulation

| foundation = {{start date and age|1990|3}}
Addison, Texas, U.S.

| defunct = {{end date|2008|11|05}}

| parent = Atari, Inc. (2000–2006)
THQ (2006–2008)

| location = Farmers Branch, Texas, U.S.{{cite web | author=Case, Brendan M. | date=November 7, 2008 | title=U.S. jobless rate climbs to 6.5 percent, a 14-year high | url=http://www.dallasnews.com/sharedcontent/dws/news/dmn/stories/110808dnbuseconomy.96545b.html | publisher=The Dallas Morning News | access-date=2010-04-03}}

| industry = Video games

| products = See game titles

| key_people = Dave Gatchel (general manager)

| num_employees = 57 (as of November 2008)

| website = {{webarchive|url=https://web.archive.org/web/20060715162440/http://www.pe-i.com/index-2.html|date=July 15, 2006|title=www.pe-i.com}}

}}

Paradigm Entertainment Inc. (previously part of Paradigm Simulation) was an American video game development company. Paradigm is perhaps best known for its vehicle simulation games. Founded as a 3D computer graphics company in 1990, Paradigm primarily worked on realistic flight simulation technology for major space and aviation clients. The company got its start in game development when it was contacted by Nintendo in 1994 to aid in the creation of one of the Nintendo 64's launch titles, Pilotwings 64. The game was a critical and commercial success for the developer, causing the simulation and entertainment divisions of Paradigm to separate and focus on their respective products. The newly independent Paradigm Entertainment continued to develop for Nintendo's 64-bit console. After a short partnership with Video System, Paradigm was acquired as a wholly owned subsidiary of Infogrames in 2000 and began developing games for sixth-generation video game consoles. Paradigm was sold to THQ in 2006 and was ultimately closed in 2008.

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.{{cite magazine | title=Paradigm Entertains | date=January 1997 | issue=92 | page=103 |magazine=Nintendo Power | publisher=Nintendo of America}}{{cite magazine |magazine=Electronic Gaming Monthly | title=Special Features: Pilotwings 64 | page=63 | issue=86 | date=September 1996 | publisher=Ziff Davis}}{{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 | access-date=2010-01-27}} 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 Performer-based Vega, which were used on Silicon Graphics workstations.{{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 | access-date=2010-02-12 | archive-url=https://web.archive.org/web/20100315110252/http://www.presagis.com/about_us/press_room/releases/multigen_paradigm_celebrating_25th_anniversary | archive-date=March 15, 2010 | url-status=live }} Project sales for the company were $7 million in 1995, up from $3.5 million in 1994.{{cite web | author=van Bakel, Rogier | date=August 1995 | title=Getting Real: VR Grows Up | url=https://www.wired.com/wired/archive/3.08/scans.html?pg=3 | work=Wired Magazine | access-date=2010-01-29 | archive-url=https://web.archive.org/web/20110604203353/http://www.wired.com/wired/archive/3.08/scans.html?pg=3 | archive-date=2011-06-04 | url-status=live }} During that time, the company frequented the annual Consumer Electronics Show, SIGGRAPH, and Electronic Entertainment Expo (E3) conferences with its 3D technological demonstrations.{{cite web | author1=Coy Peter | author2=Hof, Robert D. | date=September 4, 1995 | title=3-D Computing | url=http://www.businessweek.com/archives/1995/b34401.arc.htm | publisher=BusinessWeek | access-date=2010-01-27 | url-status=dead | archive-url=https://web.archive.org/web/20110604025321/http://www.businessweek.com/archives/1995/b34401.arc.htm | archive-date=June 4, 2011 }}{{cite web | title=CINEMATRIX: News & Events | url=http://www.cinematrix.com/news.html | publisher=Cinematrix | access-date=2010-01-27 | archive-url=https://web.archive.org/web/20091223061913/http://www.cinematrix.com/news.html | archive-date=2009-12-23 | url-status=live }}{{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 | archive-url=https://web.archive.org/web/20060321225739/http://www.cyberedge.com/info_r_a%2Bp03-IsIt3D.html | url-status=dead | archive-date=2006-03-21 | publisher=CyberEdge Information Systems }}{{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 | work=The New York Times | access-date=2010-01-26 | archive-url=https://web.archive.org/web/20110611171221/http://partners.nytimes.com/library/cyber/surf/0522e3-games.html | archive-date=June 11, 2011 | url-status=live }}

Nintendo reportedly contacted Paradigm in 1994 after it co-developed a realistic flight simulator called "Hornet" with the entertainment company Magic Edge Inc.{{cite news | newspaper=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 | access-date=February 10, 2010 | archive-url=https://web.archive.org/web/20121021211854/http://www.accessmylibrary.com/article-1G1-16453674/war-technology-brings-realism.html | archive-date=October 21, 2012 | url-status=live }}{{cite magazine |magazine=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}} 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.{{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 | access-date=2009-11-21 | archive-url=https://web.archive.org/web/20121018080520/http://www.gamasutra.com/php-bin/news_index.php/news_product_index.php?story=10220 | archive-date=October 18, 2012 | url-status=dead }} 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.{{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/ | archive-url=https://web.archive.org/web/20020204044638/http://www.mips.com/coolApps/s3p8.html | archive-date=2002-02-04 | publisher=MIPS Technologies | access-date=2010-01-28}} Paradigm partnered with Nintendo the following month to begin development on Pilotwings 64, one of the first games available for the new console worldwide. 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.{{cite web | author=IGN staff | date=January 22, 1997 | title=Paradigm Considers Publishing | url=http://ign64.ign.com/articles/060/060498p1.html | publisher=IGN | access-date=2010-01-24 | archive-url=https://web.archive.org/web/20110615180338/http://ign64.ign.com/articles/060/060498p1.html | archive-date=June 15, 2011 | url-status=live }}{{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 | access-date=2009-11-21 | archive-url=https://web.archive.org/web/20110615193600/http://ign64.ign.com/articles/061/061767p1.html | archive-date=June 15, 2011 | url-status=live }} In May 1996, one month prior to the console's Japanese launch, Paradigm released a turnkey development bundle titled "Fusion 64".{{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 | access-date=2010-01-27 | archive-url=https://web.archive.org/web/20160115151441/http://www.bloomberg.com/bw/stories/1994-08-28/is-nintendo-a-street-fighter-now | archive-date=January 15, 2016 | url-status=dead }}{{cite magazine |magazine=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=41}}

In March 1997, the entertainment wing was spun off to concentrate solely on video game production.{{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 | access-date=2010-01-25 | archive-url=https://web.archive.org/web/20110615180424/http://ign64.ign.com/articles/060/060687p1.html | archive-date=June 15, 2011 | url-status=live }}{{cite web | author=Jonric | date=August 5, 1998 | title=Skies Interview | url=http://rpgvaultarchive.ign.com/features/interviews/skies.shtml | publisher=IGN | access-date=2010-02-11 | url-status=dead | archive-url=https://web.archive.org/web/20110119083300/http://rpgvaultarchive.ign.com/features/interviews/skies.shtml | archive-date=January 19, 2011 }} The simulation division completed a merger with Multigen Inc. in October 1998 and was acquired by Computer Associates International Inc. in 2000.{{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 | access-date=2010-01-27}}{{dead link|date=February 2019|bot=medic}}{{cbignore|bot=medic}}{{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 | access-date=2010-01-25}} Multigen-Paradigm is now part of Presagis. In the early years as an independent studio, Paradigm Entertainment had a short, three-game partnership with the Japanese publisher Video System.{{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 | access-date=2010-01-29 | archive-url=https://web.archive.org/web/20110615180536/http://ign64.ign.com/articles/060/060485p1.html | archive-date=June 15, 2011 | url-status=live }} 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.{{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 | access-date=2010-01-29 | archive-url=https://web.archive.org/web/20110615180502/http://ign64.ign.com/articles/073/073015p1.html | archive-date=June 15, 2011 | url-status=live }}{{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 | access-date=2010-02-06 | archive-url=https://web.archive.org/web/20110721203747/http://www.loislaw.com/ogpc/login.htp?WSRet=12&dockey=10955756%40FDCR&OLDURL=%2Fgpc%2Findex.htp&OLDREFURL=http%3A%2F%2Fnews.google.com%2Farchivesearch%3Fq%3DPARADIGM+gatchel&scoring=a&sa=N&sugg=d&as_ldate=2000%2F01&as_hdate=2000%2F12&lnav=hist0 | archive-date=July 21, 2011 | url-status=live }}

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.{{cite journal | journal=Dr. Dobb's Journal | publisher=CMP Technology | title=New Products: Paradigm Announces VisKit | url=http://www.drdobbs.com/cpp/184403600 | date=January 1, 1999 | access-date=2010-02-13 | archive-url=https://web.archive.org/web/20110811062020/http://drdobbs.com/cpp/184403600 | archive-date=August 11, 2011 | url-status=live }}{{cite web | author=IGN staff | date=June 29, 2000 | title=Infogrames Purchases Paradigm | url=http://xbox.ign.com/articles/081/081562p1.html | publisher=IGN | access-date=2010-02-13 | archive-url=https://web.archive.org/web/20110611215626/http://xbox.ign.com/articles/081/081562p1.html | archive-date=June 11, 2011 | url-status=dead }}

=Sale to Infogrames, THQ and closure (2000-2008)=

On June 29, 2000, Paradigm Entertainment was acquired by Infogrames Entertainment SA for $19.5 million or up to 700,000 Infogrames shares. Infogrames transitioned ownership over to their U.S. subsidiary; Infogrames, Inc..{{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 | archive-url=https://web.archive.org/web/20111008032740/http://corporate.atari.com/uk/download/pr/corporate/event_paradigm_290600.pdf | url-status=dead | archive-date=October 8, 2011 | publisher=Atari | access-date=2009-11-21 }}{{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 | access-date=2010-02-12 | archive-url=https://web.archive.org/web/20121018205635/http://www.gamasutra.com/view/news/13471/The_Euro_Vision_ByeBye_Bruno.php | archive-date=October 18, 2012 | url-status=dead }}

After the purchase, Paradigm began to develop games for the 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 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.{{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 | access-date=2009-11-21 | archive-url=https://web.archive.org/web/20091110080047/http://www.gamasutra.com/php-bin/news_index.php?story=9252 | archive-date=November 10, 2009 | url-status=dead }} 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.{{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 | access-date=2010-01-29}} "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."{{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 | access-date=2010-02-12}} On November 3, 2008, the company officially ceased operations.{{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 | access-date=2009-11-21 | url-status=dead | archive-url=https://web.archive.org/web/20090226202833/http://uk.gamespot.com/news/6200527.html | archive-date=February 26, 2009 }} Paradigm's general manager Dave Gatchel went on to serve the same position at THQ's studio in Montreal{{cite web | author=MacMedan, Julie | date=December 3, 2009 | title=THQ Announces New Development Studio in Montreal | url=https://online.wsj.com/article/PR-CO-20091203-907182.html?mod=wsjcrmain | publisher=The Wall Street Journal | access-date=2010-01-29}} {{Dead link|date=October 2010|bot=H3llBot}} and is currently working at Ubisoft Montreal following the studio's acquisition by Ubisoft in 2013. The remaining staff relocated to other companies, such as Gearbox Software.

Games developed

class="wikitable sortable"

! Year !! Title !! Platforms !! Notes

1996Pilotwings 64rowspan="7" | Nintendo 64
1997Aero Fighters Assault
1998F-1 World Grand Prix
rowspan="2" | 1999Beetle Adventure RacingHSV Adventure Racing in Australia{{cite web | author=IGN staff | date=November 17, 1999 | title=There are No Beetles in Australia | url=http://ign64.ign.com/articles/072/072238p1.html | publisher=IGN | access-date=2010-01-25 | archive-url=https://web.archive.org/web/20110615180438/http://ign64.ign.com/articles/072/072238p1.html | archive-date=June 15, 2011 | url-status=live }}
F-1 World Grand Prix IIEurope only
rowspan="2" | 2000Duck Dodgers Starring Daffy Duck
Indy Racing 2000
rowspan="2" | 2001MX Riderrowspan="2" | PlayStation 2
Spy Hunter
rowspan="2" | 2002Big Air FreestyleGameCube
The Terminator: Dawn of FatePlayStation 2
Xbox
2003Mission: Impossible – Operation Surmarowspan="2" | PlayStation 2
Xbox
GameCube
2004Terminator 3: The Redemption
2006BattlezonePlayStation Portable
2007Stuntman: IgnitionXbox 360
PlayStation 3
PlayStation 2
rowspan="7" {{n/a}}Unannounced first-person shooter{{cite web | title=superannuation | url=http://supererogatory.tumblr.com/search/paradigm | publisher=superannuation | access-date=2010-01-29 | archive-url=https://web.archive.org/web/20110717112721/http://supererogatory.tumblr.com/search/paradigm | archive-date=2011-07-17 | url-status=live }}Xbox 360
PlayStation 3
PC
rowspan="7" | Cancelled
Magic KartsPlayStation 2
Asteroids 3DXbox
Skies{{cite magazine |title=25 Breakthrough Games: A Guide to the Next Level in Videogames |magazine=Next Generation|issue=35|publisher=Imagine Media |date=November 1997|page=52}}Heat.net
Harrier 2001rowspan="3" | Nintendo 64
Pilotwings 64 sequel{{cite web | author=IGN staff | date=June 18, 1997 | title=E3: PilotWings 2 Confirmed | url=http://ign64.ign.com/articles/060/060940p1.html | publisher=IGN | access-date=2009-11-29 | archive-url=https://web.archive.org/web/20100213191918/http://ign64.ign.com/articles/060/060940p1.html | archive-date=February 13, 2010 | url-status=live }}
Beetle Adventure Racing II{{cite web | last=Casady | first=Raymond | title=Resume | url=http://epicwalnut.com/resume/ | website=EpicWalnut.com | archiveurl=https://web.archive.org/web/20130827125323/http://epicwalnut.com/resume/ | archivedate=August 27, 2013 | accessdate=August 30, 2022}}

References

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