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{{Infobox company | company_name = Paradigm Entertainment | company_logo = Paradigm entertainment logo.jpg | company_type = [[Subsidiary]] | fate = Closed by [[THQ]] | Predecessor = Paradigm Simulation | foundation = March 1997 | defunct = November 2008 | parent = [[Atari]] (2000 β 2006)<br />[[THQ]] (2006 β 2008) | location = [[Farmers Branch, Texas]], [[United States]] <ref name="closure">{{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]] | accessdate=2010-04-03}}</ref> | industry = [[video game industry|Computer and video game industry]] | products = See [[#Game titles|game titles]] | key_people = Dave Gatchel (general manager) | num_employees = 57 (as of November 2008)<ref name="closure"/> }} '''Paradigm Entertainment''' (previously part of '''Paradigm Simulation''') was an American [[video game developer|video game development company]]. Paradigm is perhaps best known for its [[vehicle simulation game]]s. 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 game|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 [[Atari]] in 2000 and began developing games for [[History of video game consoles (sixth generation)|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]].<ref name="paraent">{{cite journal | title=Paradigm Entertains | date=January 1997 | issue=92 | page=p. 103 | journal=[[Nintendo Power]] | publisher=Nintendo of America}}</ref><ref>{{cite journal | journal=[[Electronic Gaming Monthly]] | title=Special Features: Pilotwings 64 | page=p. 63 | issue=86 | date=September 1996 | publisher=[[Ziff Davis]]}}</ref><ref name="fusion64">{{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]] | accessdate=2010-01-27}}</ref> 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 [[OpenGL Performer|Performer]]-based Vega, which were used on [[Silicon Graphics]] workstations.<ref name="Presagis">{{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]] | accessdate=2010-02-12}}</ref> Project sales for the company were $7 million in 1995, up from $3.5 million in 1994.<ref>{{cite web | author=van Bakel, Rogier | date=August 1995 | title=Getting Real: VR Grows Up | url=http://www.wired.com/wired/archive/3.08/scans.html?pg=3 | work=CondΓ© Nast Publications | accessdate=2010-01-29}}</ref> During that time, the company frequented the annual [[Consumer Electronics Show]], [[SIGGRAPH]], and [[Electronic Entertainment Expo]] (E3) conferences with its 3D technological demonstrations.<ref>{{cite web | author=Coy Peter; Hof, Robert D. | date=September 4, 1995 | title=3-D Computing | url=http://www.businessweek.com/archives/1995/b34401.arc.htm | publisher=[[Bloomberg BusinessWeek|BusinessWeek]] | accessdate=2010-01-27}}</ref><ref>{{cite web | title=CINEMATRIX: News & Events | url=http://www.cinematrix.com/news.html | publisher=Cinematrix | accessdate=2010-01-27}}</ref><ref>{{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 | publisher=CyberEdge Information Systems}}</ref><ref>{{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 | publisher=The New York Times | accessdate=2010-01-26}}</ref> [[Nintendo]] reportedly contacted Paradigm in 1994 after it co-developed a realistic flight simulator called "Hornet" with the entertainment company Magic Edge Inc.<ref>{{cite news | newspaper=[[American City Business Journals|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]]}}</ref><ref>{{cite journal | journal=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}}</ref> 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.<ref name="carless">{{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]] | accessdate=2009-11-21}}</ref> 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.<ref>{{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/ | archiveurl=http://web.archive.org/web/20020204044638/www.mips.com/coolApps/s3p8.html | archivedate=2002-01-23 | publisher=[[MIPS Technologies]] | accessdate=2010-01-28}}</ref> Paradigm partnered with Nintendo the following month to begin development on ''[[Pilotwings 64]]'', one of the first games available for the new console worldwide.<ref name="carless"/> 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.<ref>{{cite web | author=IGN staff | date=January 22, 1997 | title=Paradigm Considers Publishing | url=http://ign64.ign.com/articles/060/060498p1.html | publisher=IGN | accessdate=2010-01-24}}</ref><ref name="sales">{{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 | accessdate=2009-11-21}}</ref> In May 1996, one month prior to the console's Japanese launch, Paradigm released a turnkey development bundle titled "Fusion 64".<ref name="fusion64"/><ref>{{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 | accessdate=2010-01-27}}</ref><ref>{{cite journal | journal=[[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=p. 41}}</ref> In March 1997, the entertainment wing was spun off to concentrate solely on video game production.<ref>{{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 | accessdate=2010-01-25}}</ref><ref name="skies">{{cite web | author=Jonric | date=August 5, 1998 | title=Skies Interview | url=http://rpgvaultarchive.ign.com/features/interviews/skies.shtml | publisher=IGN | accessdate=2010-02-11}}</ref> The simulation division completed a merger with Multigen Inc. in October 1998 and was acquired by Computer Associates International Inc. in 2000.<ref>{{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 | accessdate=2010-01-27}}</ref><ref>{{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]] | accessdate=2010-01-25}}</ref> Multigen-Paradigm is now part of [[Presagis]].<ref name="Presagis"/> In the early years as an independent studio, Paradigm Entertainment had a short, three-game partnership with the Japanese publisher [[Video System]].<ref>{{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 | accessdate=2010-01-29}}</ref> 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''.<ref name="harrier">{{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 | accessdate=2010-01-29}}</ref><ref>{{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]] | accessdate=2010-02-06}}</ref> 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.<ref>{{cite journal | journal=[[Dr. Dobb's Journal]] | publisher=[[United Business Media|CMP Technology]] | title=New Products: Paradigm Announces VisKit | url=http://www.drdobbs.com/cpp/184403600 | date=January 1, 1999 | accessdate=2010-02-13}}</ref><ref>{{cite web | author=IGN staff | date=June 29, 2000 | title=Infogrames Purchases Paradigm | url=http://xbox.ign.com/articles/081/081562p1.html | publisher=IGN | accessdate=2010-02-13}}</ref> On June 29, 2000, Paradigm Entertainment was acquired by [[Atari]] and its parent company [[Infogrames Entertainment, SA]] for $19.5 million or up to 700,000 Infogrames shares.<ref>{{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 | publisher=[[Atari]] | accessdate=2009-11-21}}</ref><ref>{{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 | accessdate=2010-02-12}}</ref> Paradigm began developing games for [[History of video game consoles (sixth generation)|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 (franchise)|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]].<ref>{{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 | accessdate=2009-11-21}}</ref> 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.<ref>{{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]] | accessdate=2010-01-29}}</ref> "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."<ref>{{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 | accessdate=2010-02-12}}</ref> On November 3, 2008, the company officially ceased operations.<ref name="closure"/><ref>{{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]] | accessdate=2009-11-21}}</ref> Paradigm's general manager Dave Gatchel went on to serve the same position at THQ's studio in Montreal.<ref>{{cite web | author=MacMedan, Julie | date=December 3, 2009 | title=THQ Announces New Development Studio in Montreal | url=http://online.wsj.com/article/PR-CO-20091203-907182.html?mod=wsjcrmain | publisher=The Wall Street Journal | accessdate=2010-01-29}}</ref> ==Game titles== *2007 β ''[[Stuntman: Ignition]]'' (Xbox 360 / PlayStation 3 / PlayStation 2) *2006 β ''[[Battlezone (1980 video game)|Battlezone]]'' (PlayStation Portable) *2004 β ''[[Terminator 3: The Redemption]]'' (PlayStation 2 / Xbox / GameCube) *2003 β ''[[Mission: Impossible β Operation Surma]]'' (PlayStation 2 / Xbox / GameCube) *2002 β ''[[Big Air Freestyle]]'' (GameCube) *2002 β ''[[The Terminator: Dawn of Fate]]'' (PlayStation 2 / Xbox) *2001 β ''MX Rider'' (PlayStation 2) *2001 β ''[[Spy Hunter (2001 video game)|Spy Hunter]]'' (PlayStation 2) *2000 β ''[[Duck Dodgers Starring Daffy Duck]]'' (Nintendo 64) *2000 β ''[[Indy Racing 2000]]'' (Nintendo 64) *1999 β ''[[Beetle Adventure Racing!]]'' (Nintendo 64, released in Australia as ''HSV Adventure Racing'')<ref>{{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 | accessdate=2010-01-25}}</ref> *1999 β ''[[F-1 World Grand Prix II]]'' (Nintendo 64, Europe only) *1998 β ''[[F-1 World Grand Prix]]'' (Nintendo 64) *1997 β ''[[Aero Fighters Assault]]'' (Nintendo 64) *1996 β ''[[Pilotwings 64]]'' (Nintendo 64) *Cancelled β Unannounced first-person shooter (Xbox 360 / PlayStation 3 / PC)<ref name="cancelled">{{cite web | title=superannuation | url=http://supererogatory.tumblr.com/search/paradigm | publisher=superannuation | accessdate=2010-01-29}}</ref> *Cancelled β ''Magic Karts'' (PlayStation 2)<ref name="cancelled"/> *Cancelled β ''Asteroids 3D'' (Xbox)<ref name="cancelled"/> *Cancelled β ''Harrier 2001'' (Nintendo 64)<ref name="sales"/> *Cancelled β ''Skies'' ([[Heat.net]])<ref name="skies"/> *Cancelled β ''Pilotwings 64'' sequel (Nintendo 64)<ref>{{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 | accessdate=2009-11-29}}</ref> ==References== {{reflist|2}} ==External links== *[http://web.archive.org/web/20060715162440/www.pe-i.com/index-2.html Official website (webarchive)] *[http://governor.state.tx.us/files/press-office/TX_Made_Games.pdf Games Made in Texas (1980 - 2007)] [[Category:Companies based in the Dallas β Fort Worth Metroplex]] [[Category:Companies established in 1997]] [[Category:Companies disestablished in 2008]] [[Category:Defunct video game companies]] [[Category:Video game companies of the United States]] [[Category:Video game developers]] [[ca:Paradigm Entertainment]] [[fr:Paradigm Entertainment]]
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