Silicon Knights

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Silicon Knights fue una desarrolladora de videojuegos canadiense fundada en 1992 por Denis Dyack. La empresa tenía su sede en St. Catharines, Ontario, la ciudad natal de Dyack. Desde entonces, Silicon Knights ha pasado de crear videojuegos de PC a videojuegos de videoconsola, como Blood Omen: Legacy of Kain para la PlayStation original. En 1998, Silicon Knights pasó a ser una desarrolladora second-party para Nintendo y creó Eternal Darkness. Junto a Nintendo, Silicon Knights trabajó con Konami para crear Metal Gear Solid: The Twin Snakes. En 2004, tras haber trabajado en conjunto en únicamente dos videojuegos, la empresa finalizó su contrato con Nintendo. Sin embargo, aún mantiene abierta la posibilidad de desarrollar videojuegos para la Wii.[1] En 2005, se alió con Microsoft para la trilogía Too Human, aunque Nintendo todavía posee una parte de la empresa. Se declaró en bancarrota el 16 de Mayo de 2014.[2]

Videojuegos desarrollados[editar]

Personalidades[editar]

Denis Dyack[editar]

Denis Dyack fue el presidente de Silicon Knights. El dirigió la producción de Eternal Darkness: Sanity's Requiem y también Blood Omen: Legacy of Kain. Ha ganado algo de notoriedad debido a sus controvertidas opiniones sobre el rol de la prensa de videojuegos[6] y acerca de los efectos de la cultura de los foros en la industria de los videojuegos.[7]

Steve Henifin[editar]

Steve Henifin es un compositor de música de videojuegos. Ha sido parte del equipo de sonido de Silicon Knights durante muchos años. Henifin compuso la música de Metal Gear Solid: The Twin Snakes, Eternal Darkness: Sanity's Requiem y Blood Omen: Legacy of Kain. Actualmente supervisa el audio de la trilogía Too Human. Además, él compuso la música para el sitio web de Silicon Knights.

Silicon Knights contra Epic Games[editar]

In 2007, Silicon Knights sued Epic Games for failure to "provide a working game engine", causing the Ontario based game developer to "experience considerable losses." Silicon Knights' suit alleged that Epic was "sabotaging" Unreal Engine 3 licensees. Epic's licensing document stated that a working version of the engine would be available within six months of the Xbox 360 developer kits being released. Silicon Knights claimed that Epic not only missed this deadline, but that when a working version of the engine was eventually released, the documentation was insufficient. They also claimed Epic had withheld vital improvements to the game engine, claiming they were "game specific", while also using licensing fees to fund development of their own titles rather than the engine itself.[8]

On August 9, 2007, Epic Games counter-sued Silicon Knights, claiming that they were using its engine without paying royalties.[9] On May 30, 2012, Epic Games defeated Silicon Knights' lawsuit, and won its counter-suit for $4.45 million on grounds of copyright infringement, misappropriation of trade secrets, and breach of contract.[10] Consistent with Epic's counterclaims, the presiding judge stated that Silicon Knights had "deliberately and repeatedly copied thousands of lines of Epic Games’ copyrighted code, and then attempted to conceal its wrongdoing by removing Epic Games’ copyright notices and by disguising Epic Games’ copyrighted code as Silicon Knights’ own."[11]

As a result, on November 7, 2012, Silicon Knights was directed by the court to destroy all game code derived from Unreal Engine 3, all information from licensee-restricted areas of Epic's Unreal Engine documentation website, and to permit Epic Games access to the company's servers and other devices to ensure these items have been removed. In addition, they were instructed to recall and destroy all unsold retail copies of games built with Unreal Engine 3 code, including Too Human, X-Men Destiny, The Sandman, The Box/Ritualyst, and Siren in the Maelstrom (the latter three titles were projects never released, or even officially announced).[12]

Referencias[editar]

Enlaces externos[editar]