The Weirdest Thing About the Poker in Casino Royale by ...

casino royale - poker scene 2

casino royale - poker scene 2 - win

Casino Royale question - Bond following Le Chiffre in the casino... why?

I love Casino Royale, and have seen it many times, although last night on re-watch I was again puzzled at one point:
Midway thru the poker game at Casino Royale, Bond puts a bug in Le Chiffre's inhaler, and then takes Vesper with him as they tail Le Chiffre to his room (picking up Bond's gun along the way).
My question: what was Bond hoping to achieve during this little escapade? Was it to just listen in on Le Chiffre? If that's the case, they should have established that the bug had a very short radius, which they don't. Also, if the ultimate point of the game is to defraud Le Chiffre, why is Bond bringing his gun, potentially starting a firefight in the middle of his mission? Why bring Vesper into harm's way? For that matter, why do the African gangsters immediately launch into an attack on a man they've never met?
Basically, I'm just trying to figure out whether this is a logical scene which got cut into incoherence in the editing room, or just a poorly-written scene to begin with.
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949paintball: #4 - Casino Royale (2006)

Date Viewed: 1/3/2013
Date Started: 1/1/2013
Casino Royale is the second-to-last film I need to see before having finally seen all James Bond films (the other being Quantum of Solace). Now, this wasn't the best film of the franchise, but it was very fun to see James Bond in his younger, dumber, days.
This film had probably the best opening scene of all Bond films, though. Mainly because, to my knowledge, this was the first film to actually have an opening scene before the famous gun barrel scene.
Casino Royale was Daniel Craig's first shot as James Bond, and he did play the part very good. The whole film was basically Bond playing Poker, which gets pretty boring at times, but the final product was superb.
The Moneypenny in Casino Royale was not as good as the previous Moneypenny's, mostly because of what happened with her and Bond towards the end of the movie. But having her bring Bond to the building that was collapsing at the end was a great touch.
Rating: 8/10
IMDb Page
And, in case this has been archived by the time you see it, and want to comment; I've also posted it on my Blogger page.
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Burnout Paradise - Where the developers are now

With the remaster of Burnout Paradise release soon and worked on by Criterion and Stellar Entertainment (see Paul Ross for details on that company) I thought it might be fun to make a thread and track down the devs. If you want some additional reading about Burnout, Three Fields released a history about how it started in January.
For a quick summary, Criterion was originally a 3d graphics rendering technology company owned by Canon. It was spun out and became the “modern” Criterion Games in 1999/2000. In 2004 it was purchased by EA.
Most info/quotes are from company websites and LinkedIn. Now, this thread is long enough already, so let’s get started (this thread is long enough that I’ll have to go into the comments to finish the thread.
Fiona Sperry worked as EA Criterion Studio GM. Sperry helped form the modern Criterion Games and previously worked at McGraw-Hill. In 2014 she left and co-founded Three Fields Entertainment.
Alex Ward worked as creative director. Ward helped form the modern Criterion Games and previously worked at Acclaim. He continued to work at Criterion until 2014 (including a unreleased game codenamed “Adventure”) when he co-founded Three Fields Entertainment.
Peter Hawley worked as executive producer. Hawley previously worked at companies including Lionhead (where he was one of the first employees) and Sony. He joined Criterion in late 2005 and in 2009 became vice president of product development at EA. In 2010 he joined Crowdstar before co-founding Red Robot Labs in 2011, where he worked at CPO and later CEO until 2014. He next joined Zynga before coming CEO of Telltale Games in September 2017.
Craig Sullivan worked as lead designer. Sullivan joined Criterion in 1997 and was the first game designer for the studio. He previously worked at Millenium Interactive as a designetester. In 2009 he became creative director at the company before joining Ghost Games in 2013. Sullivan left Ghost Games at the end of 2016, and in May 2017 joined Amazon.
Jon Lawrence worked as senior development director. Lawrence joined EA in 1998 and worked on series including Harry Potter, F1 and Black. In 2012 Lawrence left to work at Sky before returning to EA shortly in 2013. Later that year Lawrence joined Microsoft as development director, and worked on Warface. In 2015 he joined Natural Motion before joining Digit Game Studios in 2017 as director of production.
Steve Uphill worked as art director. Uphill previously worked at Kuju Entertainment before joining Criterion in 2002. In 2008 Uphill left Criterion and joined Black Rock Studio to work as art director on Split/Second. In 2011 he co-founded ShortRound Games where he worked as art director. In 2016 Uphill returned to Criterion and is currently studio art director.
Stephen Root worked as audio director. Root worked at Acclaim for five years as head of audio before joining Criterion in 2000. In 2008 Root left Criterion and joined Codemasters, where he is currently VP of development creative services.
Olly Read worked as a technical director. Read joined Criterion in 1999 and worked at the company until 2011. In 2012 Read started work as a “game programming ninja” at Escapist Games.
Paul Ross worked as a technical director. Ross joined Criterion in 1996 and worked as CTO before leaving in 2014. He next worked at Three Fields Entertainment before leaving in 2016. Ross next founded Stellar Entertainment in 2016, which is making Burnout Paradise Remastered.
Pete Lake worked as a producer. Lake worked as an artist for early Criterion games before starting production on Paradise. In 2010 Lake worked as a producer for Harry Potter and The Sims. In 2013 he returned to Criterion.
San Shepherd worked as a producer. Shepherd previously worked at EA and Pyro Studios before rejoining EA in 2006. Near the end of 2008 Shepherd left and in 2009 joined Zero Point Software as a board member. At the same time, Shepherd co-founded Escapist Games and became director for European Construction Company. Since 1990 Shepherd has also been director of Citilet Booking, and in 1997 founded The Copenhagen Post, where he worked as CEO for five years. He also produced weekly music shows for Danish TV in the 90s.
Matt Webster worked as a producer. Webster joined EA in 1990 and worked on games including Syndicate, Theme Park and Populous II. He also created the initial concept for the first Fifa game and associate produced the game. After EA purchased Criterion Webster joined the company as producer. In 2013 he became GM of Criterion.
Hamish Young worked as a producer. Young joined Criterion in 1999 and had worked as a technical director and a lead programmer on previous Burnout games. Young continued to work at Criterion until 2013, when he joined Avalanche Studios (for quick reference this is the Just Cause studio, not the Disney Infinity one) where he works as a designer.
Steve Cuss worked as a development manager. Cuss worked at IBM and Intelligent Games before joining EA in 2003. Since 2005 Cuss has worked as a producer for Criterion.
Helen King worked as a development manager. King joined Criterion in 2006 but left in 2009 and joined Codemasters, where they worked on Bodycount. After leaving in 2011 King joined Deepmind in 2012, which was later bought by Google.
Radek Majder worked as a development manager. Majder previously worked at companies like Plastic Wax, Forte Studios and Perception before joining EA in 2006. Majder worked as development director at EA until 2013. In 2014 they joined BBC where they worked until 2017. They are currently head of development management at Mclaren Applied Technology.
Alan McDairmant worked as a development manager. McDairmant previously worked at Inner Workings, Data Design & Artwork, Red Lemon Studios and Visual Science before joining Criterion in 2005. McDairmant continues to work at EA/Criterion and most recently has worked as a director of product development/studio leadership on games such as Battlefront 2, Battlefield 1 and Need for Speed.
Dan McDonald worked as a development manager. McDonald previously worked in QA on series like Burnout, Harry Potter and Populous. McDonald did interviews for Burnout Crash and seemingly left Criterion afterwards. He was credited as a production manager for Until Dawn in 2015.
Sheri Patterson worked as a development manager. Patterson previously worked at Pixar (on the Incredibles, Finding Nemo and Boundin’), Blue Sky and Charlex before joining Criterion in 2006. In 2008 she left and worked as a producer for various companies including DreamWorks and Disney (on Frozen). Patterson also worked with companies including Apple, Google and Land Rover.
Cath Schell worked as production coordinator. Schell first appeared in Criterion credits in 2002, and is still with the company. She posts a lot of mushrooms.
Charnjit Bansi worked as a designer. Bansi previously worked at Codemasters before joining Criterion in 2005. In 2009 Bansi joined Bizarre Creations as a/the game director (Activision doesn’t tend to give detailed credits so I can’t tell if Bansi was the only person with the role). After consulting for a month in 2011 at Neversoft Bansi joined Sledgehammer Games as a/the development director.
Richard Bunn worked as a designer. Bunn previously worked in QA at Sony and as a level designer at Argonaut before joining Criterion in 2004. Bunn worked on the design of the “open-world traffic system, vehicle A.I. behaviours and the Crash Mode gameplay,” for the game. After leaving Criterion in 2007 Bunn rejoined Sony where he worked for three years on the original version of Until Dawn and the canceled Eight Days. After leaving in 2011, Bunn has worked at Mindshapes, Nice Touch and most recently Aceviral.
Matt Follett worked as a designer. Follett joined EA in 1999 working in QA and design. He joined Criterion in 2008 after working on previous Burnout games, and worked on algorithms and scripting for Paradise along with the PC version. Follett later became a lead at Criterion before leaving in 2014. Since then he has worked for Boss Alien.
Paul Glancey worked as a designer. Glancey previously worked as an editor for games magazines in the late 80s/early 90s before joining Eidos in 1998. He joined EA in 2000 before leaving in 2008. He next worked as design director on Split/Second before joining Ubisoft in 2010. In 2012 Glancey returned to Criterion.
Tommy Hudson worked as a designer. Hudson joined Criterion in 2005 and worked at the company until the end of 2010. Hudson next joined DICE where they worked on Battlefield. In 2013 Hudson joined Remedy and worked on Quantum Break. They are currently lead designer on a new game at Remedy.
Oliver Reid-Smith worked as a designer. Reid-Smith joined Criterion in 2004 before leaving in 2010. They worked as a lead designer on Split/Second before becoming a freelance consultant in 2012. Reid-Smith has worked on games including The Room, Disney Infinity and Blackwood Crossing.
Steve Watt worked as a designer. Watt joined EA in 2004 and worked as lead online designer. In 2008 Watt left and joined Codemasters where they worked as lead designer. After the closure of the Guildford studio in 2011, Watt did some freelance in 2012. Later that year, Watt joined Microsoft.
Ben Earnshaw worked as a level designer. Earnshaw worked on AI and planned race routes for the game, before leaving at the end of 2007. He next joined Dark Energy Digital as a designer on Hydrophobia. In 2010 Earnshaw left the gaming industry and joined his family’s woodworking company.
Mata Haggis worked as a level designer. Haggis previously worked at Channel 4 and MTV before joining Criterion for 2007. Haggis worked on building the world and make it seem believable. In 2008 he joined Rebellion where he worked as a designer on Alien vs Predator and PDC World Championship Darts Pro Tour. After leaving Rebellion in 2010 Haggis lectured at NHTV for five years before becoming a professor. From 2013 to 2016 he worked with Sassybot freelance, and since 2000 has worked as a game designer with Matazone.
Dave Sage worked as a level designer. Sage joined Criterion in 2007 after short work lecturing. In 2008 Sage left and joined Codemasters, where he worked until 2011. Since then Sage has worked for various groups teaching, and currently is general manager of a cafe/bicycling company.
Jason RM Smith worked as associate CG supervisor. Smith joined EA in 1998 and worked at Bullfrog and EA UK before joining Criterion. At the end of 2007 Smith left and joined Lucasarts where he worked on The Force Unleashed, 1313 and other games. When Lucasarts closed Smith co-founded Soma Play where he worked until 2017. He currently is a creative consultant.
Richard Franke worked as a lead artist. Franke worked as an artist for Scavenger and Mucky Foot before joining EA in 2002. At the end of year Franke joined Criterion, where he worked until 2012. After leaving Franke founded Magic Notion where he has made games and worked as a contract artist for Media Molecule.
Mark Hamilton worked as a lead artist. In 2008 Hamilton left Criterion and co-founded Fireproof Games.
John Lewis worked as a lead artist. Lewis worked as an artist at ICE, DA Group and Bits Studios before joining Criterion in 2005. In 2012 Lewis left and joined Codemasters. Lewis is currently art director at the studio.
James Lipscomb worked as a lead artist. Lipscomb worked at Line One, Red Hot Chilli and Orange Crush before joining EA in 2002. In 2009 Lipscomb left and joined Disney where he worked on Split/Second. At the end of 2011 Lipscomb joined Lucasarts where he worked until the company’s closure. After that he worked at Rumble, Gaia Interactive and Linekong working in UI and UX. He is currently director of UX at pocket gems.
Neil Manners worked as a lead artist. Manners seems to have joined Criterion in the mid-90s. He seems to still be at EA, last working as a senior animator on Need for Speed Payback.
Barry Meade worked as a lead artist. Meade joined the studio in 2003 after working at PCSL, Bullfrog, Scavenger, Negative Productions, Mucky Foot and Iguana. Meade worked mostly on the lighting for Paradise. In 2008 Meade left Criterion and helped found Fireproof Games, where he currently works.
Yuta Nakamura worked as a lead artist. Nakamura worked for Video Systems before joining EA in 2001. Nakamura went on to work as a art director on Need for Speed games before joining DICE in 2016.
David Rack worked as a lead artist. Rack joined Criterion in 2003 and worked at Criterion until 2008. After leaving Rack co-founded Fireproof Games, where he is currently a lead artist.
Damien Rayfield worked as a lead artist. Rayfield worked at Rebellion before joining Criterion in 2004. In 2008 Rayfield left and co-founded Fireproof Games.
Roger Schembri worked as a lead artist. Schembri worked as a graphic designer before joining Criterion in 2004. Schembri worked on UI before leaving in 2008 to work as a lead UI artist at Codemasters. At the end of 2010 Schembri left and joined Fireproof Games.
Chris Cannon worked as an artist. Cannon joined Criterion in 2005 after animating and storyboarding for various companies. In 2008 Cannon left and co-founded Fireproof Games, where he is a lead designer.
Max Cant worked as an artist. Cant joined Criterion in 2005 and worked as an environmental lead. In 2008 Cant left and joined Codemasters as an art director. After leaving Codemasters in 2011, Cant worked for six months at both Koyoki and Vatra Games. At the end of 2012 Cant joined Deepmind, which was later bought by Google.
Tony Cartwright worked as an artist. Cartwright “worked for a several game companies, some that he would prefer not to mention, working on titles that he’d also prefer not to mention.” (mostly movie tie-ins) before joining Criterion. In 2008 Cartwright left and co-founded Fireproof Games, where he is currently a lead artist.
Ingmar Clarysse worked as an artist. Clarysse worked at Larian and Argonaut before joining EA in 2004 as a VFX artist. In 2008 Clarysse left and joined Rocksteady Games, where he works as lead on VFX on the Arkham series.
Will Evans worked as an artist. Evans worked at Teletext before joining Criterion in 2005. In 2009 Evans joined Codemasters before joining Supermassive Games in 2010. After leaving in 2014 and working for 9 months at Rodeo Games, Evans co-founded Playsport Games in 2015.
Dave Flynn worked as an artist. Flynn joined the games industry in 1991 working at Storm Education Software. Flynn also worked at Oregan Software, The Automotive Association and Interactive Studios/Blitz Games (including work on Glover) as well as co-founding Paradise Games. In 2003 Flynn joined Criterion before leaving in 2008 and joining Slightly Mad Studios.
Nicole Gabriel worked as an artist. Gabriel worked as a 3D modeler for various architecture groups before joining EA in 2005. Gabriel worked on the art for Paradise City before leaving in 2009 to work as a freelance artist.
Derek Germain worked as an artist. Germain worked at Bits Studio before joining EA in 2005 as an environmental artist. In 2009 Germain left before joining Slightly Mad Studios as a snr artist. In 2011 Germain left and joined FIreproof Games, where he is a senior artist.
Jack Griffin worked as an artist. Griffin joined Criterion in 2005 before moving into management in 2012. Griffin is currently development direction at the company.
Ben Hall worked as an artist. Hall joined Criterion in 2005. On Paradise he worked on vehicles and later the environment. Hall moved into world design for later Criterion games before becoming lead. In 2013 Hall moved to Ghost Games for five months before working on Battlefield Hardline as an artist for seven months. In 2014 Hall joined Ubisoft where he worked as a level designer on Assassin’s Creed Syndicate. He is currently working as world director on an unannounced game from Ubisoft Quebec.
James Hans worked as an artist. Hans ran Infinite Detail before joining Criterion in 2001. In 2011 Hans became a producer at Criterion before leaving in 2014. Since leaving, Hans has worked as an artist/producer at Natural Motion.
Scott Harber worked as an artist. Harber joined Criterion in 2003 and worked as a technical artist on Paradise. In 2013 Harber worked for a year as technical art director on an unannounced EA game before working on Battlefield Hardline. In 2014 Harber left and started Sc0tt Games which he ran for a year before joining Natural Motion as lead technical artist.
Young Jin Park worked as an artist. I’m unable to find additional information about what Park did (they are credited on Black and Burnout Dominator, but their Mobygames page is mixed with another person with the same name).
Jin Jung worked as an artist. They were last credited with Hot Pursuit, but I’m unable to find any additional information.
Quyen Lam worked as an artist. Lam worked shortly at La Paraguas and Axis Animation before joining Criterion in 2005. In 2008 Lam left and joined Ubisoft, where he worked on Driver: San Francisco. After a short three months at Slightly Mad, Lam joined Rockstar as an environmental artist in 2010.
Kwok Law worked as an artist. Law previously worked on films and television like Harry Potter before joining Criterion in 2005 as a level artist. In 2008 Law left and joined Doublesix Games, where he was a seniolead artist. In 2012 Law left and joined Born Ready before joining Digicub nine months later. In 2013 he co-founded Polynation Games until 2016, when he founded Massive Kwok.
Steve Leney worked as an artist. Leney worked at Mindscape for most of the 90s before joining EA in 1998. In 2008 Leney left and joined Relentless Software, where he worked until 2016. Since leaving Leney has worked as an artist at Make Real.
Mikael Mettania worked as an artist. Mettania worked at Atari and Eutechnyx before joining Criterion in 2005. He worked as a senior vehicle artist on Paradise and a world artist on the DLC. In 2013 Mettania moved over to Ghost Games for seven months before joining Natural Motion as art director in 2014.
Lyndon Munt worked as an artist. In college, Munt worked on Driv3r before joining Criterion in 2004. In 2010 Munt left and joined Fireproof Games, where he is currently a senior artist.
Ben Murch worked as an artist. Murch previously worked at Rebellion before joining Criterion in 2005. In 2007 Murch left and joined Codemasters as a senior artist. In 2010 Murch co-founded Rodeo Games. In 2016 he co-founded Perchang.
Adriaan Pottas worked as an artist. Pottas previously worked at Three Blind Mice and Indestructible Productions before joining EA in 2005. In 2009 Pottas left and worked for a year at Ignition London as a senior artist. Since 2010 Pottas has lectured at Southampton Solent University.
Richard Thomassen worked as an artist. Thomassen worked at Psygnosis for a year before joining Criterion in 1998. In 2013 Thomassen moved to Ghost Games before returning to Criterion the following year.
Marcus Wainwright worked as an artist. Wainwright worked for a year at Rebellion and joined Criterion in 2005. At the end of 2008 Wainwright left and soon joined Codemasters, where he worked until the start of 2012. After a year at Climax Wainwright joined Deepmind in 2013, and is currently a senior technical artist.
Chris Walley worked as an artist. Walley previously worked at Revolution Software before joining Criterion in 2001. On Paradise Walley was lead previs artist. In 2008 Walley left and became director at Escapist Games.
Sam White worked as an artist. White joined EA in 2005 and worked as a graphic designer and GUI artist. In 2009 White left and joined Supermassive Games as an interface artist. In 2015 White left and became director at Playsport Games.
Iain Angus worked as a lead programmer. Angus was an intern at APR Smartlogik before joining Criterion in 2002. In 2011 Angus left and joined VLI before joining Konami in 2013. In 2015 he joined Lionhead until its closure in 2016. He currently works as a development manager at Creative Assembly.
Chris Cummings worked as a lead programmer. Cummings previously worked at Eutechnyx before joining Criterion in 2004. In 2009 he left and joined joined Media Molecule. In 2015 Cummings spent a year at Hello Games working as a programmer on No Man’s Sky before joining Happy Robot Games and Future Tech Labs in 2016.
Alex Fry worked as a lead programmer. Fry joined Criterion after college and worked on rendering. Sometime in the last few years Fry moved over to EA Guildford and currently works on rendering for Frostbite. If you want to learn more, Fry did an interview with EA
Andy Hubbard worked as a lead programmer. Hubbard joined Criterion in 2004 working on physics. In 2008 Hubbard joined Black Rock Studios to work on Split/Second before becoming director of ShortRound in 2011.
Mark Huntley worked as a lead programmer. Huntley worked at Bullfrog from 1993 to 2000 before joining EA. After some Harry Potter games Huntley worked on Paradise. At the end of 2010 he left EA and in 2011 joined Codemasters as a lead programmetechnical director on for online. In 2013 he moved to Lionhead where he worked until the company’s closure. Since then he has worked as a technical program manager at Highlight - See Clearly.
Steve Lucas worked as a lead programmer. Lucas worked at IBM for around a year before joining Criterion in 1998. In 2013 Lucas moved to Canada and became a technical director at EA.
Toby Nelson worked as a lead programmer. I’m unable to find out much info about Nelson. Their first game as part of Criterion was AirBlade and they directed Burnout Crash.
Tad Swift worked as a lead programmer. Swift worked for about a decade in programming/consultation before studying games programming in 2003 and 2004. Swift joined Criterion in 2005 as a junior programmer before becoming lead VFX programmer for Black and Paradise. Swift next went into core engine technologies before leaving in 2013 to join Lionhead. Swift worked as a lead programmer for Fable Legends before joining the Microsoft Advanced Technology Group as a senior software engineer.
Rajan Tande worked as a lead programmer. Tande joined EA in 1996 and in 1999 became a lead programmer. After two years as technical director for Harry Potter, Tande joined the Burnout team in 2006. After Paradise, Tande moved over to EA Bright Light where he worked until its closure in late 2011. He next moved to Maxis Emeryville in California where he worked until its closure in 2015. Since then, he has been CTO at Magic Fuel Games.
John Twigg worked as a lead programmer. Twigg previously worked at EA Black Box before joining Criterion in 2006. Twigg led the design of the audio software for Paradise before leaving in 2008 to joining BNP Paribas. In 2010 he co-founded Crankcase Audio and has worked for a year or so at companies including United Front Games, Snowball (which he co-founded) and Credit Karma.
David Addis worked as a programmer. Addis worked at Codemasters for a year before joining EA in 2005. On Paradise Addis worked on the HUD and refactoring the system. In 2008 he left and joined Lionhead where he worked until 2012. Since 2013 he has worked as lead UI programmer at Natural Motion. Since 2010 he has also run ESP Games.
Mark Baker worked as a programmer. Baker worked at Sony, Metrowerks, Mucky Foot and Climax before joining Criterion in 2005. Baker worked on tools and workflow for Paradise before leaving in 2008 and joining NCSoft for five months. Later in 2008 he joined Black Rock Studio and worked as a lead programmer on Split/Second. In 2011 Baker joined Mind Candy before returning to EA in 2015 as a technical director for development release engineering.
Peter Bliss worked as a programmer. I’m unable to find much information about Bliss but they seem to still be at Criterion.
Garry Casey worked as a programmer. Casey joined Criterion in 2006. At some point Casey moved over to Ghost Games and last worked as online lead on Need for Speed Payback.
Rob Cowsill worked as a programmer. I’m unable to find much information about Cowsill but it seems like they joined Rebellion in 2009 any maybe currently works at Force Field.
Ken Cropper worked as a programmer. Cropper is still at Criterion, and is currently director of engineering.
Antony Crowther worked as a programmer. Crowther joined the games industry in 1983 and worked at Aligata Software, Mirror Soft, Mindscape, Gremlin Interactive, Infogrames and Genepool before joining EA in 2004. In 2006 Crowther moved to Criterion for a year before returning to EA. Since 2011 Crowther has worked as a technical consultant at Sumo Digital.
Graham Daniell worked as a programmer. I was unable to find much information about Daniell but they seem to be at Rocksteady.
Robert Dodd worked as a programmer. Dodd previously worked at Codemasters before joining Criterion in 2005. In 2008 Dodd joined Supermassive before becoming technical director at Fireproof Games in 2011.
Jon Evripiotis worked as a programmer. Evripiotis worked at Travellers Tales before joining Criterion in 2005. In 2008 he joined Bloomberg as a software engineer.
Martiño Figueroa worked as a programmer. Figueroa joined Criterion in 2005 and worked as an AI and gameplay programmer for Paradise. In 2011 Figueroa left and worked at The Foundry for 10 months before co-founding and becoming director of JFDP Labs in 2012. Since 2015 Figueroa has been director of Madruga Works which released Planetbase.
Rich Geldard worked as a programmer. Geldard joined Criterion in in 2005 and is still with the company as technical director.
Joseph Goodwin worked as a programmer. Goodwin joined Criterion in 2006 and worked on tools, UI and localization for Paradise. Goodwin is still at Criterion as a software engineer.
André Jacobs worked as a programmer. Jacobs previously worked at Fifth Dimensional Technologies, Adreniware, I-Imagine and Climax before joining Criterion in 2006. Jacobs worked on the traffic system for Paradise which was later used in Criterion Need for Speed games. In 2008 he joined Lionhead before joining Bloomberg in 2010. In 2012 Jacobs became lead programmer at Medopad before leaving in 2015 and working a year at ICSA. Since 2010 he has also run Voxel Beast.
Matthew Jones worked as a programmer. Jones previously worked at Terabyte and Infogrames/Atari before joining Criterion in 2006. In 2013 Jones left Criterion and worked JFDP Labs on contract while being self employed. In 2015 he joined Microsoft as a senior software engineer in rendering.
Ian Lambert worked as a programmer. Lambert is still part of Criterion and works on UI and UX.
Ling Lo worked as a programmer. Lo worked out Logica, Coment, Argonaut and Symbian before joining EA in 2005. Lo worked on tools and build for Paradise before moving to Vancouver in 2008 to work with EA Black Box. In 2012 Lo moved to Burnaby and has worked as lead online engineer for the Garden Warfare series.
Phil Maguire worked as a programmer. Maguire joined Criterion in 2005 and worked on Freeburn Challenges, Mugshots and Road Rules for Paradise. After working on autolog and multiplayer for Need for Speed games Maguire because technical director of Criterion in 2013. In 2014 he left and help found Three Fields Entertainment.
Alex Mole worked as a programmer. Mole joined Criterion in 2005 and was lead online programmer for autolog. Mole is currently technical director of Criterion. In 2016 Mole gave a talk at GDC.
Robert Perren worked as a programmer. Perren joined Criterion in 2005 before becoming lead tools and workflow programmer in 2012 at Criterion/Ghost Games. In 2014 he left EA and became technical manager at Falmouth University.
Davide Pirola worked as a programmer. Pirola previously worked at companies including Psygnosis, Steel Monkeys and Kuju Entertainment before joining Criterion in 2005. As part of Criterion, Pirola was the self-described “lowest ranked programmer ever.” Here is Pirola’s description of working at Criterion unedited: “My main duty was playing foosball at their mega bar and basically trying to do as little as possible! I mostly succeeded for almost 5 years, my contribution to their games was very minimal, in fact the worst part of every game they made was probably my code, specially crafted in such a way that was a mess to understand and run, credits go where credits due people… I once tried to write some proper code, I remember, it was a Thursday morning, but then I've changed my mind.” Pirola left in 2010 and is currently “Le Grande Fromage” at JFDP labs.
Gavin Rouse worked as a programmer. Rouse joined Criterion in 2002 and seems to now be at Ghost Games as a senior software engineer.
Andrei Shires worked as a programmer. Shires is still at Criterion and seems to work on front end and UI.
Dave Smeathers worked as a programmer. Smeathers joined Criterion in 2006 after being “forced into making video games to pay off his online poker debts.” On Paradise Smeathers worked on coding physics and coding crashes. Smeathers later became physics lead on Need for Speed Most Wanted before leaving Criterion in 2013 to join Fireproof Games.
James Smith worked as a programmer. Smith worked at Mentor Graphics before joining Criterion in 2003 as an audio programmer. Smith became lead audio programmer before leaving Criterion in 2007 and moving to Canada to work at Black Box. In 2012 he left and joined The Coalition, where he is lead audio programmer.
David Steptoe worked as a programmer. Steptoe joined Criterion in 2002 and later became lead audio programmer. In 2013 he left and joined Escapist Games, before leaving at the end of the year. In 2014 he joined Lionhead where he worked until its closure. Steptoe currently runs Audio Software Development, which he formed in 2016.
Alex Thomson worked as a programmer. Thomson previously worked at Rebellion, Elixir and Kuju before joining Criterion in 2006 as a senior software engineer. He has worked as a technical director and lead software engineer in his time at Criterion.
Alex Veal worked as a programmer. Veal joined Criterion in 2006 as an online software engineer. In 2014 he left Criterion and helped start Three Fields Entertainment
James Warren worked as a programmer. Warren joined Criterion in 2005 as an audio programmer. He currently seems to be at Ghost Games and is audio lead.
Tom Williamson worked as a programmer. Williamson previously worked at The Marketing Bureau before joining Criterion in 1999 as a software engineer. In 2011 he left Criterion and the following year became director at JFDP Labs, where he worked until 2017. In 2012 he also started a company called Threeshinyapples Limited.
Ben Woodhouse worked as a programmer. Woodhouse joined Criterion in 2005 as a graphics programmer. On the Paradise engine, Woodhouse worked on “lighting, shadows, occlusion culling, frustum culling, scene management, and various low-level CPU/SPU jobs used in the rendering pipeline.” At the end of 2009 he left Criterion and joined Lionhead as lead engine programmer. After the closure of Lionhead, he joined Epic where he is currently lead console programmer.
Chris Hegstrom worked as audio lead. Hegstrom previously worked at Stormfront Studios and Lucasarts before joining Criterion in 2005. At the end of 2007 Hegstrom left and joined Sony where he worked on God of War. In 2010 he joined Microsoft as audio director before leaving in 2015 and starting Symmetry Audio. In 2016 he joined Technicolor before joining Amazon in September 2017.
Steve Emney worked as an audio designer. Emney was previously self employed before joining Criterion in 2004. He became audio director at Criterion before joining Disney to work on Split/Second in 2009. After the closure of Black Rock Emney became director of TRC Family Entertainment in 2012 where he worked until 2014. Since 2014 he has worked for eMotion in Sound and since 2015 has worked for The Trailerfarm.
Lewis James worked as an audio designer. James joined Criterion in 2005. In 2008 he moved to EA Montreal until 2011, when he moved to Guerrilla Games. At the end of 2013 he left and became director of Improbable until 2015, when he joined La Indiana Sound.
Zsolt Marx worked as an audio designer. Marx previously worked at Rockstar Vienna before joining Criterion in 2005. In 2008 he started to work on other EA games before leaving the company in 2010 after working on Harry Potter and the Deathly Hallows. Since 2012 he has worked as a producer and lead programmer at Noizoo Games.
Thomas Belmont worked as an additional producer. Belmont previously worked at Ubisoft (first in QA and later as a designer and producer) and Eliad Technologies before joining Criterion in 2006. In 2011 he moved to Vancouver to work on other EA games before leaving in 2014 and becoming a producer for online technologies at Ubisoft.
Nick Channon worked as an additional producer. Channon joined EA in 1996 in Vancouver before moving to the UK in 2000 and joining Criterion in 2006. In 2008 he moved back to Vancouver and is currently senior director of business development at EA.
Neil Kaminski worked as an additional producer. Kaminski previously worked at companies including Bullfrog, Pure and Argonaut before joining Criterion in 2005 as a lead artist. In 2006 he became a producer before leaving in 2008 to become studio art manager at Codemasters in 2008. In 2011 he left and joined Escapist Games before joining Pixel Heroes in 2013. After leaving in 2016, he joined CCP in 2017.
Emily Newton Dunn worked as an additional producer. Dunn previously worked in PR for various companies before joining Criterion in 2005 as a producer. In 2007 Dunn moved to EA and became a game designer before becoming lead game designer at Playfish in 2011. In 2013 she left and after being after a few companies for a few months Dunn joined Another Place in 2014. In 2017 she left and after seven months at Playdiation joined Media Molecule in January 2018 as a consultant system designer.
Anja Haman worked on additional support. Haman previously worked at Radical before joining EA in 2005. In 2007 she left before joining Black Box in 2009-2011. From 2012-2015 Haman worked at Work at Play and has been part of Microsoft since the end of 2017. Since 2000 she has worked as president of Haman Consulting.
Maëlenn Lumineau worked on additional support. Lumineau worked as a translator before joining EA in 2000. In 2007 she joined Criterion as as operations manager before leaving in 2013 and joining Ubisoft as a producer.
Adrian Selby worked on additional support. Selby joined Criterion in 2002 as a producer before leaving in 2009 and becoming a producer at Disney. After 2011 Selby worked at some non-video game companies like BP before joining Boss Alien in 2015.
Harvey Wheaton worked on additional support. Wheaton previously worked at companies including JPMorgan Chase before joining EA in 2003. In 2007 and 2008 he was COO/director of product development at Criterion before joining Supermassive in 2008 as their studio director. At the end of 2013 he left and, after working as a consultant for over a year, joined Codeclan in 2015. In 2017 he became executive producer at Natural Motion.
Graeme Williams worked on additional support. Williams worked at Virtuality, Psygnosis and Rebellion before joining Criterion in 2002 as head of product management. In 2004 he became development director before leaving in 2008. After five months at Supermassive Williams joined VIrtual Toys where he worked until 2011. He next joined Digital Chocolate before joining Ubisoft in 2013. From 2014-2016 he worked at Guerrilla before taking a break and joining Virtually Live in 2017.
Paul Dibden worked as an additional artist. Dibden joined EA in 2005 as a graduate artist before eventually becoming a development director. In 2013 he left and co-founded Milkcap before joining Splash Damage in 2015 as a producer.
John Humphries worked as an additional artist. Humphries previously worked at Bubball before joining EA in 2005. In 2008 Humphries left and joined Realtime Worlds as a lead environmental artist. In 2010 he founded Onyx Digital.
Vincent Jenkins worked as an additional artist. Jenkins joined EA in 2006 as a concept artist before joining Codemasters in 2008, where he worked until 2011. Jenkins has mostly worked as an artist for films, including Rogue One, Game of Thrones and Casino Royale. He last worked on concept art for Solo.
Rasmus Jorgensen worked as an additional artist. Jorgensen joined EA in 2000 as a concept artist before leaving in 2007 to join Codemasters. In 2010 Jorgensen left and spent about a year at Leading Light, Double Negative and Ghost A/S before joining IO in 2014.
Jason Lord worked as an additional artist. Lord joined EA in 1993 and worked as a video director until 2012. In 2012 Lord started Liquid Crimson, which has worked with companies including Square Enix, Supermassive, Hello Games, Microsoft, IGN and Capcom.
Osman Nazlivatan worked as an additional artist. Nazlivatan previously worked freelance and at Argonaut before joining EA in 2004 as a technical artist. In 2007 Nazlivatan left, and after months freelance at Big Head, joined Hotch Potch as lead artist/director. In 2011 Nazlivatan left and after under a year at both Natural Motion and Sony joined King in 2014. In 2016 Nazlivatan left King but I’m unable to find what they’ve done after. Edit: Nazlivatan is still at King
Justin Rae worked as an additional artist. Rae joined EA in 1996 and was lead artist on F.A. Premier Manager games. In 2008 Rae left and became director of art at Supermassive before starting his own company, Studio 96, in 2016.
Peter Reeve worked as an additional artist. Reeve previously worked at a few different companies before joining EA in 2004 as a video editor. In 2008 Reeve joined Black Rock before freelance in 2009 and working with companies including EA and Crytek. He currently works at RMV Productions.
Dean Stolpmann worked as an additional artist. Stolpmann worked as an artist at companies including Frontier and Sony before joining Criterion/EA in 2005. In 2007 Stolpmann joined Outso and Codemasters before joining Supermassive as art director in 2010. Stolpmann joined Gameloft shortly after before becoming head 3D tutor at South Seas Film & TV school in 2013.
Avril Lavigne sang the song “Girlfriend” which was featured in the game. The song released in 2007 and the music video has been viewed over 400 million times. Lavigne also recorded the chorus of the song in 8 different languages.The song also got another version with Lil Mama.
submitted by Forestl to Games [link] [comments]

My First Rewatch - Lockdown

My First Rewatch - Lockdown

https://preview.redd.it/is0gd08ixwg41.png?width=779&format=png&auto=webp&s=ff3899dac834fc0450d8c5b7dba22530c3500087
Lockdown is one of those episodes that really stuck with me as a kid - it was largely focused on deepening the Hatch mystery and of course it was a Locke-centric. But revisiting it now, it's surprisingly one of the lesser interesting season 2 storylines because it's almost entirely matter of fact.
Unlike, say, Orientation, which brilliantly combined the worldbuilding with gripping character drama, Lockdown is basically the show adding a few new twists, but not really developing the characters through those discoveries. Which is especially disappointing because the idea of trapping people in the Hatch seems ripe for a classic cabin fever kind of story. Imagine how much more exciting the whole incident would've been if Jack was there as well, possibly even someone else like Charlie. Instead, it's just Locke and Henry, the latter of whom is a blank until season 3. Of course, Henry is a wild card and if you're watching for the first time, there's some tension in seeing what he'll do, but on rewatch? It's just not that interesting because we know. Whereas the conflict between Jack and Locke *is* still interesting, because both characters are involved and know exactly what they're dealing with.
In addition to this, the two main Hatch mysteries just aren't that good. The blast door map is only relevant for the discovery of the Pearl a few episodes later and then is never revisited again outside of a perfunctory appearance in Live Together, Die Alone(which explains nothing about it). The food drop arguably does hint at the outside world still being there, but it's not like the characters do anything with that information. For them, it's just more food. My point is that Lockdown doesn't feel like it develops the characters or progresses the story in a meaningful way, despite its excellent direction and good plot concept.
There is a fairly amusing subplot on the beach where we learn that Jack's an ace poker player, but it's mostly played for laughs and pretty forgettable. Which is another thing that kind of annoys me, because games between characters can often be very interesting - think of the James Bond gambling scenes(most notably Casino Royale). Or even the show's own King Of The Castle mobisode. They're great at letting us in on the characters' agenda as the characters themselves try to figure out their opposing sides. In Lockdown, it's just about deflating Sawyer's ego a bit. And I feel like the show can and should be more interesting than that. At least we get that cool line about Jack getting the guns when he needs them.
Finally, there's the flashback storyline depicting Helen and Locke's relationship collapsing, but I feel like even there, there's hardly any surprises. Locke always has to be miserable to the max. So let's have both Helen and his dad abandon him at the same time. They might as well have truncated that story and have it all play out in Orientation. Okay, probably not, but given how meh the on-island storyline was, it just doesn't help to have a flashback that's basically just a part two to a previous one.
Notes:
*Hurley debuts an orange T-shirt. Kate once again wears an old-fashioned white shirt(reminiscent of Jacob) that she last had in Maternity Leave. Claire briefly appears wearing the green hoodie last seen in ...And Found. Libby debuts a blue T-shirt.
*One of the few really strong character moments in the episode was Locke's furious reaction to Henry's "got any milk?" speech - because once again, he had been inadvertently embarrassed in front of Jack. Ana-Lucia's expedition had been entirely his I'm-independent-from-Jack idea.
*Ironic that Helen thinks obituaries are the nicest part of the paper, given that she died soon.
*I love the jump cut from a confused and upset Locke staring at Helen to a confused and upset Locke staring at Henry.
*Poor Hurley. Loop, dude. Loop.
*How come the speakers are seriously malfunctioning when it comes to delivering the lockdown announcement, but the button alarm always sounds crystal clear?
*Why is Locke so distracted at Anthony's funeral? Can't a car just hang around? Why wouldn't people be peeking at your funeral? A funeral's kind of a big thing.
*Shame that Locke lost his inspector job later. Looks kind of like steady employment to me.
*I love how Anthony doesn't give a crap if Locke brings the money or not - he just gives him the key because hey... nobody else is gonna get that money to him.
*Henry's great at manipulating, but if I was Locke, I'd remind him that his not starving to death depended on him helping me with the blast door.
*Jimmy Bane's a cool dude. Shame they never got him back to be Keamy's assistant or something.
*When an injured Locke crawls into the computer dome, the shot of the timer going from 108 to 107 appears to be archive footage? It's fuzzier than the rest of the episode and black bars appeared above and below the screen.
*I do wonder what actually caused the blue light to switch on. Or why it even exists(something to do with electromagnetism?).
Overall, Lockdown's intriguing concept helps to make it stand out, but it's not as good as I remember.
submitted by BobRushy to lost [link] [comments]

[Star Wars - The Last Jedi] Disney forced the inclusion of Canto Bight to benefit the Solo movie

Regardless of whether you loved or hated The Last Jedi, a large consensus among moviegoers is that the Canto Bight subplot feels extremely out of place compared to the rest of the movie. I’ve heard this from people I know personally, YouTube reviewers, people on Reddit, etc.
As we all know, Canto Bight is a casino and it establishes the importance of gambling in the Star Wars universe. Entertainment Weekly showed a sneak peek of the Solo movie with betting chips like a Poker Table and mentioned it’s where the crucial meeting between Han and Lando happens. There’s also been rumors that Solo is “Casino Royale in space” and the gambling plot is more important than just background for the two to befriend each other.
Disney is already familiar with their Marvel strategy of using references, lines and post credit scenes in their films to strengthen later movies in the MCU. I wouldn’t be surprised if they wedged Canto Bight in The Last Jedi so that Solo has more context.
submitted by lunch77 to FanTheories [link] [comments]

The story of BS and corruption... Long post / may give you cancer -

TL;DR :–
· Me and why I was banned
· IWISK
· EVE CASINO
· CCP Security
· Tinfoil
· Shit Spelling

Dear Fellow Space Nerds,

For months I have been debating if I should write this piece and I warn you now it is long, I have written this and discarded it several times on the basis that it will just come across as a bitch or a whine. But as you may now tell I have left it long enough for many to not care, so this story will just be that, a story of bad spelling, bad punctuation and the worst grammar you have ever seen. But it is my story and I have decided to just tell it as the question “I thought you was banned” needed a point of reference I could send people to. Now I get you will be suspicious but I am telling it as I see it, and if you read all of this then bravo indeed! :)

Before we begin let me just say that the whole banning of gambling mechanisms from a video game I do support and that is my stance on it. It may just be for fun but does it hold a place in a sandbox from an external point of view, the answer is no and should be every time. However it can be incredibly innocent for the 99% that participate, it is however the 1% who may have been personally affected by the ability to gamble using IRL money via the forms of plex codes. My issue which you will read here, is how it was handled and how I was treated rather than the morals of gambling.

This story begins at the start of 2016. Between the dates of the 6th and 9th of January, approx 14 Bankers in IWISK was banned for suspected RMT. This was only several days after CCP Peligro (who will be referenced allot in this piece) had announced on Twitter that he was back to work. CCP Peligro has been a subject much recently on reddit and other channels (discord / IRC etc) and I figured I would give my experience with him and CCP as a whole. Now some devs from CCP are reading this and those who I have linked this too will agree with much that is written here.

Now the claims that the banning of IWISK bankers was due to SMA etc informing CCP Security of the 1 Dollar to 1 Billion isk that IWISK was selling, these were called Batts or batteries.. I know what you are thinking, why would CCP believe such an incredible story that 1 Billion equated to 1 USD... Now CCP Peligro was off on Christmas break when these emails were sent to [email protected] mailbox.

Well the simple truth is that they actually did! Team Security took this as an opportunity to jump on the IWISK RMT train which they failed to execute back in mid 2015 with the whole iwisk URL blacklisting from the in game browser. Now why would Team security hate IWISK? The answer is really simple and can be summed in a few bullet points :

So the complaints speak for themselves however the bankers who had actually been caught prior to this are simply the reaction of an individual acting alone. Some CCP Security caught and some we had emailed CCP Security of suspicious activity who had later been perma banned.

And lastly the blind spot... This for any organisation regardless of being a gaming company, this is just an almost impossible scenario to police and should never have been allowed to operate. But the fact is that it was and as such this was their own creation of a black zone. This black zone had existed for almost 7 years+ with 3rd partying websites. The actual Blackzone has technically always existed since the API was allowed for public use.

Now keep in mind this is not just IWISK related as ANY other gambling or website that allowed transactions to take place "legitimately" through a 3rd party site is a risk. The reason IWISK was such a risk was because literally hundreds of trillions flowed through it. IWISK could easily transact up to or approx 50 to an incredible 100 Trillion a month just by the master wallet alone! (may have been less but at its peak it really hit these numbers)

So IWISK was a massive risk to Security from an RMT perspective, and anyone could claim RMT, and to be fair to those who did, we could not prove that it was not happening. And I will explain why this is the case…

IWISK had a quick deposit method that allowed bankers to process isk by copying the transaction from the wallet into a field on the bankers backend. This allowed said banker to give the customer their virtual isk on the site within 8 seconds of sending the isk to IWISK Corp. This made us very popular as there was very limited wait times to gamble with your iskies.

However this system could be abused right? I simply could just copy a transaction from the wallet and wallah, I have given myself 1 bajjilion isk right... Yes this indeed is the scenario... IWISK or EEP mitigated this risk by adding a collateral to the bankers account. So if a bankers collateral was 10 billion, he could only quick deposit for players up to 10 billion isk. When the API ran after 30 minutes, these would be matched against the players transaction from the master wallet and the banker would be given his collateral back on the site.

So what the hell does that all mean.. well it means that a banker could amass profits as a banker and they could use those profits to RMT with. So If the banker had 20 Billion in his collateral wallet, the banker could sell 10 Billion to a player by just tweaking the transaction to their name, thus creating a fake wallet deposit in the database. The API runs and it will not match the in game wallet, and thus the banker is now down 10 Billion but you have "gifted" a player 10 billion isk to do what they want with.

So yes there was a loop hole in IWISK that allowed people to do this, but it was policed when discovered and this was one of the ways we caught people who thought they were smarter than the admins running IWISK or CCP security. I genuinely believed these bankers thought we could not catch them and that we would not shop them to CCP --- They were wrong.. --- I would often receive emails from players stating they just bought isk from xyz site and they got a iwisk email saying they had funds. So my response which can be verified by Security was always to inform CCP and if I catch who it was I would do the same.

So this is where it got a bit hard to navigate, I would often look at the person delivering the isk and be like "really this fucking guy is RMT'ing....". So when probed the banker denied it and I could not help but believe him. However I now had the issue of trying to work out who and how.. So this is really how the above loophole was discovered and the watching began to see who and how.. I never said or told people that we were watching them, simply just mailed everyone saying, if you are RMT’ing and using IWISK as a front we can identify you and you will be caught. Again this can be verified by CCP or a banker who kept these mails… We caught several bankers and details were sent to CCP and policing of that was now a task.

So back on track to the banning of the Bankers Jan 2016. After a month or so CCP un-banned all those involved. Except for one person “R00gle” who was in MC at the time. Now R00gle to this day denies any involvement in RMT and even went to FanFest to hang out with his buddies from MC. CCP Spoke to him and said they would look back into it, but they never did get in touch with him. Having now known R00gle for many years, If asked the question did he? I would say no every time and he was a scape goat for CCP Security to claim they got "their" guy from the ban wave in Jan.

Remember that CCP Security only answers to very few people in CCP and that would be Hilmar, and maybe Andie or Ned? IDK exactly who but this would be a reasonable assumption and really just speculation from other posts and channels I have poked around in. So on that basis, any communication directed at CCP Security is never going to give you a response, because CCP Security do not discuss with end client or in very rare cases they may, but not to the value add of the end user, and simply close your ticket with a no response. This you can find on Reddit hundreds of times and this is how they operate. This should come to many of you as no surprise regardless how shit the service is.

The so what to all that is, CCP Security hated IWISK from day one. Not just for the reasons above but also because they got told to let it go the first time around (mid 2015) and the second time around (Jan 2016). Most reading this will know about where CCP Burgtarist was open at FanFest and said he was over ruled and if he had his way everyone would have remained banned.

Now some numbers, because we all love numbers and spreadsheets! But sadly I do not have graphs... I could make one but then I would be just trying to buy the super nerds approval using graph pron!

This is the contribution of IWISK over 12 months to the RMT issue. So you can speculate that CCP Security spent hundreds of hours of no doubt, evidence gathering and data analysis which I know CCP Quant had to do. I am sure trying to map all that isk was a nightmare and the promo codes must have made it impossible to determine isk in vs isk out..

CCP released a figure stating that on average every day they ban 50 accounts for RMT or other activities etc... Now this same figure I have seen across reddit on a few occasions and I have used this number on occasion to make a point, and I believe it has comes from the 2014 FF video archive. If the figure is wrong let me know and I will recount my abbicus and update appropriately. But I think when you see the result the amount they ban per day will not change the outcome too much.

EDIT: Some facts for you... 2012 to 2013 30,202 Account banned total.

So 50 Accounts banned daily over 1 year

0.022%

Not suggesting that RMT is justified and belittling the issue at all, but numbers speak for themselves and the issue was tiny by comparison to what actually takes place in Eve if at all IWISK was RMT'ing. Now if you check these websites that are selling ISK and have feedback sections, you will see that they are still selling and moving the same amounts of isk. Soooo no sudden dip in ISK being RMT'd to the "black market"??? Think about that just for a minute and ponder if IWISK was such a massive RMT operation why has banning it had no effect on the 3rd party ISK Black Market? Smells like bullshit right...

So before I even get to what happened in Octoer 2016.. Several more points on RMT in Eve. It happens all the time and it is happening in alliances or inter corp constantly. Supers & Titans are being sold for RL $$'s all the time and accounts. CCP Tickets to FF / Vegas are being sold for isk along with Plane tickets / hotels and beer money.. Yes those going to Fanfest this year, there will be a few who have paid corp mates isk to fund their trip and hotel stays because they have soo much isk and some people have swag amounts of RL $$’s. I know many that have done this and even many CCP dev's know who these people are. This was discussed at a player meet on several occasions late last year. However this is not challenged or tackled because literally who gives a F, certainly the Devs attending did not give a F.

Hell I tried to buy a nice duder at FF but he refused to take my money and insisted he bought me the beer. So instead I said jokingly how about a plex as I will end up owing you? He said that is one cheap plex, but no you do not have to do that... Now some would have said hey, I buy beer and you gib plex K?... Little did he know that because he refused me spending my own money and just wanted to buy me a beer out of principle and in his own words "you have done a lot for many", when I got back to the UK @ home I sent him 20 plex's! Made me warm and fuzzy just for his reaction as he was gobsmacked. ♥ So If I am guilty here it is accepting a beer and paying 20 plex’s for the pleasure \0/ then yesh I deserve the banning. kek

So now we spin on to September 2016. Me and Eep had a few disagreements over several years and now looking back it was over trivial stuff and I decided that If I had stayed in IWISK our relationship would have devolved further. This being our friendship of 3 years was coming to an end and it genuinely made me sad and disappointed with myself. Regardless of what you may think of Eep or the way he reacts from time to time, he is a good guy and he takes way more flak than is deserved. He is down on his luck most of the time. He struggled with money and lived on very little, despite what you all thought, he was not rolling around in RL money living the dream, but sadly living month to month on most occasions and having to borrow money (which he repaid back to people). And I hope Gonz does not mind me saying that, but I just wanted to put it into context and disperse any ideas that he was rivalling yacht sizes with Mittens… If you really knew Gonz, you would know he had no money and if he had been RMT'ing then he would have been rich by comparison.

So I decided one day that enough was enough and if I stayed in IWISK one more day I would flip my sheet and my relationship with Gonz would be perma damaged. So I left to join Eve Casino who welcomed me along for their launch of a new casino that worked completely different to any of the others currently open. Now I did act badly here and I do regret my abuse of the in game mailing list IWISK had, I advertised me leaving IWISK and promoting a new Casino. As the Face of IWISK (streaming and Media) I tried to justify it as a bit of tongue and cheek on my way out, but it was a douche move. I figured Eep would take it two ways, badly or a challenge to step up IWISK 2.0 asap. Not one that I am proud of... But even after all that me and Eep have remained friends and we still talk from time to time. Some things are more important than space pixels, and I am happy to report he is doing ok and better off now than he was prior to IWISK being banned from EVE. The site is still thriving and makes more $$$$’s than it ever has.

So I am now with this new group ECAS / Eve Casino. The doors are closed for internal testing only and the website was pretty damn good I must say. I will not go too deep on ECAS as there really is not much to say, but the website was functioning but only to a point as it was only half finished, not ready for release. The planned release date was the week of Eve Vegas and much work was needed to get it finished.

So with that in mind that Eve Casino was not open to the public and not a single isk was moved through ECAS, the owner was banned along with myself Lenny and Eep. Here is the list of why's :

Now Eve Casino was banned because they had used the Crest API for the login to the site as part of the "Evil Network" SSO. This included EOC TV and a few other tools that was being developed. The Crest API was not used for anything else other than the player to login and this was approved by CCP for use. Adarics had spoken with several developers who had given him the greenlight to use it as it was not being used to handle wallet information or any other part of the player. But CCP security banned him for said use. So now we have a classic situation of Part A of the org not talking to Part B. When this was produced to CCP Security they just closed the ticket and ignored him.

And yes you got it, CCP Peligro. So again even with Adarics doing everything by the book, asking for permission and clearing everything prior to deploying it or using it, CCP still screwed him over, or should I say CCP Security. Now it is my understanding that he took this information to Falcon who basically dismissed him and said it did not matter as the case was closed. Now Falcon was A) not interested or B) Cant do anything...

Now you might be thinking wait there must be more to this than what Iron is telling us... Nope that is it, and the so what to that.. Around 12 bankers who were helping test the website which had not transacted a single isk and was closed to the public had all their wallets reset to zero, and Adarics was banned for a first time infraction of a rule that had no effect on the game as the casino was closed even though he had a green light from the Developers.

To this day Adaric is still banned and all those bankers who joined ECAS never got their isk back. They had done nothing wrong, not a single isk moved around, not involved in any of the coding, and CCP just took trillions of isk from these players. Soo, abuse of Power you might say? Guess who did this >>> CCP Peligro Mr Team Security.

Next we move back to IWISK.. Lenny and EEP banned for the reasons above and the rest of the bankers had their isk stripped. So again bankers in IWISK who may have been or may not have been involved in RMT was stripped of their isk and that was that. CCP took between 25 and 30 Trillion isk from both of these orgs and claimed a victory over RMT.

Now it is not hard to fathom that a lot of isk was purchased with plex. I often was intrigued if people had been playing with Plex to fund their activities on IWISK, as to me this was fascinating. Take away the human part that people may have been spiralling out of control, this can be said not just for IWISK but for EOH EVE Bet and the "others" who probably had small amounts of traffic but nothing worth boasting :P (still getting those jabs in). I do not like to reference competition as it seems like a cheap shot, but as these are now all dead, it no longer matters to a degree… But yeah the point here is that all that isk taken which no doubt the players had purchased via EVE or Markee etc has disappeared.. Not even some sent to Plex 4 Good or used to reimburse players who had their stuff stolen in game etc.. CCP talk about an isk imbalance when they restore Items from stolen looted accounts, well they have a huge sink to use. But I guess this was taken and written off as profit rather than use what they took.

Whenever people think of RMT or gambling in Eve they will always pick the most known target. One because the most popular and two because law of averages state that yes it probably exists at some point. However this can exist across all of the casino's, but given the most popular will always be the focal point, you are always going to be under suspicion.

An example of RMT existing outside of IWISK I want to share with you is a guy we caught from Germany, who was trying to use IWISK to funnel money to another player. He was using the raffle system buying 50% tickets with player 1 and using a 2nd account on another machine connected via a VPN to mask himself from us and CCP. His 2nd account would purchase the other 50% of tickets. So he was washing his isk. Yes IWISK was taking a cut as the house would normally regardless, but unknowingly being abused by some tard or tards. I asked this guy if he used any other ways of doing this...

With a bit of poking he finally opened up and said he had access to alliance funds and also a corp accounts in B0T. Not B0T holding itself ofc but some renter corps within B0t... This allowed him to funnel isk into these corp accounts and the use of these funds to build supers etc which he then 3rd partied to make RL money. This seemed like an obvious way to funnel isk and I asked him how he never got caught. His response was CCP are not clever enough or lack the resources to catch him... I was a little surprised by this but I wanted more info on this guy. I was trying to catch him out by getting any info I could, but all avenues lead me to around 50 iP's which bounced all over the world across 7 or 8 VPN services which are easily obtained online & his hardware ID's were changing all the time. This guy was the master or RMT and seemingly from what he was claiming (because that is what it is just a claim) and I wanted to know more, hell who would not be curious.

So I asked him if he had ever used any other websites to facilitate washing isk or doing RMT trades. He said the best one was using EOH Poker (Sorry guys). He said that all he had to do was set up a Head to Head and just lose to the person he was selling to... Or use 2 accounts of his and wash the money across 20 accounts over a 3 month or 6 month period of which none could be connected to Physical hardware or software ID tagging. He told me he would biomass on mass accounts, and some accounts he has had for years without being banned by Team Security. So he in private could wash isk very easily via playing poker in sealed rooms. Thus utilizing EOH's system to wash isk very easily with little to no risk of another player sniping raffles from him. I could see his point and he said that he would only use IWISK for certain methods of washing or selling isk, but he would not tell me anymore, he felt spooked by a few people dropping in and out of the channel. Once really confident talking to us then suddenly not so much. So this encounter certainly opened my eyes on how these guys were abusing sites to do these trades and he was boasting of hundreds of thousands of Euros in profit from this.

This ultimately changed how I looked for patterns in the database. For example looking for players who go head to head on raffles of a value higher than x and then expanding this to a large date range to see how long this was going on for. To be honest it was hard to figure out who was who and if it was chance or just normal activity.. So I thought I knew or had the silver bullet in identifying anyone abusing the system, but reality was, I am now more confused over the data set than ever.

So that aside, that was September done and dusted and I have now moved over to EVE Casino. Hopefully I have given a decent overview of the before the final banning and demonstrated that RMT was happening everywhere, but because IWISK was the most prominent focal point of the gambling scene in EVE, it had become the centre of all RMT claims, even though every system could be manipulated regardless of reputation.

So October the 12th and the ban wave and EULA changes announced by CCP. https://community.eveonline.com/news/dev-blogs/end-user-license-agreement-changes-coming-with-eve-online-ascension/

I am working night shifts and had been for a few days at this point. I woke up to hundreds of messages and tweets, skype, irc everything… I laid in bed and was like sigh this again!!! So I get out of bed, put on my slippas and go to the kitchen whilst reading all of the messages and a cluster barrage of confusion. I make a cup of tea (Earl Grey to be precise + 2 sugars dash of milk) and make my way to my PC. I was not worried as this had happened several times before and I have never been banned in 12 or 13 years. To be honest at that point I assumed it was just a IWISK the website had been blacklisted and all gambling was to cease, but to my genuine surprise, my account had been banned also.

When attempting to login I got the classic “Banned pending investigation, CCP Peligro”… I laughed out loud at first and then tried every account I owned. All 30 of them but alas to no avail. So I started checking my emails and literally as I opened my client, the email popped in.. It was from guess who, you got it – CCP Peligro

CCP Peligro (EVE Online) Oct 12, 15:22 UTC
Hi,
This mail is sent to inform you that your EVE Online accounts have permanently banned, in light of EULA violations. Specifically, you were found to be using your accounts "XYZ" and "XYZ1" for business purposes, in violation of the EULA, Section 2.A.
Your continued access to the System and license to play the Game is subject to proper conduct. Without limiting CCP's rights to control the Game environment, and the conduct of the players within that environment, CCP prohibits the following practices that CCP has determined detract from the overall user experience of the users playing the Game.
2.A "Accounts may not be used for business purposes. Access to the System and playing EVE is intended for your personal entertainment, enjoyment and recreation, and not for corporate, business, commercial or income-seeking activities. Business entities and anyone who is acting for or on behalf of a business or for business purposes may not establish an Account, access the System or play EVE. Accessing the System or using the Game for commercial, business or income-seeking purposes is strictly prohibited."

So I opened TS3 and those from IWISK was now back on my TS3 server and I started to understand what the damage was, and it was everyone, it was a swift attack from young Mr CCP Peligro.

So I noticed that a Petition had already been opened on my behalf by CCP, no doubt just for their tracking. So I responded saying “I have never RMT’d so I do not understand my ban”. Then as I sit there I read the email again, it was not for RMT as I had assumed... Because it came from CCP Peligro my assumption was that it must be ISK related as that is what he does right. But to my surprise it was no mention of RMT in my petition like Lenny’s. Now I had not spoken to Lenny at this point due to the TZ difference, but the guys on TS3 said his specifically stated RMT, yet mine was for a Section 2.A… So I jumped on IRC and started asking questions with some Devs at CCP, they said if it was not RMT then it should not have come from CCP Peligro, it should have come from another person at CCP. I cannot remember who the Dev is who handles violating of Section 2 of the EULA but we know that it is not CCP Peligro. So now I am confused as this info is coming from Devs and then a few days later I noticed that Nosy Gamer was talking about the same thing. (If anyone finds out who the Dev at CCP should have been let me know and I will update this to keep this accurate.)

So I respond to my petition basically saying, sorry I misread the petition, but I do not understand how I broke this section of the EULA. Can you explain to me what I did wrong…
But the classic silence now dawned upon this petition and not a single response. Few weeks later the petition is closed and not a single response nor explanation or even guidance on why and how to avoid going forward, just simply nothing.

I spoke with Falcon and we had traded a few emails. Not to go into them too much but the bottom line was that Security had concluded their investigation and as such the matter was closed. Nobody can do anything at CCP as the decision is theirs.

So no point except to maybe appeal to Internal Affairs at CCP. I did wait a while before doing this, & Not a single response.

The one good thing about going to Player events is you can meet Devs that you know or have never met. Meet people you have never met and share experiences. Even though I was super angry about what happened, I pulled up my big boy pants and put a smile on my face. I think because of my demeanour about the whole thing being happy go lucky and care free, nearly all the devs would speak openly with me about what had happened over a few shots and a giggle. Not giving too much away, but it did give away a few things that I was trying to understand. Why had I been banned as the reason given made no sense.

So take the email from CCP stating that my accounts had been banned for the reason “income seeking or for business” – Now given I know this is not RMT related as it would just say RMT and you are perma banned from EVE. Yet I am still allowed to play subject to proper conduct right? So it is not RMT as that is clear cut and nor should it be.

The only road I can go down is “Twitch” and the “Game Show” I was pixel space famous for. So I would ask these Devs when intoxicated, was I banned for the reason because of what I was doing on Twitch? The same response, sorry I cannot tell you but a smile & a wink was enough for me to know that I was on the right path.

Why all this effort and having to read between the lines, simple really, nobody at CCP would discuss any of this with me. Because they were kept out of the loop or those involved were told specifically not to discuss this with anyone at CCP or external. Drunk CCP best CCP :)

However not all employees will toe the line, so yes some expressed their disgust to me and apologised for their company & colleagues behaviours and some of the CSM contacted me saying they were appalled by this, and no I am not referring to Bobmon but “others”. It was comforting to know that despite the public flogging CCP gave me, people were still ready to call out CCP’s BS.

So now Its November and I kinda have a better understanding of the reason I was banned for. So I stream on Twitch like many others and the assumption from CCP or more specifically is that my channel is a cash grab based on massive amounts of ISK I have amassed from IWISK. (This was a comment made to me by a member of CCP GM's)

Now if you spent like 5 minutes in my channel like most critiques have in the past. You assume that I am trying to get subs and donations for the isk being given away. This could not have been further from the truth and if you have read this far congratulations…

The channel operated like this… If you are a subscriber you got “Iron” or points for every month that you were subscribed. So if you had been subbed for 1 month you got 500 Iron, and on month 2 you got 500 + 2000 for being 2 months, 3 months 500 + 3000 etc etc…

So the longer you are subbed the more points or “Iron” you got and this is known on Twitch as a loyalty system. You also got points for being idle in channel or being in channel when I was streaming.

Now if you are not subscribed you got no points at all, simply none as points are used to play in game channel games “roulette or Bank robbing” or entering Subscriber only giveaways / requesting songs etc. These giveaways were for Plex’s or other things which you could redeem via your EVE account management page.

I purchased these codes from Markee Dragons store or Greenman Gaming (Approved ETC or PLEX code retailers) and the money to buy these codes came from the sub’s money that I got from Twitch every month.

So I have been accused of Income seeking by CCP, and the reason I find this so ludicrous is that it was no secret of how this model operated. Hell every stream I would announce these code giveaways are only for subs because the subs effectively paid for them. And at this point I think nobody at CCP involved in my banning knew this, because they simply did not do their homework. I would love to be proven wrong, but that would require someone from CCP actually talking to me.

The other giveaways that was done on the channel follow’s CCP rules that everyone must have the same chance regardless of subscription type. This I followed to the letter and back story, I even asked for this to be made as a policy for streamers. The rules also state that this is for “in game items only” and Fozzie even reinforced that on Mittani’s Twitch channel days after this policy was released. He said if it is for anything out of game then do what you want with it, which reinforced the CCP policy on Streaming.

So I followed the rules to the letter and others on Twitch were still not following these rules… But hey I did not care as everyone has their own path to follow and if CCP really gave a hoot they would step in. I am no internet police vigilantly and I do not stoop to the same levels like DBRB for example. Yes DBRB I know what you tried to do and it failed.

Anyway back on track.. A little bit into the world of me and why income seeking is just utter nonsense.. I work as an IT Contractor and earn good money. Or at least I think it is good money. Approx 300 GBP a day or 380 USD a day not inc bonus etc. Not going to be a billionaire in RL, but enough to not worry financially about a mortgage or nice cars holidays etc.
So here is a rough example of what I got from Twitch every month and how those funds were spent. Sometimes it was less around 500 but it varied and at one point was as high as 720… This is puny compared to the likes of Zarvox etc but he does it full time and deserves every penny!

Twitch Income:

Monthly Expenditure:

· Server VPS - 105 USD · Deepbot 10 – USD · 1ronbot 5 – USD · Plex Codes and Aurumn Codes Monthly Avg - 200 - 250 USD · X-Split – 15

Total Monthly Expenditure - 380 USD

So I make give or take a massive:

245 USD a month

depending on how many subs I have, and this does not even include the cost of Electricity / Hardware failures or equipment purchases to improve the stream. If I was to break it down further into that. But as these additional's I have not included are for personal enjoyment as well and I cannot or won’t include them. as it would be wrong to do so.

Also any paypal money left over in paypal get's spent at the end of the Year on a Christmas and New Years special Stream. I buy as many codes as I can to give away (2015 Christmas I spent over 1100 USD on codes alone). So I run my channel almost non profit or at least as best I could. And yes I take money for Beer and Nachos cuz Beer and Nachoz amright?

So I was banned for making around 200 USD a month and some change because… NOPE NOPE NOPE I do not get it also. Other streamers make more $$$’s than me easy in the Eve Category, but yep you got it, it was all they could use to ban me. Literally they used a BS excuse to ban me from the game and publicly flog me.

So yes I got F’d over royally because some fuck wit child in CCP Security had a grudge to settle. That is truly how I feelz about this and it is disgusting. If any of my staff members behaved like this, they would be out immediately without warning. And I know I am not alone when it comes to complaints about Peligro and his conduct…

To add insult to injury he even followed me on Twitter about 2 weeks prior to nuking my account, I guess he wanted my tears…

http://i.imgur.com/MtAxI0Y.png

But the funny part is, as soon as I mentioned and saw this connection I emailed CCP about his behaviour and that day he un-followed me on Twitter. Bad taste indeed sir.

Now I had tried to reach out and extend my hand with Peligro, as he followed me on Twitter prior to the first ban wave in Jan 2016. I used to feed him info on suspected people or anything else that I thought may have been an issue. See image and you will notice the dates..

http://i.imgur.com/bxATAfX.png << But as you can see I was trying every avenue to get these sec people to engage.

Around June he stopped following me, so I took that as a sign that CCP Security wanted nothing to do with me or to aid in catching RMT'ers. I have also emailed and raised petitions of bankers & players who I thought were dodgy. And I also captured one of the bankers via Reddit who I know got banned. That was a good day for Reddit on the anti RMT front!

Now there is the whole unassailable wealth thing.. This made my literally laugh out loud. For a start I know more people in Eve who are station traders and combined have more isk than IWISK bankers / IWISK in general. They could have funded the war against Mittens all by themselves as a small group. Station traders in major hubs selling and buying firesales or hunting forums for cheap BPO deals and reselling them etc also have unassailable wealth. The hypocrisy that it is unfair because you cannot target these people and casino’s are generally untouchable… Well if you know station trading or have half a fucking clue about this game and enough capital, you can literally steer the market in your favour. And I do believe a trader recently and a few other have been banned and they are still banned. Guess who is investigating them… CCP Peligro

@ CCP – I am disappointed with you that you even listened to the dear complaints of the overlord Mittani, But I do expect you to Nerf Market trading so you can be killed and have your stuff taken from you, or would it be better Mittens to write a letter of complaint to Ned?
Sigh…

Lastly
I was debating and have been for the last 15 minutes whether to put this in or not but I will add these last few bits as conjecture and you make up your own mind. But all of the above is my story and I have no reason to BS. You can see it is open and honest. I have tried not to misty any part of the above except the bit with my email trades with Falcon as it contained some personal parts of my life when I was in the forces / Hospital. But I hope at the very least you can see that not everything is as it seems.

If you control the evidence that is received and you want a group or x people out of the game, you can make any evidence tell the story you want. Forget what you think about me or IWISK etc, just think about it for a while.

[Tinfoil-zone]

· Mittani is RL friends with Peligro and he is / was a Goonswarm Member… · Head of internal affairs left after this all happened. · Head of CCP Security left after this all happened.

[/Tinfoil-zone-end]

submitted by KnabnorI to Eve [link] [comments]

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