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In 2007, the company switched to [[Unreal Engine 3]] in an attempt to give the small development team more freedom to focus on the actual game.
In 2007, the company switched to [[Unreal Engine 3]] in an attempt to give the small development team more freedom to focus on the actual game.

==Gallery==
<gallery>
Image:Ugo Volt screenshot 01.jpg|Ingame screenshot
Image:Ugo Volt screenshot 02.jpg|Ingame screenshot
</gallery>

Note: Screenshots are taken from the pre-alpha version (using in-house engine)


==References==
==References==

Revision as of 21:49, 16 January 2017

Ugo Volt
Ugo Volt poster
Developer(s)Move Interactive, Produções de Software S.A.
Director(s)Rogério Silva [1]
Producer(s)Michael Heinz
Designer(s)Ricardo Teixeira [2]
Programmer(s)Guilherme Santos [3]
Diogo Teixeira [4]
Inês A Pereira [5]
Gonçalo Vieira[6]
Ricardo Sabino [7]
Bruno Nunes [8]
Artist(s)Marco Leal [9]
Writer(s)Rogério Silva [10]
Composer(s)Dyna Media
EngineUnreal Engine 3 [11]
EMotion FX 2 [12]
AGEIA PhysX
Platform(s)Microsoft Windows
Xbox 360
ReleaseDecember 2007 (Cancelled)
Genre(s)First-person shooter, Third-person shooter
Mode(s)Single Player

Ugo Volt (formerly FLOW: Prospects of Mayhem) was a game developed by Move Interactive S.A. (2005-2008), set in the 22nd century in a post-apocalyptic Lisbon due to global warming. It was also the first Portuguese game to be featured at E3 in 2006.[13]

In 2007, due financial problems, they decide to put Ugo Volt on hold for a time and started to create a new videogame Floribella: The Game in partnership with SIC, with purpose to raise some money to continue Ugo Volt. Unfortunately, after a long battle with the investors to secure funding and losing half the team in the process, Move Interactive eventually gave up and closed down the project. In June 2008, Move Interactive close doors

Plot

In the near future, global warming melts the polar icecaps and floodwaters ravage the earth, covering all but the highest altitudes. Out of the ruins, the World Order Corporation (WOC) harnesses nanotechnology to construct buildings and sanctuary for the population quicker than humanly possible. As the world's savior, mankind gives ruling power to the World Order Corporation (WOC), which by expertly misleading the population, gradually takes away more and more liberties from the population, and eventually goes so far as to instill a dictatorial leadership with an emperor.

In 2031, in order to create the first advanced human prototype, the WOC (World Order Corporation) selects a worthy man and woman to give birth to and raise the child. The prototype will use powerful artificial implants and the test period will last 60 years. If successful, mass production will begin. The child's name is Ugo Volt. At 15, one of Ugo's neurotransmitters malfunctions and sends out a shockwave that pushes his father into a pit of molten lava. Ugo internalizes his anger toward the WOC (World Order Corporation) and eventually creates an alter-ego bent on revenge. The game begins as Ugo is 59 years old and, because of his success, the advanced human prototype is about to enter into mass production. Ugo has risen through the ranks of the WOC to become the chief engineer of artificial intelligence. His greatest achievement, the "All Seeing Eye" worldwide management mainframe is also the WOC's greatest weapon and means of control over the world's population.

But secretly, Ugo plans his revenge against the WOC, and only Green Flame, a small freedom force of rebels can help him. Ugo steals secret blueprints that could bring down the WOC, but before he can get them in the hands of Green Flame, catastrophe strikes.

Engine

Ugo Volt tech demo in E3 2006 was powered by in-house engine developed by Move Interactive. In the tech demo, Move Interactive zoomed in on Ugo and we could see finger-prints on his hands the level of detail was astounding (20.000 polygons). Using a combination of normal mapping and bump mapping and high dynamic range lighting, Move is creating a fascinating and beautiful world. Move has only been working on Ugo for five months, and it's clear the team has come a long way in a short time.

In 2007, the company switched to Unreal Engine 3 in an attempt to give the small development team more freedom to focus on the actual game.

References

  1. ^ "Rogério Silva". linkedin.com.
  2. ^ "Ricardo Teixeira". linkedin.com.
  3. ^ "Guilherme Santos". linkedin.com.
  4. ^ "Diogo Teixeira". linkedin.com.
  5. ^ "Inês Pereira Projects". linkedin.com.
  6. ^ "Inês Alexandrino Pereira". inesalexandrinopereira.com.
  7. ^ "Ricardo Sabino". linkedin.com.
  8. ^ "Bruno Nunes". linkedin.com.
  9. ^ "Marco Leal". linkedin.com.
  10. ^ "Rogério Silva". linkedin.com.
  11. ^ "Ugo Volt (2005 – 2008)". x10host.com.
  12. ^ "Emotionfx Games". emotionfx.com.
  13. ^ "PRIMEIRA EMPRESA PORTUGUESA A EXPÔR NA E3" (PDF) (Press release) (in Portuguese). Move Interactive. 2006-05-05. Retrieved 2007-12-26.