Reviews & Opinions
Independent and trusted. Read before buy Games PS2 Tony Hawk-underground 2!

Games PS2 Tony Hawk-underground 2


Bookmark
Games PS2 Tony Hawk-underground 2

Bookmark and Share

 

Games PS2 Tony Hawk-underground 2Tony Hawk's Underground [PlayStation 2 Game]

Developed by Neversoft Entertainment - Activision O2 (2003) - Skateboarding - Rated Teen

Activision's Tony Hawk Pro Skater series gears up for another run in Tony Hawk's Underground, a 3D skateboarding title offering the most radical departure from previous installments in the franchise to date. More freedom and greater customization features are at the top of the list in improvements, but the biggest change is the absence of professional skaters. Instead of mastering the moves of Tony Hawk or another athlete, players must guide a no-name skater looking for a break on the to... Read more

Details
Platform: PlayStation 2
Developer: Neversoft Entertainment
Publisher: Activision O2
Release Date: October 28, 2003
Controls: Joystick/Gamepad
UPC: 047875806399
[ Report abuse or wrong photo | Share your Games PS2 Tony Hawk-underground 2 photo ]

 

 

Manual

Download (English)

 

Games PS2 Tony Hawk-underground 2

 

 

Video review

Tony Hawk& 39;s Underground 2 Intro PS2

 

User reviews and opinions

<== Click here to post a new opinion, comment, review, etc.

No opinions have been provided. Be the first and add a new opinion/review.

 

Documents

doc0

TODD WAHOSKE

800 Lindley Avenue Nevada City, CA 95959 T 323.493.1231 todd@toddwahoske.com toddwahoske.com

PROFILE

Todd Wahoske is a US based senior level environment artist. He has been working as a professional digital artist in the video game development industry, for 12 years. As an environment artist, Todd has received considerable exposure, his work featuring in many successful, critically acclaimed video games, spanning multiple game console platforms. He is driven by an instinct to follow the creative path of game development.
EXPERIENCE ART DIRECTOR, MYTHOS LABS; NEVADA CITY, CA FEBRUARY 2010-PRESENT
Create company identity. Form business partner relationship.
LEAD ARTIST, LAST LEGION GAMES; NEVADA CITY/SANTA MONICA, CA OCTOBER 2008-JANUARY 2010
Created 3D models, textures, and lighting for a variety of iPhone/Social Facebook games and concepts. Provided creative input and game design. Required ability to successfully work with small team of artists, designers in a start-up environment.
ART DIRECTOR, WEPLAYTV.COM, GRASS VALLEY, CA MARCH 2008-AUGUST 2008
Set the look and feel for weplaytv.com. Worked with design and engineer teams to create an attractive, energetic, high production feel, in a start-up environment. Provided creative input and game design.
CONTRACT ENVIRONMENT ARTIST, NEVERSOFT ENTERTAINMENT; NEVADA CITY/LOS ANGELES, CA NOVEMBER 2006-OCTOBER 2007
Worked closely with concept artists to create original stylized concert venues. Provided environment art content and creative services for Neversoft Entertainment. Venue creation. 3D models, textures, lighting, effects concepts. Worked with engineers and tech artists to revise, maintain, and create new tools. Oversaw technical/ memory limits per zone, provided memory budgets per zone.
LEAD ENVIRONMENT ARTIST, NEVERSOFT ENTERTAINMENT; LOS ANGELES, CA 2006
Managed 15 full-time environment artists. Assisted production in scheduling team, keeping the game on track. Spent time daily with each artist to ensure the visual style of the game follows the art direction. Lead art-critiques each week. Oversaw technical/memory limits per zone, provided memory budgets per zone. Worked with engineers and tech artists to revise, maintain, and create new tools. Contributed to overall look/feel of the game via fullscreen lighting effects. Assisted in hiring process for future art roles. Assisted with new artist training.
SENIOR ENVIRONMENT ARTIST, NEVERSOFT ENTERTAINMENT; LOS ANGELES, CA 2002-2005
Created 3D models, textures, and lighting for PS2/XBOX games. Worked under various constraints of developing for multiple console platforms. Required ability to successfully work with small team of artists, designers, producers to accumulate appropriate reference material upon which to base design of a fun level. Able to meet deadlines required by annual development cycle. Involved in soundtrack design.
LEAD ARTIST, CANOPY GAMES; MINNEAPOLIS, MN 1998-2002
Created 3D models, textures, lighting, level design, particle effects for 8 games. Primarily focused on environments, established overall theme/feel/mood. Created internal technical documentation. Involved in virtually all aspects of game creation and release.
ARTIST, THE LEARNING COMPANY; MINNEAPOLIS, MN 1997-1998
Generated page layouts and simple 2D animations for an educational game.

LIST OF GAMES WORKED ON

Unannounced Project, 2010 - Facebook, iPhone/iPod Touch Unannounced Project, 2010 - iPhone/iPod Touch Pet Sematary, 2009 - iPhone/iPod Touch Polyghost, 2009 - iPhone/iPod Touch Watchmen Justice Is Coming, 2009 - iPhone/iPod Touch Guitar Hero 3 Legends of Rock, 2007 - XBOX360, PS3, PS2 Tony Hawk's American Wasteland, 2005 - PS2, XBOX, XBOX360, GC GUN, 2005 - PS2, XBOX, GC, XBOX360 Tony Hawk's Underground 2, 2004 - PS2, XBOX, GC Tony Hawk's Underground, 2003 - PS2, XBOX, GC Tony Hawk's Pro Skater 4, 2002 - PS2, XBOX, GC Midnight Outlaw Illegal Street Drag , 2002, PC WW2: Desert Rats, 2002, PC Harley Davidson: Race Around the World, 2001, PC Ultrawheels Street Jam, 2001, PC Kawasaki Fantasy Motocross, 2000, PC Harley Davidson: Wheels of Freedom, 2000, PC Harley Davidson: Race Across America, 1999, PC Shattered Reality, 1999, PC (not published) Historically Correct Post Apocalyptic Retro-Futuristic Underwater Western Adventure Game.

EDUCATION

Saint Cloud State University, Saint Cloud, MN Bachelor of Science: Visual Communications, 1997

SKILLS

Unique ability to gel with all members of the development team. Reflects positive personality, inspiring productivity and passion for the project. Values healthy communication and holds strong desire to solve problems together as a team. Understands the big picture of any task and can flex according to a projects fluctuating schedule, features, and workflow.

SOFTWARE

3D Studio Max, Photoshop

REFERRALS

Available upon request

Page 2

doc1

SALES, DEMOGRAPHICS AND USAGE DATA

ESSENTIAL FACTS

ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY
The opportunities for our industry are vast and exciting. We are growing and broadening our audience, opening new frontiers, developing online and wireless platforms, and creating truly original and unique forms of entertainment.
Douglas Lowenstein, President, Entertainment Software Association
Whether we like it or not, this is the medium of our moment. It is a medium that is telling our cultural story, and the fact that it is a primary tool of youth and adolescents means it will have a tremendous impact on how the next generation or two plays itself out.
Sheldon Brown, Visual Arts Professor and Director of the Center for Research in Computing and the Arts at the University of California, San Diego
2005 Entertainment Software Association

WHATS INSIDE?

Who Plays What?. 2
Who Plays Computer and Video Games?. 2 Who Buys Computer and Video Games?. 3 How Long Have Gamers Been Playing?. 3 How Long Do Gamers Expect to Continue Playing?. Computer and Video Game Sales by Rating. 4 What Were the Top-Selling Game Genres in 2004?. 4 What Were the Top-Selling Games of 2004?. 5 What Else Are Gamers Doing?. 6 Parents and Games. 7
Who Plays What? Online and Wireless Games. 8
How Many Gamers Play Games Online?. 8 Who Plays Games Online?. 8 What Kind of Games are Played Online Most Often?. 8 How Many Americans Play Games on Wireless Devices?. 8
Whats the Bottom Line? Sales Data. 9
Recent Sales Information (2003 and 2004). 9 How Many Games Sold 500,000 or More Units in 2004?. 9 Historical Sales Information (1996 2004). 11 How Many Americans Expect to Buy Games in 2005?. 11

Who Are We?. 12

About the ESA. 12 ESA Members. 12

Other Resources. 13

ALL DATA IN THIS DOCUMENT IS FROM THE ESAS 2005 CONSUMER SURVEY UNLESS OTHERWISE NOTED. The Entertainment Software Association (ESA) released its 2005 Essential Facts About the Computer and Video Game Industry at E3 on May 18, 2005. The annual research was conducted by Ipsos-Insight for the ESA. The study is the most in-depth and targeted survey of its kind, gathering data from almost 1,500 nationally representative households that have been identified as owning either or both a video game console or a personal computer used to run entertainment software.

WHO PLAYS WHAT?

Who PLAYS Computer and Video Games?
of heads of households play computer or video games.

75% 30

The average game player age is:
Source: Peter D. Hart Research Associates

OF GAME PLAYERS

35.0% under 18 years 43.0% 1849 years 19.0% 50+ years
of Americans over the age of 50 played video games in 2004, an increase from 9% in 1999.

GENDER

OF GAME PLAYERS 55.0% male 43.0% female
WOMEN over the age of 18 represent a greater portion of the gameplaying population (28%) than boys from ages 6 to 17 (21%).
Who BUYS Computer and Video Games?
The average age of the most frequent game purchaser is:
How Long Have Gamers Been Playing?
is the average number of years adult gamers have been playing.
How Long Do Gamers Expect to Continue Playing Games?
of game players expect to be playing as much or more 10 years from now as they do today. 3
2004 Computer and Video Game Sales By Rating

BY UNITS SOLD

53.0% 30.0%

EVERYONE (E)

TEEN (T)

MATURE (M)

Source: The NPD Group / NPD Funworld / TRSTS and NPD TechworldSM

BEST-SELLING VIDEO

5.4% Fighting 9.0% Role-Playing

GAME GENRES

9.4% Racing

30.1% Action

9.5% Children & Family Entertainment

9.6% Shooters

Source: The NPD Group / NPD Funworld / TRSTS

17.8% Sports

BEST-SELLING COMPUTER
3.9% Action 5.4% Sports 5.9% Adventure 26.9% Strategy 10.0% Role-Playing

16.3% Shooters

Source: The NPD Group / NPD TechworldSM
20.3% Family & Childrens

TOP 20 SELLING VIDEO

RANK TITLE
GAMES OF 2004 by units sold:

PLATFORM RATING

Grand Theft Auto: San Andreas Halo 2* Madden NFL 2005 ESPN NFL 2K5 Need for Speed: Underground 2 Pokemon Fire Red NBA Live 2005 Spider-Man 2 Halo ESPN NFL 2K5 Pokemon Leaf Green Madden NFL 2005 NCAA Football 2005 Fable MVP Baseball 2004 NFL Street Tony Hawks Underground 2 Metal Gear Solid 3: Snake Eater Mario Brothers 3: Mario 4 Need for Speed: Underground
PS2 XBX PS2 PS2 PS2 GBA PS2 PS2 XBX XBX GBA XBX PS2 XBX PS2 PS2 PS2 PS2 GBA PS2
M M E E E E E T M E E E E M E E T M E E
*Includes limited and collectors editions

TOP 20 SELLING COMPUTER

RATING
The Sims 2 Doom 3 World of Warcraft Half-Life 2 The Sims 2 Special Edition The Sims Deluxe Battlefield Vietnam Call of Duty Roller Coaster Tycoon 3 Zoo Tycoon: Complete Collection City of Heroes Unreal Tournament 2004 The Sims: Makin Magic Expansion Pack Age of Mythology Far Cry Halo: Combat Evolved Star Wars: Knights of the Old Republic Flight Simulator 2004: Century of Flight Zoo Tycoon 2 Rome: Total War

T M T M T T T T E E T M T T M M T E E T
WHAT ELSE ARE GAMERS DOING?
Gamers devote more than triple the amount of time spent playing games each week to exercising or playing sports, volunteering in the community, religious activities, creative endeavors, cultural activities, and reading.
In total, gamers spend 23.4 hours per week on these activities, compared to 6.8 hours per week playing games.
of game players of all ages report exercising or playing sports an average of 20 hours a month.

79% 45% 93% 47%

of gamers volunteer an average of 5.4 hours per month.
of game players report reading books or daily newspapers on a regular basis, while 62% consistently attend cultural events, such as concerts, museums, or the theater.
of most frequent gamers play computer and video games with friends.
WHO PLAYS WHAT? PARENTS* AND GAMES
of the time parents are present at the time games are purchased or rented.

92% 32% 63%

of parents play games with their children weekly.
of parents believe games are a positive part of their childrens lives.
of the time children receive their parents permission before purchasing or renting a game.
*Parents with kids under 18 who also own a game console or computer used to play games.
The Top FOUR Reasons Parents Play Video Games With Their Children: Because they are asked to (69%) Its a good opportunity to socialize with the child (68%) Its fun for the entire family (66%) Its a good opportunity to monitor game content (56%) 7
WHO PLAYS WHAT? ONLINE GAMES
How Many Gamers Play Games Online?
42% of most frequent game players say they play games online.

Who Plays Games Online?

of online game players are male.
of online game players are female.
What Kind of Games Are Played Online Most Often?
8.5% Other 9.1% Persistent Multi-Player Universe 9.5% Shockwave/Flash/ Browser-based Mini Games
56.8% Puzzle/Board/Game Show/Trivia/Card
19.0% Action/Sports/ Strategy/Role-Play
How Many Americans Play Games on Wireless Devices?
of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20% in 2002. 8

WHATS THE BOTTOM LINE?

RECENT SALES INFORMATION
U.S. COMPUTER AND VIDEO GAME DOLLAR SALES: 2003 AND 2004

DOLLARS IN BILLIONS 1

7.0 1.2 5.8 6.2 5.8

7.3 1.1 6.2

1.2 2003

1.1 2004

VIDEO GAME SALES

COMPUTER GAME SALES

COMBINED COMPUTER AND VIDEO GAME DOLLAR SALES
U.S. COMPUTER AND VIDEO GAME UNIT SALES: 2003 AND 2004

UNITS IN MILLIONS 25

239.2 52.8 203.0 186.4 186.4

248.0 45.0 203.0

52.2004 2003

45.2003 2004

VIDEO GAME UNITS

COMPUTER GAME UNITS

COMBINED COMPUTER AND VIDEO GAME UNIT SALES
How Many Games Sold Over 500,000 Units in 2004?
A record 12 games sold more than one million units, and of these, nine were rated E or T. Fifty-two console games sold more than 500,000 units. 9
Whatever these games mean to the people who play them.they mean a lot. Fifteen years ago, video games were barely more than a cottage industry, if by cottage you mean the sticky back corner of a stripmall bowling alley. Last year game sales hit $7 billion, in the same exclusive ballpark as movies (about $9 billion). We should count ourselves lucky. The video game is a brand-new medium, and we get to see it evolve from the very beginning.
Time, by Lev Grossman, November 8, 2004
.[I]f you're over 35, chances are you view video games as, at best, an occasional distraction. If youre under 35, games are a major entertainment and a part of life. In that sense, they are similar to what rock n roll meant to boomers.
USA Today, by Kevin Maney, November 17, 2004
HISTORICAL SALES INFORMATION
U.S. COMPUTER AND VIDEO GAME DOLLAR SALES GROWTH

DOLLARS IN BILLIONS 2 1

5.5 4.4 3.7
U.S. COMPUTER AND VIDEO GAME UNIT SALES GROWTH

133 105

How Many Americans Expect to Buy Games?
of Americans have purchased or plan to purchase one or more games in 2005. 11

WHO ARE WE?

About The Entertainment Software Association
Formed in 1994, the Entertainment Software Association (ESA), formerly the Interactive Digital Software Association, is the U.S. association exclusively dedicated to serving the business and public affairs needs of companies that publish video and computer games for video game consoles, personal computers, and the Internet. Association members include the nations leading interactive entertainment software publishers, which collectively accounted for more than 90 percent of the $7.3 billion in entertainment software revenues generated in the United States in 2004, and billions more in export sales of U.S.-made entertainment software. The ESA offers a range of services to its members including operating a global anti-piracy program, staging the Electronic Entertainment Expo trade show, fielding business and consumer research, and representing the industry at the federal, state, and local levels on a wide range of policy issues. For more information about the ESA and its programs, please visit www.theESA.com.

ESA Members

as of May 2005
Activision, Inc. Atari Buena Vista Games Capcom USA, Inc. Crave Entertainment Eidos Interactive Electronic Arts Her Interactive id Software Konami Digital Entertainment-America LucasArts Microsoft Corporation Midway Games, Inc. Namco Hometek, Inc. Nintendo of America Inc. NovaLogic, Inc. SEGA of America, Inc. Sony Computer Entertainment America Square Enix, Inc. Take-Two Interactive Software, Inc. THQ, Inc. Ubisoft Entertainment Vivendi Universal Games Warner Bros. Interactive Entertainment, Inc. Wild Tangent
www.activision.com www.atari.com www.buenavistagames.go.com www.capcom.com www.cravegames.com www.eidosinteractive.com www.ea.com www.herinteractive.com www.idsoftware.com www.konami.com www.lucasarts.com www.microsoft.com www.midway.com www.namco.com www.nintendo.com www.novalogic.com www.sega.com www.us.playstation.com www.square-enix.com www.take2games.com www.thq.com www.ubi.com www.vivendiuniversal.com www.wbie.com www.wildtangent.com

OTHER RESOURCES

For more information on the ESA and its programs, please visit: www.theESA.com
Entertainment Software Rating Board (ESRB) www.esrb.org The Entertainment Software Rating Board (ESRB) is a self-regulatory body established in 1994 by the Entertainment Software Association (ESA). ESRB independently applies and enforces ratings, advertising guidelines, and online privacy principles adopted by the industry. Academy of Interactive Arts and Sciences (AIAS) www.interactive.org Located in Los Angeles, CA, the Academy of Interactive Arts & Sciences (AIAS) is an official professional academy of the $7+ billion interactive entertainment software industry. AIAS is supported by the industrys leading companies. E3Expo www.e3expo.com The Electronic Entertainment Expo (E3), Where Business Gets Fun, is the worlds largest trade event exclusively dedicated to showcasing interactive entertainment and educational software and related products. International Game Developers Association (IGDA) www.igda.org The International Game Developers Association (IGDA) is a non-profit membership organization that advocates globally on issues related to digital game creation. The IGDAs mission is to strengthen the international game development community and effect change to benefit that community. Interactive Entertainment Merchants Association (IEMA) www.iema.org The Interactive Entertainment Merchants Association (IEMA) is the only U.S. trade association dedicated to serving the business interests of leading retailers that sell interactive entertainment software (including video and computer games, multimedia entertainment, peripherals, and other software). The NPD Group, Inc. www.npd.com Since 1967 The NPD Group has provided the most reliable and comprehensive sales and marketing information available for a wide range of industries. As the gold standard for market information in each industry we track, more than 1,300 manufacturers and retailers rely on NPD to help them better understand their customers, product categories, distribution channels and competition in order to help guide their business and positively impact sales and revenues.

 

Technical specifications

Full description

Activision's Tony Hawk Pro Skater series gears up for another run in Tony Hawk's Underground, a 3D skateboarding title offering the most radical departure from previous installments in the franchise to date. More freedom and greater customization features are at the top of the list in improvements, but the biggest change is the absence of professional skaters. Instead of mastering the moves of Tony Hawk or another athlete, players must guide a no-name skater looking for a break on the tough streets of New Jersey. Gone is the Career mode from previous titles and in its place is a Story mode that chronicles an individual's rise from obscurity to become "Skater of the Year."

 

Tags

BDM1200S F150-1997 MC-7645B Output-2007 Distance CJ-KS80 8 5 Illion 1 MDV902 Velocity 32PW8727 LH-W5100D DVD-S511 GL-100 Radio Bissell 1699 Power I Lumina-1993 HQ686 Digital Start RM-V80T KDL-32V4500 Moto Q9H TB8220U PDP-436HDG SDM-HS74P Yanmar 3GMD FJS1397W Browser Yamaha RX-8 V-touch 32PFL9603D T650A STR-DE345 LP-8700 DVD-E232 20WGX2 PRO DSC-T300 R MD-MS722 07E 52 Standard AD50VT W760I TX-14P1F HVL-F58AM Premium 800 CD-5090 VSX-D712-K Lexmark T520 7 GO DI-804V TR-1000 DCR-IP1E KA58NA40 OPR 2001 16589 W Premium Euroset 2015 A590 IS WIT 61 MS7308D Barista RS-50 Pro II SGH-E250S Deere 9030 Photosmart 8230 30518 HP 48GX Photosmart 7400 7416CG TX-32LED8FS DX7000F Dslr-A230Y Mediatv PVR GR-D70E PS50C687 MIO C520 23PF8946 Smarcast DVD-SH830 RH188HS Satio U1A Pilote A4004V Captivate Review WD20000H2U SR-DVM600us-sr-dvm600 2 5 KDC-W3044G IC-F5061D GSC 10 Nvgs320 MP-330 C652DS VL-Z7S EL-6490 LA40A650 KDC-C461

 

manuel d'instructions, Guide de l'utilisateur | Manual de instrucciones, Instrucciones de uso | Bedienungsanleitung, Bedienungsanleitung | Manual de Instruções, guia do usuário | инструкция | návod na použitie, Užívateľská príručka, návod k použití | bruksanvisningen | instrukcja, podręcznik użytkownika | kullanım kılavuzu, Kullanım | kézikönyv, használati útmutató | manuale di istruzioni, istruzioni d'uso | handleiding, gebruikershandleiding

 

Sitemap

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101