We bring the wonders of the world to you. As storytellers and technologists, we're capturing and sharing the world's most impressive monuments in mind-blowing digital experiences.
We use photogrammetry to create stunning 3D replicas of historical and contemporary marvels that can be used across mediums ranging from virtual production to video games to virtual and augmented reality.
We also craft our own unique interactive experiences for AR and VR by combining detailed historical accuracy with exhilarating narratives to create stories that engage, entertain, and educate.
In 1994 Apogee created a new division, 3D Realms Entertainment, with the goal of developing innovative, interactive, immersive and of course fun 3D action games. The Apogee label, for all purposes, was slated to be phased out after having been responsible for nearly 30 PC games, including Beyond the Titanic, Supernova, Kroz, Pharaoh's Tomb, Commander Keen, the original Duke Nukem in 1991, Cosmo's Cosmic Adventure, Word Rescue, Math Rescue, Wolfenstein 3-D, Blake Stone, Raptor, Wacky Wheels, Rise of the Triad, Death Rally and Stargunner. (For a complete list of our games, visit here.)
3D Realms' first title, Terminal Velocity (1995), developed by Dallas-area developer Terminal Reality, was an arcade-style, fast-paced fully 3D futuristic flight combat game. This was the first shareware game to get on the cover of a major gaming magazine (Computer Game Player -- now defunct).
Next came Duke Nukem 3D in early Jan. 1996 (shareware only, with the full game releases in May). Duke's third adventure (the first two were 2D platform games) rocked the gaming world as if kicked in the rear-end by Duke's mighty foot. Duke's signature phrase, "Come get some," was exactly what game players did, propelling Duke to the number one seller status for several months in a row, and number four for 1996, even though the list that ranked Duke number four didn't include the 50,000+ copies of the game 3D Realms sold directly, and which would have put Duke even higher on that list--only behind a game (Warcraft) that had a full years' sells, compared to Duke's seven months!
Concept Artists and Concept Speakers exclusively represents an elite class of artists, speakers and packaged entertainment tailored toward specific performance settings and applications, event themes, brand identity and other objectives. Our dynamic and diverse roster of talent are a great fit for corporate events, product launches, trade shows and awards galas. Each of our acts are uniquely accomplished professionals both onstage and off, collaborating with clients from the inception of a “concept” to the development, execution and delivery of a performance.
Thanks to an enormous network of time-tested relationships and resources, Concept also has the capacity to locate and deliver rich entertainment solutions worldwide at various price points. Concept's team of agents has extensive experience in sourcing top tier celebrity talent and negotiating agreements for customized live performances and limited usage film agreements. From digitally branded and customized entertainment to team-building activities, Concept provides clients with the broadest conceivable range of talent solutions for targeted programming.
New York, New York, US
Private
$1M Revenue
http://www.conceptartists.com
14 Employees
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