Subsidiary of THQ | |
Industry | Computer and video game industry |
Fate | Closed by THQ |
Founded | March 1997 |
Defunct | November 2008 |
Headquarters | Farmers Branch, Texas, United States |
Key people
|
Dave Gatchel (general manager) |
Products | See game titles |
Number of employees
|
57 (as of November 2008) |
Parent |
Infogrames (2000 — 2006) THQ (2006 — 2008) |
Website | web |
Paradigm Entertainment (previously part of Paradigm Simulation) was an American video game development company. Paradigm is perhaps best known for its vehicle simulation games. Founded as a 3D computer graphics company in 1990, Paradigm primarily worked on realistic flight simulation technology for major space and aviation clients. The company got its start in game development when it was contacted by Nintendo in 1994 to aid in the creation of one of the Nintendo 64's launch titles, Pilotwings 64. The game was a critical and commercial success for the developer, causing the simulation and entertainment divisions of Paradigm to separate and focus on their respective products. The newly independent Paradigm Entertainment continued to develop for Nintendo's 64-bit console. After a short partnership with Video System, Paradigm was acquired as a wholly owned subsidiary of Infogrames in 2000 and began developing games for sixth-generation video game consoles. Paradigm was sold to THQ in 2006 and was ultimately closed in 2008.
Paradigm Simulation was founded in 1990 as a company based in Addison, Texas. It initially focused on creating commercial products for graphics developers, including military training simulations for pilots and ship captains and a lengthy client list that included the United States Department of Defense, The Walt Disney Company, NASA, Lockheed Martin, Boeing, and McDonnell Douglas. Paradigm acted as a proponent of 3D computer graphics and virtual reality in the mid-1990s with its applications including the IRIS GL-based VisionWorks and the Performer-based Vega, which were used on Silicon Graphics workstations. Project sales for the company were $7 million in 1995, up from $3.5 million in 1994. During that time, the company frequented the annual Consumer Electronics Show, SIGGRAPH, and Electronic Entertainment Expo (E3) conferences with its 3D technological demonstrations.