Sean O’Neal starred on which video game that was noted for its advanced interaction with its game environment?
Penumbra
Penumbra (series)
Penumbra is the name of an episodic survival horror video game series developed by Frictional Games and published by Paradox Interactive and Lexicon Entertainment.
 The games use the HPL Engine 1, initially developed as a tech demo.
 "Penumbra" is notable for its horror styling and for allowing advanced physical interaction with the game environment.
Sean O'Neal
Sean O’Neal (born November 29, 1977) is an American actor.
 He is best known for portraying Sam Anders in the television show "Clarissa Explains It All".
 O'Neal appeared in the popular long-running French comedy theater show, "Au théâtre ce soir" as Monsieur Bennett at the age of 5 long before he worked on Clarissa.
 After Clarissa, he also starred in some TV series such as Development Hell and Penumbra.
Game integrated development environment
A game integrated development environment (game IDE or game environment) is a specialized integrated development environment for creating video games.
 The features one provides depends on the type and the granularity of control allowed by the underlying framework.
 Some may provide diagrams, a windowing environment and debugging facilities.
 Users build the game with the game IDE, which may incorporate a game engine or call it externally.
 Game IDEs are typically specialized and tailored to work with one specific game engine. Lost in Shadow
Lost in Shadow, known as A Shadow's Tale in Australia and Europe and as Kage no Tō (影の塔 , lit.
 "Tower of Shadows") in Japan, is a puzzle platforming video game developed for Nintendo's Wii console by Hudson Soft.
 It was released in Japan in July 2010, in Australia and Europe in October 2010, and in North America in January 2011.
 "Lost in Shadow" is played largely in the background of the game environment as the player controls a boy's shadow, which must climb the shadows of a tall tower, rife with puzzles and enemies.
 He is accompanied by a sylph that can alter the direction of the foreground light sources, altering the alignment of shadows upon which he climbs.
 There are times in the game when the boy is able to materialize into the 3D world and briefly interact with the objects themselves as opposed to simply their shadows. Multiplayer video game
video game in which more than one person can play in the same game environment at the same time.
 Video games are often single-player activities, putting the player against preprogrammed challenges or AI-controlled opponents (which lack the flexibility of human thought).
 Multiplayer games allow players interaction with other individuals in partnership, competition or rivalry, providing them with social communication absent from single-player games.
 In multiplayer games, players may compete against two (or more) human contestants, work cooperatively with a human partner to achieve a common goal, supervise other players' activity, co-op, and objective-based modes assaulting (or defending) a control point.
 Multiplayer games typically require players to share the resources of a single game system or use networking technology to play together over a greater distance. Euphoria (software)
Euphoria is a game animation engine created by NaturalMotion based on Dynamic Motion Synthesis, NaturalMotion's proprietary technology for animating 3D characters on-the-fly "based on a full simulation of the 3D character, including body, muscles and motor nervous system".
 Instead of using predefined animations, the characters' actions and reactions are synthesized in real-time; they are different every time, even when replaying the same scene.
 While it is common for current video games to use limp "ragdolls" for animations generated on the fly, Euphoria employs a more complex method to animate the entirety of physically bound objects within the game environment.
 The engine was to be used in an Indiana Jones game that has since been cancelled.
 According to its web site, Euphoria runs on the Microsoft Windows, OS X, Linux, PlayStation 3, PlayStation 4, Xbox 360, Xbox One, iOS and Android platforms and is compatible with all commercial physics engines. Video game design
Video game design is the process of designing the content and rules of a video game in the pre-production stage and designing the gameplay, environment, storyline, and characters in the production stage.
 The designer of a game is very much like the director of a film; the designer is the visionary of the game and controls the artistic and technical elements of the game in fulfillment of their vision.
 Video game design requires artistic and technical competence as well as writing skills.
 As the industry has aged and embraced alternative production methodologies such as agile, the role of a principal game designer has begun to separate - some studios emphasising the auteur model while others emphasising a more team oriented model.
 Within the video game industry, video game design is usually just referred to as "game design", which is a more general term elsewhere. Isometric graphics in video games and pixel art
In video games and pixel art, "isometric" refers to some form of axonometric projection (commonly, the form of dimetric projection with a 2:1 pixel ratio) where the viewpoint is angled to reveal other facets of the game environment than are typically visible from a purely top-down perspective or side view, thereby producing a three-dimensional effect.
 In almost all cases, however, the term "isometric" is misapplied; in true isometric projection, the representations of the "x", "y" and "z" axes are strictly oriented 120° to each other, whereas in other projections the angles vary.
 The terms "3/4 perspective", "2.5D" and "pseudo-3D" are also frequently applied, though these terms can possess slightly different meanings in different contexts. Montreal International Games Summit
The Montreal International Games Summit (MIGS), also known as le Sommet International du jeu de Montréal (SIJM), is a conference on video games.
 The first edition was held in 2004 and usually takes place in November at le Palais des Congrès de Montréal.
 The summit was founded in order to meet the needs of the rough 9000 video game workers in Quebec.
 The mission of the summit is to expand the exposure of the video game community and industry in Quebec as well as develop the expertise of the Quebec video game industry.
 MIGS is currently the leading professional gaming summit of the East Coast, and is arguably the largest game development event in Canada.
 The overall aims of MIGS are to promote, train, network, and hire potential players in the gaming industry.
 Professionals attending the summit partake in lectures and presentations largely oriented around how to better specific aspects of the industry, such as art and VFX, business, and design.
 Currently, MIGS has partnered with many of the leading electronic and game development companies in Canada, including Ubisoft and Warner Bros.
 Games.
 The Montreal International Gaming Summit is networked similarly to the Electronic Entertainment Expo, using the same application in order to facilitate interaction between industry players and their associates.
 It was only in 2008, during the fifth summit, did MIGS become an event that was open to the public.
 2013 marked the tenth annual Montreal International Gaming Summit. Achievement (video gaming)
In video gaming parlance, an achievement, also sometimes known as a trophy, badge, award, stamp, medal or challenge, is a meta-goal defined outside of a game's parameters.
 Unlike the in-game systems of quests, tasks, and/or levels that usually define the goals of a video game and have a direct effect on further gameplay, the management of achievements usually takes place outside the confines of the game environment and architecture.
 Meeting the fulfillment conditions, and receiving recognition of fulfillment by the game, is referred to as unlocking the achievement.