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Fernando José Torres Sanz (Spanish pronunciation: [feɾˈnando ˈtores]; born 20 March 1984) is a Spanish football manager and former player🏀 who played as a striker. He is the current manager of Atlético Madrid Juvenil A. Due to his consistent goalscoring🏀 rate as a young player, Torres came to be nicknamed El Niño ('The Kid'), which stuck with him throughout his🏀 career.[5] In his prime, he was praised for his pace, accurate finishing, and proficiency in heading, and was named in🏀 the FIFA World XI twice.
AC Milan
Torres was called up for Spain's Euro 2008 squad,[164] where he set up Villa to🏀 score Spain's first goal of the tournament in the first game in the group stage against Russia.[165] Torres came under🏀 criticism for apparently refusing to shake the hand of Spanish manager Luis Aragonés after being substituted off.[166] He subsequently denied🏀 being angry with the coaching, saying that he was actually "irritated with himself".[166] He scored his first goal of the🏀 tournament in Spain's next game, a 2–1 win over Sweden.[167] Torres scored the winner and was named the man of🏀 the match in the final against Germany in a 1–0 victory.[168][169] He said, "It's just a dream come true. This🏀 is my first title and I hope it's the first of many. Victory in a Euro, it is almost as🏀 big as a World Cup. We are used to watching finals on television, but today we were here and we🏀 won. My job is to score goals. I want to win more titles and be the most important player in🏀 Europe and the world."[170] He was later named as a striker along with his striking partner David Villa in the🏀 Team of the Tournament.[171]
Torres was named in Spain's team for the 2009 FIFA Confederations Cup in June.[173] He scored his🏀 second hat-trick for Spain after 17 minutes into a Confederations Cup match against New Zealand on 14 June,[174] thus recording🏀 the fastest hat-trick by a player for Spain.[175] He played for Spain as they were defeated 2–0 by the United🏀 States in the semi-final,[176] as well as the third-place play-off, which Spain won 3–2 against South Africa after extra time.[177]
Appearances🏀 and goals by national team and year[232] National team Year Apps Goals Spain 2003 3 0 2004 11 1 2005🏀 12 8 2006 13 5 2007 6 1 2008 13 3 2009 13 5 2010 11 3 2011 9 1🏀 2012 10 4 2013 5 5 2014 4 2 Total 110 38
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Infinity Ward was founded as an Activision division by Grant Collier, Jason West, and Vince Zampella in 2002.[7][3] The studio🍊 was formed by several members of 2024 Games, LLC., the studio that developed the successful Medal of Honor: Allied Assault🍊 for Electronic Arts (EA) in 2002. Dissatisfied with the current contract they had under EA, Collier, West, and Zampella engaged🍊 with Activision to help establish Infinity Ward, which became one of the primary studios within Activision for the competing Call🍊 of Duty series.[8] Initially, Activision provided Infinity Ward US$1.5 million for 30% stake in the company to start development on🍊 the first game Call of Duty, acquiring full ownership after the title was successfully launched in 2003.[9] During this period,🍊 the studio was about 25 employees including many who followed Collier, West, and Zampella from 2024. Activision allowed Infinity Ward🍊 a great deal of freedom in how it developed its titles.[9]
Shortly after this release, Microsoft contacted Activision to seek a🍊 Call of Duty title as a launch title for the upcoming Xbox 360 console.[9] Infinity Ward agreed to prepare Call🍊 of Duty 2 for release in the last quarter of 2005. Collier said the request would help them lose the🍊 stigma of being only a personal computer developer, and so to make sure the console version was on parity, they🍊 tripled their staff to about 75 employees.[9] Much of the focus of Infinity Ward's development was improving its game engine🍊 to include realistic special effects, such as smoke grenades to hinder sight, or bullets piercing through weak materials.[9] Call of🍊 Duty 2 was a major success, having an 85% attach rate to new Xbox 360 console sales, and selling 1.4🍊 million units its first year.[9] At this point, Activision brought in Treyarch, one of their internal studios, to help develop🍊 additional Call of Duty games, with Infinity Ward spending the time and effort to improve the game's engine for one🍊 game, and Treyarch using the updated engine to create a new title.[9] Treyarch released the next sequel Call of Duty🍊 3 while Infinity Ward itself developed Call of Duty 4: Modern Warfare, which instead of taking place during World War🍊 II, was set in a contemporary period with a fictional conflict between superpowers.[9] At the time of Modern Warfare's release,🍊 Infinity Ward had more than 100 employees.[9]
2010 employee firings and departures [ edit ]
Call of Duty: Ghosts features an upgraded🍊 next-generation version of the IW 5.0 seen in Call of Duty: Modern Warfare 3.[54] IW 6.0 is compatible with next-gen🍊 systems such as Xbox One and PlayStation 4 so polygon counts, texture detail and overall graphical fidelity has been increased.🍊 IW 6.0 is also compatible with Microsoft Windows, Wii U, PS3 and Xbox 360. The IW 6.0 engine features technology🍊 from Pixar, SubD, which increases the level of detail of models as one gets closer to them. Mark Rubin has🍊 said about the HDR lighting "We used to paint it in and cover up the cracks, but now it's all🍊 real-time".[55] Ghosts uses Iris Adjust tech which allows the player to experience from a person's point of view how their🍊 eyes would react to changes in lighting conditions realistically. Other features include new animation systems, fluid dynamics, interactive smoke, displacement🍊 mapping and dynamic multiplayer maps. Call of Duty: Infinite Warfare's IW 7.0 features weightlessness system, game physics improvement, improved AI🍊 and improved non-player characters behaviors.[56][57]
Call of Duty: Modern Warfare II is developed on a highly upgraded version of the engine🍊 first used in 2024's Modern Warfare.[63][64] The engine is co-developed by Infinity Ward, Treyarch, and Sledgehammer Games, and will be🍊 used in future installments of the series in a unified effort to ensure that every studio is working with the🍊 same tools.[65][66][67]