Sentences with phrase «aaa games in the works»

Ubisoft also have a brand new AAA game in the works, which will launch sometime before the end of the fiscal year (March 2017 to you and me.)
True but don't forget that at the moment SE has 3 AAA games in the works in their main office.

Not exact matches

I've always really loved working on the kinds of blockbuster AAA games that I've had the opportunity to work on, and I think I've been exceptionally lucky — it's partly by luck and a little bit of judgment I've gotten to work on big games that are also, I think, real exemplars in terms of craft, and hopefully, ultimately, with some transcendent aspects to them.»
Many of you may have gotten the day off of work in observance of this weekend's festivities and are breaking out some recent AAA games you've been waiting for the free time to play.
Amy Hennig, another veteran developer who worked on games such as Legacy of Kain: Soul Reaver and the Uncharted series also lambasted the working conditions in the AAA games industry:
Ben Throop After spending 15 years in AAA at Sony working on the Syphon Filter franchise, and then at Activision as a Game Director, Ben struck out on his own to in 2014.
CI Games is working on giving the final game the polished AAA experience it deserves and with a Q1 2016 release, Sniper: Ghost Warrior 3 is the one the watch for players looking for a realistic, tactical approach to sniping in video games.
In response Mesa stated that «The economics simply don't work with the traditional process» when it comes to getting AAA titles on the Vita, and that Sony needs to «do something different to get AAA games» on the device.
Compared to work in the «core» or «AAA» game space, there are specific development conditions and mandates to consider when entering this region of the industry — and it's a decidedly smokin» hot area of growth right now.
He's currently not allowed to work for a large range of AAA games studios because the union that represents him and most professional voice actors in the games industry, SAG - AFTRA, has called for a strike.
We knew we could not compete directly with a AAA studio, but we thought that with enough hard work and creativity we could compete competently in the indie game marketplace.
Even if the only games you like are the most mainstream AAA games, this environment of free experimentation allows AAA developers to cherry pick the experimental mechanics which did work in smaller games, and give them the full AAA treatment, keeping your shooters fresh and exciting at very low risk.
He has worked in game audio since 2007 in a variety of game audio fields for AAA games: audio programming (Guild Wars 2, Call of Duty: Advanced Warfare, Call of Duty: MW3), sound design (Dead Space 2), and music composition (Spore).
The good news is, in their more than 15 year history, developer Inti Creates have shipped over 30 different games on eight different platforms, and our project lead, Keiji Inafune, has either worked on or overseen 30 + games in this genre alone, as well as having lead one of the biggest Japanese studios, and some of the biggest AAA games ever.
After spending over 7 years in the «AAA» game industry working on titles such as Singularity and Call of Duty: Modern Warfare 3, Aaron decided it was time to move onto something smaller and more creative.
I would really love to have a mentor who is a senior game AI programmer working in a AAA company, having an interest in action - adventure and open world games, and specialized on architecture and character behaviors.
Our work appears in AAA games for publishers such as 2k Games and Warner Brothers, and in top level Government Simulations for General Dynamics and Northrop Grumman.
«I've known and worked with Dlala since 2012 and have continuously been impressed with their tenacity, creativity and determination in making the best games possible that seek to buck the trend of the big budget AAA titles that sometimes sacrifice gameplay for visual impact.
Focusing heavily on producing and directing cinematic cutscenes, cinematic gameplay and in - game animations, I have worked on many AAA projects ranging from multiple James Bond titles to Disney and Blue Sky movie tie - ins.
Jay previously worked at AAA PC racing game developer Ratbag in Australia, then went on to found Hyperfocal Design (HDRI and Sky texture collections) before forming Binary Space with Saxon Druce, where they developed Class 3 Outbreak and Zombie Outbreak Simulator.
Iskander has over 20 years of game development experience, working on award - winning AAA video games like Pro Evolution Soccer and Bioshock Infinite at such companies as SONY, EA, Take Two, and Konami in the U.S.A. and Japan, holding titles from Creative Director to Technical Director.
Previously they worked together on the Total War series of games, in roles including Project Director and Lead Artist, and have credits on many other AAA titles from studios including Crystal Dynamics, Pandemic, Frontier Developments, and Slightly Mad Studios.
Virtuos has worked with 18 of the top 20 game companies worldwide by contributing to many of their largest AAA on their Art side, as well as developing several titles each year in partnership with worldwide developers and producers.
In addition Virtuos team in Vietnam worked on more than 200 hours of mocap animation and produced hundreds of animation cycles for the AAA gamIn addition Virtuos team in Vietnam worked on more than 200 hours of mocap animation and produced hundreds of animation cycles for the AAA gamin Vietnam worked on more than 200 hours of mocap animation and produced hundreds of animation cycles for the AAA game.
The average 7 Days to Die Team member has over 14 years of experience in Game and Software Development working with or for many AAA Video Game Companies.
They will plug into Ubisoft's cross-studio collaboration approach, in which Ubisoft studios from across the globe work together on AAA game development and live operations, with each studio providing distinct contributions based on their areas of expertise.
Hangar 13 is currently working on an unannounced AAA project for 2K and will continue to scale in both the U.S. and Europe at a pace consistent with the development of the game.
Eventually if pre-orders become less and less relevant, these publishers and developers in the AAA side of things JUST might have to rely on, you know, making games that work in a way that at least FEELS complete.
Geoff has a strong pedigree in AAA racing games having previously worked on multi-award winning titles including Extreme - G, Split / Second, Pure and MotoGP
It's now hiring developers to work on the studio's first game, with the expectation that the team will grow to «full AAA production capability» throughout 2016, the company said in a statement.
Sony need to step their game up and seriously invest in some decent AAA because their terrible Indie Line up just isn't working anymore.
On top of the games I've done with Eclipse, I've worked in various AAA titles for console such as Pure, Split / Second, F1 2012 and Disney Infinity.
While our time working on AAA titles at Yager was a wonderful experience in terms of lessons learnt and friends met, we decided it was time for us to do away with compromise and make the game we've always wanted to,» said Jan David Hassel, Designer of inbetweengames.
Though we all originated from different backgrounds (AAA, indie, modding) we all shared the same passion for working on games that we were actually interested in playing ourselves.
The competitor should be well versed in the video game industry and have a lot of experience working on AAA projects.
Another interesting tidbit from the official press release is that THQ Nordic mentions that Saints Row and Agents of Mayhem developer Volition, acquired by Deep Silver in 2013, is currently working on an unannounced AAA game.
He will always be aiming for an AAA FPS games level of detail, even if he's in fact working on a budget, 2D, economy tycoon game for smartphones.
After working in the AAA game industry on titles like «Ratchet & Clank: Size Matters», he went indie 5 years ago in order to create Retro / Grade, which was well received but not financially successful.
David is the Creator of Witchkin and has worked as a AAA 3D artist in the game industry for over a decade.
• Solid knowledge of game editors • Previous experience working on AAA titles • Demonstrated ability to work self - directed when necessary • Ability to meet tight deadlines in our fast - paced environment • Aptitude for learning new software tools • Possess exemplary oral and written communication skills • Willing to relocate to Canada
We're very thrilled about the AAA games we have in the works and where we are as a studio right now.
As we've seen with multiple AAA releases in 2014, good things will not await those who release games that don't work as intended... especially when DLC and microtransactions are involved.
In a cartoonish style that works well for Earthlock, the characters and environments look vivid and fresh while not needing to meet the high - quality graphics of AAA games so the focus isn't shifted away from gameplay and story.
In fact, they confirmed during the conference to be working on an «AAA» game based on another IP.
We're currently creating games for both AAA console and virtual reality audiences, and in the past we've worked on critically - acclaimed titles such as Daxter (PSP), God of War: Chains of Olympus (PSP), God of War: Ghost of Sparta (PSP), Okami (Wii port), The Order: 1886 (PS4), Deformers (PC, PS4, XB1), and Lone Echo (Oculus Rift).
It was revealed earlier this month that Bethesda Game Studios, the developer behind the Fallout series and The Elder Scrolls, is in the process of recruiting a Game Performance Manager to work on a «bleeding - edge AAA freemium game» in the Montreal offGame Studios, the developer behind the Fallout series and The Elder Scrolls, is in the process of recruiting a Game Performance Manager to work on a «bleeding - edge AAA freemium game» in the Montreal offGame Performance Manager to work on a «bleeding - edge AAA freemium game» in the Montreal offgame» in the Montreal office.
Sony Bend has been quiet since the release of Uncharted: Golden Abyss in Japan in 2011, with job listings in 2012 and 2013 suggesting the studio was working on a AAA game on PlayStation Vita that never materialized.
Well, most indie guys who achieved commercial success had either worked for an AAA game company in the past or had money to support themselves and hire third - party artists and developers while working on their apps full time.
The company says it's the first time this sort of work has been done in a high - budget AAA title (which is disputable), but more importantly, it says the methods it's developing will help improve future games: providing tougher, more realistic enemies for human players and giving developers new ways to debug their software.
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