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 gam
In addition Virtuos team
in Vietnam worked on more than 200 hours of mocap animation and produced hundreds of animation cycles for the AAA gam
in 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 off
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 off
Game Performance Manager to
work on a «bleeding - edge
AAA freemium
game» in the Montreal off
game»
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.