Sentences with phrase «game programmer how»

Video Game Design School Listings How to Become a Video Game Programmer How to Becomer a Video Game Designer

Not exact matches

Interviews How a Once Fat Tech Geek Now Makes a Living «Getting Laid» by Asian Women Online dating and social network for programmers, developers, cosplayers, anime lovers, comic book fans, nerds, geeks, dorks, science geeks and gamers.
In a recent Japanese presentation, members of the team have demonstrated how the Unreal Engine 4 is making it easy to introduce some detailed adjustments to the game without a programmer.
This time they sat down with F - Zero's Isshin Shimizu (Director), Takaya Imamura (Designer) and Yasunari Nishida (Main Programmer) to discuss how the seminal launch game came to be.
- goal of the game was to allow players to do lots of things - the dev team took one element at a time, and then worked to «multiply» them in order to broaden the scope of each action - multiple developers discussed how climbing would be fun to add into the game - one dev thought it would be fun to climb moving things, which eventually lead to climbing windmills and enemies to fight - the Octo Ballon is an item that came to be following the experimentation of a programmer - the dev wasn't sure the idea was okay to do, but tried it anyway and the rest of the team seemed to enjoy it - by combining various actions, objects, the game's world itself, you get tons of gameplay variety and ideas - keeping these options in mind may lead you to beating a boss or solving a puzzle in a unique way
Among other things, programmer and story co-writer Mikhail Balabanov told us if there's going to be a demo, what kind of a system we're going to need in order to play this game without a hitch, and how he feels about the current state of PC gaming.
How many famous Game Composers / Designers / Artists / Programmers / Producers can you shoot?!? (or team up with!)
Greg Sewart of Generation - 16 said in his Klax (Tengen) video that he contacted the game's programmer Dave Akers to see how this happened.
Killzone Shadow Fall has seen a radical change in how these game elements are handled; instead of bespoke high - level code being generated by programmers on direction from the creative element, a more low - level system has been created, allowing designers more access to raw game data.
I got to chat with a programmer on the game who was proud of the EarthNight's visual flair despite how tricky it was to pair the art with procedurally generated levels.
Using BigWorld Technology for Indie Game Development Alistair Phillips, Lead Programmer, Micro Forté Learn how BigWorld indie can bring your game to life quickly and can scale as your user base grGame Development Alistair Phillips, Lead Programmer, Micro Forté Learn how BigWorld indie can bring your game to life quickly and can scale as your user base grgame to life quickly and can scale as your user base grows.
«We want players to wonder how DOOM and idTech 6 games can be so visually stunning at 60 frames - per - second at 1080p on all platforms, when other titles can not even achieve a similar look at 30 frames - per - second,» said Lead Project Programmer Billy Khan on the Bethesda Blog.
For those who don't know you, who is Scott Brodie (beyond «independent game designer, programmer, and founder at Heart Shaped Games»), and how did you come to build Hero Generations?
To get a better idea of how the game conceptualized and developed, we spoke with Jordan Bloeman (writer / composer), Matt Satch (artist), and Logan Gilmore (programmer).
Here's how Battlezone's lead programmer Rich May explains it: «The iconic green vector lines of Battlezone defined the 3D game genre for years, before shaded polys and texture mapping.
I know that this sort of approach is probably nothing but wishful thinking on my behalf but considering how similar both of the main games are, both technically and visually, it certainly doesn't seem like it would have been too hard to do (Programmers / Designers feel free to tell me how wrong I am in the comments)
Nyoka Shortt, the programmer / artist for the game, said that when she came up with the game, she was thinking about how a blind character might transverse the world.
Using BigWorld Technology for Indie Game Development Paul Hampson, Senior Programmer, Micro Forté Learn how BigWorld indie can bring your game to life quickly and can scale as your user base grGame Development Paul Hampson, Senior Programmer, Micro Forté Learn how BigWorld indie can bring your game to life quickly and can scale as your user base grgame to life quickly and can scale as your user base grows.
In another mobile game postmortem with a much shorter development schedule, entitled «How to Launch a Premium Priced Indie Game in the App Store,» Trials Evolution lead programmer turned Frogmind co-founder Johannes Vuorinen will discuss what he believes led to his Apple Design Award winner Badland selling over 100,000 copies in its first wgame postmortem with a much shorter development schedule, entitled «How to Launch a Premium Priced Indie Game in the App Store,» Trials Evolution lead programmer turned Frogmind co-founder Johannes Vuorinen will discuss what he believes led to his Apple Design Award winner Badland selling over 100,000 copies in its first wGame in the App Store,» Trials Evolution lead programmer turned Frogmind co-founder Johannes Vuorinen will discuss what he believes led to his Apple Design Award winner Badland selling over 100,000 copies in its first week.
And so, to get a better sense of how they hand - picked their lineup, I asked designer and programmer Ricky Haggett (above, right) and Hogg (above, left) to go game - by - minigame to give us the whos and hows and whys behind every artist chosen for what's become, hands - down, one of Sony's «coolest» games — in that old, original PlayStation Designers - Republic - doing - art - for - Wipeout sense of «cool».
In the interview, Jens Nilsson (Sound / Level Scripter), Thomas Grip (Programmer), and TJ Jubert (Writer) speak of the challenges of being an indie game developer, the history and development of Penumbra: Overture, how this game differs from other survival horror games, and what gamers can expect in the future for the Penumbra series.
«The fact that the tech of Frobisher Says — a game which aims to use every bit of functionality available on the Vita — was made by just two programmers should give you an idea of how straightforward the Vita APIs are to work with.
To celebrate the series» 30th anniversary, here's another great history video from YouTube's Gaijillionaire, which explores Phantasy Star's 8 - bit origins, how the departure of programmer Yuji Naka and artist Rieko Kodama (who were both put onto a small platform game project called Sonic the Hedgehog) resulted in a very different Phantasy Star III, and lots more besides.
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