Sentences with phrase «made about game development»

It is the thing that calls into question all of the assumptions we've made about game development for this entire generation - even making Will Wright's statements about player creativity and proceduralism, and the «second processor» and sharing, ranking, rating - seem a bit off the mark.
Together with my friend Michael Kuzmin I'm hosting a podcast named How Games are Made about game development.

Not exact matches

The confederates were trained to make the study participants feel excluded by talking about stereotypically masculine topics (sports, video games and a class in business statistics) or stereotypically feminine topics (shopping, yoga and Pilates, and a class in child development) and by subtly excluding the participants from the conversations.
«Our report is a call to the game development community about where they might focus next to make educational games even more useful.»
High school students from the suburb of Delta go to the Decision Theatre to play a game where they make decisions about land development and power use.
Development studio Milky Tea is home to employees who were involved in Project Gotham Racing, Blur, Bang Bang Racing and Drive Club, making it easy to assume that they know a thing or two about racing games.
Judging from the comments made by Cory, the game still seems to be in active development and should hopefully get a release date announcement once the developers are sure about it.
It talks about how the team was made up of a lot of people who hadn't made a 2D Mario game before, how this game started getting developed after NSMB U was in development, and where some of the ideas came from.
Code Vein, the third person game currently in development for PC and consoles by the God Eater team, is shaping up to become the «anime» Dark Souls, and it seems like the team is thinking about adding features that will make the game feel even close to the popular series developed by From Software.
Previously, Jaffe has lied about development of new Twisted Metal game (In 2010, Jaffe admitted to lie about new TM game development because he wanted to make announcement a surprise), who knows he might be repeating the same strategy once again.
Today, during a presentation at CEDEC 2016 (with highlights translated by Gematsu), Yuji Horii talked a bit about the development of the game, and what he said makes it clear the game is nowhere near finished.
There have been quite a few rumors about Emma Stone playing a part in Hideo Kojima's upcoming game Death Stranding, and a new development has made things more interesting.
For more details about codes for Kickstarter backers, as well as development status for what's left for the game, make sure to check out this Kickstarter update!
It might be a while before work on the next game begins, however, as «thinking about it right now makes me want to stab myself in the stomach as hard as I can,» explains McMillen after 18 - months of development on Super Meat Boy.
For $ 8 (about # 6 or AU$ 11) or more, you'll get that plus «Beginning RPG Maker MV»; «Make a 2D Arcade Game in a Weekend: With Unity»; «Beginning Swift Games Development for iOS»; and more.
Gearbox tends to wait until later in a project's development cycle to make an announcement about a game.
starting with «DMG» — Sharp was approached to manufacture the screens of the DMG because it already supplied the Game & Watch displays — Sharp was unable to produce the screens at a price low enough for Nintendo so that development of the console reached a dead point — R&D 1 learned about the «Chip on Glass» technique which would make a cheap production possible and approached TV maker Citizen to produce the Game Boy's screens using this technique — in the end, Sharp was also able to use the CoG technique and was thus chosen to produce the screens and made a four billion yen investment for that — the screens Sharp produced at the beginning were of a wrong type and were next to useless for the Game Boy project — Yokoi remembers Hiroshi Yamauchi's reaction on Game Boy prototype with wrong screen type: «What the hell is this?
Game engines are tools to make game development cheaper and faster, but that's aboutGame engines are tools to make game development cheaper and faster, but that's aboutgame development cheaper and faster, but that's about it.
- despite the new business partnership with Cygames, Nintendo is very satisfied with its mobile business - they are also happy with the various projects created in partnership with DeNA, and their relationship will continue - Nintendo is trying to expand its lineup of mobile games - Cygames had a plan for a title that was very deep and Nintendo thought it was important to develop and operate it jointly - DeNA doesn't just support Nintendo's mobile applications, but also its Nintendo Account system with tech and dev support - those areas of Nintendo's partnership will also continue - Nintendo is open to partner with other companies as well in the future - by using Nintendo IP in mobile apps, the company wants to spread awareness about Nintendo's characters - ultimately they'd like it to become synergistic with the console business - Nintendo wants to make mobile games one of the pillars of revenue - it's not enough to just expand dedicated internal development resources for this goal - this is why Nintendo is looking for possibilities to do it externally as well - Nintendo thought that Cygames» plan with Dragalia Lost was common ground for the companies, so they decided to partner - one important factor to think about when managing a company like Nintendo is that its products aren't daily necessities - Nintendo creates entertainment and fun, and the essence of its business will remain unchanged - Nintendo says it's a high - risk business, and there are times in which performance could be good or bad - Nintendo will continue to create specialized gaming hardware and software for the world - the aim is to be successful every time, but sometimes it will work out, and sometimes it won't - instead of thinking «I can't do this» they'd rather think «what can we do to continuously tighten our relationship with the customers?»
We've earlier talked about how the low dollar makes game development difficult for developers outside of the US.
- because people from all around the world have been enjoying the game since launch, the game has won many awards - the development team is pretty pleased to see so many people enjoying the game - the Master Cycle Zero is something Aonuma has been thinking about for a long time - the 4 Champions all have a pretty reliable «companion» in the Divine Beasts, but Link had nothing - this is how the idea of the Master Cycle Zero came to be - the Master Cycle Zero is capable of jumping, climbing up rocky slopes, and more - it requires fuel, but you can use the same ingredients as regular cooking - even if you go at full speed, you can make some pretty sharp turns
Works with game designers, engineers and artists to help make the design vision come to life; helps balance and tune the game play mechanics to suit the target audience and age Maintains the vision and ideals of Retro's software products Maintains constant communication about development status with the Design Supervisor, Creative Director, and other Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned video games
You can read more about all the details of his development pipeline on his blog / site, but I will try to get into some basics about the game, what it is about, and how it is being made.
Usually I don't think about how well a game is made, but rather just whether or not I'm having fun, but this game should be a course in game development school.
While there have been constantly conflicting reports about the current state of The Last Guardian since the game has been through more circles of development hell that we can practically make a modern day version of Dante's Divine Comedy — Inferno.
In development for about a year, the indie sensation has made fans all across the board, with The Escapist calling the preview trailer «quite simply amazing,» PC Gamer praising it as «insanely beautiful,» and IGN stating that the game has «visuals to challenge the very best games on the market.»
For those of you who missed our previous article about this game, Record of Agarest War is a tactical - style RPG which was originally a collaborative effort between a couple of different game development studios back when Record of Agarest War was originally made.
Knowing what little i did going in about the games troubled development made that feet even more impressive.
Is it all about making PC games development tie in more closely with Xbox One and PlayStation 4?
The problem was, while we knew how to make arcade games, we didn't really know anything about console development.
What Games Are is about game design, game development, games as art, craft, culture and industry and how you can make better games, written by Tadhg Kelly.
So let's encourage women to get fired up about game development, but the wrong way to start that is with a feminist agenda - they should make great games out of a passion for entertainment and story telling, not politics.
«One of the goals of the documentary we're making [about Broken Age's development] is to show actual game development and show that developers are human beings.
War Thunder is currently in development for the PC and PS4, but Gaijin Entertainment's Pavel Kulikov has spoken out about Microsoft's requirement for Free - to - Play games on the Xbox consoles and why the game will not make its way on the Xbox One.
- there is a town called Samahdi located in the desert - about 20 towns in the game (villages, towns, and castles)- before development began, the team went to Machu Picchu for inspiration - features some monsters called «Incarnations of Time», which you'll frequently encounter throughout your adventure - Restricted Play allows you to set various restrictions in order to make the game more challenging - one example shown made it so the player couldn't ever purchase items from shops
- Link doesn't have much of a character in this game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this game, and that was done on purpose - for Zelda games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of development the devs created a game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
- E3 2014 video was running in real time and in - engine - the scene shown was made especially for the trailer - the scene with Link shooting arrows at the Guardian on his horse, jumping off, and firing off one last arrow in mid-air at the enemy in slow motion, was a gameplay element that hadn't yet been implemented - Aonuma «really wanted to put that in the game» and made this happen as development went on - the team expanded on the game's story as well, which was brought about from the E3 2014 trailer
With a few exceptions, the company I work at (A development company with a lot of workers in a wide swath of ages and gaming make up with approximately 120 employees) couldn't care less because it's just a gaming machine, and most of us prefer good games, and we tend to get into that when speaking about consoles.
I could take or leave the shifts in gameplay to make this more like the loot - grind RPG - likes that dominate blockbuster game development now, but when Ubisoft is playing so beautifully within a fascinating period of history, all I care about is how utterly engrossed I am with the storytelling.
We talk about how Caelyn got into game development and what kinds of games she makes as well as Valve's reluctance to comment on or gatekeep Steam Greenlight.
Even more impressive is how the plot actually makes you care about these characters; unlike the intro / outro clipshows most fighting games have to offer, MKX's story bothers to include things like character development and heartfelt moments in between all the ridiculous action.
This week, we look at the closure of LucasArts and wonder if this is actually the best thing that could have happened to the ailing studio; we discuss the controversial breakthrough video games made with two composers reaching the top five in Classic FM's Hall of Fame; we applaud id Software's decision to restart Doom 4's development after not being happy with the current project; we chat briefly about the ASA involvement with the Aliens fiasco; and we breeze through this week's next - gen tidbits, including Adam Orth's naive remarks about always - online hardware.
I am thinking about working on a playable demo but that would be a little further into the development process hopefully when I have made the first trailer for the game.
The event had different shows and speakers, who talked about technical aspects of video game making and about different experiences of working in a video game development studio!
The Lab is the creative core of the NVA, it's all about game - making, game experiments and games in development.
If you listen to us talk about development environments and game making on our podcast, Unity always comes up as the current king when it comes to ease of use, accessibility, and flexibility.
Whilst this is excellent news, it won't stop small developers from worrying how the long approval process will affect them in an industry where making mobile games is all about getting the app on the store as quickly as possible and using the profits to start development on the next project.
Nintendo were one of the first companies to talk about this strategy publicly back in 2013 and how they wanted to create one software ecosystem that could work across multiple hardware devices, essentially meaning that software development would be made easier and everyone would be able to experience the same games no matter which Nintendo hardware they had.
So, an education as a computer engineer specializing in game development is something for you.Check out the games our students made and learn more about us!
In this first post for Game Republic, Rob Durrant - Walker from our affiliate member Garbutt + Elliott, gives his top five things to know about Videogames Tax Relief (VGTR), which can make a major difference to your company's games development budget.
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