Sentences with phrase «not game programmers»

Not game programmers, but game animators; not payroll clerks, but career counsellors.

Not exact matches

So it isn't an exact model: if domestic servants value productivity differs from (say) video game programmers, the price of the commodities they contribute to won't express the actual number of human hours of labour, but only the number of hours of human labour that our society (through market, production, class war) deems socially average.
I can't think of another game so destroyed by its dialogue as Splinter Cell: Conviction; not by bad lines alone (which are nothing novel in gaming) but by the way Ubisoft's designers and programmers used them.
I need to rewatch Tron before I go see this because I haven't seen Tron since childhood and don't rememeber any of the storyline besides «Programmer dude gets sucked into video game machine»
According to Ai nt it Cool News, Spielberg has already met with the comedy great, and star of such films as «Blazing Saddles» and «See No Evil, Hear No Evil», about playing James Halliday, the gifted programmer and game designer at the center of Ernie Cline's story.
What this really means is that, while for the most part, the programmers have hard - coded the instruction «do not walk here» into most of the game's sheer drops, there are a couple of different locations in the game that the programmers forgot to draw an invisible line over, causing the enemies to just walk right over the edge.
The Commuter is not on the high level of Hitchcock's best, but for a good portion of its running time it makes a game try until falling prey to all the usual action tropes in this type of programmer.
It is often assumed that Digital Leaders are the «computer geeks», the nerds, the programmers or «hardcore» gamers but that is often not the case.
perhaps with some of the cash they made from castle crashers they can hire a new programmer so when i play the new game all of my items won't magically disappear
- 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
Borderlands: The Pre-Sequel is set during the first game and Borderlands 2, and will follow the story of a young Handsome Jack, charting his rise from humble programmer to not - so - humble super-villain.
There's a game on the site called «Twister», check it out, the guy who wrote it, GreyPea is a graphics artist in the games industry, not a programmer.
Indeed, Persson's Mojang studio won't be handling the nitty gritty of bringing the cult hit to the console gaming masses, but he assures that the mystery programmers «have done several console games before.»
I'm assuming that programmers at one studio are just as talented and smart as they are at Naughty Dog so why can't these other studios produce Naughty Dog quality games?
I'm not saying this to be offensive to Xbox players, I'm just pointing out that the FPS genre in particular does really well on that platform, it started last gen because FPS was more of a PC genre, and since Xbox is similar to PC from a game design perspective, a lot of FPS programmers decided to make an extra buck by porting to Xbox, plus microsoft encouraged them to so that they could get some exclusives, whereas the playstation platform has always focused on other genres.
Right - wing morons over at Breitbart claim the agenda is not actually about journalism, (perhaps accidentally), but instead say that it's pretty much about an «army of sociopathic feminist programmers and campaigners» who have taken over the games industry (you know, the one they have barely any representation in today) and are now demanding the games industry embrace feminist principles.
This would prove to be a significant bottleneck for programmers and likely accounts for the relative lack of high - speed action games on Super NES; processor speed isn't everything, but the systems counterbalances to its pokey chip required unconventional effort by developers.
Game plots didn't make sense, partially because writers were trying to be original, partially because the stories were written by game programmers or marketers instead of actual writers, and often because something was changed or lost in translatGame plots didn't make sense, partially because writers were trying to be original, partially because the stories were written by game programmers or marketers instead of actual writers, and often because something was changed or lost in translatgame programmers or marketers instead of actual writers, and often because something was changed or lost in translation.
Defcon:: View topic - PAX 2009 Very old, but just noting it because I mentioned in my Australian talk on indie games recently that Introversion's «Last Of The Bedroom Programmers» tagline wasn't completely appropriate for them any more, and here they mention that they're retiring it, heh.
Im not a developer / programmer but I don't really understand why there needs to be any loading times + downscaling etc at all considering its a 2D game.
Creating any video game is a tough process and the programmers are not robots, so mistakes happen.
For this cast, I spoke with game designer and programmer Evan Todd about one topic that I'm not familiar with: Game Engigame designer and programmer Evan Todd about one topic that I'm not familiar with: Game EngiGame Engines.
After initially confirming that it wasn't a mistake when we first asked about it yesterday, DECK13 contacted us again today to rectify that it was actually a mistype on the programmer's part and the game will be able to run at 1800P@30 fps or 1080P@60 fps, with both modes being HDR enabled (provided you have a compatible display).
Since then there hasn't been a peep said about the announced port, but the «Mayor of Behemothtown» Kelly Revak wanted to let the PS3 holdouts know that their their «indefatigable programmers have been working their little fingers to the bone to make this game perfect for you.»
Far from the multimillion dollar turnover of so - called «AAA» developers, most amateur writers and programmers are flat broke — mostly because many of their games simply aren't very good.
If you are interested and think you could be our first ever game client programmer in Shanghai - don't hesitate to hit that apply button!
It really raises the question of what we're doing — as games programmers, writers, producers, critics, and fans in general — to not just preserve the history of this fantastic medium, as anyone can keep a bunch of boxes in their loft, but ensure that these games are readily available to play.
Basic Qualifications: - Full time programmer placed in Bandung - Bachelor Degree in Computer Science or related field - Solid programming knowledge in Unity Engine and / or other C# game programs - 1 - 2 years experience on game development field (iOS / Android) using Unity is a huge plus - Proficiency in Amazon Web Services or HTML is a plus (but not required)- Have interest and passion towards video games - Have a great attitude and good communication skills - Excellent math and analytics skills - Willing to work both as individual or in a team Send us your CV and Portfolio to: [email protected]
The lack of standards in writing good game design documentation has resulted in most designers and design teams shooting from the hip, throwing everything but the kitchen sink into a game design document, and then being flabbergasted when programmers choose not to read them.
Everyone in our company gets credited as a designer on our games because even though you're an artist or programmer and not a game designer by title, you're involved in the design process.
Unlike many presidents of large companies, he was not simply a businessman, but rather a computer programmer who started at Nintendo working at HAL Laboratory on classic games including the original Kirby games.
Plus, these difficulty settings are created by ALL the players collectively, not by some godlike game designer or programmer outside the system!
Unbelievably, the programmers of this game couldn't even be bothered to fill out the disc with decent quality video.
The games weren't very good, but the programmer - artist was still in middle school.
According to our source, the game unfortunately wasn't going anywhere: «there was a lack of definite design direction on the team, and programmers and artists were constantly putting in more & more scenery, more animals with different handling, interesting features & mechanics.
You don't need an education to be a game tester, but if you're planning on moving up the ranks and becoming an artist, programmer, or designer, you may want to get an education.
You don't get games like Halo Reach if your concept artists are also your engine programmers and your sound engineer is also your network programmer.
Sure, rockstar has to pay their programmers, but i'm just not willing to plop down so much money for the same game merely because they ported it to the next console.
«This is the kind of game even hardcore gamers will play, but not in front of everyone,» says Gaurav Pant, programmer for Team Summit.
Other changes to bring Machinarium to iPad 2 included converting the game's vector animations (such as smoke, flowing water etc.) to bitmap sequences — something Dvorsky couldn't shed more detail on, not being a programmer himself.
«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?
If you're not familiar with game jams, they are events where a bunch of programmers, designers, and artists form into small teams and are given the task of building a game in 48 hours that adheres to a given theme.
We're not saying that the game's original programmers were blatantly using sex to sell their game.
It doesn't get any easier if you decide to make your Sega Hero a designer (read programmer, coder, producer, director whatever you're comfortable with), it could be the Master mind behind every SEGA console Hideki Sato, it could be the self proclaimed queen of video games (he was joking) Yu Suzuki of Shenmue fame (I know he has done more, but so has everyone else), and then we have the First Lady of RPG's Phoenix Rie aka Rieko Kodama it is hard to choose a favorite.
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)
If players choose not to delete existing save games as recommended, they will not be affected — the server wipe will only apply to «discovery online storage», according to a tweet by programmer Harry Denholm.
Even some layoffs can't stop High Moon Studios from making games it seems, as the LinkedIn page for Martin Ecker, Principal Programmer at High Moon, listed that he was «currently working on an unannounced next - gen, multi-platform AAA title.»
There are also worrying rumours of shortcuts like the one in DK Jungle (minor and mainly useless) existing in Toad Circuit and Bowser's Castle, which would imply that to some extent this game's testers didn't do a very good job at finding and telling programmers to fix bugs.
Most of the same staff, like primary art directors, some programmers, and composer Tomoko Sasaki, would go on to develop NiGHTS... Into Dreams, which was published under the Sonic Team name (and thus crediting the game as such is not entirely inaccurate).
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