Sentences with phrase «about game development as»

Our aim is to answer your questions about game development as to the point as possible and give you an insight in how we as game developers tick.

Not exact matches

That said, Nintendo's outright stating what we'll learn at the event: «The presentation will include the launch date and pricing for Nintendo Switch, as well as a look at the lineup of games currently in development,» a Nintendo press release about the event states.
Thankfully for us the Monaco striker was also concerned about a move to the Santiago Bernabeu this summer being a real detriment to his development as a player because he might not get the regular game time that has helped him develop so far.
However, as we got closer to release and more information was given about the game's development, Marvel vs. Capcom enthusiasts started worrying about the new shape the game was taking.
In case you missed it, Metal Gear Solid V: The Phantom Pain is «A Hideo Kojima Game», meaning he didn't care about what was happening with Konami at the time of development and added as much references to him and his studio as possible.
Silent Hill X has been confirmed as a game that's currently in production - can you tell us something about how development is going at the moment and when we can expect to see the game released?
As the development team begins to open up more about what they're working on via Twitter, we've gotten a glimpse into everything that goes into creating a game and then porting it from one culture to another.
Similar to that done by Yoshio Sakamoto for Metroid: Zero Mission, this interview with the Echoes development team answered numerous questions about the game, as well as the mythology of the series.
No matter what people may say about the Wii U as a system in the coming years, Splatoon will always stand out as the example of what was right when it came to the GamePad, and of Nintendo's proficiency with HD game development.
«Within the development team, too, there have been talks about how it might be cool to have a game that features Sheik as a protagonist.
When asked about whether Animal Crossing: amiibo Festival was created as an amiibo game or the amiibo were added later in development:
There wouldn't be any issue about Silent Hills, as the director is personally handling in partnership with Guillermo del Toro the long - term development of the game.
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!
In an interview in Famitsu, Metal Gear Rising Revengeance's writer Etsu Tamari talked about the development process of the game, as well as about the downloadable content that
In an interview in Famitsu, Metal Gear Rising Revengeance's writer Etsu Tamari talked about the development process of the game, as well as about the downloadable content that is planned for the near future.
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.
Serious games [1] are pedagogical games designed to teach people about a certain subject, expand concepts, reinforce development, or assist them in drilling a skill as they play.
This mixed - methods study examined 38 teachers in a science educational gaming professional development program that provided baseline characteristics about personal technology use and post professional development workshop experiences to ascertain characteristics that align with diffusion of innovation theory and educational game development as a new innovation in current pedagogical practices.
If you choose one of them for your investigation, you will also have to analyze it from different sides, e.g. if you decided to use a game as your research method, then in your psychology research paper on child development, tell about:
For those kvetching about all the bad news we saw in the points and miles game in 2015, keep in mind there were plenty of great new developments as well.
- 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?»
- 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
It comes as no surprise God of War would get spotlighted during this year's Tribeca Games Festival, where the game's director and cast spoke about its development and shared behind - the - scenes stories in front of a live audience.
For those of you who loved Puzzle Quest as much as me, and can't stand the wait, I highly recommend GameSetWatch's post about the development of the game, «Inside Puzzle Quest — The Postmortem.»
If you ask why a game like Fallout 4 with all its across the board customization and open source modding tools doesn't look as good as Uncharted 4 then its clear you know nothing about game development.
We've hardly been shown or told anything about new Star Wars games as of yet, for all we know this could still be in development.
Also, the game's website has backer only forums as well as access to the past and future episodes of the documentary from 2 Player Productions about the development of Broken Age.
Work on both Planetary Annihilation's alpha and beta builds have been going about as smoothly as video game development tends to... Read more
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.»
About Krome Studios Krome Studios is a versatile and dynamic independent development house, best known for creating the hit original game franchise, TY the Tasmanian Tiger ™ and working on family friendly titles such as Highlights Hidden Pictures ™, Backyard Sports Baseball ™ and Backyard Sports Basketball ™.
The event offers quality content about game development for PC, console, mobile and social platforms, low entry threshold for beginner developers as well as a series of activities meant for productive pastime and effective networking
According to Hajime Tabata, the reason for the game to not take full advantage of the console is shortage of time as the development team did not came to know about the PlayStation 4 Pro long ago.
A straight comparison isn't really possible, but I'd say that the development period was about the same as for the first game?
«Ultimately, the book is effective in discussing the context and styles of Miyamoto's influential work as a game designer... And at 184 pages, the relatively brief study should be accessible to scholars and nonscholars alike who are curious about game development
In an interview late last year with Sega composer Takenobu Mitsuyoshi, we learned how the development of Daytona USA came about as part of a competition among game companies to design the optimal arcade racer.
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.
[71] Art director Isamu Kamikokuryo revealed that many additional scenarios such as Lightning's home, which were functioning in an unreleased build during development, were left out of the final version due to concerns about the game's length and volume.
As independent game developers, Kyle and I want to be more open and transparent about development than we could be in our AAA past lives.
After briefly discussing the logistics of the GoldenEye development (it took a team of ten two and three - quarter years, and a budget of $ 2m), he was asked about how Nintendo managed to maintain its brilliance as a game development studio.
The two talk about their joint efforts in working with author George R.R. Martin on faithfully reproducing the Game of Thrones world as he envisioned, and how the successful HBO series has influenced their development.
According to a sort of review about the game's first five chapters, the world in the game is just as wide - open as promised by the demos and the Final Fantasy development team.
Not too sure about game director as I don't know much about their role in the game development process.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
The End is Nigh started as an exploration of this, but as it unfolded, it really became a story about my personal struggle with game development, my obsession with my work, and how it affects my family.»
Mind you even if a game is downgraded or graphically changed during development if the company is still transparent to Consumers regarding this it's actually not seen as false advertising because they're still advertising the change to you when on Earth did no man's Sky release a statement about those features being removed?
- 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
We will introduce the appeal of the game, as well as report on the future developments you may be wondering about.
- 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
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.
About the Developer: Ludo Land is a game development studio headed by Logan Fieth, who worked on the IGF - nominated game Perspective, as well as the Independent Game Challenge finalist game, The Fourth Wgame development studio headed by Logan Fieth, who worked on the IGF - nominated game Perspective, as well as the Independent Game Challenge finalist game, The Fourth Wgame Perspective, as well as the Independent Game Challenge finalist game, The Fourth WGame Challenge finalist game, The Fourth Wgame, The Fourth Wall.
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