Foxium is a Tallinn
based creative game production studio, taking pride in pursuing high quality and level of detail in their projects.
Not exact matches
Kitchener, Ontario -
based Vidyard gets points for making a video that carries off a hat trick: It's funny; it's
creative, marrying old - school»80s workout gear with Rocky - style training; and — most important — it's useful as a tool for those looking to up their video marketing
game.
Based on your interests and your desire for
creative outlets, a
game makes sense... but how did you decide the opportunity made sense for you?
«The
game room is a new definition of luxury for a certain kind of
creative professional,» says Seattle -
based interior designer Andrea Dawson, who designed the Hotel Zetta.
With the Raspberry Pi Projects Kit, students gain computer programming skills while working on making fun,
creative games and individual projects, many of which involve craft - and art -
based projects that kids can touch and interact with to see (and hear) the effects of the programming.
Launched in 2013 by
Creative Freaks, a Kyoto -
based indie developer, the
game takes the popular otome format (first - person visual romance novels) and adds a fitness twist: You progress the story by doing sit - ups, squats, and other basic moves.
Based off of the 1986 arcade
game of the same name, where the player would take control of a gigantic animal to wreak havoc on a nameless city and its inhabitants, this adaptation understandably takes some
creative liberties.
Certainly it's not as if video
games don't deal in weird on a regular
basis, but Swery and his team at Access
Games» brand of weird, as seen in Deadly Premonition, served as a signal that this was a
creative voice — albeit a potentially insane one — worth paying attention to.
With amazing ambiance, a slow, high - tension pace, and even a decent use of the DualShock 4 and PlayStation Camera, The
Creative Assembly has delivered a gem of a movie -
based game, a feat that is seldom seen in this industry.
Developer
Creative Assembly had its work cut out, trying to adapt a
game based around tape measures and painstakingly hand - painted miniatures and making it fit within the Total War mold.
Now LEGO Dimensions has arrived, and while the core gameplay is the same as countless other LEGO
games crafted by developer TT
Games,
creative use of the portal — the
base all three
games use to interface with their toys — gives it a bit of an edge.
Walt Williams (lead writer of Spec Ops: The Line) stresses that the value of writing to a
game often lives or dies
based on that background: «It's only truly important if the
creative director identifies as a writer.
Nintendo aren't directly involved in development, meaning Platinum have
creative control and are working on improvements
based on feedback they received after the release of the first
game.
The series is
based on the
creative engine core developer Avalanche Software originally developed for the Toy Story 3 video
game's Toy Box mode.
Pillars of Eternity, Obsidian's first video
game based on their own original IP since the poorly received Alpha Protocol (that
game deserves a second chance — it's actually quite
creative), is one of my all - time favorite roleplaying
games.
At Tesseract Learning, our ID strategists and
creative designers will work with you to plan, strategize, develop, and deploy learning solutions using optimal gamification and
game -
based eLearning strategies.
As experts in gamification for corporate training and
games -
based adult learning, we feel lucky and privileged that our job is to develop
creative and engaging programs for our clients and their learners.
Utilizing strong curriculum,
game mechanics,
creative storylines, gaming engines, strong graphics, and gamification elements, Designing Digitally's team of experts will create an innovative
game -
based learning experience for your organization.
21st Century Skills, Collaborative Learning,
Creative thinking, Educational
game, Game Based Learning, Game Based Learning, Politics, Problem Based Learning, simula
game,
Game Based Learning, Game Based Learning, Politics, Problem Based Learning, simula
Game Based Learning,
Game Based Learning, Politics, Problem Based Learning, simula
Game Based Learning, Politics, Problem
Based Learning, simulation
The most spectacular example of this synergy may be Ape Entertainment's Pocket God comic, which is available in the iTunes store, right next to Bolt
Creative's Pocket God
game, on which it is
based.
«This is a huge step forward for a young company like ours,» says Ace Masters, owner and publisher of Masterpiece Comics, a division of the independent entertainment company Rebel Dawn
Creative Forces,
based in Glendale, AZ. «It gives us greater credibility and gives us a shot at playing the
game at a whole new level.»
Simon Viklund, of Stockholm -
based developer Grin, did more than personally oversee the soundtrack as the
game's
creative director.
The Splinter Cell: Conviction publisher and developer is «hungry» for a movie
based on the exploits of the
game's protagonist, stealthy super spy Sam Fisher, according to
Creative Director Maxime Beland.
As a
game that's
based on LEGO building as its core, we have spent our time this patch on improving the building tools by tweaking their functionality and adding features to improve and enhance players ability to be
creative with LEGO.
The exploration and
creative thinking in Breath of the Wild are a perfect combination for Lego, and I propose a set
based on the most memorable elements of the
game.
EA: River City Ransom, Double Dragon, text -
based RPG
games (the last one is specifically for me, rather than everyone else — yeah I admit it, I played MajorMud) I think most of the teams
creative process comes from
games we played while growing up.
In the
game's Showdown mode, up to four players face off and imagine their way to victory through card -
based strategy and
creative skill.
It's a
creative sandbox
game that plays like the lovechild of Minecraft and Kerbal Space Program: use blocks to build space stations and terrestrial
bases with the help of your trusty voxel - built spaceship.
Total War: Warhammer is a turn -
based, real - time, action, strategy video
game developed by
Creative Assembly and published by SEGA.
The
game is
based on previous mods that were developed by Brendan «PlayerUnknown» Greene for other
games using the 2000 film Battle Royale for inspiration, and expanded into a standalone
game under Greene's
creative direction.
Kuuasema (est. 2004) is a
creative and agile
game development studio
based in Helsinki with unbeatable experience in cross-platform
game development.
With amazing ambiance, a slow, high - tension pace, and even a decent use of the DualShock 4 and PlayStation Camera, The
Creative Assembly has delivered a gem of a movie -
based game, a feat that is seldom seen in this industry.
Richard Ludlow is the
creative director at Hexany Audio, a Los Angeles -
based sound and music studio developing audio for the next generation of
games.
It remains to be seen whether avid
gamers who have come to love Call of Duty will buy a new
game based on the résumé of its developers, given the relatively anonymous status of most
creative talent in the
game industry, compared to that of film directors.
ALEX RIGOPULOS (Boston) is the founder and CEO of leading Boston -
based music
game developer Harmonix, and the
creative mastermind behind the multi-award winning hit
game Guitar Hero, which puts the player at center stage with his or her own rock band.
Finally, in the
game's Showdown mode, up to four players can take each other on in card
based strategy and
creative skill over a board
game style map that displays a players» progress.
- 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
Henrike Lode is CEO and
Creative Director of the Copenhagen -
based game studio Lohika.
There are a vast number of improvements needed before the
game could be considered worth playing on a regular
basis, but with the right
creative direction and some key changes to some major aspects of the
game could indeed see it become a great title — eventually.
The gameplay slice from our prologue demonstrates how the
game is presented, and how the story will evolve
based on the tactical decisions made during the choice driven narrative and cinematic turn -
based combat,» says Andrej Vojtas,
Creative Director, Poetic Studios.
Since Squaresoft developed Super Mario RPG 20 years ago, other developers have established both the handheld Mario & Luigi
games and the primarily console -
based Paper Mario
games as ongoing series, offering simplified takes on conventional turn -
based RPG combat with a lot of
creative and funny stories, characters, and locations that go beyond the Mushroom Kingdom
gamers already know.
LIVERPOOL, UK — January 15, 2018 — We're pleased to reveal Wushu Studios, a brand new independent
game development studio
based in Liverpool's high - tech
creative quarter, the Baltic Triangle.
The argument over whether blockbuster
games like Assassin's Creed should be released on an annual
basis is «strange», the series»
creative director has said.
I skip COD, sold BF4 (too much aim assist AND broken - ness......), and look forward to playing more
creative + SKILL
based shooters these days — this
game, Plants VS Zombies (yup, it takes more skill than COD...), Sniper Elite 3 (just rented it, awesome / skill
based recoil... AMAZING for online!)
James is also co-founder and
Creative Director of sell - out conference and talk -
based event
Game Music Connect (variously supported by Sony, Electronic Arts, BAFTA, Classic FM, PRS For Music, COOL Music and others during its initial three years) and is founder and
Creative Director of forthcoming London -
based conference, Screen Music Connect.
In collaboration with YummyYummyTummy, a Los Angeles
based indie developer who has a passion for growing the local indie
game community, GungHo has gathered many of the gaming industry's most talented developers to showcase their
creative games such as: 17 - BIT, PocketWatch
Games, Funkatronic Labs, Sirvo, Necrosoft
Games, InfinitapGames, Teddy Diefenbach, and many more.
They provide maker -
based learning in
games that support the building blocks of
creative innovation: play, make and design.
EA's largest mobile development studio is
based in Melbourne's Docklands, leveraging Victoria's acclaimed
creative talent to deliver landmark
games like Sims Freeplay, Need for Speed — Most Wanted and Real Racing 3.
Speaking with OXM, the
game's
creative director Dan Greenawalt bigged - up Forza 5's Drivatar feature, which creates smart AI ghosts
based on how players drive, and then plonks them into the
game as opponents.
Flashbulb is a Copenhagen -
based indie studio creating video
games that ignite the
creative spark in everyone.