Sentences with phrase «by game devs»

@Alleged «Microsoft Xbox Durango Development Kit» sold on eBay for $ 20,100 So it's a prototype of the console... basically similar hardware to what the console will use... with a (yet dodgy until patched to be usable by the game devs) software dev kit that will also be provided by Microsoft for a very small fee... Who buys that stuff?!
Exactly doing this is fairly standard and usually chosen by the game devs, depending on how finished the project is.
«I know that some people think that gaming photography is in no way art, that the world and the assets were created by the game devs, that the lighting is always optimally scripted by the devs,» Leopold tells me.
Here we go with some more amazing work by game devs helping us all learn and grow!

Not exact matches

This game is ignored because its made by an indi dev and not ea, also the name.
I would think we can at the least expect seeing games that look 2x as visually impressive as the previous gen - when the system is pushed by talented devs & publishers.
I have a 360 / wii but my tv upscales my wii games to 720p with no hit on frame rate and all i can say is oh my MH3 has graphics that prove the wii to be almost equal to my 360 i mean it looks awesome in 480p but nintendo need to give devs a new SDK 2.2 that supports 720p then games like this honestly sit right next to 360 graphics its that good yes SDK 2.1 indicates that HD is locked via firmware not restricted by wii hardware so hopefully thats something they will sort out at E3 this june wow MH3 1 of the best games i have ever played.
«We've found the problem within the game code that was stopping people playing offline and it's been corrected by the dev team.
Led by «About A Boy» star Nicholas Hoult, the show launched the careers of Jack O'Connell, Dev Patel and «Game of Thrones» star Joe Dempsie.
Film Review by Kam Williams Headline: Dev Patel Delivers as Lovesick Game Show Contestant Jamal Malik (Dev Patel) was just one correct answer away from winning the grand prize of 20 million rupees on India's version of «Who Wants to Be a Millionaire?»
Since GTA 5 unfortunately never got the singleplayer expansion that was at one point announced by Rockstar, many players are afraid that the devs will once again only support the online component of the game and give single player the pass when it comes to new post-launch content.
On the other side, many devs have done a good job of reconciling campaign - based games and loot boxes by limiting loot boxes to a multiplayer portion.
But once brought to life, audiences responded to 2012's «The Best Exotic Marigold Hotel,» which boasted an impressive cast of veteran actors, including Oscar winners Maggie Smith and Judi Dench, as well as Bill Nighy and Tom Wilkinson at the top of their game, Dev Patel («Slumdog Millionaire») as Sonny, the young owner of the hotel, affectionate direction by John Madden («Shakespeare in Love») and a script about lost love, dying love and clashing cultures by Ol Parker.
The latest developer to be scooped up by the video game giant is inFamous and Sly Cooper devs, Sucker Punch Productions.
Wii U owners were backing this game by the hoards because this dev.
The new game is the work of Breakpoint Studio, which is mostly staffed by devs who used to work at Top Spin developer 2K Czech, so Tennis World Tour should serve up a solid simulation.
This policy protects consumers from being burned by bad games and it makes Devs think twice about releasing a buggy / broken game on launch day.
I'm really sorry to the devs of that game... but I just can't read it without reading «turd» first by accident.
The main thing that disappoints me about this story is that as good as the current iteration of the game is, this was always intended by the dev as something of a 1.0 version rather than a final release.
- dev spent 21 months on the project - built and coded by hand from inside the game world - played on a realistic Gameboy - you can even customize the color of the shell - includes more than 357,000 command blocks - has «all of the original game's features, along with a few iconic bugs» - no outside tools were used in the project - walked the equivalent of 2,832.89 kilometers in - game
I sure as hell know that if the devs of some cancelled franchises I loved just straight up came out and said «if you don't buy our game, the franchise is dead», then I would have bought those games day one, but by the time I realized they were in trouble, it was too late and there was nothing that could be done about it, those franchises were gone, with no chance of saving them.
MS, putting gamers first... by forcing devs into ridiculous parity agreements and ignoring them when it benefits them.
But instead of the usual online petitions and angry blog posts, the indie devs have gone several steps further: They're calling Langdell out by changing the titles of their own games to include the word «edge,» and in the process, instigating a large - scale public mockery of the CEO's repeated transgressions against game developers.
By which you mean you're taking the side of the dev / pub for some reason when they remove such things from the game to pretend to «support» something that shouldn't exist in the first place.
When asked by Gamasutra whether Microsoft has a mandate for first - party devs to create games using Kinect, Microsoft Game Studio VP Phil Spencer simply replied with, «No.»
That's what I like about games that have a currency you purchase for cash which most publishers and devs are completely oblivious or too greedy to do, which is to allow gamers to also earn that currency just by putting time into the game.
(All exclusive) * Second party means the dev is bound by contract to make games only for them as opposed to a complete buyout.
It's here that Game Dev Tycoon shows a surprising vicious streak that will likely end many a hopeful career early, and I'm honestly unsure whether it's due to a bit of poor balancing or if it's a very deliberate choice made by the developers to reflect real game development where moving from small indie company in a basement to an actual office is the real make or break momGame Dev Tycoon shows a surprising vicious streak that will likely end many a hopeful career early, and I'm honestly unsure whether it's due to a bit of poor balancing or if it's a very deliberate choice made by the developers to reflect real game development where moving from small indie company in a basement to an actual office is the real make or break momgame development where moving from small indie company in a basement to an actual office is the real make or break moment.
When some devs are giving parity to the games simply to «avoid debate» as quoted by ubisoft.
believe me - i don't doubt the quality of the game, in general, but when the devs essentially say that they were dumbfounded by how the PS3 works it doesn't instill a lot of confidence to purchase the title for the PS3.
- dev starts with rough 3D models of a stage from the level directo - includes wireframe sketch of the sand - surfing section of the Jakku level - the team will open up the level into the game's engine and play it - that early concept is transformed with their 2D artists - artists can turn out images that capture the essence of what a level might look or feel like in a couple of days - might take six weeks to do a final pass on a level - feedback from designers and other members of the development team comes in every few days - once sketches are approved, the level is passed along to the environment artists - their job includes building the props and assets that fill levels - after the level is «built» Pick takes a look to ensure that it looks good and is consistent to the game as a whole - levels get played hundreds of time by the game's completion
Will we ever get it and if so when and developed by who cause the original Dev team has left GSC Game World!
- 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?»
But that's a problem these days because games that devs make in Japan like DOA beach volleyball etc can't even get released in America because of the increasingly puritanical media brought on by feminism.
- 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
well i think i remember a dev talking about how you need 2 games running side by side to fully utilize the cloud.
Snerdaperds: «Neon Brood is just another example of the huge dumpster fire that is Steam, produced by a guy who just reskinned doom, slapping a new paintjob over the top of it, selling the game again and again on Steam... Steam can't be bothered to fix this problem because there's no economic benefit to them stepping away from that hundred dollars per game being published, and as long as these devs make more money than it cost for them to put the game on Steam, they're gonna keep doing it.»
I don't want my gaming being held back by the Arcade / Core SKU so if MS is giving dev's the option to require the hard drive to make a better / optimised game then rock on!
Dead rising 3 however is published by microsoft - and in a few interviews the devs always said its exclusive and never implied anything else (in comparison titanfall devs seem open), dead rising 1 was an early release on 360 and if you remember that game is still an exclusive to 360.
Some pieces of gear can only be obtained by purchasing or owning the previous games by the Metronomicon dev team.
or Are you just over thinking things just because Sunset Overdrive and Fable Legends have bright colors, SO is a wacky, stylish game made by devs who specialize in over the top fun.
I find this kind of commentary by devs about their own games a huge turnoff: it tells me they were focused on aspects of games that I don't have as much (if any) interest in compared to stuff like, say, gameplay But I can't be down on him for trying to express something in his chosen medium, at least in theory.
The only difference here is fortnites devs for in there first on console, there game isn't solely run by the notion that it's straight up that one game mode and to be frank they made there battle royale mode better because you can build, PUBG's game does look better visually and graphicaly though.
Because those with that passion are then hired by both Remedy and Naughty Dog Or maybe you just don't notice just how good some dev teams are (COD devs, ID, Machine Games, Visceral) making games is VERY HARD and anyone who can do that on a AAA level is of that caliber.
The game is good but what is annoying is that devs are setting a bad example for others by porting 3ds games for vita, or holding back the vita's power.
- renamed Cruis»n Blast - card system removed and replaced with a keypad for a save system - game features «100 % different code» and was put together by a different team at Raw Thrills from the Fast and Furious team - devs aimed for more of a «joyride feel» - locations include London, Madagascar, Rio De Janeiro, Singapore, Death Valley and more - there are licensed vehicles - will be released to arcades worldwide in January 2017
The second way the devs are choosing to allow the player as much control over the game as possible is by giving them plenty of options to control and view the game.
But it seems the devs have been keeping themselves busy the entire time by making changes and adding new things that have apparently been a significant improvement to the game.
I think that games that are kept alive through the addition of new content have a much more interesting life span than games that are never supported by their devs.
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to JGame Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
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