Sentences with phrase «design team behind the game»

Not exact matches

The idea behind Hinterland is that the various team members get to stay where they live, with the game essentially being designed through telecommuting.
The team behind Gamestar Mechanic has prepared this introductory webinar covering the basics of game design and how to approach designing learning games.
The following details come from a Nintendo - Online article... — developed by the 40 - man R&D 1 team with Gunpei Yokoi handling the system's design and Satoru Okada working on the hardware — goal was to combine the concepts behind Game & Watch and NES — system had to be small, technically on par with the NES and cheaper than the NES — to archive this, the team had to use a black & white LCD display; a color screen would have increased the power consumption and thus made the system more expensive — system was codenamed «Dot Matrix Game», hence the console's model no.
Learn about what drove the team's inspiration behind SMT games» stories, get insight towards the creative process for character and demon designs, design priorities for Redux as a remaster, and more!
The winning child and their family will be whisked away to San Francisco, where they will spend a day at the Toys For Bob studio in Novato to get an exclusive, behind - the - scenes look at the creation of the latest Skylanders game and have the opportunity to gain insight into character design, level inspiration and gameplay mechanics with the creative team.
Follow and participate in the game's development on our website, where Ron, Gary and other members of the team will discuss behind - the - scenes art, designs, information, cooking, gossip, answer questions, get feedback and generally have a lot of fun *.
These worlds that the development team have created are an amazing piece of game design, letting them leave the shackles of the «real» behind, to instead let their creative juices flow.
* Get behind the scenes access to Skype sessions with the Designers / Devs * Be immortalized in the in - game Camp Crystal Lake Counselor Database * SIGNED Physical game with Kickstarter Exclusive cover art on either PC, Xbox One, or PS4 (Signed by Sean Cunningham, Tom Savini, Kane Hodder, Harry Mandefrini, Gun Media & Illfonic) * Kickstarter Exclusive in - game playable Jason character designed by Tom Savini, with unique weapon * Kickstarter Exclusive in - game Counselor Clothing Packs * Digital Art Book featuring concept art from the game's creators * Exclusive Beta Access on PC * In - Game credit under «Community Design Team» * Digital Wallpaper Pack 1 & 2 * Our eternal gratitude & a heartfelt «Thank You...&ragame Camp Crystal Lake Counselor Database * SIGNED Physical game with Kickstarter Exclusive cover art on either PC, Xbox One, or PS4 (Signed by Sean Cunningham, Tom Savini, Kane Hodder, Harry Mandefrini, Gun Media & Illfonic) * Kickstarter Exclusive in - game playable Jason character designed by Tom Savini, with unique weapon * Kickstarter Exclusive in - game Counselor Clothing Packs * Digital Art Book featuring concept art from the game's creators * Exclusive Beta Access on PC * In - Game credit under «Community Design Team» * Digital Wallpaper Pack 1 & 2 * Our eternal gratitude & a heartfelt «Thank You...&ragame with Kickstarter Exclusive cover art on either PC, Xbox One, or PS4 (Signed by Sean Cunningham, Tom Savini, Kane Hodder, Harry Mandefrini, Gun Media & Illfonic) * Kickstarter Exclusive in - game playable Jason character designed by Tom Savini, with unique weapon * Kickstarter Exclusive in - game Counselor Clothing Packs * Digital Art Book featuring concept art from the game's creators * Exclusive Beta Access on PC * In - Game credit under «Community Design Team» * Digital Wallpaper Pack 1 & 2 * Our eternal gratitude & a heartfelt «Thank You...&ragame playable Jason character designed by Tom Savini, with unique weapon * Kickstarter Exclusive in - game Counselor Clothing Packs * Digital Art Book featuring concept art from the game's creators * Exclusive Beta Access on PC * In - Game credit under «Community Design Team» * Digital Wallpaper Pack 1 & 2 * Our eternal gratitude & a heartfelt «Thank You...&ragame Counselor Clothing Packs * Digital Art Book featuring concept art from the game's creators * Exclusive Beta Access on PC * In - Game credit under «Community Design Team» * Digital Wallpaper Pack 1 & 2 * Our eternal gratitude & a heartfelt «Thank You...&ragame's creators * Exclusive Beta Access on PC * In - Game credit under «Community Design Team» * Digital Wallpaper Pack 1 & 2 * Our eternal gratitude & a heartfelt «Thank You...&raGame credit under «Community Design Team» * Digital Wallpaper Pack 1 & 2 * Our eternal gratitude & a heartfelt «Thank You...»
In a surprisingly obvious oversight in game design and gameplay mechanic, the team behind Surviving Mars decided to deny any way to connect domes, both literally and logistically.
is directed by Mark Cerny, the architect behind the design of the PlayStation 4, it's no surprise the team went the extra mile, but it is great to see even a so called «kids game» still gets the full high graphics treatment.
The team behind the game have clearly tried to balance the issue, letting you overlap blocks and a few other tricks, but it was clearly designed to work better with a mouse.
Plus, a full tour of the Portalarium studios in Austin, Texas for a behind the scenes look and personal design discussion with the game team.
The student team behind the hit Flash game KILL ME return with another well - designed, polished puzzle game.
Here, Vancouver Film School Game Design student and programmer / designer for Pulse Maxwell Hannaman discusses his team's research and inspiration behind creating a game starring a blind characGame Design student and programmer / designer for Pulse Maxwell Hannaman discusses his team's research and inspiration behind creating a game starring a blind characgame starring a blind character.
Creative Director and comic book artist Joe Madureira and his Vigil Games team discuss the art design behind THQ's upcoming video game sequel at Comic - Con International.
Nintendo's R&D 4 studio, the crew behind Super Mario Bros., was so successful designing games for the old NES that it drove the competitive spirit in the team at Nintendo R&D 1 to create strange stuff like Metroid and Kid Icarus.
Senri, the same team behind the Apple Design Award - winning game Leo's Fortune, have finally released their highly anticipated action - adventure game Oddmar.
Is there any chance that Sega could interview the original teams behind these classic titles at some point in the future or dig out some of the original designs and sketches for the games?
The artbook will contain art and design pieces from the world of Blizzard's colorful shooter, along with commentary and behind - the - scenes secrets of the game's development straight from the Overwatch team.
Developed by famed Osaka - based Japanese videogame developer Dimps (the team behind the fan favorite Dragon Ball Z: Budokai series); Dragon Ball XENOVERSE will be the first Dragon Ball game to make its way to the new generation of consoles with all the epic battles fans have come to expect between Goku and his most feared enemies; Vegeta, Frieza, Cell and many others, with brand new gameplay design.
The production team behind CW's reality game show Capture created a high - tech wilderness compound, built their own cellular network, designed proprietary hardware and custom Android software, all so twelve teams of two can hunt each other down in the middle of the woods every Tuesday night.
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