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...&ra
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...&ra
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...&ra
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...&ra
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...&ra
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...&ra
Game 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 charac
Game Design student and programmer / designer for Pulse Maxwell Hannaman discusses his
team's research and inspiration
behind creating a
game starring a blind charac
game 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.