Sentences with phrase «different game studios»

Had worked as a freelance game developer for different game studios around the world for over 3 years.
No wonder the developers consist in a joint development team that gathers the unique skills from three different game studios: Storm Isle Productions, Longshot Studios and Polywick Studios; each one bringing their best to make Stratus a reality.
Now produced by three different game studios French developer Kylotonn Racing Games, Canadian developer Strategy First and Tiny Rebel Games, the 7th installment of the series brings one of the craziest racing games you've ever seen in your console.
Epic Games has evolved into a much different game studio since Chinese tech giant Tencent invested...

Not exact matches

Don't know what game I was watching, I already said, the one with two different game plans, the same as the one seen in the studio.
Earlier this year, for example, Ken Levine, creator of the successful BioShock series, disbanded his game studio to make time to experiment with different ways of experiencing stories.
Harris gives the full story and final word on why she did not return to play Jamie Lloyd for a third time, and Akkad is candid about his father's battles with the studio and the Weinstein brothers, which ultimately lead to the Akkad's (and most of the original crew) being completely excluded from any participation in the reshoots that drastically altered what would have been a game changing ending of the movie and resulted in two very different cuts.
«Retro is a very capable studio and can design a lot of different types of game and I know that because I produced Metroid Prime.
Originally Kickstarted as a totally different game by French studio Game Atelier, Monster Boy and the Cursed Kingdom features the same colorful, cartoony designs and weighty, retro metroidvania feel of Wonder Boy 3, but with a modern, crisp, high - definition lgame by French studio Game Atelier, Monster Boy and the Cursed Kingdom features the same colorful, cartoony designs and weighty, retro metroidvania feel of Wonder Boy 3, but with a modern, crisp, high - definition lGame Atelier, Monster Boy and the Cursed Kingdom features the same colorful, cartoony designs and weighty, retro metroidvania feel of Wonder Boy 3, but with a modern, crisp, high - definition look.
Although Battlefield developer DICE is in charge of the main multiplayer modes, the other two parts of the game have been created by completely different studios.
In a lenghty blog post, the studio said that work on the game will be separated to three different tracks.
It is hard to nail down just what the meaningful differences would be from having an American studio work on Zelda rather than only Japanese ones, but Miyamoto himself was vague in telling Wired what he thinks the difference may be: «People often say that videogames made by Western developers are somehow different in terms of taste for the players, in comparison with Japanese games.
As for Fiora, she's from Xenoblade Chronicles, a game which was developed by Monolith Software... which happens to be the studio behind the two Project X Zone games (it's a different team than the one from Xenoblade Chronicles, though!).
Basically, this means Sucker Punch isn't following Naughty Dog's lead of having two teams within the same studio working on two different games (in Naughty Dog's case, The Last of Us and Uncharted PS4), and it looks like their unannounced project will really start development once inFamous: Second Son is wrapped up.
During a recent interview, CEO Alex Neuse said, «I think after the Bit.Trip series is complete you're going to see something totally different from us,» adding that «we definitely aren't a retro studio, we don't only make retro games, we don't only make rhythm / music games.
The straight - to - DVD depiction of hell's nine delightful circles, being overseen by Dead Space: Downfall «s Film Roman, will be worked on by a number of different anime studios and shipped alongside the game.
And, you asked a question about why this team, all of us wanted to play a World War II game made by Sledge, meaning they have — you know I think each of our lead studios, you know, very compatible in many ways, but each brings a certain flavor to the franchise, which I think has been a part of its success is that we have these slightly different riffs on the theme, and I think that Sledgehammer's unique contributions are fitting with their name.
- a lot of focus was put on sound effects in order to immerse players in the world of Hyrule - the development team worked with Sound Racer, a studio specialized in sound effects - this studio also worked on Xenoblade Chronicles X - they recorded more than 10 000 different sounds for the game - the team used a school bag to simulate the sound of rubbing leather - for the sound of «normal» footsteps, they mixed various kinds of sands - for the sounds of equipment, they had to search for various materials and find ways to use them - they used an actual block of ice to recreate the sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples here
Furthermore, Sons of a Bit will also launch Kluest this year, a new project radically different from the games the studio has worked on so far and a great step forward in its consolidation as a relevant studio worldwide.
«If you've heard of the previous Guns of Icarus, the PvP game, this is way different,» the studio said in a press release.
The company's CEO, Kai Rosenkrantz, was a composer for video games like Risen and he went out of his way to help a tiny indie studio do something unique and different.
The Star Wars game in development at Visceral will be revamped and move to a different studio, EA says, although it will now be something completely different.
Ahead of this week's Crysis 3 release date of February 19 in the US and February 22 in Europe, Yerli also said he believes «people will be astonished that next - gen launch titles from other companies might not be much different» from his studio's latest game.
Since Activision now has three development studios doing different Call of Duty games, the cycle has now landed on series veterans Treyarch to show us how they plan to move forward.
For those of you who missed our previous article about this game, Record of Agarest War is a tactical - style RPG which was originally a collaborative effort between a couple of different game development studios back when Record of Agarest War was originally made.
Compatibility tests (as a small indie studio we can only test the game on couple of different computers and by a handful of people)
As ever, when layoffs happen in the industry, many different studios have offered their hands to those affected, and we hope they can find somewhere to continue developing games for us all as soon as possible.
They have already stated that the game is being handled by two completely different studios and that the Xbox One version will use an updated version of the Forza 5 engine so I don't really see that as slamming on the breaks of progress.
«When the euphoria of having shipped our first title wore off, it was apparent to all of us that Double Fine did not develop games the way other studios did, and that a different system of product development needed to be put in place.
Raylight Games s.r.l.s. is a leading European videogames development studio with dozens of games released on different platforms, ranging from handheld consoles to home consoles, mobiles and PC.
Interspersed with furious, fast - paced fighting gameplay footage, key members of the team delve into different aspects of the game — from its visual depth and the studio's distinct interpretations of DC Comics» iconic characters, to the differences in style and gameplay from their own revered fighting franchise, Mortal Kombat.
There are a number of studios flipping store bought assets into the a game that already exists then launching them hopefully onto Steam Greenlight under a different name in the hope of turning over a quick buck.
Sony doesn't try anything new or different they've always had a stable supply have good studios and games.
The studio being headed up by former Dead Space bosses also implied the new game may possibly take a different road but, clearly, no dice.
Junction Point studio chief Warren Spector recently explained the necessity of bringing in many different groups to work on the game: Junction is splitting concept art and animation duties with various Disney studios.
A rumor appeared last week, citing a report on CVG, in which a «senior game studio source» said that Sony plans on taking the design of the controller for Sony's next - generation home console in a different direction.
Each one of these games presents a completely different experience that showcases some of the best each studio has to offer.
The problem with a lot of the old middle - sized studios is that they made games for the $ 60 space and their game didn't need to be that, the market just wasn't used to the idea of paying different amounts for different kinds of games.
I've long thought that when you make a decision to buy a game that either interests you, or you're mentally invested in the franchise or the development studio with your own money that you're in a different frame of mind to a reviewer.
A somewhat underrated platformer gem coming in at the tail - end of the PS3 era, Sly Cooper: Thieves in time perfected all of the gameplay and story elements developed in the previous three games, even though it was handled by a different studio.
The good news is, in their more than 15 year history, developer Inti Creates have shipped over 30 different games on eight different platforms, and our project lead, Keiji Inafune, has either worked on or overseen 30 + games in this genre alone, as well as having lead one of the biggest Japanese studios, and some of the biggest AAA games ever.
As of 31 October 2016 the Company had four internal game development studios — two in Sweden, one in Germany and one in the US — and contracts with 19 external game studios in a number of different countries.
Emeric Thoa, founder and Creative Director of French indie studio The Game Bakers, (and former editorial conception manager on Far Cry 2) put up a pretty interesting analysis of how the Apple App Store generates income for developers, and how the financials seem to work out for different kinds of games - including his own game, SQUGame Bakers, (and former editorial conception manager on Far Cry 2) put up a pretty interesting analysis of how the Apple App Store generates income for developers, and how the financials seem to work out for different kinds of games - including his own game, SQUgame, SQUIDS.
Additionally, Infinity Ward takes a new approach to multi-platform development with Call of Duty: Ghosts from previous titles in the series, with the studio creating significantly different assets for current and next - gen consoles, and with the PC getting an additional boost in texture resolution above the XO and PS4 versions of the game as well.
This years E3 is sure to be no different not only will there be major game studios there with announcements of upcoming projects, but also other companies such as Nvidia and Razer that have deep ties to the video game industry.
Hopefully the guys and gals who made Infinite will go on to work at different studios or create their own indie teams that can bring us games like Gone Home or the Stanley Parable.
The event had different shows and speakers, who talked about technical aspects of video game making and about different experiences of working in a video game development studio!
3 different studios have been working on this game, so there has been a lot of love and effort put in here, also keep in mind they were able to use many of the assets from the 1st game which gives them more time to focus on new things.
We used to work on different gaming projects before and gathered to make the very first game together as a studio.
But it isn't bad because every TBS is different and each studio makes its own game.
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