Sentences with phrase «entertainment products developer»

Founded in 2007, BIART is an independent international technology and entertainment products developer.

Not exact matches

Jamie Berger, senior vice president of consumer products and technology for IGN Entertainment, says that Direct2Game will opening up new revenue streams and business models for publishers and developers alike.
The video gaming industry is one of the largest sectors of the entertainment industry, and game developers are constantly trying to give their customers access to the latest and greatest experiences through new product developments with innovative features.
It seems that many members of the team at Big Red Button Entertainment, Sonic Boom: Rise of the Lyric's developer, actually knew or anticipated how bad the final product would end up being, since most of them opted to leave the company before the game was actually released.
The product in the genre RPG from the developer Bandai Namco Entertainment will please with a unique gameplay and a lot of interesting features.
As well as serving as the headquarters of the Game Developers» Association of Australia, The Arcade is home to 32 games companies employing over 120 staff, who work on products for entertainment, serious games and solving non-entertainment problems through gamification.
Big Buck HD is the first - ever 1080p high definition arcade video game and was created by Raw Thrills and Play Mechanix, developers of coin - operated interactive entertainment products.
Gambitious president Paul Hanraets will serve as president and Ben Andac joins Good Shepherd as a business and product developer after years in product development at Sony Interactive Entertainment Europe.
Factors that could cause Blizzard Entertainment's actual future results to differ materially from those expressed in the forward - looking statements set forth in this release include, but are not limited to, sales of Blizzard Entertainment's titles, shifts in consumer spending trends, the seasonal and cyclical nature of the interactive game market, Blizzard Entertainment's ability to predict consumer preferences among competing hardware platforms (including next - generation hardware), declines in software pricing, product returns and price protection, product delays, retail acceptance of Blizzard Entertainment's products, adoption rate and availability of new hardware and related software, industry competition, rapid changes in technology and industry standards, protection of proprietary rights, litigation against Blizzard Entertainment, maintenance of relationships with key personnel, customers, vendors and third - party developers, domestic and international economic, financial and political conditions and policies, foreign exchange rates, integration of recent acquisitions and the identification of suitable future acquisition opportunities, Activision Blizzard's success in integrating the operations of Activision Publishing and Vivendi Games in a timely manner, or at all, and the combined company's ability to realize the anticipated benefits and synergies of the transaction to the extent, or in the timeframe, anticipated.
Subtopia is a marvelous product by online gaming developer Net Entertainment.
Guests Novi Flink — Game Designer at King Adabelle Combrink — Programmer, Massive Entertainment, Ubisoft Sonja (Kangas) Ängeslevaä — VP of Products at Other Group, Previously Senior Product Manager at Scoreloop and President of IGDA Finland Ann - Sofie Sydow — Project Manager at the Game Assembly, Member of the Board: Swedish Game Developer Association, Game City, Diversi Jenny Brusk — Senior Lecturer, Professor at Skövde University, Creator of Backpacker, Industry veteran
Product Info: Developer: Mojo Bones Ltd Publisher: BANDAI NAMCO Entertainment Website: Impact Winter Twitter: @MojoBonesLTD / @BandaiNamcoUS / @Ishelpcoming
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