Sentences with phrase «example of game studios»

Not exact matches

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.
Earlier this year, for example, Ken Levine, the creator of the successful BioShock series, disbanded his game studio to make time to experiment with new ways of experiencing stories.
In one of the first examples of an existing gaming series coming to virtual reality, Double Fine boss Tim Schafer told a crowd of PlayStation fans today that his studio is making a virtual reality Psychonauts game for the PS4's upcoming PlayStation VR device.
If you're a fan of the series but missed the chance to play Dead Rising 4 last year, this is the ultimate collection of silly, over-the-top zombie killing to sink your teeth into, and a great example of how the studio worked to improve the game post-launch.
Via Zampella's LinkedIn profile, Heinig said, «He's a prime example of «having it all together,» a rare commodity in the increasingly stressful and delivery - driven video game development marketplace... But don't just take my word for it, rumour in the industry is that EA placed a million - dollar bounty for snapping up any IW studio lead, like Vince.»
Even the studios that develop Triple - A bestselling games aren't safe from the ravages of financial ruins (See L.A. Noire developers Bondi Studios for one of the highest profile examples of this).
Loot boxes, microtransactions, season passes, DLC bundles, subscriptions and «games are a service» are all ways in which publishers can further guard against a flop which, when used in a successful game can feel predatory but can rescue a studio in times of adversity; a good example of this is Rainbow Six: Siege which has gone on to be very successful thanks to continued support through DLC, despite a sluggish start.
SEGA is certainly a studio that can crank out some fantastic titles — just look at the recent Yakuza 5, a prime example of the studio's prowess when it comes to cranking out a masterpiece — but these titles are few and far between when compared to the studio's glory days, and you'd be hard - pressed to find any series in their current stable of games that screams «system seller» in the same way today's Halo, Uncharted, and Legend of Zelda titles do on their respective platforms.
Citing Nintendo, and the Wii in particular, as an example of design in games prevailing over big budget graphics, Spector said he was «a little worried» that «once we can do Pixar - quality graphics rendered in real time with interactivity», development costs may shoot over the $ 200 million mark, with a greater emphasis on landslide sales to earn that money back, something that only a small handful of studios will be able to achieve.
Each studio would now have three years to build a game, with Sledgehammer's Call of Duty: Advanced Warfare being the first example of how much an elongated development cycle would help.
Now that Lisi has founded his own game development studio, WoW remains his most powerful example of just how immersive and consuming a game can be.
The overwhelming success of games like PlayerUnknown's Battlegrounds and Fortnite's Battle Royale mode pretty much guaranteed that other studios would start experimenting with battle royale - style modes of their own, and now we have one example that's a bit out of left field: Crytek's free - to - play online shooter Warface.
To The Moon (iOS) is a remastered mobile version of the 2011 indie RPG / adventure game of the same name, which AMO's review described as «yet another shining example of an indie developer, free from the shackles of a mainstream gaming studio, weaving pure magic.»
Armello is the latest example of a virtual tabletop game, as independent studio League of Geeks has delivered a pretty complex experience to fans on PC.
Bigben and the studio Appeal have released a few examples illustrating the depth of Adelpha, one of the first 3D open worlds in the history of video games, today brought up to date with the remake Outcast — Second Contact.
If you're a fan of the series but missed the chance to play Dead Rising 4 last year, this is the ultimate collection of silly, over-the-top zombie killing to sink your teeth into, and a great example of how the studio worked to improve the game post-launch.
Alternative Magazine Online recently reviewed To The Moon, an indie RPG / adventure game created by Freebird Games, describing it as «yet another shining example of an indie developer, free from the shackles of a mainstream gaming studio, weaving pure magic.»
In many cases it was because of popularity earned by certain types of games, which are no longer produced by many game studios - for example arcade games.
At least those two examples had some excuse for their poor execution, however, seeing as they were among the first of their kind (in Mario's case, the first), it's understandable that studios would have trouble trying to translate the nature of a video game into the movie world.
One example of this is the upcoming pirate adventure game, Sea Of Thieves, from the legendary studio, Rarof this is the upcoming pirate adventure game, Sea Of Thieves, from the legendary studio, RarOf Thieves, from the legendary studio, Rare.
Sony's internal Japanese studio was responsible for Knack — which dragged down the developer's consistency and average score — but otherwise its back catalogue is a stellar example of Japanese games with a Western appeal.
This meaningful, catered experience is a good example of how the idea of games as a service isn't a bad one, just that its implementation and studios» perceived need for it in every title, makes it bad.
And looking at other games running on the Switch, made by other studios, it's hard to imagine how the Remaster will hold the announced 1080p 30 FPS when games such as Breath of the Wild, for example, only runs at 900p 30 FPS.»
From the studio that developed the cult hit Ico, the emotional, engaging Shadow of the Colossus is one of the prime examples in the «video games as art» conversation.
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