Sentences with phrase «game devs who»

Also, for game devs who have been holding off on Windows support for their games, Build also announced support to easily retarget Windows with your Java or C++ apps from Android and Objective C apps from iOS.
«Then I remembered the many conversations I had with game devs who hated casual gamers, hated those who played the «ville games, hated people like my wife, even though only a few decades ago we were in pizza shops dumping quarters in machines while people scoffed at us telling us we we're wasting our money.»
While your neighbour who decides to tinker with the engine might not end up releasing a game, all the game devs who have been using the Unreal Engine for over a decade now will still be using it and that's where all their money is made.
«I see so many employed game devs who aren't as good as they could be, simply because they don't enjoy their daily tasks,» he says.
Kyoufu's refund and Shahid Kamal's response is getting more news, and I'm depressingly seeing more and more game devs who make games I enjoy agreeing with the «thief» label.
In my opinion, I don't want to see any regulation of Early Access — there will always be thieves and shysters who try to defraud the system, but at the start of the project these are pretty much indistinguishable from a brand new game dev who wants to take a punt on his first project.

Not exact matches

We help take the guessing game out of what to bring to play dates, providing customers with tips and recommendations from bloggers who are parents as well,» said Dev Mukherjee, President, Seasonal & Toys, Sears Holdings.
As someone who strongly believes that accessibility only makes games better, my hat is off to the devs.
Film Review by Kam Williams Headline: Dev Patel Delivers as Lovesick Game Show Contestant Jamal Malik (Dev Patel) was just one correct answer away from winning the grand prize of 20 million rupees on India's version of «Who Wants to Be a Millionaire?»
Red Dead Redemption 2's reveal was also broadcast throughout GTA Online with an in - game loading screen ad, and we think that the game has brought more players in contact with Rockstar as a dev, who will continue to follow the developer's actions.
The dev team, 612 Games, have prominent members of the gaming industry in their team, with people who've worked on games like the Crysis series, Call of Duty 4: Modern Warfare, Star Trek Online, Neverwinter Nights, Hawken, Ryse and The Darkness.
now when the nextbox and ps4 come out we will be relying on devs who want to work on the wiiU for third party games, as the hardware seems like it's going to be lightyears apart which devs will want to down grade their game to support a console most of them don't like working with to start off with.
After all, the Team Shifty devs who are responsible for this game, are former Halfbrick employees and given just how addictive Fruit Ninja is, it will especially be hard to put down Mr. Shifty!
You can at least provide context from a seasoned presenter and introduce gameplay, while ensuring that devs who do have an ounce of presentational nous get out there to show of their games.
The new game is the work of Breakpoint Studio, which is mostly staffed by devs who used to work at Top Spin developer 2K Czech, so Tennis World Tour should serve up a solid simulation.
I've worked for video game dev teams who create, store, and deliver multiple gigabyte files, which DOES take a lot of money.
There's lots of bad devs out to take money for bad games and lots of bad gamers who do nt want to give their money even to good games.
I think most indie devs who can't afford losing sales on their small length games are probably going to stick to BUNDLES as we see around, so the refund police doesn't go around.
We are seeing Devs who never or made a game for a Nintendo platform or haven't in decades now doing so, which no matter how you slice it, IS more support than many anticipated.
Indies devs who are dumb and make shitty games must be mad now since they can't trick people into buying their useless games anymore, I'm glad steam took this approach it's the best for everyone if the devs don't like it then they can fu * k off
So much for all the people who kept thinking devs would strive for parity across the board... some may but most will push their game engines to try and deliver the best they can on the more powerful console the same way the PS4 was hitting 1080p more often than the XB1 and it didn't stop them then and it won't stop the devs now.
Understandable if it takes a while to get them made, (I take a while on mine as well but still write reviews for any games I get while giving devs updates) but there are just some people who do nothing but take the copies away from smaller guys who would better deserve them.
Will we ever get it and if so when and developed by who cause the original Dev team has left GSC Game World!
- Aonuma thanks the audience for the award - Aonuma: The team did not want to simply adapt the old formula of Zelda games, and they carefully balanced old and new elements - Fujibayashi: The dev team had several challenges while developing; worked hard to satisfy gamers; is happy to see Germany loving it - Takizawa: Artstyle has changed often throughout the series» history; the art team's experience has been applied to the game, that's why the whole team is very happy about the award - Dohta: The team created lots of fun elements for the players, and the whole technical team is very happy to see Germany loving the game - Aonuma: «We are honored to accept the price in the name of over 300 developers who worked hard and passionately on the game for years - Everybody: «Vielen Dank!»
Snerdaperds: «Neon Brood is just another example of the huge dumpster fire that is Steam, produced by a guy who just reskinned doom, slapping a new paintjob over the top of it, selling the game again and again on Steam... Steam can't be bothered to fix this problem because there's no economic benefit to them stepping away from that hundred dollars per game being published, and as long as these devs make more money than it cost for them to put the game on Steam, they're gonna keep doing it.»
And with a boss who is well known for his attention to detail in game development, the devs at MercurySteam find themselves having Maalox moments whenever Kojima pays visits to their offices.
Not to mention, they don't seem to take much resources either, which means devs can simply task one of their smaller teams, who have little to no input on new games to begin with, to the job, make a quick and easy buck for nostalgists and new gamers.
Ubisoft has sent out the third dev diary for Prince of Persia today, showing producer Ben Mattes, level designer Michael McIntyre and narrative director Andrew Walsh — who all look like they could sleep for roughly a week — talking about the game's illustrative art design, the environments, and what they see Prince of Persia as.
To remedy this, the devs have gone to Sony, who have granted special permission to delay the trophy alerts in the game until the end of the scene.
or Are you just over thinking things just because Sunset Overdrive and Fable Legends have bright colors, SO is a wacky, stylish game made by devs who specialize in over the top fun.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
man, this is going to be such a long and annoying next gen of consoles with people saying «the ps4 version looks almost as good as the pc version» when it will be an even larger mountain of difference between pc and console last gen, at least for the first year, the console versions of games look somewhat similar, obviously the pc versions had way better res and better anti aliasing but next gen, the ps4 and xbox1 are so far behind even a 3 year old pc, and the new stuff coming out just utterly obliterates the xbox1 and ps4 making them 100 % obsolete and to the people who say «devs will never use it» and «all that power is wasted» talk to me when you have played a game like the witcher 2, crysis 3, or metro last light in 2560x1600 at 60 buttery frames it makes a game like killzone shadowfall look like a freaking ugly launch psp game
Because those with that passion are then hired by both Remedy and Naughty Dog Or maybe you just don't notice just how good some dev teams are (COD devs, ID, Machine Games, Visceral) making games is VERY HARD and anyone who can do that on a AAA level is of that caliber.
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to JGame Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
All these things merit a hell of a lot of discussion than an indie dev who may have done anything to earn coverage that she didn't get, for a game she doesn't charge money for.
And this is coming from Jaffe, a guy who's worked on plenty of games, and most likely worked with plenty of less - than - stellar dev teams himself.
So a bunch of devs who worked on Panzer Dragoon teamed up to make a Kinect game, using a control scheme similar to that found in Child of Eden, that sees players training and flying a bunch of dragons on a variety of missions... and it looks gorgeous too.
does look really cool, but since those music games were never my thing, its good to know ya don't have to play it using the guitars... you'd probably limit sales that way as well, since a shooter game is a far cry from a music game... im happy there are still devs who are thinking outside the box as well as willing to still do side - scrolling 2d work... i'd like to see more adventure 2d side - scrolling games tho... like Magician Lord was to the NEO-GEO or the Ghosts N Goblins series or Wizards & Warriors... those were fun games...
Believe it or not, while Nintendo themselves have turned their backs on the Wii U and refuse to bring any more games to the platform, with many indie devs doing the same, there is still some devs out there who refuse to let the Wii U go quietly out into the night and one such dev is Starfall Studios» Michael Sullivan.
The devs say that in bringing the game to Steam this week, they hope to «expand [their] audience by attracting desktop gamers who are lacking nostalgic MMORPGs.»
In a nutshell, WWO is Red Dead Redemption made massively multiplayer, a project tackled by devs who were frustrated that this sort of game hadn't happened yet.
sadly, a fair few of them are Konami stuff (Bomberman 64, hero, second attack, the Goemon games) or made by western devs who are now defunct.
You shouldn't give all that credit to insomniac... they're sellouts.Sony should give Ratchet to other devs and leave insomniac to their beloved microsoft ha it seems insomniac likes to do crappy games so thats their place.Ratchet would be better in the hands of people like Sanzaru who did an excellent job with Sly 4.
He acknowledged that many indies don't like to think about polishing their game's to improve the final quality, believing this to be mainly associated with triple - A development, but posited that devs who think they are «punk» by deliberately avoiding triple - A quality and practices are actually producing games poorly.
Gamers who already have Windborne in their Steam libraries can continue playing and the devs would like to return to it some day but right now, Windborne for all intents and purposes has been retired.
And while the large gaming publishers repped by the ESA might be comfy with that position, it didn't go over well with actual game developers, including some MMO devs, who reacted loudly on twitter (twice) in rejecting the ESA's position as being representative of or beneficial to workers.
A wider install base means more money for devs, who will then use that money to make more great games.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
@MysticStrummer «The obvious conclusion would be that the PS4 version is being held back in some way» - So devs who have been so far developing games with higher spec's on ps4 because its EASIER TO DO SO, while putting out a lower spec'd X1 version are NOW all of a sudden going to «hold ps4 back»?
So, look out for a write - up heading into August, and depending on who is attending keep an eye out for interviews as well, or even some reviews of games from indie devs.
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