Sentences with phrase «game studios using»

Target audience: game - developers, content - creators, Indie developers, as well as larger game studios using the Unity game engine.
We now have several large game studios using their own DI4D capture systems for internal projects.
A lot of game studios use this feature, making it a good replay strategy for gaming perfectionists who want to collect and do everything.

Not exact matches

Two of the world's most popular sports game franchises are largely developed using plenty of Canadian talent at EA Sports» studio in Burnaby, BC.
Part of the reason for the rapid growth is that it's much easier and cheaper to set up an indie game - development studio than it used to be.
The 25 - person studio has used government assistance to get on its feet and is now weaning itself off assistance, with three of its own games under development.
See our online studio and resource site, The OHMazing ® Way, for more ways to integrate into your daily routine or use as brain - breaks and games!
Despite this, and the studio's previous success using the service, the game's kickstarter has tanked.
Rise of Nations, Frontline studio reps tell developers how to make their games more Hollywood - like without using cutscenes.
It's odd that Retro — of all studios — has such an issue with loading times, especially considering how they smartly used the blast doors to make the entire game seem like a seamless, load - free world in the Metroid Prime series.
The studio took stock of the time investment to bring the feature to Wii U and whether or not it would be worth it and decided that focusing on a new game would be a better use of their time.
Developed by Canadian indie studio Bishop Games, Light Fall is a one - of - a-kind platformer that utilizes the innovative Shadow Core, a magical box beneath your feet that can be used to propel yourself in the air, effectively making the game a platformer in which you control the platform.
Just look at Team Ninja's effort on Metroid — or many of the other cases where a publisher uses an external studio to make a franchise game), Positive (highlighting the alternative to buying exclusivity that Nintendo is using to secure exclusive titles and improving the release schedule) and all - out - fanboy (geeking over all possible combinations that spring to mind)
MIND GAMES (formerly INFLUENCE) PICKED UP TO SERIES (MIDSEASON) STUDIO: 20th Century Fox TV TEAM: Kyle Killen (w, ep), Don Todd (ep) LOGLINE: Provocative workplace ensemble centers on relationship between two brothers — a bipolar genius in human psychology and a slick ex-con — who head a unique agency designed to solve their clients» problems using the real science of human motivation and manipulation.
The reason this was done was because with this new game, the studio will make heavy use of facial capture in stead of words as a means to convey emotions.
Gamers — the core, and hardly insubstantial (far bigger than comics fans, in fact) audience that studios hope to capture by translating their favorite properties — are used to interactive experiences, and film is an inherently passive medium.
Now in a new exclusive with Nintendo Life, the studio says they're waiting on new Nintendo hardware to bring the game to fans, but have they already used up all their goodwill with Nintendo fans?
Interesting is the mentioning of a «next» Metal Gear Solid Game, targeted for high end consoles and PC, and the FOX Engine, that most likely will be used to run the game studio's new gaGame, targeted for high end consoles and PC, and the FOX Engine, that most likely will be used to run the game studio's new gagame studio's new games.
Use the information and art you've collected to create a presentation that will sell your dinosaur to a movie studio, a TV production company, a book publisher, an ad agency, or a toy and game manufacturer looking for a new dinosaur product.
For years, video game enthusiasts suffered as one single video game studio, Electronic Arts, held the exclusive rights to use Porsches in their video games while everyone else had to make do with RUFs.
The game studio is not looking to sue anyone who uses the word Candy, just protect their IP.
Discovered by M2G, the LinkedIn listing, posted last Tuesday, calls for an individual with «a broad understanding and experience in both multiplayer and single player game design» and uses the words «action,» «shooter» and «realistic» to describe the project; we're hopeful this doesn't mean Activision has branched out Call of Duty to yet another studio?
It's obvious that they would need to use the old logo and the studio title for crediting them for their original work on these games.
Unlike some developers who do «stuff like down - ressing and using a smaller than 720p resolution to try and get back some of the framerate» in the PS3 version of their games, Houston says his studio has done the opposite.
Using our other AAA studios also permitted us to create a huge game by outsourcing parts of the game to them.»
At the start of the game you'll have just one symbol and can thus only produce a single painting in a turn, and can't use any that require two symbols, but as the game progresses your studio will grow and so will your ability to add to your masterpiece.
(I am getting one on 10/28 for SSOD, mind you) Cons: less powerful hardware than direct competitors, multi-plat games look worse 80 % of the time on X1 and the other 20 % only look equal to PS4 (never better), less 1st party studios making new games and IPs than competitors, a basically ruined relationship between MS and the consumer due to lies and 180's (makes me happy, wouldn't have ever bought the X1 if I HAD to get Kinect), I could go on... these are not me bashing the system, they're literally facts Pros: I can watch TV while I play my game, I can «snap» achievements while playing, I can watch football, and then basically nothing else I guess I am old school and use my game systems for games and media playing only.
What I didn't catch before, but actually is the most exciting part is that Gears and other XB1 games will start using Unreal 4 Engine which is supposed to be amazing... and with Epic working hand in hand with an XB1 exclusive studio... they should start optimizing that real quick.
This has a lot to do with the studio itself being so secretive, using the Nintendo strategy of keeping its games close to heart until they're absolutely sure nothing will go wrong.
- 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
Unless it's a sequel using the same structure as the first, building game from the ground up takes years and the only reason why it feels so long is due to the fan base putting such a spotlight on the studio every year.
Yet RAD used that freedom to make a 5 hour game Morevthab studios Sony has creative people behind their games who get the creative freedom to work on whatever they want Cory barlog has an new IP he wants to do and guess who he is going to do it with?
Most of the big - budget games that use the feature are either built by Microsoft studios or published by the company.
The winner of Epic's Make Something Unreal Contest, which tasked entrants with making their own game using the studio's Unreal Engine 3, The Haunted, is heading for commercial release shortly.
«As usual, all shots show purely in - game footage that has not been made in any special photo mode, using no post-processing or filters that aren't available during the actual gameplay,» the studio said.
Fork Parker's Crunch Out is a classic arcade - style game featuring the notorious Devolver Digital CFO as he bootstraps a ragtag group of game developers from a downtrodden garage studio to a high rise mega corporation using only his love of profit and questionable motivation tactics.
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.
«We are enhancing the gaming experience by using computing power and memory that is available server - side,» said Cloudgine, the independent studio developing the cloud - based components of the game.
It also revealed that the Xbox Game Preview programme, which allows studios to launch their titles in an in - development state on Xbox One, would continue, having been used by games including Layers of Fear, The Long Dark and Ark so far.
A year ago, Silicon Knights filed a suit aganst Epic saying the company had «failed to provide a working game engine» - the studio since then scrapped its use of Unreal Engine 3 and built its own in - house technology.
The action - MMO could certainly use a shot of new blood as it dealt with a shaky Patch 2.6 rollout and questions about the game's future in the studio's portfolio.
The initial difficulty is going to be using the CPU power effectively to prevent simulation frame drops and until studios actually work out how best to use these new machines, the games won't excel.
Seeing as this is a game from Remedy, you would expect it to absolutely nail the third person combat, especially seeing as how it now has a perfect excuse to gratuitously use time mechanics, something which the studio pioneered in Max Payne with its famous Bullet Time mode.
While video games used to be single purchases you played for however long you wanted and then put away, studios now place them on perpetual life support, intravenously pumping them with content until their last death rattle.
The 20 - page «Making Of» report also examines the creation of the game's cover art and soundtrack, with composer Gryzor87 sharing photos of his studio and the homemade Flemish Virginal / Muselaar (pictured) he used to record several songs for Hydorah.
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.
The alleged game is once again being headed by Rockstar North and it's believed the studio is working with the same engine used in «Grand Theft Auto IV.»
If they do a good job packaging their software for other developers to use, they can have a very profitable business while other game studios get the serious kick in the pants they've been needing to start producing GOOD LOOKING Wii games.
Before their announcement, to license the software to create a title using the Unreal game engine, it would cost studios thousands of dollars.
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