Sentences with phrase «games development experience for»

Founded in 2014, Ground Shatter is the culmination of nearly 20 years of games development experience for director and founder, James Parker.

Not exact matches

With 12 goals in 29 appearances for club and country so far this season, Carrasco has proven his quality and will only get better with experience and development of his game as he gets older.
Simple games that you can play with your baby will not only be a fun and bonding experience, but will be teaching them things crucial for development.
This game (and series, for that matter) offers one of the greatest experiences in terms of story and character development.
In development by Avalanche Studios and scheduled for an June 13th release, the new Cars game, inspired by the upcoming Cars 3 Disney • Pixar movie, is a serious, competitive, action racing experience.
Gamers ask more and more from their video games, feeding the need for a deeply engrossing experience with complex character development and outstanding delivery.
One of the scrapped concepts for FFXV DLC was a PSVR FPS title and, although the development team eventually settled upon the fishing angle (pun totally intended) and elected to release the game as a stand - alone experience rather than additional base game content, certain elements from the FPS prototype still managed to find their way into the core gameplay loop here in Monster of the Deep.
Using game mechanics created during development, you can tap into what really motivates your learners for a more effective experience.
Committed to crafting something that would work for a majority of users, Ford actually studied the human eye and assembled a core team with members experienced in video game development — another arena where uncluttered, easy - to - interpret graphics are key.
HPP: You have been in the game industry for a very long time, and have had a lot of experience in the development of very well known fighting games.
The delay, as stated by Activision, is due to giving «the development team more time to deliver the high - quality entertainment experience they envision for the game
Andrew Wilson, EA Sports» senior VP of worldwide development, explains: «In order to continue to enhance the online experiences that are attracting nearly five million connected game sessions a day, we think it's fair to get paid for the services we provide and to reserve these online services for people who pay EA to access them.»
- 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
The development of DUST 514 has been an amazing experience, as we at CCP pioneer new frontiers for console games in collaboration with Sony.
One thing which is earning a lot of interest for this game is the fact that among the development team there are people who worked on BioShock Infinite among other games, which means that the experience level behind the game, even though coming from an indie studio, was not at beginner stage, like most independent developers are.
We previously spoke to Joe Brammer at Bulkhead where he confirmed the game would have Loot Crates, which he says is to fund development and additional features for the game, and are an «entirely optional layer that will not affect the gameplay experience»
About Eidos - Montréal Since its creation in 2007, Eidos - Montréal has embraced the philosophy to always pursue excellence in game development, aiming to create immersive and captivating experiences for players.
My hope is that as Sony continues to push the Vita as an attractive accessory for the PS4 with remote play and second screen experiences, as well positioning the device as an ideal way with which to experience the upcoming game streaming service, PlayStation Now, the install base for the device will continue to grow to the point that focused development for the platform is a viable first - party business strategy.
Twine and RPG Maker alone led to wonderful experiences ranging from Zoë Quinn's Depression Quest and Mattie Brice's Mainichi to Porpentine's wide variety of work, while even our own work at Vlambeer is only possible due to the existence of Game Maker, a tool developed for «tinkering with game development&raqGame Maker, a tool developed for «tinkering with game development&raqgame development».
Awarded to a game for outstanding development of ongoing content that evolves the player experience over time.
For perhaps the first time in commercial videogame design (and I make a distinction here that you never do, in my experience), a development team took risks — serious risks, actually — to push their game away from the conventional expectations of the player community in order to explore a more artistic space.
** Monolith Soft Recruiting For Action Game Japanese videogame development company Monolith Soft have an «urgent posting» for experiencedFor Action Game Japanese videogame development company Monolith Soft have an «urgent posting» for experiencedfor experienced...
This position is suitable only for a firmly experienced game animator, who knows what a full modern development cycle demands and doesn't need to be taught the basics of a modern game animation pipeline.
Japanese game developer Monolith Soft, the studio behind the Xenoblade Chronicles series, has begun a recruitment drive for «experienced staff in action game development».
We're looking for a Senior Hard - Surface Concept Artist with experience in game development to develop both 2D and 3D mechanical creature designs and raise the bar in quality, style and functionality.
I've been in and around the game industry for around 20 years, so I feel that I have the knowledge, experience, and history to be able to comment on such matters since I know the kinds of things that go into game development, both on an Indie level and a AAA level.
Much like with Final Fantasy XV, when a game is in development for almost a decade, one's new experience can be dripping with old expectations.
- 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
when a game is in development for almost a decade, one's new experience can be dripping with old expectations.
The industry is leaving a lot of experience at the door by not recognizing experienced engineers that go through the effort of learning game design, and quite honestly, those people are probably going to be much better right from the start, as opposed to a fresh out of college kid who has to be told how to program for other people's work, and from my experience, most college level game engineering degrees turn out engineers which are woefully inept at what actually is required for high end game development.
Dark Day Interactive - is a small indie Development company, based in Australia and the United Kingdom, with past experience in the video game market, with the current release of Once Bitten, Twice Dead on PC, and iOS hits like Sky Island, the team has taken there past skills and knowledge from other projects and combined them into one tight company, answering to no major publishers, only making games they love, for the community and helped shape by the community.
We firmly believe that the best game development ideas can come from anywhere and anyone, and as the brand that stands for gamers, we want to make it easy for gamers to step outside of their comfort zones and experience these new types of games.
So in addition to helping paint a gritty picture for the rest of the game experience, this kind of sexualized violence against inessential female characters is exploited by developers as a sort of cheap one - note character development for the «bad guys».
We're looking for an individual with extensive game development experience who possesses exceptional talent and a true passion for creating cutting edge character art.
«Stugan was an incredible, game development / summer camp experience that I'll remember for the rest of my life.
When you put this together with the decades of tabletop roleplaying experience, our passion for board games, our expert writers and story tellers, I assure you, with your backing we are brilliantly placed to deliver some of the most compelling, deep and replayable games ever to jump out of the indie game development scene.
He has had 8 years experience as a contractor in the games industry programming in the Unreal 4 engine used to develop the company's tech and products; implementing and integrating modular Planner systems in Unreal Development Kit and Unreal 4 engine for clients» games and projects.
Comprised of seasoned and talented individuals with know how in both technical and artistic fields, the team has experience working in game development and interactive media projects ranging from mobile interactive applications to full - fledged games for home consoles.
TecToy, which had a lot of experience programming for Master System, wanted to bring the most popular fighting games to the SEGA 8 - Bits console, which prompted them to start development on Street Fighter II.
Pity you guys don't take on guys for work experience: (2 years left for my games development degree, hopefully there will be a position then:)
One of the scrapped concepts for FFXV DLC was a PSVR FPS title and, although the development team eventually settled upon the fishing angle (pun totally intended) and elected to release the game as a stand - alone experience rather than additional base game content, certain elements from the FPS prototype still managed to find their way into the core gameplay loop here in Monster of the Deep.
This experience included overseeing publishing, international and corporate development at social developer Playfish; serving as vice president at Three Rings, an early pioneer in the free - to - play space; and driving game development at Electronic Arts for two of the industry's largest franchises, FIFA and The Sims, across a variety of platforms.
«In game development, more time is always a good thing for quality, and the Vigil team is dedicated to providing the definitive Darksiders experience
Prior to his work at GREE, Shanti accumulated more than twenty years of experience as a games producer, marketer and «international deal person», all of which has proven to be valuable background for a role in corporate development.
VO's alpha test videos from a few weeks ago looked incredibly good for a game at that stage of development in my experience.
Created in partnership between Die Keure, Belgium's leading educational publishers, and Larian Studios, a game developer with over 15 years of award - winning game development experience, the Monkey Tales series of games is for any kid that ever dreamed of having monkeys help with their homework.
In terms of them pushing out a new map or rather than remasters, you have to remember that Treyarch are already halfway in development for their next game in 2018, thus making a brand new zombies experience.
Yuriy said that the most challenging part of development was a matchmaking system to make sure new gamers weren't paired with very experienced ones, noting, «On a scale of Beta - testing it was not an easy task, but it helps that new people keep coming so that new gamers play against the new ones and more experienced ones are waiting for new candidates for the title of «the coolest guy» while they are playing amongst themselves, making teams, etc..»
Originally a master of philosophy, Anders has worked with Game design, Concept development and Storytelling for more than 10 years across a wide variety of products ranging from Trading card games over AR games, Mobile games and Roleplaying to Toy's - to - life play experiences.
Jan «Serpentus» Schedina Producer and QA Starting out his game development career as a Producer for Mechwarrior: Living Legends, Jan Schedina got his industry experience providing QA for quality indie titles like The Lion's Song and the Red Bull Mind Games challenge.
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