Sentences with phrase «ideas by games developers»

15:15 - 16:15, Thursday, July 12th Room 7 Lead by scientific body, charity and sometimes games commissioner, this hands - on workshop explores how contemporary science can be mined for compelling ideas by games developers, going from concept to design.

Not exact matches

Activision has followed the pattern it established with Call of Duty by enlisting a second developer, Vicarious Visions, to create games like Skylanders: Swap Force in tandem with Toys For Bob, which came up with the idea and is behind Skylanders: Spyro's Adventure, Skylanders: Giants and the new Skylanders: Trap Team game.
Given Koj's success as a producer for external teams (see Castlevania: Lords of Shadow for evidence of that; developer Mercury Steam's last game before it was the rather wretched Clive Barker's Jericho), the idea of a Kojima - produced Silent Hill developed by Yamaoka and Suda is pretty much the perfect vision of a reboot for the series.
No longer are games always just a developers idea and creation, but they're becoming increasingly shaped by the fans that demand them to begin with.
- goal of the game was to allow players to do lots of things - the dev team took one element at a time, and then worked to «multiply» them in order to broaden the scope of each action - multiple developers discussed how climbing would be fun to add into the game - one dev thought it would be fun to climb moving things, which eventually lead to climbing windmills and enemies to fight - the Octo Ballon is an item that came to be following the experimentation of a programmer - the dev wasn't sure the idea was okay to do, but tried it anyway and the rest of the team seemed to enjoy it - by combining various actions, objects, the game's world itself, you get tons of gameplay variety and ideas - keeping these options in mind may lead you to beating a boss or solving a puzzle in a unique way
As a fan of the Merc with a Mouth I was pretty excited by the idea of a game in which he would be the star, viewing his combination of swords and guns as perfect fodder for a hack and slash adventure, and his fourth - wall breaking mad - cap sense of humour as a chance for developer High Moon Studios to flex their comedy muscles.
this was the one thing with move that seemed to stand on its own... I don't mind the idea of HD wii sports either, as long as it really is 1:1... that was my only real complaint with the wii when it released... there was motion control, but it was gimmicky and registered «wiggles» into canned animations... not to mention the gamecube visuals... still not sold on Move though... for me to really want one, I want to see what they are doing with shooters... Socom 4 and killzone 3 could be very special for core gamers and motion controls if they are done right... if you can aim on screen in true 1:1 fashion while sitting comfortably at a «normal» gaming distance... it could rearrange how I play first person shooters on a console... developers are saying the Move has input latency of 21ms, which is roughly half of a DS3... and second only to a wired mouse / keyboard... need to see how it works though, as it is not always that simple... just saying that if it does what its supposed to... it could end up being the answer to shooters on a console... as much as I like playing shooters with 2 sticks... I can't argue that I miss the days of a mouse and keyboard (as well as PC being the only platform to get the best shooters on... no longer the case by any means)... but with a first person shooter, there is no wiggle room... pun intended... it has to register every mm of movement on screen... and do it quickly... not sure if it can yet...
But by November of 2015, developer Above & Beyond became entangled in a contract dispute and renegotiation with Idea Fabrik, the owner of the Hero Engine framework on which game was a built, as a result of Idea Fabrik's financial problems — a royalties drama that goes even deeper down the rabbit hole.
Seeing games by big developers alongside indie games, having the convenient friends and chat overlays and groups, and being integrated into a real community of friends and gamers — and the idea of introducing that community to the free - to - play world of Spiral Knights — is, I admit, tantalizing.
It should be noted that Randall did not express any dislike towards the game and expressed enthusiasm at the idea of the Assassin's Creed engine being used by other developers.
This game is developed by Sting — the developer behind PSP games like Riviera: The Promised Land and Gungnir, and published by Idea Factory International — the ones responsible for bringing the Neptunia Re; birth Vita games to the West.
The idea of a first - person stealth game may not entice too many modern game developers but Arkane Studios embraces the challenge of making one where the player wouldn't constantly get infuriated by enemies spotting you from behind, while maintaining solid combat options if you do get caught.
If you've ever played a Housemarque developed game, you have an idea of what to expect here; tight twin - stick mechanics, a flashy sci - fi aesthetic punctuated by bright neon colors (the game's HDR implementation is beautiful), a pounding techno soundtrack, larger than life boss encounters, the robotic female voice that announces your upgrades... Nex Machina delivers everything you've come to expect from the Finnish developer.
This will be an outstanding game, built by a developer, Cloud Imperium, that embraces the idea of specialization.
Nom Nom Galaxy is a deep game because it mixes so many ideas, and the tutorials created by the developers, while informative, fail to show the level of complexity that gamers will have to deal with.
Media Molecule's game - building cuteathon is headed up by company founders Mark Healy and Kareem Ettouney, and you can get a good idea as to why the game turned out the way it did by watching our interview with the developers after the break.
For instance, some developers were mortified by the idea of players sharing snippets of their games with the world at large.
This flood of games and ideas is not only great because it rapidly provides us, the consumers, with fun and interesting games, but it also benefits the video game industry by creating more competition and concepts for other developers to gain inspiration from.
In a day and age where indie developers expand on ideas that were once active selling points in games gone by, Golf Story continues this movement of love by building on a concept that's already ripe for revisiting.
The studio was officially formed in July 2012 by group of passionate game developers willing to create extraordinary games, but had no idea how hard it would be.
Fortnite Drivable vehicles are an idea that has been tossed around by many multiplayer games developers.
The game is obviously in the very early stages of development and where it goes from here depends upon the success of the Kickstarter campaign, but the developers do have an idea of when they'll have the game out by.
Twenty two years since the company rose to fame on the back of Donkey Kong Country — a similarly piratical game brimming with bananas, palm trees, and a pirate captain by the name of King K. Rool — the idea that Microsoft and Rare were themselves setting out atop their lovingly rendered sea, chasing tall tales and ghost stories of the developer's golden days as if they were some long - buried, magical treasure was heartbreakingly poetic.
I first cooked up the idea of founding an indie game event in Japan partly because I had by then worked for two great independent Japanese game developers; Q Entertainment and the totally unrelated Q - Games.
Even as Zelda fans went back and forth on the idea that a remake of MM even existed, the developers were tweaking away, rebuilding the creepy, unique game piece by piece.
Certainly in the GTA games one can interact, but in a negative way, but it was with Far Cry 3 that there was hope that one's actions would somehow make the lives of the NPC's better, besides doing side missions for them, for it was the freeing of the islands from the bad guys that one hoped would affect how the NPC behaved, and in a small way the developers reinforced this idea with more positive interactions like waving people as one passed by in liberated areas.
By jumping back to the first world war, developer EA Dice has not only discovered fresh game design ideas through the antiquated weaponry, it has also ensured that its game stands apart from other shooters, which have dominated disc - trays for the past 10 years.
It also gives readers an idea of what the gaming landscape looked like back then, as computer games developers were beginning to feel threatened by the rebirth of the console market.
Backed by Japanese publisher Marvelous Inc., Exile's End is a collaboration between Tokyo - based indie game developer Matt Fielding and many talented local industry veterans, and a partial remake of Fielding's first game, Inescapable, that significantly expands on its general ideas and themes.
Now, Resident Evil had basically built a genre that relied on puzzles, jump scares and horrific monsters coming at you all the time... But another game developer by the name of Konami had a different idea for how to make a Survival Horror.
Collect yourself some free - range fun by heading over to Chicken Farm 2017 on Steam, and if you have an eggsellent idea for the game the developer is currently taking suggestions on new chicken types over on twitter!
Some of our notable entertainment and media attorneys are: John Quinn, General Counsel of the Academy of Motion Picture Arts and Sciences, who has also represented entertainment and media clients in a number of high profile cases; Kathleen Sullivan, the former Dean of Stanford Law School, First Amendment scholar, and nationally renowned appellate advocate, who heads the firm's appellate practice group; Bob Raskopf, an expert in the sports, entertainment and media bars in New York, who is perhaps best known for his work on behalf of professional sports leagues and teams, newspapers and publishers; Claude Stern, who has represented a broad array of leading software developers, videogame manufacturers, online publishers and other media clients in all forms of intellectual property litigation, including copyright, patent, trade secret, trademark, and licensing disputes; Bruce Van Dalsem, who has tried and resolved disputes for studios, producers and performing artists in the film, television, music and finance businesses, securing a top five verdict in California based on the misappropriation of a film library; Gary Gans, an expert litigator in motion picture financing, production and distribution disputes, as well as copyright and idea theft cases, who has been named in 2012 by The Hollywood Reporter as one of America's «Top Entertainment Attorneys;» Jeff McFarland, who has litigated entertainment related cases for more than 20 years, including cases involving motion picture and television series profits, video game licenses, idea theft and the «seven year rule;» and Michael Williams, who represents a satellite exhibitor and other media clients in trademark, copyright, patent, antitrust and other commercial litigation.
a b c d e f g h i j k l m n o p q r s t u v w x y z