Sentences with phrase «internal game development»

This could mean nothing, but my money is that Sony is looking to bolster it's internal game development teams with some Android mojo to ensure they...
Oddworld Inhabitants closed its internal game development studio later in 2005 to persue a more traditional Hollywood model of outsourcing production to other companies.
Disney Interactive Studios, which has five internal game development studios around the world, self publishes and distributes a broad portfolio of multi-platform video games and interactive entertainment worldwide.
Sony Computer Entertainment can confirm the closure of Zipper Interactive, a Seattle - based internal game development studio that has been part of the global development operation of Sony Computer Entertainment Worldwide Studios (SCE WWS).
Gamers will be intrigued to learn that Microsoft Game Studios (the company's internal game development and publishing division) plans to release 15 exclusive games during Xbox One's first year at retail.
As of the same date the Company employed more than 370 people, of which around 30 personnel within the publishing business, around 70 personnel within internal game development and more than 270 contracted external game developers.
As of 31 October 2016 the Company had four internal game development studios — two in Sweden, one in Germany and one in the US — and contracts with 19 external game studios in a number of different countries.
In a statement the firm said «Disney Interactive Studios confirms a reduction of its workforce from the Brighton - based internal game development studio, Black Rock Studios.»
«We want to further improve the quality of our games by maintaining an internal game development team,» they add.
«Sony Computer Entertainment can confirm the closure of Zipper Interactive, a Seattle - based internal game development studio that has been part of the global development operation of Sony Computer Entertainment Worldwide Studios.
3DS may not be done, but Nintendo's internal game development teams seem to be done with it.
The acquisition of YoYo is part of PlayTech's strategy to penetrate the casual gaming space, which already includes Plamee — an internal games development team employing more than 120 casual games developers with extensive knowledge and a proven track record in the development of casual games, which was established in early 2014.

Not exact matches

Disney's internal Fall Line Studios is handling development for the DS version of the game.
Capcom underscored its efforts to centralize development and cut down on overseas development costs, though upcoming games like Lost Planet 3 and Dead Rising 3 are both coming from Western external and internal studios, respectively.
Jack reveals a lot of internal secrets during the games» developments.
- despite the new business partnership with Cygames, Nintendo is very satisfied with its mobile business - they are also happy with the various projects created in partnership with DeNA, and their relationship will continue - Nintendo is trying to expand its lineup of mobile games - Cygames had a plan for a title that was very deep and Nintendo thought it was important to develop and operate it jointly - DeNA doesn't just support Nintendo's mobile applications, but also its Nintendo Account system with tech and dev support - those areas of Nintendo's partnership will also continue - Nintendo is open to partner with other companies as well in the future - by using Nintendo IP in mobile apps, the company wants to spread awareness about Nintendo's characters - ultimately they'd like it to become synergistic with the console business - Nintendo wants to make mobile games one of the pillars of revenue - it's not enough to just expand dedicated internal development resources for this goal - this is why Nintendo is looking for possibilities to do it externally as well - Nintendo thought that Cygames» plan with Dragalia Lost was common ground for the companies, so they decided to partner - one important factor to think about when managing a company like Nintendo is that its products aren't daily necessities - Nintendo creates entertainment and fun, and the essence of its business will remain unchanged - Nintendo says it's a high - risk business, and there are times in which performance could be good or bad - Nintendo will continue to create specialized gaming hardware and software for the world - the aim is to be successful every time, but sometimes it will work out, and sometimes it won't - instead of thinking «I can't do this» they'd rather think «what can we do to continuously tighten our relationship with the customers?»
I guess the author would say MS is playing the long game when it comes these as well: - Digital watches (cancelled the Band)- Game distribution (shutdown Games For Windows Live in 2014)- Mobile Phones (abandoned years ago... end of life 2019)- Tablet market (basically don't exist... bailed)- closed down 5 internal game studios in just 2016 - shutdown development of a huge amount of games including scalebound, fable legends, project spark, phantom dust, etc. - music streaming (shutdown groove music in 2017) So... let me get this right the author thinks MS has everyone where they want them in the consumer spgame when it comes these as well: - Digital watches (cancelled the Band)- Game distribution (shutdown Games For Windows Live in 2014)- Mobile Phones (abandoned years ago... end of life 2019)- Tablet market (basically don't exist... bailed)- closed down 5 internal game studios in just 2016 - shutdown development of a huge amount of games including scalebound, fable legends, project spark, phantom dust, etc. - music streaming (shutdown groove music in 2017) So... let me get this right the author thinks MS has everyone where they want them in the consumer spGame distribution (shutdown Games For Windows Live in 2014)- Mobile Phones (abandoned years ago... end of life 2019)- Tablet market (basically don't exist... bailed)- closed down 5 internal game studios in just 2016 - shutdown development of a huge amount of games including scalebound, fable legends, project spark, phantom dust, etc. - music streaming (shutdown groove music in 2017) So... let me get this right the author thinks MS has everyone where they want them in the consumer spgame studios in just 2016 - shutdown development of a huge amount of games including scalebound, fable legends, project spark, phantom dust, etc. - music streaming (shutdown groove music in 2017) So... let me get this right the author thinks MS has everyone where they want them in the consumer space?
«We're applying 3D to more than 20 internal games at Sony,» he told Develop, «It's a very positive thing to see the great level of interest in 3D from our development studios.
«After evaluating our position in the games market, we've decided to shift LucasArts from an internal development to a licensing model, minimizing the company's risk while achieving a broader portfolio of quality Star Wars games,» reads the statement from Lucasfilm.
whom has done nothing with their gaming budget other than throwing it around as handouts in order to share PS3 games... and all the while closing numerous in house studios... a lot of MGS games are even based off of UE3... instead of MS building a proprietary middleware product line shared throughout their internal studios... they license 3rd party middleware instead... an easy way to make a decent looking game quickly... but never a way to push ANY envelopes, at least not after the engine is already 3 years old... but Sony does this each generation... the 1st party stuff initially shows off what the system can do earlier on than any 3rd party software (well mostly, MGS2 was one of the first to push the PS2, MGS4 ditto for the PS3)... and 3rd pary stuff gets up to speed afterwards... you WILL see some incredible 3rd party content eventually, but for now... SCE is the only company pumping millions into the tech side of game development... MS isn't... and Nintendo doesn't even know what any of that is...
[17] In 2017, the game's development focus shifted from being developed with external partners to being a primarily internal project.
Director Motomu Toriyama had worked on Final Fantasy X and X-2; producer Yoshinori Kitase had worked on V through VIII and as the producer for X and X-2; main - character designer Tetsuya Nomura had performed the same role for VII, VIII, X, and X-2, and battle - system director Toshiro Tsuchida reprised that role from Final Fantasy X. [61][62] As XIII was the first Final Fantasy game for the PlayStation 3, the development team's internal goal was for the game to have the same «gameplay and craftmanship» impact that Final Fantasy VII and X had as the first games of the series on their respective consoles.
A LucasArts representative confirmed the news in a statement to Game Informer: «After evaluating our position in the games market, we've decided to shift LucasArts from an internal development to a licensing model, minimizing the company's risk while achieving -LSB-...]
During a recent conference call with investors, EA indicated that it is planning on shifting attention away from partner - driven development and distribution and focus more on internal development of games.
A description spotted by Dtoid about the company's Evolution of Beatmatch Gameplay panel reads: «The panel will include gameplay examples from internal prototypes, honest discussion of our design process successes and failures, insight into how we create and test our games in development, and a synopsis of the design history of a title on public display for the very first time at the Harmonix booth.»
SuperVillain's team has already been integrated into Nicalis» internal development team, where it is working on a new game.
We're a new internal development group here at Sony Computer Entertainment and we're all very fond of the original game (and some of the team even worked on it!).
Here at the Connected Content Group — a new internal development group at Sony Network Entertainment — we're all very fond of the original game (and some of the team even worked on it!).
The first four video games in the series, Silent Hill, 2, 3, and 4: The Room, were developed by an internal group called Team Silent, a development staff within former Konami subsidiary Konami Computer Entertainment Tokyo.
Along the way, the team confronts production delays, internal strife, and outside controversy in what is the most honest, in - depth look at video game development ever created.
It's a product of their internal mobile game development team dubbed HAL Egg, and featured an adorable UFO helping out all sorts of folks by using its special ability to carry around objects similar to a claw machine game.
The internal teams have all hands on deck with FF15, Kingdom Hearts 3, and FF14's on - going development, so they typically farm out mobile / handheld games to outside studios who work under SE's supervision.
Nintendo doesn't launch original properties lightly, so any game based on entirely new characters and play concepts coming straight from the heart of the Japanese giant's internal development program is worth some attention.
She is one of the art directors in Wooga's internal Puzzle Studio, that focuses on the development of mobile matching games.
This new partnership will see development extend to both Xbox One and PlayStation 4 platforms, with Team17's experienced multiplatform internal development studio supporting Mothership in bringing the game to a wider audience worldwide.
This person will be responsible for facilitating the internal development processes, working with internal groups to develop the game and communicate with the publisher and external vendors.
Three games, all created by the publisher's internal teams at Paradox Development Studio, have enjoyed highly successful launches and ongoing sales in recent weeks, thanks to Paradox's dedicated community of players and their ongoing, long - term support for each game in their library.
The Paradox Interactive group includes publishing and internal development of games and licensing of White Wolf's brands.
Xed is the name of the internal development toolset we use to build the game.
For the internal development studio, the game has broken every record available and is the studio's fastest selling game ever.
There's a lot built into Dualshock 4, and the features were all thoughtfully designed with input from the development community (both our internal studios and third parties) and PlayStation gamers.
The Croteam Incubator is an internal division of Croteam formed in 2015, with an initiative to provide Croatian developers with opportunities that otherwise wouldn't be available while focusing on Croteam's studio values — creating great games and enjoying what makes game development fun.
External partners in game development are used in addition to Paradox» internal studios when they can contribute with additional capacity or specialist skills.
The leak, which has since been confirmed by various different people, started with a post on NeoGAF that indicated Activision had given an internal presentation about the game coming to PC as well as confirming that some parts of development had been subcontracted to Vicarious Visions — a developer that is wholly owned by the publisher.
Since the team is working with the goal of «creating a game with quality that exceeds the original» they're still recruiting internal development staff.
The internal development under Paradox Development Studios develops primarily stradevelopment under Paradox Development Studios develops primarily straDevelopment Studios develops primarily strategy games.
Porsche Challenge is a racing video game developed by SCEE Internal Development Team and published by Sony Computer Entertainment released exclusively for the PlayStation.
This decision was driven, in part, by the pressures that come with increasing game development costs, the rising costs of competing with Sony, and the internal pressure on turning a profit in the console business quicker than before.»
Horizontal feedback process: About two months before finalizing the code, we had the entire team post comments and criticisms about the game on our internal development website.
A company review that surfaced, shed a disturbing light on the game's development and BioWare, implying that due to internal conflicts, Andromeda's development has been troubled.
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