Sentences with phrase «of game studios use»

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.
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.
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.
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?
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.
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
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.
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 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 HydoraOf» 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 Hydoraof 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 Hydoraof 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.
Before their announcement, to license the software to create a title using the Unreal game engine, it would cost studios thousands of dollars.
Games Used at professional and indie studios worldwide, it's a proven tool for games of all genres — from match threes to MMO: s. Community Used by more than 40,000 developers worldwide, our community constantly supports you with help and resources.
«By now, if you take basically any game development studio here in Kyiv they will have some of the people that at some point used to work for us,» Yavorsky argues.
The console is fresh and has some innovative solutions that we're looking forward to using in our game» said Adam Badowski, head of CD Projekt RED studio
The game - play mechanics that Westwood studios introduced in Dune II: The Building of a Dynasty are still in uses in real - time strategy games today.
The problem with a lot of the old middle - sized studios is that they made games for the $ 60 space and their game didn't need to be that, the market just wasn't used to the idea of paying different amounts for different kinds of games.
Especially as the genre itself doesn't seem to acknowledge this disability (or, indeed, do most people working in visual and graphic design, though that's a debate I won't delve into here...)-- out of all the racing games in my collection, the only studio to have also jumped onto the «how about we use two completely contrasting colours in our racing line assist?»
Some games (such as those of Bioware, my studio) make story central, whereas others use it as a mere backdrop.
IndieDev Conference is concentrating on learning from others - hearing about failures, key differences what make a small game studio successful and what kind of simple tools a small studio could use in order to survive and grow.
However, the studio's mindset behind this is that if fans are willing to pay for content then that should be an option for them instead of using in - game currency, according to former Community Strategist Eric Monacelli.
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.
This decision only affects console games however, as Disney still seem devoted to producing their own mobile games using a mixture of in - house and outsourced studios.
Other developers including Tim Schafer have previously stressed the importance of indie support on the console, while Oddworld Inhabitants head Lorne Lanning said the studio would not currently be able to release New «n» Tasty on the console as it would not be using a publisher, despite the game being compatible.
Kabam's says the «third phase» of video games will be led by young studios, and says the company doesn't use «free - to - play» when addressing its audience
Despite being handicapped by the budgetary constraints implied by the use of a smaller, independent studio and the fact that a much larger game has been condensed and compressed by file size limitations and hardware restraints, I personally think that Canadian developers Frima Studio have done quite a job here.
The game studio started out its development with the use of CryEngine but eventually shifted to Unreal Engine 4.
A couple of other studios are using it but only for PC games
3 different studios have been working on this game, so there has been a lot of love and effort put in here, also keep in mind they were able to use many of the assets from the 1st game which gives them more time to focus on new things.
Whether it's the use of photogrammetry to capture each actor's likeness, working with Guerilla Games» Decima Engine, or simply creating a nice studio environment for his team to work in, Death Stranding could wind up becoming Kojima's most successful game to date.
Leyou owns or invests in multiple reputable world - class game studios with strong development and publishing capabilities, such as Digital Extremes and Splash Damage, who used to be developer / co-developer of AAA PC / Console franchises such as Gears of War, Wolfenstein, Doom, Unreal Tournament, Bioshock, etc..
While at Digital Anvil he oversaw the core technology used for all of the studio's games and designed the studio's real - time cinematic and visual effects editor Petal.
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