Sentences with phrase «of videogame design»

Badland Games Publishing is a branch of Badland Games embodying the firm belief in the need to support international talent in the fields of videogame design and development.

Not exact matches

Jackson: My current project is a re-worked version of Microsoft Excel that I'm designing and developing within a videogame engine.
It is just as indispensible as the other Metal Gear games and the final scenes leading up to, and including, the final boss battle are some of the most well - designed, emotional and memorable scenes in a videogame.
With good graphics, varied level designs, uniquely bizarre characters, different modes, a lot of pain - inflicting weapons, and decent control to go along with a lag - free and player - taunting laced rock - and - rollicking online play, this game has everything necessary to be a worthy addition to the party videogame scene.
Its incredible level design, its addictive fun, shining graphics and a wonderful score make it an extremely well crafted jewel, one that's destined to shine forever in the history of videogames.
Mutant Mudds Official Art and Design Works dives deep into the creative side of the Mutant Mudds series for videogame enthusiasts to share in how each visual element of the games were pieced together.
Tyler has designed or executive - produced over 15 published videogames and boardgames, including the award - winning games «HOARD», «Age of Empires: The Age of Kings DS», and «Crows.»
It's the latest car in a long line of Vision Gran Turismo concepts, which are designed primarily for the Gran Turismo videogame series - but also serve as design studies for the manufacturers contributing to the project.
«Seeing cars like the design contest - winning Honda Civic come to life on stage at the Chicago Auto Show is a testament to the power of the Forza Motorsport franchise to fuel creative expression among car lovers and videogame fans.»
A sports version of the 2014 VIZIV 2 concept, called the VIZIV GT Vision Gran Turismo, was designed for the videogame Gran Turismo 6.
Gazzard, A. (2008) «Moving Through Space: The Paths of the Videogame» in Proceedings of the Sixth International Game Design and Technology Workshop and Conference, Liverpool, UK, November 2008
As someone with a obession with videogames that borders on the insane I want to learn more about the fascinating world of game developement, and books like this provide tantalising but ultimately shallow glimpses into the visual design process.
«The worst kept secret in the videogame industry,» as design director Cliff Bleszinski put it during his Late Night appearance last night, has been formally confirmed; Gears of War 3 is knee deep in development.
This talk focused on the design aspect of videogames, where Iwanicki spoke of constraints and possible corresponding hacks when it comes to design.
At the recent MI6 videogame conference a study presented by Gregory Short and Geoffery Zatkin, heads of the Electronic Entertainment Design and Research group (EEDAR), found that when it comes to sales of videogames a trailer is far more effective than a demo.
To be blunt mission design is not the game's strong point, but it's hard to care when it so brilliantly replicates the frenetic mayhem of the videogame.
The team behind the LEGO Marvel Super Heroes 2 videogame - including Arthur Parsons (head of design, TT Games), Bill Rosemann (executive creative director, Marvel Games), Justin Ramsden (designer, LEGO), Kurt Busiek (comics writer, Avengers Forever), and Dan Veesenmeyer (comic content artist, LEGO Marvel's Avengers)- offer an inside look at this all - new original adventure, the sequel to the smash hit LEGO Marvel Super Heroes.
«LEGO Dimensions expands our LEGO videogame franchise with innovation, an amazing range of world - class entertainment properties and ever - growing gameplay designed for longevity,» said David Haddad, Executive Vice President and General Manager of Warner Bros..
Aiming to push back against the narrative that progressive politics don't have a place in gaming, the three day event at Parsons School of Design from July 31st to August 2nd, brought together educators, developers, social scientists, neuroscientists, business people, and fans to think through what videogames can do to enhance the world.
It's bad enough that Frogger got an updated design that looks like every modern re-design of a classic videogame character ever and he was put into a typical fantasy world (how do you go from crossing the street to saving princesses?)
Designed and developed to solve modern videogame publishing challenges, PikPokPlus allows PikPok and select partners to manage and deliver a wide range of high quality services covering profile management, social connectivity, payment, and communications and promotional functions.
If you have played and enjoyed either of the LEGO Ninjago games on Vita, then imagine LEGO Ninjago: The Movie Videogame as retaining the charming characters and sense of humour, but taking the attention to detail in the environmental design and scale to the next level, while cranking up the amount of action that takes place within them.
Come and join the NYC - Playtest Group — a gathering of professional board - and videogame designers, along with MA design students from NYU and the New School — for a day of playtesting game prototypes.
ONE PIECE: Unlimited World Red Deluxe Edition brings that level of quality to the videogame realm with a game - exclusive storyline and original characters designed by Eiichiro Oda, the creator of ONE PIECE..
The city of New Bordeaux is one of my favorite videogame cities, at least from a design standpoint.
In the last few months, Videogame Tourism ran an 8 - part series «Demystifying MOBAs» by Eron Rauch, examining in close detail the game design of several of the big games in the genre: League of Legends, DOTA2, and Heroes of the Storm.
«[R] eadable and informative... Shigeru Miyamoto is a dedicated exploration of an undeniably important contributor to videogame history and culture... deWinter presents an accessible but always academic study that could provide design students with fresh inspiration just as quickly as it could provide an academic a fresh perspective from which to approach digital games.»
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.
This session is a culmination of more than a decade of work in player satisfaction modelling (not to mention game design experience from fifty published games), and presents a new way of understanding the psychology of videogames in terms of Player Motives.
Nonetheless, I shall defend Silent Hill 2 as one of the few times that commercial videogames have dared to push into artistic directions, and I still cite it as a triumph of narrative design within an industry that seldom achieves anything memorable in this space.
This connection is frequently overlooked, most likely because of the tendency to ignore the relationship between early videogames and the tabletop games that lead to them — Francis Spufford offers a detailed account of the Elite design process in his book Backroom Boys, yet never mentions tabletop role - playing games at all and, writing for the Telegraph, Adam Lusher dubs Elite «the game that changed the world» but once again fails to understand how this came about as the conservation of player practices from tabletop role - playing games.
We are confident that virtual reality is that next step in in the evolution of the videogame medium, with a collection of more than 100 gaming experiences designed to make your synapses fire, your heart race, and your muscles twitch.
Level design is such a fundamental component of videogame architecture that we often miss the forest for the trees; it's easy to forget that designers spend hundreds of hours perfecting every room we traverse in a matter of minutes.
It began with 2003's Sands of Time; and while Sands of Time is (unfortunately) plagued by a rather shallow combat system, its unparalleled level design, platforming mechanics, and atmosphere set it apart as not just one of the best action - adventures ever made — but one of the best videogames, period.
If you pledge money, you'll get updates that include concept art, videos, podcasts, and an upcoming backer - vote to determine the design of one of Mighty No. 9's main characters, which is like giving birth to a videogame robot baby.
Originally released back in 2010, LIMBO has become a favorite of critics and gamers alike, winning Best Indie Game in the 2012 PSN Gamers» Choice Awards, as well as Apple's Design Award during the same year (It also won my personal award of Most Unsettling Videogame Starring A Little Boy Without A Face).
He has designed over a dozen published videogames and boardgames, including Darkest Dungeon, the BAFTA - nominated turn - based «Age of Empires: the Age of Kings» (Nintendo DS), the twin - stick dragon shooter «HOARD» (PC, PS3), the boardgame «CROWS» and stuff like clunky old card games «Witch Hunt» and «Night of the Ill - Tempered Squirrel.»
Irrational's creative chief Ken Levine of System Shock 2 and Bioshock fame recently sat down with fan - favorite film director Guillermo Del Toro - who after a four year absence has finally begun principal photography on Pacific Rim - to discuss their outlook on the videogame industry and their philosophies behind design.
The spiritual successor to Sensible Soccer designed and created by Jon Hare, godfather of football videogames.
The project includes two main parts: a series of videogames for Xbox 360 Kinect, and a social network under the working title OnlineTermin, designed to connect medical professionals with their patients.
«The Art of Game Design: A Book of Lenses» shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top - quality videogames.
For this hobby videogame project I served as project lead (original concept, core gameplay design, team management) and engine programmer, in addition to designing one stage and doing a little bit of art.
No use of Videogame History Museum's logos or other design trademarks of Videogame History Museum will be allowed unless specific approval has been granted.
Play it in - browser, via the free Unity3D plug - in, at PlayJoyride.com For this hobby videogame project I served as project lead (original concept, core gameplay design, team management) and engine programmer, in addition to designing one stage and doing a little bit of art.
Tyler has designed or executive - produced over 15 published videogames and boardgames, including the award - winning games «HOARD», «Age of Empires: The Age of Kings DS», and «Crows.»
However the aesthetic of the videogame is perfectly designed for family - friendly gameplay» later adding «No Heroes Allowed!
[Reviewed on Xbox One] The design of many a modern videogame owes a clear debt to cinema.
On its own the game may not have brought videogames to a new audience, or changed the course of future design.
What made Flower such an intriguing proposition, and gained it a place in this list, is its lack of traditional game design tropes — the near complete lack of challenge forcing critics to re-evaluate the definition of the term «videogame».
Depending on your history with videogames, there are certain elements of Prey that might not make sense, or seem like strange design decisions.
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