Sentences with phrase «on game development experience»

Hosted annually by Cambridge Regional College, FXP Festival delivers an exciting hands - on game development experience, involving students with a wide range of abilities, from those experienced in coding, to individuals more interested in the creative concept and artistry of game design.

Not exact matches

«His countless experience on football's biggest of stages has been invaluable element in the Bianconeri's overall development into the major forces in the European game,» the statement read.
The position requires previous experience in game development and proficiency in Japanese (the job is listed on Nintendo's...
One of the best professional development experiences on games and GBL is to play a digital game like Civilization solo or a board game like Settlers of Catan with a group of friends.
Not to mention that the development team continued to work on this content long after the game went gold, polishing and perfecting it to fit into the framework of an already tight gaming experience.
- 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
A great opportunity to attend lectures by experienced professionals on various issues of game development.
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.
About Teotl Studios Based in Vittinge, Sweden, Teotl Studios is a game development start - up focused on creating quality and immersive single player experiences.
The acquisition builds on a successful publishing partnership between Respawn and EA, with multiple projects currently in development — a new title in the Titanfall franchise, a game set in the Star Wars universe and a VR gaming experience.
By this point, Nintendo's software development processes had come a long way from the rough - hewn early days of NES Black Box software, and the undeniable excellence and craftsmanship they brought to game design really came to the fore here: A genuine arcade - caliber experience on a home console.
Since the very first Monster Hunter game on PlayStation 2, our development team has been creating engaging, memorable gameplay experiences that capture the thrill of the hunt.
So many game developers hope to get into game development with no experience and having never built anything on their own.
Smoking Gun Interactive (SGI) is an industry leading independent game development studio focused on creating revolutionary gaming experiences.
«We're excited to offer a select list of games via Xbox Game Preview on Xbox One, enabling Xbox players the opportunity to get involved with the development of innovative game experiences with excellent development teams behind them by offering feedback throughout the development process.&raGame Preview on Xbox One, enabling Xbox players the opportunity to get involved with the development of innovative game experiences with excellent development teams behind them by offering feedback throughout the development process.&ragame experiences with excellent development teams behind them by offering feedback throughout the development process.»
The game is currently only a single - player experience but that will change as development on the game continues, online multiplayer will be added in the coming months along with other features such as «procedurally generated underground cave networks», AI creatures, biomes and underwater gameplay.
Volition: Experienced Project Manager «Volition, Inc., a video game studio located in Champaign, Illinois, is seeking an experienced Project Manager to manage various areas of development on one of their exciting Experienced Project Manager «Volition, Inc., a video game studio located in Champaign, Illinois, is seeking an experienced Project Manager to manage various areas of development on one of their exciting experienced Project Manager to manage various areas of development on one of their exciting game teams.
Jones is said to be sharing «his vast game design experience during critical design stages of the ongoing development on All Points Bulletin Reloaded,» according to GamersFirst.
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.
- 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
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.
Interns gain invaluable hands - on experience working on major projects as integral members of the development team and come away with a comprehensive understanding of professional game development.
Fast forward two months and Activision Blizzard now has a viable platform to «build on the company's competitive gaming leadership by creating all - new ways to deliver the best - in - class fan experience across games, platforms and geographies, furthering the development of its world - leading eSports ecosystem.»
Funktronic Labs is a funky - fresh independent game development studio that focuses on bringing creative experiences through games and other interactive media.
As their experience in game development grows, they put increasing importance on alpha and beta testing.
Speaking from personal experience going from starving indie developer to a professional hustler earning a comfortable living, I have been trusted in the game development community to teach classes and give talks on how to build a successful freelance career.
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:)
«Raph Koster saw the Star Wars fans as co-designers in the development of the game: actively courting them from the project's conception, sharing design docs and getting their feedback at every step of the way, designing a game which was highly dependent on fan creativity to provide much of its content and fan performance to create mutually rewarding experiences within the game
Iskander has over 20 years of game development experience, working on award - winning AAA video games like Pro Evolution Soccer and Bioshock Infinite at such companies as SONY, EA, Take Two, and Konami in the U.S.A. and Japan, holding titles from Creative Director to Technical Director.
Being fluent in English and Japanese, as well as an experience programmer and having consulting on hundreds of games, he felt his skillset was right to advise the development of the next PlayStation.
After refining his iPhone development experience crafting a small tic tac toe - based game called Quaddy, Rix was ready to begin work on Trainyard.
As CEO of Akupara Games, he combines a decade of experience in game development and marketing on projects ranging from indie to major studios.
Basic Qualifications: - Full time programmer placed in Bandung - Bachelor Degree in Computer Science or related field - Solid programming knowledge in Unity Engine and / or other C# game programs - 1 - 2 years experience on game development field (iOS / Android) using Unity is a huge plus - Proficiency in Amazon Web Services or HTML is a plus (but not required)- Have interest and passion towards video games - Have a great attitude and good communication skills - Excellent math and analytics skills - Willing to work both as individual or in a team Send us your CV and Portfolio to: [email protected]
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..»
With many years of experience in the games and mobile industry, Deeming was previously head of product development for the BAFTA award - winning Ideaworks Game Studio, and worked on notable game franchises such as Metal Gear Solid, Final Fantasy, Need for Speed and Call of DGame Studio, and worked on notable game franchises such as Metal Gear Solid, Final Fantasy, Need for Speed and Call of Dgame franchises such as Metal Gear Solid, Final Fantasy, Need for Speed and Call of Duty.
Originally scheduled to launch on August 22, the development team has decided to push back the game's release to ensure they can deliver «the highest quality experience»:
Technological improvements are slowing down these days and the PS4 Neo is an evolution that benefits publishers by keeping game development costs low, gamers by allowing users to have the same or better experience on new hardware and the industry as a whole by keeping consoles relevant in a market where many thought they'd fail by now.
Koei spent a long time on the development of this game and wanted to make sure they got the online experience perfect before releasing the game.
The development team and publishing team are now working on further development of the game, along with the players, to enhance the gaming experience based on player feedback.
The position requires previous experience in game development and proficiency in Japanese (the job is listed on Nintendo's Japanese website).
When these types of situations arise, we like to ask our readers with audio development and music composing experience in the games industry to offer their opinions and insight on the matter.
Jason will be speaking at M.I.G.S. on November 16 about the ground - breaking score to Dead Space, his experience composing music for games and how interactive development is shaping the future of game audio.
«Rather than re-scope other areas of development to save this important feature, the team continued to focus elsewhere: on disparate elements of the single - player experience, on complicated beast mechanics, and even on other game designs that came across the team's desks.
KinifiGames Developer Hollie Figueroa brings together PC, console, and mobile experts with different backgrounds and perspectives representative of the diverse development tracks for games and interactive experiences, to talk on difficulty, accessibility, design, and how they influence each other during development.
During the PlayStation Experience 2017, game director Neil Druckmann revealed that development on the game was only «50 to 60 percent» completed.
It's state - of - the - art cross-platform technology, commitment to quality and a veteran development team with over 20 years» experience has resulted in diverse portfolio of over 80 great video games including puzzle games, action - adventure, first - person shooters, racers, party titles, RPGs, education games and sims across a wide age group from toddlers to adults on a variety of platforms for many happy customers.
The team at the Paradox Development Studio working on Crusader Kings II is announcing that it is adding a number of new gameplay - related options to the game, which will pop up before the start of a campaign, allowing gamers to choose how they want to experience the grand strategy title without having to tweak files by themselves or appeal to mods.
Based in Paris, Gamesource Studio is supported by development and live operations teams in Shanghai and Chengdu, and has amassed experience in the genres of strategy, card - collection and combat games, including development on major titles such as XCOM: Enemy Unknown; XCOM: Enemy Within.
Our team has over 30 years of professional game development experience on six platforms (including PC, Microsoft Xbox ®, and Sony PlayStation ®).
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