Sentences with phrase «other game development teams»

While some games, such as Biohazard (Resident Evil in North America) combine the use of cutscenes and optional written diaries in their games, other game development teams took a different route: optional storytelling.

Not exact matches

I mean, playing games at places like Cameron Indoor or in the NCAA Tournament as the guy other teams are trying to stop may be of some value in terms of basketball development, but it doesn't hold a candle to FILM STUDY and EXERCISING IN A POOL!
If the Tigers want to play that in - the - middle game they're so fond of in other areas of team development, and demand that they pay nothing or very little while the Brewers give up a major prospect in exchange for a Verlander who doesn't look like anything like the Verlander who signed this deal to begin with, then, well, we're all wasting our time a little bit here, aren't we?
He stated that the rivalry between the Tekken team and the Soul Calibur development team is actually exciting for both sides as they try to challenge each other by gradually improving their games.
Other bonuses of Lumberyard include the fact that it's free, allowing further resources to be used elsewhere, and that it's extremely user - friendly, meaning the team won't need to kill countless man - hours into the least exciting part of game development (engine coding).
While all the other aspects of development — designer, environment, and character artists, for example — are largely focused on their respective portion of the game, the writer is meeting with all of these various teams and trying to incorporate the multifarious elements being brought together.
Speaking to each other in the Team Ninja offices, Hayashi and Inafune answer questions posed to them by employees regarding the game's setting, how the development is progressing, and what exactly the purpose is regarding the protagonist Yaiba's robotic arm.
He does believe, however, that there is a shortfall in teaching the soft skills needed in any effective and functional development team: «At Teesside it is not until final year that we actually make a game combining other students» roles, this means that it is not until students are a few months off seeking employment that they start communicating with people in the other disciplines to their own.»
Another interesting thing of note, Chet told me that the L4D development team approached Valve's PR about doing another L4D game, not the other way around.
As part of today's statement, the studio said that «the leadership team» will form a new development house, and has already entered into an agreement with Microsoft to continue supporting Halo Wars post-launch, «as well as work on other projects with Microsoft Game Studios.»
- dev starts with rough 3D models of a stage from the level directo - includes wireframe sketch of the sand - surfing section of the Jakku level - the team will open up the level into the game's engine and play it - that early concept is transformed with their 2D artists - artists can turn out images that capture the essence of what a level might look or feel like in a couple of days - might take six weeks to do a final pass on a level - feedback from designers and other members of the development team comes in every few days - once sketches are approved, the level is passed along to the environment artists - their job includes building the props and assets that fill levels - after the level is «built» Pick takes a look to ensure that it looks good and is consistent to the game as a whole - levels get played hundreds of time by the game's completion
Works with game designers, engineers and artists to help make the design vision come to life; helps balance and tune the game play mechanics to suit the target audience and age Maintains the vision and ideals of Retro's software products Maintains constant communication about development status with the Design Supervisor, Creative Director, and other Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned video games
Since release on other platforms, the Playtonic team personally handled development on Nintendo Switch and spent many months adding significant optimisations and dozens of game updates to ensure that this version of Yooka - Laylee really is the bee's knees.
Follow and participate in the game's development on our website, where Ron, Gary and other members of the team will discuss behind - the - scenes art, designs, information, cooking, gossip, answer questions, get feedback and generally have a lot of fun *.
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.
Some of those updates are bigger than others, and one certainly gets the sense that the development team is having trouble finding dramatic new additions to put into the game without stretching things too far.
The development team made sure to clear up rumours of loot boxes and other similar microtransactions in their game in short order.
The story of the game is still being finalised, but its development won't affect work on Dontnod's other major title, Life is Strange 2, as this new title is being developed by a separate team of senior devs «from various horizons,» we're told.
- 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.
Our sights of what the perfect game should be and on many other things was uncommon, that's why we settled as a team and kept progressing on the development.
Speaking with Dualshockers, Final Fantasy XV Director Hajime Tabata stated that roughly 70 percent of the game's original development team is still working on the title to this day, and the rest have been moved on to other projects.
a2z Interactive, the development team behind this game, have insisted that the goal behind this project is to create a survival game with a realistic but fun premise, and that clearly includes evading the common issue many gamers find when jumping into other multiplayer titles where some players just like to go around hunting and killing other players, or maintain a dominant hold over a particular landmark or area.
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]
Players will also be invited to share their feedback with the development team to help refine the game and are encouraged to share their thoughts and experiences via the Immortal: Unchained Steam page and other social media channels.»
Casual Connect is a place where developers can foster relationships with other developers, gain exposure for your professional development team and beautiful games, and learn how to succeed in the new games ecosystem.
Another element of Nintendo E3's strategy that has got journalists especially riled up, is their Treehouse Live event, which has members of Nintendo development teams and other studios announcing games live on air throughout the show, straight to the consumer.
«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.
First of all, no one in the team had game development experience other than a couple of educational projects which were far from polished enough to be commercial games.
The Virtuos mobile game development team delivers big experiences in small handheld packages — for iPhone, iPad, Android, WP8 and other mobile platforms.
As a game designer he led the winning team in 2017's Dreamhack Jam, and his first commercial game, In Other Waters was recently funded on Kickstarter and is currently in development.
The video game tester is also responsible for communicating with all appropriate contacts from the development team to other co-testers.
Community First: Have your voice heard by a development team that's tired of seeing every other quality mobile game selling out to their publisher's whim!
This has resulted in a development team that continues to push the state of the art in game AI unlike any other in video game history.
«We have three cross-platform VR games in various stages of development, plus a couple of other unique VR projects,» he said when asked what titles the team was working on.
Creative Assembly is one of the largest studios in Europe and there are multiple games currently in development; including Total War Battles: KINGDOM, Total War: ARENA, Total War: ATTILA and other unannounced titles, with individual teams on each project.
Previous tier reward, plus your limited edition boxed copy of the game will be SIGNED BY GUIDO HENKEL and other members of the development team.
Add to the mix that the development team at Coffee Stain Studios freely admit that their simulator is a «broken and stupid game», we really are in for a gaming experience like no other.
The studio seems to most recently be working with others to help get their games out the door and with reports that software for the NX is deep in development don't be too surprised if they're lending their expertise to other internal teams to help get their projects over the line.
id Software have spoken out to assure fans that development is ticking along smoothly, and that segregating the RAGE and Doom teams will make both games completely distinct from each other.
The Coalition development team in Vancouver celebrated the milestone of its upcoming Xbox One - Windows 10 game Gears of War 4 «going gold» with Microsoft CEO Satya Nadella, among other execs.
While Ustwo's only other games released on Android are a game titled Whale Tail Frenzy, and the Gear VR specific offering «Land's End,», the development team is showing that games are not their only forte by releasing an application for Android Wear enthusiasts.
Other bonuses of Lumberyard include the fact that it's free, allowing further resources to be used elsewhere, and that it's extremely user - friendly, meaning the team won't need to kill countless man - hours into the least exciting part of game development (engine coding).
In 2010, Team Ninja, the game developer behind Ninja Gaiden and Dead or Alive, announced that it was taking on development of the game, but at that time, no other details immersed.
App Developer — Sirius Fun Games, Detroit, MI — July 2014 — June 2016 • Responsible for the primary coding on the game engine behind «Silent Shooter 2» and «Mouse Hunt Guardian Power Battle» • Provided weekly updates to the production and marketing teams about progress in the coding and testing process • Coordinated testing scheduling with promotions to raise the profile of each app prior to release • Delivered feedback to team members about individual tasks in the software development processProgrammer — Genentech Industries, Grand Rapids, MI — July 2013 — April 2015 • Delivered custom coded app solutions for corporate clients using API resources already in play • Provided feedback about app security and constant updates to maintain a secure environment for users • Managed the needs of a half dozen client accounts at any given time, providing security patches and taking development notes from each • Wrote reports to Genentech officials detailing incursions and other possible problems for each client as they developed.
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