Not exact matches
In conjunction with a disappointing first quarter earnings report, the company announced that it will back
out of in - house game
development entirely, shuttering its Avalanche
studio, and instead licensing its properties to other developers.
Lost Planet 3 is the latest Capcom property the Japanese publisher has farmed
out to a western
development studio, following the lead
of Dead Rising and Bionic Commando.
As part
of its planned Spider - Man spinoff universe, Sony Pictures announced last year that the upcoming Venom and in
development Silver & Black and Nightwatch would be joined by a Morbius, the Living Vampire movie, and it seems the
studio has been sounding
out potential directors.
Then, like an augmented super-spy, Eidos crept
out of nowhere to announce it would be handling
development of a brand new Deus Ex: Human Revolution
out of its Montreal
studio.
The
out -
of - the - way, semi-hidden location for the
studio was a necessary part
of keeping the GT's
development a secret — Ford wanted to properly surprise the press — indeed the whole auto industry — with the car's reveal at the 2015 Detroit auto show, and doing the project covertly was basically the only way to do so.
In his own words: «I'm currently an Art Director on a 5 - person director team responsible for defining a new IP for 2K Games based
out of the 2K Marin
development studio.
«But head - to - head with Call
of Duty in Q3, we have the superior game engine, the superior
development studio, and a flat
out superior game.
Though it's unusual for a developer to release an engine test build, it's one
of the many indicators that Natural Selection 2 is still actually
out there and that the
studio is ready to integrate its players into its
development on the path to release.
- 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
While there are a lot
of people
out there who are similar to me and don't really care what the now Microsoft exclusive
development studio Rare is working on next because most
of theirs games sin...
With those, the company has ridden
out any supposed slowdown in the number
of titles getting published: «A few years ago people thought that console
development would really slow down and a lot
of studios faced a lot
of trouble and fell by the wayside.
Instead, he cleverly pointed
out what happens to a game
development studio — especially an independent
studio like his - when lots
of people pirate the game.
One
of the reasons they have major games coming up for their existing console, even as most
of their developers transition to their new one, is because
of how many
studios Sony has, and how much it invests i first party
development - Microsoft, for instance, would have (and has, with Xbox and Xbox 360, both) phased
out its support for its existing console entirely in preparation for its upcoming one.
Needless to say, they point
out that anti-cheat technologies like Denuvo can prevent dilution
of the game's value for both the users and the game
development studio.
While Mario and Assassin's Creed are fantastic franchises that will garner the most attention, Sweden based
development studio MachineGames is
out the prove that Wolfenstein also rightfully deserves its place among this Fall's list
of most anticipated games.
Aside from PC strategy game Total Annihilation, created at the ill - fated indie
studio Cavedog Entertainment, Gilbert has stayed
out of the mainstream eye, only returning when he joined Hothead Games to advise on the
development of Penny Arcade Adventures in 2008.
The game
studio started
out its
development with the use
of CryEngine but eventually shifted to Unreal Engine 4.
This crazy little collection
of what's going on in our
studio and in the lives
of our team was selected as one
of the top 20 Indie
Development blogs
out there.
We are an independent game
development studio based
out of India.
MercurySteam, the award winning independent
development studio behind the multi-million selling Castlevania: Lords
of Shadow series and the critically acclaimed Metroid: Samus Returns, today announced that Raiders
of the Broken Planet is
out now for PC, PlayStation 4 and Xbox One.
Check
out Part One here: State
of Play 2017 — Sony: Part 2 Naughty Dog Their Present: There's a reasonable argument to be made that Naughty Dog isn't just the best developer working in - house at Playstation but in fact the best
development studio -LSB-...]
Many indie
studios that we got in contact with told us that they weren't able to talk about their current PS4
development status, although we were able to squeeze details
out of them here and there.
Pixel Maniacs is an indie game
development studio based
out of Nuremberg, Germany.
Conifer Games is a new
development studio based
out of Michigan.
The company has said it is looking to sell
of its assets, one
of which is the game
development studio, Atlus, which it bought
out in 2006.
Reports broke
out earlier claiming that one
of Sony's Liverpool
studios, developer
of the WipEout games and one
of Sony's key
development houses, has been closed.
Also, the only two things that make Outlast and Outlast II relatable to each other is the
development studio and that majority
of the game, your goal is to live long enough to LAST until you are
OUT of danger.
This, if true (the report seems to corroborate that Retro is getting Star Fox Grand Prix
out), is not the first time Retro has faced
development trouble - the
studio has a famous history
of mismanagement and
development troubles on its games, with its first four games all being canceled as the
studio was consolidated around the then upcoming Metroid Prime.
Among the loads
of indie games in
development at the Enthusiast Gaming Live Expo this year, the one that stood
out for me most was Polyball, a unique and fun to play physics - based platformer from a small
studio known as
Studio Monolith.
11 bit
studios» Business
Development Manager, Piotr Bajraszewski, added, «Fans are crying
out for physical editions
of these games.
In Nintendo's case this is likely due to the Nintendo NX which is due
out in March next year, which we imagine has a lot
of its top
development studios busy working on launch titles.
Could this be a simple image posted by Chris Avellone that was blown
out of proportion, will we be getting a new title announcement from his
development studio, Obsidian Entertainment, or could we possibly see a new comic book series written by Chris Avellone like his past series, Fallout: New Vegas All Roads?
Mighty Rabbit Studios is an independent game
development studio based
out of Raleigh, North Carolina.
In 2004 he founded Mistwalker, a «co-
development»
studio which designs story and audio in - house and then contracts
out the rest
of development out to other companies.
It will likely be quite a while before Kojima is ready to share more about Death Stranding, but he did close
out today's presentation with a bold promise... to prove that indie
studios can create «triple - A world class masterpieces»
of the same caliber as those made by major
development studios.
Speaking this week at the HTC's Vive X demo day in San Francisco, Singapore - based indie
studio Mixed Realms said that their first title, Sairento, has turned a significant profit, to the tune
of a claimed «3,000 % ROI» on an initial
development fund
of $ 30,000 (which would work
out to $ 900,000); the developers tell us they've sold about 40,000 units so far.
Word on a PS5 release date is likely still
out of reach, but with new information alluded to by game
studios at this year's GDC,
development for the next - generation console may already be underway.
If this turns
out to be true, it reminds me a lot
of another Western game
development studio that worked with Nintendo and had similar woes; Rare.
For more inside looks into the world
of indie game
development be sure to check
out our interview with Ryan Juckett
of Hypersect where we learn more about his game Inversus, learn how one anonymous Korean developer is looking to tackle censorship in his game Replica, and celebrate 120 years
of Vlambeer in their upcoming novel which chronicles the various ups and downs the indie
studio has faced over the years.
Yoshida mentioned that Gary had been helping
out with Sony Santa Monica's independent
studios on the
development of Journey and Unfinished Swan at the time.
I can't really go into specific numbers, but I can say we're dedicating considerable
development resources to them, especially
out of the Western
studios.
Spanning a broad gamut
of themes and applied constructs, the show includes such as early works as shots taken in Nadar's 19th century Parisian
studio,
of the mime artist Charles Deburau posing as Pierrot the clown (an example
of a performance played
out purely for the camera); through the theatrical and conceptual work
of Carolee Schneemann and Paul McCarthy; nuanced
developments of self - identity in the work
of Marcel Duchamp, Cindy Sherman and Andy Warhol; and onto the hyper - contemporary world
of selfies and social - media disseminated flotsam.
As the art
studio and salon
of the sculptor and arts patron Gertrude Vanderbilt Whitney (1875 — 1942), the Whitney
Studio was at the center
of the
development of the early modern art movement in America, borne
out of Mrs. Whitney's tremendous advocacy on behalf
of living American artists.
Hannah Jacobson, Director
of Marketing,
Development, & Strategy at CHAW states that, with this iteration
of the project, «[Rogers»] residency will take the mystery
out of the artist open
studio hours.»
Focusing on the agency gained by artists in the
studio, A Curious Thread explores the
development of a new movement — one that reinvents and redefines a previously
out -
of - fashion, well - trodden trope.
What has not been mentioned is that the «Saul - into - Paul conversion theory», published by Elaine de Kooning in Art News in 1958, was not set in Willem de Kooning's
studio and did not mention a «Bell - Opticon», unlike her account
of 1962.13 Additionally, while the 1958 account's introduction dramatised Kline's breakthrough to abstraction as a «transformation
of consciousness», or a «revelation»
of Biblical proportions, invoking the example
of «Saul
of Tarsus outside the walls
of Damascus when he saw a «great light»», the description
of Kline's technical and conceptual breakthrough in this account nevertheless resembled previous accounts
of Kline's
development in its gradualness, uneventfulness and thoughtfulness.14 The breakthrough that Elaine de Kooning first recounted was a product
of sustained technical experimentation and logical thought on Kline's part, rather than accident or epiphany: «Still involved, in 1950, with elements
of representation, he began to whip
out small brushes
of figures, trains, horses, landscapes, buildings, using only black paint.
Oppenheim speaks
of growing up in Washington and California, his father's Russian ancestry and education in China, his father's career in engineering, his mother's background and education in English, living in Richmond El Cerrito, his mother's love
of the arts, his father's feelings toward Russia, standing
out in the community, his relationship with his older sister, attending Richmond High School, demographics
of El Cerrito, his interest in athletics during high school, fitting in with the minority class in Richmond, prejudice and cultural dynamics
of the 1950s, a lack
of art education and philosophy classes during high school, Rebel Without a Cause, Richmond Trojans, hotrod clubs, the persona
of a good student, playing by the rules
of the art world, friendship with Jimmy De Maria and his relationship to Walter DeMaria, early skills as an artist, art and teachers in high school, attending California College
of Arts and Crafts, homosexuality in the 1950s and 1960s, working and attending art school, professors at art school, attending Stanford, early sculptural work, depression, quitting school, getting married, and moving to Hawaii, becoming an entrepreneur, attending the University
of Hawaii, going back to art school, radical art, painting, drawing, sculpture, the beats and the 1960s, motivations,
studio work, theory and exposure to art, self - doubts, education in art history, Oakland Wedge, earth works, context and possession, Ground Systems, Directed Seeding, Cancelled Crop,
studio art, documentation, use
of science and disciplines in art, conceptual art, theoretical positions, sentiments and useful rage, Robert Smithson and earth works, Gerry Shum, Peter Hutchinson, ocean work and red dye, breaking patterns and attempting growth, body works, drug use and hippies, focusing on theory, turmoil, Max Kozloff's «Pygmalion Reversed,» artist as shaman and Jack Burnham, sync and acceptance
of the art world, machine works, interrogating art and one's self, Vito Acconci, public art, artisans and architects, Fireworks, dysfunction in art, periods
of fragmentation, bad art and autobiographical self - exposure, discovery, being judgmental
of one's own work, critical dissent, impact
of the 1950s and modernism, concern about placement in the art world, Gypsum Gypsies, mutations
of objects, reading and writing, form and content, and phases
of development.
Bungie has already stated emphatically that developing Destiny for the PC would stretch the
studio's hundreds
of millions
of dollars in resources too thin, but the
development studio cited fairness, instead
of workload, when it ruled
out cross-gen, cross-platform play for Destiny.