Sentences with phrase «spent developing the game»

This is one of the things that saddens me every day that I've spent developing games over the past 25 years.
This all amounts to a total revenue exceeding $ 110 million, which is more than double what was made in the game's first six months and exponentially higher than the $ 2 million spent developing the game.

Not exact matches

The National Institutes of Health, for example, spent $ 1,552,145 of your money to develop a video game that teaches parents how to feed their kids vegetables.
He places a major emphasis on the fundamentals of the game and spends a great deal of time developing skills needed to succeed on the court.
The 21 - year - old spent last season at Watford, and will now hope to continue to develop his game under the watchful eye of Eddie Howe.
Over that time US Lacrosse — which makes rules and policies for most levels of the game, helps develop the game at its grassroots and sanctions youth tournaments, the high school national championships and the college club championships — has increased what it spends to promote the sport from $ 1.1 million to $ 9 million.
So instead of spending hours each week developing multiple game plans based on whether Reed is available or not, we need to figure out another point of attack and develop it, over and over and over.
I do not subscribe to the view that their tenure has been synonymous with penny pinching yet do not feel that they have spent their money wisely; the value of their asset has undoubtedly increased but on the back of the money pouring into the game rather than as a result of their own efforts in develop the footballing side of the club.
Perhaps the bureaucrats should lash out and spend their pocket money on a new interactive adventure game developed by Massey University and the University of Queensland.
I've spent many many hours researching on the internet about «how did the basketball pros develop their vertical game».
Hello I be doing a review on a game called Dead Rising 4 it was relisted 06/12/16 on Xbox one it top selling game people are worth to spend money on the game because it best - selling game also Dead Rising 4 is an open world survival horror beat»em up video game developed by Capcom Vancouver and published by Microsoft Studios for Microsoft Windows and Xbox One.
MOON Studios has spent the past 4 years developing this 2D platformer and what they came out with is a game encased in an atmosphere of melancholy, shadows and hope.
Daisuke Amaya (AKA Pixel) originally released it as a free game for PC back in 2004 after spending 5 years of his life single - handedly developing it.
This is surprising, because he is more than willing to spend as much time as needed with his characters to develop them fully, but when it comes to the «cat - and - mouse» game between man and snake, he rushes it.
It ended up being the best $ 10 I've spent in a while — I'm not a fan of Clancy - type stuff in general, but this is a turn - based strategy game partially developed by one of the original XCOM creators, so it's totally solid and a hell of a lot of fun.
«I spent over four years developing Stardew Valley, inspired by games that I loved as a child such as Harvest Moon and Animal Crossing,» said Barone on Xbox Wire.
I spent over four years developing Stardew Valley, inspired by games that I loved as a child such as Harvest Moon and Animal Crossing.
I spend my time DEVELOPING games.
I respect Hudson for trying some new things, but I think they could have tried a little harder and spent a little more time developing the game and fixing the game's limitation issues and flaws.
Vocabulary used in this game will prompt further research to develop a deeper understanding of the time soldiers spent in Gallipoli (eg, bivvy, jam tin bomb, stores, field gun, trench, etc).
As coins are collected or dragons are slain, points are awarded that gamers can spend as digital currency to further develop their characters.
The event celebrated the release of a game called «Gray,» which eight teenagers spent 10 months developing.
For now, there aren't that many apps available for the Xoom and the Android 3.0 OS — we'll have to wait until the community develops apps and games for the new platform, but the time spent like this will sure feel kind of hollow.
Outside of work Ann enjoys music, cooking, reading, travel and the outdoors, spending peaceful time at her yurt in the beautiful Adelaida area, playing weekly games with her «Scrabble Ladies» and proudly watching her twin daughters develop into exceptional adults and accomplished research scientists.
Understandably many small dogs are known to revert to nipping if they feel threatened or anxious, so working with a professional trainer to discourage this tendency and develop a game - plan to eliminate separation anxiety issues, would be money well spent.
If you aren't able to spend the time to develop a good strategy, if you go into this blindly thinking you're getting a free trip, then this is not the game for you.
Is it fair for Nintendo to have to spend years and years developing this game to last, only for people to end it within an hour?!
Lost World could have been a very fine game on both consoles had they spent more time developing it.
Otherwise Nintendo would lose a reason to exist» - Mr. Furukawa has often briefed investors and analysts about the company's financial results - while he hasn't developed game consoles and software himself, people who know him said he is an enthusiastic game player - Mr. Furukawa said a recent favorite is «Golf Story,» a role - playing sports adventure game developed by a small studio in Australia - «I have to ask him many numbers - related questions, but there have been so many times in the past when I ended up spending so much time chatting about games
Over the course of the twenty hours I spent with the game I did find myself developing a fondness for it.
More time spent developing and perfecting Dark Void is good for both gamer and game maker, even if I am disappointed that my jet - pack fitting will have to be rescheduled.
The founders of Gen.G spent a decade developing games and have a deep passion for mobile gaming.
They didn't spend 5 years developing a 360 game and then port it to PC it was the other way around.
Furthermore, by 1991, Nintendo (despite all naysayers) had made it big and became a household name, the easy to develop games Rare had spent years labouring over, translated to easy money, and quite a bit of it.
CDPR spent roughly 5 years developing Wild Hunt - not to mention the «Blood and Wine» expansion, which released in May... With the way they work (1 game at a time), there's just NO WAY that Cyberpunk - which is said to be bigger and more ambitious than any of The Witcher titles - will release next year.
I give kudos to the people that put the time in putting them together and got them developed, but I think I will stick to spending my time playing games I bought and are good for more than 5 minutes.
The game was a big hit, so Rare spent a few years developing a prequel which eventually became an Xbox 360 exclusive.
It's seems they spend more times developing new ships and trailers for those ships than they do the actual game.
Don't spend such a long time (3 years) developing a VR game because the market will evolve while you develop it.
We could use this information to spend development efforts on perks that are more appreciated, more widely used for example and more relevant in future RPG type games, which would be better than spending time developing things people are not interested in.
«Prior to starting work on Brutal Legend, the Double Fine team had spent the previous 5 years developing Psychonauts — the last two years of which consisted of a giant, grueling crunch wherein the company lost its initial publisher and nearly shut its doors before ultimately releasing the game.
[24] The game was built using Epic Games» Unreal Engine 3, [25] but Gearbox spent a considerable amount of pre-production time developing a custom real - time lighting and shadow renderer that is «plugged» into the engine to capture the feel of Aliens.
While developing the game Gilgenbach obsessed over the look of the game and getting a number of advanced graphical features implemented, but in the end his time would have been better spent expanding the actual content of the game and not just making everything especially pretty.
When Seth is not designing or developing, he spends time with his family and his occasional dose of anime, sports and video games.
Rare, which is based in England, spent its first decade developing NES games before it was partially purchased by Nintendo in 1994 and conscripted to make the remarkably successful (and excellent) platformer Donkey Kong Country, along with its sequels.
On top of his personal and school projects he also spent time developing games for the One Laptop Per Child program and taught Level Design and 3D Modelling at InternalDrive Technology Camps.
The issue becomes whether or not Nintendo would feel comfortable spending the money to develop that style of game.
Cyanide have had a busy year - Game of Thrones, Confrontation, but it's their newest game Impire (being developed by the newly formed Cyanide Montreal and being published by our BFFs over at Paradox Interactive) that, for me personally, is going to do them the most good... which is funny because you spend the entire game playing the bad Game of Thrones, Confrontation, but it's their newest game Impire (being developed by the newly formed Cyanide Montreal and being published by our BFFs over at Paradox Interactive) that, for me personally, is going to do them the most good... which is funny because you spend the entire game playing the bad game Impire (being developed by the newly formed Cyanide Montreal and being published by our BFFs over at Paradox Interactive) that, for me personally, is going to do them the most good... which is funny because you spend the entire game playing the bad game playing the bad guy.
Since then, I've been obsessed with the escapism of virtual worlds and the exploration of what makes good game design, to the extent that I'd spend hours developing imaginary games with friends or sketching whole casts of characters when I should have been paying attention in class.
Founded in 2003 from the vestiges of the renowned Gremlin Interactive, Sumo Digital has spent the last 12 years working with high profile clients developing a range of popular cross-platform games.
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