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.