Sentences with phrase «stories about game development»

The interview started out discussing the agony of successors who succeeded the series and moved onto behind - the - scenes stories about game development, and talking about the essence of developing games at Nintendo.

Not exact matches

For someone who plays video games just to play and doesn't care about story lines and character development, this is a great feature.
«Konami Digital Entertainment, Inc. jumped at the opportunity to team up with Columbia Pictures and publish the Battle: Los Angeles video game,» said Careen Yapp, Vice President of Acquisitions and Franchise Development Konami Digital Entertainment, Inc. «We love the movie and it was a great experience working with Saber — there were some great ideas about how to expand the story into a game.
It comes as no surprise God of War would get spotlighted during this year's Tribeca Games Festival, where the game's director and cast spoke about its development and shared behind - the - scenes stories in front of a live audience.
Mike Mike is back on the show to talk about a rediscovered version of Bomberman for the Jaguar, the amazing story of his first major development project and getting in the the industry, what it is like to see speed runners completely break a game, the concept of reproduction carts, some hidden Japanese game gems, an announcement on a new game from Other Ocean, and a release window for #IDARB.
Topics ranged from casual stories from the game development world to talks about ad monetisation and game publishing with data and numbers to back it up.
To start of with, we have a great story about a game developer releasing a game about game development and what happens when the pirates were pirated.
So let's encourage women to get fired up about game development, but the wrong way to start that is with a feminist agenda - they should make great games out of a passion for entertainment and story telling, not politics.
- 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
The End is Nigh started as an exploration of this, but as it unfolded, it really became a story about my personal struggle with game development, my obsession with my work, and how it affects my family.»
- E3 2014 video was running in real time and in - engine - the scene shown was made especially for the trailer - the scene with Link shooting arrows at the Guardian on his horse, jumping off, and firing off one last arrow in mid-air at the enemy in slow motion, was a gameplay element that hadn't yet been implemented - Aonuma «really wanted to put that in the game» and made this happen as development went on - the team expanded on the game's story as well, which was brought about from the E3 2014 trailer
Gone North Games is, of course, the recently formed game development studio staffed entirely by the Södertörns University graduates who created A Story About My Uncle.
And our blog is for talking about game development, startup life, workflow, production practices... And then also a lot of Trent's stories about his first startup, first time being CEO, and the many, many ramblings that arise from everything.
Even more impressive is how the plot actually makes you care about these characters; unlike the intro / outro clipshows most fighting games have to offer, MKX's story bothers to include things like character development and heartfelt moments in between all the ridiculous action.
Fraghero was the first to leak information about the game's development and we accurately predicted that the game will be releasing in Fall of 2017, thanks to an anonymous tipster which Fraghero independently verified before running the story.
I just wished the conversation was more in - depth and really about the development of the games, or had more inside stories that are interesting.
I didn't really care about the story as it was generic and did little for the game except provide a reason for the new development «Pandora».
What a Remedy game is all about is a story - driven, single - player, character - centric game, and we realized quite early on in the development process that it wasn't working for us.
The team will talk about the inspiration for the Toy Box, show behind - the - scenes images and concept art from game and figure development, discuss the character selection process and tell stories on working with Disney's greatest storytellers.
Being somewhat limited in my freedom to be entertained as a kid, for many years of my life, gaming served as a diverse means of escape for me away from the trappings of a mostly mundane, repetitive life, at the end of the school day I would often think to myself «alright... so what are some of the good things that I have to look forward to when I get home...», one of the first things that I would do as soon as I got home after school was play FINAL FANTASY on PlayStation, I would eagerly walk home as quickly as I could just so that I could continue playing from the part where I had last left off the day before, as pathetic as this may come across, I can confidently say that many of the happiest moments that I have had in my life have been while being utterly enthralled by the developments in the games, I think that reminiscing about aspects of a video game with great fondness is a hallmark of an impactful form of entertainment, I would often be so «in the zone» while playing that anything aside from what was taking place on the screen would become completely null and void in my mind to the point where I forget that I was playing a video game, even though I did not live the events of the game, I can emphatise with them as if I had, that is the sort of impact that the emotional depth of the story, the characters, the music, the design and the overall world of the series have had on me, what appeals the most to me is that FINAL FANTASY allows us the luxury of divorcing ourselves of our current reality to assume that of a world of fantasy for a precious moment in time, which is a sentiment that makes me wish that our world as whole had a little more «FINAL FANTASY» within it so as to make us all want to wake up as soon as possible to enjoy another day
Cave Story creator Daisuke «Pixel» Amaya spoke frankly about his philosophy of game development and showed footage of the beta version of Cave Story during a postmortem presentation on the game at GDC 2011, and now that video is freely available for anyone to watch via the GDC Vault.
Although Aribarg wasn't able to give me any details regarding the game's Switch launch, he happily went into detail about the story of the game's development, as well as talking about his own personal love of Nintendo.
Anyway, as I wrote more about games, I got interested in working on the development side as well, and Two Tribes was nice enough to ask me to create a «story without words» for Toki Tori 2, and then when that worked out quite well, to create an optional storyline for RIVE.
I seem to be rambling on about the story and character development (rather, the lack thereof), but how does Metroid: Other M hold up as a game?
A quick rundown from a Gamasutra story on the issue: «The cover feature for the January 2007 issue is «Not Your Typical Grind: Tony Hawk's Downhill Jam for Wii» by Toys for Bob's Toby Schadt... The January issue also reveals Game Developer's 2006 Front Line Awards, as announced in December, which «pays homage to the companies and products that make game development possible»... Another major feature is Chris Hind and Dan Bell's «Setting The Bar» [about choosing your battles when fixing bugs in games!]&raGame Developer's 2006 Front Line Awards, as announced in December, which «pays homage to the companies and products that make game development possible»... Another major feature is Chris Hind and Dan Bell's «Setting The Bar» [about choosing your battles when fixing bugs in games!]&ragame development possible»... Another major feature is Chris Hind and Dan Bell's «Setting The Bar» [about choosing your battles when fixing bugs in games!]»
The story about the development basically seems to be that Sega gave over the creation of this entry to fans of the series who've worked on remakes, upgrades, and remixes of previous games in the series — who better to make a new Sonic game that's in the vein of the sainted old entries than people who have been freely doing that on their own?
The 7.30 report tonight had a story about a waterfront development approval by the local council at Lakes Entrance being objected to [they weren't game to say who but you can guess] and the objection being approved by the court.
If you want to learn more about Marvel's Spider - Man, you can also enjoy a few comments from the development team, a hint that the game might be fairly long, a recent video released at PlayStation Experience, a rather sizable amount of details shared by Insomniac a couple of months ago, a recent batch of screenshots in 4K resolution, and the latest story trailer.
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