Sentences with phrase «together as a game developer»

Working together as game developer and animation studio, how much back and forth was there between your two teams?

Not exact matches

Hideo Kojima himself has unveiled that the games Is still being worked on, as the developer is now putting all the pieces together and crafting the true experience that we will be playing on September 1.
That's right, after over 20 years since the most recent installment; Germany's FDG Entertainment and France's Game Atelier are working together with one of the original developers (Ryuichi Nishizawa) to create a long - awaited sequel now known as Monster Boy and the Wizard of Booze.
Grip Games, a privately owned developer and publisher of games for game consoles and high - end portable devices, together with True Axis Pty. Ltd and bitComposer Entertainment AG, announced today it will launch Jet Car Stunts, a racing / platformer hybrid game for the PS3, PSVita, PS4 and Xbox 360 as a downloadable game throughout North and South America, Europe and other territories this spring.
Another Kickstarter success story, developer JanduSoft's crowdfunded creation takes welcome inspiration from games such as New Super Mario Bros., Joe & Mac, Metal Slug, Castle Crashers, and Trine, but falls far short in piecing everything together into something that's memorable enough for the right reasons.
Navitus has brought together an experienced team of e-learning content development professionals such as instructional designers, graphic designers, illustrators, content developers to build Level 1, Level 2, Level 3 (animation based), and Level 4 (Game & Scenario / Simulation based learning) elearning content that is engaging and interactive.
Nitroplus Blasterz: Heroines Infinite Duel from developers Examu and publisher Nitroplus have brought together all of the female characters from various visual novels and games released by Nitroplus, as well as those from manga and anime series that Nitroplus writers have been involved with to create a game that is fast, easy to jump into and challenging to master.
- Camelot wanted players to «raise» their amiibo in the game - Camelot also wanted some RPG elements to amiibo play, as well as amiibo having a connection to online play - devs didn't want the GamePad to draw the player's attention away from the TV, so they used it for a reverse court view - Nintendo helped bring this feature together - a demo was made in about 3 - 4 months in order to get some feedback - this was Camelot's first HD title - the giant characters (with the Mega Battles) were implemented as some sort of test for HD - the devs wanted the game to be as accessible as possible - that's why Giant Goombas, Jump Shots and Chance Shots can be disabled - Nintendo suggested additions such as the Jump Shots - Mega Battles were Camelot's idea, not Nintendo's - the developers were concerned about how they would work, and what impact they would have on basic actions
«We can't put together a AAA $ 10 million - plus game because we just don't have that sort of cash as an independent developer.
The team was originally named inDev Brain before changing their name to BadFly Interactive; consisting of developers who had worked on such popular games as Mafia, Mad Max and The Witcher 3, but banded together to create games within their preferred sci - fi, action horror genres.
This game was made as part of a promotion for Valve's Portal 2, where we — together with a bunch of other indie developers — took part in an Alternative Reality Ggame was made as part of a promotion for Valve's Portal 2, where we — together with a bunch of other indie developers — took part in an Alternative Reality GameGame.
«Gears of War»: Past, Present & Future Room 6BCF, San Diego Convention Center Friday, July 13, 2 p.m. — 3 p.m. G4 TV Host Morgan Webb, will serve as moderator as legendary video game developer Epic Games comes together to discuss the past, present and future of the «Gears of War» franchise.
If you have followed the discussion around That, Dragon Cancer, the developers were not too happy about people streaming and putting together walkthroughs of their narrative game as they felt it hurt sales.
, the developers were not too happy about people streaming and putting together walkthroughs of their narrative game as they felt it hurt sales.
The game jam, formerly known as Dublin GameCraft, has always been all about putting developers together to come up with as many fresh, new ideas in a short amount of time.
- when the team learned that Switch would support Unity, they began the process of bringing the game over - it was planned early on to get the game onto Switch within a month of it launching - by Fall 2016, Unity's optimization progressed, and error messages that previously appeared with I Am Setsuna stopped - by the end of fall last year, the team was finished with pre-submission to Nintendo - I Am Setuna was the first title to enter this process - a meeting with Unity was suddenly held, and it was decided that I Am Setsuna would end up becoming a launch title - Nintendo asked for the developers to finish the master version that year if possible - the team was able to port quickly due to Unity, as well as the lack of online / vs features & modest hardware requirements - having a good grasp on specs also made work come together quickly - setting various aspects such as the app's icon, languages, etc. was said to be very simple - there was also good compatibility for titles that have / planned to have multi-platform support on home and portable consoles
As a possible future indie developer (assuming I can get my life together and start finding actual time to make games), this is definitely something I should be aware of.
I will help you decide on an entity, set your goals and priorities, find income streams and funding sources that suit your lifestyle and needs, establish pricing / monetization, and put together a road map that will get you from where you are now to where you'd like to be as a game developer.
The Games Developer Conference, otherwise known as GDC, is not normally a product / IP hype machine like other conferences and conventions; instead, it is developers getting together to discuss the more business side of game making, from how they...
Bluepoint Games known for working on titles such as The God of War Collection, The Ico & Shadow of the Colossus Collection, Metal Gear Solid HD Collection, PlayStation All - Stars Battle Royale, Flower, Titanfall and Uncharted: The Nathan Drake Collection there is no need to push the developers seeing as their resume of remastered games and new Ips are well put together.
There are little touches throughout the game (such as your character swatting the camera away to playable distance when you start) that adhere to the formula, and it is readily apparent that these developers enjoyed themselves putting it all together.
Ben Ward, Supergonk: Supergonk is an indie developer and Trailblazers is our first console game together as a team.
As you never know how a game will come together this far out from release, especially for a new IP, but I honestly think this is going to be a game that will force other developers to have to stop and look at how a first - person zombie survival game should be done.
Here, creators scraped together whatever art they could in a likely attempt to give some legitimacy to their product, but as it seems as though more and more game developers are moving towards supporting people who give their product legs.
Our core team at Wushu have worked together closely on numerous projects over the years so there was no downtime in figuring out how to work together, we just fell straight into a groove kicking around game ideas that appealed to us as players and developers.
Every time we move to a new console cycle, we, as gamers, have little choice but to clasp our hands together, breathe deep, and wait for developers to acclimate and produce.
All of these games are so badly thrown together that they look and play as if the developers spend their time playing better video games and the night before release took some caffeine pills, had major panic attacks and just threw them together and crossed their fingers and hoped for the best.
Ultimately, it's best to convey as many features that are important to the game, including how the narrative and gameplay are woven together, something Fireberry Studio Game Artist and Developer Stav Goldstein will talk about during the session Combining World, Story and Mechanics in The Splittgame, including how the narrative and gameplay are woven together, something Fireberry Studio Game Artist and Developer Stav Goldstein will talk about during the session Combining World, Story and Mechanics in The SplittGame Artist and Developer Stav Goldstein will talk about during the session Combining World, Story and Mechanics in The Splitting.
When CI Games decided to restructure its operations, we immediately decided to open a new studio in Rzeszów to allow those great developers to keep on working together as a team, and to contribute to the game we're working on.
The GDC is widely seen as the most important annual public get - together of developers, and the event is hosted by the International Game Developers Asdevelopers, and the event is hosted by the International Game Developers AsDevelopers Association.
Founded by four veteran game developers who together have brought strategy gamers such classic hits as Rise of Nations, Alpha Centauri ®, and Civilization II ®, Big Huge Games is a video game studio focused on cutting - edge technology and aimed at mass - market game development.
When [Ghost Warrior creators] CI Games decided to restructure its operations, we immediately decided to open a new studio in Rzeszów to allow those great developers to keep on working together as a team, and to contribute to the game we're working on.»
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