Preludes post makes for some fascinating reading, largely because it describes the state of the triple A
videogame industry as a whole.
Iger described
the videogame industry as «a changing space», and the best way of dealing with the risk is to stick to licensing, rather than publishing.
He also worked for
videogame industry as Supervising Animator for Call of Duty II and Character Animator for The Lord of the Rings Online: Mines of Moria (game cinematics), Medal of Honor: Warfighter and Sunset Overdrive.
Not exact matches
It will be interesting to see how the publishing
industry continues to evolve
as it not only fights for profitability against books published outside of its purview, but also against movies,
videogames, network television, streaming shows, and all the other entertainment items literally at consumer fingertips.
Their lengthy experience in the
industry has allowed them to pay tribute to not just one particular
videogame license, but gaming culture
as a whole.
Known for its stunning graphics, epic cinematic storytelling, and visceral battles, the God of War series has been acknowledged by the
videogame industry's key publications and influencers
as one of the most critically - acclaimed franchises,
as well
as a series that continues to set the bar for the action - adventure genre.
It seems the film
industry is finally warming to the idea of
videogames as legitimate (read: not Uwe Boll directed) source material for Hollywood blockbusters, according to Modern Warfare 2 director Keith Aram.
«The worst kept secret in the
videogame industry,»
as design director Cliff Bleszinski put it during his Late Night appearance last night, has been formally confirmed; Gears of War 3 is knee deep in development.
We are seeing less and less of them
as the
videogame industry matures.
It is, at least in my own estimation, a prime example of how the state of the modern
videogame industry has totally dropped everybody's standards through the floor so that they will now refer to something like this
as being okay.
I think my age group has finally taken over the
videogame industry,
as it seems to be the mid 90's all over again.
The collapse of THQ was a real tragedy for the
videogame industry, but it's great to see that the Saints Row series has come through it pretty much unscathed; it still looks
as mental
as ever.
In the early 2000s, the Japanese government started to evaluate the value of the country's popular culture
industry following international successes in anime / manga such
as Pokémon and Dragonball,
videogames like Nintendo's Legend of Zelda and Super Mario series, and films including Spirited Away (2001) and Ringu (1998).
Nonetheless, I shall defend Silent Hill 2
as one of the few times that commercial
videogames have dared to push into artistic directions, and I still cite it
as a triumph of narrative design within an
industry that seldom achieves anything memorable in this space.
Interestingly, even though Nintendo kind of resurrected the
videogame industry in the 1980s after it went bust, and most Western kids grew up playing Nintendo, once Western companies got back up and going there was a decline in sales of Japanese games, so that now Japanese games aren't quite
as dominant in the West.
Jed's review is the reason I'm writing this serial: there is indeed an aesthetic conflict within Breath of the Wild,
as he alludes to, but I contend it is not the result of marketing interference (although don't get me wrong: this is a very tangible force at work in the
videogame industry, and one that should never be ruled out prematurely).
Today
videogames are a multibillion - dollar
industry,
as much a part of popular culture
as movies or music.
As a whole, this is great news for the
videogame industry.
For those unfamiliar with Schofield, he has been in the
videogame industry for over twenty years and after starting off
as an art student from the Pratt Institute, he went from being an artist on cartoons and games, to a respected business leader in the
videogame industry.
10Tons have been in the
videogame industry for over a decade and yet they still continue their incredible diversity in the genres they expertly tackle within their games such
as match 3 puzzles in Sparkle and Azkend to physics based puzzles in King Oddball, shoot «em up Xenoraid and even top - down shooters in Neon Chrome and Crimsonland that showcase a clear departure from one another coupled with an extreme amount of enthusiasm and imagination to deliver unique experiences.
As a
videogame developer and publisher we have learned a lot, and this
industry continues to on a regular basis, and yes there would have been some things that would have been done different.»
Following his passion for the
videogame industry and history of art he brings years of user experience to the table
as well
as his unique vision and limitless imagination.
I'm still holding out hope for this one though
as it explores a theme that is oddly absent in the
videogame industry.
Competitive
videogaming,
as obtuse
as it sounds on paper to many, is a boom
industry, and several stories out this year only affirmed the trend.
Mikael Säker has been working professionally in the
videogames industry since 2002, primarily
as a writer and game designer on titles such
as «Riddick: Escape from Butcher Bay», «The Darkness» and the last few «Battlefield» games.
During the senate inquiry, the games
industry stated that over 5,000 students enrol in tertiary courses to study
videogame development each year, while there are, at most, 1,000 people employed
as «active participants» in the
industry.
Virtuos, a global leader in
videogame content production, today announced that 15 - year game
industry veteran Elijah Freeman has joined its headquarters in Shanghai
as Group Development Director, providing global creative and executional direction for the company's Game Division.
The report identified a source
as an «
industry executive familiar with Netflix's plans,» told the site that Netflix is already preparing to launch the streaming service to both the
videogame system and the iPhone and iPod touch series.
E3's best display was a blast from the past
as The
Videogame History Museum took attendees on a tour through the
industry's golden age.
The Pew Research reports that game console ownership overall in the US remains where it was back in 2010, but this is expected to change over the course of the next few years
as the
videogaming industry gradually prioritizes consoles over PC gaming.
Most
industry people are self - taughts and if they have any degrees it's often in unrelated fields
as a fallback if they get tired of
videogame development.
This week, United States President Donald Trump will meet game
industry executives to discuss the impact of violent
videogames on tragedies such
as the recent high school mass shooting.
The Yorkshire Games Festival aims to establish itself
as a leading event in the UK
videogames calendar, with talks from leading games
industry professionals, training workshops, panels and a celebration of Yorkshire's proud
videogames heritage, that includes companies such
as Team17 (Worms) and Revolution (Broken Sword).
In 2006 he departed and founded OneBigGame, a
videogames industry charity initiative
as well
as working
as videogames consultant for various start - ups.
Suga: The resources available to
videogame composers today is coming closer to what is seen in the film
industry,
as game hardware becomes increasingly sophisticated.
The
videogames industry loves to forget the past, and
as such I am worried for the future of Rime.
The vision of the
Videogame History Museum is to have a physical research and reference facility that will also serve
as an interactive educational exhibit to the
industry and general public alike.
The Apple iPad is the biggest rival to home
videogames consoles, such
as the forthcoming Wii U, and the existing Xbox 360 and PS3 - according to Ian Baverstock, games
industry stalwart and co-founder of consultancy group Tenshi Ventures.Speaking at... Read more
As an umbrella fundraising organisation any money donated to GamesAid will be divided between a small group of British based youth and children's charities that support young people in a variety ways, nominated by and voted for by members of the British
videogames industry.
Nimasthir conducted a Master's thesis on the opportunity of diversity for the
videogame industry, and now works
as a Project Coordinator in a French studio.
On the other hand, the Japanese manga, anime, and
videogame industries have long acknowledged women
as a lucrative market.
Whilst that's great for
videogame developers, Unreal Engine isn't the most practical for other
industries such
as architecture, design and manufacturing.
As we arrive at the end of another January, and the
videogame industry begins to awaken once more from its holiday release slumber, it's already evident that 2016 is going to be a tremendously big year for games.
We want to encourage a proportionate maturity in the
videogames industry; we want the quality of English writing to become
as important
as the integrity of a game's physics engine.
It may be one of the few games that work
as a satire of the
videogames industry.
The Adaptive Controller looks like a bold step towards making
videogames accessible to more people than ever before, which is good for players, designers and the
industry as a whole.
Started out
as a graphic designer in sunny Singapore, I got into
videogames UI from web development and learnt a lot in this
industry in Ubisoft.
Previously, he wrote about the
videogame industry,
as he had for AllThingsD.com, both on established and emerging platforms.