Not exact matches
Last week, I paid a
visit to Ubisoft Toronto to get a look at how the
studio's first big
game, Splinter Cell: Blacklist, is coming along.
Other guests on the record include Jay - Z, Nas,
Game, Jamie Foxx, Paul Wall, John Legend, Brandy — and an unlikely guest drummer on «Diamonds From Sierra Leone»: filmmaker Michel Gondry, who just happened to
visit the
studio on a day Brion had set up a drum kit (see «Kanye Previews New LP, Modestly Exclaims: «This Is Killing Everything Out There!»»).
Prior to the announcement, the designer
visited various development
studio's in the search for a
game engine alongside PlayStation 4 lead architect, Mark Cerny.
Afterwards, they traveled to Los Angeles where Kojima paid a
visit to some of his friends to inform them about his new
studio Kojima Productions: JJ Abrams, the producer and director of the recent Star Wars movie and Kyle Cooper of Prologue, a famous title sequence designed who has worked on several Metal Gear
games.
After spending a few days in Copenhagen, Hideo Kojima is now in Stockholm, Sweden, where he
visited DICE, the
studio behind
games like Battlefield and Mirror's Edge.
He
visited EGX in Birmingham to promote Planet of the Apes: Lost Frontier, a cinematic adventure
game set in the world of the recent Apes movies (in which Serkis starred as Caesar), and created by Imaginarium, the UK production
studio that he co-founded.
There's the same faint, plasticky smell of heat dissipating through computer vents that I've smelled on similar
visits to
game studios in Copenhagen, Santa Monica, or Dallas.
Not to troll, but I look at all these 500 articles on N4G about Konami and Kojima, and about Kojima
visiting other
studios like he's the Pope of video
games, and about all the esoteric truths found in MGS, etc..
Our composer, Andy LaPlegua, is due to
visit the
studio to plan out the
game's remaining music and a small group within the team is taking on the task of breaking the back of Senua's movement outside of combat.
• A round - up of the besttools for mobile development • A look at developing
games for Google Glass • A
studio tour of Aardamn Digital, and a look at its iconic parent company • We
visit the German dev hub that is Frankfurt • How Lionhead harnessed the power of Unreal Engine 4 • The results of September's close fought Develop Quiz • Geomerics details its work with Arm's Mali platform • Unity's new 2D elements are profiled in detail • A farewell to Blitz, with response from the industry • Autodesk tells all about its indie - friendly middleware Maya LT • Microsoft maestro Paul Lipson shares his thoughts on
game audio and composing • The Tizen OS opportunity explored, and why Marmalade matters there • Creative England and Microsoft's Greenshoots initiative under the microscope • Our expert columnist Nick Gibson offers advise on attracting and impressing external funders
Our friends at PlayStation recently
visited the
studio to sit down with Creative Director, Shaun Escayg, and
Game Director, Kurt Margenau to discuss how the project began, the story we ultimately wanted to tell, and some of the new gameplay elements you'll experience when the game launches, beginning on August
Game Director, Kurt Margenau to discuss how the project began, the story we ultimately wanted to tell, and some of the new gameplay elements you'll experience when the
game launches, beginning on August
game launches, beginning on August 22.
Scholars were granted an all - access pass to both Casual Connect and IGDA Summit 2013, a mentorship from members of the industry, opportunities to
visit local
game development
studios in San Francisco, and meetings with senior figures in the industry.
During the
visit to Blizzard's
studio where this interview took place, we also got our hands - on the console version of the
game.
We paid Frogwares's
studio in Kyiv a
visit and found out how the company is dealing with all these new projects, while still sticking to their adventure
game roots.
I've been writing about PlayStation
games since 1994, and have had the opportunity to
visit many of Sony's
studios, including Naughty Dog and SIE Santa Monica Studio, to see
games in various forms of development.
Back then, you had to
visit the
game studios themselves to get detailed info on a
game.
Every week the VideoGamer.com team get together in a
studio and record their stream of consciousness and discuss all the latest news and the
games they've been playing.For more original gaming content,
visit http://www.videogamer.com.
Please
visit Nordcurrent's booth (# 504) during Casual Connect Tel Aviv and don't miss the lecture of
studio's Lead
Game Designer Kiril Uljanov on 20th October at 15:30 in the Habima 4 room.
Visit The Spectrum Retreat webpage on the Ripstone website: https://ripstone.com/
game/the-spectrum-retreat For more information about the BAFTA Young Game Designers please check out http://ygd.bafta.org About Dan Smith Studios Dan Smith Studios is an independent game development studio, represented by Dan Sm
game/the-spectrum-retreat For more information about the BAFTA Young
Game Designers please check out http://ygd.bafta.org About Dan Smith Studios Dan Smith Studios is an independent game development studio, represented by Dan Sm
Game Designers please check out http://ygd.bafta.org About Dan Smith Studios Dan Smith Studios is an independent
game development studio, represented by Dan Sm
game development
studio, represented by Dan Smith.
While
visiting Sony Bend, we spoke with
studio director Christopher Reese,
game director Jeff Ross, and creative director John Garvin about the full process of bringing Days gone to life on the PlayStation 4.
We
visited some of the biggest
studios in Japan to focus on their
games and creative processes.
According to one of the
studio's representatives, the team got the idea for the
game when they
visited some of the African countries the organization aids, where men and women start their own businesses with micro-loans from the foundation as low as $ 50.
Austin Wintory will be
visiting the
studio for several days next week to work with us to finalize the implementation of the music into the
game.
But
visiting this
studio gave me cause to pause and reconsider how I look at mobile
games development, and I hope it has done the same for you too.
Earlier this week, Mikkelsen
visited the Kojima Productions
studio, as
game actors tend to do, and Kojima treated him to an immersive, noteworthy afternoon excursion.
Prominent
game studios — such as Bioware, Bonus XP, Certain Affinity, Gearbox, id, Infinity Ward, Nerd Kingdom, Oculus, Playful, Robot, Square Enix, Unity, and Valve —
visit often and bring industry leaders to share insight with our students to enhance our learning environment.
During a
visit to Sony Online Entertainment's Austin, Texas,
studio, CBR News spoke with Wolfman about his experiences working with «DCUO,» the differences between writing for
games and comics and when a villain is not a villain.
Since it's overwhelming to consider
visiting every
studio and seeing every performance, exhibition, and special event this weekend — which includes everything from a live show with rapper Fat Joe at the Bushwick Collective Block Party to a showcase of indie video
games like «Filthy Chicken» — start with these five shows and see where the weekend takes you.
My epic
studio visit to Rare concluded with a big Sea of Thieves interview with Executive Producer Joe Neate and PC Design Lead Tedd Timmins to discuss future plans, Xbox
Game Pass, purchasable pirate pet pals, and customizable underwear.