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Intel and Microsoft* Unveil Variable Rate Shading Support

Intel and Microsoft* have joined forces to support Variable Rate Shading (VRS) in DirectX* 12 and Intel’s upcoming Gen11 hardware.

Inside the Gamerpunk World of QC Games’ Breach*

Publicado el 22 de enero de 2019

Once people get their hands on the game, QC Games will track their feedback to see what kind of content they want

How Holospark* Is Making Earthfall’s Alien Invasion* Worth Repeating

Publicado el 18 de enero de 2019

Going down the co-operative route allowed Holospark to give players all sorts of toys and empowering moments.

New Zealand-based Digital Confectioners*Leave Contract Work High and Dry

Publicado el 16 de enero de 2019

New Zealand-based Digital Confectioners* want to develop their own games, free from publishers and investors.

Certain Affinity* Is Ready for the Limelight with Games as a Service Model

Publicado el 14 de enero de 2019

Certain Affinity has made a name for itself as a co-developer, but the studio is undergoing significant changes

Phantom Doctrine Is a Tactics Game Built of Cold War Paranoia

Publicado el 7 de enero de 2019

With Phantom Doctrine, the idea is to blend classic genres and classic ideas with a fresh and liberating setting

Starpoint Gemini: How a Tenacious Team Created a Successful Franchise

Publicado el 2 de enero de 2019

The cofounders of Little Green Men Games aren’t the first group of developers, to bootstrap their company.

Outward Proves You Don’t Need Crunch to Make a Massive RPG

Publicado el 27 de diciembre de 2018

Outward is an ambitious, open-world RPG designed by a team that’s a third of the size you’d expect.

How Landfall* Juggles Jokes, Physics Experiments, and Commercial Games

Publicado el 20 de diciembre de 2018

Landfall* was working on Totally Accurate Battle Simulator*, a physics-based tactics sim,

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Develop Virtual Reality Games for Dual Markets

Skydance Interactive* addresses the unique challenge of game development for both arcade use and home-based players

The Making of Early Access Hit They Are Billions*

Publicado el 22 de noviembre de 2018

Having “bold and original ideas” is the key to surviving the notoriously difficult video game industry

Spearhead Games*: From Leaving AAA to Making a Time-Traveling Columbo

Publicado el 24 de mayo de 2018

Like a lot of the indie studios that have cropped up over the last few years, Spearhead Games*' founders, Atul Mehra and Malik Boukhira, were...

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