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For years I’ve characterized the Japanese powerhouse predominantly as a consumer electronics manufacturer. Dominant position In Sony’s case, to help sell its headphones and television sets it ensures there is ample content available that showcases the full capability (e.g., Sony will always keep a foot in electronics.
At Electronic Arts he did the graphics in Will Wrights team that created Spore. To make sense of all the information that players gather during their adventure, the dev team came up with the evidence board system. Three Oscars Shalin Shodhan is no stranger to building immersive worlds.
I wanted to design consumer electronics and gadgets so I studied Industrial Design and Technology. Working in Mixed Reality, I met many ex game devs and artists, who I learned from and was greatly inspired by. Another really important one for me is avoiding clickbait game devcontent and news. It’s made a huge difference.
Haman in his home office, surrounded by unfinished electronics projects, lit by an implausible number of computer monitors and sipping off-brand energy drinks. The post Solo dev Jonathan C Haman created “the glorious Drift Type C – which no one is buying” appeared first on PreMortem Games. WHAT THAT MEAN?
At Electronic Arts he did the graphics in Will Wright’s team that created Spore. To make sense of all the information that players gather during their adventure, the dev team came up with the evidence board system. Three Oscars Shalin Shodhan is no stranger to building immersive worlds.
pstrejczek: Is there a reason Electron is the preferred way for Steam publishing ? It’s not preferred, at least for game content itself a win/mac native package is always more powerful. But currently we don’t have builtin Steam SDK integration yet, and there is mature Steam SDK integration in Electron.
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I've worked in games for a while now, building upon general software development experience from electronics and RF equipment. is that it's not officially supported by Autodesk software, which many use for content creation in the game industry. I'm Gordon MacPherson ( RevoluPowered ), a C++ contractor from the United Kingdom.
I've worked at studios owned by Sony, Microsoft, Activision, and Electronic Arts. You may have guessed the kind of games these tend to be - the franchise games with regular release schedules and the live service games with regular content updates all hope to stay in this lane.
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