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  1. Jul 17, 2009 · According to 2K Boston creative director and game development notable Ken Levine, it's woven into the people you hire and the culture of the studio that you develop over years with those people. Gamasutra recently spoke to Levine, as well as director of creative development Joe McDonagh and Ryan Oddey, the studio's recruiter, about how the ...

  2. The game's main character, Judas, has been able to break free of that direction, her actions leading to revolution aboard the Mayflower. Development. Judas is the debut title for Ghost Story Games, a studio founded by Ken Levine following the shutdown of Irrational Games, the developer of the BioShock series.

  3. Dec 8, 2022 · Ghost Story, the studio from Bioshock creator Ken Levine, finally announced its highly anticipated debut title Judas during the 2022 Game Awards. Judas is an...

    • 2 min
    • 418.4K
    • GameSpot
  4. Jan 31, 2024 · Updated: Jan 31, 2024 9:52 pm. Posted: Jan 31, 2024 2:31 pm. We already knew that Judas, a first-person sci-fi action game from BioShock creator Ken Levine, was in development. And today, we got a ...

  5. Mar 10, 2013 · -Irrational Games' Ken Levine, often accused of being a perfectionist, questions whether the long hours -- and several years -- that have gone into its upcoming BioShock Infinite are worth the cost to its developers in an interview with Eurogamer. Quality of life is a major concern for the video game development field, as unusually long hours and the dreaded "crunch time" can really take its ...

  6. The development of BioShock Infinite began after BioShock ' s release in August 2007. The five-year development, led by studio Irrational Games, began under the moniker "Project Icarus". Irrational's creative lead, Ken Levine was inspired by events at the turn of the 20th century and the expansion of the concept of American Exceptionalism set ...

  7. Sep 6, 2023 · Levine's theater background didn't fade away as he dived into game development; it became an asset. He would often approach game narratives like a play, focusing on the pacing, the character arcs, and dramatic climaxes. In a panel discussion at GDC 2011, fellow game designer Amy Hennig noted, Ken's approach was different.

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