🤑 Sumo Digital teams up with 2K for at least two undisclosed "projects" • at-us.ru

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HITMAN 2 arrives in November and Sumo Digital have announced that they have collaborated with IO Interactive once more to craft the deep.


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Sumo Digital On Crackdown 3, Sonic Racing, And Being The Industry's \

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HITMAN 2 arriving November 13th! We have collaborated with @IOInteractive once more to craft the deep jungle 'Colombia' contract for.


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Sumo Digital collaborated with IO Interactive once more to craft the deep jungle '​Colombia' and 'Isle of Sgail' contracts for the renowned assassin. It's your task.


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HITMAN 2 arriving November 13th! We have collaborated with @IOInteractive once more to craft the deep jungle 'Colombia' contract for.


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IKINEMA takes a deep dive with Sumo Digital on production of Crackdown 3 (Full Interview)

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HITMAN 2 arriving November 13th! We have collaborated with @IOInteractive once more to craft the deep jungle 'Colombia' contract for.


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Sumo Digital Stopped Working On LittleBigPlanet For Over 2 Years?

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Sumo Digital collaborated with IO Interactive once more to craft the deep jungle '​Colombia' and 'Isle of Sgail' contracts for the renowned assassin. It's your task.


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Sumo Digital has announced it is partnering up with publisher 2K. Hitman 2, and Crackdown 3 - is not yet ready to clarify what, exactly.


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Sumo Digital Ltd. is a British video game developer based in Sheffield, England. The company was founded in by four former members of the management.


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Partnership with Sony XDev - After being bought by Sumo Digital and has aided development on the likes of Mortal Kombat 11 and Hitman 2.


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Tech in the North - Sheffield ft. Darren Mills from Sumo Digital

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Sumo Digital collaborated with IO Interactive once more to craft the deep jungle '​Colombia' and 'Isle of Sgail' contracts for the renowned assassin. It's your task.


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This is most especially felt with projects on which it's not the lead developer - such as Hitman 2 or its contributions to various Forza titles and DLC - but Porter assures that this is not a burning issue for the firm. Sumo Digital takes the need for secrecy so seriously that its teams are actually put in separate buildings This would also explain why Dead Island 2, which Sumo Digital took over from Yager two years ago , has been kept under wraps until now - undoubtedly this is a very different project to when it first started. That's what we're doing with Crackdown 3. We're used to being the ones working quietly in the background. We don't necessarily have Chinese walls between projects, but we do have physical ones. That's important if you want to work on people's IP". That's important if you want to work on people's IP" "As always, it's quite difficult doing interviews because I'm happy to talk about what we're doing at Sumo, but so often we can't actually talk about a lot of the stuff we're doing and that is quite frustrating. Paul Porter, Sumo Digital "To have Sumo involved in that range of titles, leading some of those titles, is huge progress from where we started," he says, reflecting on the studio's humble origins 15 years ago. That's what we're doing with Crackdown 3". Sign in to contribute Email address Password Sign in Need an account?

Sumo Digital had perhaps the biggest E3 presence of any UK developer this year - although you might not have known it. Register now.

Porter, an enthusiastic fan of the series, is keen not to let history repeat itself. The UK developer has been working on the game for four years now, and while often a notable absentee from Microsoft events, Porter tells us the relative silence on Crackdown's progress is "because it's been given the time it needs and warrants to meet the expectations of that franchise. This can actually limit the projects they can take on, but ultimately the MD believes in the benefits for his studio. At the same time, we're really excited, knowing what's happening behind the scenes. The last thing we'd want to be seen to be doing is the same game for two different clients. If they want to work on a first-person shooter, or a third-person shooter, they can do that at Sumo. So rather than a designer, do we need a narrative designer or a systems designer? This is exemplified by the fact that teams are physically divided across multiple buildings at Sumo's Sheffield complex. Jones himself even told GamesIndustry. After a couple of hours of playing Crackdown 2 I wanted to throw my controller at the TV, and I was really quite sad. That's really important if you want to continue to work on people's IP - they want to know it's secure and safe. That's what we're doing with Crackdown 3" "My experience of Crackdown is probably similar to a lot of other people's," he says. At the end of the day, it's their IP, it's their crown jewel. Sonic The Hedgehog is just one of the major IP Sumo has repeatedly been entrusted with, and the studio has an avid fanbase after the previous two racing games. Yet for all the high-profile projects Sumo works on, the studio itself often misses out on the attention. The sequel was less well-received, as it veered away from the colourful world of the first game and crammed in too many ideas that failed to match players' expectations. Enter your email address. Sonic The Hedgehog is just one of the major IP Sumo has repeatedly been entrusted with, and the studio has an avid fanbase after the previous two racing games "Confidentiality is really important in this industry," Porter explains. Maintaining relationships with multiple AAA publishers is also a delicate balancing act. The hype for Crackdown 3 is remarkable given the mixed reception to its two predecessors. It's an essential quality for a developer entrusted with such high-profile IP, and something Sumo takes incredibly seriously. Latest comments 1 Dr. Speaking to GamesIndustry. This has enabled Sumo to not only be more selective in who it hires, but also more thorough in ensuring new recruits satisfy the studio's evolving needs. We don't want to have any issues with our clients being embarrassed by us doing [the same thing] for two different people. This would also explain why Dead Island 2, which Sumo Digital took over from Yager two years ago , has been kept under wraps until now - undoubtedly this is a very different project to when it first started. Crackdown 3 has been in development for four years, but Porter's suggestion of multiple finishes implies the team hasn't been afraid to scale back and readdress something to improve upon it. With Microsoft, Warner, Sega and more currently employing Sumo's services, Porter and his teams have to be careful to avoid conflicts. The diversity we have in the different games we do is what brings our value and enthusiasm. The original was boosted by offering Xbox owners access to the Halo 3 multiplayer beta, but it turned out to be a game worthy of attention in its own right thanks to a free-form, sandbox structure and enjoyable co-operative multiplayer. One final benefit of these AAA projects - regardless of how well Sumo's contribution is highlighted - is that it helps to attract more experienced talent to join the team. The fact we've seen so little of Crackdown 3 and Dead Island 2 - let alone the myriad other projects Sumo is working on - is a testament to the studio's ability to keep a secret. Sumo is lead developer, and yet even as recently as last month there were reports of confusion as it was discovered Reagent Games and with them series creator David Jones was no longer working on the game. That's definitely not the route that's been taken with Crackdown 3. Very little has been seen of Crackdown 3 over the past four years, but Porter assures the studio is doing all it can to avoid repeating the mistakes of the last entry. We need to be a lot more specific to find the key talent for those key roles. His answer highlights something that's often misunderstood by consumers: the time between announcement and release isn't always reflective of the length of development. Sumo Digital takes the need for secrecy so seriously that its teams are actually put in separate buildings. The studio's work was front and centre at the Xbox press conference in the form of the long-awaited Crackdown 3 - now confirmed for a February release. Such is the nature of game development, but does this have an impact on Sumo if the studio is hard at work on these announced but rarely seen AAA titles but unable to share who well work is progressing? But I respect that, because it's not within our remit to talk about those things because we're working in collaboration with a publisher that owns the IP. If someone wants to get into the industry and wants to work on a kart racing game, they can do that at Sumo Digital. They can shout about it - we're just happy to have the opportunity to work on such well-received games. In fact, the day we visit Sumo, we're told one of the buildings is off limits due to Microsoft visiting to check on Crackdown 3. He concludes: "The beauty of working at Sumo is we do work with many different clients, on many different diverse projects. He continues: "As a consumer, you don't care how long something's taken to make or what that journey was - you care that it's a good game, and the most important thing for me is we get to work on good games and put titles out that we're proud of, that we'd want to play ourselves.