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SMITE is framed by way of a camera

Buy Smite Gems

Headed by european general manager and global VP of marketing Veronique Lallier, the studio is working on a new project following the successful release of Hi-Rez titles on Switch and the roll-out of cross-play in Smite, Paladins and Realm Royale. Smite and Realm Royale publisher Hi-Rez is opening a new development studio in Brighton Red Beard Games. Should you cherished this short article as well as you want to obtain more information concerning Buy Smite Gems kindly go to our site.

Alongside the new studio's formation, the eSports arm of Hi-Rez, Skillshot Media, is also based in Brighton. They are partnering with Develop:Brighton, a business conference held in that city, an eSports Insider (ESI) to host what they are calling and eSports track. The event is intended to encourage further development, like the building of Red Beard Games, in the United Kingdom. Hi-Rez specializes in multiplayer games with eSports aspirations, so an eSports add-on to a convention being hosted in the town their latest studio will be built is a natural extension of the brands activities.

The development studio behind Realm Royale, Smite and Paladins, Hi-Rez Studios, will be expanding to the United Kingdom in the form of a new studio called Red Beard Games. Red Beard will be located in Brighton, UK and is the first of three planned expansion studios from Hi-Rez.

As we mentioned earlier, Smite is a fine example of how to port an existing title with serious graphical and processing demands to Switch. Character models and arenas all look remarkably close to their iterations on other platforms, and we experienced very little lag when playing online (less than we experienced when reviewing Paladins during its launch week). There’s a noticeable wait for characters to load in the pre-game lobby and the roster screens, but it’s a small price to pay considering there’s full support for all the themed skins and items found elsewhere. We did experience some issues connecting to match with more failed connections that we’d prefer but we’ll chalk that up to early release server jitters for now.