Xbox

Xbox

Entertainment Providers

When everybody plays, we all win

About us

At Xbox, we believe that gaming is for everyone. Gaming provides billions of people around the world with many shared experiences: it can take you to wonderful places, immerse you in gripping narratives, and connect you with friends and create a sense of community. We believe that gaming should be inclusive of all, accessible to all, and safe for all, and we work toward making it so each and every day. Why? Because when everybody plays, we all win. Sound like something you’d like to be a part of? Check out our job openings by going to https://jobs.careers.microsoft.com

Website
https://www.xbox.com/
Industry
Entertainment Providers
Company size
10,001+ employees
Founded
2001

Updates

  • View organization page for Xbox, graphic

    18,647 followers

    The next great game developers could be anywhere in the world, but they might not have the support or community they need to take the next step. That’s where Xbox Game Camp comes in.    The team hosts sessions across the globe to educate and empower people from non-traditional backgrounds and help them realize their potential in the gaming industry. And today, for the first time, they’re launching Xbox Game Camp in Ukraine.   This immersive, virtual learning experience is designed to support and celebrate new and established game developers. Xbox Game Camp has already hosted sessions across Africa, Korea, India, Indonesia, Malaysia, the Philippines, Singapore, Sweden, and the United States.    To celebrate the launch of Game Camp Ukraine, watch what Game Camp means to program alumni. Learn more about this and future Game Camps here: https://xbx.lv/4gd7cne

  • View organization page for Xbox, graphic

    18,647 followers

    We’re teaming up with Netflix to celebrate the upcoming release of Squid Game Season 2!   From show-inspired controllers by SCUF Gaming to giveaways and events, there will be exciting ways for all fans to immerse themselves in the Squid Game universe.   Learn more about the activations we have in store, as well as how you can win a Young Hee Gaming Cabinet full of amazing prizes: xbx.lv/3VrKUWu

  • View organization page for Xbox, graphic

    18,647 followers

    Imagining a new land is a hell of a job. Artists not only have to create characters, but environments, props, materials, foliage, and more. Feast your eyes on the beautifully immersive concept art that gave life to Diablo IV: Vessel of Hatred. According to Art Director Nick Chilano, the talented crew at Blizzard Entertainment not only had to imagine a new region but still connect it back to the core world. “For Vessel of Hatred the art team took on the challenge to connect the Spiritborn, the Campaign, and the world of Nahantu together visually. This was something that required a lot of communication and alignment. Each of these parts are very important for the game and that means each aspect had to stand strong on its own as well as together as a cohesive vision. As always, the team met that challenge head on and delivered a beautiful world with compelling and connected characters.” Click through the gallery of concept art below.

  • View organization page for Xbox, graphic

    18,647 followers

    In the mid-1990s, Blizzard Entertainment had a massive success with Warcraft II. Their next big game was Starcraft—a real-time strategy game set in the 25th century, which debuted in 1998.   But the development of Starcraft was up against a major change in the video gaming industry: 3D graphics. Up until this point, Blizzard hand-drew their models, pixel by pixel. Early experiments in 3D, led by Blizzard Art Director Samwise Didier, had a clunky start. “I think it was the Goliath (a combat unit in Starcraft) that we first made, and it just looked kind of doink, from the game view,” says Didier. “It was muddy, and when you rendered it out, everything looked like it was one or two pixels thick.”   So the art team leaned in, making the models wider and thicker, resulting in a now-distinctive over-the-top style. The style is now synonymous with Blizzard.   “Everything on PC at that time was photorealistic, or trying to be, with realistic proportions. And we just said, It doesn’t look cool.” Instead, the team stopped trying to match reality and aimed for what looked right in the game. “In StarCraft, instead of having one gun, it was three guns, and they were all chunky,” says Didier. “The ‘Blizzard Style’ was inspired by a technical necessity—from trying to make things translate.”   This wasn’t the only occasion when technical restrictions determined the artistic direction of the game. The Starcraft team could only use fifteen colors for each model.   “You know when you go to a restaurant and they give you a piece of paper to draw on, and a box of busted crayons, and you’re kind of making do with what you’ve got? And you end up with cool stuff because you’re forced to use color combinations you’d never normally use?” Didier and the design team’s distinctive visual style—one that emerged from constraints—helped make Starcraft a fan favorite and set a visual style that remains in video games today.   Starcraft: Remastered and Starcraft II are now available with Xbox GamePass.

Affiliated pages

Similar pages