Sentences with phrase «aesthetic design of the game»

I loved the flowing combat and the beautiful aesthetic design of the game.

Not exact matches

One of the greatest commendations I had for Sea of thieves coming out of the beta was the game's aesthetic design, and that praise still rings true in the final version.
It isn't until the back half of the game that levels start to employ more colour and aesthetic features into their design, to great effect.
The first - ever gameplay footage of The Elder Scrolls Online touches on the MMO's varied environments, its diverse character customization and the game's aesthetic, designed to reflect the look and feel of the three most recent Elder Scrolls games.
It looks like a Dreamcast era game as it features plenty of wacky character designs, colourful and trippy tracks, and has an overall funky early 2000s aesthetic.
Once the mechanics are selected (based on the needs of learners), you can then look to incorporate the aesthetic elements of game design in order to create presence and intuitive control / navigation which will support the game mechanics.
The games from 30 + years ago might not have held up over time, but the the design of the hardware — bulky but beautiful — could give Apple's aesthetic a run for its money.
On a purely technical level the game isn't impressive at all thanks to iffy textures, a variety of graphical problems and a general lack of detail, but the lighting the lighting and the aesthetic design gives way to some lovely scenery.
The visual and audio design of Sparc are both fantastic and reinforce the futuristic sports aesthetic of the game.
Gamers who aren't as experienced with platformers, may not like the trial and error aspect to solving some of the puzzles but fortunately the beautifully designed world and game aesthetic help mask those more «gamey» elements.
The music is decent and fits in will with the overall visual aesthetic and is not an exemplary element of the game's design.
Is that kind of aesthetic part of the design philosophy for this game?
But it is becoming blatantly obvious to me that some developers are resting their laurels on purely the visual aesthetic of their game design.
The game seems to borrow some of the character designs and story elements from Cope's work, although the game adopts a soft - edged, watercolor-esque style while the film was mostly stop - motion with a paper - mache aesthetic.
The title has been bathed in critical attention since day one, partly due to a panel discussing the design and aesthetic of the game in «The Art of Firewatch» at GDC 2015, and partly due to the creators» previous employments with Telltale and Double Fine development studios.
Not only are the visuals technically impressive and beautifully designed, but the game is filled with smart little aesthetic touches like the way heroes fly dramatically out of the screen whenever you swap them.
To discuss the work, aesthetic preferences, and strategies of production of a man who could be addressed as one of the «father figures» of game design is the right decision.
Despite the original Mirror's Edge game being praised for its clean minimalist aesthetic in 2008, one of the common bugbears that many had with the game was its frustrating parkour movement in a world that suffered from frustrating level design.
«Where other projects fill in detail around the edges of the game by tuning gameplay mechanics or improving textures, we focused on bringing new level design, aesthetic direction and world - building detail,» said Caustic Creative's John French in the press release.
But Yang also outlined what he thought were the three ingredients of successful single - player game design: a strong aesthetic, decent storytelling, and meaningful interaction.
These game modes are all translated well into the 1940's aesthetic too, though not all of them feel perfectly suitable for some of the more chaotic, claustrophobic map designs.
Such as Hajime Katoki for one and not to mention the Yutaka Izubuchi designed Hygogg kit on his disk, all of which clearly shows in terms of the game's overall aesthetic for the mecha.
It's the kind of overblown designs you would see in 90s games, which maintains the 90s FPS aesthetic.
The result is a game that brings together a series of brilliantly designed levels that set the bar in terms of imaginative possibilities and tactile realizations, leaving it difficult to complain about the new aesthetic that simplifies the larger view by stitching it altogether with minimalist detail.
This new video takes a look at the games «Lo - Fi Sci - Fi» design aesthetic, and features interviews with a few of the game's designers to find out why they decided to go with a retro science fiction look in Alien: Isolation.
Based on the game's credits, it's more difficult to pin down who exactly was responsible for M.U.S.H.A. «s level designs (possibly Kazuyuki Nakashima, more on him in a bit), but especially some of the aesthetic choices in the backgrounds are worth mentioning.
Whilst most areas of the game are imaginative in design and challenge the player in the right way, some start to feel repetitive in design and adopt so similar of an aesthetic and approach that they become hard to tell apart.
Videogame re-releases sometimes corrupt a text's original artistic design as in the aforesaid voice acting change in the Silent Hill HD Collection, but even more drastically as in the completely reworked visuals and audio in the 2009 release of The Secret of Monkey Island: Special Edition, overlooking the value of the original game's aesthetic on its own terms.
It IS an ugly game, with hyper - powerful graphics doing nothing to disguise the drab, uninspiring level design and general aesthetic of the environments, soldiers, and above all else, the robot suits.
- Elegant & minimal art design... the first Pixeljam game to break out of its established retro aesthetic.
Much like the the very successful «Mega Man 9,» this game was deliberately designed with the aesthetic of the original Mega Man games of the NES era, from the sprite - based graphics to the chip tune soundtrack.
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