Sentences with phrase «approach to game design»

We've spent the last two years building the technology for a next - generation massively multiplayer online game that requires an entirely new approach to game design and development.
Directed by Casey Hudson who would go on to lead development on Mass Effect, this role - playing adventure, set thousands of years before the events of the Star Wars movies, really built the foundations of Bioware's approach to game design.
French studio Quantic Dream (Heavy Rain, Beyond Two Souls) often draws criticism for its grandiloquent, highly intellectualised approach to game design, but its projects are always interesting and gorgeous to look at.
Dark Souls has already inspired clones, and From's sadistic approach to game design established it as a unique presence.
Moderator Dan Pinchbeck (Dear Esther) began by asking what developers can learn from adopting an unorthodox approach to game design.
If a polar opposite of the cynical «conveyor belt» approach to game design exists, it's in the form of Super Hydorah and its slew of dextrously designed levels.
It's a complicated approach to game design that often requires designers to go the extra mile in terms of crafting effective scenes that allow the player to retain freedom of movement.
Do you feel that this is an important principle of your approach to game design?
«We've spent the last two years building the technology for a next - generation massively multiplayer online game that requires an entirely new approach to game design and development,» said Automaon CEO James Thompson.
First, Sam Lake (Max Payne, Alan Wake) discusses his unique and creative approach to game design and storytelling.
The visionaries at Respawn have drawn inspiration from their proven experience in first - person action gaming, and are building on that pedigree by taking a new approach to game design and creating an all - new universe with Titanfall.
Now usually I would chalk this up to simply a difference in taste but I think deep down I knew there was something special about team Ico's lead designer Fumito Ueda's minimalist approach to game design.
What is your approach to game design?
It's not the best example of this approach to game design, but it had me thinking about those design philosophies and how important they are to gaming as a whole.
On PC its approach to game design will keep it off most GOTY lists, but on Xbox One its seamless gamepad control scheme and hefty selection modes make it a must for Halo devotees.
Another approach to game design is to take a new piece of hardware and ask yourself, what is it capable of?
Our unique approach to game design was featured in an interview on AiGameDev.com, the world's leading website for news and information about artificial intelligence in games.
This approach to game design allows the players only there for the story to get the bare minimum experience and nothing more.
The problem is not with innovating gameplay, the problem is in the basic approach to game design.
Now it's clearly treated as just another approach to game design and that's a good thing.
Between its unapologetically wacky narrative to its everything - and - the - kitchen - sink approach to game design, the game doesn't comfortably fit into any particular... Continue reading →
I take issue with Gravitation because the Creator's Statement advocates a kind of creator - centric approach to game design that seems to be gaining cultural currency in the indie games world these days.
I think it was a bold approach to game design and a very unique game.
With DriveClub, Evolution Studio is delivering truly astonishing visuals matched by a forward - thinking approach to game design that leverages all the social gameplay we developed for MotorStorm RC, and takes it to the next level.
I wanted to love Zombie Apocalypse: Never Die Alone, but its Frankenstein approach to game design, taking ideas that worked well in other games and stitching them together haphazardly, just doesn't work.
While From Software's approach to game design is unapologetically woven into Nioh's fabric, Team Ninja's game is far more than a Souls clone.
I think that is a fundamentally misguided approach to a game design.
Most people probably won't mind Lost Sphear's nostalgia tinted approach to game design, but there's surprisingly little to write home about.
It takes the «fail better» approach to game design and distills it to its very essence, taking the often repetitious process of dying and retrying and turning it into something captivating enough to endure the occasional frustrations that always come with repeated failure.
If a polar opposite of the cynical «conveyor belt» approach to game design exists, it's in the form of Super Hydorah and its slew of dextrously designed levels.
[In an in - depth opinion piece, game designer and researcher Douglas Wilson urges more collaborative approaches to game design, suggesting that «the «auteur» school of game development is not only outmoded, but dangerous to the vitality of the medium».]
I think the approach to games design that Thomas proposes is very important in a number of ways.
While there are many approaches to game design, there are some fundamental principles to make sure that the design best supports the overall game development process.
Three unique approaches to game design are exposed in a conversation about what makes games tick, what these designers obsess over, why they love game design, and how to thrive in the wilderness that surrounds the mainstream game industry.

Not exact matches

In his Ph.D. research, Mason used an ergonomics approach to design wheelchair configuration for optimal on - court mobility during games.
Game developers were also significantly more likely to report using what they term an «agile» approach to software development — embracing an iterative process in which a project's design is frequently modified during development.
Computer scientists from the University of Lincoln, UK, the University of Copenhagen, Denmark, and University College Cork, Ireland, worked with a leading special needs school in Lincoln to examine whether new motion - based gaming technologies and interactive design approaches could make video games more accessible and appealing for children who use powered wheelchairs.
But the game was never designed as a «first person shooter», so it would behoove the gamer to not approach it as such.
An uninspired approach to the design of the game's stages and challenges ultimately leaves Dark Void dangling in the chasm of mediocre shooters.
Deep tactical turn based battle approach, interesting unit customisation, true to the tabletop source material design and a claustrophobic atmosphere deliver an excellent game.
Sniper Ghost Warrior 3 understands its mechanics and the game's design is brutally consistent, resulting in a challenging choice - based approach to gameplay and strategy.
& rdquo; This might bring to mind games like Diablo, but Bastion is designed with nearly the opposite kind of approach.
When it comes to dynamic mission design and approach, this game is pretty much unparalleled.
That the film works as anything more than an elaborate game of guess - the - citation is a credit to two key elements, the first being its imaginative visual sensibility, an expressionist approach to costuming and set design that comes as welcome relief from the grays - and - earth - tones look of contemporary tentpole fantasy filmmaking.
If you design around the friendly - player approach instead, those you StreetPass with will be able to tour your castle and gather unique resources to take back to their games, giving Birthright players access to exclusive items from Conquest and vice versa.
While its minute - to - minute narrative lacks the complexity and pull of classic adventure games, its open - world design and unique approach to storytelling make it something unlike anything I've ever played before.
This first - person adventure features intelligent design that allows players to take full control, with freedom to choose their path through the game's levels and how they approach and overcome each challenge.
Summary: One of the best third - person stealth - gameplay video game packages available in 2016, with hand - crafted sandbox level design and tons of creative ways to approach mission objectives.
It did a fine job appealing to players who preferred the first game's approach to level design, while achieving the density of secrets, routes, and goodies that helped Dark Souls 2 carve out an identity of its own.
For example, if a student wants to design video games but lacks the aptitude to get into a corresponding program, the school team might suggest exploring lateral ways to approach the industry, such as video editing as a means to start a game review channel (which that student might even be able to monetize).
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