Play it in - browser, via the free Unity3D plug - in, at PlayJoyride.com For this hobby videogame project I served as project lead (original concept,
core gameplay design, team management) and engine programmer, in addition to designing one stage and doing a little bit of art.
Game quality is measure in
core gameplay design, accessibility, and replayability factor.
Why not develop full - fledged games based on Nintendo's popular franchises with a fitness aspect added into
the core gameplay design?
For this hobby videogame project I served as project lead (original concept,
core gameplay design, team management) and engine programmer, in addition to designing one stage and doing a little bit of art.
By Relic's standards Company of Heroes 2 is an extremely conservative sequel, but the superb
core gameplay design was in no need of major alteration.
Not exact matches
Even if Quake 1 was different from Quake 2 they had same Gothic Punk Hard
Core Design and
gameplay.
We wanted to create an RPG that featured hacking not as a stand - alone mini-game, but rather as a legitimate solution to game problems, a
core gameplay mechanic rooted deeply in the story and level
design.
From sound
design to art
design to
core gameplay mechanics, every aspect of the paper premise has been explored.
And, thanks to the then - new tech on display, SMW packed in even more bits of ingenious
design to the already impeccable
core gameplay.
You will work together with the
core design team to
design and implement the systemic and
gameplay features of an epic open world game;
One of the hallmarks of excellent game
design — exemplifying a powerful grasp of both control mechanics and level
design — is the ability to create endless new spins on the
core gameplay without adding any conspicuous extra elements.
Fantastic visual
design and a catchy soundtrack complement the
core gameplay beautifully, making it a pleasure to enjoy the aesthetic aspects.
Both lead their
design by ensuring that no player will ever need to dig into the arcane depths of passive buffs, synergistic perk clusters, and so many numbers in order to do well, but both are also
designed so that players who do want to pull out the spreadsheets can reimagine the
core gameplay with notable versatility.
At its
core, the game was fun, with interesting level
designs and fairly solid
gameplay.
Beautiful
design work, humourous absurdity, legitimately great music, all working to support the great
core gameplay.
And it has to be said that even if the
designs of the missions themselves are lackluster, they are fun thanks to the
core gameplay mechanics.
Now take the above two points into consideration with track
design that is incredibly tight and narrow and the
core gameplay experience is just terrible, and this is without doubt one of the worst racing games I have ever played.
As with other
gameplay elements in Fortune, the Good & Evil
design is
core to Fable and brings a wealth of options to deckbuilding and in game choices.
They were totally different games in terms of visual
design and
core gameplay, complete with a more Tecmo Bowl - ish horizontal field of view instead of the 16 - bit game's vertical perspective.
One of the strongest
gameplay design elements in The Legend of Zelda series is the unique
core mechanics the games are typically built around.
From a
design standpoint, this is more polished in terms of the
core gameplay mechanics (as there are more of them and balanced to a greater degree).
They started working on the high - level game
design and creating a short animated movie showing some of the
core gameplay mechanism and general visual style of the game.
The best thing about career mode is how it blends together all of RIGS» mechanics and
design decisions both inside and outside of the
core gameplay experience.
So overall, Destiny is a game that has some bad storytelling and some unbalanced multiplayer, but the
core gameplay is one of the best in the genre and the
design of the universe is one of the finest examples I've ever seen.
What makes Devil May Cry's difficulty so perfect is simply how deliberate the
design is, both in the
core gameplay and in regards to the multiple modes.
Destiny is a game that has some bad storytelling and some unbalanced multiplayer, but the
core gameplay is one of the best in the genre and the
design of the universe is one of the finest examples I've ever seen.
Novel content, narrative, settings, character
designs, artwork, audio or plots - unless they affect the
core gameplay in a major way.
Why it needs help: Though we enjoyed Resident Evil 6, we definitely felt like it was the weakest in the
core franchise (as we mentioned in our Resident Evil 6 review), mostly due to conflicted
gameplay and poorly
designed bosses.
A set of alternative
gameplay modes we've
designed in addition to the competitive
core game — Knockout, for instance, is a sumo - like variant that gives each team a ball that they'll need to defend while trying to push the other team's ball out of the ring.
Called this years ago... Started shouting when Ryse came out... that it would eventually lead to this...
Core gameplay mechanics and game
design being effected by micro transactions.
The game pulls heavily from old classics and provides an aesthetic that would seem right at home with them, but uses modern
gameplay design to change the
core experience in a wholly unsatisfying way.
The
core gameplay mechanics and level
design are also similar, but Underworld at least adds more gunplay and some more complex puzzles.
For all the risks Mirror of Fate takes in terms of story and aesthetic, its
core gameplay feels mired in antiquated
design that just doesn't feel that relevant anymore.
•
Gameplay Enhancements: WWE 2K15 will significantly improve the core gameplay experience through key additions and improvements designed to elevate the franchise now and into the
Gameplay Enhancements: WWE 2K15 will significantly improve the
core gameplay experience through key additions and improvements designed to elevate the franchise now and into the
gameplay experience through key additions and improvements
designed to elevate the franchise now and into the future.
Of course, it also helps that the
core gameplay remains just as good thanks to great
design and a unique take on the strategy genre that has yet to really be challenged by other developers.
Brian: The whole aspect of using music as a key aspect of the
core gameplay and having great graphical
design was the main excitement.
Not only the
core gameplay, but also most of the in game menu navigation is compatible to the \» shoulder button only \» interface
design.
All of this is focused on the
core stealth
gameplay, which works really well in many of the smartly
designed levels (though the developers did opt to recycle levels in the second half of the game).
Not yet in alpha, it's being developed by a small team who are working on prototypes,
designing concept art, composing soundscapes and developing
core gameplay mechanics.
The
core gameplay has been tested pretty thoroughly and we're satisfied that it's fun and balanced, though we'll no doubt continue to iterate on the
design.
As I write those words it sounds ridiculous, but everything about the
core gameplay is beautifully
designed and kept me wanting more.
So that's the
core gameplay and how the basic level
design works here.
Our initial goal will allow us to produce a game which retains the
core gameplay and
design concepts without sacrificing the depth of the simulated city.
The
core concept,
gameplay design, and art direction of the game is fully realized and definitely gives players a great and original experience that we hope they will enjoy.
Though taking a more methodical approach in its
design than the most recent offerings, there's a definite sense of renewed interest within not just the historical - era setting, but within the stripped - back
gameplay that once again forms the
core experience.
This will be closer to a 1:1 remake with updates to the weapon / character
designs but without altering the
core gameplay of the original.
The game is exquisitely
designed, taking a simple
core gameplay mechanic and
designing an ever - evolving, complete game experience around it.
The platformer's
core gameplay remains as fantastic as it ever was, incorporating superb level
design and a deliciously challenging campaign.
«I think the games that successfully do loot box systems are
designed around them completely from the outside and they're a
core part of the
gameplay loot, whereas as our loop, it's more based on the
gameplay action itself, then gathering items, then using that to create better gear, and then using that to go and do more action
gameplay,» Game director Kaname Fujioka explained.
Unit 13 showcases the strengths of the PlayStation Vita fairly well, with the quality of its
core gameplay complemented by the accessibility of its mission
design.